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Playmancer Project: A Serious Videogame as an Additional Therapy Tool for Eating and Impulse Control Disorders
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Playmancer Project: A Serious Videogame as an Additional Therapy Tool for Eating and Impulse Control Disorders (2009)Playmancer Project: A Serious Videogame a…Virtual Reality Exposure Therapy for the Treatment of Posttraumatic Stress Disorder Following September 11, 2001 (2007)Virtual Reality Exposure Ther…Improvement in Cancer-Related Knowledge Following Use of a Psychoeducational Video Game for Adolescents and Young Adults with Cancer (2007)Improvement in Cancer-Related…Personal Investigator: A therapeutic 3D game for adolecscent psychotherapy (2005)Personal Investigator: A ther…Developing a Computer Game to Prepare Children for Surgery (2004)Developing a Computer Game to…Escape from Oblivion: A 3D Hack and Slash Survival Horror Video Game for Promoting Awareness of Persistent Depressive Disorder (2022)Escape from Oblivion: A 3D Ha…A Serious Videogame as an Additional Therapy Tool for Training Emotional Regulation and Impulsivity Control in Severe Gambling Disorder (2015)A Serious Videogame as an Add…Video Game Therapy for Emotional Regulation and Impulsivity Control in a Series of Treated Cases with Bulimia Nervosa (2013)Video Game Therapy for Emotio…The relationship between non-suicidal self-injury and temperament in male and female adolescents based on child- and parent-report (2010)The relationship between non-…Video and Computer Games: Effect on Children and Implications for Health Education (1997)PlayMancer: A Serious Gaming 3D Environment (2008)Advances in developmental psychology (1981)Losing control: how and why people fail at self-regulation (1995)A Functional Approach to the Assessment of Self-Mutilative Behavior. (2004)The roles of emotion regulation and ruminative thoughts in non‐suicidal self‐injury (2013)Change in emotion regulation strategy use and its impact on adolescent nonsuicidal self-injury: A three-year longitudinal analysis using latent growth modeling. (2014)Credibility of analogue therapy rationales (1972)Psychometric properties of the credibility/expectancy questionnaire (2000)Current Practices in Serious Game Research (2009)Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study (2012)Digital Game-Based Learning (2020)Quality Criteria for Serious Games: Serious Part, Game Part, and Balance (2020)Manual for the State-Trait Anxiety Inventory (1970)Video game training enhances cognitive control in older adults (2013)Eating Disorder Inventory (2017)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)Actual Minds, Possible Worlds (1986)Actual Minds, Possible Worlds. (1986)Acts of meaning (1991)Strategies for designing effective psychotherapeutic gaming interventions for children and adolescents (2008)Treasure Hunt - a serious game to support psychotherapeutic treatment of children (2008)Computer games supporting cognitive behaviour therapy in children (2012)Factor structure of the barratt impulsiveness scale (1995)Diagnostic and Statistical Manual of Mental Disorders (2013)Acceptance of Serious Games in Psychotherapy: An Inquiry into the Stance of Therapists and Patients (2016)Serious games and gamification for mental health: Current status and promising directions (2020)Impact of COVID-19 pandemic on mental health in the general population: A systematic review (2020)Psychological impact of COVID-19 pandemic in the Philippines (2020)
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References

  • 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
  • 2005Personal Investigator: A therapeutic 3D game for adolecscent psychotherapy118 cited
  • 2004Developing a Computer Game to Prepare Children for Surgery46 cited

Cited by

  • 2010The relationship between non-suicidal self-injury and temperament in male and female adolescents based on child- and parent-report83 cited
  • 2015A Serious Videogame as an Additional Therapy Tool for Training Emotional Regulation and Impulsivity Control in Severe Gambling Disorder82 cited
  • 2013Video Game Therapy for Emotional Regulation and Impulsivity Control in a Series of Treated Cases with Bulimia Nervosa69 cited
  • 2022Escape from Oblivion: A 3D Hack and Slash Survival Horror Video Game for Promoting Awareness of Persistent Depressive Disorder38 cited

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