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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- Chitale V, Baghaei N, Playne D, Liang H, Zhao Y, Erensoy A, Ahmad Y. The Use of Videogames and Virtual Reality for the Assessment of Anxiety and Depression: A Scoping Review. Games for Health Journal 2022;11(6):341 View
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- Merino-Campos C, del-Castillo H, Pascual-Gómez I. Enhancing adolescent reasoning skills through a video game program. Education and Information Technologies 2023;28(10):12737 View
- 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
- Ma D, Kuang Y, Lan Z, Zeng S, Li Y, Shang M, Zhang R, Zhao B, Li W. The rapid change in mental health among college students after introduction of on-campus quarantine during the 2022 Shanghai COVID-19 lockdown. Frontiers in Public Health 2023;11 View
- Prince B X, A. R. V, N. N. IMPACT OF ONLINE GAMING ADDICTION ON SOCIAL ISOLATION AMONG FIRST-YEAR SATHYABAMA UNDERGRADUATE STUDENTS: A STUDY. ShodhKosh: Journal of Visual and Performing Arts 2023;4(1SE) View
- Bocci F, Ferrari A, Sarini M. Putting the Gaming Experience at the Center of the Therapy—The Video Game Therapy® Approach. Healthcare 2023;11(12):1767 View
- Zendle D, Flick C, Halgarth D, Ballou N, Cutting J, Drachen A. The Relationship Between Lockdowns and Video Game Playtime: Multilevel Time-Series Analysis Using Massive-Scale Data Telemetry. Journal of Medical Internet Research 2023;25:e40190 View
- 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
- Vengurlekar I, Thudi K. College Student Video Gaming: Risk or Resilience for Mental Health?. Psychological Reports 2023 View
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- Looi J, Wilkes F, Bastiampillai T, Allison S. Practical psychiatry: Taking gaming seriously – a primer for psychiatrists on gamers and gaming culture. Australasian Psychiatry 2024;32(1):59 View
- Behl A, Jayawardena N, Shankar A, Gupta M, Lang L. Gamification and neuromarketing: A unified approach for improving user experience. Journal of Consumer Behaviour 2024;23(1):218 View
- 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
- Meriläinen M, Hietajärvi L, Aurava R, Stenros J. Games in everyday life: Profiles of adolescent digital gaming motives and well-being outcomes. Telematics and Informatics Reports 2023;12:100104 View
- Liu Y, Zhang E, Li H, Ge X, Hu F, Cai Y, Xiang M. Physical activity, recreational screen time, and depressive symptoms among Chinese children and adolescents: a three-wave cross-lagged study during the COVID-19 pandemic. Child and Adolescent Psychiatry and Mental Health 2024;18(1) View
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- Wong R, Tung K, Ho F, Wong W, Chow C, Chan K, Fu K, Ip P. Effect of a Mobile Game–Based Intervention to Enhance Child Safety: Randomized Controlled Trial. Journal of Medical Internet Research 2024;26:e51908 View
- He M, Ren Y, Liu Y, Tong K. The Prospective Effect of Protective Gaming Beliefs and Behaviors on Problematic Gaming, Mental Health, and Well-Being of Video Game Players. International Journal of Human–Computer Interaction 2024:1 View
- Huțul T, Karner-Huțuleac A, Huțul A. “Go-tcha!”: The social component of mental health during the Covid-19 pandemic and the benefits of playing Pokemon Go. Entertainment Computing 2024;50:100649 View
- Gómez-Cambronero Á, Mann A, Mira A, Doherty G, Casteleyn S. Smartphone-based serious games for mental health: a scoping review. Multimedia Tools and Applications 2024 View
- Zinovieva T. EEMOTIONAL INTELLIGENCE IN GAME ELEMENTS FOR FORMING HIGHER FEELINGS IN ACTIVE AND DEEPER LEARNING. OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY 2024;(16):22 View
- Cregan S, Toth A, Campbell M. Playing for keeps or just playing with emotion? Studying tilt and emotion regulation in video games. Frontiers in Psychology 2024;15 View
- Franceschini S, Puccio G, Bertoni S, Gori S, Mascheretti S, Fusina F, Angrilli A, Facoetti A. The Benefits of Playing Action-Like Video Games on Salience Processing. International Journal of Human–Computer Interaction 2024:1 View
- Assanovich M, Skugarevsky O, Kaspartov M, Sokol A. Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study. Games for Health Journal 2024;13(5):354 View
- Lee S, Jeong E, Choi J, Park M. Social intelligence and pathological gaming: a longitudinal study of the associations among negative emotions, social intelligence, aggression, and pathological gaming in adolescents. Frontiers in Psychiatry 2024;15 View
- Blanche E, Chang M, Parham L. Experiences of Adult Play. The American Journal of Occupational Therapy 2024;78(4) View
- Zuo X, Tang Y, Chen Y, Zhou Z. Effects of Electronic Serious Games on Older Adults With Alzheimer’s Disease and Mild Cognitive Impairment: Systematic Review With Meta-Analysis of Randomized Controlled Trials. JMIR Serious Games 2024;12:e55785 View
- 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
- Hodent C, Blumberg F, Deterding S. Ethical Games: Toward Evidence-Based Guidance for Safeguarding Players and Developers. Games: Research and Practice 2024;2(2):1 View
- 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
- Castro T, Martins Yamaura L, Haydu V. Videogames na psicoterapia: uma revisão quase sistemática da literatura. CES Psicología 2024;17(3):23 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
- Bediou B, Wac K. Encyclopedia of Child and Adolescent Health. View
- 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