Game-based digital interventions for depression therapy: a systematic review and meta-analysis

Li, Jinhui, Theng, Yin-Leng, Foo, Schubert·2014·Cyberpsychology, Behavior, and Social Networking

Cited by (218)

Items 101–200 of 218

  1. Gamification to Promote the Engagement in Healtcare and Wellness of Patients Under Therapeutic Care
    Surendra Prasad Mishra, Dinkar Kulshreshtha, Anoop Kumar Srivastava, Ajeet Kumar Gandhi, Madhup Rastogi · 2018 · Advances in marketing, customer relationship management, and e-services book series
  2. Learning to Drag: The Effects of Social Interactions in Touch Gestures Learnability for Older Adults
    Mihajlov, Martin, Springett, Mark, Lai-Chong Law, Effie · 2019 · Proceedings of the 2019 ACM International Conference on Interactive Surfaces and Spaces
  3. The Influence of Conventional and Innovative Rehabilitation Methods on Brain Plasticity Induction in Patients with Multiple Sclerosis
    Marta Milewska-Jędrzejczak, Andrzej R Glabinski · 2023 · Journal of Clinical Medicine
  4. Integrating Gamification into Middle School Mathematics Curriculum: Game-Based Learning Approach in Namibia
    Johanna Pangeiko Nautwima, Asa Romeo, Victor Panduleni Nendongo · 2022 · International Journal of Operations Management
  5. COVID-19 pandemic in the intensive care unit: Psychological implications and interventions, a systematic review
    Laura Monti, Elisa Marconi, Maria Grazia Bocci, Georgios Demetrios Kotzalidis, Marianna Mazza, Carolina Galliani, Sara Tranquilli, Giovanni Vento, Giorgio Conti, Gabriele Sani et al. · 2023 · World Journal of Psychiatry
  6. A smartphone-based serious game for depressive symptoms: Protocol for a pilot randomized controlled trial
    Águeda Gómez-Cambronero, S. Casteleyn, J. Bretón-López, A. García-Palacios, Adriana Mira · 2023 · Internet Interventions
  7. A comparison between effects of sudoku and mandala painting on anxiety of breast cancer patients undergoing chemotherapy
    Parvaneh Cheraghi, Davood Hekmatpour, Fatemeh Rafiei, Jamshid Ansari · 2024 · Journal of Family Medicine and Primary Care
  8. Video Games and Their Impact on Teens’ Mental Health
    Melissa E. DeRosier, James M. Thomas · 2018 · Springer eBooks
  9. An Electronic Health Intervention for Latina Women Undergoing Breast Cancer Treatment (My Guide for Breast Cancer Treatment): Protocol for a Randomized Controlled Trial
    B. Yanez, Sharon H. Baik, L. Oswald, D. Buitrago, J. Buscemi, Francisco Iacobelli, Alejandra Perez-Tamayo, Precilla Fajardo, Gabriela Serrano, Judy Guitelman et al. · 2019 · JMIR Research Protocols
  10. Applied Entertainment: Positive Uses of Entertainment Media
    Jeffrey H. Goldstein · 2016 · Springer eBooks
  11. Criteria for the Dyslexic Games: A Systematic Literature Review
    Nur Azzah Abu Bakar, Noraziah ChePa, Laura Lim Sie-Yi · 2023 · Journal of Human Centered Technology
  12. Game-Based Digital Interventions for Enhancing Positive Development and Addressing Substance Use in Adolescents: A Systematic Review
    Lee, Serim, Kim, Jinyung, Bockhold, Sarah, Lee, Jimin, Chun, JongSerl, Yu, Mansoo · 2024 · Children
  13. Virtual reality as a promising method of pain relief in patients with venous leg ulcers
    Kinga Spyrka, Ewa Rojczyk, Jakub Brela, Aleksander Sieroń, Marek Kucharzewski · 2024 · International Wound Journal
  14. Learnings From Implementation of Technology-Enabled Mental Health Interventions in India: Implementation Report
    Sudha Kallakuri, Sridevi Gara, Mahesh Godi, Sandhya Kanaka Yatirajula, Srilatha Paslawar, Mercian Daniel, David Peiris, Pallab Kumar Maulik · 2023 · JMIR Medical Informatics
  15. Mental health service users' and professionals' relationship with games and gaming
    Hanna Hopia, Marko Siitonen, Katja Raitio · 2018 · Digital Health
  16. Development of an mHealth App–Based Intervention for Depressive Rumination (RuminAid): Mixed Methods Focus Group Evaluation
