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Articles published in 2026-games-and-gamification-for-health in this theme: 29 (scroll down to load remaining articles)
2026
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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Exploring Common and Novel Actualized Affordances of Fitbit: Mixed Methods Study
JMIR Hum Factors 2026 (Feb 18); 13:e85412
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Gamified Versus Nongamified Metaverse Learning for Breast Health Knowledge in Women: Randomized Controlled Trial
JMIR Serious Games 2026 (Feb 13); 14:e75318
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Genre-Specific Gaming Addiction and Flourishing in Adolescents: Cross-Sectional Survey Study
J Med Internet Res 2026 (Feb 12); 28:e89319
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Youth-Centered Mobile Intervention (Next4You) to Promote Healthy Relationships and Sexual Wellness Among Adolescents in or Transitioning From Foster Care: Protocol for a Randomized Controlled Trial
JMIR Res Protoc 2026 (Feb 03); 15:e77185
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Effects of Exergaming Tennis on Players’ Tennis Skills and Mental State Compared to Regular Tennis in Adult Players: Quasi-Experimental Study
JMIR Serious Games 2026 (Feb 02); 14:e73732
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Gamified Physical Education and Cognitive Performance Among Chinese Secondary School Students: Cross-Sectional Moderation Mediation Study
JMIR Serious Games 2026 (Feb 02); 14:e81086
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