Published on in Vol 2, No 2 (2015): April-June
This is a member publication of University of Tasmania Rural Clinical School, Burnie, Tasmania, Australia 7320
Journals
- Bul K, Kato P, Van der Oord S, Danckaerts M, Vreeke L, Willems A, van Oers H, Van Den Heuvel R, Birnie D, Van Amelsvoort T, Franken I, Maras A. Behavioral Outcome Effects of Serious Gaming as an Adjunct to Treatment for Children With Attention-Deficit/Hyperactivity Disorder: A Randomized Controlled Trial. Journal of Medical Internet Research 2016;18(2):e26 View
- Parisod H, Pakarinen A, Axelin A, Danielsson-Ojala R, Smed J, Salanterä S. Designing a Health-Game Intervention Supporting Health Literacy and a Tobacco-Free Life in Early Adolescence. Games for Health Journal 2017;6(4):187 View
- Buijs-Spanjers K, Hegge H, Cnossen F, Jaarsma D, de Rooij S. Reasons to Engage in and Learning Experiences From Different Play Strategies in a Web-Based Serious Game on Delirium for Medical Students: Mixed Methods Design. JMIR Serious Games 2020;8(3):e18479 View
- Gonsalves P, Hodgson E, Kumar A, Aurora T, Chandak Y, Sharma R, Michelson D, Patel V. Design and Development of the “POD Adventures” Smartphone Game: A Blended Problem-Solving Intervention for Adolescent Mental Health in India. Frontiers in Public Health 2019;7 View
- Buijs-Spanjers K, Harmsen A, Hegge H, Spook J, de Rooij S, Jaarsma D. The influence of a serious game’s narrative on students’ attitudes and learning experiences regarding delirium: an interview study. BMC Medical Education 2020;20(1) View
- Fleming T, de Beurs D, Khazaal Y, Gaggioli A, Riva G, Botella C, Baños R, Aschieri F, Bavin L, Kleiboer A, Merry S, Lau H, Riper H. Maximizing the Impact of e-Therapy and Serious Gaming: Time for a Paradigm Shift. Frontiers in Psychiatry 2016;7 View
- Fleming T, Bavin L, Stasiak K, Hermansson-Webb E, Merry S, Cheek C, Lucassen M, Lau H, Pollmuller B, Hetrick S. Serious Games and Gamification for Mental Health: Current Status and Promising Directions. Frontiers in Psychiatry 2017;7 View
- Jacquier A, Briot M, Barillot G, Deroo O, Monnien F, Hurlot Q, Frenois F, Aubin F, Degano B, Reffay C, Valmary-Degano S. « Discovering Pathology », un serious game dédié à la découverte de l’anatomopathologie pour les étudiants en médecine. Annales de Pathologie 2019;39(2):151 View
- Hill C, Creswell C, Vigerland S, Nauta M, March S, Donovan C, Wolters L, Spence S, Martin J, Wozney L, McLellan L, Kreuze L, Gould K, Jolstedt M, Nord M, Hudson J, Utens E, Ruwaard J, Albers C, Khanna M, Albano A, Serlachius E, Hrastinski S, Kendall P. Navigating the development and dissemination of internet cognitive behavioral therapy (iCBT) for anxiety disorders in children and young people: A consensus statement with recommendations from the #iCBTLorentz Workshop Group. Internet Interventions 2018;12:1 View
- David O, Cardoș R, Matu S. Is REThink therapeutic game effective in preventing emotional disorders in children and adolescents? Outcomes of a randomized clinical trial. European Child & Adolescent Psychiatry 2019;28(1):111 View
- Lucassen M, Samra R, Iacovides I, Fleming T, Shepherd M, Stasiak K, Wallace L. How LGBT+ Young People Use the Internet in Relation to Their Mental Health and Envisage the Use of e-Therapy: Exploratory Study. JMIR Serious Games 2018;6(4):e11249 View
- Alber J, Watson A, Barnett T, Mercado R, Bernhardt J. Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games. Cyberpsychology, Behavior, and Social Networking 2015;18(7):417 View
- Powell L, Parker J, Harpin V, Mawson S. Guideline Development for Technological Interventions for Children and Young People to Self-Manage Attention Deficit Hyperactivity Disorder: Realist Evaluation. Journal of Medical Internet Research 2019;21(4):e12831 View
- Traynor A, Morrissey E, Egan J, McGuire B. The effectiveness of information and communication technology-based psychological interventions for paediatric chronic pain: protocol for a systematic review, meta-analysis and intervention content analysis. Systematic Reviews 2016;5(1) View
