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The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis
16 references·8 citing·39 second hop
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(2009)Burden of Depressive Disorders by Country, Sex, Age, and Year: Findings from the Global Burden of Disease Study 2010 (2013)Global, regional, and national burden of 12 mental disorders in 204 countries and territories, 1990–2019: a systematic analysis for the Global Burden of Disease Study 2019 (2022)Meta-analysis of Observational Studies in Epidemiology A Proposal for Reporting (2000)Measuring inconsistency in meta-analyses (2003)Social Psychiatry and Psychiatric Epidemiology (2013)Estimating the true global burden of mental illness (2016)The Lancet Psychiatry Commission: a blueprint for protecting physical health in people with mental illness (2019)Diagnostic and Statistical Manual of Mental Disorders (2013)Psychological Treatments for the World: Lessons from Low- and Middle-Income Countries (2017)The Lancet Commission on global mental health and sustainable development (2018)The gender gap in adolescent mental health: A cross-national investigation of 566,829 adolescents across 73 countries (2021)Quantifying the global burden of mental disorders and their economic value (2022)Handbook of Religion and Health (2023)The Measurement of Observer Agreement for Categorical Data (1977)QUADAS-2: A Revised Tool for the Quality Assessment of Diagnostic Accuracy Studies (2011)The Cochrane Collaboration's tool for assessing risk of bias in randomised trials (2011)ROBINS-I: a tool for assessing risk of bias in non-randomised studies of interventions (2016)Serious Games : An Overview (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)Measurement of Observer Agreement (2003)Computing inter‐rater reliability and its variance in the presence of high agreement (2006)
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References

  • 2019RoB 2: a revised tool for assessing risk of bias in randomised trials33,067 cited
  • 2009The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate healthcare interventions: explanation and elaboration17,627 cited
  • 2013Global burden of disease attributable to mental and substance use disorders: findings from the Global Burden of Disease Study 20106,000 cited
  • 1977An Application of Hierarchical Kappa-type Statistics in the Assessment of Majority Agreement among Multiple Observers4,327 cited
  • 2015Mortality in Mental Disorders and Global Disease Burden Implications2,972 cited
  • 2014The global prevalence of common mental disorders: a systematic review and meta-analysis 1980–20132,844 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2019Social Science Research: Principles, Methods and Practices2,030 cited
  • 2008Analysing Data and Undertaking Meta‐Analyses1,795 cited
  • 2019Global Burden of Disease and the Impact of Mental and Addictive Disorders1,382 cited
  • 2017The relationship between physical and mental health: A mediation analysis965 cited
  • 2012The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial716 cited
  • 2021Global prevalence of mental health issues among the general population during the coronavirus disease-2019 pandemic: a systematic review and meta-analysis

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682 cited
  • 2017Serious Games and Gamification for Mental Health: Current Status and Promising Directions582 cited
  • 2015Evidence Base Update: 50 Years of Research on Treatment for Child and Adolescent Anxiety557 cited
  • 2012American Psychiatric Association Diagnostic and Statistical Manual of Mental Disorders (DSM-IV)527 cited
  • Cited by

    • 2022Artificial Intelligence–Driven Serious Games in Health Care: Scoping Review39 cited
    • 2023The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment32 cited
    • 2023ReWIND: A CBT-Based Serious Game to Improve Cognitive Emotion Regulation and Anxiety Disorder21 cited
    • 2023The qualities of patients interested in using a game-based digital mental health intervention for depression: a sequential mixed methods study11 cited
    • 2024Using Virtual Reality to Reduce Stress in Adolescents: Mixed Methods Usability Study7 cited
    • 2024Storytelling Games for General Anxiety: Clinician Perspectives on Walking Simulator Games as Intervention7 cited
    • 2026Digital mental health needs a purpose-driven approach2 cited
    • 2026Cost-effectiveness of digital health interventions for supporting mental health of children and young people: a rapid review and narrative synthesis2 cited