2018
DOI: 10.3389/fpsyt.2018.00141
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Editorial: Computers and Games for Mental Health and Well-Being

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Cited by 19 publications
(12 citation statements)
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“…This paper focuses on Pesky gNATs, a computer game designed to support the delivery of cognitive behavioral therapy (CBT) for young people experiencing low mood or anxiety [16]. Pesky gNATs is located among a growing body of research on the use of serious games in mental health [17-19]. Other examples include SPARX [20], Rainbow SPARX [21], The Feel Good Island [22], Op Volle Kracht [23], Personal Investigator [24], Ricky the Spider [25], Treasure Hunt [26], and The Journey [27].…”
Section: Introductionmentioning
confidence: 99%
“…This paper focuses on Pesky gNATs, a computer game designed to support the delivery of cognitive behavioral therapy (CBT) for young people experiencing low mood or anxiety [16]. Pesky gNATs is located among a growing body of research on the use of serious games in mental health [17-19]. Other examples include SPARX [20], Rainbow SPARX [21], The Feel Good Island [22], Op Volle Kracht [23], Personal Investigator [24], Ricky the Spider [25], Treasure Hunt [26], and The Journey [27].…”
Section: Introductionmentioning
confidence: 99%
“…The efficacy of each of the various engagement modalities has been supported in previous literature. Several studies, for example, bolster the potential of gaming to augment cognitive capacity in both children and adults with schizophrenia 34 . Chatbots and voice agents have become increasingly empathetic and are for some users are able to offer some of the benefits of peer support from a small handheld device 35 .…”
Section: A Pyramid Process: Components Of the Frameworkmentioning
confidence: 99%
“…The interactive book for children proposed in this project is a solution that can improve the learning process for children with mental disabilities, at the same time using technology and interactive media as a tool for improving the learning experiences [7].…”
Section: Interactive Book Solutionmentioning
confidence: 99%
“…The designed adaptive interactive book combines traditional learning and digital learning process with tactile and virtual experiences. This adaptive interactive designed book utilizes all available resource such as: audio, texture, images, colour and technology such as virtual reality (Vr), augmented reality (Ar) and mixed reality (Mr) in order to offer a wide range of interaction in which children can learn in an amusing and interactive way[7].The chosen theme of the book was space exploration. The reasons for this choice are the fact that this theme fits better for the interactive solution; it is a very interesting theme; it provides opportunity to use and the entire range of interactive resources for the project.…”
mentioning
confidence: 99%