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
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- Applied Entertainment: Positive Uses of Entertainment MediaJeffrey H. Goldstein · 2016 · Springer eBooks
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- Empathy Games for Depression Using Virtual Reality: A Literature Review and A Study DesignYi Li, Hao Luo, Chi Zhang · 2021 · Hawaii International Conference on System Sciences (HICSS)
- Serious games for mental health: Are they accessible, feasible, and effective? A systematic review and meta-analysisHM Lau, Johannes H. Smit, Theresa M. Fleming, Heleen M. Riper · 2020
- 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 studyLucas 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
- Digital Media Interventions for Adolescent Mental HealthJessica L. Hamilton, David M. Siegel, Matthew M. Carper · 2022 · Cambridge University Press eBooks
- Criteria and Guideline for Dyslexic Intervention GamesNoraziah ChePa, Nur Azzah Abu Bakar, Laura Lim Sie-Yi · 2022 · International Journal of Advanced Computer Science and Applications
- Exploring the Potential of Game Audio for Wellbeing.Katja Rogers, Lennart E. Nacke · 2017
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- Using virtual reality technology to treat adolescent and young adult depression disorder: a systematic review and meta-analysisYilong Pu, Heng Luo · 2025 · Discover Psychology
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- Forum on Video Games for Mental HealthMax Valentin Birk, Vero Vanden Abeele, Greg Wadley, John Blake Torous · 2018 · Annual Symposium on Computer-Human Interaction in Play
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- Utilizing games in the co-production of mental health servicesKatja Raitio, Marko Siitonen, Hanna Hopia · 2020 · Finnish Journal of eHealth and eWelfare
- Social experiences of people with disabilities in playing (in)accessible digital gamesJen Beeston · 2020 · White Rose eTheses Online (University of Leeds, The University of Sheffield, University of York)
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- Serious games and gamification for mental health: Current status and promising directionsTheresa M. Fleming, Lynda M. Bavin, K Stasiak, Eve Hermansson-Webb, SN Merry, C Cheek, M Lucassen, HM Lau, B Pollmuller, Sarah E. Hetrick · 2020
- The use of games in the classroom to promote mental health knowledge and healthy attitudes in adolescents: a systematic reviewJuan 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
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- The effectiveness of virtual reality to improve depression: A systematic evidence mapXiao Ying Lü, Jiaxin You, Tian Xia, Yan Huang, Rong Sheng Xu · 2025 · Digital Health
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- Mental health care for young people using video games: a pilot RCT on the development of a new intervention method toward Hikikomori and FutokoFrancesco Panto, Tamaki Saito, Nobuaki Morita, Yasukazu Ogai · 2022 · F1000Research
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- Second wave of scalable digital therapeutics: Mental health and addiction treatment apps for direct-to-consumer standalone carePatricia A. Areán, Ryan Allred · 2022 · Elsevier eBooks
- Correction: Evaluation of a Mobile App to Enhance Relational Awareness and Change During Cognitive Analytic Therapy: Mixed Methods Case SeriesStephen Kellett, Katherine Easton, Martin Cooper, Abigail Millings, Melanie Simmonds‐Buckley, Glenys D. Parry · 2021 · JMIR Mental Health
- 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
- Serious games and gamification for mental health: Current status and promising directionsTheresa M. Fleming, Lynda M. Bavin, K Stasiak, Eve Hermansson-Webb, SN Merry, C Cheek, M Lucassen, HM Lau, B Pollmuller, Sarah E. Hetrick · 2020
- Designing Immersive Healing: Exploring Extended Reality Game-Based Intervention Elements for Mental HealthFranz 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
- Games and Their Multiple Possible Uses in Health CareMaria Andréia Formico Rodriguês, Rafael Garcia Barbosa, Jonas de Araújo Luz · 2026 · Springer eBooks
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- What Works for Reading Interventions in Chinese Children at Risk for Reading Difficulties? A Systematic Review and Meta-analysis of Findings in Recent Three DecadesXiaoyu Ren, Ningyu Liu, Peng Peng, Yingfei Lu, Yuxuan Chen, Jia Li, Sha Tao · 2024 · Educational Psychology Review
- Efficacy of Motion-Sensing Game–Assisted Pulmonary Rehabilitation in Patients With Chronic Obstructive Pulmonary Disease: Systematic Review and Meta-Analysis of Randomized Controlled TrialsCuirong Hu, Xia Lan, Yanwen Luo, Shu Zhu, Guilan Cheng · 2025 · JMIR Serious Games
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- The effects of interactive video games combined with LEGO game therapy on social anxiety in rural left-behind childrenDianhui 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
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