    Eve A. Rosenfeld, Cassondra Lyman, John E. Roberts · 2022 · JMIR Formative Research
  17. Effectiveness of a Web-Based Individual Coping and Alcohol Intervention Program for Children of Parents With Alcohol Use Problems: Randomized Controlled Trial
    Håkan Wall, Helena Hansson, Ulla Zetterlind, Pia Kvillemo, Tobias H. Elgán · 2024 · Journal of Medical Internet Research
  18. Empathy Games for Depression Using Virtual Reality: A Literature Review and A Study Design
    Yi Li, Hao Luo, Chi Zhang · 2021 · Hawaii International Conference on System Sciences (HICSS)
  19. Serious games for mental health: Are they accessible, feasible, and effective? A systematic review and meta-analysis
    HM Lau, Johannes H. Smit, Theresa M. Fleming, Heleen M. Riper · 2020
  20. A study protocol for an ongoing multi-arm, randomized, double-blind, sham-controlled clinical trial with digital features, using portable transcranial electrical stimulation and internet-based behavioral therapy for major depression disorders: The PSYLECT study
    Lucas Borrione, Patricia Carvalho Cirillo, Luana V M Aparicio, Beatriz Araújo Cavendish, Leandro Da Costa Lane Valiengo, Darin O Moura, Juliana Pereira de Souza, Matthias Stephan Luethi, Izio Klein, Bruna Bariani et al. · 2022 · Expert Review of Neurotherapeutics
  21. Digital Media Interventions for Adolescent Mental Health
    Jessica L. Hamilton, David M. Siegel, Matthew M. Carper · 2022 · Cambridge University Press eBooks
  22. Criteria and Guideline for Dyslexic Intervention Games
    Noraziah ChePa, Nur Azzah Abu Bakar, Laura Lim Sie-Yi · 2022 · International Journal of Advanced Computer Science and Applications
  23. Exploring the Potential of Game Audio for Wellbeing.
    Katja Rogers, Lennart E. Nacke · 2017
  24. Increasing Well-Being and Mental Health Through Cutting-Edge Technology and Artificial Intelligence
    Ioana roxana Podina, Denisa Caculidis-Tudor · 2023 · Integrated science
  25. Applied Entertainment: Positive Uses of Entertainment Media
    Jeffrey H. Goldstein · 2015 · Springer eBooks
  26. Using virtual reality technology to treat adolescent and young adult depression disorder: a systematic review and meta-analysis
    Yilong Pu, Heng Luo · 2025 · Discover Psychology
  27. A Novel Macro-Level Model in Evaluating Health and Safety Training Based on Virtual Reality
    Antonella Pireddu, Claudia Giliberti, Alessandro Innocenti, Carla Simeoni, Michela Bonafede · 2025 · International Journal of Environmental Research and Public Health
  28. Gaming together, feeling better—or feeling worse? How social video gaming impacts loneliness and depressive mood differently for boys and girls
    David Lacko, Filip Kyslík, David Šmahel, Hana Macháčková · 2025 · Computers in Human Behavior
  29. Forum on Video Games for Mental Health
    Max Valentin Birk, Vero Vanden Abeele, Greg Wadley, John Blake Torous · 2018 · Annual Symposium on Computer-Human Interaction in Play
  30. Can likes returned by peers within a day improve users’ depressive/manic levels in a massive multiplayer online game? A randomized controlled trial
    Kenji Yokotani, Masanori Takano, Nobuhito Abe · 2024 · Journal of Computational Social Science
  31. A systematic review of cognitive rehabilitation for bipolar disorder
    Bruno Kluwe‐Schiavon, Thiago Wendt Viola, Mateus Luz Levandowski, Vanessa Rezende Bortolotto, Leo Schuch Azevedo E Souza, Saulo Gantes Tractenberg, Tárcio Soares · 2015 · Trends in Psychiatry and Psychotherapy
  32. Utilizing games in the co-production of mental health services
    Katja Raitio, Marko Siitonen, Hanna Hopia · 2020 · Finnish Journal of eHealth and eWelfare
  33. Social experiences of people with disabilities in playing (in)accessible digital games
    Jen Beeston · 2020 · White Rose eTheses Online (University of Leeds, The University of Sheffield, University of York)
