Digital Gaming Interventions in Psychiatry: Evidence, Applications and ChallengesBhavika Vajawat, Prateek Varshney, Debanjan Banerjee2020-11-24reviewPsychiatry Research73 citationsclosedNo readable copy stored yet — this record is metadata only.Digital Mental Health InterventionsEducational Games and GamificationImpact of Technology on AdolescentsAbstractNo abstract was published for this record.Citations in this libraryStored only when both papers are in the corpus — 73 citations exist upstream.References2011From game design elements to gamefulness2011From Game Design Elements to Gamefulness: Defining “Gamification”2012Defining gamification2013Smartphones for Smarter Delivery of Mental Health Programs: A Systematic Review2016Mental Health Smartphone Apps: Review and Evidence-Based Recommendations for Future Developments2012The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial2017Serious Games and Gamification for Mental Health: Current Status and Promising Directions2010Video Games in Health Care: Closing the GapCited by2023ChatGPT outperforms humans in emotional awareness evaluations2023Suicide Risk Assessments Through the Eyes of ChatGPT-3.5 Versus ChatGPT-4: Vignette Study2021Psychiatry in the Digital Age: A Blessing or a Curse?2021Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review2022Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion2025Analyzing metaverse-based digital therapies, their effectiveness, and potential risks in mental healthcare2023The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment2022User Perspectives and Ethical Experiences of Apps for Depression: A Qualitative Analysis of User Reviews