Published on 20.04.17 in Vol 19, No 4 (2017): April
Works citing "Toward Game-Based Digital Mental Health Interventions: Player Habits and Preferences"
According to Crossref, the following articles are citing this article (DOI 10.2196/jmir.6906):
(note that this is only a small subset of citations)
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Fordham J, Ball C. Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade. JMIR Mental Health 2019;6(4):e12432
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Gonsalves PP, Hodgson ES, Kumar A, Aurora T, Chandak Y, Sharma R, Michelson D, Patel V. Design and Development of the “POD Adventures” Smartphone Game: A Blended Problem-Solving Intervention for Adolescent Mental Health in India. Frontiers in Public Health 2019;7
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Miralles I, Granell C. Considerations for Designing Context-Aware Mobile Apps for Mental Health Interventions. International Journal of Environmental Research and Public Health 2019;16(7):1197
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Friehs MA, Dechant M, Vedress S, Frings C, Mandryk RL. Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments. JMIR Serious Games 2020;8(3):e17810
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Mandryk RL, Frommel J, Armstrong A, Johnson D. How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and Wellbeing. Frontiers in Psychology 2020;11
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Orji R, Mandryk RL, Vassileva J. Improving the Efficacy of Games for Change Using Personalization Models. ACM Transactions on Computer-Human Interaction 2017;24(5):1
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Naslund JA, Gonsalves PP, Gruebner O, Pendse SR, Smith SL, Sharma A, Raviola G. Digital Innovations for Global Mental Health: Opportunities for Data Science, Task Sharing, and Early Intervention. Current Treatment Options in Psychiatry 2019;6(4):337
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Calvo RA, Dinakar K, Picard R, Christensen H, Torous J. Toward Impactful Collaborations on Computing and Mental Health. Journal of Medical Internet Research 2018;20(2):e49
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Drissi N, Ouhbi S, Janati Idrissi MA, Fernandez-Luque L, Ghogho M. Connected Mental Health: Systematic Mapping Study. Journal of Medical Internet Research 2020;22(8):e19950
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Birk MV, Mandryk RL. Improving the Efficacy of Cognitive Training for Digital Mental Health Interventions Through Avatar Customization: Crowdsourced Quasi-Experimental Study. Journal of Medical Internet Research 2019;21(1):e10133
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According to Crossref, the following books are citing this article (DOI 10.2196/jmir.6906):
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Munteanu C, Sadownik S. Ageing and Digital Technology. 2019. Chapter 12:189
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