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 2026 in this theme: 126 (scroll down to load remaining articles)
2026
Physiological Responses, Exercise Intensity, and Enjoyment During Ring Fit Adventure in Adults With Chronic Diseases: Single-Arm, Pre-Post Experimental Study
JMIR Form Res 2026 (Oct 19); 10:e92345
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Motivations, Barriers, and the Potential of AI in Physical Activity Apps for US Older Adults: Interview Study
JMIR Aging 2026 (Oct 16); 9:e96114
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A Tangible Multimodal Sensing Interface for Collaborative Task Engagement in Children With Autism Spectrum Disorder: Cross-Sectional Mixed Methods Feasibility Study
JMIR Serious Games 2026 (Oct 15); 14:e86264
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Parents’ Perspectives on Using Computerized Cognitive Training to Manage Cognitive Late Effects in Children With Cancer: Qualitative Descriptive Study
J Med Internet Res 2026 (Oct 13); 28:e88656
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Effects of Active Video Games on Cardiometabolic Health in Children and Adolescents: Systematic Review and Meta-Analysis of Randomized Controlled Trials
JMIR Serious Games 2026 (Oct 13); 14:e101833
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Haptic Virtual Reality Training for Combined Spinal-Epidural Anesthesia in Anesthesiology Trainees: Prospective Randomized Controlled Pilot Trial
JMIR Serious Games 2026 (Oct 08); 14:e92207
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Movement and Frontal Theta Activity During Step-Based Exergaming in Healthy Younger and Older Adults: Laboratory-Based Cross-Sectional Study
JMIR Form Res 2026 (Oct 06); 10:e100270
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Effectiveness of Immersive and Embodied Enhancement via “Virtual Reality” on the Sustainability of Hand Hygiene Compliance:Protocol for a Randomized Controlled Trial of a School-Based Training Program
JMIR Res Protoc 2026 (Oct 06); 15:e107264
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Effects of Generative AI–Supported Virtual Reality Dental Skill Training on Learning Performance, Visual Behavior, and Cortical Activation Among Dental Students: Stratified Randomized Controlled Trial
J Med Internet Res 2026 (Oct 01); 28:e90938
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Social Role–Based Training Using a Computer Graphics Avatar in a Real-World Commercial Setting for Individuals With Autism Spectrum Disorder: Quasi-Experimental Study
J Med Internet Res 2026 (Sep 30); 28:e93549
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Exergame Intervention for Habit Formation, Lifestyle Adjustment, and Health Ownership Enhancement Among Hong Kong’s Older Adults: Multisession, Single-Group, Pre-Post Pilot Study
JMIR Serious Games 2026 (Sep 25); 14:e96571
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Balance Wood, a Bilateral Ankle-Controlled Serious Game for Healthy Adults: 2-Stage Cross-Sectional Development and Usability Study
JMIR Serious Games 2026 (Sep 25); 14:e96617
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A Stepwise Animated Video Modeling App With Token-Based Reinforcement for Toilet Training in Children With Autism Spectrum Disorder: Pilot Study Using Multiple-Baseline and Single-Case Designs
JMIR Pediatr Parent 2026 (Sep 25); 9:e92147
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SMARTCLOTH-Odyssey for Nutrition Education in Type 1 Diabetes: Development and Acceptability Study of a Gamified Web-Based Platform for Diabetes Nurse Educators Using a Human-Centered Design Approach
JMIR Diabetes 2026 (Sep 25); 11:e79648
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Video Gaming and Psychological Well-Being Among Sexual and Gender Diverse Youth in Canada, the United States, Mexico, the United Kingdom, and Australia: Protocol for a LEVEL UP! Cross-Sectional Survey and Screenshot Elicitation Interview Study
JMIR Res Protoc 2026 (Sep 24); 15:e95804
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The Reciprocal Relationships Among Impulsivity, Self-Control, Gaming Time, and Internet Gaming Disorder Among Adolescents: Prospective Longitudinal Cohort Study
JMIR Serious Games 2026 (Sep 23); 14:e86982
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Two-Stage Gamified Digital Assessment for Autism Spectrum Disorder Screening and the Limits of Differentiating Social Communication Disorder in Children and Adolescents: Cross-Sectional Diagnostic Accuracy Study Using Explainable Machine Learning
JMIR Serious Games 2026 (Sep 23); 14:e102714
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User Experience Comparison of a Traditional Mannequin-Based and an Augmented Reality Lumbar Puncture Simulator in Geriatric Medicine Training: Questionnaire Study
JMIR XR Spatial Comput 2026 (Sep 21); 3:e98090
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Feasibility and Acceptability of Perioperative Application of Biofeedback-Based Virtual Reality vs Control for Pain and Anxiety in Children and Adolescents Undergoing Surgery: Pilot Randomized Controlled Trial
J Med Internet Res 2026 (Sep 16); 28:e94604
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Scenario-Based Serious Game for Screening Mild Cognitive Impairment in Older Adults: Cross-Sectional Preliminary Validation Study
JMIR Serious Games 2026 (Sep 16); 14:e92334
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