Published on in Vol 11 (2023)
Preprints (earlier versions) of this paper are
available at
https://preprints.jmir.org/preprint/41638, first published
.

Journals
- 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
- Tan Y, Wang J, Chen H, Yang M, Zhu N, Yuan Y. Exploring the cultivation of psychological resilience in medical students from the perspective of doctor–patient relationship. Medical Teacher 2024;46(11):1511 View
- Sriwatanathamma P, Sirivesmas V, Simatrang S, Bhowmik N. Developing a Framework for Interactions in CBT-Based Serious Games on Smartphones. International Journal of Gaming and Computer-Mediated Simulations 2024;16(1):1 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
- David O, Tomoiagă C. The 3D REThink Life Game, a Game-Based Intervention for Training Emotion Regulation Abilities. Journal of Rational-Emotive & Cognitive-Behavior Therapy 2025;43(2) View
Books/Policy Documents
- Krishnaraj R, Subbulakshmi S, Kamaraj S, Meeya N, Sankaran S. Expanding Operations Through Agile Principles and Sustainable Practices. View
Conference Proceedings
- 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
