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
.
Journals
- 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
- 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
- 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
- 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
- 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
- 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
- Uçur Ö, Dönmez Y. The effects of violent video games on reactive-proactive aggression and cyberbullying. Current Psychology 2023;42(4):2609 View
- 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
- 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
- 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
- Livanou M, Manitsa I, Hulusic V, Samara M, Bull M, De Caro A. The development of ReGoal, a serious mobile game for young people with conduct problems*. Behaviour & Information Technology 2024:1 View
- Ramos D, Brito C, Silva G, Freitas R, Ribeiro do Prado L, Campos T. Emotional competences and the interaction with digital games in childhood: Scoping review. Entertainment Computing 2025;52:100905 View
- Azizoddin D, DeForge S, Edwards R, Baltazar A, Schreiber K, Allsop M, Banson J, Oseuguera G, Businelle M, Tulsky J, Enzinger A. Serious Games for Serious Pain: Development and Initial Testing of a Cognitive Behavioral Therapy Game for Patients With Advanced Cancer Pain. JCO Clinical Cancer Informatics 2024;(8) View
- Manitsa I, Livanou M, Burnett Heyes S, Barlow-Brown F, Gardia N, Siegfried O, Clarke Z, Coelho H, De Caro A, Huang T. The development of Vi-Connect: An educational game for the social inclusion at school of students with vision impairment. PLOS ONE 2024;19(12):e0306805 View
Books/Policy Documents
- Peçaibes V, Cardoso P, Castro L, Giesteira B, Lopes L, Junqueira C. Advances in Design and Digital Communication. View
- Wulff H, Tappendorf J, Wagner P. Pädiatrische Sportmedizin. View
- Ang R. Child Safety, Welfare and Well-being. View
- Goh N, Goh T, Lim C, Fung D. Handbook of Research on Promoting Economic and Social Development Through Serious Games. View
- Goertz-Dorten A, Hofmann L, Doepfner M. Handbook of Anger, Aggression, and Violence. View
- Goertz-Dorten A, Hofmann L, Doepfner M. Handbook of Anger, Aggression, and Violence. View
- Gavin J, Barnes S. Proceedings of ICACTCE'23 — The International Conference on Advances in Communication Technology and Computer Engineering. View