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
.

Journals
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- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Lepe-Salazar F, Cortés-Álvarez T. Towards an effective methodology for the integral gamification of classes. Multimedia Tools and Applications 2024;84(18):19971 View
- Wang X. Media Literacy in the Gaming World: Empowering Youth in the Digital Age. Transactions on Social Science, Education and Humanities Research 2024;13:333 View
- Silva L, Santos M, Silva K, Seixas B, Chiacchio F, Chiacchio A. Analysis of The Feasibility of Digital Therapeutic Interventions in the Treatment of Anxiety in Young People: An Integrative Literature Review. Revista de Gestão Social e Ambiental 2025;19(4):e011980 View
- Davis C, Davidson K, Arden-Close E, Bolat E, Panourgia C. Mitigating Gambling-Related Harms in Children and Young People: A Scoping Review of Interventions. Journal of Gambling Studies 2025;41(2):515 View
- Khoziasheva A. Development of push notification-based brief interventions for youth engaged in problematic mobile gaming. Social Sciences & Humanities Open 2025;12:101921 View
- Lhoeste-Charris A, Diaz-Moradt L, Navarro Obeid J, Orozco Santander M, Orozco Santander I, Señas Sierra B. Importancia de los videojuegos en los procesos de intervención en salud mental: una revisión sistemática. Telos: Revista de Estudios Interdisciplinarios en Ciencias Sociales 2025;27(3):981 View
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Books/Policy Documents
- Al-Mahayri Z, Nagy M. Raising Genomics Literacy, Knowledge, and Awareness. View
