Articles published in 2019 in this theme: 10 (scroll down to load remaining articles)
2019
Co-designing a Mobile Gamified Attention Bias Modification Intervention for Substance Use Disorders: Participatory Research Study
JMIR Mhealth Uhealth 2019 (Oct 03); 7(10):e15871
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Digital Games and Mindfulness Apps: Comparison of Effects on Post Work Recovery
JMIR Ment Health 2019 (Jul 18); 6(7):e12853
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Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review
JMIR Ment Health 2019 (Jun 26); 6(6):e13717
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Using Computer Games to Support Mental Health Interventions: Naturalistic Deployment Study
JMIR Ment Health 2019 (May 09); 6(5):e12430
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The Importance of User Segmentation for Designing Digital Therapy for Adolescent Mental Health: Findings From Scoping Processes
JMIR Ment Health 2019 (May 08); 6(5):e12656
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An Interactive Mobile App Game to Address Aggression (RegnaTales): Pilot Quantitative Study
JMIR Serious Games 2019 (May 08); 7(2):e13242
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Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade
JMIR Ment Health 2019 (Apr 18); 6(4):e12432
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A Digital Game and School-Based Intervention for Students in Hong Kong: Quasi-Experimental Design
J Med Internet Res 2019 (Apr 05); 21(4):e12003
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A Game-Based School Program for Mental Health Literacy and Stigma Regarding Depression (Moving Stories): Protocol for a Randomized Controlled Trial
JMIR Res Protoc 2019 (Mar 14); 8(3):e11255
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Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint
J Med Internet Res 2019 (Jan 14); 21(1):e11528
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