JMIR Serious Games
Fully open-access JMIR journal on serious games, gamification and games for health. Only papers about games are included.
Documents
Cognitive Behavioral Therapy Plus a Serious Game as a Complementary Tool for a Patient With Parkinson Disease and Impulse Control Disorder: Case Report
The integration of serious games into clinical practice offers a promising therapeutic pathway for managing complex psychiatric comorbidities in patients with Parkinson’s disease.
Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide
The development of serious video games for the treatment of Attention Deficit Hyperactivity Disorder (ADHD) necessitates a multidisciplinary approach that bridges clinical expertise with game design principles.
Interactive Somatosensory Games in Rehabilitation Training for Older Adults With Mild Cognitive Impairment: Usability Study
Interactive somatosensory game rehabilitation represents a significant advancement in cognitive therapy for older adults diagnosed with mild cognitive impairment.
Feasibility, Enjoyment, and Language Comprehension Impact of a Tablet- and GameFlow-Based Story-Listening Game for Kindergarteners
Tablet-based story-listening interventions offer a viable and engaging method for supporting language comprehension in kindergarteners at risk for dyslexia.
Determining the Optimal Virtual Reality Exergame Approach for Balance Therapy
Virtual reality exergames offer a robust, scalable solution for balance rehabilitation in patients suffering from neurological conditions such as stroke and multiple sclerosis.
The Potential Application of Commercially Available Active Video Games to Cardiac Rehabilitation: Scoping Review
Active video games represent a novel, technology-driven approach to cardiac rehabilitation, yet their clinical utility remains constrained by a lack of robust evidence.
Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games: Systematic Review
Serious games serve as an increasingly viable clinical intervention for addressing depression and anxiety in children and adolescents.
Developing a Health Game to Prepare Preschool Children for Anesthesia: Formative Study
Reducing preoperative anxiety in children aged four to six requires specialized digital interventions that align with the developmental needs and emotional perceptions of the target demographic.
The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis
Serious games represent an emerging digital intervention for anxiety management, yet their clinical efficacy remains a subject of ongoing debate.
The Effectiveness of Serious Games for Alleviating Depression: Systematic Review and Meta-analysis
Serious games, specifically exergames and computerized cognitive behavioral therapy (CBT) applications, demonstrate potential as effective tools for alleviating depressive symptoms.
Effects of an Immersive Virtual Reality Exergame on University Students’ Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study
Immersive virtual reality exergaming serves as a viable, highly usable intervention for addressing mental health challenges among university students.
Dissecting Digital Card Games to Yield Digital Biomarkers for the Assessment of Mild Cognitive Impairment
Commercial off-the-shelf digital card games, specifically Klondike Solitaire, serve as a scalable and ecologically valid platform for the longitudinal monitoring of Mild Cognitive Impairment (MCI) in older adults.
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