Articles published in 2020 in this theme: 11 (scroll down to load remaining articles)
2020
Emotional Bias Modification for Individuals With Attention Deficit Hyperactivity Disorder: Protocol for a Co-Design Study
JMIR Res Protoc 2020 (Dec 23); 9(12):e24078
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Evidence on Virtual Reality–Based Therapies for Psychiatric Disorders: Meta-Review of Meta-Analyses
J Med Internet Res 2020 (Aug 19); 22(8):e20889
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The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis
JMIR Serious Games 2020 (Aug 10); 8(3):e18644
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Mapping Behavioral Health Serious Game Interventions for Adults With Chronic Illness: Scoping Review
JMIR Serious Games 2020 (Jul 30); 8(3):e18687
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An Integrative Model for the Effectiveness of Biofeedback Interventions for Anxiety Regulation: Viewpoint
J Med Internet Res 2020 (Jul 23); 22(7):e14958
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Habits and Attitudes of Video Gaming and Information Technology Use in People with Schizophrenia: Cross-Sectional Survey
J Med Internet Res 2020 (Jul 22); 22(7):e14865
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Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review
JMIR Res Protoc 2020 (Jun 24); 9(6):e13834
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Age-Associated Capacity to Progress When Playing Cognitive Mobile Games: Ecological Retrospective Observational Study
JMIR Serious Games 2020 (Jun 12); 8(2):e17121
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Can Social Communication Skills for Children Diagnosed With Autism Spectrum Disorder Rehearsed Inside the Video Game Environment of Minecraft Generalize to the Real World?
JMIR Serious Games 2020 (May 12); 8(2):e14369
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Gamified Mobile Computerized Cognitive Behavioral Therapy for Japanese University Students With Depressive Symptoms: Protocol for a Randomized Controlled Trial
JMIR Res Protoc 2020 (Apr 07); 9(4):e15164
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Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study
JMIR Ment Health 2020 (Mar 24); 7(3):e16066
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