Background: The rapid advancement in media technology has radically changed the way we learn and interact with one another. Games, with their engaging and interactive approach, hold promise in the delivery of knowledge and building of skills. This has potential in child and adolescent mental health work, where the lack of insight and motivation for therapy are major barriers to treatment. However, research on the use of serious games in mental health interventions for children and adolescents is still in its infancy. Objective: This study adds to the research on serious games in mental health interventions through the development and evaluation of RegnaTales, a series of 6 mobile apps designed to help children and adolescents manage anger. ...
Contains fulltext : 143437.pdf (publisher's version ) (Closed access)OBJECTIVE: Ex...
Background: Prior laboratory findings indicate that training avoidance movements to angry faces may ...
Anxiety is a common mental health problem in adolescents with significant short-, medium- and long...
Research on the use of serious games to support child and adolescent mental health interventions is ...
Although evidence-based interventions exist, estimates suggest that about 60% percent of children an...
Anger is a common reason for child mental-health referrals. Therefore, children need to develop emot...
Childhood anxiety disorders are a prevalent mental health problem that can be treated effectively wi...
Studies of the effects of the COVID-19 pandemic have shown that this health emergency has affected e...
Background: The use of video games, a hobby for many teenagers in their leisure time, has brought wi...
BACKGROUND: Most mental health disorders are first experienced in childhood. The rising rates of men...
Background: Social competence training interventions, especially child-focused ones, have proven to ...
The need for engaging treatment approaches within mental health care has led to the application of g...
Evidence-based cognitive behavioral therapies (CBTs) for children with aggressive behavior problems ...
Anxiety disorders (AD) are the most prevalent of the mental health conditions and are associated wit...
Cognitive control is the most fundamental psychological function that underlies the execution of man...
Contains fulltext : 143437.pdf (publisher's version ) (Closed access)OBJECTIVE: Ex...
Background: Prior laboratory findings indicate that training avoidance movements to angry faces may ...
Anxiety is a common mental health problem in adolescents with significant short-, medium- and long...
Research on the use of serious games to support child and adolescent mental health interventions is ...
Although evidence-based interventions exist, estimates suggest that about 60% percent of children an...
Anger is a common reason for child mental-health referrals. Therefore, children need to develop emot...
Childhood anxiety disorders are a prevalent mental health problem that can be treated effectively wi...
Studies of the effects of the COVID-19 pandemic have shown that this health emergency has affected e...
Background: The use of video games, a hobby for many teenagers in their leisure time, has brought wi...
BACKGROUND: Most mental health disorders are first experienced in childhood. The rising rates of men...
Background: Social competence training interventions, especially child-focused ones, have proven to ...
The need for engaging treatment approaches within mental health care has led to the application of g...
Evidence-based cognitive behavioral therapies (CBTs) for children with aggressive behavior problems ...
Anxiety disorders (AD) are the most prevalent of the mental health conditions and are associated wit...
Cognitive control is the most fundamental psychological function that underlies the execution of man...
Contains fulltext : 143437.pdf (publisher's version ) (Closed access)OBJECTIVE: Ex...
Background: Prior laboratory findings indicate that training avoidance movements to angry faces may ...
Anxiety is a common mental health problem in adolescents with significant short-, medium- and long...