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JMIR Serious Games|December 15, 2025
Effects of Competitive Exergaming-Based Esports on Older Adults in Hong Kong: Nonrandomized Controlled Pilot StudyKa Man Leung, Yuchen ShiJMIR Serious Games|November 10, 2025
Correction: Effects and Acceptability of a 1-Week Home-Based Virtual Reality Training for Supporting the Management of Stress and Anxiety: Randomized Pilot TrialFederica Pallavicini, Eleonora Orena, Lisa Arnoldi, et al.JMIR Serious Games|October 14, 2025
Effects of Computerized Cognitive Training on Vesicular Acetylcholine Transporter Levels using [18F]Fluoroethoxybenzovesamicol Positron Emission Tomography in Healthy Older Adults: Results from the Improving Neurological Health in Aging via Neuroplasticity-based Computerized Exercise (INHANCE) Randomized Clinical TrialMouna Attarha, Ana de Figueiredo Pelegrino, Lydia Ouellet, et al.JMIR Serious Games|August 1, 2025
Mixed Reality-Based Physical Therapy in Older Adults With Sarcopenia: Preliminary Randomized Controlled TrialYeongsang An, Seunghwa Min, Chanhee ParkJMIR Serious Games|October 29, 2025
Age Differences in Flow Experience During Body Movement-Controlled Video Game Rehabilitation Tasks: Cross-Sectional StudyShiyi Tong, Lixuan Li, Yuankun Zhang, et al.JMIR Serious Games|October 27, 2025
Development of a Serious Game App (Digimenz) for Patients With Dementia: Prospective Pilot Study for Usability Testing in Inpatient Treatment and Long-Term CareSören Freerik Brähmer, Benjamin Iffland, Stefan Kreisel, et al.JMIR Serious Games|October 14, 2025
A Novel Approach Using Serious Game Data to Predict the WISC-V Processing Speed Index in Children With Attention-Deficit/Hyperactivity Disorder: Machine Learning StudyJun-Su Kim, Yoo Joo Jeong, Seung-Jae Kim, et al.JMIR Serious Games|October 17, 2025
Empowering Children With Down Syndrome by Enhancing Emergency Preparedness Through Serious Games: Quasi-Experimental Study With a Between-Group DesignSamaa M Shohieb, Suzan Hassan Bakhit, Ensaf Mohammed, et al.JMIR Serious Games|October 22, 2025
Becoming a Rapid Shooter in a Game Using Embodied Electrical Muscle Stimulation: Development and Usability StudyJihwan Kim, Mingyu Kang, Jejoong Kim, et al.JMIR Serious Games|October 1, 2025
Active Video Games to Improve Behavioral Intentions and Cognitive Function in Patients With Schizophrenia: Randomized Controlled TrialHuan-Hwa Chen, Ching-Ching Lin, Man-Ling Yu, et al.Pageof 84