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Citing this Article

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Published on 28.02.18 in Vol 6, No 1 (2018): Jan-Mar

This paper is in the following e-collection/theme issue:

Works citing "Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.9530):

(note that this is only a small subset of citations)

  1. Khalili-Mahani N, Smyrnova A, Kakinami L. To Each Stress Its Own Screen: A Cross-Sectional Survey of the Patterns of Stress and Various Screen Uses in Relation to Self-Admitted Screen Addiction. Journal of Medical Internet Research 2019;21(4):e11485
    CrossRef
  2. Chan S, Li L, Torous J, Gratzer D, Yellowlees PM. Review and Implementation of Self-Help and Automated Tools in Mental Health Care. Psychiatric Clinics of North America 2019;42(4):597
    CrossRef
  3. Flogie A, Aberšek B, Kordigel Aberšek M, Sik Lanyi C, Pesek I. Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study. JMIR Serious Games 2020;8(2):e13190
    CrossRef
  4. Mack I, Reiband N, Etges C, Eichhorn S, Schaeffeler N, Zurstiege G, Gawrilow C, Weimer K, Peeraully R, Teufel M, Blumenstock G, Giel KE, Junne F, Zipfel S. The Kids Obesity Prevention Program: Cluster Randomized Controlled Trial to Evaluate a Serious Game for the Prevention and Treatment of Childhood Obesity. Journal of Medical Internet Research 2020;22(4):e15725
    CrossRef
  5. Ferrari M, McIlwaine SV, Reynolds JA, Archie S, Boydell K, Lal S, Shah JL, Henderson J, Alvarez-Jimenez M, Andersson N, Boruff J, Nielsen RKL, Iyer SN. Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review. JMIR Research Protocols 2020;9(6):e13834
    CrossRef
  6. Zayeni D, Raynaud J, Revet A. Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review. Frontiers in Psychiatry 2020;11
    CrossRef
  7. Ferrari M, McIlwaine SV, Jordan G, Shah JL, Lal S, Iyer SN. Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games. JMIR Mental Health 2019;6(5):e12418
    CrossRef
  8. Heiervang ER, Villabø MA, Wergeland GJ. Cognitive behavior therapy for child and adolescent anxiety disorders. Current Opinion in Psychiatry 2018;31(6):484
    CrossRef
  9. Peñuelas-Calvo I, Jiang-Lin LK, Girela-Serrano B, Delgado-Gomez D, Navarro-Jimenez R, Baca-Garcia E, Porras-Segovia A. Video games for the assessment and treatment of attention-deficit/hyperactivity disorder: a systematic review. European Child & Adolescent Psychiatry 2022;31(1):5
    CrossRef
  10. Lehtimaki S, Martic J, Wahl B, Foster KT, Schwalbe N. Evidence on Digital Mental Health Interventions for Adolescents and Young People: Systematic Overview. JMIR Mental Health 2021;8(4):e25847
    CrossRef
  11. Mena-Moreno T, Fernández-Aranda F, Granero R, Munguía L, Steward T, López-González H, del Pino-Gutiérrez A, Lozano-Madrid M, Gómez-Peña M, Moragas L, Giroux I, Grall-Bronnec M, Sauvaget A, Mora-Maltas B, Valenciano-Mendoza E, Menchón JM, Jiménez-Murcia S. A Serious Game to Improve Emotion Regulation in Treatment-Seeking Individuals With Gambling Disorder: A Usability Study. Frontiers in Psychology 2021;12
    CrossRef
  12. Thabrew H, Stasiak K, Kumar H, Naseem T, Frampton C, Merry S. A Cognitive Behavioral Therapy–, Biofeedback-, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open Trial. JMIR Serious Games 2021;9(3):e26084
    CrossRef
  13. Pinheiro J, Simões de Almeida R, Marques A. Emotional self-regulation, virtual reality and neurofeedback. Computers in Human Behavior Reports 2021;4:100101
    CrossRef
  14. Weser VU, Duncan LR, Sands BE, Schartmann A, Jacobo S, François B, Hieftje KD. Evaluation of a virtual reality E-cigarette prevention game for adolescents. Addictive Behaviors 2021;122:107027
    CrossRef
  15. Pallavicini F, Pepe A, Mantovani F. Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review. JMIR Mental Health 2021;8(8):e28150
    CrossRef
  16. Arooj I, Munir I, Yasmeen H. Physical and mental implications of mobile phone addiction. Annales Médico-psychologiques, revue psychiatrique 2022;
    CrossRef
