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Games for Health Journal|June 16, 2016
Diabetic Mario: Designing and Evaluating Mobile Games for Diabetes EducationNilufar Baghaei, David Nandigam, John Casey, et al.JMIR Formative Research|June 17, 2022
Feasibility of Using Games to Improve Healthy Lifestyle Knowledge in Youth Aged 9-16 Years at Risk for Type 2 Diabetes: Pilot Randomized Controlled TrialRalph Maddison, Nilufar Baghaei, Amanda Calder, et al.Games for Health Journal|February 20, 2020
Studying the Effect of Display Type and Viewing Perspective on User Experience in Virtual Reality ExergamesWenge Xu, Hai-Ning Liang, Zeying Zhang, et al.Frontiers in Public Health|August 24, 2019
MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood DisorderNilufar Baghaei, Sylvia Hach, Hai-Ning Liang, et al.Frontiers in Public Health|March 14, 2022
A Systematic and Comparative Review of Behavior Change Strategies in Stress Management Apps: Opportunities for ImprovementMona Alhasani, Dinesh Mulchandani, Oladapo Oyebode, et al.Games for Health Journal|January 5, 2017
Serious Games for Health: The Potential of MetadataStefan Göbel, Ralph MaddisonJMIR Mental Health|June 26, 2025
Leveraging Swipe Gesture Interactions From Mobile Games as Indicators of Anxiety and Depression: Exploratory StudyVibhav Chitale, Julie D Henry, Ben Matthews, et al.Games for Health Journal|July 10, 2024
Understanding the Relationship Between User Game Preferences and Depressive Symptoms: A Pilot StudyNilufar Baghaei, Sarah Abdulkhalek, Kaitlin Moat, et al.IEEE Transactions on Visualization and Computer Graphics|April 6, 2026
XR Intergenerational Exergaming: Exploring the Complementary Roles of VR, MR, and Environmental ContextHongxi Chen, Jia Zhang, Zixuan Guo, et al.Pediatric Exercise Science|March 25, 2010
Use of active video games to increase physical activity in children: a (virtual) reality?Louise Foley, Ralph MaddisonPageof 29