[HTML][HTML] Gamification of cognitive assessment and cognitive training: a systematic review of applications and efficacy

J Lumsden, EA Edwards, NS Lawrence… - JMIR serious …, 2016 - games.jmir.org
Background: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive,
which often leads to participant disengagement. This, in turn, may negatively impact data …

[HTML][HTML] Serious games for mental health: are they accessible, feasible, and effective? A systematic review and meta-analysis

HM Lau, JH Smit, TM Fleming, H Riper - Frontiers in psychiatry, 2017 - frontiersin.org
Introduction The development and use of serious games for mental health disorders are on
the rise. Yet, little is known about the impact of these games on clinical mental health …

[HTML][HTML] Virtual reality games and the role of body involvement in enhancing positive emotions and decreasing anxiety: within-subjects pilot study

F Pallavicini, A Pepe - JMIR serious games, 2020 - games.jmir.org
Background: In the last few years, the introduction of immersive technologies, especially
virtual reality, into the gaming market has dramatically altered the traditional concept of …

Facial expression to emotional stimuli in non-psychotic disorders: A systematic review and meta-analysis

H Davies, I Wolz, J Leppanen… - Neuroscience & …, 2016 - Elsevier
Facial expression of emotion is crucial to social interaction and emotion regulation;
therefore, altered facial expressivity can be a contributing factor in social isolation, difficulties …

[HTML][HTML] A randomized controlled trial to test the effectiveness of an immersive 3D video game for anxiety prevention among adolescents

H Scholten, M Malmberg, A Lobel, RCME Engels… - PloS one, 2016 - journals.plos.org
Adolescent anxiety is debilitating, the most frequently diagnosed adolescent mental health
problem, and leads to substantial long-term problems. A randomized controlled trial (n= 138) …

“Now i can see me” designing a multi-user virtual reality remote psychotherapy for body weight and shape concerns

M Matsangidou, B Otkhmezuri, CS Ang… - Human–Computer …, 2022 - Taylor & Francis
Recent years have seen a growing research interest towards designing computer-assisted
health interventions aiming to improve mental health services. Digital technologies are …

A randomised controlled comparison of second‐level treatment approaches for treatment‐resistant adults with bulimia nervosa and binge eating disorder: Assessing …

M Ferrer‐García, J Gutiérrez‐Maldonado… - European Eating …, 2017 - Wiley Online Library
A question that arises from the literature on therapy is whether second‐level treatment is
effective for patients with recurrent binge eating who fail first‐level treatment. It has been …

Developing digital intervention games for mental disorders: A review

A Shah, KR Kraemer, CR Won, S Black… - Games for health …, 2018 - liebertpub.com
There is limited research on mental health interventions delivered in a digital game format
and even less to guide developers on how to develop such games. This review focuses on …

[HTML][HTML] The relationship between non-suicidal self-injury and the UPPS-P impulsivity facets in eating disorders and healthy controls

L Claes, MA Islam, AB Fagundo, S Jimenez-Murcia… - PloS one, 2015 - journals.plos.org
In the present study, we investigated the association between Non-Suicidal Self-Injury
(NSSI) and the UPPS-P impulsivity facets in eating disorder patients and healthy controls …

[HTML][HTML] A serious videogame as an additional therapy tool for training emotional regulation and impulsivity control in severe gambling disorder

S Tárrega, L Castro-Carreras… - Frontiers in …, 2015 - frontiersin.org
Background: Gambling disorder (GD) is characterized by a significant lack of self-control and
is associated with impulsivity-related personality traits. It is also linked to deficits in emotional …