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;8(2):247 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
  12. Herren S, Seebacher B, Mildner S, Riederer Y, Pachmann U, Böckler N, Niedecken S, Sgandurra S, Bonati L, Hotz I, Schättin A, Jurt R, Brenneis C, Lenfert K, Behrendt F, Schmidlin S, Nacke L, Schuster-Amft C, Martin-Niedecken A. Exergame (ExerG)-Based Physical-Cognitive Training for Rehabilitation in Adults With Motor and Balance Impairments: Usability Study. JMIR Serious Games 2025;13:e66515 View
  13. Jung J, Choi H, Hong J, Kim M, Kim D, Park S, Hahm B, An J. Association of Game Use With Loneliness and Social Isolation: A Nationwide Korean Study. Psychiatry Investigation 2025;22(6):714 View
  14. Liu J, Jasim M, Song J, Ha S, Kim J, Kim D, Lee H, Kim B, Jung H. Towards Understanding the Effect of Serious Games on Attention, Adherence, and Behavior for Children with ADHD. ACM Transactions on Computer-Human Interaction 2025 View
  15. Neto D, Sebastião R, Baptista T, Petkari E. Frameworks for Developing Digital Mental Health Interventions. European Psychologist 2025 View

Books/Policy Documents

  1. Anukem S, Ndulue C, Orji R. Persuasive Technology. View
  2. Lodha P, Gupta A, Jog S, DeSousa A. Digital Healthcare, Digital Transformation and Citizen Empowerment in Asia-Pacific and Europe for a Healthier Society. View
  3. Vashishtha K, Dhankar C, Tripathi S, Joshi R. AI in Learning, Educational Leadership, and Special Education. View

Conference Proceedings

  1. Lee A, Lee J, Ahn S, Lee Y. Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems. MindTerior: A Mental Healthcare Game with Metaphoric Gamespace and Effective Activities for Mitigating Mild Emotional Difficulties View
  2. Samonte M, Caluya N, Competente L, Relayo R. 2024 9th International Conference on Computer and Communication Systems (ICCCS). Mental Hub: Incrementing Patient's Adherance to Therapy for Maladaptive Eating Behavior Using Gamified Cognitive Behavioral Therapy View
  3. Coelho F, Abreu A. 2025 IEEE Conference on Serious Games and Applications for Health (SeGAH). Designing Immersive Healing: Exploring Extended Reality Game-Based Intervention Elements for Mental Health View
  4. Silva F, Luz J, Cruz B, Torquato L. Anais do XXIV Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames 2025). Realidade Virtual no Tratamento de Fobias: Uma Revisão Sistemática View