Published on in Vol 6, No 7 (2019): July

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/12853, first published .
Digital Games and Mindfulness Apps: Comparison of Effects on Post Work Recovery

Digital Games and Mindfulness Apps: Comparison of Effects on Post Work Recovery

Digital Games and Mindfulness Apps: Comparison of Effects on Post Work Recovery

Journals

  1. Seabrook E, Kelly R, Foley F, Theiler S, Thomas N, Wadley G, Nedeljkovic M. Understanding How Virtual Reality Can Support Mindfulness Practice: Mixed Methods Study. Journal of Medical Internet Research 2020;22(3):e16106 View
  2. Mandryk R, Frommel J, Armstrong A, Johnson D. How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and Wellbeing. Frontiers in Psychology 2020;11 View
  3. Passmore C, Mandryk R. A Taxonomy of Coping Strategies and Discriminatory Stressors in Digital Gaming. Frontiers in Computer Science 2020;2 View
  4. Chelidoni O, Plans D, Ponzo S, Morelli D, Cropley M. Exploring the Effects of a Brief Biofeedback Breathing Session Delivered Through the BioBase App in Facilitating Employee Stress Recovery: Randomized Experimental Study. JMIR mHealth and uHealth 2020;8(10):e19412 View
  5. Teepe G, Da Fonseca A, Kleim B, Jacobson N, Salamanca Sanabria A, Tudor Car L, Fleisch E, Kowatsch T. Just-in-Time Adaptive Mechanisms of Popular Mobile Apps for Individuals With Depression: Systematic App Search and Literature Review. Journal of Medical Internet Research 2021;23(9):e29412 View
  6. Close J, Spicer S, Nicklin L, Lloyd J, Whalley B, Lloyd H. Gambling and Gaming in the United Kingdom during the COVID-19 Lockdown. COVID 2022;2(2):87 View
  7. Teodorovicz T, Kun A, Sadun R, Shaer O. Multitasking while driving: A time use study of commuting knowledge workers to assess current and future uses. International Journal of Human-Computer Studies 2022;162:102789 View
  8. Klier K, Seiler K, Wagner M. On the usability of digital sleep interventions in sports. German Journal of Exercise and Sport Research 2022;52(3):482 View
  9. Fiedler J, Seiferth C, Eckert T, Woll A, Wunsch K. Sleep quality, valence, energetic arousal, and calmness as predictors of device-based measured physical activity during a three-week mHealth intervention. German Journal of Exercise and Sport Research 2022;52(2):237 View
  10. Pinheiro A, Oliveira A, Alturas B. Playing and Socializing—Adults’ Perceptions of the FIFA Digital Game. Informatics 2022;10(1):2 View
  11. Bégin C, Berthod J, Martinez L, Truchon M. Use of Mobile Apps and Online Programs of Mindfulness and Self-Compassion Training in Workers: A Scoping Review. Journal of Technology in Behavioral Science 2022;7(4):477 View
  12. Formosa J, Johnson D, Türkay S, Mandryk R. Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic. Computers in Human Behavior 2022;131:107232 View
  13. Razum J, Huić A. Understanding highly engaged adolescent gamers: integration of gaming into daily life and motivation to play video games. Behaviour & Information Technology 2024;43(11):2566 View
  14. Macrynikola N, Nguyen N, Lane E, Yen S, Torous J. The Digital Clinic: An Innovative Mental Health Care Delivery Model Utilizing Hybrid Synchronous and Asynchronous Treatment. NEJM Catalyst 2023;4(9) View
  15. Blease C. Out of Control: How to Design Digital Placebos. Current Treatment Options in Psychiatry 2023;10(3):109 View
  16. Johnson D, Frommel J, Louis W, Lee M, Tanjitpiyanond P, Mandryk R. Prospective Passion and Social Capital within DotA 2 Players. Proceedings of the ACM on Human-Computer Interaction 2023;7(CHI PLAY):464 View
  17. Aschentrup L, Steimer P, Dadaczynski K, Mc Call T, Fischer F, Wrona K. Effectiveness of gamified digital interventions in mental health prevention and health promotion among adults: a scoping review. BMC Public Health 2024;24(1) View
  18. Mella J, Iacovides I, Cox A. “Jumping Out from the Pressure of Work and into the Game”: Curating Immersive Digital Game Experiences for Post-Work Recovery. Games: Research and Practice 2024;2(3):1 View
  19. 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
  20. Alves Heinze R, Mandryk R, Klarkowski M. Exploring the Role of Action Mechanics in Game-Based Stress Recovery. Proceedings of the ACM on Human-Computer Interaction 2024;8(CHI PLAY):1 View
  21. Mirhadi S, Iacovides I, Denisova A. Playing Through Tough Times: Exploring the Relationship between Game Aspects and Coping Strategies during Difficult Life Challenges. Proceedings of the ACM on Human-Computer Interaction 2024;8(CHI PLAY):1 View
  22. Gan W, Chen Z, Wu Z, Huang X, Wang F. Aggression in online gaming: the role of online disinhibition, social dominance orientation, moral disengagement and gender traits among Chinese university students. Frontiers in Public Health 2024;12 View
  23. Boldi A, Rapp A, Birk M. Stress in Esports: A Qualitative Study on The Interplay of Player Experiences and Organizational Systems. International Journal of Human–Computer Interaction 2024:1 View

Books/Policy Documents

  1. Kosa M, Uysal A. Game User Experience And Player-Centered Design. View
  2. Weber S, Mast F, Weibel D. Research Anthology on Game Design, Development, Usage, and Social Impact. View
  3. Gatari E, Fleuren B, Lai A. Survival Guide for Early Career Researchers. View
  4. Reinecke L, Rieger D. The Oxford Handbook of Entertainment Theory. View