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Gamified Mobile Health Interventions for Mental Well-Being of Older Adults
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Gamified Mobile Health Interventions for Mental Well-Being of Older Adults (2021)Gamified Mobile Health Interventions for …The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis (2020)The Effects of Gamification o…Mental Health and the Covid-19 Pandemic (2020)Mental Health and the Covid-1…Loneliness and Mental Health During the COVID-19 Pandemic: A Study Among Dutch Older Adults (2020)Loneliness and Mental Health …Evaluating the Psychological Impacts Related to COVID-19 of Vietnamese People Under the First Nationwide Partial Lockdown in Vietnam (2020)Evaluating the Psychological …Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review (2019)Gamification in Apps and Tech…A systematic review of the effectiveness of mobile apps for monitoring and management of mental health symptoms or disorders (2018)A systematic review of the ef…Serious Games and Gamification for Mental Health: Current Status and Promising Directions (2017)Serious Games and Gamificatio…Player Types: A Meta-synthesis (2014)Player Types: A Meta-synthesis“Who over 65 is online?” Older adults’ dispositions toward information communication technology (2014)“Who over 65 is online?” Olde…Social Isolation and Loneliness (2013)Social Isolation and Loneline…Mental health in Vietnam: Burden of disease and availability of services (2011)Mental health in Vietnam: Bur…From game design elements to gamefulness (2011)From game design elements to …Access to primary mental health care for hard-to-reach groups: From ‘silent suffering’ to ‘making it work’ (2010)Access to primary mental heal…The PHQ-9 (2001)The PHQ-9The impact of chess research on cognitive science (1992)The impact of chess research …The experience and meta-experience of mood. 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References

  • 2001The PHQ-944,795 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2020Mental Health and the Covid-19 Pandemic4,377 cited
  • 1988The experience and meta-experience of mood.1,185 cited
  • 2020Loneliness and Mental Health During the COVID-19 Pandemic: A Study Among Dutch Older Adults690 cited
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  • 2017Serious Games and Gamification for Mental Health: Current Status and Promising Directions582 cited
  • 2014“Who over 65 is online?” Older adults’ dispositions toward information communication technology458 cited
  • 2014Player Types: A Meta-synthesis355 cited
  • 2018A systematic review of the effectiveness of mobile apps for monitoring and management of mental health symptoms or disorders308 cited
  • 2019Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review280 cited
  • 2020The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis172 cited
  • 2010Access to primary mental health care for hard-to-reach groups: From ‘silent suffering’ to ‘making it work’168 cited
  • 1992The impact of chess research on cognitive science142 cited
  • 2011Mental health in Vietnam: Burden of disease and availability of services

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141 cited
  • 2020Evaluating the Psychological Impacts Related to COVID-19 of Vietnamese People Under the First Nationwide Partial Lockdown in Vietnam126 cited
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