ArticleJournal of psychopathology and behavioral assessment2018
In-Game Play Behaviours during an Applied Video Game for Anxiety Prevention Predict Successful Intervention Outcomes.
Article in Journal of psychopathology and behavioral assessment, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers, 1 of them a synthesis that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
10 citing papers in PubMed, 1 synthesis or guideline pooled it, 31 citations in OpenAlex.
- Game-based digital therapeutics for children and adolescents: Their therapeutic effects on mental health problems, the sustainability of the therapeutic effects and the transfer of cognitive functions.Frontiers in psychiatry · 2022Pooled it
- Adolescent digital emotion regulation.Journal of research on adolescence : the official journal of the Society for Research on Adolescence · 2024Review
- Students' interaction anxiety and social phobia in interprofessional education in Hong Kong: mapping a new research direction.Annals of medicine · 2023Article
- Evaluation of a scalable online videogame-based biofeedback program to improve emotion regulation: A descriptive study assessing parent perspectives.Internet interventions · 2022Article
- Therapeutic use of serious games in mental health: scoping review.BJPsych open · 2022Article
- Article
- Impact of Action Video Gaming Behavior on Attention, Anxiety, and Sleep Among University Students.Psychology research and behavior management · 2022Article
- The Effect of Expectations on Experiences and Engagement with an Applied Game for Mental Health.Games for health journal · 2021Article
- Engagement in technology-enhanced interventions for children and adolescents: Current status and recommendations for moving forward.Clinical psychology review · 2020Review
- Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint.Journal of medical Internet research · 2019Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Anxiety disorder is the most prevalent and frequently diagnosed disorder in youth, and associated with serious negative health outcomes. Our most effective prevention programs, however, have several limitations. These limitations can be addressed using game-based interventions. Results from two randomized controlled trials on the video game
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.