Mental Health Games
Articles published in this theme: 144 (scroll down to load remaining articles)
2026
Collaborative Gameplay for Children’s Self-Efficacy in Computational Thinking: Qualitative Cross-Sectional Design Science Research Case Study
JMIR Serious Games 2026 (Sep 09); 14:e94416
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Video and App-Based Games for Youth Emotion Regulation: Scoping Review
JMIR Ment Health 2026 (Sep 09); 13:e96935
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The Preliminary Efficacy and Feasibility of SMILE Serious Game for Adolescents and Young Adults: Protocol for Cluster Randomized Multisite Adaptive Trial Design
JMIR Res Protoc 2026 (Sep 03); 15:e96292
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Serious Game–Based Attention Assessment for Attention-Deficit/Hyperactivity Disorder in Children and Adolescents: Preliminary Cross-Sectional Convergent Validation Study
JMIR Serious Games 2026 (Aug 28); 14:e80441
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Executive Dysfunction—A Serious Game for Assessment in Real-Life Contexts: Development and Cross-Sectional Usability Study
JMIR Serious Games 2026 (Aug 27); 14:e94860
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Computer Games on the Development of Physical Motor Skills and Social Interaction in Preschool Children: Quasi-Experimental Study
JMIR Form Res 2026 (Aug 07); 10:e33138
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Tonal Auditory Discrimination Training in Youths: Design, Implementation, and Evaluation of Game-Based Versus Non–Game-Based Systems in a Cross-Sectional Study
JMIR Serious Games 2026 (Jun 22); 14:e92496
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The Effects of Open-World and Fun, Accessible Games on Perceived Loneliness and Stoicism in Adults: Cross-Sectional Survey Study
JMIR Serious Games 2026 (Jun 17); 14:e89304
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Association Between Task Difficulty Regulation in Game-Based Digital Therapeutics and Attention-Deficit/Hyperactivity Disorder Symptoms in Children: Secondary Analysis of a Randomized Controlled Trial
JMIR Serious Games 2026 (Jun 11); 14:e83932
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Serious Games in Nursing Education: Scoping Review of Applications, Effectiveness, and Future Directions
JMIR Serious Games 2026 (Jun 11); 14:e86092
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Nintendo Switch–Based Exergaming for Subthreshold Depression: Mixed Methods Randomized Controlled Trial
JMIR Serious Games 2026 (Jun 05); 14:e80937
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Designing Coloring-Based Digital Art Therapy to Treat Alexithymia in Chinese College Students: Qualitative Study
JMIR Hum Factors 2026 (Jun 01); 13:e82128
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Cognitive Function Assessment Using a Virtual Reality Serious Game System in Patients With Stable Schizophrenia: Prospective Cohort Study
JMIR Serious Games 2026 (May 08); 14:e83001
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Brain Structural Covariance Networks in Long-Term First-Person Shooter and Multiplayer Online Battle Arena Players: Cross-Sectional Study
JMIR Serious Games 2026 (May 04); 14:e79976
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Traditional Social Sports Games and Mental Training for Smartphone Addiction and Psychological Distress in School-Aged Adolescents: Randomized Controlled Trial
JMIR Mhealth Uhealth 2026 (May 04); 14:e85353
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Virtual Reality–Based Social Musical Exergame Guided by Self-Determination Theory for Young Adults With Depression and Anxiety: Protocol for a Randomized Controlled Trial
JMIR Res Protoc 2026 (May 01); 15:e83737
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Socially Prescribed Perfectionism, Resilience, and Internet Gaming Disorder in Adolescents: 3-Wave Longitudinal Study
JMIR Serious Games 2026 (Apr 30); 14:e93412
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Associations Between Parental Gaming Behaviors and Conversion From Internet Gaming Disorder Noncases to Cases Among Adolescents: Prospective Longitudinal Cohort Study
JMIR Serious Games 2026 (Apr 30); 14:e80061
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Portrayals of Mental Health in Video Games: Protocol for a Scoping Review
JMIR Res Protoc 2026 (Apr 29); 15:e78379
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Reciprocal Within-Person Dynamics Between Internet Gaming Disorder Symptoms, Physical Activity, and Loneliness Among Chinese Adolescent Gamers: Three-Wave Prospective Cohort Study
JMIR Serious Games 2026 (Apr 27); 14:e87847
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