Published on in Vol 7, No 10 (2018): October

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/10154, first published .
Gamified Cognitive Bias Interventions for Psychiatric Disorders: Protocol of a Systematic Review

Gamified Cognitive Bias Interventions for Psychiatric Disorders: Protocol of a Systematic Review

Gamified Cognitive Bias Interventions for Psychiatric Disorders: Protocol of a Systematic Review

Authors of this article:

Melvyn Zhang1 Author Orcid Image ;   Jiangbo Ying1 Author Orcid Image ;   Roger CM Ho2 Author Orcid Image

Journals

  1. Zakaria N, Saripan M, Subarimaniam N, Ismail A. Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods Study. JMIR Serious Games 2020;8(3):e18247 View
  2. Zhang M, Ying J, Song G, Fung D, Smith H. Gamified Cognitive Bias Modification Interventions for Psychiatric Disorders: Review. JMIR Mental Health 2018;5(4):e11640 View
  3. Hu E, Stavropoulos V, Anderson A, Clarke M, Beard C, Papapetrou S, Gomez R. Assessing Online Flow Across Cultures: A Two-Fold Measurement Invariance Study. Frontiers in Psychology 2019;10 View
  4. Zhang M, Heng S, Song G, Fung D, Smith H. Co-designing a Mobile Gamified Attention Bias Modification Intervention for Substance Use Disorders: Participatory Research Study. JMIR mHealth and uHealth 2019;7(10):e15871 View
  5. Zhang M, Ying J, Amron S, Mahreen Z, Song G, Fung D, Smith H. Making Sense of Negative Findings from Mobile Attention Bias Modification Interventions for Individuals with Addictive Disorders: Quantitative Feasibility Study. JMIR mHealth and uHealth 2019;7(11):e16325 View
  6. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  7. Rondina R, van Mierlo T, Fournier R. Testing Behavioral Nudges and Prompts in Digital Courses for the Self-guided Treatment of Depression and Anxiety: Protocol for a 3-Arm Randomized Controlled Trial. JMIR Research Protocols 2022;11(8):e37231 View
  8. Gkintoni E, Vantaraki F, Skoulidi C, Anastassopoulos P, Vantarakis A. Promoting Physical and Mental Health among Children and Adolescents via Gamification—A Conceptual Systematic Review. Behavioral Sciences 2024;14(2):102 View
  9. van Mierlo T, Rondina R, Fournier R. Nudges and Prompts Increase Engagement in Self-Guided Digital Health Treatment for Depression and Anxiety: Results From a 3-Arm Randomized Controlled Trial. JMIR Formative Research 2024;8:e52558 View