- Hollis C, Falconer C, Martin J, Whittington C, Stockton S, Glazebrook C, Davies E. Annual Research Review: Digital health interventions for children and young people with mental health problems – a systematic and meta‐review. Journal of Child Psychology and Psychiatry 2017;58(4):474 View
- Wozney L, Huguet A, Bennett K, Radomski A, Hartling L, Dyson M, McGrath P, Newton A. How do eHealth Programs for Adolescents With Depression Work? A Realist Review of Persuasive System Design Components in Internet-Based Psychological Therapies. Journal of Medical Internet Research 2017;19(8):e266 View
- Balli F. Developing Digital Games to Address Airway Clearance Therapy in Children With Cystic Fibrosis: Participatory Design Process. JMIR Serious Games 2018;6(4):e18 View
- Søgaard Neilsen A, Wilson R. Combining e‐mental health intervention development with human computer interaction (HCI) design to enhance technology‐facilitated recovery for people with depression and/or anxiety conditions: An integrative literature review. International Journal of Mental Health Nursing 2019;28(1):22 View
- Schwarz A, Huertas-Delgado F, Cardon G, DeSmet A. Design Features Associated with User Engagement in Digital Games for Healthy Lifestyle Promotion in Youth: A Systematic Review of Qualitative and Quantitative Studies. Games for Health Journal 2020;9(3):150 View
- Sort A, Khazaal Y. Six Tips on How to Bring Epic Wins to Health Care. Frontiers in Psychiatry 2017;8 View
- Bruggers C, Baranowski S, Beseris M, Leonard R, Long D, Schulte E, Shorter A, Stigner R, Mason C, Bedrov A, Pascual I, Bulaj G. A Prototype Exercise–Empowerment Mobile Video Game for Children With Cancer, and Its Usability Assessment: Developing Digital Empowerment Interventions for Pediatric Diseases. Frontiers in Pediatrics 2018;6 View
- Johnson D, Deterding S, Kuhn K, Staneva A, Stoyanov S, Hides L. Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions 2016;6:89 View
- Edwards E, Caton H, Lumsden J, Rivas C, Steed L, Pirunsarn Y, Jumbe S, Newby C, Shenvi A, Mazumdar S, Smith J, Greenhill D, Griffiths C, Walton R. Creating a Theoretically Grounded, Gamified Health App: Lessons From Developing the Cigbreak Smoking Cessation Mobile Phone Game. JMIR Serious Games 2018;6(4):e10252 View
- Monteiro-Guerra F, Rivera-Romero O, Fernandez-Luque L, Caulfield B. Personalization in Real-Time Physical Activity Coaching Using Mobile Applications: A Scoping Review. IEEE Journal of Biomedical and Health Informatics 2020;24(6):1738 View
- Dias L, Barbosa J, Vianna H. Gamification and serious games in depression care: A systematic mapping study. Telematics and Informatics 2018;35(1):213 View
- Buijs-Spanjers K, Hegge H, Cnossen F, Hoogendoorn E, Jaarsma D, de Rooij S. Dark Play of Serious Games: Effectiveness and Features (G4HE2018). Games for Health Journal 2019;8(4):301 View
- Chicchi Giglioli I, de Juan Ripoll C, Parra E, Alcañiz Raya M, Kotozaki Y. EXPANSE: A novel narrative serious game for the behavioral assessment of cognitive abilities. PLOS ONE 2018;13(11):e0206925 View
- Cheng V, Piper S, Ottavio A, Davenport T, Hickie I. Recommendations for Designing Health Information Technologies for Mental Health Drawn From Self-Determination Theory and Co-design With Culturally Diverse Populations: Template Analysis. Journal of Medical Internet Research 2021;23(2):e23502 View
- Beristain-Colorado M, Ambros-Antemate J, Vargas-Treviño M, Gutiérrez-Gutiérrez J, Moreno-Rodriguez A, Hernández-Cruz P, Gallegos-Velasco I, Torres-Rosas R. Standardizing the Development of Serious Games for Physical Rehabilitation: Conceptual Framework Proposal. JMIR Serious Games 2021;9(2):e25854 View
- Smits M, Kim C, van Goor H, Ludden G. From Digital Health to Digital Well-being: Systematic Scoping Review. Journal of Medical Internet Research 2022;24(4):e33787 View
- Ferrari M, Sabetti J, McIlwaine S, Fazeli S, Sadati S, Shah J, Archie S, Boydell K, Lal S, Henderson J, Alvarez-Jimenez M, Andersson N, Nielsen R, Reynolds J, Iyer S. Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion. Frontiers in Digital Health 2022;4 View