  17. Flujas-Contreras JM, García-Palacios A, Gómez I. Technology in psychology: a bibliometric analysis of technology-based interventions in clinical and health psychology. Informatics for Health and Social Care 2023;48(1):47
    CrossRef
  18. Town R, Hayes D, March A, Fonagy P, Stapley E. Self-management, self-care, and self-help in adolescents with emotional problems: a scoping review. European Child & Adolescent Psychiatry 2023;
    CrossRef
  19. Silva AGCD, Carvalho YFD, Andrade JSD. Uso de jogos no controle de ansiedade em crianças e adolescentes: uma revisão integrativa. Revista Científica Multidisciplinar Núcleo do Conhecimento 2022;:42
    CrossRef
  20. Mena-Moreno T, Munguía L, Granero R, Lucas I, Fernández-Aranda F, Gómez-Peña M, Moragas L, Verdejo-García A, Menchón JM, Jiménez-Murcia S. e-Estesia: A Serious Game for Reducing Arousal, Improving Emotional Regulation and Increasing Wellbeing in Individuals with Gambling Disorder. Journal of Clinical Medicine 2022;11(22):6798
    CrossRef
  21. Ferrari M, Sabetti J, McIlwaine SV, Fazeli S, Sadati SMH, Shah JL, Archie S, Boydell KM, Lal S, Henderson J, Alvarez-Jimenez M, Andersson N, Nielsen RKL, Reynolds JA, Iyer SN. Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion. Frontiers in Digital Health 2022;4
    CrossRef
  22. Ruiz M, Moreno M, Girela-Serrano B, Díaz-Oliván I, Muñoz LJ, González-Garrido C, Porras-Segovia A. Winning The Game Against Depression: A Systematic Review of Video Games for the Treatment of Depressive Disorders. Current Psychiatry Reports 2022;24(1):23
    CrossRef
  23. Martinez K, Menéndez-Menéndez MI, Bustillo A. Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review. JMIR Serious Games 2021;9(4):e30482
    CrossRef
  24. Choi E, Yoon E, Park M. Game-based digital therapeutics for children and adolescents: Their therapeutic effects on mental health problems, the sustainability of the therapeutic effects and the transfer of cognitive functions. Frontiers in Psychiatry 2022;13
    CrossRef
  25. Gavin J, Barnes S. Research protocol for a preliminary evaluation of a gamified tool for adult wellbeing. Mental Health and Social Inclusion 2023;27(2):154
    CrossRef
  26. Abd-alrazaq A, Alajlani M, Alhuwail D, Schneider J, Akhu-Zaheya L, Ahmed A, Househ M. The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis. JMIR Serious Games 2022;10(1):e29137
    CrossRef
  27. Viola I, Zappalà E, Sibilio M. Using an Edugame to Develop Socio-Emotional and Perspective-Taking Skills at School. International Journal of Digital Literacy and Digital Competence 2023;13(2):1
    CrossRef
  28. Jiang H, Natarajan R, Shuy YK, Rong L, Zhang MW, Vallabhajosyula R. The Use of Mobile Games in the Management of Patients With Attention Deficit Hyperactive Disorder: A Scoping Review. Frontiers in Psychiatry 2022;13
    CrossRef
  29. Aronson PL, Nolan SA, Schaeffer P, Hieftje KD, Ponce KA, Calhoun CL. Perspectives of Adolescents and Young Adults With Sickle Cell Disease and Clinicians on Improving Transition Readiness With a Video Game Intervention. Journal of Pediatric Hematology/Oncology 2024;46(2):e147
    CrossRef
  30. Wols A, Pingel M, Lichtwarck-Aschoff A, Granic I. Effectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies. Clinical Psychology Review 2024;108:102396
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.9530):

  1. . Implementing Augmented Reality Into Immersive Virtual Learning Environments. 2021. chapter 12:192
    CrossRef
  2. Barnes S, Prescott J. Digital Innovations for Mental Health Support. 2022. chapter 9:187
    CrossRef
  3. Barnes S, Prescott J. Research Anthology on Game Design, Development, Usage, and Social Impact. 2022. chapter 37:732
    CrossRef
  4. Gavin J, Barnes S. Proceedings of ICACTCE'23 — The International Conference on Advances in Communication Technology and Computer Engineering. 2023. Chapter 50:709
    CrossRef
  5. Vargas-Bustos JI, Rechy-Ramirez EJ. Perspectives and Considerations on the Evolution of Smart Systems. 2023. chapter 3:35
    CrossRef
  6. Barnes S, Chandler T, Salazar MG. Proceedings of ICACTCE'23 — The International Conference on Advances in Communication Technology and Computer Engineering. 2023. Chapter 54:761
    CrossRef