Articles published in this theme: 8 (scroll down to load remaining articles)
2020
Najmeh Khalili-Mahani, Atousa Assadi, Kate Li, Mahsa Mirgholami, Marie-Eve Rivard, Habib Benali, Kim Sawchuk, Bob De Schutter
JMIR Ment Health 2020 (Mar 26); 7(3):e12388Download Citation: END BibTex RIS
Rineke Bossenbroek, Aniek Wols, Joanneke Weerdmeester, Anna Lichtwarck-Aschoff, Isabela Granic, Marieke M J W van Rooij
JMIR Ment Health 2020 (Mar 24); 7(3):e16066Download Citation: END BibTex RIS
2019
Digital Games and Mindfulness Apps: Comparison of Effects on Post Work Recovery
Emily Collins, Anna Cox, Caroline Wilcock, Geraint Sethu-Jones
JMIR Ment Health 2019 (Jul 18); 6(7):e12853Download Citation: END BibTex RIS
Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review
Vanessa Wan Sze Cheng, Tracey Davenport, Daniel Johnson, Kellie Vella, Ian B Hickie
JMIR Ment Health 2019 (Jun 26); 6(6):e13717Download Citation: END BibTex RIS
Using Computer Games to Support Mental Health Interventions: Naturalistic Deployment Study
Hidde van der Meulen, Darragh McCashin, Gary O'Reilly, David Coyle
JMIR Ment Health 2019 (May 09); 6(5):e12430Download Citation: END BibTex RIS
![Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games](https://asset.jmir.pub/assets/thumbs/4f3784c0369f3b4338b11d3b1be532b9.png 480w,https://asset.jmir.pub/assets/thumbs/4f3784c0369f3b4338b11d3b1be532b9.png 960w,https://asset.jmir.pub/assets/thumbs/4f3784c0369f3b4338b11d3b1be532b9.png 1920w,https://asset.jmir.pub/assets/thumbs/4f3784c0369f3b4338b11d3b1be532b9.png 2500w)
Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games
Manuela Ferrari, Sarah V McIlwaine, Gerald Jordan, Jai L Shah, Shalini Lal, Srividya N Iyer
JMIR Ment Health 2019 (May 08); 6(5):e12418Download Citation: END BibTex RIS
![The Potential of Game-Based Digital Biomarkers for Modeling Mental Health The Potential of Game-Based Digital Biomarkers for Modeling Mental Health](https://asset.jmir.pub/assets/thumbs/904adf9bea191e732cc4bb2dcc0e40e3.png 480w,https://asset.jmir.pub/assets/thumbs/904adf9bea191e732cc4bb2dcc0e40e3.png 960w,https://asset.jmir.pub/assets/thumbs/904adf9bea191e732cc4bb2dcc0e40e3.png 1920w,https://asset.jmir.pub/assets/thumbs/904adf9bea191e732cc4bb2dcc0e40e3.png 2500w)
The Potential of Game-Based Digital Biomarkers for Modeling Mental Health
Regan Lee Mandryk, Max Valentin Birk
JMIR Ment Health 2019 (Apr 23); 6(4):e13485Download Citation: END BibTex RIS
![Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade](https://asset.jmir.pub/assets/thumbs/691ec013402c316cef9343bf8a19d7ab.png 480w,https://asset.jmir.pub/assets/thumbs/691ec013402c316cef9343bf8a19d7ab.png 960w,https://asset.jmir.pub/assets/thumbs/691ec013402c316cef9343bf8a19d7ab.png 1920w,https://asset.jmir.pub/assets/thumbs/691ec013402c316cef9343bf8a19d7ab.png 2500w)
Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade
Joseph Fordham, Christopher Ball
JMIR Ment Health 2019 (Apr 18); 6(4):e12432Download Citation: END BibTex RIS