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Serious games and gamification for mental health: Current status and promising directions
16 references·1 citing·52 second hop
Serious games and gamification for mental health: Current status and promising directions (2020)Serious games and gamification for mental…Two new Later Stone Age sites from the Final Pleistocene in the Falémé Valley, eastern Senegal (2024)Two new Later Stone Age sites…Mental Health Smartphone Apps: Review and Evidence-Based Recommendations for Future Developments (2016)Mental Health Smartphone Apps…Social media and suicide prevention: a systematic review (2015)Social media and suicide prev…Randomized Controlled Trial of SuperBetter, a Smartphone-Based/Internet-Based Self-Help Tool to Reduce Depressive Symptoms (2015)Randomized Controlled Trial o…Player Types: A Meta-synthesis (2014)Player Types: A Meta-synthesisVideo game training enhances cognitive control in older adults (2013)Video game training enhances …Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities (2013)Value Creation in the Video G…Barriers to mental health treatment: results from the WHO World Mental Health surveys (2013)Barriers to mental health tre…Why do you play World of Warcraft? 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References

  • 2024Two new Later Stone Age sites from the Final Pleistocene in the Falémé Valley, eastern Senegal23,871 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2013Video game training enhances cognitive control in older adults1,665 cited
  • 2013Barriers to mental health treatment: results from the WHO World Mental Health surveys1,285 cited
  • 2011Habits make smartphone use more pervasive1,190 cited
  • 2008Playing for Real998 cited
  • 2016Mental Health Smartphone Apps: Review and Evidence-Based Recommendations for Future Developments886 cited
  • 2012The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial716 cited
  • 2007Educational Video Game Design: A Review of the Literature521 cited
  • 2009Can Playing the Computer Game “Tetris” Reduce the Build-Up of Flashbacks for Trauma? A Proposal from Cognitive Science416 cited
  • 2012Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth374 cited
  • 2014Player Types: A Meta-synthesis355 cited
  • 2013Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities346 cited
  • 2015

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Social media and suicide prevention: a systematic review
333 cited
  • 2015Randomized Controlled Trial of SuperBetter, a Smartphone-Based/Internet-Based Self-Help Tool to Reduce Depressive Symptoms265 cited
  • 2011A Pragmatic Randomized Controlled Trial of Computerized CBT (SPARX) for Symptoms of Depression among Adolescents Excluded from Mainstream Education255 cited
  • Cited by

    • 2020Young adolescents’ interest in a mental health casual video game2 cited