Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/9530, first published .
Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review

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

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

Authors of this article:

Steven Barnes 1 Author Orcid Image ;   Julie Prescott 2 Author Orcid Image

Journals

  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 View
  2. Chan S, Li L, Torous J, Gratzer D, Yellowlees P. Review and Implementation of Self-Help and Automated Tools in Mental Health Care. Psychiatric Clinics of North America 2019;42(4):597 View
  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 View
  4. Mack I, Reiband N, Etges C, Eichhorn S, Schaeffeler N, Zurstiege G, Gawrilow C, Weimer K, Peeraully R, Teufel M, Blumenstock G, Giel K, 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 View
  5. Ferrari M, McIlwaine S, Reynolds J, Archie S, Boydell K, Lal S, Shah J, Henderson J, Alvarez-Jimenez M, Andersson N, Boruff J, Nielsen R, Iyer S. 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 View
  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 View
  7. Ferrari M, McIlwaine S, Jordan G, Shah J, Lal S, Iyer S. Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games. JMIR Mental Health 2019;6(5):e12418 View
  8. Heiervang E, Villabø M, Wergeland G. Cognitive behavior therapy for child and adolescent anxiety disorders. Current Opinion in Psychiatry 2018;31(6):484 View
  9. Peñuelas-Calvo I, Jiang-Lin L, 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 2020 View
  10. Lehtimaki S, Martic J, Wahl B, Foster K, Schwalbe N. Evidence on Digital Mental Health Interventions for Adolescents and Young People: Systematic Overview. JMIR Mental Health 2021;8(4):e25847 View
  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 J, 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 View
  12. Thabrew H, Stasiak K, Kumar H, Naseem T, Frampton C, Merry S. Co-Design and Evaluation of Starship Rescue, a Cognitive Behavior Therapy, Biofeedback, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People with Long-Term Physical Conditions: Open Trial (Preprint). JMIR Serious Games 2020 View
  13. Pinheiro J, Simões de Almeida R, Marques A. Emotional self-regulation, virtual reality and neurofeedback. Computers in Human Behavior Reports 2021;4:100101 View
  14. Weser V, Duncan L, Sands B, Schartmann A, Jacobo S, François B, Hieftje K. Evaluation of a virtual reality E-cigarette prevention game for adolescents. Addictive Behaviors 2021;122:107027 View
  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 View

Books/Policy Documents

  1. Ruiz R. Implementing Augmented Reality Into Immersive Virtual Learning Environments. View