Given the alarming rise in the mental health issues among individuals of all age groups, it somehow becomes imperative to find novel solutions to deal with the existing global mental health crisis. Since affective and cognitive processes largely define our behavioral goals and tendencies, gamification has garnered immense interest among the mental health research community as a potential methodology to help modify any maladaptive perception, cognition, and behavior. Applying gaming in a therapeutic environment, undoubtedly, comes with a diverse set of advantages, which ranges from automatic tapping into the internal psychological mechanisms to increasing motivation to change, among many others. Thus, the advances in gamification elements ha...
People with schizophrenia and other related disorders experience great difficulties in getting the a...
NoThe use of serious games and gamification to promote learning has a long history. More recently, s...
This study aims to investigate the impact of gamification techniques on engagement and motivation wi...
Forty percent of all general-practitioner appointments are related to mental illness, although less ...
BACKGROUND: There is little research on the application of gamification to mental health and well-be...
BACKGROUND: There is little research on the application of gamification to mental health and well-be...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
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....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Background: Adherence to effective Web-based interventions for common mental disorders (CMDs) and we...
Background: Adherence to effective Web-based interventions for common mental disorders (CMDs) and we...
Background: Adherence to effective Web-based interventions for common mental disorders (CMDs) and we...
Recent years have seen important developments in the computer and game industry, including the emerg...
People with schizophrenia and other related disorders experience great difficulties in getting the a...
NoThe use of serious games and gamification to promote learning has a long history. More recently, s...
This study aims to investigate the impact of gamification techniques on engagement and motivation wi...
Forty percent of all general-practitioner appointments are related to mental illness, although less ...
BACKGROUND: There is little research on the application of gamification to mental health and well-be...
BACKGROUND: There is little research on the application of gamification to mental health and well-be...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
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....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Background: Adherence to effective Web-based interventions for common mental disorders (CMDs) and we...
Background: Adherence to effective Web-based interventions for common mental disorders (CMDs) and we...
Background: Adherence to effective Web-based interventions for common mental disorders (CMDs) and we...
Recent years have seen important developments in the computer and game industry, including the emerg...
People with schizophrenia and other related disorders experience great difficulties in getting the a...
NoThe use of serious games and gamification to promote learning has a long history. More recently, s...
This study aims to investigate the impact of gamification techniques on engagement and motivation wi...