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A Review of Interactive Technologies as Support Tools for the Cultivation of Mindfulness
16 references·2 citing·50 second hop
A Review of Interactive Technologies as Support Tools for the Cultivation of Mindfulness (2017)A Review of Interactive Technologies as S…Review and Evaluation of Mindfulness-Based iPhone Apps (2015)Review and Evaluation of Mind…Reconstructing and deconstructing the self: cognitive mechanisms in meditation practice (2015)Reconstructing and deconstruc…Konstruktion und erste Validierung eines Fragebogens zur umfassenden Erfassung von Achtsamkeit (2014)Konstruktion und erste Validi…Gaming well: links between videogames and flourishing mental health (2014)Gaming well: links between vi…Arousal vs. Relaxation: A Comparison of the Neurophysiological and Cognitive Correlates of Vajrayana and Theravada Meditative Practices (2014)Arousal vs. Relaxation: A Com…A mind you can count on: validating breath counting as a behavioral measure of mindfulness (2014)A mind you can count on: vali…Mindfulness-Based Mobile Applications: Literature Review and Analysis of Current Features (2013)Mindfulness-Based Mobile Appl…Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study (2012)Video games as a complementar…The Difficulty of Defining Mindfulness: Current Thought and Critical Issues (2012)The Difficulty of Defining Mi…Self-awareness, self-regulation, and self-transcendence (S-ART): a framework for understanding the neurobiological mechanisms of mindfulness (2012)Self-awareness, self-regulati…Assessment of Mindfulness: Review on State of the Art (2012)Assessment of Mindfulness: Re…Playing prosocial video games increases empathy and decreases schadenfreude. (2010)Playing prosocial video games…Can Playing the Computer Game “Tetris” Reduce the Build-Up of Flashbacks for Trauma? A Proposal from Cognitive Science (2009)Can Playing the Computer Game…The Ideal Elf: Identity Exploration in World of Warcraft (2007)The Ideal Elf: Identity Explo…A grounded investigation of game immersion (2004)A grounded investigation of g…Optimal experience: Psychological studies of flow in consciousness. (1988)Optimal experience: Psycholog…Stress Reduction Through Virtual Therapy Centre in Metaverse (2024)Stress Reduction Through Virt…A Scoping Review of Interactive Mindfulness Technologies for Mental Wellbeing:Considerations from HCI and Psychology (2020)A Scoping Review of Interacti…Mindfulness-Based Interventions in Context: Past, Present, and Future (2003)Mindfulness-based stress reduction and health benefits (2004)Mindfulness: Theoretical Foundations and Evidence for its Salutary Effects (2007)The varieties of contemplative experience: A mixed-methods study of meditation-related challenges in Western Buddhists (2017)Mindfulness on-the-go: Effects of a mindfulness meditation app on work stress and well-being. (2018)Efficacy of the Mindfulness Meditation Mobile App “Calm” to Reduce Stress Among College Students: Randomized Controlled Trial (2019)Subjective well-being: Three decades of progress. (1999)Mindfulness: A Proposed Operational Definition (2004)Full Catastrophe Living: Using the Wisdom of Your Body and Mind to Face Stress, Pain, and Illness (2008)Mindfulness and Emotion Regulation: Insights from Neurobiological, Psychological, and Clinical Studies (2017)Mindfulness Meditation and Psychopathology (2018)Psychedelics, Meditation, and Self-Consciousness (2018)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Research design: qualitative, quantitative, and mixed methods approaches (2003)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Mindfulness: a systematic review of instruments to measure an emergent patient-reported outcome (PRO) (2013)Examining the factor structure of the 39-item and 15-item versions of the Five Facet Mindfulness Questionnaire before and after mindfulness-based cognitive therapy for people with recurrent depression. (2016)The relationship between trait mindfulness and affective symptoms: A meta-analysis of the Five Facet Mindfulness Questionnaire (FFMQ) (2019)The Principles of Psychology (1891)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Contemplating Mindfulness at Work (2015)Mechanisms of mindfulness training: Monitor and Acceptance Theory (MAT) (2016)Impact of Event Scale: A Measure of Subjective Stress (1979)Diagnostic and Statistical Manual of Mental Disorders (2008)Assessing mental imagery in clinical psychology: A review of imagery measures and a guiding framework (2012)Imagery Rescripting as a Therapeutic Technique: Review of Clinical Trials, Basic Studies, and Research Agenda (2012)Diagnostic and Statistical Manual of Mental Disorders (2013)The trauma film paradigm as an experimental psychopathology model of psychological trauma: intrusive memories and beyond (2016)Using Self-Report Assessment Methods to Explore Facets of Mindfulness (2006)Are Mindfulness-Based Interventions Effective for Substance Use Disorders? A Systematic Review of the Evidence (2013)Focused attention, open monitoring and loving kindness meditation: effects on attention, conflict monitoring, and creativity – A review (2014)Mindfulness Revisited (2014)Self-discrepancy: A theory relating self and affect. (1987)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Exploring user experiences as predictors of MMORPG addiction (2009)The Video Game Experience as “True” Identification: A Theory of Enjoyable Alterations of Players' Self-Perception (2009)“It's Just a Lot of Work”: Adolescents’ Self‐Presentation Norms and Practices on Facebook and Instagram (2018)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2019)Flourish: a visionary new understanding of happiness and well-being (2011)Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population (2018)Videogames for Emotion Regulation: A Systematic Review (2018)When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being (2019)Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)On Happiness and Human Potentials: A Review of Research on Hedonic and Eudaimonic Well-Being (2001)Interpretative Phenomenological Analysis (2020)
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References

  • 1988Optimal experience: Psychological studies of flow in consciousness.1,694 cited
  • 2012Self-awareness, self-regulation, and self-transcendence (S-ART): a framework for understanding the neurobiological mechanisms of mindfulness1,308 cited
  • 2004A grounded investigation of game immersion1,193 cited
  • 2015Reconstructing and deconstructing the self: cognitive mechanisms in meditation practice809 cited
  • 2007The Ideal Elf: Identity Exploration in World of Warcraft624 cited
  • 2015Review and Evaluation of Mindfulness-Based iPhone Apps495 cited
  • 2012Assessment of Mindfulness: Review on State of the Art464 cited
  • 2009Can Playing the Computer Game “Tetris” Reduce the Build-Up of Flashbacks for Trauma? A Proposal from Cognitive Science416 cited
  • 2012The Difficulty of Defining Mindfulness: Current Thought and Critical Issues349 cited
  • 2014Gaming well: links between videogames and flourishing mental health287 cited
  • 2014A mind you can count on: validating breath counting as a behavioral measure of mindfulness287 cited
  • 2010Playing prosocial video games increases empathy and decreases schadenfreude.262 cited
  • 2013Mindfulness-Based Mobile Applications: Literature Review and Analysis of Current Features202 cited
  • 2012Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study

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194 cited
  • 2014Arousal vs. Relaxation: A Comparison of the Neurophysiological and Cognitive Correlates of Vajrayana and Theravada Meditative Practices167 cited
  • 2014Konstruktion und erste Validierung eines Fragebogens zur umfassenden Erfassung von Achtsamkeit121 cited
  • Cited by

    • 2020A Scoping Review of Interactive Mindfulness Technologies for Mental Wellbeing:Considerations from HCI and Psychology2 cited
    • 2024Stress Reduction Through Virtual Therapy Centre in Metaverse1 cited