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Zombies vs. Anxiety: An Augmentation Study of Prescribed Video Game Play Compared to Medication in Reducing Anxiety Symptoms
6 references·6 citing·46 second hop
Zombies vs. Anxiety: An Augmentation Study of Prescribed Video Game Play Compared to Medication in Reducing Anxiety Symptoms (2018)Zombies vs. Anxiety: An Augmentation Stud…A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations (2017)A meta-analysis with examinat…The Efficacy of Prescribed Casual Videogame Play in Reducing Symptoms of Anxiety: A Randomized Controlled Study (2014)The Efficacy of Prescribed Ca…Gender differences in anxiety disorders: Prevalence, course of illness, comorbidity and burden of illness (2011)Gender differences in anxiety…Video Games in Health Care: Closing the Gap (2010)Video Games in Health Care: C…CONSORT 2010 Statement: updated guidelines for reporting parallel group randomised trials (2010)CONSORT 2010 Statement: updat…State-Trait Anxiety Inventory for Adults (1983)State-Trait Anxiety Inventory…Mental Health Consumption: Tracing the Past and Preparing for the Future in a Digital Age (2025)Mental Health Consumption: Tr…Computer-Based Cognitive Behavioral Therapy Intervention for Depression, Anxiety, and Stress Disorders: A Systematic Review (2024)Computer-Based Cognitive Beha…The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review (2022)The Effects of Playing Video …Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions (2022)Self-determination theory app…Horizon: Resilience – Design of a Serious Game for Ecological Momentary Intervention for Depression (2021)Horizon: Resilience – Design …Commercial video games as a resource for mental health: A systematic literature review (2021)Commercial video games as a r…Beyond boredom and anxiety (1975)The Epidemiology of Major Depressive Disorder (2003)A Prototype Exercise–Empowerment Mobile Video Game for Children With Cancer, and Its Usability Assessment: Developing Digital Empowerment Interventions for Pediatric Diseases (2018)An App That Incorporates Gamification, Mini-Games, and Social Connection to Improve Men's Mental Health and Well-Being (MindMax): Participatory Design Process (2018)Stress-Reducing Effects of Playing a Casual Video Game among Undergraduate Students (2021)Lifetime and 12-Month Prevalence of DSM-III-R Psychiatric Disorders in the United States (1994)Posttraumatic Stress Disorder in the National Comorbidity Survey (1995)Gender differences in personality traits across cultures: Robust and surprising findings. 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this work references cited by second hop

References

  • 2010CONSORT 2010 Statement: updated guidelines for reporting parallel group randomised trials9,314 cited
  • 1983State-Trait Anxiety Inventory for Adults3,474 cited
  • 2011Gender differences in anxiety disorders: Prevalence, course of illness, comorbidity and burden of illness2,518 cited
  • 2010Video Games in Health Care: Closing the Gap502 cited
  • 2017A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations352 cited
  • 2014The Efficacy of Prescribed Casual Videogame Play in Reducing Symptoms of Anxiety: A Randomized Controlled Study68 cited

Cited by

  • 2022The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review153 cited
  • 2021Commercial video games as a resource for mental health: A systematic literature review43 cited
  • 2022Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions32 cited
  • 2024Computer-Based Cognitive Behavioral Therapy Intervention for Depression, Anxiety, and Stress Disorders: A Systematic Review12 cited
  • 2021Horizon: Resilience – Design of a Serious Game for Ecological Momentary Intervention for Depression4 cited
  • 2025Mental Health Consumption: Tracing the Past and Preparing for the Future in a Digital Age2 cited

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