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Utilisation des jeux vidéo et des robots en psychothérapies. Une revue de la littérature
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Utilisation des jeux vidéo et des robots en psychothérapies. Une revue de la littérature (2021)Utilisation des jeux vidéo et des robots …Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review (2020)Therapeutic and Preventive Us…Use of Social Robots in Mental Health and Well-Being Research: Systematic Review (2019)Use of Social Robots in Menta…Social skills training for children with autism spectrum disorder using a robotic behavioral intervention system (2017)Social skills training for ch…Annual Research Review: Digital health interventions for children and young people with mental health problems – a systematic and meta‐review (2016)Annual Research Review: Digit…The benefits of playing video games. (2013)The benefits of playing video…Exploring the Effect of Companion Robots on Emotional Expression in Older Adults with Dementia: A Pilot Randomized Controlled Trial (2013)Exploring the Effect of Compa…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…The clinical use of robots for individuals with Autism Spectrum Disorders: A critical review (2011)The clinical use of robots fo…Video Games in Health Care: Closing the Gap (2010)Video Games in Health Care: C…Reconstructing the Giant: On the Importance of Rigour in Documenting the Literature Search Process (2009)Reconstructing the Giant: On …Online Video Game Therapy for Mental Health Concerns: A Review (2008)Online Video Game Therapy for…Building Robota, a Mini-Humanoid Robot for the Rehabilitation of Children With Autism (2007)Building Robota, a Mini-Human…Touching a Rubber Hand: Feeling of Body Ownership Is Associated with Activity in Multisensory Brain Areas (2005)Touching a Rubber Hand: Feeli…Robotic assistants in therapy and education of children with autism: can a small humanoid robot help encourage social interaction skills? (2005)Robotic assistants in therapy…Hamlet on the holodeck: the future of narrative in cyberspace (1997)Hamlet on the holodeck: the f…Organizing knowledge syntheses: A taxonomy of literature reviews (1988)Organizing knowledge synthese…Review : Knowledge Management and Knowledge Management Systems: Conceptual Foundations And Research Issues1,2 (2001)Analyzing the Past to Prepare for the Future: Writing a Literature Review (2002)Writing Integrative Literature Reviews: Guidelines and Examples (2005)A Guide to Conducting a Standalone Systematic Literature Review (2015)Conducting systematic literature review in operations management (2016)Social media analytics – Challenges in topic discovery, data collection, and data preparation (2017)ECDEU Assessment Manual for Psychopharmacology (1976)The PHQ-9 (2001)Computer Therapy for the Anxiety and Depressive Disorders Is Effective, Acceptable and Practical Health Care: A Meta-Analysis (2010)What five decades of research tells us about the effects of youth psychological therapy: A multilevel meta-analysis and implications for science and practice. (2017)The Lancet Psychiatry Commission on psychological treatments research in tomorrow's science (2018)Anthropomorphism and the social robot (2003)Interpersonal Synchrony: A Survey of Evaluation Methods across Disciplines (2012)Autism and social robotics: A systematic review (2015)Interactions With Robots: The Truths We Reveal About Ourselves (2016)Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. (1978)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)A Large-Scale Test of the Goldilocks Hypothesis (2017)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Problematic online gaming and the COVID-19 pandemic (2020)Statistical Methods for Meta-Analysis (1988)Meta-Analytic Procedures for Social Research (1991)Meta-Analytic Procedures for Social Research. (1994)Standing on the Shoulders of Giants: Challenges and Recommendations of Literature Search in Information Systems Research (2015)Issues and Challenges for Teaching Successful Online Courses in Higher Education (2017)Afferent properties of periarcuate neurons in macaque monkeys. II. Visual responses (1981)Detection of intermodal proprioceptive-visual contingency as a potential basis of self-perception in infancy. (1985)Spatial limits on referred touch to an alien limb may reflect boundaries of visuo-tactile peripersonal space surrounding the hand (2006)On the other hand: Dummy hands and peripersonal space (2008)The Rubber Hand Illusion: Feeling of Ownership and Proprioceptive Drift Do Not Go Hand in Hand (2011)The file drawer problem and tolerance for null results. (1979)Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)The “I's” Have It: A Framework for Serious Educational Game Design (2010)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Healthy play, better coping: The importance of play for the development of children in health and disease (2018)Observing Interaction: An Introduction to Sequential Analysis (1988)Understanding other minds: perspectives from autism (1994)Thinking in Pictures (1995)Why Robots? A Survey on the Roles and Benefits of Social Robots in the Therapy of Children with Autism (2013)Development of AMSTAR: a measurement tool to assess the methodological quality of systematic reviews (2007)Does tailoring matter? Meta-analytic review of tailored print health behavior change interventions. (2007)A taxonomy of behavior change techniques used in interventions. (2008)Mental Health Mobile Apps for Preadolescents and Adolescents: A Systematic Review (2017)Standalone smartphone apps for mental health—a systematic review and meta-analysis (2019)Evidence on Digital Mental Health Interventions for Adolescents and Young People: Systematic Overview (2021)Virtual interaction: Design factors affecting student satisfaction and perceived learning in asynchronous online courses (2001)Measures of Perceived Interactivity: An Exploration of the Role of Direction of Communication, User Control, and Time in Shaping Perceptions of Interactivity (2002)From Content to Context: Videogames as Designed Experience (2006)
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References

  • 1997Hamlet on the holodeck: the future of narrative in cyberspace2,780 cited
  • 2013The benefits of playing video games.2,456 cited
  • 2009Reconstructing the Giant: On the Importance of Rigour in Documenting the Literature Search Process1,380 cited
  • 1988Organizing knowledge syntheses: A taxonomy of literature reviews1,014 cited
  • 2016Annual Research Review: Digital health interventions for children and young people with mental health problems – a systematic and meta‐review840 cited
  • 2005Touching a Rubber Hand: Feeling of Body Ownership Is Associated with Activity in Multisensory Brain Areas784 cited
  • 2012The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial716 cited
  • 2005Robotic assistants in therapy and education of children with autism: can a small humanoid robot help encourage social interaction skills?691 cited
  • 2011The clinical use of robots for individuals with Autism Spectrum Disorders: A critical review632 cited
  • 2010Video Games in Health Care: Closing the Gap502 cited
  • 2013Exploring the Effect of Companion Robots on Emotional Expression in Older Adults with Dementia: A Pilot Randomized Controlled Trial314 cited
  • 2019Use of Social Robots in Mental Health and Well-Being Research: Systematic Review290 cited
  • 2007Building Robota, a Mini-Humanoid Robot for the Rehabilitation of Children With Autism

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236 cited
  • 2008Online Video Game Therapy for Mental Health Concerns: A Review194 cited
  • 2017Social skills training for children with autism spectrum disorder using a robotic behavioral intervention system156 cited
  • 2020Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review124 cited
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