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Published on in Vol 12 (2025)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/67418, first published .
Two children, a boy and a girl, sitting on wooden stairs and using digital devices.

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
  6. Rooij, de S, Kuipers D, Prins J, Pierie J. Research Design Processes in Serious Games for Adolescent Mental Health: Systematic Review. JMIR Serious Games 2026;14:e77173 View
  7. Isfold Sigurdardottir H, Perez-Colado V, Fredriksen Moe C, Solvoll T, Rennick-Egglestone S. Portrayals of Mental Health in Video Games: Protocol for a Scoping Review. JMIR Research Protocols 2026;15:e78379 View
  8. QIAO X, WANG J, GONG X. Parallel psychological crisis intervention: Framework and conceptions. Advances in Psychological Science 2026;34(6):1058 View
  9. Pérez-Marín M, Martín-Ávila J, Rodríguez-Jiménez E, Gil-Gómez J, Montoya-Castilla I, Valero-Moreno S. Feasibility and Preliminary Psychological Outcomes of emoTIChealth, a Serious Game-Based Intervention for Adolescents with Food Allergy: A Pilot Study. Applied Sciences 2026;16(14):7266 View
  10. Sukendra D, Sibarani D, Hermawati B, Gusnawan S, Laela H. Promoting community health: Strengthening sedes breeding site identification skills among young mosquito surveillance cadres through gamified prevention approaches in a dengue-endemic lowland area. BIO Web of Conferences 2026;247:04002 View
  11. Syarif I, Amqam H, Syamsuddin S. Effectiveness of Sajie Care Application in Reducing Stress: A Quasi-Experimental Study. Journal of Public Health Sciences 2026;5(02):234 View
  12. Smoktunowicz E, Maciejewski J, Lesnierowska M, Pietrzak M, Großwendt F, Mayer G, Schultz J, Tschobur N, McKendrick M, Stocks H, Floris F, Guglielmi D, Haddi Z, Mazzola C, Mlakar I, Smrke U, Fernández García L, Parra Vidales E, Sáez Muñoz E, Bruchhaus S, Hemmje M, Heutelbeck D, Diarra D, Nasser H, Butean A, Polak M, Mourettou P, Parmatzias A, Kolinska U, Schwannauer M. The Preliminary Efficacy and Feasibility of SMILE Serious Game for Adolescents and Young Adults: Protocol for Cluster Randomized Multisite Adaptive Trial Design. JMIR Research Protocols 2026;15:e96292 View

Conference Proceedings

  1. Marques L, Linhares E, Cruz M, Rodrigues M. 2026 IEEE Conference on Serious Games and Applications for Health (SeGAH). Depths of the Mind VR: Underwater Metaphors and Diegetic AI Guidance for Mental-Health Awareness View