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  1. Jul 31, 2020 · We included 34 clinical and experimental randomized studies investigating the efficacy of serious games on mental health promotion and health-related behavioral change in children and adolescents. Results showed a small, but significant effect size with very high heterogeneity.

    • Oana Alexandra David, Cristina Costescu, Roxana Cardos, Cristina Mogoaşe
    • 2020
  2. Supporting educators to deliver health promotion messages to adolescents using serious games acknowledges twenty-first century learning and popular culture, and potential of game play to tackle niche health issues.

  3. Jan 18, 2017 · But how do these mental health games perform on improving mental health? Are there evidence-based serious games for the treatment or prevention of mental health symptoms? To date, few serious games have been tested and reported in the scientific literature.

    • Ho Ming Lau, Johannes H. Smit, Theresa M. Fleming, Heleen Riper
    • 10.3389/fpsyt.2016.00209
    • 2017
    • Front Psychiatry. 2016; 7: 209.
  4. Jan 9, 2017 · We illustrate six major categories of tested applied games for mental health (exergames, virtual reality, cognitive behavior therapy-based games, entertainment games, biofeedback, and cognitive training games) and demonstrate that it is feasible to translate traditional evidence-based interventions into computer gaming formats and to exploit fea...

  5. May 15, 2015 · These games deal with a variety of areas of mental health. Whether it's for creating awareness and empathy for sufferers or stimulating the brain, helping work towards a better, happier version of yourself.

    • Totem Learning
    • info@totemlearning.com
  6. Feb 2, 2022 · The aim of this scoping review was to give an overview of serious games for mental health symptoms that were evaluated with RCTs. There were 11 different games in the review, focusing on anxiety, ADHD, depression, schizophrenia, alcohol dependence and bipolar disorder.

  7. Nov 4, 2022 · A systematic scoping review of serious games used for health promotion with adolescents was conducted to identify serious games, review the methods used to evaluate these games, and outline evidence available to support the efficacy of these games in improving knowledge, beliefs/attitudes and behaviours in the target groups.

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