Games and Gamification for Health
Years in this theme: All years 2026 2025 2024 2023 2022 2021 2020 2019 2018 2017 2016 2015 2014 2013 2012 2011 2010
Articles published in this theme: 888 (scroll down to load remaining articles)
2026
Feasibility and Acceptability of Useful Field of View Cognitive Training in Adolescent Athletes: Pilot Pre-Post Study
JMIR Form Res 2026 (Sep 11); 10:e93778
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Attitudes Toward and Preconditions for Digital Game–Based Learning Among Public Health and Health Sciences Students: Cross-Sectional Online Survey Study
JMIR Med Educ 2026 (Sep 10); 12:e83347
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Collaborative Gameplay for Children’s Self-Efficacy in Computational Thinking: Qualitative Cross-Sectional Design Science Research Case Study
JMIR Serious Games 2026 (Sep 09); 14:e94416
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Video and App-Based Games for Youth Emotion Regulation: Scoping Review
JMIR Ment Health 2026 (Sep 09); 13:e96935
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Designing a Gamified mHealth App for HIV Prevention and Comorbidities Among Malaysian Young Men Who Have Sex With Men: An Interdisciplinary Expert Panel Study
J Med Internet Res 2026 (Sep 08); 28:e80334
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Gamified Virtual Reality Training for Pneumatic Reduction of Intussusception in Children: Formative Evaluation of a Low-Fidelity Prototype
JMIR Form Res 2026 (Sep 08); 10:e83661
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Behavioral and Physiological Responses to Sensory and Cognitive Demands in an Immersive Virtual Reality Shopping Task in Unimpaired Young Adults: Within-Subjects Experimental Study
JMIR Serious Games 2026 (Aug 28); 14:e84893
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Serious Game–Based Attention Assessment for Attention-Deficit/Hyperactivity Disorder in Children and Adolescents: Preliminary Cross-Sectional Convergent Validation Study
JMIR Serious Games 2026 (Aug 28); 14:e80441
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Executive Dysfunction—A Serious Game for Assessment in Real-Life Contexts: Development and Cross-Sectional Usability Study
JMIR Serious Games 2026 (Aug 27); 14:e94860
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Digital Health Interventions Incorporating Behavior Change Techniques and Gamification for Bladder Health in Adults Aged 50 Years and Older: Rapid Review
Interact J Med Res 2026 (Aug 26); 15:e76867
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Active Video Gaming Intervention in Adults With Mobility Impairments: Concurrent Mixed Methods Single-Arm Pilot Study
JMIR Serious Games 2026 (Aug 26); 14:e73764
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Exploratory Patterns of Task Difficulty and Visual Feedback in Virtual Reality–Based Upper-Limb Trajectory Training
JMIR XR Spatial Comput 2026 (Aug 21); 3:e94745
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Coloring-Based Serious Game in Chinese College Students With Alexithymia: Prospective Longitudinal Exploratory Mixed Methods Study
JMIR Serious Games 2026 (Aug 19); 14:e83540
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A Serious Game for Soft Skills Assessment in Human Resources: Cross-Sectional Within-Participant Convergent Validity Study
JMIR Serious Games 2026 (Aug 19); 14:e86054
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User-Centered Design and Evaluation of a “Lehuo Pingpang” Exergame for Older Adults With Mild Cognitive Impairment: Cross-Sectional Convergent Mixed Methods Study
JMIR Serious Games 2026 (Aug 14); 14:e93081
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Structured Virtual Reality Exergame Intervention in Adolescents With Mild Intellectual Disabilities: Pre-Post Pilot Study on Motor Proficiency and Reaction Time
JMIR Serious Games 2026 (Aug 14); 14:e95572
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Design, Implementation, and Effectiveness of Virtual Reality and Digital Simulation Tools for Pediatric Dental Behavior Management Education: Systematic Review
JMIR Serious Games 2026 (Aug 10); 14:e89738
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A Serious Digital Game (SugarVita) to Support Diabetes Self-Management: Pilot Randomized Controlled Trial
JMIR Diabetes 2026 (Aug 07); 11:e99345
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Computer Games on the Development of Physical Motor Skills and Social Interaction in Preschool Children: Quasi-Experimental Study
JMIR Form Res 2026 (Aug 07); 10:e33138
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Symptom Tracking for Patient-Reported Outcomes in Cancer: User-Centered Design of the AthenaCompanion Web Application
J Med Internet Res 2026 (Aug 05); 28:e94017
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