The DOI matches its Crossref record; 53 of the 55 references it cites were found in a registry or an index.
Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study
Open accessAbstract
BACKGROUND: Previous review studies have suggested that computer games can serve as an alternative or additional form of treatment in several areas (schizophrenia, asthma or motor rehabilitation). Although several naturalistic studies have been conducted showing the usefulness of serious video games in the treatment of some abnormal behaviours, there is a lack of serious games specially designed for treating mental disorders. AIM: The purpose of our project was to develop and evaluate a serious video game designed to remediate attitudinal, behavioural and emotional processes of patients with impulse-related disorders. METHOD AND RESULTS: The video game was created and developed within the European research project PlayMancer. It aims to prove potential capacity to change underlying attitudinal, behavioural and emotional processes of patients with impulse-related disorders. New interaction modes were provided by newly developed components, such as emotion recognition from speech, face and physiological reactions, while specific impulsive reactions were elicited. The video game uses biofeedback for helping patients to learn relaxation skills, acquire better self-control strategies and develop new emotional regulation strategies. In this article, we present a description of the video game used, rationale, user requirements, usability and preliminary data, in several mental disorders.
Overview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Figures





Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
The cited source says what the claim attributes to it.
In the citing paper
“Some examples of gamification include gamifying the development of cognitive skills and emotional regulation by rewarding the completion of relevant tasks within complex video games10–13 in order to promote mental health.”
From A novel ACT-based video game to support mental health through embedded learning: A mixed-methods feasibility study protocol (2020) · cites this paper as [13]
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
SUS: A 'Quick and Dirty' Usability Scale
(1996) · Usability Evaluation In Industry · doi:10.1201/9781498710411-35 · Cited by 8,989
What Video Games Have to Teach Us about Learning and Literacy
(2004) · Education + Training · doi:10.1108/et.2004.00446dae.002 · Cited by 6,674
Usability Evaluation In Industry
(1996) · CRC Press eBooks · doi:10.1201/9781498710411 · Cited by 4,445
Evidence for striatal dopamine release during a video game
Koepp, M. J., Gunn, R. N., Lawrence, A. D., Cunningham, V. J., Dagher, A., Jones, T., Brooks, D. J., Bench, C. J., & Grasby, P. M. (1998) · Nature · doi:10.1038/30498 · Cited by 1,279
Goldin, P. R., & Gross, J. J. (2010) · Emotion · doi:10.1037/a0018441 · Cited by 1,242 · cited 2×
“…(Freidenberg et al., 2002; Goldin & Gross, 2010; Kozasa et al., 2012), working with underlying attitudinal and emotional factors, in EDs and impulse control disorders, we may reduce their potential maintaining capacity and therefore enhance the long-term effectiveness of traditional therapies.”
BackgroundResultMaking learning fun: Quest Atlantis, a game without guns
Barab, S., Thomas, M. K., Dodge, T., Carteaux, R., & Tuzun, H. (2005) · Educational Technology Research and Development · doi:10.1007/bf02504859 · Cited by 985
Arns, M., de Ridder, S., Strehl, U., Breteler, M., & Coenen, A. (2009) · Clinical EEG and Neuroscience · doi:10.1177/155005940904000311 · Cited by 794
Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2007) · European Psychiatry · doi:10.1016/j.eurpsy.2007.10.010 · Cited by 720
Squire, K. D. (2003) · Cited by 714
Virtual Reality in Stroke Rehabilitation
Saposnik, G., & Levin, M. F. (2011) · Stroke · doi:10.1161/strokeaha.110.605451 · Cited by 668
Research works printed but not linked: 10
