Games and Gamification for Health
Years in this theme: All years 2026 2025 2024 2023 2022 2021 2020 2019 2018 2017 2016 2015 2014 2013 2012 2011 2010
Articles published in this theme: 919 (scroll down to load remaining articles)
2026
BioDecryptors, a Bioinformatics Escape Game for Undergraduate and Postgraduate Learners in Clinical Microbiology: Prospective Before-and-After Study
JMIR Serious Games 2026 (Nov 05); 14:e94592
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Emotion- and Performance-in-the-Loop: Multimodal Difficulty-Adaptive Exergame System—Controlled Between-Participants Study
JMIR Serious Games 2026 (Nov 05); 14:e101438
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Analysis of Health Care Providers' Attitudes and Expectations on Intradialytic Exergaming: Qualitative SWOT Study
JMIR Rehabil Assist Technol 2026 (Nov 04); 13:e106283
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Digital Resilience-Based Course-Game Sequential Intervention for Social Participation in Stroke Survivors: Development and Usability Study
JMIR Serious Games 2026 (Nov 02); 14:e96250
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A Home-Based Serious Game for Cognitive Control Training in Major Depressive Disorder: Randomized Controlled Trial
JMIR Serious Games 2026 (Oct 30); 14:e94986
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Game-Based Learning and Gamification in Laparoscopic Skills Education: Meta-Analysis and Systematic Review
JMIR Serious Games 2026 (Oct 29); 14:e81331
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Nonpatient Stakeholder Perspectives on the Use of Gamification and Financial Incentives in Mobile Health for Medication Adherence: Modified Nominal Group Technique Study
J Med Internet Res 2026 (Oct 29); 28:e101295
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Determinants of Age at First Exposure to Digital Devices Among Children Aged 2 to 6 Years: Survival Analysis
J Med Internet Res 2026 (Oct 28); 28:e100072
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Physiological Responses, Exercise Intensity, and Enjoyment During Ring Fit Adventure in Adults With Chronic Diseases: Single-Arm, Pre-Post Experimental Study
JMIR Form Res 2026 (Oct 19); 10:e92345
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Motivations, Barriers, and the Potential of AI in Physical Activity Apps for US Older Adults: Interview Study
JMIR Aging 2026 (Oct 16); 9:e96114
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A Tangible Multimodal Sensing Interface for Collaborative Task Engagement in Children With Autism Spectrum Disorder: Cross-Sectional Mixed Methods Feasibility Study
JMIR Serious Games 2026 (Oct 15); 14:e86264
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Parents’ Perspectives on Using Computerized Cognitive Training to Manage Cognitive Late Effects in Children With Cancer: Qualitative Descriptive Study
J Med Internet Res 2026 (Oct 13); 28:e88656
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Effects of Active Video Games on Cardiometabolic Health in Children and Adolescents: Systematic Review and Meta-Analysis of Randomized Controlled Trials
JMIR Serious Games 2026 (Oct 13); 14:e101833
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Haptic Virtual Reality Training for Combined Spinal-Epidural Anesthesia in Anesthesiology Trainees: Prospective Randomized Controlled Pilot Trial
JMIR Serious Games 2026 (Oct 08); 14:e92207
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Movement and Frontal Theta Activity During Step-Based Exergaming in Healthy Younger and Older Adults: Laboratory-Based Cross-Sectional Study
JMIR Form Res 2026 (Oct 06); 10:e100270
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Effectiveness of Immersive and Embodied Enhancement via “Virtual Reality” on the Sustainability of Hand Hygiene Compliance:Protocol for a Randomized Controlled Trial of a School-Based Training Program
JMIR Res Protoc 2026 (Oct 06); 15:e107264
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Effects of Generative AI–Supported Virtual Reality Dental Skill Training on Learning Performance, Visual Behavior, and Cortical Activation Among Dental Students: Stratified Randomized Controlled Trial
J Med Internet Res 2026 (Oct 01); 28:e90938
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Social Role–Based Training Using a Computer Graphics Avatar in a Real-World Commercial Setting for Individuals With Autism Spectrum Disorder: Quasi-Experimental Study
J Med Internet Res 2026 (Sep 30); 28:e93549
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Exergame Intervention for Habit Formation, Lifestyle Adjustment, and Health Ownership Enhancement Among Hong Kong’s Older Adults: Multisession, Single-Group, Pre-Post Pilot Study
JMIR Serious Games 2026 (Sep 25); 14:e96571
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Balance Wood, a Bilateral Ankle-Controlled Serious Game for Healthy Adults: 2-Stage Cross-Sectional Development and Usability Study
JMIR Serious Games 2026 (Sep 25); 14:e96617
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