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
  4. 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
  5. 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
  6. Alemdar H, Karaca A. The effect of cognitive behavioral interventions applied to children with anxiety disorders on their anxiety level: A meta-analysis study. Journal of Pediatric Nursing 2025 View
  7. Gee B, Teague B, Farrar M, Farrar V, Szinay D, Chan L, Ong K, Jackson B, Wylie S, Naughton F, Wilson J, Webb E. Exploring the use of digital technology to support health behaviour change in young people under the care of a Complications of Excess Weight service: a qualitative patient-centred design study (Preprint). JMIR Formative Research 2024 View

Books/Policy Documents

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