Accessibility settings

Published on in Vol 12 (2025)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/67418, first published .
Game Design, Effectiveness, and Implementation of Serious Games Promoting Aspects of Mental Health Literacy Among Children and Adolescents: Systematic Review

Game Design, Effectiveness, and Implementation of Serious Games Promoting Aspects of Mental Health Literacy Among Children and Adolescents: Systematic Review

Game Design, Effectiveness, and Implementation of Serious Games Promoting Aspects of Mental Health Literacy Among Children and Adolescents: Systematic Review

Journals

  1. Ewa Szczęsna , Marta Miejska-Kamińska , Izabella Sośniak , Lidia Jurczenko . DIGITAL INTERVENTIONS FOR ADOLESCENT DEPRESSION AND ANXIETY: NARRATIVE REVIEW AND FUTURE DIRECTIONS. International Journal of Innovative Technologies in Social Science 2025;4(3(47)) View
  2. Tam W, Hou C, Eisingerich A. Super Mario Bros. and Yoshi Games’ Affordance of Childlike Wonder and Reduced Burnout Risk in Young Adults: In-Depth Mixed Methods Cross-Sectional Study. JMIR Serious Games 2025;13:e84219 View
  3. Pontes R, Dias E, Weingartner J, Monteiro N, Valenzuela E, Rosa R, Silva V, Moraes Í, Silva-Magalhães T, Monteiro C, Araújo L. A Modular Non-Immersive VR Serious Game Framework for Telerehabilitation: Design and Proof-of-Concept Feasibility Study. Computers 2026;15(3):192 View
  4. Irmawati S , Fanny Fatimah Mayasari Masdar , Rosdianah , Muh.Yunus . Digital mental health education: the impact of e-book intervention on anxiety knowledge among adolescent girls. Jurnal Ilmiah Kesehatan Sandi Husada 2025;14(2):323 View
  5. Nofita Tudang Rombeallo , Indrawati Aris Tyarini , Ari Setiawati . Effect of e-book media on adolescent girls’ knowledge of mental health issues anxiety. Jurnal Ilmiah Kesehatan Sandi Husada 2025;14(2):266 View