Computer games are ubiquitous and can be utilized for serious purposes such as health and education. “Applied games” including serious games (in brief, computerized games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of mental health internet interventions via three processes. First, by extending the reach of online programs to those who might not otherwise use them. Second, by improving engagement through both game-based and “serious” motivational dynamics. Third, by utilizing varied mechanisms for change, including therapeutic processes and gaming features. In this scoping review, we aim to advance the field by exploring the potential and opportunities available in...
\u3cp\u3eBackground: Designers of digital interventions for mental health often leverage interaction...
Game elements are increasingly used to improve user engagement in digital mental health intervention...
Given the alarming rise in the mental health issues among individuals of all age groups, it somehow ...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
© 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....
BACKGROUND: There has been an increase in the development and application of serious games to suppor...
NoThe use of serious games and gamification to promote learning has a long history. More recently, s...
Recent years have seen important developments in the computer and game industry, including the emerg...
Therapeutic serious video games are advancing rapidly in the field of mental health, targeting a num...
In recent years there has been rapid growth in the development and use of digital tools in healthcar...
Introduction: The development and use of serious games for mental health disorders are on the rise. ...
CONTEXT: The growing field of new technologies offers new ways to tackle psychiatric disorders (e.g....
Serious games are considered as powerful tools in learning and instructional purposes. Besides, ser...
Internet interventions for mental health, including serious games, online programs, and apps, hold p...
\u3cp\u3eBackground: Designers of digital interventions for mental health often leverage interaction...
Game elements are increasingly used to improve user engagement in digital mental health intervention...
Given the alarming rise in the mental health issues among individuals of all age groups, it somehow ...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
© 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....
BACKGROUND: There has been an increase in the development and application of serious games to suppor...
NoThe use of serious games and gamification to promote learning has a long history. More recently, s...
Recent years have seen important developments in the computer and game industry, including the emerg...
Therapeutic serious video games are advancing rapidly in the field of mental health, targeting a num...
In recent years there has been rapid growth in the development and use of digital tools in healthcar...
Introduction: The development and use of serious games for mental health disorders are on the rise. ...
CONTEXT: The growing field of new technologies offers new ways to tackle psychiatric disorders (e.g....
Serious games are considered as powerful tools in learning and instructional purposes. Besides, ser...
Internet interventions for mental health, including serious games, online programs, and apps, hold p...
\u3cp\u3eBackground: Designers of digital interventions for mental health often leverage interaction...
Game elements are increasingly used to improve user engagement in digital mental health intervention...
Given the alarming rise in the mental health issues among individuals of all age groups, it somehow ...