The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI Play 2017), Amsterdam, The Netherlands, 15-18 October 2017This position paper gives a brief overview of a long- term and ongoing series of projects focused on the design and evaluation of computer games that can support mental health interventions with young adolescents. The work has its origins in a HCI project, but has evolved into a long-term interdisciplinary collaboration involving game designers, computer scientists and clinical psychologists, amongst others. It has resulted in a series of computer games and mobile apps that support a range of interventions including Cognitive Behavioural Therapy (CBT) for depression and anxiety, mindfulness-based CBT, an exten...
The community for research on video games for assessment and intervention for mental health spans mu...
In recent years there has been rapid growth in the development and use of digital tools in healthcar...
Game elements are increasingly used to improve user engagement in digital mental health intervention...
The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI Play 2017), Amsterdam, Th...
The need to provide effective mental health treatments for adolescents has been described as a ‘glob...
This paper describes the naturalistic deployment of Pesky gNATs, a computer game designed to support...
Mental health problems among adolescents are growing throughout the world today.In recent years, ma...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Recent years have seen important developments in the computer and game industry, including the emerg...
© 2017 Fleming, Bavin, Stasiak, Hermansson-Webb, Merry, Cheek, Lucassen, Lau, Pollmuller and Hetrick...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Millions of people are suffering from mental health issues worldwide, while service providers are lo...
Contains fulltext : 179368.pdf (publisher's version ) (Open Access)Depression affe...
Part 2: Short PapersInternational audienceToday, digital transformation and virtualization processes...
Anxiety disorders (AD) are the most prevalent of the mental health conditions and are associated wit...
The community for research on video games for assessment and intervention for mental health spans mu...
In recent years there has been rapid growth in the development and use of digital tools in healthcar...
Game elements are increasingly used to improve user engagement in digital mental health intervention...
The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI Play 2017), Amsterdam, Th...
The need to provide effective mental health treatments for adolescents has been described as a ‘glob...
This paper describes the naturalistic deployment of Pesky gNATs, a computer game designed to support...
Mental health problems among adolescents are growing throughout the world today.In recent years, ma...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Recent years have seen important developments in the computer and game industry, including the emerg...
© 2017 Fleming, Bavin, Stasiak, Hermansson-Webb, Merry, Cheek, Lucassen, Lau, Pollmuller and Hetrick...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Millions of people are suffering from mental health issues worldwide, while service providers are lo...
Contains fulltext : 179368.pdf (publisher's version ) (Open Access)Depression affe...
Part 2: Short PapersInternational audienceToday, digital transformation and virtualization processes...
Anxiety disorders (AD) are the most prevalent of the mental health conditions and are associated wit...
The community for research on video games for assessment and intervention for mental health spans mu...
In recent years there has been rapid growth in the development and use of digital tools in healthcar...
Game elements are increasingly used to improve user engagement in digital mental health intervention...