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: 49 (scroll down to load remaining articles)
2026
Multigesture Electromyographic Control Complexity in Upper Limb Prostheses Actuated via Single Sensor Input Contraction Magnitude: Qualitative Study for Evaluating Performance and Cognitive Load
JMIR Rehabil Assist Technol 2026 (May 20); 13:e88528
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Cognitive Function Assessment Using a Virtual Reality Serious Game System in Patients With Stable Schizophrenia: Prospective Cohort Study
JMIR Serious Games 2026 (May 08); 14:e83001
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Long-Term Effectiveness of a Game-Based Mobile App for Training in Cardiopulmonary Resuscitation and Automated External Defibrillator Use: Nonrandomized Controlled Trial
JMIR Mhealth Uhealth 2026 (May 06); 14:e78689
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Brain Structural Covariance Networks in Long-Term First-Person Shooter and Multiplayer Online Battle Arena Players: Cross-Sectional Study
JMIR Serious Games 2026 (May 04); 14:e79976
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mHealth-Based Gamification Interventions to Promote Health Among Older Adults: Scoping Review
JMIR Mhealth Uhealth 2026 (May 04); 14:e82368
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Curiosity in a Novel Virtual Reality Scenario and Its Association With Symptoms of Depression: Observational Pilot Investigation
JMIR Form Res 2026 (May 04); 10:e80120
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Gamified Feedback-Based Training System for Pediatric Asthma Inhaler Use: Mixed Methods Randomized Crossover Study
JMIR Serious Games 2026 (May 04); 14:e85673
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Virtual Reality–Based Social Musical Exergame Guided by Self-Determination Theory for Young Adults With Depression and Anxiety: Protocol for a Randomized Controlled Trial
JMIR Res Protoc 2026 (May 01); 15:e83737
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Socially Prescribed Perfectionism, Resilience, and Internet Gaming Disorder in Adolescents: 3-Wave Longitudinal Study
JMIR Serious Games 2026 (Apr 30); 14:e93412
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Gamification of Cognitive Behavioral Therapy Homework: Therapist Concept Mapping Approach
JMIR Form Res 2026 (Apr 30); 10:e50923
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Associations Between Parental Gaming Behaviors and Conversion From Internet Gaming Disorder Noncases to Cases Among Adolescents: Prospective Longitudinal Cohort Study
JMIR Serious Games 2026 (Apr 30); 14:e80061
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Portrayals of Mental Health in Video Games: Protocol for a Scoping Review
JMIR Res Protoc 2026 (Apr 29); 15:e78379
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User Experience of a Virtual Reality–Based Treadmill for Children With a Chronic Disease Affecting Physical Health: Cross-Sectional Feasibility Study
JMIR Serious Games 2026 (Apr 29); 14:e82953
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Effectiveness of Digital Serious Games on Knowledge and Attitudes in Public Health Education: Systematic Review and Bayesian Network Meta-Analysis of Randomized Controlled Trials
J Med Internet Res 2026 (Apr 24); 28:e89281
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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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