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
.
Journals
- 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
- 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
- Passmore C, Mandryk R. A Taxonomy of Coping Strategies and Discriminatory Stressors in Digital Gaming. Frontiers in Computer Science 2020;2 View
- 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
- 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
- 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
- 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
- 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
- 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
- Pinheiro A, Oliveira A, Alturas B. Playing and Socializing—Adults’ Perceptions of the FIFA Digital Game. Informatics 2022;10(1):2 View
- 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
- 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
- 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
- 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
- Blease C. Out of Control: How to Design Digital Placebos. Current Treatment Options in Psychiatry 2023;10(3):109 View
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Kosa M, Uysal A. Game User Experience And Player-Centered Design. View
- Weber S, Mast F, Weibel D. Research Anthology on Game Design, Development, Usage, and Social Impact. View
- Gatari E, Fleuren B, Lai A. Survival Guide for Early Career Researchers. View
- Reinecke L, Rieger D. The Oxford Handbook of Entertainment Theory. View