Article Title,Year,Volume,Issue,Page Range,Author Assessing video games to improve driving skills: a literature review and observational study,2014,2,2,e5,Ray Exposure to "exergames" increases older adults' perception of the usefulness of technology for improving health and physical activity: a pilot study,2015,3,2,e8,Bird A Serious Game for Massive Training and Assessment of French Soldiers Involved in Forward Combat Casualty Care (3D-SC1): Development and Deployment,2016,4,1,e5,Auroy Attentional bias modification with serious game elements: evaluating the shots game,2016,4,2,e20,Wiers An interactive mobile app game to address aggression (RegnaTales): pilot quantitative study,2019,7,2,e13242,Ang Designing a virtual reality-based executive function rehabilitation system for children with traumatic brain injuries,2020,ePub,ePub,ePub,Groner Effect of Pokémon Go on self-harm using population-based interrupted time-series analysis: quasi-experimental study,2020,8,2,ee17112,Fu A serious game on the first-aid procedure in choking scenarios: design and evaluation study,2020,8,3,e16655,Boada A therapeutic game for sexually abused children and adolescents (Vil Du?!): exploratory mixed methods evaluation,2021,9,3,e26062,Dekovic The effectiveness and safety of serious games for improving cognitive abilities among elderly people with cognitive impairment: systematic review and meta-analysis,2022,10,1,e34592,Alhuwail A reusable multiplayer game for promoting active school transport: development study,2022,10,1,e31638,Lindqvist Artificial intelligence-driven serious games in health care: scoping review,2022,10,4,e39840,Alhuwail The relationship between cognitive resource consumption during gameplay and postgame aggressive behaviors: between-subjects experiment,2023,11,,e48317,Zhu