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Articles published in 2014-games-and-gamification-for-health in this theme: 16 (scroll down to load remaining articles)
2014
A Telehealth Intervention Using Nintendo Wii Fit Balance Boards and iPads to Improve Walking in Older Adults With Lower Limb Amputation (Wii.n.Walk): Study Protocol for a Randomized Controlled Trial
JMIR Res Protoc 2014 (Dec 22); 3(4):e80
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Active Fantasy Sports: Rationale and Feasibility of Leveraging Online Fantasy Sports to Promote Physical Activity
JMIR Serious Games 2014 (Nov 25); 2(2):e13
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How to Systematically Assess Serious Games Applied to Health Care
JMIR Serious Games 2014 (Nov 11); 2(2):e11
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Physiological and Brain Activity After a Combined Cognitive Behavioral Treatment Plus Video Game Therapy for Emotional Regulation in Bulimia Nervosa: A Case Report
J Med Internet Res 2014 (Aug 12); 16(8):e183
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Diabetes Island: Preliminary Impact of a Virtual World Self-Care Educational Intervention for African Americans With Type 2 Diabetes
JMIR Serious Games 2014 (Aug 08); 2(2):e10
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Assessing Video Games to Improve Driving Skills: A Literature Review and Observational Study
JMIR Serious Games 2014 (Aug 07); 2(2):e5
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Just a Fad? Gamification in Health and Fitness Apps
JMIR Serious Games 2014 (Aug 04); 2(2):e9
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The Cure: Design and Evaluation of a Crowdsourcing Game for Gene Selection for Breast Cancer Survival Prediction
JMIR Serious Games 2014 (Jul 29); 2(2):e7
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Attitudes and Preferences on the Use of Mobile Health Technology and Health Games for Self-Management: Interviews With Older Adults on Anticoagulation Therapy
JMIR Mhealth Uhealth 2014 (Jul 23); 2(3):e32
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What Serious Video Games Can Offer Child Obesity Prevention
JMIR Serious Games 2014 (Jul 16); 2(2):e8
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A Functional Magnetic Resonance Imaging Assessment of Small Animals’ Phobia Using Virtual Reality as a Stimulus
JMIR Serious Games 2014 (Jun 27); 2(1):e6
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Personal, Social, and Game-Related Correlates of Active and Non-Active Gaming Among Dutch Gaming Adolescents: Survey-Based Multivariable, Multilevel Logistic Regression Analyses
JMIR Serious Games 2014 (Apr 04); 2(1):e4
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Effect of a Kinect-Based Exercise Game on Improving Executive Cognitive Performance in Community-Dwelling Elderly: Case Control Study
J Med Internet Res 2014 (Feb 24); 16(2):e61
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Views of Young People in Rural Australia on SPARX, a Fantasy World Developed for New Zealand Youth With Depression
JMIR Serious Games 2014 (Feb 18); 2(1):e3
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A Decade of Research on the Use of Three-Dimensional Virtual Worlds in Health Care: A Systematic Literature Review
J Med Internet Res 2014 (Feb 18); 16(2):e47
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DietBet: A Web-Based Program that Uses Social Gaming and Financial Incentives to Promote Weight Loss
JMIR Serious Games 2014 (Feb 07); 2(1):e2
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