Published on in Vol 11 (2023)
Preprints (earlier versions) of this paper are
available at
https://preprints.jmir.org/preprint/37105, first published
.
![Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study](https://asset.jmir.pub/assets/d85ca2b9d669e360db3791ce3c65a29f.png 480w,https://asset.jmir.pub/assets/d85ca2b9d669e360db3791ce3c65a29f.png 960w,https://asset.jmir.pub/assets/d85ca2b9d669e360db3791ce3c65a29f.png 1920w,https://asset.jmir.pub/assets/d85ca2b9d669e360db3791ce3c65a29f.png 2500w)
Journals
- Cheng C, Ebrahimi O. Gamification: a Novel Approach to Mental Health Promotion. Current Psychiatry Reports 2023;25(11):577 View
- Li N, Wang B, Li Y, Pang H, Han X. Beyond the Swipe: Investigating the Interplay of Technology, Media, and Human Behavior in Digital Romance. Journal of the Knowledge Economy 2024 View