Cited by 45Digital Mental Health InterventionsEducational Games and GamificationImpact of Technology on Adolescents

The role of gamification in digital mental health

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Fleming, Theresa, Poppelaars, Marlou, Thabrew, Hiran·2023·World Psychiatry

Abstract

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Research works printed but not linked: 9

  1. Torous J, Bucci S, Bell I et al. World Psychiatry 2021;20:31835.
  2. Baumel A, Muench F, Edan S et al. J Med Internet Res 2019;21:e14567.
  3. Fleming T, Sutcliffe K, Lucassen M et al. Serious games and gamification in clinical psychology. Reference module in neuroscience and biobehavioral psychology. Amsterdam: Elsevier, 2020.
  4. Cheng VWS. Front Psychol 2020;11:3434.
  5. Fish MT, Saul AD. Simul Gaming 2019;50:41935.
  6. Six SG, Byrne KA, Tibbett TP et al. JMIR Ment Health 2021;8:e32199.
  7. Poppelaars M, Wols A, LichtwarckAschoff A et al. Front Psychol 2018;9:1837.
  8. Fleming T, Merry S, Stasiak K et al. JMIR Ment Health 2019;6:e12656.
  9. Fleming T, Lucassen M, Stasiak K et al. Adolesc Ment Health 2021;26:924. DOI:10.1002/wps.21041

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Authors
Fleming, T., Poppelaars, M., & Thabrew, H.
Affiliations
  • Victoria University of Wellington (NZ)
  • Radboud University Nijmegen (NL)
  • University of Auckland (NZ)
Venue
World Psychiatry
Publisher
Wiley
Published
2023-01-14
Volume
22
Issue
1
Pages
46-47
ISSN
  • 1723-8617 (ISSN-L)
  • 2051-5545
OpenAlex
W4316143353
Cited by
45
References
8
Citations by year
2026: 9 · 2025: 19 · 2024: 11 · 2023: 6
FWCI
11.62
Type
journal article
Language
en
Open access
Locations
  • World Psychiatry (publishedVersion)
  • PubMed Central (publishedVersion)
  • PubMed (publishedVersion)
  • Figshare (submittedVersion, cc-by-nc-nd)
  • Radboud Repository (Radboud University) (submittedVersion)
  • Victoria University of Wellington
Topics
  • Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
Keywords
gamification, digital mental health, mental health apps, game-based intervention

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