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The Efficacy of Casual Videogame Play in Reducing Clinical Depression: A Randomized Controlled Study
16 references·16 citing·39 second hopsampled
The Efficacy of Casual Videogame Play in Reducing Clinical Depression: A Randomized Controlled Study (2013)The Efficacy of Casual Videogame Play in …A Scoping Review of Health Game Research: Past, Present, and Future (2012)A Scoping Review of Health Ga…A Pragmatic Randomized Controlled Trial of Computerized CBT (SPARX) for Symptoms of Depression among Adolescents Excluded from Mainstream Education (2011)A Pragmatic Randomized Contro…Video Games in Health Care: Closing the Gap (2010)Video Games in Health Care: C…CONSORT 2010 Statement: updated guidelines for reporting parallel group randomised trials (2010)CONSORT 2010 Statement: updat…CONSORT 2010 Statement: updated guidelines for reporting parallel group randomised trials (2010)CONSORT 2010 Statement: updat…CONSORT 2010 Explanation and Elaboration: updated guidelines for reporting parallel group randomised trials (2010)CONSORT 2010 Explanation and …Validity of the Brief Patient Health Questionnaire Mood Scale (PHQ-9) in the general population (2005)Validity of the Brief Patient…Assessing depression in primary care with the PHQ-9: Can it be carried out over the telephone? (2005)Assessing depression in prima…Girls and Gaming: A Summary of the Research with Implications for Practice. (2004)Girls and Gaming: A Summary o…Measuring depression outcome with a brief self-report instrument: sensitivity to change of the Patient Health Questionnaire (PHQ-9) (2003)Measuring depression outcome …Screening for depression across the lifespan: a review of measures for use in primary care settings. (2002)Screening for depression acro…Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Effects of Violent Video Game…Diagnostic and Statistical Manual of Mental Disorders. (2000)Diagnostic and Statistical Ma…Validation and Utility of a Self-report Version of PRIME-MD The PHQ Primary Care Study (1999)Validation and Utility of a S…Utility of a new procedure for diagnosing mental disorders in primary care. The PRIME-MD 1000 study (1994)Utility of a new procedure fo…Beyond boredom and anxiety (1975)Beyond boredom and anxietyEvaluating the effect of action-like video game play and of casual video game play on anxiety in adolescents with elevated anxiety: protocol for a multi-center, parallel group, assessor-blind, randomized controlled trial (2024)Evaluating the effect of acti…Therapeutic Interventions with Videogames in Treatments for Depression: A Systematic Review (2023)Therapeutic Interventions wit…A smartphone-based serious game for depressive symptoms: Protocol for a pilot randomized controlled trial (2023)A smartphone-based serious ga…Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study (2022)Video Game to Attenuate Pande…The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review (2022)The Effects of Playing Video …Horizon: Resilience – Design of a Serious Game for Ecological Momentary Intervention for Depression (2021)Horizon: Resilience – Design …Commercial video games as a resource for mental health: A systematic literature review (2021)Commercial video games as a r…Maximizing the impact of E-Therapy and Serious Gaming: Time for a paradigm shift (2020)Maximizing the impact of E-Th…Maximizing the impact of E-Therapy and Serious Gaming: Time for a paradigm shift (2020)Maximizing the impact of E-Th…Gamification of ChemDraw during the COVID-19 Pandemic: Investigating How a Serious, Educational-Game Tournament (Molecule Madness) Impacts Student Wellness and Organic Chemistry Skills while Distance Learning (2020)Gamification of ChemDraw duri…Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade (2019)Framing Mental Health Within …Fighting Depression: Action Video Game Play May Reduce Rumination and Increase Subjective and Objective Cognition in Depressed Patients (2018)Fighting Depression: Action V…Domestic violence counselors and secondary traumatic stress (STS): A brief qualitative report and strategies for support (2018)Domestic violence counselors …A Prototype Exercise–Empowerment Mobile Video Game for Children With Cancer, and Its Usability Assessment: Developing Digital Empowerment Interventions for Pediatric Diseases (2018)A Prototype Exercise–Empowerm…Serious Games and Gamified Tools for Psychological Intervention (2016)Serious Games and Gamified To…A critical account of DSM-5 criteria for internet gaming disorder (2014)A critical account of DSM-5 c…A RATING SCALE FOR DEPRESSION (1960)Effect Sizes for Interpreting Changes in Health Status (1989)The PHQ-9 (2001)Monitoring Depression Treatment Outcomes With the Patient Health Questionnaire-9 (2004)Detecting and monitoring depression with a two-item questionnaire (PHQ-2) (2005)The PHQ-8 as a measure of current depression in the general population (2008)EuroQol - a new facility for the measurement of health-related quality of life (1990)Help-Seeking and Access to Mental Health Care in a University Student Population (2007)Prevalence and correlates of depression, anxiety, and suicidality among university students. (2007)Beck Depression Inventory (2012)The Strengthening the Reporting of Observational Studies in Epidemiology (STROBE) Statement: Guidelines for Reporting Observational Studies (2007)The Strengthening the Reporting of Observational Studies in Epidemiology (STROBE) Statement: Guidelines for Reporting Observational Studies (2007)CONSORT 2010 Statement: Updated Guidelines for Reporting Parallel Group Randomized Trials (2010)SPIRIT 2013 explanation and elaboration: guidance for protocols of clinical trials (2013)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Better reporting of interventions: template for intervention description and replication (TIDieR) checklist and guide (2014)Standards for Reporting Qualitative Research (2014)Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015: elaboration and explanation (2015)The Structured Clinical Interview for DSM-III-R (SCID) (1992)Case-finding instruments for depression (1997)Twelve-Month Use of Mental Health Services in the United States (2005)Mental Health Surveillance Among Children — United States, 2013–2019 (2022)Aggression: A Social Learning Analysis (1973)Statistical Methods for Meta-Analysis (1988)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Development and Validation of a Game Addiction Scale for Adolescents (2009)Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)Subjective Well-Being (1984)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Handbook of Positive Psychology (2001)Transparent Reporting of a multivariable prediction model for Individual Prognosis Or Diagnosis (TRIPOD): Explanation and Elaboration (2015)Functional Neuroimaging of Anxiety: A Meta-Analysis of Emotional Processing in PTSD, Social Anxiety Disorder, and Specific Phobia (2007)Rethinking Rumination (2008)Cognition and Depression: Current Status and Future Directions (2010)Collaborative Care Management of Late-Life Depression in the Primary Care Setting (2002)Screening for serious mental illness in the general population with the K6 screening scale: results from the WHO World Mental Health (WMH) survey initiative (2010)Mobile phone use and stress, sleep disturbances, and symptoms of depression among young adults - a prospective cohort study (2011)
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References

