Articles published in this theme: 18 (scroll down to load remaining articles)
2025
Refining Open-World Game and Nostalgic Film Interventions for Broader and More Reliable Therapeutic Impact
JMIR Serious Games 2025 (Oct 01); 13:e82157
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Author’s Reply: Refining Open-World Game and Nostalgic Film Interventions for Broader and More Reliable Therapeutic Impact
JMIR Serious Games 2025 (Sep 30); 13:e83239
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Improvement of Game Users’ Depressive Symptoms via Behavioral Activation in a Massive Multiplayer Online Game: Randomized Controlled Trial
JMIR Serious Games 2025 (Sep 24); 13:e73734
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Effects of The Legend of Zelda: Breath of the Wild and Studio Ghibli Films on Young People’s Sense of Exploration, Calm, Mastery and Skill, Purpose and Meaning, and Overall Happiness in Life: Exploratory Randomized Controlled Study
JMIR Serious Games 2025 (Aug 01); 13:e76522
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Evaluating the Effectiveness of a Roblox Video Game (Super U Story) in Improving Body Image Among Children and Adolescents in the United States: Randomized Controlled Trial
J Med Internet Res 2025 (Jul 31); 27:e66625
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Game Design, Effectiveness, and Implementation of Serious Games Promoting Aspects of Mental Health Literacy Among Children and Adolescents: Systematic Review
JMIR Ment Health 2025 (May 05); 12:e67418
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Escape Game to Promote Students’ Mental Health Outcomes in the Aftermaths of COVID-19 Pandemic: Protocol for a Mixed Methods Study Evaluating a Cocreated Intervention
JMIR Res Protoc 2025 (Apr 02); 14:e64068
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Comparative Efficacy of Video Games Versus Midazolam in Reducing Perioperative Anxiety in Pediatric Patients: Systematic Review and Meta-Analysis
JMIR Serious Games 2025 (Mar 10); 13:e67007
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Digital Gaming and Subsequent Health and Well-Being Among Older Adults: Longitudinal Outcome-Wide Analysis
J Med Internet Res 2025 (Jan 27); 27:e69080
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2024
Game-Based Promotion of Assertiveness to Mitigate the Effects of Bullying in High School Students: Development and Evaluation Study
JMIR Serious Games 2024 (Dec 24); 12:e58452
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2020
Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study
JMIR Ment Health 2020 (Mar 26); 7(3):e12388
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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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2019
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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Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games
JMIR Ment Health 2019 (May 08); 6(5):e12418
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The Potential of Game-Based Digital Biomarkers for Modeling Mental Health
JMIR Ment Health 2019 (Apr 23); 6(4):e13485
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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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