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Forum on Video Games for Mental Health
14 references·0 citing·55 second hopsampled
Forum on Video Games for Mental Health (2018)Forum on Video Games for Mental Health3rd Symposium on Computing and Mental Health (2018)3rd Symposium on Computing an…Toward Game-Based Digital Mental Health Interventions: Player Habits and Preferences (2017)Toward Game-Based Digital Men…Games for the Assessment and Treatment of Mental Health (2017)Games for the Assessment and …Scaling-up treatment of depression and anxiety: a global return on investment analysis (2016)Scaling-up treatment of depre…Computing in Mental Health (2016)Computing in Mental HealthA Randomized Controlled Trial to Test the Effectiveness of an Immersive 3D Video Game for Anxiety Prevention among Adolescents (2016)A Randomized Controlled Trial…A neurofeedback video game (MindLight) to prevent anxiety in children: A randomized controlled trial (2016)A neurofeedback video game (M…Mental Health on the Go (2014)Mental Health on the GoGame-Based Digital Interventions for Depression Therapy: A Systematic Review and Meta-Analysis (2014)Game-Based Digital Interventi…Games as neurofeedback training for children with FASD (2013)Games as neurofeedback traini…The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial (2012)The effectiveness of SPARX, a…From game design elements to gamefulness (2011)From game design elements to …Video Games in Health Care: Closing the Gap (2010)Video Games in Health Care: C…The World Health Organization's WHOQOL-BREF quality of life assessment: Psychometric properties and results of the international field trial. 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References

  • 2011From game design elements to gamefulness8,391 cited
  • 2004The World Health Organization's WHOQOL-BREF quality of life assessment: Psychometric properties and results of the international field trial. A Report from the WHOQOL Group4,678 cited
  • 2016Scaling-up treatment of depression and anxiety: a global return on investment analysis1,448 cited
  • 2012The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial716 cited
  • 2010Video Games in Health Care: Closing the Gap502 cited
  • 2014Game-Based Digital Interventions for Depression Therapy: A Systematic Review and Meta-Analysis219 cited
  • 2014Mental Health on the Go197 cited
  • 2016A neurofeedback video game (MindLight) to prevent anxiety in children: A randomized controlled trial174 cited
  • 2016A Randomized Controlled Trial to Test the Effectiveness of an Immersive 3D Video Game for Anxiety Prevention among Adolescents116 cited
  • 2013Games as neurofeedback training for children with FASD69 cited
  • 2017Toward Game-Based Digital Mental Health Interventions: Player Habits and Preferences67 cited
  • 2016Computing in Mental Health38 cited
  • 2017Games for the Assessment and Treatment of Mental Health20 cited
  • 20183rd Symposium on Computing and Mental Health

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