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ChillFish
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ChillFish (2016)ChillFishChill-Out: Relaxation Training through Respiratory Biofeedback in a Mobile Casual Game (2014)Chill-Out: Relaxation Trainin…Sleep in Children With Attention-Deficit/Hyperactivity Disorder: Meta-Analysis of Subjective and Objective Studies (2009)Sleep in Children With Attent…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Breath of Life: A Biofeedback Game with Diverse Breathing Techniques for Enhanced Real-Life Emotion Regulation (2025)Breath of Life: A Biofeedback…Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning (2022)Preservice Teachers’ Knowledg…Using Breath-like Cues for Guided Breathing (2021)Using Breath-like Cues for Gu…Evaluating the Role of Breathing Guidance on Game-Based Interventions for Relaxation Training (2021)Evaluating the Role of Breath…A School-Based Mobile App Intervention for Enhancing Emotion Regulation in Children: Exploratory Trial (2021)A School-Based Mobile App Int…The Effects of Video Games in Memory and Attention (2020)The Effects of Video Games in…Computer-assisted learning for improving ADHD individuals’ executive functions through gamified interventions: A review (2020)Computer-assisted learning fo…Calm a Mobile based Deep Breathing Game with Biofeedback (2020)Calm a Mobile based Deep Brea…Serious Game-based Intervention for Children with Developmental Disabilities (2019)Serious Game-based Interventi…Towards the improvement of ADHD children through augmented reality serious games: Preliminary results (2018)Towards the improvement of AD…Partial Reinforcement in Game Biofeedback for Relaxation Training (2018)Partial Reinforcement in Game…Visual Biofeedback and Game Adaptation in Relaxation Skill Transfer (2017)Visual Biofeedback and Game A…BioPad: Leveraging off-the-Shelf Video Games for Stress Self-Regulation (2017)BioPad: Leveraging off-the-Sh…Making decisions under stress: Implications for individual and team training. 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(1954)Multiple resources and performance prediction (2002)Exploring Data-Driven Approaches to Stress Management: A Systematic Review of Stress Tracking, Intervention, and System Evaluation Methods (2026)The benefits of playing video games. (2013)Videogames as Therapy (2017)Proposal of a Conceptual Model for Serious Games Design: A Case Study in Children With Learning Disabilities (2019)Serious Games in the new era of digital-health interventions: A narrative review of their therapeutic applications to manage neurobehavior in neurodevelopmental disorders (2023)Software survey: VOSviewer, a computer program for bibliometric mapping (2009)Development and User Satisfaction of “Plan-It Commander,” a Serious Game for Children with ADHD (2015)Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? 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(2001)Students’ perceptions about the use of video games in the classroom (2009)Problematic online gaming and the COVID-19 pandemic (2020)The Influence of Bilingualism and Language Attitudes on Language Choice in Multilingual Communities in a West Javan University (2023)Kahoot! Game‐based digital learning platform: A comprehensive meta‐analysis (2024)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda (2023)Changes in concentration performance and alternating attention after short-term virtual reality training in E-athletes: a pilot study (2024)Evaluating the impact of internal control systems on corporate performance of Ghanaian banks: The moderating role of information technology (2024)
this work references cited by second hop

References

  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2009Sleep in Children With Attention-Deficit/Hyperactivity Disorder: Meta-Analysis of Subjective and Objective Studies637 cited
  • 2014Chill-Out: Relaxation Training through Respiratory Biofeedback in a Mobile Casual Game57 cited

Cited by

  • 2020The Effects of Video Games in Memory and Attention115 cited
  • 2019Serious Game-based Intervention for Children with Developmental Disabilities91 cited
  • 2020Computer-assisted learning for improving ADHD individuals’ executive functions through gamified interventions: A review75 cited
  • 2018Towards the improvement of ADHD children through augmented reality serious games: Preliminary results57 cited
  • 2022Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning52 cited
  • 2017Visual Biofeedback and Game Adaptation in Relaxation Skill Transfer33 cited
  • 2017BioPad: Leveraging off-the-Shelf Video Games for Stress Self-Regulation31 cited
  • 2021A School-Based Mobile App Intervention for Enhancing Emotion Regulation in Children: Exploratory Trial27 cited
  • 2020Calm a Mobile based Deep Breathing Game with Biofeedback23 cited
  • 2018Partial Reinforcement in Game Biofeedback for Relaxation Training19 cited
  • 2021Evaluating the Role of Breathing Guidance on Game-Based Interventions for Relaxation Training

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16 cited
  • 2021Using Breath-like Cues for Guided Breathing8 cited
  • 2025Breath of Life: A Biofeedback Game with Diverse Breathing Techniques for Enhanced Real-Life Emotion Regulation7 cited