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JMIR Serious Games|January 22, 2021
Utilizing Theories and Evaluation in Digital Gaming Interventions to Increase Human Papillomavirus Vaccination Among Young Males: Qualitative StudyGabrielle Darville, Jade Burns, Tanaka Chavanduka, et al.JMIR Serious Games|October 2, 2019
Impact of Using a 3D Visual Metaphor Serious Game to Teach History-Taking Content to Medical Students: Longitudinal Mixed Methods Pilot StudyHussain Alyami, Mohammed Alawami, Mataroria Lyndon, et al.JMIR Serious Games|July 6, 2017
Rehabilitation-Oriented Serious Game Development and Evaluation Guidelines for Musculoskeletal DisordersMohamad Idriss, Halim Tannous, Dan Istrate, et al.JMIR Serious Games|July 8, 2018
Indigenous Adolescents' Perception of an eMental Health Program (SPARX): Exploratory Qualitative AssessmentMatthew Shepherd, Sally Merry, Ian Lambie, et al.JMIR Serious Games|December 23, 2018
How LGBT+ Young People Use the Internet in Relation to Their Mental Health and Envisage the Use of e-Therapy: Exploratory StudyMathijs Lucassen, Rajvinder Samra, Ioanna Iacovides, et al.JMIR Serious Games|April 1, 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 StudyMareike Kuehn, Lena Wypyrsczyk, Francesca Lanfranconi, et al.JMIR Serious Games|March 19, 2026
The Effects of Dance-Based Exergaming on Mental Rotation, General Motor Coordination, and Math Achievement in Adolescent Students: Nonrandomized Controlled Pilot StudyPatrick Fargier, Valérian Cece, Vanessa Lentillon-Kaestner, et al.JMIR Serious Games|March 24, 2026
Effects of Virtual Nature Embodiment on Compassion, Empathy, Nature Connectedness, and Symptom Burden in Patients With Psychosis or Depression: An Explorative Clinical StudyAlva Lütt, Kristina Lütgens, Christiane Montag, et al.JMIR Serious Games|June 10, 2026
The Impact of Gamified Teaching on Undergraduate Nursing Students' Disaster Nursing Competence, Self-Efficacy, and Self-Directed Learning Ability: Quasi-Experimental StudyShiyi Bai, HuiJuan Zeng, Qianmei Zhong, et al.JMIR Serious Games|June 1, 2023
Effectiveness of Digital Health Interventions Containing Game Components for the Self-management of Type 2 Diabetes: Systematic ReviewLinda Ossenbrink, Tina Haase, Patrick Timpel, et al.Pageof 85