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Published on in Vol 12 (2024)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/47513, first published .
Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study

Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study

Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study

Journals

  1. Rodríguez-Rivas M, Valdebenito S, Benavente M, Alfaro J, Villacura P, Chuecas J, Ditzel L, Galdames A. Technology-Based Interventions for Promoting Well-Being in Childhood and Adolescence: A Systematic Review and Meta-Analysis. Psicothema 2025;37(2):61 View
  2. Haupt A, Eckardt A. Spielerisch Gefühle erkunden – Entwicklung eines Kartenspiels. ergopraxis 2025;18(07/08):52 View
  3. De Witte N, Best P, Torous J, Mulvenna M, Van Assche E, Mathiasen K, Kleiboer A, Carlbring P, Van Daele T. Comprehensive Model for Mental health Access and service use (CoMMA): A process model for technology-enhanced mental healthcare. Internet Interventions 2026:100927 View

Conference Proceedings

  1. Xu Q, Hu R, Yuan Y, Deng Y, Xiong T, Xu S, Liu G. Companion Publication of the 2025 Conference on Computer-Supported Cooperative Work and Social Computing. "You Need to Know What I Can Do": Revealing Sighted People's Workplace Bias Toward the Visually Impaired and Exploring Intervention Through Serious Games View