Exergaming for children and adolescents: strengths, weaknesses, opportunities and threats

V Benzing, M Schmidt - Journal of clinical medicine, 2018 - mdpi.com
Exergaming, or active video gaming, has become an emerging trend in fitness, education
and health sectors. It is defined as digital games that require bodily movements to play …

Therapeutic use of role-playing game (RPG) in mental health: A scoping review

DL Arenas, A Viduani, RB Araujo - Simulation & Gaming, 2022 - journals.sagepub.com
Background Role-playing game (RPG) is a term that covers a series of forms and styles of
games that involve, in some way, the creation, representation and progression of characters …

Digital gaming interventions in psychiatry: evidence, applications and challenges

B Vajawat, P Varshney, D Banerjee - Psychiatry research, 2021 - Elsevier
Human evolution has regularly intersected with technology. Digitalization of various services
has brought a paradigm shift in consumerism. Treading this path, mental health practice has …

The promise of the metaverse in mental health: the new era of MEDverse

A Cerasa, A Gaggioli, F Marino, G Riva, G Pioggia - Heliyon, 2022 - cell.com
Abstract Since Mark Zuckerberg's announcement about the development of new three-
dimensional virtual worlds for social communication, a great debate has been raised about …

Commercial video games as a resource for mental health: A systematic literature review

A Boldi, A Rapp - Behaviour & Information Technology, 2022 - Taylor & Francis
Game-based interventions have been gradually and successfully implemented in the mental
health domain given the games' ability to positively affect a variety of mental health …

Effectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies

A Wols, M Pingel, A Lichtwarck-Aschoff… - Clinical Psychology …, 2024 - Elsevier
Many youth experience mental health problems and digital games hold potential as mental
health interventions. This systematic review provides an overview of randomised controlled …

The gang's all here: How people used games to cope with COVID19 quarantine

E Kleinman, S Chojnacki, M Seif El-Nasr - Proceedings of the 2021 CHI …, 2021 - dl.acm.org
In 2020, the rapid spread of COVID-19 forced many people to self-isolate, resulting in
struggles with mental health [60], and an increase in gaming [3]. In this paper, we seek to …

Game-based digital therapeutics for children and adolescents: their therapeutic effects on mental health problems, the sustainability of the therapeutic effects and the …

E Choi, EH Yoon, MH Park - Frontiers in Psychiatry, 2022 - frontiersin.org
Mental health problems in childhood and adolescence (eg, attention deficits, problems in
emotional understanding and subclinical levels of anxiety) are reported to develop further in …

远程心理健康服务: 应用, 优势及挑战

靳宇倡, 张政, 郑佩璇, 安俊秀 - 心理科学进展, 2022 - journal.psych.ac.cn
远程心理服务(Telepsychology) 是利用远程通讯技术提供心理服务的新兴心理服务方式,
虽然在COVID-19 疫情期间得到了广泛应用, 但仍缺乏相关行业应用规范及专业培训体系 …

Respawn, reload, relate: exploring the self-care possibilities for mental health in games through a humanistic lens

V Spors, I Kaufman - Proceedings of the ACM on Human-Computer …, 2021 - dl.acm.org
Games have the potential to not only entertain and immerse people, but can be used as
vehicles for meaning-making. Given these qualities, games are approached as inspiration …