Internet interventions for mental health, including serious games, online programs, and apps, hold promise for increasing access to evidence-based treatments and prevention. Many such interventions have been shown to be effective and acceptable in trials; however, uptake and adherence outside of trials is seldom reported, and where it is, adherence at least, generally appears to be underwhelming. In response, an international Collaboration On Maximizing the impact of E-Therapy and Serious Gaming (COMETS) was formed. In this perspectives' paper, we call for a paradigm shift to increase the impact of internet interventions toward the ultimate goal of improved population mental health. We propose four pillars for change: (1) increased focus on...
Digital technology, which includes the collection, analysis, and use of data from a variety of digit...
Given the alarming rise in the mental health issues among individuals of all age groups, it somehow ...
Background: There has been research on the use of offl ine video games for therapeutic purposes but ...
Internet interventions for mental health, including serious games, online programs, and apps, hold p...
© 2016 Fleming, de Beurs, Khazaal, Gaggioli, Riva, Botella, Baños, Aschieri, Bavin, Kleiboer, Merry,...
© 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: The Internet offers several new ways of developing, implementing, and disseminating evid...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
The imperative to increase healthcare access, efficiency and effectiveness is nearly impossible to m...
Background:Online and mobile technologies offer major opportunities in supporting mental healthcare....
# The Author(s) 2014. This article is published with open access at Springerlink.com Abstract Therap...
Recent years have seen important developments in the computer and game industry, including the emerg...
Game elements are increasingly used to improve user engagement in digital mental health intervention...
A large number of Internet websites, mobile apps, wearable devices, and video games that are hoped t...
Digital technology, which includes the collection, analysis, and use of data from a variety of digit...
Given the alarming rise in the mental health issues among individuals of all age groups, it somehow ...
Background: There has been research on the use of offl ine video games for therapeutic purposes but ...
Internet interventions for mental health, including serious games, online programs, and apps, hold p...
© 2016 Fleming, de Beurs, Khazaal, Gaggioli, Riva, Botella, Baños, Aschieri, Bavin, Kleiboer, Merry,...
© 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: The Internet offers several new ways of developing, implementing, and disseminating evid...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
The imperative to increase healthcare access, efficiency and effectiveness is nearly impossible to m...
Background:Online and mobile technologies offer major opportunities in supporting mental healthcare....
# The Author(s) 2014. This article is published with open access at Springerlink.com Abstract Therap...
Recent years have seen important developments in the computer and game industry, including the emerg...
Game elements are increasingly used to improve user engagement in digital mental health intervention...
A large number of Internet websites, mobile apps, wearable devices, and video games that are hoped t...
Digital technology, which includes the collection, analysis, and use of data from a variety of digit...
Given the alarming rise in the mental health issues among individuals of all age groups, it somehow ...
Background: There has been research on the use of offl ine video games for therapeutic purposes but ...