- Abd-Alrazaq A, Al-Jafar E, Alajlani M, Toro C, Alhuwail D, Ahmed A, Reagu S, Al-Shorbaji N, Househ M. The Effectiveness of Serious Games for Alleviating Depression: Systematic Review and Meta-analysis. JMIR Serious Games 2022;10(1):e32331 View
- Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
- Bennett S, Shafran R. Adaptation, personalization and capacity in mental health treatments: a balancing act?. Current Opinion in Psychiatry 2023;36(1):28 View
- Brons A, Braam K, Broekema A, Timmerman A, Millenaar K, Engelbert R, Kröse B, Visser B. Translating Promoting Factors and Behavior Change Principles Into a Blended and Technology-Supported Intervention to Stimulate Physical Activity in Children With Asthma (Foxfit): Design Study. JMIR Formative Research 2022;6(7):e34121 View
- Povey J, Sweet M, Nagel T, Lowell A, Shand F, Vigona J, Dingwall K. Determining Priorities in the Aboriginal and Islander Mental Health Initiative for Youth App Second Phase Participatory Design Project: Qualitative Study and Narrative Literature Review. JMIR Formative Research 2022;6(2):e28342 View
- Wehbe R, Whaley C, Eskandari Y, Suarez A, Nacke L, Hammer J, Lank E. Designing a Serious Game (Above Water) for Stigma Reduction Surrounding Mental Health: Semistructured Interview Study With Expert Participants. JMIR Serious Games 2022;10(2):e21376 View
- Ducharme P, Kahn J, Vaudreuil C, Gusman M, Waber D, Ross A, Rotenberg A, Rober A, Kimball K, Peechatka A, Gonzalez-Heydrich J. A “Proof of Concept” Randomized Controlled Trial of a Video Game Requiring Emotional Regulation to Augment Anger Control Training. Frontiers in Psychiatry 2021;12 View
- Khazaal Y, Potvin S, Pennou A, Djomo W, Borgeat F, Lecomte T. Des repères pour la conception des apps ?. Santé mentale au Québec 2021;46(1):119 View
- Williams C, Griffin K, Botvin C, Sousa S, Botvin G. Effectiveness of Digital Health Tools to Prevent Bullying among Middle School Students. Adolescents 2023;3(1):110 View
- Hammady R, Arnab S. Serious Gaming for Behaviour Change: A Systematic Review. Information 2022;13(3):142 View
- David O, Stroian P, Predatu R, Maffei A. State anxiety and frontal alpha asymmetry effects of the REThink online video game for children and adolescents: A six-month follow-up. Personality and Individual Differences 2022;196:111725 View
- Martinez K, Menéndez-Menéndez M, Bustillo A. Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review. JMIR Serious Games 2021;9(4):e30482 View
- Gómez-Cambronero Á, Casteleyn S, Bretón-López J, García-Palacios A, Mira A. A smartphone-based serious game for depressive symptoms: Protocol for a pilot randomized controlled trial. Internet Interventions 2023;32:100624 View
- Saha A, Dixit A, Shankar L, Battala M, Khan N, Saggurti N, Ayyagari K, Raj A, Howard S. Study protocol for an individually randomized control trial for India's first roleplay-based mobile game for reproductive health for adolescent girls. Reproductive Health 2023;20(1) View
- Mobbs S, Lund G. Virtual reality as a drug-free treatment for depression in the elderly: Considerations of creating a bespoke software treatment. Animation Practice, Process & Production 2021;10(1):117 View
- 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
- Bressler M, Merk J, Gohlke T, Kayali F, Daigeler A, Kolbenschlag J, Prahm C. A Virtual Reality Serious Game for the Rehabilitation of Hand and Finger Function: Iterative Development and Suitability Study. JMIR Serious Games 2024;12:e54193 View
- Alzghoul B. The Effectiveness of Gamification in Changing Health-related Behaviors: A Systematic Review and Meta-analysis. The Open Public Health Journal 2024;17(1) View
- Ghodousi Moghadam S, Mazloum Khorasani Z, Sharifzadeh N, Tabesh H. A mobile serious game about diabetes self-management: Design and evaluation. Heliyon 2024;10(18):e37755 View
- García-Pazo P, Fornés-Vives J, Abad A, Davis S. NoFumo+: Mobile Health App to Quit Smoking Using Cognitive‐Behavioral Therapy. Nursing Research and Practice 2024;2024(1) View
- 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