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: 820 (scroll down to load remaining articles)
2026
Interactive Vision–Based 3D Augmented Reality System for In-Home Rehabilitation in Older Adults Following Total Joint Replacement: Cross-Sectional Survey of Patients and Service Providers
JMIR Aging 2026 (Apr 20); 9:e87572
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Mental Health Professionals’ Views on Gaming to Inform Game-Based Interventions: Qualitative Cross-Sectional Study
JMIR Serious Games 2026 (Apr 20); 14:e69236
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Is Gamification the New Panacea for Health Behavioral Changes? Implications for the Health and Life Insurance Industry
JMIR Serious Games 2026 (Apr 13); 14:e80684
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Research Design Processes in Serious Games for Adolescent Mental Health: Systematic Review
JMIR Serious Games 2026 (Apr 10); 14:e77173
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Online Communication Attitudes and Video Game Co-Play in Older Adults: Cross-Sectional Mediation Study
JMIR Aging 2026 (Apr 07); 9:e80541
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A Gamified Mobile Health Intervention to Promote Physical Activity, Executive Function, and Mental Health in College Students: Randomized Controlled Trial
J Med Internet Res 2026 (Apr 07); 28:e82769
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Development and Usability of the “FORTEe Get Strong” App to Promote Physical Activity and Health Awareness in Children and Adolescents With Cancer During Intensive Treatment Using an App-Based Approach: Mixed Methods Study
JMIR Serious Games 2026 (Apr 01); 14:e75653
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A Novel Virtual Reality Intervention Combining Movement Exercises and Body Illusions for the Treatment of Chronic Back Pain: Prospective Feasibility Study
JMIR Serious Games 2026 (Mar 30); 14:e81051
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User Experiences of Behavioral and Psychological Change Techniques in a Walking-Based Mobile Exergame: Cross-Sectional Qualitative Study
JMIR Serious Games 2026 (Mar 27); 14:e78776
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Effectiveness of Gamified Swallowing Exercises in Adults With Dysphagia: Systematic Review and Meta-Analysis of Randomized Controlled Trials
JMIR Serious Games 2026 (Mar 26); 14:e82017
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Increasing Physical Activity in Educational Settings Using Mixed Reality Technology: Iterative Formative Study
JMIR Form Res 2026 (Mar 25); 10:e83556
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The Effects of Dance-Based Exergaming on Mental Rotation, General Motor Coordination, and Math Achievement in Adolescent Students: Nonrandomized Controlled Pilot Study
JMIR Serious Games 2026 (Mar 19); 14:e82610
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Game Elements in Military Trauma Care Education: Systematic Review
JMIR Serious Games 2026 (Mar 17); 14:e79163
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Home-Based Immersive Virtual Reality to Improve Motor Performance in Children and Adolescents With Developmental Coordination Disorder: Crossover Study
JMIR Serious Games 2026 (Mar 10); 14:e84995
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Process Evaluation of Interdisciplinary Experiences During the Development of a Serious Game About Radiotherapy for Children: Qualitative Interview Study
JMIR Form Res 2026 (Mar 05); 10:e71454
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Longitudinal Association Between Internet Gaming Disorder and School Refusal Among Adolescents Using a Random Intercept Cross-Lagged Panel Model: Three-Wave Prospective Cohort Study
JMIR Serious Games 2026 (Mar 04); 14:e89619
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Feasibility of Vigorous Extended Reality Tele-Exergaming for Cardiometabolic Health in Youth With Mobility Disabilities: Protocol for a Case Series Study
JMIR Res Protoc 2026 (Feb 27); 15:e85246
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Enhancing Knee Joint Proprioception in Healthy Adults Through Exergame Training With Augmented Feedback: Randomized Controlled Pilot Trial
JMIR Rehabil Assist Technol 2026 (Feb 26); 13:e78525
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Quantifying Slowness in Parkinson Disease Using a Serious Game: Cross-Sectional Study
JMIR Serious Games 2026 (Feb 25); 14:e79463
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A Digital Tool for Assessing the Distinct Effects of Depression, Anxiety, and Attention-Deficit/Hyperactivity Disorder (ADHD) on Children’s Emotional Cognitive Bias: Cross-Sectional Study
J Med Internet Res 2026 (Feb 25); 28:e86286
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