Articles published in this theme: 124 (scroll down to load remaining articles)
2026
Mental Health Professionals’ Views on Gaming to Inform Game-Based Interventions: Qualitative Cross-Sectional Study
JMIR Serious Games 2026 (Apr 20); 14:e69236
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Research Design Processes in Serious Games for Adolescent Mental Health: Systematic Review
JMIR Serious Games 2026 (Apr 10); 14:e77173
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Conceptualization and Measurement of Withdrawal Symptoms in Gaming Disorder and Development and Psychometric Validation of the Gaming Withdrawal Symptoms Questionnaire: Cross-Sectional Study
JMIR Serious Games 2026 (Mar 31); 14:e81407
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Game Elements in Military Trauma Care Education: Systematic Review
JMIR Serious Games 2026 (Mar 17); 14:e79163
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Longitudinal Association Between Internet Gaming Disorder and School Refusal Among Adolescents Using a Random Intercept Cross-Lagged Panel Model: Three-Wave Prospective Cohort Study
JMIR Serious Games 2026 (Mar 04); 14:e89619
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Bidirectionality Between Perceived Immediate and Long-Term Benefits and Losses and Internet Gaming Disorder Among Chinese Adolescent Gamers: Prospective Longitudinal Study
J Med Internet Res 2026 (Feb 26); 28:e74030
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Genre-Specific Gaming Addiction and Flourishing in Adolescents: Cross-Sectional Survey Study
J Med Internet Res 2026 (Feb 12); 28:e89319
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RedMan-GreenMan: Co-Designed Pedestrian Safety Game Prototype for Children With Autism
JMIR Serious Games 2026 (Jan 15); 14:e69260
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Efficacy and Safety of a Video Game–Like Digital Therapy Intervention for Chinese Children With Attention-Deficit/Hyperactivity Disorder: Single-Arm, Open-Label Pre-Post Study
JMIR Serious Games 2026 (Jan 05); 14:e76114
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2025
Clinician Perspectives on Incorporating Physical Activity and Sleep Prescriptions Using eHealth for Youth With Comorbid Psychiatric Disorders: Qualitative Focus Group Study
JMIR Form Res 2025 (Nov 07); 9:e71569
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Development of a Serious Game App (Digimenz) for Patients With Dementia: Prospective Pilot Study for Usability Testing in Inpatient Treatment and Long-Term Care
JMIR Serious Games 2025 (Oct 27); 13:e69812
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Implementing a Digital Mental Health Intervention—the Lumi Nova App—to Support Children With Anxiety in Economically Disadvantaged Areas: Mixed Methods Study
J Med Internet Res 2025 (Oct 14); 27:e60611
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A Novel Approach Using Serious Game Data to Predict the WISC-V Processing Speed Index in Children With Attention-Deficit/Hyperactivity Disorder: Machine Learning Study
JMIR Serious Games 2025 (Oct 14); 13:e73408
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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 Trial
JMIR Serious Games 2025 (Oct 13); 13:e75161
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Virtual Reality–Based Assessment of Attention-Deficit/Hyperactivity Disorder and Comorbid Symptoms in Children: Framework Development and Standardization Study
JMIR Serious Games 2025 (Oct 07); 13:e69146
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Refining Open-World Game and Nostalgic Film Interventions for Broader and More Reliable Therapeutic Impact
JMIR Serious Games 2025 (Oct 01); 13:e82157
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Author’s Reply: Refining Open-World Game and Nostalgic Film Interventions for Broader and More Reliable Therapeutic Impact
JMIR Serious Games 2025 (Sep 30); 13:e83239
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Improvement of Game Users’ Depressive Symptoms via Behavioral Activation in a Massive Multiplayer Online Game: Randomized Controlled Trial
JMIR Serious Games 2025 (Sep 24); 13:e73734
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Effects of a Board Game on Tic Management and Psychosocial Functioning in Adolescents With Tourette Syndrome: Randomized Controlled Trial
JMIR Serious Games 2025 (Sep 09); 13:e76208
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Video Games and Gamification for Assessing Mild Cognitive Impairment: Scoping Review
JMIR Ment Health 2025 (Aug 05); 12:e71304
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