Published on in Vol 9, No 4 (2021): Oct-Dec

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/27953, first published .
Game Design in Mental Health Care: Case Study–Based Framework for Integrating Game Design Into Therapeutic Content

Game Design in Mental Health Care: Case Study–Based Framework for Integrating Game Design Into Therapeutic Content

Game Design in Mental Health Care: Case Study–Based Framework for Integrating Game Design Into Therapeutic Content

Journals

  1. Ang C, Siriaraya P, Tabbaa L, Falzarano F, Kanjo E, Prigerson H. Editorial for advances in human-centred dementia technology. International Journal of Human-Computer Studies 2023;170:102964 View
  2. Kim Y, Hong S, Choi M. Effects of Serious Games on Depression in Older Adults: Systematic Review and Meta-analysis of Randomized Controlled Trials. Journal of Medical Internet Research 2022;24(9):e37753 View
  3. 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
  4. 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
  5. Estrella T, Alfonso C, Ramos-Castro J, Alsina A, Capdevila L. A Serious Game to Self-Regulate Heart Rate Variability as a Technique to Manage Arousal Level Through Cardiorespiratory Biofeedback: Development and Pilot Evaluation Study. JMIR Serious Games 2023;11:e46351 View
  6. Freire-Palacios V, Jaramillo-Galarza K, Quito-Calle J, Orozco-Cantos L. Artificial Intelligence in Gamification to Promote Mental Health among University Students: A Scoping Review. Salud, Ciencia y Tecnología 2023;3:639 View
  7. Syukur A, Andono P, Syarif A. Gamelan Land: A Multiplayer Virtual Reality Game based on a Social Presence Approach. Journal of Metaverse 2024;4(1):1 View
  8. Sicouri G, Daniel E, Salemink E, Mackinnon A, Allsop A, Hudson J. Codesigned online cognitive bias modification of interpretations for anxiety and depression in children: study protocol of a randomised controlled trial. BMJ Open 2024;14(4):e078652 View
  9. Stutvoet M, Levelt L, Hrehovcsik M, van’t Veer J, Visch V, Bramer W, Hillegers M, Veltkamp R, Nijhof S, Estévez-López F. Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review. Games for Health Journal 2024;13(5):314 View
  10. D’Olivo P, Langerak A, Spek D, Bussmann J, Rozendaal M, Regterschot G, Visch V. Designing for social relatedness between stroke survivors and eHealth: ‘Edo’ an embodied coach for stroke rehabilitation in the home context. Design for Health 2024:1 View
  11. Park H, Kim E, Kim J. Serious Games as a Therapeutic Tool in Pediatric Urology: A Review of Current Applications and Future Directions. International Neurourology Journal 2024;28(3):185 View

Books/Policy Documents

  1. Anukem S, Ndulue C, Orji R. Persuasive Technology. View