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

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/30482, first published .
Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review

Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review

Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review

Journals

  1. Martinez K, Menéndez-Menéndez M, Bustillo A. A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model. Applied Sciences 2022;12(22):11757 View
  2. Damaševičius R, Maskeliūnas R, Blažauskas T. Serious Games and Gamification in Healthcare: A Meta-Review. Information 2023;14(2):105 View
  3. Wang Y, Wang Z, Liu G, Wang Z, Wang Q, Yan Y, Wang J, Zhu Y, Gao W, Kan X, Zhang Z, Jia L, Pang X. Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis. Frontiers in Public Health 2022;10 View
  4. 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
  5. Rickard N, Kurt P, Meade T. Systematic assessment of the quality and integrity of popular mental health smartphone apps using the American Psychiatric Association's app evaluation model. Frontiers in Digital Health 2022;4 View
  6. Serrano-Mamolar A, Miguel-Alonso I, Checa D, Pardo-Aguilar C. Towards learner performance evaluation in iVR learning environments using eye-tracking and Machine-learning. Comunicar 2023;31(76) View
  7. Klimczyk P. What is the post-game depression? A narrative inquiry. Cyberpsychology: Journal of Psychosocial Research on Cyberspace 2023;17(2) View
  8. Barcena-Vazquez J, Caro K, Bermudez K, Zatarain-Aceves H. Designing and evaluating Reto Global, a serious video game for supporting global warming awareness. International Journal of Human-Computer Studies 2023;177:103080 View
  9. David O, Fodor L. Preventing mental illness in children that experienced maltreatment the efficacy of REThink online therapeutic game. npj Digital Medicine 2023;6(1) View
  10. Sosa-Espadas C, Orozco-del-Castillo M, Cuevas-Cuevas N, Recio-Garcia J. IREX: Iterative Refinement and Explanation of classification models for tabular datasets. SoftwareX 2023;23:101420 View
  11. Martinez K, Checa D, Bustillo A. Development of the Engagement Playability and User eXperience (EPUX) Metric for 2D-Screen and VR Serious Games: A Case-Study Validation of Hellblade: Senua’s Sacrifice. Electronics 2024;13(2):281 View
  12. Veerman L, Fjermestad K, Vatne T, Sterkenburg P, Derks S, Brouwer-van Dijken A, Willemen A. Cultural applicability and desirability of ‘Broodles’: The first serious game intervention for siblings of children with disabilities. PEC Innovation 2024;4:100277 View
  13. Rodriguez-Garcia B, Guillen-Sanz H, Checa D, Bustillo A. A systematic review of virtual 3D reconstructions of Cultural Heritage in immersive Virtual Reality. Multimedia Tools and Applications 2024 View
  14. 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;83(36):84047 View
  15. Khodakarami F, Sekhavat Y, Alizadeh F. Evergreen: An existential video game to increase the indices associated with existential thinking in the audience. Entertainment Computing 2024;50:100679 View
  16. Omylinska-Thurston J, Aithal S, Liverpool S, Clark R, Moula Z, Wood J, Viliardos L, Rodríguez-Dorans E, Farish-Edwards F, Parsons A, Eisenstadt M, Bull M, Dubrow-Marshall L, Thurston S, Karkou V. Digital Psychotherapies for Adults Experiencing Depressive Symptoms: Systematic Review and Meta-Analysis. JMIR Mental Health 2024;11:e55500 View
  17. Livanou M, Manitsa I, Hulusic V, Samara M, Bull M, De Caro A. The development of ReGoal, a serious mobile game for young people with conduct problems*. Behaviour & Information Technology 2024:1 View
  18. Catalan C, Gega L, Hook J. Storytelling Games for General Anxiety: Clinician Perspectives on Walking Simulator Games as Intervention. Proceedings of the ACM on Human-Computer Interaction 2024;8(CHI PLAY):1 View

Books/Policy Documents

  1. Gatto C, Martinez K, De Paolis L. Extended Reality. View
  2. Zeffiro V, Di Fuccio R, Mazzotta R, Ronni A, Alvaro R, Bulfone G, D’Agostino F. Methodologies and Intelligent Systems for Technology Enhanced Learning, Workshops, 12th International Conference. View
  3. Martinez K, Checa D. Extended Reality. View
  4. Madera-Torres I, Orozco-del-Castillo M, Moreno-Cimé S, Bermejo-Sabbagh C, Cuevas-Cuevas N. Telematics and Computing. View