Articles published in 2016 in this theme: 6 (scroll down to load remaining articles)
2016
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Evaluation of a Digital Game-Based Learning Program for Enhancing Youth Mental Health: A Structural Equation Modeling of the Program Effectiveness
JMIR Ment Health 2016 (Oct 07); 3(4):e46
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A Study on the Validity of a Computer-Based Game to Assess Cognitive Processes, Reward Mechanisms, and Time Perception in Children Aged 4-8 Years
JMIR Serious Games 2016 (Sep 22); 4(2):e15
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Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review
JMIR Ment Health 2016 (Aug 24); 3(3):e39
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Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy
JMIR Serious Games 2016 (Jul 15); 4(2):e11
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A Serious Game for Clinical Assessment of Cognitive Status: Validation Study
JMIR Serious Games 2016 (May 27); 4(1):e7
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Behavioral Outcome Effects of Serious Gaming as an Adjunct to Treatment for Children With Attention-Deficit/Hyperactivity Disorder: A Randomized Controlled Trial
J Med Internet Res 2016 (Feb 16); 18(2):e26
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