- APA, 2000, Washington, DC: American Psychiatric Association
- Bellack A.S., 2005, Israel Journal of Psychiatry & Related Sciences, 42, 5
- Bergeron B.P., 2008, Studies in Health Technology and Informatics, 132, 26
- Coyle M.K., 2007, Nursing Education Perspectives, 28, 18
- Joos A.B., 2011, European Eating Disorders Review
- Kostoulas T., 2010, Proceedings Book of the 7th International Conference on Language Resources and Evaluation (LREC), 3011
- Kozasa E.H., 2012, Neuroimage, 59, 745
- Mitchell J.G., 2000, Telemedicine Today, 8, 4
- Santamaría J., 2011, Cybertherapy and Rehabilitation, 4, 469
- Squire K., 2003, International Journal of Intelligent Simulations and Gaming, 2, 49
Cited by
Sorted by citations
Lau, H. M., Smit, J. H., Fleming, T. M., & Riper, H. (2017) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2016.00209 · Cited by 328
Game-based digital interventions for depression therapy: a systematic review and meta-analysis
Li, J., Theng, Y.-L., & Foo, S. (2014) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/cyber.2013.0481 · Cited by 219
Montana, J. I., Matamala-Gomez, M., Maisto, M., Mavrodiev, P. A., Cavalera, C. M., Diana, B., Mantovani, F., & Realdon, O. (2020) · Journal of Clinical Medicine · doi:10.3390/jcm9020500 · Cited by 156
The Use of Electronic Games in Therapy: a Review with Clinical Implications
Horne-Moyer, H. L., Moyer, B. H., Messer, D. C., & Messer, E. S. (2014) · Current Psychiatry Reports · doi:10.1007/s11920-014-0520-6 · Cited by 140
Davies, H. A., Wolz, I., Leppänen, J., Fernández‐Aranda, F., Schmidt, U. H., & Tchanturia, K. (2016) · Neuroscience & Biobehavioral Reviews · doi:10.1016/j.neubiorev.2016.02.015 · Cited by 155
Self-citation
Metadata
- Authors
- Fernández-Aranda, F., Jiménez-Murcia, S., Santamaría, J. J., Gunnard, K., Soto, A., Kalapanidas, E., Bults, R. G. A., Davarakis, C., Ganchev, T., Granero, R., Konstantas, D., Kostoulas, T. P., Lam, T., Lucas, M., Masuet-Aumatell, C., Moussa, M. H., Nielsen, J., & Penelo, E.
- Affiliations
- Instituto de Salud Carlos III (ES)
- Bellvitge University Hospital (ES)
- University of Patras (GR)
- Universitat Autònoma de Barcelona (ES)
- University of Geneva (CH)
- NetUnion (Switzerland) (CH)
- Serious Games Interactive (Denmark) (DK)
- ORCID
- Venue
- Journal of Mental Health
- Publisher
- Informa UK Limited
- Published
- 2012-05
- Volume
- 21
- Issue
- 4
- Pages
- 364-374
- ISSN
- 0963-8237 (ISSN-L)
- 1360-0567
- PMC
- PMC3433177
- OpenAlex
- W2108607289
- Cited by
- 194
- References
- 55
- Citations by year
- 2026: 6 · 2025: 5 · 2024: 8 · 2023: 13 · 2022: 13 · 2021: 11 · 2020: 20 · 2019: 13 · 2018: 17 · 2017: 20 · 2016: 21 · 2015: 15 · 2014: 10 · 2013: 14 · 2012: 8
- FWCI
- 30.12
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- Journal of Mental Health (publishedVersion)
- Europe PMC (PubMed Central) (publishedVersion, cc-by)
- PubMed Central (publishedVersion, cc-by)
- PubMed (publishedVersion)
- Archive ouverte UNIGE (University of Geneva) (publishedVersion, other-oa)
- Dipòsit Digital de Documents de la UAB (Universitat Autònoma de Barcelona) (submittedVersion, cc-by-nc-nd)
- Archive ouverte UNIGE (University of Geneva) (submittedVersion, cc-by)
- Funders
- European Commission
- Centro de Investigación Biomédica en Red-Fisiopatología de la Obesidad y Nutrición
- Instituto de Salud Carlos III
- FP7 Information and Communication Technologies
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Keywords
- serious games, video games, complementary therapy, emotion recognition, biofeedback, relaxation techniques, self-control, emotion regulation, game usability, mental illness
- MeSH terms
- Adult, Mental Disorders, Biofeedback, Psychology, Female, Gambling, Humans, Male, Pilot Projects, Problem Solving, Psychotherapy, Spain, User-Computer Interface, Biosensing Techniques, Video Games, Bulimia Nervosa, Binge-Eating Disorder
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review