  34. Virtual Reality in the treatment of depression; what therapeutic strategies does VR target?
    Nancy Kramer Freher, Martine J. van Bennekom, Anika Bexkens, Wim Veling, Claudi Bockting · 2025 · Journal of Affective Disorders Reports
  35. Los efectos positivos de jugar videojuegos y su aplicación en entornos no lúdicos
    Ramiro Moscardi · 2020 · Cuadernos del Centro de Estudios de Diseño y Comunicación
  36. BarBam:a new arcophobia virtual reality game
    Reza Darooei, Alireza Vard, Hossein Rabbani · 2019 · International Serious Games Symposium (ISGS)
  37. Designing an Empathy Training for Depression Prevention Using Virtual Reality and a Preliminary Study
    Yi Joy Li, A.-L Huang, Bhavya Sri Sanku, Jing Selena He · 2023 · IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)
  38. Atención psicológica y Tecnologías: oportunidades y conflictos
    Felipe Soto‐Pérez, Manuel Franco · 2019 · Revista Iberoamericana de Psicología
  39. Maximizing the impact of E-Therapy and Serious Gaming: Time for a paradigm shift
    Theresa M. Fleming, Derek Paul De Beurs, Yasser Khazaal, Andrea Gaggioli, Giuseppe Riva, Cristina Botella, RM Baños, Filippo Aschieri, Lynda M. Bavin, Annet M. Kleiboer et al. · 2020
  40. Serious games and gamification for mental health: Current status and promising directions
    Theresa M. Fleming, Lynda M. Bavin, K Stasiak, Eve Hermansson-Webb, SN Merry, C Cheek, M Lucassen, HM Lau, B Pollmuller, Sarah E. Hetrick · 2020
  41. The use of games in the classroom to promote mental health knowledge and healthy attitudes in adolescents: a systematic review
    Juan P. Sanabria‐Mazo, Adrián Pérez‐Aranda, Carilene Armas-Landaeta, Estíbaliz Royuela-Colomer, Corel Mateo Canedo, Itxaso Cabrera-Gil, Alicia Monreal‐Bartolomé, Javier García‐Campayo, Yolanda López del Hoyo · 2025 · Frontiers in Psychiatry
  42. Digital Humans for Depression Assessment and Intervention Support: Scoping Review
    Jiashuo Cao, Wujie Gao, Ruoyu Wen, Chen Li, Simon Hoermann, Nilufar Baghaei, Mark Billinghurst · 2025 · JMIR Mental Health
  43. The effectiveness of virtual reality to improve depression: A systematic evidence map
    Xiao Ying Lü, Jiaxin You, Tian Xia, Yan Huang, Rong Sheng Xu · 2025 · Digital Health
  44. A Collaboration Between Health Care and Esports to Impact Youth Mental Health and Wellness: Evaluating the Presence of Mind Initiative
    E. Bonnevie, M. Paczkowski, Chelsea Barth, Tyler Janzen, E. Wartella, Joseph Smyser · 2022 · NEJM Catalyst
  45. Promoting Migrant Adolescent Resilience Through a Virtual Reality Videogame: A Randomized Trial
    Shuang Lu, Shi-Guang Ni, Tian-Yu Bai · 2025 · Research on social work practice
  46. Mental Health Therapy Protocols and eHealth Design: Focus Group Study
    Marierose M.M. van Dooren, Valentijn Visch, Renske Spijkerman, Richard Goossens, Vincent M. Hendriks · 2020 · JMIR Formative Research
  47. A narrative literature review: the application of video games as therapeutic tools for psychological therapy
    Sean Mahon-Daly, Neil Raveen Jeyasingam · 2021 · Australasian Psychiatry
  48. Öz Belirleme Kuramı Temelinde Bir Müdahale Aracı Olarak Video Oyunları
    Mehmet Can Sevinçli, Melike Eger · 2022 · Psikiyatride Guncel Yaklasimlar - Current Approaches in Psychiatry
  49. Mental health care for young people using video games: a pilot RCT on the development of a new intervention method toward Hikikomori and Futoko
    Francesco Panto, Tamaki Saito, Nobuaki Morita, Yasukazu Ogai · 2022 · F1000Research
  50. A Review Study: Using Serious Games and Virtual Reality to Support Mental Health and Cognitive Behavioral Therapy
