Background: Despite the variety of available treatments for mental health symptoms, many individuals do not engage with treatment and among those who do, dropout rates are often high. Therefore, providing alternative opportunities to access treatment is imperative. Research interest in the therapeutic effects of digital mental health initiatives and serious games has grown in recent years, but the potential of simple, easy-to-use casual videogames (CVGs) that can be played in short bursts of time has seldom been considered. Objective: The objective of the present study is to provide a systematic review of the literature examining the effects of CVGs on treating anxiety, depression, stress, and low mood. Method: A systematic search was condu...
Introduction: The development and use of serious games for mental health disorders are on the rise. ...
This study presents an analysis of [1], particularly the utilization of videogames and their impact ...
\u3cp\u3eBackground: Designers of digital interventions for mental health often leverage interaction...
Anxiety is an innate reaction to stress, but when excessive it can develop into a clinical disorder....
As the world becomes more complex, mood disorders are becoming increasingly common. Mood disorders d...
Background Mental distress and disorders among adolescents are well documented. Despite the array of...
peer-reviewedGlobally, depression and anxiety are the two most prevalent mental health disorders. Th...
Background: Extant evidence suggests that the proportion of adolescents suffering from anxiety disor...
Introduction: Emotion regulation (ER) supports multiple individual functions and promotes mental hea...
The psychological impact of video gaming has received considerable attention in recent years, reflec...
Objective: The development of serious games for mental wellbeing is a topic of growing interest. The...
Although mental health and well-being treatments for adolescents exist, many who would benefit from ...
Anxiety is a problem of global interest, an increasingly relevant mental health issue, and adversity...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
As more and more people worldwide play online games, identifying how games can help or harm players'...
Introduction: The development and use of serious games for mental health disorders are on the rise. ...
This study presents an analysis of [1], particularly the utilization of videogames and their impact ...
\u3cp\u3eBackground: Designers of digital interventions for mental health often leverage interaction...
Anxiety is an innate reaction to stress, but when excessive it can develop into a clinical disorder....
As the world becomes more complex, mood disorders are becoming increasingly common. Mood disorders d...
Background Mental distress and disorders among adolescents are well documented. Despite the array of...
peer-reviewedGlobally, depression and anxiety are the two most prevalent mental health disorders. Th...
Background: Extant evidence suggests that the proportion of adolescents suffering from anxiety disor...
Introduction: Emotion regulation (ER) supports multiple individual functions and promotes mental hea...
The psychological impact of video gaming has received considerable attention in recent years, reflec...
Objective: The development of serious games for mental wellbeing is a topic of growing interest. The...
Although mental health and well-being treatments for adolescents exist, many who would benefit from ...
Anxiety is a problem of global interest, an increasingly relevant mental health issue, and adversity...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
As more and more people worldwide play online games, identifying how games can help or harm players'...
Introduction: The development and use of serious games for mental health disorders are on the rise. ...
This study presents an analysis of [1], particularly the utilization of videogames and their impact ...
\u3cp\u3eBackground: Designers of digital interventions for mental health often leverage interaction...