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Serious Games in the new era of digital-health interventions: A narrative review of their therapeutic applications to manage neurobehavior in neurodevelopmental disorders
16 references·2 citing·48 second hop
Serious Games in the new era of digital-health interventions: A narrative review of their therapeutic applications to manage neurobehavior in neurodevelopmental disorders (2023)Serious Games in the new era of digital-h…Virtual reality and music therapy as distraction interventions to alleviate anxiety and improve mood states in breast cancer patients during chemotherapy (2020)Virtual reality and music the…Role of digital therapeutics and the changing future of healthcare (2020)Role of digital therapeutics …Quality Criteria for Serious Games: Serious Part, Game Part, and Balance (2020)Quality Criteria for Serious …Serious games for rehabilitation: Gestural interaction in personalized gamified exercises through a recommender system (2019)Serious games for rehabilitat…Serious Games and Their Effect Improving Attention in Students with Learning Disabilities (2019)Serious Games and Their Effec…Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? 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(2016)Does playing a sports active …Serious games for improving knowledge and self-management in young people with chronic conditions: a systematic review and meta-analysis (2015)Serious games for improving k…Games for Health for Children—Current Status and Needed Research (2015)Games for Health for Children…Development and User Satisfaction of “Plan-It Commander,” a Serious Game for Children with ADHD (2015)Development and User Satisfac…Designing Serious Game Interventions for Individuals with Autism (2014)Designing Serious Game Interv…A Comprehensive Review of Serious Games in Health Professions (2014)A Comprehensive Review of Ser…From Edutainment to Serious Games: A Change in the Use of Game Characteristics (2010)From Edutainment to Serious G…The art of game design: a book of lenses (2009)The art of game design: a boo…Games without Frontiers: Theories and Methods for Game Studies and Design (2008)Games without Frontiers: Theo…Current Status and Future Directions in the Development of Digital Therapeutic Interventions for Neurodevelopmental Disorders (2025)Current Status and Future Dir…Gamification in Inclusive Education for Children with Disabilities: Global Trends and Approaches - A Bibliometric Review (2023)Gamification in Inclusive Edu…The role of transportation in the persuasiveness of public narratives. 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A systematic review and network meta-analysis (2024)Flow: The Psychology of Optimal Experience (1991)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)CONSORT 2010 Explanation and Elaboration: updated guidelines for reporting parallel group randomised trials (2010)A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study (2020)A Serious Game Designed to Promote Safe Behaviors Among Health Care Workers During the COVID-19 Pandemic: Development of “Escape COVID-19” (2020)Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING) (2021)At Least Nine Ways to Play: Approaching Gamer Mentalities (2010)Framework for Designing and Evaluating Game Achievements (2011)Digital Game Dynamics Preferences and Player Types (2017)Human-Centered Design of Mobile Health Apps for Older Adults: Systematic Review and Narrative Synthesis (2021)Assessing Patient Adherence to and Engagement With Digital Interventions for Depression in Clinical Trials: Systematic Literature Review (2023)Digital therapeutics from bench to bedside (2023)A theory of work gamification: Something old, something new, something borrowed, something cool? (2016)Studying student differentiation in gamified education: A long-term study (2016)Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2019)
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References

  • 2017A systematic review of gamification in e-Health1,021 cited
  • 2009The art of game design: a book of lenses887 cited
  • 2010From Edutainment to Serious Games: A Change in the Use of Game Characteristics458 cited
  • 2017Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis328 cited
  • 2014Designing Serious Game Interventions for Individuals with Autism276 cited
  • 2008Games without Frontiers: Theories and Methods for Game Studies and Design275 cited
  • 2020Role of digital therapeutics and the changing future of healthcare251 cited
  • 2020Virtual reality and music therapy as distraction interventions to alleviate anxiety and improve mood states in breast cancer patients during chemotherapy247 cited
  • 2015Games for Health for Children—Current Status and Needed Research243 cited
  • 2020Quality Criteria for Serious Games: Serious Part, Game Part, and Balance240 cited
  • 2015Serious games for improving knowledge and self-management in young people with chronic conditions: a systematic review and meta-analysis203 cited
  • 2014A Comprehensive Review of Serious Games in Health Professions196 cited
  • 2015Development and User Satisfaction of “Plan-It Commander,” a Serious Game for Children with ADHD128 cited
  • 2019Serious games for rehabilitation: Gestural interaction in personalized gamified exercises through a recommender system

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115 cited
  • 2019Serious Games and Their Effect Improving Attention in Students with Learning Disabilities111 cited
  • 2016Does playing a sports active video game improve object control skills of children with autism spectrum disorder?110 cited
  • Cited by

    • 2023Gamification in Inclusive Education for Children with Disabilities: Global Trends and Approaches - A Bibliometric Review32 cited
    • 2025Current Status and Future Directions in the Development of Digital Therapeutic Interventions for Neurodevelopmental Disorders2 cited