| Videogames for Emotion Regulation: A Systematic Review |
15 |
| Factors Affecting Enjoyment of Virtual Reality Games: A Comparison Involving Consumer-Grade Virtual Reality Technology |
13 |
| A State-of-the-Art Systematic Content Analysis of Games for Health |
12 |
| Comparison of Oculus Rift and HTC Vive: Feasibility for Virtual Reality-Based Exploration, Navigation, Exergaming, and Rehabilitation |
12 |
| Feed the Alien! The Effects of a Nutrition Instruction Game on Children's Nutritional Knowledge and Food Intake |
11 |
| Serious Games for Children with Chronic Diseases: A Systematic Review |
9 |
| Effects of Exergaming on Physical and Cognitive Functions in Individuals with Autism Spectrum Disorder: A Systematic Review |
7 |
| Board Games for Health: A Systematic Literature Review and Meta-Analysis |
6 |
| Developing a Serious Videogame for Preteens to Motivate HPV Vaccination Decision Making: Land of Secret Gardens |
6 |
| Gotta Catch 'Em All: Impact of Pokemon Go on Physical Activity, Sitting Time, and Perceptions of Physical Activity and Health at Baseline and Three-Month Follow-Up |
6 |
| Role of Digital Games in Self-Management of Cardiovascular Diseases: A Scoping Review |
6 |
| Effects of Kinect Adventures Games Versus Conventional Physical Therapy on Postural Control in Elderly People: A Randomized Controlled Trial |
6 |
| Understanding Motivations and Player Experiences of Older Adults in Virtual Reality Training |
6 |
| Effects of Exergaming on Quality of Life in Cancer Patients |
6 |
| Achievement of Virtual and Real Objects Using a Short-Term Motor Learning Protocol in People with Duchenne Muscular Dystrophy: A Crossover Randomized Controlled Trial |
5 |
| Xbox 360 Kinect Cognitive Games Improve Slowness, Complexity of EEG, and Cognitive Functions in Subjects with Mild Cognitive Impairment: A Randomized Control Trial |
5 |
| Exergames to Improve the Mobility of Long-Term Care Residents: A Cluster Randomized Controlled Trial |
5 |
| Efficacy of Bingocize((R)): A Game-Centered Mobile Application to Improve Physical and Cognitive Performance in Older Adults |
5 |
| Benefits of 24-Week Exergame Intervention on Health-Related Quality of Life and Pain in Women with Fibromyalgia: A Single-Blind, Randomized Controlled Trial |
5 |
| Nutrition Education and Dietary Behavior Change Games: A Scoping Review |
5 |
| Interaction Modalities Used on Serious Games for Upper Limb Rehabilitation: A Systematic Review |
5 |
| Computer and Videogame Interventions for Older Adults' Cognitive and Everyday Functioning |
5 |
| A Randomized Controlled Trial on the Role of Enthusiasm About Exergames Players' Perceptions of Exercise |
5 |
| Virtual Sprouts: A Virtual Gardening Pilot Intervention Increases Self-Efficacy to Cook and Eat Fruits and Vegetables in Minority Youth |
4 |
| Standards of Virtual Reality Application in Balance Training Programs in Clinical Practice: A Systematic Review |
4 |
| Cognitive Training Game Versus Action Videogame: Effects on Cognitive Functions in Older Adults |
4 |
| Developing Digital Intervention Games for Mental Disorders: A Review |
4 |
| Beat the Street: A Pilot Evaluation of a Community-Wide Gamification-Based Physical Activity Intervention |
4 |
| Application of Commercial Games for Home-Based Rehabilitation for People with Hemiparesis: Challenges and Lessons Learned |
4 |
| A Randomized Controlled Trial of the Use of Virtual Reality for Needle-Related Procedures in Children and Adolescents in the Emergency Department |
4 |
| Influence of a Character-Based App on Children's Learning of Nutritional Information: Should Apps Be Served with a Side of Media Characters? |
4 |
| Is Kinect Training Superior to Conventional Balance Training for Healthy Older Adults to Improve Postural Control? |
4 |
| Which Game Narratives Do Adolescents of Different Gameplay and Sociodemographic Backgrounds Prefer? A Mixed-Methods Analysis |
3 |
| Balance Training in Virtual Reality Promotes Performance Improvement but not Transfer to Postural Control in People with Chronic Stroke |
3 |
| Augmented Reality Games as a New Class of Physical Activity Interventions? The Impact of Pokemon Go Use and Gaming Intensity on Physical Activity |
3 |
| Photorealistic Avatar and Teen Physical Activity: Feasibility and Preliminary Efficacy |
3 |
| Acute Effect of Exergames on Children's Mood States During Physical Education Classes |
3 |
| Moderator Roles of Optimism and Weight Control on the Impact of Playing Exergames on Happiness: The Perspective of Social Cognitive Theory Using A Randomized Controlled Trial |
3 |
| Effects of an Exergame Software for Older Adults on Fitness, Activities of Daily Living Performance, and Quality of Life |
3 |
| Metabolic Cost and Exercise Intensity During Active Virtual Reality Gaming |
3 |
| Serious Gaming to Support Exercise Therapy for Patients with Chronic Nonspecific Low Back Pain: A Feasibility Study |
3 |
| The Physical Activity Patterns of Greenway Users Playing Pokemon Go: A Natural Experiment |
3 |
| The Efficacy of Playing Videogames Compared with Antidepressants in Reducing Treatment-Resistant Symptoms of Depression |
3 |
| Participant Outcomes from Methods of Recruitment for Videogame Research |
3 |
| Adult Perception Toward Videogames and Physical Activity Using Pokemon Go |
3 |
| Development and Feasibility Testing of a Videogame Intervention to Reduce High-Risk Sexual Behavior in Black and Hispanic Adolescents |
2 |
| Executive Functioning of Older Adults Correlates with Performance of Touchscreen App-Based Puzzles |
2 |
| Force Resistance Training in Hand Grasp and Arm Therapy: Feasibility of a Low-Cost Videogame Controller |
2 |
| Efficacy of the Fun For Wellness Online Intervention to Promote Well-Being Actions: A Secondary Data Analysis |
2 |
| Character Apps for Children's Snacks: Effects of Character Awareness on Snack Selection and Consumption Patterns |
2 |