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Online Video Game Therapy for Mental Health Concerns: A Review
3 references·16 citing·55 second hopsampled
Online Video Game Therapy for Mental Health Concerns: A Review (2008)Online Video Game Therapy for Mental Heal…A Comparison of Video Modeling with In Vivo Modeling for Teaching Children with Autism (2000)A Comparison of Video Modelin…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Computers in the human services (1979)Computers in the human servic…Mental health services for children in China during the COVID-19 pandemic: results of an expert-based national survey among child and adolescent psychiatric hospitals (2020)Mental health services for ch…How Effective are Serious Games for Promoting Mental Health and Health Behavioral Change in Children and Adolescents? A Systematic Review and Meta-analysis (2020)How Effective are Serious Gam…Trans and gender diverse young people's attitudes towards game-based digital mental health interventions: A qualitative investigation (2019)Trans and gender diverse youn…Cyberbullying Victimization and Perpetration in Adolescents with High-Functioning Autism Spectrum Disorder: Correlations with Depression, Anxiety, and Suicidality (2019)Cyberbullying Victimization a…Electronic Screen Media Use in Youth With Autism Spectrum Disorder (2018)Electronic Screen Media Use i…Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017)Serious Games for Mental Heal…A Brief History of Serious Games (2016)A Brief History of Serious Ga…ADHD and autistic traits, family function, parenting style, and social adjustment for Internet addiction among children and adolescents in Taiwan: A longitudinal study (2015)ADHD and autistic traits, fam…Switch on to games: Can digital games aid post-work recovery? (2014)Switch on to games: Can digit…A meta-analysis of serious digital games for healthy lifestyle promotion (2014)A meta-analysis of serious di…Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study (2012)Video games as a complementar…Role of Video Games in Improving Health-Related Outcomes (2012)Role of Video Games in Improv…The role of psychology in understanding the impact of computer games (2011)The role of psychology in und…Child-centered interaction in the design of a game for social skills intervention (2011)Child-centered interaction in…Video Games in Psychotherapy (2010)Video Games in PsychotherapyTelemental Health and Web-based Applications in Children and Adolescents (2010)Telemental Health and Web-bas…AN IMPLICIT TECHNOLOGY OF GENERALIZATION 1 (1977)Understanding the intentions of others: Re-enactment of intended acts by 18-month-old children. (1995)Video Modeling for Individuals with Autism: A Review of Model Types and Effects (2007)Video Modeling Interventions for Individuals with Autism (2007)Television, Video Game and Social Media Use Among Children with ASD and Typically Developing Siblings (2012)Diagnostic and Statistical Manual of Mental Disorders (2013)Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)Issues for DSM-V: Internet Addiction (2008)Diagnostic and Statistical Manual of Mental Disorders (2013)Adolescent Internet Addiction in Hong Kong: Prevalence, Change, and Correlates (2015)Prevalence and correlates of comorbid depression in a nonclinical online sample with DSM-5 internet gaming disorder (2017)Internet and Video Game Addictions (2018)Measuring inconsistency in meta-analyses (2003)The behaviour change wheel: A new method for characterising and designing behaviour change interventions (2011)Virtual reality exposure therapy for social anxiety disorder: A randomized controlled trial. (2013)Games for Health for Children—Current Status and Needed Research (2015)Success factors for serious games to enhance learning: a systematic review (2016)Introduction to Meta‐Analysis (2021)What Video Games Have to Teach Us about Learning and Literacy (2004)Making learning fun: Quest Atlantis, a game without guns (2005)Effects of mindfulness-based stress reduction (MBSR) on emotion regulation in social anxiety disorder. (2010)The Use of Electronic Games in Therapy: a Review with Clinical Implications (2014)Development and User Satisfaction of “Plan-It Commander,” a Serious Game for Children with ADHD (2015)Empowering Children with ASD and Their Parents: Design of a Serious Game for Anxiety and Stress Reduction (2020)Flow: the psychology of optimal experience (1990)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The research and evaluation of serious games: Toward a comprehensive methodology (2013)Measuring engagement in video game-based environments: Investigation of the User Engagement Scale (2014)The Model for Introduction of Gamification into E-learning in Higher Education (2015)The Standard Edition of the Complete Psychological Works of Sigmund Freud (1953)Praxis der Kinderpsychologie und Kinderpsychiatrie (2009)Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good? (2010)A longitudinal test of video game violence influences on dating and aggression: A 3-year longitudinal study of adolescents (2011)Video game addiction: The push to pathologize video games. (2017)Jokes and their Relation to the Unconscious 1905 (2024)The Measurement of Observer Agreement for Categorical Data (1977)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)‘Gamification’: Influencing health behaviours with games (2013)Effects of video-game play on information processing: A meta-analytic investigation (2013)Homo Ludens: A Study of the Play-Element in Culture. (1951)Experiential Learning : Experience as the Source of Learning and Development (1983)Children’s Experiences on Learning the 21st-Century Skills With Digital Games (2019)Challenges in Serious Game Design and Development: Educators’ Experiences (2020)When the brain comes into play: Neurofunctional correlates of emotions and reward in game-based learning (2021)Bias in meta-analysis detected by a simple, graphical test (1997)Board Games for Health: A Systematic Literature Review and Meta-Analysis (2018)Healthy play, better coping: The importance of play for the development of children in health and disease (2018)Serious Games and Gamification in Healthcare: A Meta-Review (2023)
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References

  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 2000A Comparison of Video Modeling with In Vivo Modeling for Teaching Children with Autism695 cited
  • 1979Computers in the human services142 cited

Cited by

  • 2012Role of Video Games in Improving Health-Related Outcomes467 cited
  • 2011The role of psychology in understanding the impact of computer games444 cited
  • 2014A meta-analysis of serious digital games for healthy lifestyle promotion414 cited
  • 2017Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis328 cited
  • 2015ADHD and autistic traits, family function, parenting style, and social adjustment for Internet addiction among children and adolescents in Taiwan: A longitudinal study195 cited
  • 2012Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study194 cited
  • 2016A Brief History of Serious Games170 cited
  • 2010Video Games in Psychotherapy156 cited
  • 2014Switch on to games: Can digital games aid post-work recovery?86 cited
  • 2020Mental health services for children in China during the COVID-19 pandemic: results of an expert-based national survey among child and adolescent psychiatric hospitals83 cited
  • 2020How Effective are Serious Games for Promoting Mental Health and Health Behavioral Change in Children and Adolescents? A Systematic Review and Meta-analysis

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69 cited
  • 2018Electronic Screen Media Use in Youth With Autism Spectrum Disorder66 cited
  • 2019Cyberbullying Victimization and Perpetration in Adolescents with High-Functioning Autism Spectrum Disorder: Correlations with Depression, Anxiety, and Suicidality60 cited
  • 2019Trans and gender diverse young people's attitudes towards game-based digital mental health interventions: A qualitative investigation56 cited
  • 2010Telemental Health and Web-based Applications in Children and Adolescents54 cited
  • 2011Child-centered interaction in the design of a game for social skills intervention48 cited