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Young Cancer Patients' Perceptions of a Video Game Used to Promote Self Care.
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Young Cancer Patients' Perceptions of a Video Game Used to Promote Self Care. (2006)Young Cancer Patients' Perceptions of a V…Factors Affecting Acceptability to Young Cancer Patients of a Psychoeducational Video Game About Cancer (2006)Factors Affecting Acceptabili…Management of Chronic Pediatric Diseases with Interactive Health Games: Theory and Research Findings (2001)Management of Chronic Pediatr…Psychometric properties of the credibility/expectancy questionnaire (2000)Psychometric properties of th…Educational video game for juvenile diabetes: results of a controlled trial (1997)Educational video game for ju…Development of a modified treatment evaluation inventory (1989)Development of a modified tre…Essentials of Behavioral Research: Methods and Data Analysis (1984)Essentials of Behavioral Rese…Credibility of analogue therapy rationales (1972)Credibility of analogue thera…Self-efficacy mechanism in human agency. (1982)The Transtheoretical Model of Health Behavior Change (1997)Self-Efficacy: The Exercise of Control (1999)Overview of research on the educational use of video games (2006)Beyond Self-Selection in Video Game Play: An Experimental Examination of the Consequences of Massively Multiplayer Online Role-Playing Game Play (2007)Modeling the efficacy of persuasive strategies for different gamer types in serious games for health (2014)The Structural Characteristics of Video Games: A Psycho-Structural Analysis (2004)The Use of Computer Games in Education (2011)Promoting Dental Hygiene to Children: Comparing Traditional and Interactive Media Following Threat Appeals (2014)An Inventory for Measuring Depression (1961)Manual for the State-Trait Anxiety Inventory (1970)The structure of negative emotional states: Comparison of the Depression Anxiety Stress Scales (DASS) with the Beck Depression and Anxiety Inventories (1995)A Qualitative Study (2009)Conceptual and methodological issues in research on mindfulness and meditation. (2015)The Unified Protocol for Transdiagnostic Treatment of Emotional Disorders Compared With Diagnosis-Specific Protocols for Anxiety Disorders (2017)Modern factor analysis (1960)Modern Factor Analysis (1969)ACCEPTABILITY OF ALTERNATIVE TREATMENTS FOR DEVIANT CHILD BEHAVIOR (1980)Assessing social validity in clinical treatment research: Issues and procedures. (1999)A controlled evaluation of acceptance and commitment therapy plus habit reversal for trichotillomania (2005)A randomized clinical trial of acceptance and commitment therapy versus progressive relaxation training for obsessive-compulsive disorder. (2010)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Learning with Media (1991)Origins of Serious Games (2011)Role of Video Games in Improving Health-Related Outcomes (2012)Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps (2016)The longitudinal course of marital quality and stability: A review of theory, method, and research. (1995)Enhancing well‐being and alleviating depressive symptoms with positive psychology interventions: a practice‐friendly meta‐analysis (2009)Eta squared and partial eta squared as measures of effect size in educational research (2011)Response expectancy as a determinant of experience and behavior. (1985)A Clinical Psychotherapy Trial for Adolescent Depression Comparing Cognitive, Family, and Supportive Therapy (1997)A randomized clinical trial to dismantle components of cognitive processing therapy for posttraumatic stress disorder in female victims of interpersonal violence. (2008)
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References

  • 1984Essentials of Behavioral Research: Methods and Data Analysis3,889 cited
  • 2000Psychometric properties of the credibility/expectancy questionnaire2,285 cited
  • 1972Credibility of analogue therapy rationales1,552 cited
  • 1997Educational video game for juvenile diabetes: results of a controlled trial475 cited
  • 1989Development of a modified treatment evaluation inventory409 cited
  • 2001Management of Chronic Pediatric Diseases with Interactive Health Games: Theory and Research Findings361 cited
  • 2006Factors Affecting Acceptability to Young Cancer Patients of a Psychoeducational Video Game About Cancer60 cited

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