Published on in Vol 8 , No 8 (2021) :August

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/28150, first published .
Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review

Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review

Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review

Journals

  1. Balcombe L, De Leo D. The Potential Impact of Adjunct Digital Tools and Technology to Help Distressed and Suicidal Men: An Integrative Review. Frontiers in Psychology 2022;12 View
  2. Balcombe L, De Leo D. Digital Mental Health Amid COVID-19. Encyclopedia 2021;1(4):1047 View
  3. Ong T, Wilczewski H, Soni H, Nisbet Q, Paige S, Barrera J, Welch B, Bunnell B. The Symbiosis of Virtual Reality Exposure Therapy and Telemental Health: A Review. Frontiers in Virtual Reality 2022;3 View
  4. Alanko D. The Health Effects of Video Games in Children and Adolescents. Pediatrics In Review 2023;44(1):23 View
  5. Pallavicini F, Pepe A, Mantovani F. The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review. Cyberpsychology, Behavior, and Social Networking 2022;25(6):334 View
  6. Almigbal T, Alrasheed A, Almutairi E, Alrehaili R, Alzahrani A, Alhassan N, Aldekhyyel R, Batais M, Surendiran B. Relationship between Medical Students’ Perceived Stress and Gaming Behavior at King Saud University. BioMed Research International 2022;2022:1 View
  7. Greitemeyer T. The dark and bright side of video game consumption: Effects of violent and prosocial video games. Current Opinion in Psychology 2022;46:101326 View
  8. Minian N, Saiva A, Gayapersad A, Dragonetti R, Proulx C, Debergue P, Lecce J, Hussain S, Desjardins E, Selby P. Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study. JMIR Formative Research 2022;6(5):e36820 View
  9. Balcombe L, De Leo D. Human-Computer Interaction in Digital Mental Health. Informatics 2022;9(1):14 View
  10. Pallavicini F, Orena E, Achille F, Cassa M, Vuolato C, Stefanini S, Caragnano C, Pepe A, Veronese G, Ranieri P, Fascendini S, Defanti C, Clerici M, Mantovani F. Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study. Applied Sciences 2022;12(18):9110 View
  11. Addimando L. Distance Learning in Pandemic Age: Lessons from a (No Longer) Emergency. International Journal of Environmental Research and Public Health 2022;19(23):16302 View
  12. Pallavicini F, Pepe A, Clerici M, Mantovani F. Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review. JMIR Serious Games 2022;10(4):e35000 View
  13. Seddighi G. Taking a Dialogical Approach to Guiding Gaming Practices in a Non-Family Context. Media and Communication 2022;10(4):328 View
  14. Ka-Yee Essoe J, Patrick A, Reynolds K, Schmidt A, Ramsey K, McGuire J. Recent Advances in Psychotherapy with Virtual Reality. Advances in Psychiatry and Behavioral Health 2022;2(1):79 View
  15. Niu G, Jin S, Xu F, Lin S, Zhou Z, Longobardi C. Relational Victimization and Video Game Addiction among Female College Students during COVID-19 Pandemic: The Roles of Social Anxiety and Parasocial Relationship. International Journal of Environmental Research and Public Health 2022;19(24):16909 View
  16. Ju U. Identifying neural correlates of multidimensional, subjective gaming experiences during active gameplay. Frontiers in Human Neuroscience 2022;16 View
  17. Klimczyk P. What is the post-game depression? A narrative inquiry. Cyberpsychology: Journal of Psychosocial Research on Cyberspace 2023;17(2) View