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本文引用的文献

1
Examining the Effectiveness of Gamification in Mental Health Apps for Depression: Systematic Review and Meta-analysis.考察游戏化在抑郁症心理健康应用程序中的有效性:系统评价与荟萃分析。
JMIR Ment Health. 2021 Nov 29;8(11):e32199. doi: 10.2196/32199.
2
The growing field of digital psychiatry: current evidence and the future of apps, social media, chatbots, and virtual reality.数字精神病学的发展领域:当前证据以及应用程序、社交媒体、聊天机器人和虚拟现实的未来。
World Psychiatry. 2021 Oct;20(3):318-335. doi: 10.1002/wps.20883.
3
Technology Matters: SPARX - computerised cognitive behavioural therapy for adolescent depression in a game format.技术很重要:SPARX - 以游戏形式呈现的针对青少年抑郁症的计算机化认知行为疗法。
Child Adolesc Ment Health. 2021 Feb;26(1):92-94. doi: 10.1111/camh.12444. Epub 2021 Jan 4.
4
Recommendations for Implementing Gamification for Mental Health and Wellbeing.实施心理健康与幸福游戏化的建议。
Front Psychol. 2020 Dec 7;11:586379. doi: 10.3389/fpsyg.2020.586379. eCollection 2020.
5
Objective User Engagement With Mental Health Apps: Systematic Search and Panel-Based Usage Analysis.目标 用户对心理健康应用程序的参与度:系统检索与基于小组的使用情况分析
J Med Internet Res. 2019 Sep 25;21(9):e14567. doi: 10.2196/14567.
6
The Importance of User Segmentation for Designing Digital Therapy for Adolescent Mental Health: Findings From Scoping Processes.用户细分对青少年心理健康数字疗法设计的重要性:范围界定过程的发现
JMIR Ment Health. 2019 May 8;6(5):e12656. doi: 10.2196/12656.
7
Explicit Mental Health Messaging Promotes Serious Video Game Selection in Youth With Elevated Mental Health Symptoms.明确的心理健康信息宣传会促使心理健康症状较为严重的青少年选择严肃类电子游戏。
Front Psychol. 2018 Oct 2;9:1837. doi: 10.3389/fpsyg.2018.01837. eCollection 2018.

The role of gamification in digital mental health.

作者信息

Fleming Theresa, Poppelaars Marlou, Thabrew Hiran

机构信息

School of Health, Te Herenga Waka, Victoria University of Wellington, Wellington, New Zealand.

Behavioural Science Institute, Radboud University, Nijmegen, The Netherlands.

出版信息

World Psychiatry. 2023 Feb;22(1):46-47. doi: 10.1002/wps.21041.

DOI:10.1002/wps.21041
PMID:36640378
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9840502/
Abstract
摘要