    Mashael Bin Sabbar, Richard Davison, Gary Ushaw · 2024 · International Conference on Virtual Reality
  51. Second wave of scalable digital therapeutics: Mental health and addiction treatment apps for direct-to-consumer standalone care
    Patricia A. Areán, Ryan Allred · 2022 · Elsevier eBooks
  52. Correction: Evaluation of a Mobile App to Enhance Relational Awareness and Change During Cognitive Analytic Therapy: Mixed Methods Case Series
    Stephen Kellett, Katherine Easton, Martin Cooper, Abigail Millings, Melanie Simmonds‐Buckley, Glenys D. Parry · 2021 · JMIR Mental Health
  53. The effectiveness of serious games in improving memory among elderly people with cognitive impairment: A systematic review and meta-analysis (Preprint)
    Alaa Ali Abd-Alrazaq, Dari Alhuwail, Eiman Al-Jafar, Arfan Ahmed, Shuja Mohd Reagu, Mowafa Said Househ · 2021
  54. Serious games and gamification for mental health: Current status and promising directions
    Theresa M. Fleming, Lynda M. Bavin, K Stasiak, Eve Hermansson-Webb, SN Merry, C Cheek, M Lucassen, HM Lau, B Pollmuller, Sarah E. Hetrick · 2020
  55. Designing Immersive Healing: Exploring Extended Reality Game-Based Intervention Elements for Mental Health
    Franz Coelho, Ana Maria Abreu · 2025 · SeGAH ... IEEE ... International Conference on Serious Games and Applications for Health/IEEE International Conference on Serious Games and Applications for Health
  56. Games and Their Multiple Possible Uses in Health Care
    Maria Andréia Formico Rodriguês, Rafael Garcia Barbosa, Jonas de Araújo Luz · 2026 · Springer eBooks
  57. Affektive Störungen
    Theresa Sextl-Plötz, Marvin Franke, Harald Baumeister, David Daniel Ebert · 2023 · Springer eBooks
  58. ADDICTION AND RECOVERY: DIGITAL GAMES AS DEVICES FOR COGNITIVE REPAIRMENT
    T. Darvenkumar, W. Christopher Rajasekaran · 2023 · Journal Human Research in Rehabilitation
  59. Conversational Agent Utilization Patterns of Individuals with Autism Spectrum Disorder
    Shirin Aghakhani, Alexandra Rousseau, Sophie Mizrahi, X. Tan, Gilly Dosovitsky, L. Mlodzianowski, Z. Marshall, Eduardo Liniers Bunge · 2024 · Journal of Technology in Behavioral Science
  60. What Works for Reading Interventions in Chinese Children at Risk for Reading Difficulties? A Systematic Review and Meta-analysis of Findings in Recent Three Decades
    Xiaoyu Ren, Ningyu Liu, Peng Peng, Yingfei Lu, Yuxuan Chen, Jia Li, Sha Tao · 2024 · Educational Psychology Review
  61. Efficacy of Motion-Sensing Game–Assisted Pulmonary Rehabilitation in Patients With Chronic Obstructive Pulmonary Disease: Systematic Review and Meta-Analysis of Randomized Controlled Trials
    Cuirong Hu, Xia Lan, Yanwen Luo, Shu Zhu, Guilan Cheng · 2025 · JMIR Serious Games
  62. Opinion of mental healthcare providers on the impact of electronic games on psychiatric patients in Saudi Arabia
    Sarah Alzahrani, Arwa Althumairi, Afnan A. Aljaffary, Asma Alfayez, Demah Alsalman, Fahad Alanezi, Hala Ibrahim Alhodaib, Saja Al-Rayes, Sumaiah Alrawiai, Duaa Aljabri et al. · 2021 · Informatics in Medicine Unlocked
  63. Translating Games Into Effective Health Results Using Digital Tools
    Duarte Vital Brito, Hernâni Zão Oliveira · 2021 · Advances in medical education, research, and ethics (AMERE) book series
  64. The effects of interactive video games combined with LEGO game therapy on social anxiety in rural left-behind children
    Dianhui Peng, Wu Xinbo, Yaqi Yang, Xiaolin Li, Anni Shu, Junwen Liang, Zengying Tu, Le Liu, Qian Yang, Weixin Dong et al. · 2024 · Frontiers in Psychology
