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Articles published in 2025 in this theme: 126 (scroll down to load remaining articles)
2025
Shadow-Induced Forgetting in a Game-Based Paradigm on Nonclinical Adults and Its Effects on Consciousness, Emotional Valence, and Temporal Dynamics: Crossover Study
JMIR Serious Games 2025 (Dec 30); 13:e76946
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Super Mario Bros. and Yoshi Games’ Affordance of Childlike Wonder and Reduced Burnout Risk in Young Adults: In-Depth Mixed Methods Cross-Sectional Study
JMIR Serious Games 2025 (Dec 19); 13:e84219
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Serious Games Integrating Perceptual Learning and Stereopsis Training in Children With Amblyopia: Single-Arm Pre-Post Feasibility Study
JMIR Serious Games 2025 (Dec 17); 13:e77402
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Long-Term Usage of Breeze, a Gamified Breathing Training App, and Its Effect on Momentary Relaxation in People With Cancer: Cohort Study
JMIR Serious Games 2025 (Dec 16); 13:e70297
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Effects of Competitive Exergaming–Based Esports on Older Adults in Hong Kong: Nonrandomized Controlled Pilot Study
JMIR Serious Games 2025 (Dec 15); 13:e77655
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Gamified Simulation for Onboarding Health Care Teams in Emergency Care: Development and Preliminary Feasibility Study
JMIR Form Res 2025 (Dec 15); 9:e72202
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Development and Evaluation of a Monocular Camera–Based Mobile Exergame for at-Home Intervention in Individuals at High Risk of Type 2 Diabetes: Randomized Controlled Trial
JMIR Serious Games 2025 (Dec 12); 13:e75823
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Virtual Standardized Patients for Improving Clinical Thinking Ability Training in Residents: Randomized Controlled Trial
JMIR Med Educ 2025 (Dec 08); 11:e73196
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Open-Access Web-Based Gamification in Pharmacology Education for Medical Students: Quasi-Experimental Study
JMIR Med Educ 2025 (Dec 05); 11:e73666
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Gamified Optimized Diabetes Management With Artificial Intelligence–Powered Rural Telehealth Intervention (GODART): Protocol for an Optimization Pilot and Feasibility Trial
JMIR Res Protoc 2025 (Dec 05); 14:e70271
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Impact of the Practice of Playing Video Games on Technical Skills Development in Preclinical Dental Education: Preliminary Cross-Sectional Observational Study
JMIR Form Res 2025 (Dec 03); 9:e80082
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Effect of a Digital Health Physical Activity Program Integrating Gamification for Obesity Management in Comparison With Usual Care: Randomized Controlled Trial With an Ideographic Approach
J Med Internet Res 2025 (Nov 28); 27:e78376
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Evaluating the Effectiveness of Immersive Virtual Reality Rehabilitation Games With Enhanced Visual Training for Hand Motor Function Improvement Using Electromyography: Randomized Controlled Trial
JMIR Serious Games 2025 (Nov 25); 13:e74314
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Effects of Balance-Based Exergame Training With Variable Difficulty on Balance and Spatiotemporal Gait Outcomes in Adults With Mild Cognitive Impairment: Randomized Controlled Trial
JMIR Serious Games 2025 (Nov 18); 13:e74092
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Achieving Gameplay Independence in Virtual Reality Exergames for Individuals With Mild Intellectual Disabilities: Pilot Study
JMIR Serious Games 2025 (Nov 14); 13:e71823
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Active Play in a Digital Age, Exploring Children’s (Aged 8-13 Years) Views of a Physical Activity App: Qualitative Formative Study
JMIR Form Res 2025 (Nov 11); 9:e76498
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Effects of Prevention Messages for Electronic Gambling Machines on Behaviors and Cognitions: Protocol for a Two-Arm Stratified Block: Randomized Controlled Study
JMIR Res Protoc 2025 (Nov 10); 14:e75068
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Increasing Vaccination Awareness for Italian Primary Care Pediatricians: Game Design and Usability Study
JMIR Pediatr Parent 2025 (Nov 03); 8:e70049
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A Novel Gamified Exercise Program Incorporating Stampede Training for Enhancing Functional Fitness, Physical Activity Levels, and Quality of Life in Community-Dwelling Older Adults: Randomized Parallel Exploratory Trial
JMIR Serious Games 2025 (Nov 03); 13:e73474
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Exploring Mixed-Reality Exergames for Sports Rehabilitation: Design Insights and Evaluation Findings
JMIR Serious Games 2025 (Oct 31); 13:e68431
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