Journal articles on the topic 'Game and mental health'
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Cheek, Colleen, Theresa Fleming, Mathijs FG Lucassen, et al. "Integrating Health Behavior Theory and Design Elements in Serious Games." JMIR Mental Health 2, no. 2 (2015): e11. http://dx.doi.org/10.2196/mental.4133.
Full textFatma, Fatmawati Hasim, Sumenge T.G. Kaunang, and Yuri V. Akay. "APLIKASI ANIMASI INTERAKTIF EDUKASI PENGENALAN KESEHATAN MENTAL." Jurnal Teknik Elektro dan Komputer 13, no. 01 (2024): 53–62. http://dx.doi.org/10.35793/jtek.v13i01.48724.
Full textHanisch, Sabine Elisabeth, Ulrich Walter Birner, Cornelia Oberhauser, Dennis Nowak, and Carla Sabariego. "Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness." JMIR Mental Health 4, no. 3 (2017): e31. http://dx.doi.org/10.2196/mental.7600.
Full textDunlap, Kelli, and Rachel Kowert. "Mental Health in 3D." Loading 14, no. 24 (2022): 122–33. http://dx.doi.org/10.7202/1084842ar.
Full textBrown, Menna, Noelle O'Neill, Hugo van Woerden, Parisa Eslambolchilar, Matt Jones, and Ann John. "Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review." JMIR Mental Health 3, no. 3 (2016): e39. http://dx.doi.org/10.2196/mental.5710.
Full textMichel, Grégory, Mathieu Garcia, Valérie Aubron, Sabrina Bernadet, Julie Salla, and Diane Purper-Ouakil. "Adolescent Mental Health and the Choking Game." Pediatrics 143, no. 2 (2019): e20173963. http://dx.doi.org/10.1542/peds.2017-3963.
Full textBell, Andy. "End game nears for Mental Health Act." British Journal of Healthcare Management 13, no. 5 (2007): 175. http://dx.doi.org/10.12968/bjhc.2007.13.5.23874.
Full textGuerada, Kevin. "Impact of Online Games on Children's Mental Health." Journal La Medihealtico 2, no. 1 (2021): 13–19. http://dx.doi.org/10.37899/journallamedihealtico.v2i1.281.
Full textGarcía-Gil, María Ángeles, Fernando Fajardo-Bullón, Irina Rasskin-Gutman, and Inmaculada Sánchez-Casado. "Problematic Video Game Use and Mental Health among Spanish Adolescents." International Journal of Environmental Research and Public Health 20, no. 1 (2022): 349. http://dx.doi.org/10.3390/ijerph20010349.
Full textYue, Yuanyu. "Effects of Video Game Addiction on Mental Health." Lecture Notes in Education Psychology and Public Media 33, no. 1 (2024): 137–44. http://dx.doi.org/10.54254/2753-7048/33/20231573.
Full textAnvari, Soraya S., Jessica Hammer, and Rina R. Wehbe. ""More than just a game, it's an app that builds awareness around Mental Health": Mental Health Stigma Reduction Using Games for Change." Proceedings of the ACM on Human-Computer Interaction 8, CHI PLAY (2024): 1–30. http://dx.doi.org/10.1145/3677090.
Full textSuci Afiani, Asri, Irfan Zinat Achmad, Resty Gustiawati, and Dhika Bayu Mahardhika. "Pengaruh Game Online Mobile Legend Terhadap Kesehatan Mental Peserta Didik." Jurnal Porkes 5, no. 2 (2022): 391–405. http://dx.doi.org/10.29408/porkes.v5i2.6110.
Full textBaker, Marissa M. "The visual and narrative rhetoric of mental health in Gris." Journal of Gaming & Virtual Worlds 14, no. 3 (2022): 249–66. http://dx.doi.org/10.1386/jgvw_00061_1.
Full textHandge, Yogesh. "Gemelody - Harmonizing Mental Health and Well-being Through Musical Game Design." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 04 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem30062.
Full textHariyadi, Sigit, Mulawarman Mulawarman, Petra Kristi Mulyani, and Awalya Awalya. "Games as an Intervention for Adolescent Mental Health: A systematic literature review using PRISMA." Briliant: Jurnal Riset dan Konseptual 10, no. 2 (2025): 284–99. https://doi.org/10.28926/briliant.v10i2.2085.
Full textSafdari, Reza, Marjan Ghazisaeidi, and Azadeh Goodini. "Sweet care against sugar bitterness, designing health-based electronic game." Health Informatics Journal 25, no. 4 (2018): 1825–45. http://dx.doi.org/10.1177/1460458218799444.
Full textLestari, Astuti Dian, and Supra Wimbarti. "HUBUNGAN ANTARA KECENDERUNGAN ADIKSI GAME ONLINE DAN KESEHATAN MENTAL SISWA DENGAN KUALITAS PERTEMANAN SEBAGAI VARIABEL MODERATOR." JURNAL PSIKOLOGI INSIGHT 5, no. 1 (2021): 46–62. http://dx.doi.org/10.17509/insight.v5i1.34250.