  65. Testing positive mood effects of playing Gris, a eudaimonic video game
    Gary Lee Wagener, Elisabeth A. Holl, André Melzer · 2025 · Entertainment Computing
  66. Paykan: Virtual reality gaming as a therapeutic tool for target panic disorder
    Hesam Sakian Mohammadi, Faraz Bakhshi, Yoones Asgharzadeh Sekhavat, Mallesham Dasari, Kazem Gobadi Ansaroudi, Mahdi Ahmadzadeh Haji Alilou · 2025 · Entertainment Computing
  67. VR-ACT: transforming clinical evidence of acceptance and commitment therapy through virtual reality for subthreshold depression
    Bogoan Kim, Dayoung Jeong, Yoonseon Choi, Hyungsook Kim, Kyungsik Han · 2025 · Virtual Reality
  68. Exploring Serious Games in Supporting Postnatal Depression: Narrative Review
    Weijie Wang, Erika S. Penney, Valerie C. Gay, Jaime Garcia · 2025 · Interactive Journal of Medical Research
  69. The Serious Games Ecosystem: Interdisciplinary and Intercontextual Praxis
    P. N. Wilkinson, T. J. Matthews · 2016 · Lecture notes in computer science
  70. The Effectiveness of Serious Video Games on Mental Health Related Outcomes: Systematic Review
    O Danilina, Anna Louise Cox, Andres Fonseca, Sonia Johnson · 2017 · UCL Discovery (University College London)
  71. Effects of a Digital Mental Health Program on Perceived Stress in Adolescents Aged 13-17 Years: Protocol for a Randomized Controlled Trial
    Eliane M. Boucher, Haley E. Ward, Julia L Stafford, Acacia C. Parks · 2021 · JMIR Research Protocols
  72. An Innovative Approach of Using Mobile Gaming to Bridge Well-Being, Anxiety, Depression, and Isolation
    Robert Costello, Lucy Smith · 2022 · International Journal of Adult Education and Technology
  73. La psychiatrie connectée, une psychiatrie augmentée ?
    Émilie Stern, Jean‐Arthur Micoulaud‐Franchi, Pierre A. Geoffroy · 2022 · Annales Médico-psychologiques revue psychiatrique
  74. Setting the Scene
    Kammila Naidoo, Oluwafemi Adeagbo, Xiaoming Li · 2023 · Clinical sociology
  75. Casual Games, Cognition, and Play across the Lifespan: A Critical Synthesis
    Kurt D. Squire, Garrison Wells, Maria J. Anderson-Coto, Constance A. Steinkuehler · 2023 · Games Research and Practice
  76. The Effectiveness of a Digital Game-Based Intervention on Hazard Perception and Visual Skills in Novice Drivers: A Single Blind, Randomized Controlled Trial
    Berkan Torpil, Mehmet Kaan İldiz · 2023 · Occupational Therapy In Health Care
  77. EverydayFantasy – a Mobile Computing Application in Mental Healthcare
    Victor Triohin, Monica Leba, Andreea Cristina Ionica · 2023 · Iberian Conference on Information Systems and Technologies (CISTI)
  78. Shaping the future of pediatric healthcare: virtual reality in burn care and rehabilitation
    Júlia Bartková, Barbora Karoľová, Ema Knezovičová · 2024 · Pediatrie pro praxi
  79. Počítačové a robotické technologie v klinické rehabilitaci
    Barbora Kolářová, Jiří Stacho, Martina Jiráčková, Petr Konečný, Lucie Navrátilová · 2019
  80. Serious games for mental health: Are they accessible, feasible, and effective? A systematic review and meta-analysis
    HM Lau, Johannes H. Smit, Theresa M. Fleming, Heleen M. Riper · 2020
  81. Study protocol: A randomized controlled trial of Raising Our Spirits Together, an entertaining, group-based technology-assisted cognitive behavioral therapy for depression, tailored for rural adults and delivery by clergy
    Addie Weaver, Caroline Landry, Anao Zhang, Lynne McQuown, Jessica Hahn, Meghan M. Harrington, Katherine M. Tucker, Joshua Holzworth, Trevor Buys, Fonda N. Smith et al. · 2022 · Contemporary Clinical Trials Communications
  82. Virtual Reality - Bane or Boom
