Published on in Vol 8, No 2 (2020): Apr-Jun

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/17112, first published .
Effect of Pokémon Go on Self-Harm Using Population-Based Interrupted Time-Series Analysis: Quasi-Experimental Study

Effect of Pokémon Go on Self-Harm Using Population-Based Interrupted Time-Series Analysis: Quasi-Experimental Study

Effect of Pokémon Go on Self-Harm Using Population-Based Interrupted Time-Series Analysis: Quasi-Experimental Study

Journals

  1. Ong T, Wilczewski H, Paige S, Soni H, Welch B, Bunnell B. Extended Reality for Enhanced Telehealth During and Beyond COVID-19: Viewpoint. JMIR Serious Games 2021;9(3):e26520 View
  2. Abbasi A, Rehman U, Afaq Z, Rafeh M, Hlavacs H, Mamun M, Shah M. Predicting Video Game Addiction Through the Dimensions of Consumer Video Game Engagement: Quantitative and Cross-sectional Study. JMIR Serious Games 2021;9(4):e30310 View
  3. Sarvan S, Bekar P, Erkul M, Efe E. The Relationship Between Digital Game Addiction and Levels of Anxiety and Depression in Adolescents Receiving Cancer Treatment. Cancer Nursing 2024 View