[HTML][HTML] Gaming your mental health: a narrative review on mitigating symptoms of depression and anxiety using commercial video games

M Kowal, E Conroy, N Ramsbottom, T Smithies… - JMIR Serious …, 2021 - games.jmir.org
Globally, depression and anxiety are the two most prevalent mental health disorders. They
occur both acutely and chronically, with various symptoms commonly expressed …

[HTML][HTML] Digital interventions for substance use disorders in young people: rapid review

M Monarque, J Sabetti, M Ferrari - Substance abuse treatment, prevention …, 2023 - Springer
Background Young people are disproportionately more likely than other age groups to use
substances. The rise in substance use and related harms, including overdose, during the …

Game-based science learning: what are the problems with teachers practicing it in class?

A Schabas - Assyfa Learning Journal, 2023 - journal.assyfa.com
Middle school science learning prioritizes class literacy through independent, integrated
learning, only text, without any activity in the learning process. Contemporary literary studies …

Advancing Health Literacy in the Technological Era: The Role of Serious Games in Promoting Body Awareness Among Older Adults

A Tomé, MCN Rosa, E Silva - Transformative Approaches to Patient …, 2024 - igi-global.com
Body awareness is a relevant concept for healthy aging related to movement harmony, and
consists of different connections between different body functions. Balance regulation …

[HTML][HTML] Enhancing mental health literacy in obsessive-compulsive disorder and reducing stigma via smartphone: a randomized controlled trial protocol

A Chaves, S Arnáez, D Castilla, M Roncero… - Internet …, 2022 - Elsevier
Background Obsessive-compulsive disorder (OCD) is a disabling disorder that can be
successfully treated. However, individuals with OCD do not seek or delay seeking treatment …

[HTML][HTML] Artificial Intelligence–Driven Serious Games in Health Care: Scoping Review

A Abd-Alrazaq, I Abuelezz, A Hassan… - JMIR serious …, 2022 - games.jmir.org
Background: Artificial intelligence (AI)–driven serious games have been used in health care
to offer a customizable and immersive experience. Summarizing the features of the current …

[HTML][HTML] Virtual-reality-based social cognition and interaction training for patients with schizophrenia: a preliminary efficacy study

ZH Shen, MH Liu, Y Wu, QQ Lin, YG Wang - Frontiers in Psychiatry, 2022 - frontiersin.org
Background Social cognition and interaction training (SCIT) is a psychosocial intervention
program for patients with psychosis, designed to improve their social functioning by …

Gamification and neuromarketing: A unified approach for improving user experience

A Behl, N Jayawardena, A Shankar… - Journal of Consumer …, 2024 - Wiley Online Library
Neuroscience and its offshoot as neuromarketing have helped marketers understand
neuroscientific aspects of customers while gamification has helped them understand the …

[HTML][HTML] Creative arts and digitial interventions as potential tools in prevention and recovery from the mental health consequences of adverse childhood experiences

K Bhui, S Shakoor, A Mankee-Williams, M Otis - nature communications, 2022 - nature.com
Creative arts and digitial interventions as potential tools in prevention and recovery from the
mental health consequences of adverse childhood experiences | Nature Communications Skip …

[HTML][HTML] Gaming my way to recovery: a systematic scoping review of digital game interventions for young people's mental health treatment and promotion

M Ferrari, J Sabetti, SV McIlwaine, S Fazeli… - Frontiers in digital …, 2022 - frontiersin.org
Nearly all young people use the internet daily. Many youth with mental health concerns,
especially since the Covid-19 pandemic, are using this route to seek help, whether through …