    2023 · NeuroQuantology
  83. Nahtlosverfahren 4.0 – Eine hybride Intervention zur Kliniknachsorge bei alkoholbezogenen Störungen
    Christian Aljoscha Lukas, Daniel Hacker · 2023 · Suchttherapie
  84. Providing Support for Use of Digital Mental Health Interventions: A Systematic Meta-Review (Preprint)
    Alexandra J. Werntz, Selen Amado, Megyn Jasman, Ariel Ervin, Jean E. Rhodes · 2022
  85. El juego como estrategia de intervención educativa ante los trastornos depresivos en la infancia: diseño, desarrollo y ejecución de un videojuego en realidad virtual
    Kim Martínez García · 2022
  86. Protocol for measuring the benefits of exergames on executive functions under depression through a randomized multi-arm controlled experiment
    Eloísa Ruiz-Marquez · 2023
  87. Exergames for subthreshold depression among older adults
    Jinhui Li · 2017
  88. Pertinence clinique en population dépressive d’un médiateur thérapeutique axé sur les ressources personnelles : évaluation par protocole individuel de type arrêt—reprise sur une patiente hospitalisée pour dépression
    Guillaume Broc, B. Gonzalès, Julien Chakiba, Corinne Carré, Stéphanie Valantin, Piergiorgio MORI · 2019 · Pratiques Psychologiques
  89. Behavioural and biological predictors of depression in older age: The role of internet use, insulin-like growth factor 1, and cardiovascular disease risk factors in the English Longitudinal Study of Ageing
    Sungano Chigogora · 2018 · UCL Discovery (University College London)
  90. Analysis and Development of a Platform for Generating Context-Aware Apps for Mental Health
    Ignacio Miralles · 2019
  91. Human mobility in interest space and interactive random walk
    Fanqi Zeng, Gong Li, Jing Liu, Jiang Zhang, Qinghua Chen, Ruyue Xin · 2020 · Journal of Physics Complexity
  92. Rewards in Mental Health Applications for Aiding with Depression: A Meta-analysis
    Stephanie Six, Maggie W. Harris, Emma L. Winterlind, Kaileigh Angela Byrne · 2021 · Communications in computer and information science
  93. Principles for planning the teaching of dental public health in an MPH course.
    Harold D. Sgan‐Cohen · 2002 · PubMed
  94. Representação de Intervenções Terapêuticas com Jogos Digitais em Tratamentos da Depressão
    Rebeca Gliosci, Tiago Barros Pontes e Silva, Ana Mansur de Oliveira, Virgínia Tiradentes Souto · 2021 · Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames)
  95. Introducing RuminAid: The Development and Focus Group Testing of a Mobile Health App for Depression (Preprint)
    Eve A. Rosenfeld, Cassondra Lyman, John E. Roberts · 2022
  96. A perspectiva dos jogadores com depressão para o design de jogos digitais terapêuticos
    Rebeca Gliosci, Tiago Barros Pontes e SILVA · 2022
  97. A State-of-the Art Survey on Chatbots Technology Developments and Applications in Primary Healthcare Domain
    David Felipe Mares Silva, Aída Huerta Barrientos · 2023 · IntechOpen eBooks
  98. Digital Health Games for Older Adults: Development, Implementation, and Programmatic Implications of Health Game Use in Senior Centers
    Elizabeth M. Orsega-Smith, Laurie Ruggiero, Nancy Getchell, Roghayeh Barmaki, Amy Nichols, Joshua Varghese, Rachel DeLauder, Reza Koiler · 2023 · Journal of Elder Policy
  99. The use of digital setting in clinical ad learning applications
    Nadia Genzano, Melania Rita Difino, Pierpaolo Limone, Salvatore Iuso · 2024 · Rivista di Psicologia Clinica
  100. Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study
    М. А. Ассанович, Oleg Skugarevsky, Mikhail Kaspartov, Andrew Sokol · 2024 · Games for Health Journal