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The Therapeutic Use of Videogames in Childhood and Adolescence
7 references·7 citing·48 second hop
The Therapeutic Use of Videogames in Childhood and Adolescence (2003)The Therapeutic Use of Videogames in Chil…Risk Factors in Adolescence: The Case of Gambling, Videogame Playing, and the Internet (2000)Risk Factors in Adolescence: …Violent video games and aggression (1999)Violent video games and aggre…DEPENDENCE ON COMPUTER GAMES BY ADOLESCENTS (1998)DEPENDENCE ON COMPUTER GAMES …Computer game playing in adolescence: Prevalence and demographic indicators (1995)Computer game playing in adol…The effect of computer‐assisted instruction format and initial attitude on the arithmetic facts proficiency and continuing motivation of students with learning disabilities (1992)The effect of computer‐assist…THE TRAINING AND GENERALIZATION OF SOCIAL INTERACTION SKILLS WITH AUTISTIC YOUTH (1984)THE TRAINING AND GENERALIZATI…The Psycho-Analysis of Children (1933)The Psycho-Analysis of Childr…The digital third voice: AI as a therapeutic text in the bibliotherapeutic space (2026)The digital third voice: AI a…Utilisation des jeux vidéo et des robots en psychothérapies. Une revue de la littérature (2021)Utilisation des jeux vidéo et…Participatory Design of Therapeutic Video Games for Young People with Neurological Vision Impairment (2015)Participatory Design of Thera…Computer games supporting cognitive behaviour therapy in children (2012)Computer games supporting cog…May I continue or should I stop? the effects of regulatory focus and message framings on video game players’ self-control (2011)May I continue or should I st…Videogames in therapy (2010)Videogames in therapyTreasure Hunt - a serious game to support psychotherapeutic treatment of children (2008)Treasure Hunt - a serious gam…Diagnostic and Statistical Manual of Mental Disorders (1988)UCLA Loneliness Scale (Version 3): Reliability, Validity, and Factor Structure (1996)Internet addiction: Characteristics of a questionnaire and prevalence in Norwegian youth (12–18 years) (2004)Psychosocial causes and consequences of pathological gaming (2010)Diagnostic and Statistical Manual of Mental Disorders (2013)Internet gaming disorder in children and adolescents: a systematic review (2018)Reactive and proactive aggression in school children and psychiatrically impaired chronically assaultive youth. 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(1986)Computer-Based Reading Instruction for Young Children with Disabilities (2004)Analysis of studies of the effects of computer-assisted instruction on the mathematics performance of students with learning disabilities (2009)The effect of a persuasive social impact game on affective learning and attitude (2014)THE RELATIONSHIP OF SELF‐STIMULATION TO LEARNING IN AUTISTIC CHILDREN1 (1972)AN IMPLICIT TECHNOLOGY OF GENERALIZATION 1 (1977)Single-case research designs: Methods for clinical and applied settings (1983)Increasing Social Interaction among Adolescents with Intellectual Disabilities and Their General Education Peers: Effective Interventions (2005)Physiology-based affect recognition for computer-assisted intervention of children with Autism Spectrum Disorder (2008)A Pilot Study with a Novel Setup for Collaborative Play of the Humanoid Robot KASPAR with Children with Autism (2013)Toward a Theory of Intrinsically Motivating Instruction* (1981)Video-Gaming Among High School Students: Health Correlates, Gender Differences, and Problematic Gaming (2010)Prevalence of internet gaming disorder in adolescents: A meta‐analysis across three decades (2018)Screening and assessment tools for gaming disorder: A comprehensive systematic review (2020)Cognitive-Behavior Therapy, Sertraline, and Their Combination for Children and Adolescents With Obsessive-Compulsive Disorder (2004)Translational science in action: Hostile attributional style and the development of aggressive behavior problems (2006)Playing for Real (2008)Strategies for designing effective psychotherapeutic gaming interventions for children and adolescents (2008)P-III: A Player-Centered, Iterative, Interdisciplinary and Integrated Framework for Serious Game Design and Development (2012)Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade (2019)An inventory for assessing different kinds of hostility. (1957)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Not so doomed: computer game play and positive adolescent development (2002)Social Foundations of Thought and Action (2002)The Structural Characteristics of Video Games: A Psycho-Structural Analysis (2004)The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression (2007)Rief and Mourning in Infancy and Early Childhood (1960)The Efficacy of Play Therapy With Children: A Meta-Analytic Review of Treatment Outcomes. (2005)Attachment and the processing of social information across the life span: Theory and evidence. (2011)
this work references cited by second hop

References

  • 1933The Psycho-Analysis of Children830 cited
  • 1998DEPENDENCE ON COMPUTER GAMES BY ADOLESCENTS415 cited
  • 2000Risk Factors in Adolescence: The Case of Gambling, Videogame Playing, and the Internet359 cited
  • 1999Violent video games and aggression252 cited
  • 1995Computer game playing in adolescence: Prevalence and demographic indicators238 cited
  • 1984THE TRAINING AND GENERALIZATION OF SOCIAL INTERACTION SKILLS WITH AUTISTIC YOUTH201 cited
  • 1992The effect of computer‐assisted instruction format and initial attitude on the arithmetic facts proficiency and continuing motivation of students with learning disabilities94 cited

Cited by

  • 2008Treasure Hunt - a serious game to support psychotherapeutic treatment of children78 cited
  • 2012Computer games supporting cognitive behaviour therapy in children73 cited
  • 2010Videogames in therapy57 cited
  • 2015Participatory Design of Therapeutic Video Games for Young People with Neurological Vision Impairment46 cited
  • 2021Utilisation des jeux vidéo et des robots en psychothérapies. Une revue de la littérature7 cited
  • 2011May I continue or should I stop? the effects of regulatory focus and message framings on video game players’ self-control6 cited
  • 2026The digital third voice: AI as a therapeutic text in the bibliotherapeutic space

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1 cited