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JMIR Serious Games|September 24, 2025
Improvement of Game Users' Depressive Symptoms via Behavioral Activation in a Massive Multiplayer Online Game: Randomized Controlled TrialKenji Yokotani, Masanori Takano, Nobuhito Abe, et al.JMIR Serious Games|September 18, 2025
Effectiveness of Gamification Interventions to Improve Physical Activity and Sedentary Behavior in Children and Adolescents: Systematic Review and Meta-AnalysisMin Wang, Jisheng Xu, Xulin Zhou, et al.JMIR Serious Games|September 15, 2025
Virtual Reality for Workplace Violence Training of Health Care Workers: Pilot Mixed Methods Usability StudyDaniel Isaiah Jackson, Thipkanok Wongphothiphan, John Luna, et al.JMIR Serious Games|June 16, 2025
Applying Augmented Reality to Convey Medical Knowledge on Osteoclasts to Users of a Serious Game: Vignette ExperimentJascha Grübel, Julia Chatain, Claudio Schmid, et al.JMIR Serious Games|June 17, 2025
The Experience of and Needs for Exergames in Older Adults With Mild Cognitive Impairment: Qualitative Interview StudyXi Chen, Dian Jiang, Hongting Ning, et al.JMIR Serious Games|June 16, 2025
Nature Engagement Outcomes of Viewing Nature Through a 360° Video or a Tablet Screen: Randomized TrialElena Brambilla, Karen Stendal, Vibeke Sundling, et al.JMIR Serious Games|May 27, 2025
Haptic-Driven Serious Card Games for Older Adults: User Preferences StudyXin Huang, Nazlena Mohamad Ali, Shafrida SahraniJMIR Serious Games|February 26, 2024
A Serious Game ("Fight With Virus") for Preventing COVID-19 Health Rumors: Development and Experimental StudyShuo Xiong, Long Zuo, Qiwei Chen, et al.JMIR Serious Games|February 26, 2024
Immersive Virtual Reality-Based Methods for Assessing Executive Functioning: Systematic ReviewRebecca Kirkham, Lars Kooijman, Lucy Albertella, et al.JMIR Serious Games|February 29, 2024
Digital Gamification Tools to Enhance Vaccine Uptake: Scoping ReviewHina Hakim, S Michelle Driedger, Dominique Gagnon, et al.Pageof 87