Published on in Vol 9, No 2 (2021): Apr-Jun
Preprints (earlier versions) of this paper are
available at
https://preprints.jmir.org/preprint/26575, first published
.
Journals
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- Bowman N, Chang C. Covariation Among Gaming Motivations is Correlated with Anxiety and Sociality a Latent Class Analysis. SSRN Electronic Journal 2022 View
- Klimczyk P. What is the post-game depression? A narrative inquiry. Cyberpsychology: Journal of Psychosocial Research on Cyberspace 2023;17(2) View
- Merino-Campos C, del-Castillo H, Pascual-Gómez I. Exploring the efficacy of video game training in developing adolescent reasoning abilities. Behaviour & Information Technology 2024;43(4):651 View
- Ghosh A, Agnihotri J, Bhalotia S, Sati B, Agarwal L, A A, Tandon S, Meena K, Raj S, Azad Y, Gupta S, Gupta N. Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study. JMIR Serious Games 2023;11:e37105 View
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- Lukka L, Palva J. The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment. JMIR Serious Games 2023;11:e42173 View
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- Wang Y, Dai Y, Chen S, Wang L, Hoorn J. Multiplayer Online Battle Arena (MOBA) Games: Improving Negative Atmosphere with Social Robots and AI Teammates. Systems 2023;11(8):425 View
- Lukka L, Salonen A, Vesterinen M, Karhulahti V, Palva S, Palva J. The qualities of patients interested in using a game-based digital mental health intervention for depression: a sequential mixed methods study. BMC Digital Health 2023;1(1) View
- Razum J, Huić A. Understanding highly engaged adolescent gamers: integration of gaming into daily life and motivation to play video games. Behaviour & Information Technology 2024;43(11):2566 View
- AKÇA C, ÖZEL Y. The Effect of Mind and Intelligence Games on University Students’ Perceived Stress and Psychological Well-Being Level. Journal of Computer and Education Research 2023;11(22):447 View
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- Blanche E, Chang M, Parham L. Experiences of Adult Play. The American Journal of Occupational Therapy 2024;78(4) View
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- Baghaei N, Abdulkhalek S, Moat K, Xu W, Liang H. Understanding the Relationship Between User Game Preferences and Depressive Symptoms: A Pilot Study. Games for Health Journal 2024;13(4):297 View
- Yokotani K, Takano M, Abe N. Can likes returned by peers within a day improve users’ depressive/manic levels in a massive multiplayer online game? A randomized controlled trial. Journal of Computational Social Science 2024;7(3):2333 View
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- Kara M, Ozan M, Buzdağlı Y. E-Sporcuların Psikolojik Uyumsuzluk ve Sosyal İşlevsellik Düzeylerinin Farklı Değişkenler Açısından İncelenmesi. CBÜ Beden Eğitimi ve Spor Bilimleri Dergisi 2024;19(2):142 View
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Books/Policy Documents
- Sánchez-Sánchez A, Orozco-del-Castillo M, Castillo-Atoche A. Telematics and Computing. View
- Fashoro I, Ncube S. Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations. View
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- Bauman S, Rivers I. Mental Health in the Digital Age. View
- Pfeifer J. The History and Future of Correctional Psychology. View
- Raj G, Sharma A, Arora Y. Strategies for E-Commerce Data Security. View
- O’Gorman K, Benakovic R, Fisher K. Masculinities and Mental Health in Young Men. View