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Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study
10 references·16 citing·54 second hop
Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study (2012)Video games as a complementary therapy to…Effects of mindfulness-based stress reduction (MBSR) on emotion regulation in social anxiety disorder. (2010)Effects of mindfulness-based …Online Video Game Therapy for Mental Health Concerns: A Review (2008)Online Video Game Therapy for…Virtual Reality Exposure Therapy for the Treatment of Posttraumatic Stress Disorder Following September 11, 2001 (2007)Virtual Reality Exposure Ther…The Relationship Between Online Game Addiction and Aggression, Self-Control and Narcissistic Personality Traits (2007)The Relationship Between Onli…Improvement in Cancer-Related Knowledge Following Use of a Psychoeducational Video Game for Adolescents and Young Adults with Cancer (2007)Improvement in Cancer-Related…Impact of Singular Excessive Computer Game and Television Exposure on Sleep Patterns and Memory Performance of School-aged Children (2007)Impact of Singular Excessive …Making learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…What video games have to teach us about learning and literacy (2004)What video games have to teac…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Video Games in Education (2003)Video Games in EducationThe Advances of Immersive Virtual Reality Interventions for the Enhancement of Stress Management and Relaxation among Healthy Adults: A Systematic Review (2022)The Advances of Immersive Vir…Serious Gaming for Behaviour Change: A Systematic Review (2022)Serious Gaming for Behaviour …Fluctuations in Affective States and Self-Efficacy to Resist Non-Suicidal Self-Injury as Real-Time Predictors of Non-Suicidal Self-Injurious Thoughts and Behaviors (2020)Fluctuations in Affective Sta…Empowering Children with ASD and Their Parents: Design of a Serious Game for Anxiety and Stress Reduction (2020)Empowering Children with ASD …Is REThink therapeutic game effective in preventing emotional disorders in children and adolescents? 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(2007)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Design-Based Research (2012)Diffusion of Innovations 1 (2019)The impact of computer use on children's and adolescents' development (2001)Early Television Exposure and Subsequent Attentional Problems in Children (2004)Television Viewing, Computer Game Playing, and Internet Use and Self-Reported Time to Bed and Time out of Bed in Secondary-School Children (2004)Problematic computer game use among adolescents, younger and older adults (2012)Internet gaming addiction: current perspectives (2013)Regular gaming behavior and internet gaming disorder in European adolescents: results from a cross-national representative survey of prevalence, predictors, and psychopathological correlates (2014)The practice of behavior therapy (1969)Intraclass correlations: Uses in assessing rater reliability. (1979)Emotional processing of fear: Exposure to corrective information. (1986)Efficacy of Virtual Reality Exposure Therapy in the Treatment of PTSD: A Systematic Review (2012)Clinical Virtual Reality tools to advance the prevention, assessment, and treatment of PTSD (2017)Virtual reality exposure therapy for posttraumatic stress disorder (PTSD): a meta-analysis (2019)Society and the Adolescent Self-Image (1965)Manual for the State-Trait Anxiety Inventory (1970)Full Catastrophe Living: Using the Wisdom of Your Body and Mind to Face Stress, Pain, and Illness (2008)What are the benefits of mindfulness? A practice review of psychotherapy-related research. (2011)Self-awareness, self-regulation, and self-transcendence (S-ART): a framework for understanding the neurobiological mechanisms of mindfulness (2012)Contemplating Mindfulness at Work (2015)Exploring the potential of computer and video games for health and physical education: A literature review (2009)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2010Effects of mindfulness-based stress reduction (MBSR) on emotion regulation in social anxiety disorder.1,242 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
  • 2003Video Games in Education711 cited
  • 2007The Relationship Between Online Game Addiction and Aggression, Self-Control and Narcissistic Personality Traits710 cited
  • 2004What video games have to teach us about learning and literacy575 cited
  • 2007Impact of Singular Excessive Computer Game and Television Exposure on Sleep Patterns and Memory Performance of School-aged Children376 cited
  • 2007Virtual Reality Exposure Therapy for the Treatment of Posttraumatic Stress Disorder Following September 11, 2001356 cited
  • 2007Improvement in Cancer-Related Knowledge Following Use of a Psychoeducational Video Game for Adolescents and Young Adults with Cancer289 cited
  • 2008Online Video Game Therapy for Mental Health Concerns: A Review194 cited

Cited by

  • 2014The Use of Electronic Games in Therapy: a Review with Clinical Implications142 cited
  • 2015Development and User Satisfaction of “Plan-It Commander,” a Serious Game for Children with ADHD128 cited
  • 2020Empowering Children with ASD and Their Parents: Design of a Serious Game for Anxiety and Stress Reduction116 cited

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  • 2017Stigma-Stop: A Serious Game against the Stigma toward Mental Health in Educational Settings106 cited
  • 2017Serious Games for Psychotherapy: A Systematic Review99 cited
  • 2022Serious Gaming for Behaviour Change: A Systematic Review96 cited
  • 2020Fluctuations in Affective States and Self-Efficacy to Resist Non-Suicidal Self-Injury as Real-Time Predictors of Non-Suicidal Self-Injurious Thoughts and Behaviors92 cited
  • 2017A Review of Interactive Technologies as Support Tools for the Cultivation of Mindfulness86 cited
  • 2015A Serious Videogame as an Additional Therapy Tool for Training Emotional Regulation and Impulsivity Control in Severe Gambling Disorder82 cited
  • 2018Is REThink therapeutic game effective in preventing emotional disorders in children and adolescents? Outcomes of a randomized clinical trial81 cited
  • 2017The role of affect-driven impulsivity in gambling cognitions: A convenience-sample study with a Spanish version of the Gambling-Related Cognitions Scale70 cited
  • 2013Video Game Therapy for Emotional Regulation and Impulsivity Control in a Series of Treated Cases with Bulimia Nervosa69 cited
  • 2015The Effects of Video Games on Cognition and Brain Structure: Potential Implications for Neuropsychiatric Disorders68 cited
  • 2017Mood and learning in navigation-based serious games67 cited
  • 2018A systematic review of game technologies for pediatric patients56 cited
  • 2022The Advances of Immersive Virtual Reality Interventions for the Enhancement of Stress Management and Relaxation among Healthy Adults: A Systematic Review39 cited