Contains fulltext : 199714pub.pdf (publisher's version ) (Closed access)Applied games for mental health are an addition to current interventions. To successfully implement applied games, appealing games are needed that motivate youth to play and practice. However, applied games are often not as appealing as commercial games. Children’s views on the motivational characteristics of an applied game for anxiety (MindLight) were explored to get insight into what makes games appealing. Four focus groups were conducted with children 8-12 years old. Semi-structured interviews were conducted, containing questions about what in-game activities children liked more and less, and what they would add or remove. The children liked the ov...
Item does not contain fulltextIn order to enhance young people's motivation to participate in depres...
Anxiety disorders are the most prevalent mental health problems in childhood. Engaging, adequate, an...
Background: The rapid advancement in media technology has radically changed the way we learn and int...
Contains fulltext : 197465pub.pdf (publisher's version ) (Open Access)Anxiety diso...
Contains fulltext : 183240.pdf (publisher's version ) (Open Access)A large proport...
Contains fulltext : 157753pub.pdf (publisher's version ) (Closed access)Background...
Contains fulltext : 234375.pdf (Publisher’s version ) (Open Access)Objective: Appl...
Research on the use of serious games to support child and adolescent mental health interventions is ...
Contains fulltext : 155653.PDF (publisher's version ) (Open Access)Adolescent anxi...
Contains fulltext : 236495.pdf (Publisher’s version ) (Closed access)Objective: An...
Aims: Video game playing motivation has been explored using various theoretical frameworks. Studies ...
The need for engaging treatment approaches within mental health care has led to the application of g...
Contains fulltext : 200816.pdf (publisher's version ) (Open Access)Radboud Univers...
Although evidence-based interventions exist, estimates suggest that about 60% percent of children an...
Contains fulltext : 195816.pdf (publisher's version ) (Open Access)Serious games a...
Item does not contain fulltextIn order to enhance young people's motivation to participate in depres...
Anxiety disorders are the most prevalent mental health problems in childhood. Engaging, adequate, an...
Background: The rapid advancement in media technology has radically changed the way we learn and int...
Contains fulltext : 197465pub.pdf (publisher's version ) (Open Access)Anxiety diso...
Contains fulltext : 183240.pdf (publisher's version ) (Open Access)A large proport...
Contains fulltext : 157753pub.pdf (publisher's version ) (Closed access)Background...
Contains fulltext : 234375.pdf (Publisher’s version ) (Open Access)Objective: Appl...
Research on the use of serious games to support child and adolescent mental health interventions is ...
Contains fulltext : 155653.PDF (publisher's version ) (Open Access)Adolescent anxi...
Contains fulltext : 236495.pdf (Publisher’s version ) (Closed access)Objective: An...
Aims: Video game playing motivation has been explored using various theoretical frameworks. Studies ...
The need for engaging treatment approaches within mental health care has led to the application of g...
Contains fulltext : 200816.pdf (publisher's version ) (Open Access)Radboud Univers...
Although evidence-based interventions exist, estimates suggest that about 60% percent of children an...
Contains fulltext : 195816.pdf (publisher's version ) (Open Access)Serious games a...
Item does not contain fulltextIn order to enhance young people's motivation to participate in depres...
Anxiety disorders are the most prevalent mental health problems in childhood. Engaging, adequate, an...
Background: The rapid advancement in media technology has radically changed the way we learn and int...