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

Toward Game-Based Digital Mental Health Interventions: Player Habits and Preferences

Toward Game-Based Digital Mental Health Interventions: Player Habits and Preferences

Toward Game-Based Digital Mental Health Interventions: Player Habits and Preferences

Authors of this article:

Regan Lee Mandryk1 Author Orcid Image ;   Max Valentin Birk1 Author Orcid Image

Journals

  1. Fordham J, Ball C. Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade. JMIR Mental Health 2019;6(4):e12432 View
  2. Gonsalves P, Hodgson E, 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 View
  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 View
  4. Friehs M, Dechant M, Vedress S, Frings C, Mandryk R. Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments. JMIR Serious Games 2020;8(3):e17810 View
  5. Mandryk R, 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 View
  6. Orji R, Mandryk R, Vassileva J. Improving the Efficacy of Games for Change Using Personalization Models. ACM Transactions on Computer-Human Interaction 2017;24(5):1 View
  7. Naslund J, Gonsalves P, Gruebner O, Pendse S, Smith S, 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 View
  8. Calvo R, 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 View
  9. Drissi N, Ouhbi S, Janati Idrissi M, Fernandez-Luque L, Ghogho M. Connected Mental Health: Systematic Mapping Study. Journal of Medical Internet Research 2020;22(8):e19950 View
  10. Birk M, Mandryk R. 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 View
  11. Nguyen R, Clare I, Gamage N, Alvares G, Black L, Hart P, Lucas R, 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 View
  12. Wiley K, Robinson R, Mandryk R. The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review. JMIR Serious Games 2021;9(3):e26449 View
  13. Kocur M, Dechant M, Wolff C, Nothdurfter C, Wetter T, Rupprecht R, Shiban Y. Computer-Assisted Avatar-Based Treatment for Dysfunctional Beliefs in Depressive Inpatients: A Pilot Study. Frontiers in Psychiatry 2021;12 View
  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 View
  15. van Lotringen C, Lusi B, Westerhof G, Ludden G, Kip H, Kelders S, Noordzij M. The Role of Compassionate Technology in Blended and Digital Mental Health Interventions: Systematic Scoping Review. JMIR Mental Health 2023;10:e42403 View
  16. Upton C, Nastasi J, Raiff B. Identifying Video Game Preferences Among Adults Interested in Quitting Smoking Cigarettes: Survey Study. JMIR Serious Games 2022;10(1):e30949 View
  17. Sumiyana S, Fajri F, Saputra M, 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 View
  18. Khalili-Mahani N, Holowka E, Woods S, Khaled R, Roy M, Lashley M, Glatard T, Timm-Bottos J, Dahan A, Niesters M, Hovey R, Simon B, Kirmayer L. Play the Pain: A Digital Strategy for Play-Oriented Research and Action. Frontiers in Psychiatry 2021;12 View
  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) View
  20. Phillips C, Klarkowski M, Frommel J, Gutwin C, Mandryk R. 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 View
  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 View
  22. Lukka L, Palva J. The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment. JMIR Serious Games 2023;11:e42173 View
  23. Starosta J, Kiszka P, Szyszka P, Starzec S, Strojny P, Charland P. The tangled ways to classify games: A systematic review of how games are classified in psychological research. PLOS ONE 2024;19(6):e0299819 View

Books/Policy Documents

  1. Munteanu C, Sadownik S. Ageing and Digital Technology. View
  2. Copeman M, Freeman J. HCI in Games. View
  3. Ninaus M, Greitemeyer T, Weiss E. Digitale Lernwelten – Serious Games und Gamification. View
  4. Dickenson V. Paths to the Prevention and Detection of Human Trafficking. View
  5. Stintzing J. Digitale Lernwelten – Serious Games und Gamification. View
  6. Pfeifer J. The History and Future of Correctional Psychology. View
  7. Gutiérrez P, Orellana Silva M, Hidalgo M, Gutiérrez J, Gutierrez F. HCI in Games. View