Published on in Vol 22, No 4 (2020): April

Preprints (earlier versions) of this paper are available at, first published .
Effectiveness of Serious Games to Increase Physical Activity in Children With a Chronic Disease: Systematic Review With Meta-Analysis

Effectiveness of Serious Games to Increase Physical Activity in Children With a Chronic Disease: Systematic Review With Meta-Analysis

Effectiveness of Serious Games to Increase Physical Activity in Children With a Chronic Disease: Systematic Review With Meta-Analysis


  1. Saucedo-Araujo R, Chillón P, Pérez-López I, Barranco-Ruiz Y. School-Based Interventions for Promoting Physical Activity Using Games and Gamification: A Systematic Review Protocol. International Journal of Environmental Research and Public Health 2020;17(14):5186 View
  2. Haghighi Osgouei R, Soulsby D, Bello F. Rehabilitation Exergames: Use of Motion Sensing and Machine Learning to Quantify Exercise Performance in Healthy Volunteers. JMIR Rehabilitation and Assistive Technologies 2020;7(2):e17289 View
  3. Mangal N, Tiwari A. A review of the evolution of scientific literature on technology-assisted approaches using RGB-D sensors for musculoskeletal health monitoring. Computers in Biology and Medicine 2021;132:104316 View
  4. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  5. Krath J, Schürmann L, von Korflesch H. Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior 2021;125:106963 View
  6. Pfeiffer K, McKee K, Van Camp C, Clevenger K. Physical Activity Interventions During Childhood and Adolescence: A Narrative Umbrella Review Addressing Characteristics, Conclusions, and Gaps in Knowledge. Kinesiology Review 2023;12(1):47 View
  7. Lamar L, Craig J, Shubkin C. So your patient is a gamer: an exploration of benefits and harms. Current Opinion in Pediatrics 2021;33(5):530 View
  8. Cece V, Roure C, Fargier P, Lentillon-Kaestner V. L’effet des jeux vidéo actifs sur les élèves en éducation physique et sportive : une revue systématique. Movement & Sport Sciences - Science & Motricité 2023;(119):29 View
  9. Kleschnitzki J, Grossmann I, Beyer R, Beyer L. Modification in the Motor Skills of Seniors in Care Homes Using Serious Games and the Impact of COVID-19: Field Study. JMIR Serious Games 2022;10(2):e36768 View
  10. Ferrante G, Mollicone D, Cazzato S, Lombardi E, Pifferi M, Turchetta A, Tancredi G, La Grutta S. COVID-19 Pandemic and Reduced Physical Activity: Is There an Impact on Healthy and Asthmatic Children?. Frontiers in Pediatrics 2021;9 View
  11. Brons A, Braam K, Broekema A, Timmerman A, Millenaar K, Engelbert R, Kröse B, Visser B. Translating Promoting Factors and Behavior Change Principles Into a Blended and Technology-Supported Intervention to Stimulate Physical Activity in Children With Asthma (Foxfit): Design Study. JMIR Formative Research 2022;6(7):e34121 View
  12. Mukhopadhyay A, Sumner J, Ling L, Quek R, Tan A, Teng G, Seetharaman S, Gollamudi S, Ho D, Motani M. Personalised Dosing Using the CURATE.AI Algorithm: Protocol for a Feasibility Study in Patients with Hypertension and Type II Diabetes Mellitus. International Journal of Environmental Research and Public Health 2022;19(15):8979 View
  13. Cavusoglu I, Tarakci D, Zenginler Yazgan Y, Yavuz S. Comparison of effectiveness of Nintendo Wii-based exergaming and home-based fun video exercises in pediatric patients with chronic kidney disease. International Journal of Rehabilitation Research 2023;46(1):26 View
  14. Hama Amin G, Sharif K. Kurdish Language Learning Tool in Serious Game. Kurdistan Journal of Applied Research 2020:13 View
  15. Sanders T, Noetel M, Parker P, Del Pozo Cruz B, Biddle S, Ronto R, Hulteen R, Parker R, Thomas G, De Cocker K, Salmon J, Hesketh K, Weeks N, Arnott H, Devine E, Vasconcellos R, Pagano R, Sherson J, Conigrave J, Lonsdale C. An umbrella review of the benefits and risks associated with youths’ interactions with electronic screens. Nature Human Behaviour 2023;8(1):82 View
  16. Pérez J, Castro M, López G. Serious Games and AI: Challenges and Opportunities for Computational Social Science. IEEE Access 2023;11:62051 View
  17. Wong R, Tung K, Ho F, Wong W, Chow C, Chan K, Fu K, Ip P. Effect of a Mobile Game–Based Intervention to Enhance Child Safety: Randomized Controlled Trial. Journal of Medical Internet Research 2024;26:e51908 View

Books/Policy Documents

  1. Serpa-Andrade L, González-González S, Robles-Bykbaev V, León-Pesántez A, Mata-Quevedo P. Advances in Industrial Design. View
  2. Brito D, Oliveira H. Handbook of Research on Assertiveness, Clarity, and Positivity in Health Literacy. View
  3. Stintzing J. Digitale Lernwelten – Serious Games und Gamification. View
  4. Lunkenheimer F, Ebert D, Baumeister H. Digitale Gesundheitsinterventionen. View