Published on in Vol 7, No 2 (2019): Apr-Jun

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/13242, first published .
An Interactive Mobile App Game to Address Aggression (RegnaTales): Pilot Quantitative Study

An Interactive Mobile App Game to Address Aggression (RegnaTales): Pilot Quantitative Study

An Interactive Mobile App Game to Address Aggression (RegnaTales): Pilot Quantitative Study

Journals

  1. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  2. Arenas D, Viduani A, Araujo R. Therapeutic Use of Role-Playing Game (RPG) in Mental Health: A Scoping Review. Simulation & Gaming 2022;53(3):285 View
  3. Martinez K, Menéndez-Menéndez M, 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 View
  4. Nicolaidou I, Tozzi F, Antoniades A. A gamified app on emotion recognition and anger management for pre-school children. International Journal of Child-Computer Interaction 2022;31:100449 View
  5. Ashrafi M, Setariee Z, Monazamitabar F. The Effectiveness of Mindfulness-based Stress Reduction Training on Enduring Helplessness, Failure and Anger Control in Women with High Blood Pressure. Journal of Health and Care 2022;24(2):108 View
  6. 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 View
  7. Uçur Ö, Dönmez Y. The effects of violent video games on reactive-proactive aggression and cyberbullying. Current Psychology 2023;42(4):2609 View
  8. Royston R, Naughton S, Hassiotis A, Jahoda A, Ali A, Chauhan U, Cooper S, Kouroupa A, Steed L, Strydom A, Taggart L, Rapaport P, Han W. Complex interventions for aggressive challenging behaviour in adults with intellectual disability: A rapid realist review informed by multiple populations. PLOS ONE 2023;18(5):e0285590 View
  9. Esposito C, De Masi F, Dragone M, Bacchini D. Technology-Based Interventions for Preventing Youth Violence: A Systematic Review of Programs, Tools, and Evidence. Adolescent Research Review 2024;9(2):165 View
  10. Chen T, Ou J, Li G, Luo H. Promoting mental health in children and adolescents through digital technology: a systematic review and meta-analysis. Frontiers in Psychology 2024;15 View

Books/Policy Documents

  1. Peçaibes V, Cardoso P, Castro L, Giesteira B, Lopes L, Junqueira C. Advances in Design and Digital Communication. View
  2. Wulff H, Tappendorf J, Wagner P. Pädiatrische Sportmedizin. View
  3. Ang R. Child Safety, Welfare and Well-being. View
  4. Goh N, Goh T, Lim C, Fung D. Handbook of Research on Promoting Economic and Social Development Through Serious Games. View
  5. Goertz-Dorten A, Hofmann L, Doepfner M. Handbook of Anger, Aggression, and Violence. View
  6. Goertz-Dorten A, Hofmann L, Doepfner M. Handbook of Anger, Aggression, and Violence. View
  7. Gavin J, Barnes S. Proceedings of ICACTCE'23 — The International Conference on Advances in Communication Technology and Computer Engineering. View