The aim of this study was to review the existing literature on game-based digital interventions for depression systematically and examine their effectiveness through a meta-analysis of randomized controlled trials (RCTs). Database searching was conducted using specific search terms and inclusion criteria. A standard meta-analysis was also conducted of available RCT studies with a random effects model. The standard mean difference (Cohen’s d) was used to calculate the effect size of each study. Nineteen studies were included in the review, and 10 RCTs (eight studies) were included in the meta-analysis. Four types of game interventions—psycho-education and training, virtual reality exposure therapy, exercising, and entertainment—were identifi...
Recent years have seen important developments in the computer and game industry, including the emerg...
Background: Depression is a common mental disorder characterized by disturbances in mood, thoughts, ...
\u3cp\u3eBackground: Designers of digital interventions for mental health often leverage interaction...
The aim of this study was to review the existing literature on game-based digital interventions for ...
Objective: The development of serious games for mental wellbeing is a topic of growing interest. The...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
The high global prevalence of depression, together with the recent acceleration of remote care owing...
Introduction: The development and use of serious games for mental health disorders are on the rise. ...
Depression is a major public health concern in current society. In recent years many studies began t...
Background The Internet offers several new ways of developing, implementing, and disseminating evide...
We report a meta-Analysis of virtual reality (VR) interventions for anxiety and depression outcomes,...
# The Author(s) 2014. This article is published with open access at Springerlink.com Abstract Therap...
Recent years have seen important developments in the computer and game industry, including the emerg...
Background: Depression is a common mental disorder characterized by disturbances in mood, thoughts, ...
\u3cp\u3eBackground: Designers of digital interventions for mental health often leverage interaction...
The aim of this study was to review the existing literature on game-based digital interventions for ...
Objective: The development of serious games for mental wellbeing is a topic of growing interest. The...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
The high global prevalence of depression, together with the recent acceleration of remote care owing...
Introduction: The development and use of serious games for mental health disorders are on the rise. ...
Depression is a major public health concern in current society. In recent years many studies began t...
Background The Internet offers several new ways of developing, implementing, and disseminating evide...
We report a meta-Analysis of virtual reality (VR) interventions for anxiety and depression outcomes,...
# The Author(s) 2014. This article is published with open access at Springerlink.com Abstract Therap...
Recent years have seen important developments in the computer and game industry, including the emerg...
Background: Depression is a common mental disorder characterized by disturbances in mood, thoughts, ...
\u3cp\u3eBackground: Designers of digital interventions for mental health often leverage interaction...