  • 2000Diagnostic and Statistical Manual of Mental Disorders.19,744 cited
  • 2010CONSORT 2010 Statement: updated guidelines for reporting parallel group randomised trials13,365 cited
  • 1999Validation and Utility of a Self-report Version of PRIME-MD The PHQ Primary Care Study9,795 cited
  • 2010CONSORT 2010 Statement: updated guidelines for reporting parallel group randomised trials9,314 cited
  • 2010CONSORT 2010 Explanation and Elaboration: updated guidelines for reporting parallel group randomised trials8,873 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 1994Utility of a new procedure for diagnosing mental disorders in primary care. The PRIME-MD 1000 study2,635 cited
  • 2001Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature2,218 cited
  • 2003Measuring depression outcome with a brief self-report instrument: sensitivity to change of the Patient Health Questionnaire (PHQ-9)1,556 cited
  • 2005Validity of the Brief Patient Health Questionnaire Mood Scale (PHQ-9) in the general population1,379 cited
  • 2010Video Games in Health Care: Closing the Gap502 cited
  • 2002Screening for depression across the lifespan: a review of measures for use in primary care settings.399 cited
  • 2005Assessing depression in primary care with the PHQ-9: Can it be carried out over the telephone?

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347 cited
  • 2011A Pragmatic Randomized Controlled Trial of Computerized CBT (SPARX) for Symptoms of Depression among Adolescents Excluded from Mainstream Education255 cited
  • 2012A Scoping Review of Health Game Research: Past, Present, and Future136 cited
  • 2004Girls and Gaming: A Summary of the Research with Implications for Practice.77 cited
  • Cited by

    • 2022The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review153 cited
    • 2014A critical account of DSM-5 criteria for internet gaming disorder146 cited
    • 2018Fighting Depression: Action Video Game Play May Reduce Rumination and Increase Subjective and Objective Cognition in Depressed Patients85 cited
    • 2020Gamification of ChemDraw during the COVID-19 Pandemic: Investigating How a Serious, Educational-Game Tournament (Molecule Madness) Impacts Student Wellness and Organic Chemistry Skills while Distance Learning70 cited
    • 2018A Prototype Exercise–Empowerment Mobile Video Game for Children With Cancer, and Its Usability Assessment: Developing Digital Empowerment Interventions for Pediatric Diseases56 cited
    • 2019Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade54 cited
    • 2021Commercial video games as a resource for mental health: A systematic literature review43 cited
    • 2018Domestic violence counselors and secondary traumatic stress (STS): A brief qualitative report and strategies for support23 cited
    • 2023Therapeutic Interventions with Videogames in Treatments for Depression: A Systematic Review16 cited
    • 2020Maximizing the impact of E-Therapy and Serious Gaming: Time for a paradigm shift12 cited
    • 2016Serious Games and Gamified Tools for Psychological Intervention9 cited
    • 2024Evaluating the effect of action-like video game play and of casual video game play on anxiety in adolescents with elevated anxiety: protocol for a multi-center, parallel group, assessor-blind, randomized controlled trial8 cited
    • 2023A smartphone-based serious game for depressive symptoms: Protocol for a pilot randomized controlled trial8 cited
    • 2022Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study5 cited
    • 2021Horizon: Resilience – Design of a Serious Game for Ecological Momentary Intervention for Depression4 cited
    • 2020Maximizing the impact of E-Therapy and Serious Gaming: Time for a paradigm shift4 cited