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 .
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

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

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

Journals

  1. 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
  2. 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
  3. 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

Books/Policy Documents

  1. Orji J, Chan G, Ndulue C, Orji R. Persuasive Technology. View