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Escape from Oblivion: A 3D Hack and Slash Survival Horror Video Game for Promoting Awareness of Persistent Depressive Disorder
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Escape from Oblivion: A 3D Hack and Slash Survival Horror Video Game for Promoting Awareness of Persistent Depressive Disorder (2022)Escape from Oblivion: A 3D Hack and Slash…The effect of social interaction quantity and quality on depressed mood and loneliness: A daily diary study (2021)The effect of social interact…Effectiveness of the REThink therapeutic online video game in promoting mental health in children and adolescents (2021)Effectiveness of the REThink …Psychological impact of COVID-19 pandemic in the Philippines (2020)Psychological impact of COVID…Mental health and psychosocial well-being during the COVID-19 pandemic: the invisible elephant in the room (2020)Mental health and psychosocia…Impact of COVID-19 pandemic on mental health in the general population: A systematic review (2020)Impact of COVID-19 pandemic o…Potential of social media in promoting mental health in adolescents (2018)Potential of social media in …A Serious Videogame as an Additional Therapy Tool for Training Emotional Regulation and Impulsivity Control in Severe Gambling Disorder (2015)A Serious Videogame as an Add…Therapeutic Uses of Active Videogames: A Systematic Review (2014)Therapeutic Uses of Active Vi…Video game training enhances cognitive control in older adults (2013)Video game training enhances …A Pragmatic Randomized Controlled Trial of Computerized CBT (SPARX) for Symptoms of Depression among Adolescents Excluded from Mainstream Education (2011)A Pragmatic Randomized Contro…Playmancer Project: A Serious Videogame as an Additional Therapy Tool for Eating and Impulse Control Disorders (2009)Playmancer Project: A Serious…Development and validation of a geriatric depression screening scale: A preliminary report (1982)Statistical Methods for Meta-Analysis (1988)The MOS 36-item short-form health survey (SF-36). 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References

  • 2020Impact of COVID-19 pandemic on mental health in the general population: A systematic review5,198 cited
  • 2013Video game training enhances cognitive control in older adults1,665 cited
  • 2020Psychological impact of COVID-19 pandemic in the Philippines634 cited
  • 2011A Pragmatic Randomized Controlled Trial of Computerized CBT (SPARX) for Symptoms of Depression among Adolescents Excluded from Mainstream Education255 cited
  • 2020Mental health and psychosocial well-being during the COVID-19 pandemic: the invisible elephant in the room181 cited
  • 2018Potential of social media in promoting mental health in adolescents177 cited
  • 2014Therapeutic Uses of Active Videogames: A Systematic Review108 cited
  • 2015A Serious Videogame as an Additional Therapy Tool for Training Emotional Regulation and Impulsivity Control in Severe Gambling Disorder82 cited
  • 2021The effect of social interaction quantity and quality on depressed mood and loneliness: A daily diary study76 cited
  • 2021Effectiveness of the REThink therapeutic online video game in promoting mental health in children and adolescents52 cited
  • 2009Playmancer Project: A Serious Videogame as an Additional Therapy Tool for Eating and Impulse Control Disorders43 cited

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