Published on in Vol 9, No 1 (2022): January
Preprints (earlier versions) of this paper are
available at
https://preprints.jmir.org/preprint/29008, first published
.
Journals
- Healy P, Lu C, Silk J, Lindhiem O, Harper R, Viswanathan A, Babichenko D. An Exposure-Based Video Game (Dr. Zoo) to Reduce Needle Phobia in Children Aged 3 to 6 Years: Development and Mixed Methods Pilot Study. JMIR Serious Games 2023;11:e42025 View
- Hall C, Gómez Bergin A, Rennick-Egglestone S. Research Into Digital Health Intervention for Mental Health: 25-Year Retrospective on the Ethical and Legal Challenges. Journal of Medical Internet Research 2024;26:e58939 View
- Gee B, Teague B, Laphan A, Clarke T, Coote G, Garner J, Wilson J. Outcomes of Providing Children Aged 7-12 Years With Access to Evidence-Based Anxiety Treatment Via a Standalone Digital Intervention Using Immersive Gaming Technology: Real-World Evaluation. JMIR Mental Health 2024;11:e52866 View
- Azizoddin D, DeForge S, Edwards R, Baltazar A, Schreiber K, Allsop M, Banson J, Oseuguera G, Businelle M, Tulsky J, Enzinger A. Serious Games for Serious Pain: Development and Initial Testing of a Cognitive Behavioral Therapy Game for Patients With Advanced Cancer Pain. JCO Clinical Cancer Informatics 2024;(8) View
- 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
- Orji J, Chan G, Ndulue C, Orji R. Persuasive Technology. View