Published on in Vol 9, No 6 (2020): June

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/13834, first published .
Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review

Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review

Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review

Journals

  1. Cardinale E, Naim R, Haller S, German R, Botz-Zapp C, Bezek J, Jangraw D, Brotman M, Kumari V. Rationale and validation of a novel mobile application probing motor inhibition: Proof of concept of CALM-IT. PLOS ONE 2021;16(6):e0252245 View
  2. Archie S, Palaniyappan L, Olagunju A, Johnson N, Kozloff N, Sadeh E, Bardell A, Baines A, Anderson K, Ayonrinde O, Ferrari M. Insights About Cannabis and Psychosis Using Video Games for Young People With a First Episode of Psychosis, Particularly Those From Black Racialized Communities: Protocol for a Mixed Methods Study. JMIR Research Protocols 2022;11(5):e36758 View
  3. Silva A, Carvalho Y, Andrade J. Uso de jogos no controle de ansiedade em crianças e adolescentes: uma revisão integrativa. Revista Científica Multidisciplinar Núcleo do Conhecimento 2022:42 View
  4. Lepe-Salazar F, Salgado-Torres S. Multiple Composite Scenarios: A Game-Based Methodology for the Prevention of Mental Disorders. Entertainment Computing 2023;44:100519 View
  5. Jani P, Song N, Artna E, Lyeo J, Assam A, Maelzer F, Murphy A, Grant A, Archie S. Online Knowledge Translation Program Involving Video Games and University Student–Led Tutorials About Cannabis and Psychosis for Black Youth: Mixed Method Feasibility Study. JMIR Formative Research 2022;6(6):e33693 View
  6. Ferrari M, Sabetti J, McIlwaine S, Fazeli S, Sadati S, Shah J, Archie S, Boydell K, Lal S, Henderson J, Alvarez-Jimenez M, Andersson N, Nielsen R, Reynolds J, Iyer S. Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion. Frontiers in Digital Health 2022;4 View
  7. Monarque M, Sabetti J, Ferrari M. Digital interventions for substance use disorders in young people: rapid review. Substance Abuse Treatment, Prevention, and Policy 2023;18(1) View
  8. Orsolini L, Appignanesi C, Pompili S, Volpe U. The role of digital tools in providing youth mental health: results from an international multi-center study. International Review of Psychiatry 2022;34(7-8):809 View
  9. Guala M, Bul K, Skårderud F, Søgaard Nielsen A. A Serious Game for Patients With Eating Disorders (Maze Out): Pilot User Experience and Acceptance Study. JMIR Formative Research 2023;7:e40594 View
  10. Weerasekara M, Smedberg Å. Exploration of user needs and design requirements of a digital stress management intervention for software employees in Sri Lanka: a qualitative study. BMC Public Health 2023;23(1) View
  11. Smith A, Khawly G, Jann J, Zetina A, Padilla J, Schnall R. A Review of Serious Gaming as an Intervention for HIV Prevention. Current HIV/AIDS Reports 2023;20(4):181 View
  12. Lee S, Yuh C, Shin Y, Lee H, Lee Y, Lee J, Cho C. Effects of a Rice-Farming Simulation Video Game on Nature Relatedness, Nutritional Status, and Psychological State in Urban-Dwelling Adults During the COVID-19 Pandemic: Randomized Waitlist Controlled Trial. Journal of Medical Internet Research 2024;26:e51596 View
  13. Patton S, Gal R, Bergford S, Calhoun P, Clements M, Sherr J, Riddell M. Digital Gaming and Exercise Among Youth With Type 1 Diabetes: Cross-Sectional Analysis of Data From the Type 1 Diabetes Exercise Initiative Pediatric Study. JMIR Pediatrics and Parenting 2024;7:e57198 View
  14. Lepe-Salazar F, Cortés-Álvarez T. Towards an effective methodology for the integral gamification of classes. Multimedia Tools and Applications 2024 View