Full textGilham, Chris, Yifeng Wei, Stanley Kutcher, Catherine MacIntyre, Sharon MacCuspic, and Wanda Fougere. "Field Testing A Campus Preparation Mental Health Resource." McGill Journal of Education 56, no. 1 (2022): 90–106. http://dx.doi.org/10.7202/1087050ar.
Full textFordham, Joseph, and Christopher Ball. "Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade." JMIR Mental Health 6, no. 4 (2019): e12432. http://dx.doi.org/10.2196/12432.
Full textAneni, Kammarauche, Claudia-Santi F. Fernandes, Lily A. Hoerner, Claire Szapary, Tyra M. Pendergrass Boomer, and Lynn E. Fiellin. "A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study." JMIR Serious Games 11 (November 3, 2023): e46912. http://dx.doi.org/10.2196/46912.
Full textGunawan, Livia Angelica. "Product Design of Card Game with the Theme of Mental Health for Teenagers." Journal of Visual Communication Design 6, no. 1 (2021): 53–69. http://dx.doi.org/10.37715/vcd.v6i1.2699.
Full textGunawan, Livia Angelica. "Product Design of Card Game with the Theme of Mental Health for Teenagers." Journal of Visual Communication Design 6, no. 1 (2021): 53–69. http://dx.doi.org/10.37715/vcd.v6i1.2411.
Full textBurhanuddin, Sudirman, Edi Setiawan, Lalu Moh Yudha Isnaini, Hasanuddin Jumareng, and Ihsan Abdul Patah. "Changing the level of mental health and fundamental movement skills on pencak silat athletes through game-based circuit training." Health, sport, rehabilitation 9, no. 3 (2023): 50–60. http://dx.doi.org/10.58962/hsr.2023.9.3.50-60.
Full textSaputra, Muhamad Disra, Marjohan Marjohan, and Safrizal Safrizal. "GAME ADDICTION AND ITS EFFECTS ON TEENAGERS’ MENTAL HEALTH." Ta'dib 23, no. 1 (2020): 113. http://dx.doi.org/10.31958/jt.v23i1.2007.
Full textEgan, Mary OʼConnor. "Winning the PRO game in the mental health arena." Journal of Nursing Care Quality 5, no. 4 (1991): 41–49. http://dx.doi.org/10.1097/00001786-199107000-00006.
Full textKreutzer, Christine P., and Clint A. Bowers. "Attitudes Toward a Game-Based Approach to Mental Health." Cyberpsychology, Behavior, and Social Networking 18, no. 1 (2015): 20–24. http://dx.doi.org/10.1089/cyber.2014.0382.
Full textDakanalis, Antonios, Brenda K. Wiederhold, and Giuseppe Riva. "Artificial Intelligence: A Game-Changer for Mental Health Care." Cyberpsychology, Behavior, and Social Networking 27, no. 2 (2024): 100–104. http://dx.doi.org/10.1089/cyber.2023.0723.
Full textAkbarzadeh Sgay, Mehdi, Simin Zeynali, Ayatollah Fathi, and Sanaz Binazir. "The Role of Mobile Game Usage on Mental Health, Academic Engagement, and Aggression in Adolescents." Journal of Adolescent and Youth Psychological Studies 5, no. 12 (2024): 62–71. https://doi.org/10.61838/kman.jayps.5.12.7.
Full textDe Jaegere, Eva, Kees van Heeringen, Peter Emmery, Gijs Mommerency, and Gwendolyn Portzky. "Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study." JMIR Serious Games 12 (May 9, 2024): e47513-e47513. http://dx.doi.org/10.2196/47513.
Full textLabrosse, David, Clara Vié, Mireille Harb, and Ilaria Montagni. "Escape Game to Promote Students’ Mental Health Outcomes in the Aftermaths of COVID-19 Pandemic: Protocol for a Mixed Methods Study Evaluating a Cocreated Intervention." JMIR Research Protocols 14 (April 2, 2025): e64068. https://doi.org/10.2196/64068.
Full textLi, Lili, Cody Abbey, Huan Wang, et al. "The Association between Video Game Time and Adolescent Mental Health: Evidence from Rural China." International Journal of Environmental Research and Public Health 19, no. 22 (2022): 14815. http://dx.doi.org/10.3390/ijerph192214815.
Full textPine, Russell, Kylie Sutcliffe, Simon McCallum, and Theresa Fleming. "Young adolescents’ interest in a mental health casual video game." DIGITAL HEALTH 6 (January 2020): 205520762094939. http://dx.doi.org/10.1177/2055207620949391.
Full textZeiler, Michael, Sandra Vögl, Ursula Prinz, et al. "Game Design, Effectiveness, and Implementation of Serious Games Promoting Aspects of Mental Health Literacy Among Children and Adolescents: Systematic Review." JMIR Mental Health 12 (May 5, 2025): e67418. https://doi.org/10.2196/67418.
Full textYunike, Yunike, and Ira Kusumawaty. "Platfrom Video Game sebagai Media Terapeutik." Journal of Telenursing (JOTING) 5, no. 1 (2023): 560–76. http://dx.doi.org/10.31539/joting.v5i1.5888.
