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Citing this Article

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Published on 20.04.17 in Vol 19, No 4 (2017): April

This paper is in the following e-collection/theme issue:

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)

  1. Fordham J, Ball C. Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade. JMIR Mental Health 2019;6(4):e12432
    CrossRef
  2. 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
    CrossRef
  3. 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
    CrossRef
  4. 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
    CrossRef
  5. 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
    CrossRef
  6. 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
    CrossRef
  7. 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
    CrossRef
  8. 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
    CrossRef
  9. 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
    CrossRef
  10. 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
    CrossRef
  11. Nguyen R, Clare IM, Gamage N, Alvares GA, Black LJ, Hart PH, Lucas RM, Strickland M, Jaimangal M, White J, Gorman S. Developing an Online Tool to Promote Safe Sun Behaviors With Young Teenagers as Co-researchers. Frontiers in Digital Health 2021;3
    CrossRef
  12. Wiley K, Robinson R, Mandryk RL. The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review. JMIR Serious Games 2021;9(3):e26449
    CrossRef
  13. Kocur M, Dechant M, Wolff C, Nothdurfter C, Wetter TC, Rupprecht R, Shiban Y. Computer-Assisted Avatar-Based Treatment for Dysfunctional Beliefs in Depressive Inpatients: A Pilot Study. Frontiers in Psychiatry 2021;12
    CrossRef
  14. Przybylko G, Morton D, Morton J, Renfrew M. The Influence of Gender and Age on the Outcomes of and Adherence to a Digital Interdisciplinary Mental Health Promotion Intervention in an Australasian Nonclinical Setting: Cohort Study. JMIR Mental Health 2021;8(11):e29866
    CrossRef
  15. van Lotringen C, Lusi B, Westerhof GJ, Ludden GDS, Kip H, Kelders SM, Noordzij ML. The Role of Compassionate Technology in Blended and Digital Mental Health Interventions: Systematic Scoping Review. JMIR Mental Health 2023;10:e42403
    CrossRef
  16. Upton CR, Nastasi JA, Raiff BR. Identifying Video Game Preferences Among Adults Interested in Quitting Smoking Cigarettes: Survey Study. JMIR Serious Games 2022;10(1):e30949
    CrossRef
  17. Sumiyana S, Fajri FA, Saputra MA, Hadi C. Enhancing cognitive combat readiness: Gamers’ Behaviours concentrating on convergent learning style, tacit-latent, and kinetic-active knowledge acquisitions. Frontiers in Education 2022;7
    CrossRef
  18. Khalili-Mahani N, Holowka E, Woods S, Khaled R, Roy M, Lashley M, Glatard T, Timm-Bottos J, Dahan A, Niesters M, Hovey RB, Simon B, Kirmayer LJ. Play the Pain: A Digital Strategy for Play-Oriented Research and Action. Frontiers in Psychiatry 2021;12
    CrossRef
  19. Townsend C, Humpston C, Rogers J, Goodyear V, Lavis A, Michail M. The effectiveness of gaming interventions for depression and anxiety in young people: systematic review and meta-analysis. BJPsych Open 2022;8(1)
    CrossRef
  20. Phillips C, Klarkowski M, Frommel J, Gutwin C, Mandryk RL. Identifying Commercial Games with Therapeutic Potential through a Content Analysis of Steam Reviews. Proceedings of the ACM on Human-Computer Interaction 2021;5(CHI PLAY):1
    CrossRef
  21. Altaf Dar M, Maqbool M, Ara I, Zehravi M. The intersection of technology and mental health: enhancing access and care. International Journal of Adolescent Medicine and Health 2023;35(5):423
    CrossRef
  22. Lukka L, Palva JM. The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment. JMIR Serious Games 2023;11:e42173
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/jmir.6906):

  1. Munteanu C, Sadownik S. Ageing and Digital Technology. 2019. Chapter 12:189
    CrossRef
  2. Copeman M, Freeman J. HCI in Games. 2022. Chapter 19:309
    CrossRef
  3. Ninaus M, Greitemeyer T, Weiss EM. Digitale Lernwelten – Serious Games und Gamification. 2022. Chapter 15:249
    CrossRef
  4. . Paths to the Prevention and Detection of Human Trafficking. 2022. chapter 13:266
    CrossRef
  5. . Digitale Lernwelten – Serious Games und Gamification. 2022. Chapter 16:269
    CrossRef
  6. . The History and Future of Correctional Psychology. 2023. Chapter 12:239
    CrossRef