Published on in Vol 10 (2023)
Preprints (earlier versions) of this paper are
available at
https://preprints.jmir.org/preprint/47285, first published
.
Journals
- Jingili N, Oyelere S, Nyström M, Anyshchenko L. A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression. Frontiers in Digital Health 2023;5 View
- Kiuchi K, Umehara H, Irizawa K, Kang X, Nakataki M, Yoshida M, Numata S, Matsumoto K. An Exploratory Study of the Potential of Online Counseling for University Students by a Human-Operated Avatar Counselor. Healthcare 2024;12(13):1287 View
- Bhawra J, Elsahli N, Patel J. Applying Digital Technology to Understand Human Experiences of Climate Change Impacts on Food Security and Mental Health: Scoping Review. JMIR Public Health and Surveillance 2024;10:e54064 View
- Kiltz L, Fokkens-Bruinsma M, Jansen E. Promoting University Students’ Well-being and Resilience by Means of a Game-Approach Basic Psychological Need Intervention: a Case Study. International Journal of Applied Positive Psychology 2024;9(3):1721 View
- Gkintoni E, Vantaraki F, Skoulidi C, Anastassopoulos P, Vantarakis A. Gamified Health Promotion in Schools: The Integration of Neuropsychological Aspects and CBT—A Systematic Review. Medicina 2024;60(12):2085 View
- Cremaschi M, Avis G, Zhao A, Guarnieri E, Panzeri A, Spoto A. PENguIN: A mental health application employing gamification and token economy to boost therapeutic adherence in young users. Computers in Human Behavior Reports 2025;17:100586 View