Full textLUSIANA, VINA. "PENGARUH KECANDUAN GAME ONLINE TERHADAP KESEHATAN MENTAL SISWA SMAI NFBS LEMBANG." HEALTHY : Jurnal Inovasi Riset Ilmu Kesehatan 2, no. 1 (2023): 29–41. http://dx.doi.org/10.51878/healthy.v2i1.2107.
Full textSpors, Velvet, and Imo Kaufman. "Players, Take (Self-)Care: Bringing Humanistic Psychology into a Game Jam about Mental Health." Proceedings of the ACM on Human-Computer Interaction 8, CHI PLAY (2024): 1–27. http://dx.doi.org/10.1145/3677094.
Full textMandryk, Regan Lee, and Max Valentin Birk. "The Potential of Game-Based Digital Biomarkers for Modeling Mental Health." JMIR Mental Health 6, no. 4 (2019): e13485. http://dx.doi.org/10.2196/13485.
Full textLebamovski, Penio. "Generating Mental Stress through 3D Game." Innovative STEM Education 6, no. 1 (2024): 108–14. https://doi.org/10.55630/stem.2024.0611.
Full textADEKUNLE, Halima Oyintiladun. "Mental Health and Gaming Addiction among Youth: A Case Study of Lagos, Nigeria." Global Academic Journal of Humanities and Social Sciences 7, no. 02 (2025): 72–85. https://doi.org/10.36348/gajhss.2025.v07i02.002.
Full textHopia, Hanna, Marko Siitonen, and Katja Raitio. "Mental health service users' and professionals' relationship with games and gaming." DIGITAL HEALTH 4 (January 2018): 205520761877971. http://dx.doi.org/10.1177/2055207618779718.
Full textPatel, Vidhi, Dinesh Panchal, Kritika Rathod, and Tresha Rathod. "COMPARATIVE ANALYSIS OF MENTAL HEALTH AMONG THE PLAYERS OF CRICKET AND VOLLEYBALL." Divyayatan - A Journal of Lakulish Yoga University 1, no. 4 (2024): 31–35. https://doi.org/10.69919/ah1xh657.
Full textPendergrass Boomer, Tyra M., Lily A. Hoerner, Claudia-Santi F. Fernandes, et al. "A digital health game to prevent opioid misuse and promote mental health in adolescents in school-based health settings: Protocol for the PlaySmart game randomized controlled trial." PLOS ONE 18, no. 9 (2023): e0291298. http://dx.doi.org/10.1371/journal.pone.0291298.
Full textHuen, Jenny MY, Eliza SY Lai, Angie KY Shum, et al. "Evaluation of a Digital Game-Based Learning Program for Enhancing Youth Mental Health: A Structural Equation Modeling of the Program Effectiveness." JMIR Mental Health 3, no. 4 (2016): e46. http://dx.doi.org/10.2196/mental.5656.
Full textDr. Swaroopa Chakole, Mohit Nandy,. "Mental Health during COVID-19." Psychology and Education Journal 58, no. 2 (2021): 597–604. http://dx.doi.org/10.17762/pae.v58i2.1888.
Full textKorolev, Igor, Courtney Hsu, Neha Jain, Harmehr Sekhon, Mario Fahed, and Ipsit Vahia. "Gamification for Geriatric Mental Health: Level Up or Game Over?" American Journal of Geriatric Psychiatry 30, no. 4 (2022): S101—S102. http://dx.doi.org/10.1016/j.jagp.2022.01.235.
Full textWilkinson, Nathan, Rebecca P. Ang, and Dion H. Goh. "Online Video Game Therapy for Mental Health Concerns: A Review." International Journal of Social Psychiatry 54, no. 4 (2008): 370–82. http://dx.doi.org/10.1177/0020764008091659.
Full textCharlton, Shawn R. "Upping Our Game: Advancing Psychology’s Role in Mental Health Advocacy." Eye on Psi Chi Magazine 27, no. 3 (2023): 5. http://dx.doi.org/10.24839/2164-9812.eye27.3.5.
Full textCatalan, Cristobal, Lina Gega, and Jonathan Hook. "Storytelling Games for General Anxiety: Clinician Perspectives on Walking Simulator Games as Intervention." Proceedings of the ACM on Human-Computer Interaction 8, CHI PLAY (2024): 1–24. http://dx.doi.org/10.1145/3677104.
Full textLyon, Andrea D. "The Blame Game." New Criminal Law Review 21, no. 2 (2018): 247–66. http://dx.doi.org/10.1525/nclr.2018.21.2.247.
Full textCarvalho, Luiz Paulo, José Antonio Suzano, Ingrid Gonçalvez, Silas Pereira Filho, Flávia Maria Santoro, and Jonice Oliveira. "A Psychosocial Perspective about Mental Health and League of Legends in Brazil." Journal on Interactive Systems 12, no. 1 (2021): 35–57. http://dx.doi.org/10.5753/jis.2021.1896.
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