Commercial video games as therapy: a new research agenda to unlock the potential of a global pastime
Colder Carras, Michelle, Van Rooij, Antonius J., Spruijt-Metz, Donna, Kvedar, Joseph, Griffiths, Mark D., Carabas, Yorghos, Labrique, Alain·2018·Frontiers in Psychiatry
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- Social Media Ethics Section 1: Facebook, Twitter, and Google – Oh My!Thomas D. Parsons · 2019 · Cambridge University Press eBooks
- Neuroethics and the Future of CyberpsychologyThomas D. Parsons · 2019 · Cambridge University Press eBooks
- Cyberpsychology, Aging, and GerontechnologyThomas D. Parsons · 2019 · Cambridge University Press eBooks
- Digital and Extended Selves in CyberspaceThomas D. Parsons · 2019 · Cambridge University Press eBooks
- Social Media Ethics Section 3: Digital CitizenshipThomas D. Parsons · 2019 · Cambridge University Press eBooks
- Desenvolvimento participativo de um exergame para a melhora da capacidade funcional em pessoas idosasOsvaldo Henrique Cemin Becker, Jorge Luiz Andrade Da Silva Júnior, Ericles Andrei Bellei, Daiana Biduski, Ana Carolina Bertoletti De Marchi · 2021
- Virtual Reality Applications in Medicine During the COVID-19 Pandemic: PRISMA Systematic Review (Preprint)Federica Pallavicini, Alessandro Pepe, Massimo Clerici, Fabrizia Mantovani · 2021
- Natural User Interfaces for Meditative Health GamesIfeoluwapo Fashoro, Sithembile Ncube · 2022 · Advances in business strategy and competitive advantage book series
- References2019 · Cambridge University Press eBooks
- Author IndexThomas D. Parsons · 2019 · Cambridge University Press eBooks
- Subject IndexThomas D. Parsons · 2019 · Cambridge University Press eBooks
- PrefaceThomas D. Parsons · 2019 · Cambridge University Press eBooks
- Problematic Internet Use, Online Gambling, Smartphones, and Video GamesThomas D. Parsons · 2019 · Cambridge University Press eBooks
- Cyberlearning and Ethical Considerations for Using Technology with ChildrenThomas D. Parsons · 2019 · Cambridge University Press eBooks
- Digital Game Development: Shaping the Storyline by Solving Time ParadoxesИгорь Владимирович Евченко, Thomas N. Viator · 2022 · International Siberian workshops and tutorials on electron devices and materials
- El juego como terapia. Parte I: uso de videojuegos en neurología clínicaDavid de Noreña, David Ezpeleta, Germán Latorre · 2022 · Kranion
- Health Promotion in Popular Web-Based Community Games Among Young People: Proposals, Recommendations, and ApplicationsPhilippe Martin, Boris Chapoton, Aurélie Bourmaud, Agnès Dumas, Joëlle Kivits, Clara Eyraud, Capucine Dubois, Corinne Alberti, Énora Le Roux · 2022 · JMIR Serious Games
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- Copyright PageAggie Hirst · 2024
- IntroductionAggie Hirst · 2024 · Oxford University Press eBooks
- Play as PedagogyAggie Hirst · 2024 · Oxford University Press eBooks
- A Genealogy of PlayAggie Hirst · 2024 · Oxford University Press eBooks
- Playing the PlayerAggie Hirst · 2024 · Oxford University Press eBooks
- AbbreviationsAggie Hirst · 2024
- Conceptualizing WargamingAggie Hirst · 2024 · Oxford University Press eBooks
- For the WinAggie Hirst · 2024 · Oxford University Press eBooks
- The Play of PostmodernityAggie Hirst · 2024 · Oxford University Press eBooks
- ConclusionAggie Hirst · 2024 · Oxford University Press eBooks
- The State of PlayAggie Hirst · 2024 · Oxford University Press eBooks
- The Politics of ImmersionAggie Hirst · 2024 · Oxford University Press eBooks
- EpigraphAggie Hirst · 2024
- The Factors Influencing User Loyalty in Virtual Green Games: An Empirical Study Based on Ant ForestHaodong Wu, Yinying Tao, Manshu Huang · 2024 · SSRN Electronic Journal
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- User-Avatar Bond and psychological distress profiling: longitudinal impacts on Internet Gaming DisorderNatasha Wilson, Vasileios Stavropoulos, Mohammad Qasim Latifi, Taylor Brown · 2025 · Clinical Psychologist
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- Towards digital balance. A data-driven scoping review of the research landscape at the intersection of digital media use and healthAntonius J. van Rooij, Vincent G. van der Rijst, Mayank Date, Anouk Tuijnman, Kris P. J. Oostenbach, Michelle Colder Carras, Johannes Thrul · 2026 · Royal Society Open Science
- Video Games and Mental HealthCaterina Sapone, Chiara Scuotto, Donatella Ciarmoli, Maria Concetta Carruba, Lucrezia Savioni, Stefano Triberti · 2026 · Springer eBooks
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- Reading Interventions in the Modern Era: Reconceptualizing the Utility of Video GamesSenaida Mehmedovic · 2025
- The Rhetoric of Contagion in Digital Games: Depiction, Symptomatology, and Social Measures Across 16 GamesLiliana Vale Costa, Nelson Zagalo · 2026 · Communications in computer and information science