Articles published in 2025 in this theme: 31 (scroll down to load remaining articles)
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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Effects of The Legend of Zelda: Breath of the Wild and Studio Ghibli Films on Young People’s Sense of Exploration, Calm, Mastery and Skill, Purpose and Meaning, and Overall Happiness in Life: Exploratory Randomized Controlled Study
JMIR Serious Games 2025 (Aug 01); 13:e76522
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Evaluating the Effectiveness of a Roblox Video Game (Super U Story) in Improving Body Image Among Children and Adolescents in the United States: Randomized Controlled Trial
J Med Internet Res 2025 (Jul 31); 27:e66625
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Game-Based Social-Emotional Learning for Youth: School-Based Qualitative Analysis of Brain Agents
JMIR Form Res 2025 (Jul 24); 9:e67550
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Leveraging Swipe Gesture Interactions From Mobile Games as Indicators of Anxiety and Depression: Exploratory Study
JMIR Ment Health 2025 (Jun 26); 12:e70577
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Gamification as a Tool for Understanding Mental Disorders in Nursing Students: Qualitative Study
JMIR Nursing 2025 (Jun 20); 8:e71921
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Evaluating the User Experience and Usability of Game-Based Cognitive Assessments for Older People: Systematic Review
JMIR Aging 2025 (Jun 11); 8:e65252
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Domain-Specific Evaluation of Exergame Metrics Among Older Adults With Mild Neurocognitive Disorder: Secondary Analysis of 2 Randomized Controlled Trials
JMIR Serious Games 2025 (May 21); 13:e65878
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Effectiveness of Serious Games as Digital Therapeutics for Enhancing the Abilities of Children With Attention-Deficit/Hyperactivity Disorder (ADHD): Systematic Literature Review
JMIR Serious Games 2025 (May 06); 13:e60937
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Game Design, Effectiveness, and Implementation of Serious Games Promoting Aspects of Mental Health Literacy Among Children and Adolescents: Systematic Review
JMIR Ment Health 2025 (May 05); 12:e67418
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