| Virtual Reality Clinical Research: Promises and Challenges |
20 |
| Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research |
15 |
| Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights |
14 |
| User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness |
10 |
| Younger Adolescents' Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Study |
8 |
| The Praise and Price of Pokemon GO: A Qualitative Study of Children's and Parents' Experiences |
8 |
| Virtual Travel Training for Autism Spectrum Disorder: Proof-of-Concept Interventional Study |
8 |
| Using Mobile Health Gamification to Facilitate Cognitive Behavioral Therapy Skills Practice in Child Anxiety Treatment: Open Clinical Trial |
7 |
| A Web-Based Serious Game for Health to Reduce Perioperative Anxiety and Pain in Children (CliniPup): Pilot Randomized Controlled Trial |
7 |
| Digital Gaming to Improve Adherence Among Adolescents and Young Adults Living With HIV: Mixed-Methods Study to Test Feasibility and Acceptability |
7 |
| Serious Games in Surgical Medical Education: A Virtual Emergency Department as a Tool for Teaching Clinical Reasoning to Medical Students |
7 |
| Creating a Theoretically Grounded Gaming App to Increase Adherence to Pre-Exposure Prophylaxis: Lessons From the Development of the Viral Combat Mobile Phone Game |
6 |
| Effectiveness of a Behavior Change Technique-Based Smartphone Game to Improve Intrinsic Motivation and Physical Activity Adherence in Patients With Type 2 Diabetes: Randomized Controlled Trial |
6 |
| Young People's Knowledge of Antibiotics and Vaccinations and Increasing This Knowledge Through Gaming: Mixed-Methods Study Using e-Bug |
6 |
| FightHPV: Design and Evaluation of a Mobile Game to Raise Awareness About Human Papillomavirus and Nudge People to Take Action Against Cervical Cancer |
5 |
| Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review |
5 |
| Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study |
5 |
| A Mobile Game to Support Smoking Cessation: Prototype Assessment |
4 |
| Physical Wellness Among Gaming Adults: Cross-Sectional Study |
4 |
| Development of CliniPup, a Serious Game Aimed at Reducing Perioperative Anxiety and Pain in Children: Mixed Methods Study |
4 |
| Comparing the Effects on Learning Outcomes of Tablet-Based and Virtual Reality-Based Serious Gaming Modules for Basic Life Support Training: Randomized Trial |
4 |
| 3MD for Chronic Conditions, a Model for Motivational mHealth Design: Embedded Case Study |
4 |
| Usability, Acceptability, Feasibility, and Effectiveness of a Gamified Mobile Health Intervention (Triumf) for Pediatric Patients: Qualitative Study |
4 |
| The Untapped Potential of the Gaming Community: Narrative Review |
3 |
| Diagnostic Markers of User Experience, Play, and Learning for Digital Serious Games: A Conceptual Framework Study |
3 |
| Virtual Reality Cue Refusal Video Game for Alcohol and Cigarette Recovery Support: Summative Study |
3 |
| Effect of Brief Biofeedback via a Smartphone App on Stress Recovery: Randomized Experimental Study |
3 |
| Active Video Games for Rehabilitation in Respiratory Conditions: Systematic Review and Meta-Analysis |
3 |
| A Novel Clinician-Orchestrated Virtual Reality Platform for Distraction During Pediatric Intravenous Procedures in Children With Hemophilia: Randomized Controlled Trial |
3 |
| Do-It-Yourself Gamified Cognitive Training: Viewpoint |
2 |
| Using Narrative Game Design to Increase Children's Physical Activity: Exploratory Thematic Analysis |
2 |
| Development of a Mobile Game to Influence Behavior Determinants of HIV Service Uptake Among Key Populations in the Philippines: User-Centered Design Process |
2 |
| A Serious Game-Derived Index for Detecting Children With Heterogeneous Developmental Disabilities: Randomized Controlled Trial |
2 |
| What Can Be Achieved With Motivation-Based Teaching of Medical Students? A Monocentric Retrospective Audit of Retention Among Highly Motivated Graduates Who Underwent the Learning-by-Doing Concept in Anesthesiology and Intensive Care Medicine |
2 |
| Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping |
2 |
| Search and Match Task: Development of a Taskified Match-3 Puzzle Game to Assess and Practice Visual Search |
2 |
| Development of an Exergame to Deliver a Sustained Dose of High-Intensity Training: Formative Pilot Randomized Trial |
2 |
| The Modification of Vital Signs According to Nursing Students' Experiences Undergoing Cardiopulmonary Resuscitation Training via High-Fidelity Simulation: Quasi-Experimental Study |
2 |
| Development and Evaluation of a Virtual Research Environment to Improve Quality of Care in Overcrowded Emergency Departments: Observational Study |
2 |
| Effects of Social Interaction Mechanics in Pervasive Games on the Physical Activity Levels of Older Adults: Quasi-Experimental Study |
2 |
| Factors Associated with Sustained Exergaming: Longitudinal Investigation |
1 |
| Exergaming Improves Executive Functions in Patients With Metabolic Syndrome: Randomized Controlled Trial |
1 |
| Effects of Full Body Exergaming in Virtual Reality on Cardiovascular and Muscular Parameters: Cross-Sectional Experiment |
1 |
| Web-Based Immersive Patient Simulator as a Curricular Tool for Objective Structured Clinical Examination Preparation in Surgery: Development and Evaluation |
1 |
| Indigenous Adolescents' Perception of an eMental Health Program (SPARX): Exploratory Qualitative Assessment |
1 |
| Gamified Cognitive Control Training for Remitted Depressed Individuals: User Requirements Analysis |
1 |
| Training Working Memory in Adolescents Using Serious Game Elements: Pilot Randomized Controlled Trial |
1 |
| A Badge Design Framework for a Gamified Learning Environment: Cases Analysis and Literature Review for Badge Design |
1 |
| Effects of the FIT Game on Physical Activity in Sixth Graders: A Pilot Reversal Design Intervention Study |
1 |
| Interactive Narrative in a Mobile Health Behavioral Intervention (Tumaini): Theoretical Grounding and Structure of a Smartphone Game to Prevent HIV Among Young Africans |
1 |