Published on in Vol 6, No 5 (2019): May

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/12430, first published .
Using Computer Games to Support Mental Health Interventions: Naturalistic Deployment Study

Using Computer Games to Support Mental Health Interventions: Naturalistic Deployment Study

Using Computer Games to Support Mental Health Interventions: Naturalistic Deployment Study

Journals

  1. Stawarz K, Preist C, Tallon D, Wiles N, Kessler D, Turner K, Shafran R, Coyle D. Design Considerations for the Integrated Delivery of Cognitive Behavioral Therapy for Depression: User-Centered Design Study. JMIR Mental Health 2020;7(9):e15972 View
  2. McCashin D, Coyle D, O'Reilly G. A qualitative evaluation of Pesky gNATs in primary care – The experiences of assistant psychologists providing computer-assisted CBT to children experiencing low mood and anxiety. Internet Interventions 2020;22:100348 View
  3. Uhlhaas P, Torous J. Digital tools for youth mental health. npj Digital Medicine 2019;2(1) View
  4. 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
  5. Lockwood J, Williams L, Martin J, Rathee M, Hill C. Effectiveness, User Engagement and Experience, and Safety of a Mobile App (Lumi Nova) Delivering Exposure-Based Cognitive Behavioral Therapy Strategies to Manage Anxiety in Children via Immersive Gaming Technology: Preliminary Evaluation Study. JMIR Mental Health 2022;9(1):e29008 View
  6. Silva A, Carvalho Y, Andrade J. Uso de jogos no controle de ansiedade em crianças e adolescentes: uma revisão integrativa. Revista Científica Multidisciplinar Núcleo do Conhecimento 2022:42 View
  7. Meldahl L, Krijger L, Andvik M, Cardenas N, Cuddeford O, Duerto S, Game J, Ibenfeldt M, Mustafa M, Tong M, Viksveen P. Characteristics of the ideal healthcare services to meet adolescents' mental health needs: A qualitative study of adolescents' perspectives. Health Expectations 2022;25(6):2924 View
  8. Hrynyschyn R, Prediger C, Stock C, Helmer S. Evaluation Methods Applied to Digital Health Interventions: What Is Being Used beyond Randomised Controlled Trials?—A Scoping Review. International Journal of Environmental Research and Public Health 2022;19(9):5221 View
  9. Singhal P, Dhaliwal N, Dabas A, Yadav S. Optimizing Internet Use during Adolescence: eHealth Solutions. Annals of the National Academy of Medical Sciences (India) 2022;58:175 View
  10. McCashin D, Coyle D, O'Reilly G. Pesky gNATs for children experiencing low mood and anxiety – A pragmatic randomised controlled trial of technology-assisted CBT in primary care. Internet Interventions 2022;27:100489 View
  11. Bevan Jones R, Hussain F, Agha S, Weavers B, Lucassen M, Merry S, Stallard P, Simpson S, Rice F. Digital technologies to support adolescents with depression and anxiety: review. BJPsych Advances 2023;29(4):239 View
  12. 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
  13. 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
  14. Gliosci R, Barros Pontes e Silva T. Therapeutic Interventions with Videogames in Treatments for Depression: A Systematic Review. Games for Health Journal 2023;12(4):269 View
  15. Smith A, Khawly G, Jann J, Zetina A, Padilla J, Schnall R. A Review of Serious Gaming as an Intervention for HIV Prevention. Current HIV/AIDS Reports 2023;20(4):181 View
  16. GomezRomero-Borquez J, Del-Valle-Soto C, Del-Puerto-Flores J, Briseño R, Varela-Aldás J. Neurogaming in Virtual Reality: A Review of Video Game Genres and Cognitive Impact. Electronics 2024;13(9):1683 View
  17. Spahl W, Motta V, Woodcock K, Rubeis G. Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation. JMIR Serious Games 2024;12:e64488 View

Books/Policy Documents

  1. Liu X, Wang Z. Technology-Supported Interventions for Students With Special Needs in the 21st Century. View