As more and more people worldwide play online games, identifying how games can help or harm players' mental health can be helpful for researchers and clinicians developing digital therapies through gaming. This chapter summarizes a scoping review focused on the relationship between digital games and mental health in the last decade. This type of review is designed to provide an overview of the existing evidence base on a particular topic. Of the 115 records selected after the first screening, 21 studies were included according to the inclusion criteria defined by the authors. From this scoping study, it is possible to recommend that even though video games are a real risk for addiction, they can work as digital therapies for psychosocial re...
The inclusion of Internet Gaming Disorder in the appendix of the updated version of the Diagnostic a...
Background: There has been research on the use of offl ine video games for therapeutic purposes but ...
\u3cp\u3eBackground: Designers of digital interventions for mental health often leverage interaction...
The development of digital technologies is rapidly providing mental health researchers and clinician...
open access articleIntroduction A challenge in defining Internet Gaming Disorder (IGD) is discrimin...
Millions of people are suffering from mental health issues worldwide, while service providers are lo...
As video games experience a rise in popularity, the issues of participating in this hobby become mor...
This article examines the impact of online games on children's mental health. A person can be diagno...
peer-reviewedGlobally, depression and anxiety are the two most prevalent mental health disorders. Th...
Item does not contain fulltextVideo games are a common leisure activity enjoyed by millions across t...
The addictive use of video games is recognized as a problem with clinical relevance and is included ...
Introduction: The American Psychiatric Association introduced in Internet Gaming Disorder (IGD) in t...
Background Games and elements of gamification can be utilized in mental healthcare to provide custo...
The inclusion of Internet Gaming Disorder in the appendix of the updated version of the Diagnostic a...
Background: Assessment for mental health is performed by experts using interview techniques, questio...
The inclusion of Internet Gaming Disorder in the appendix of the updated version of the Diagnostic a...
Background: There has been research on the use of offl ine video games for therapeutic purposes but ...
\u3cp\u3eBackground: Designers of digital interventions for mental health often leverage interaction...
The development of digital technologies is rapidly providing mental health researchers and clinician...
open access articleIntroduction A challenge in defining Internet Gaming Disorder (IGD) is discrimin...
Millions of people are suffering from mental health issues worldwide, while service providers are lo...
As video games experience a rise in popularity, the issues of participating in this hobby become mor...
This article examines the impact of online games on children's mental health. A person can be diagno...
peer-reviewedGlobally, depression and anxiety are the two most prevalent mental health disorders. Th...
Item does not contain fulltextVideo games are a common leisure activity enjoyed by millions across t...
The addictive use of video games is recognized as a problem with clinical relevance and is included ...
Introduction: The American Psychiatric Association introduced in Internet Gaming Disorder (IGD) in t...
Background Games and elements of gamification can be utilized in mental healthcare to provide custo...
The inclusion of Internet Gaming Disorder in the appendix of the updated version of the Diagnostic a...
Background: Assessment for mental health is performed by experts using interview techniques, questio...
The inclusion of Internet Gaming Disorder in the appendix of the updated version of the Diagnostic a...
Background: There has been research on the use of offl ine video games for therapeutic purposes but ...
\u3cp\u3eBackground: Designers of digital interventions for mental health often leverage interaction...