Keyword search (4,164 papers available)

"games" Keyword-tagged Publications:

Title Authors PubMed ID
1 Connect Brain, a Mobile App for Studying Depth Perception in Angiography Visualization: Gamification Study Titov A; Drouin S; Kersten-Oertel M; 41341989
ENCS
2 Education in Laparoscopic Cholecystectomy: Design and Feasibility Study of the LapBot Safe Chole Mobile Game Noroozi M; St John A; Masino C; Laplante S; Hunter J; Brudno M; Madani A; Kersten-Oertel M; 39052314
ENCS
3 LapBot-Safe Chole: validation of an artificial intelligence-powered mobile game app to teach safe cholecystectomy St John A; Khalid MU; Masino C; Noroozi M; Alseidi A; Hashimoto DA; Altieri M; Serrot F; Kersten-Oertal M; Madani A; 39009730
ENCS
4 Simulated Gambling: An Explorative Study Based on a Representative Survey Fiedler I; Ante L; Meduna MV; Steinmetz F; Kairouz S; Costes JM; 36757603
SOCANTH
5 Acceptability of Serious Games in Pediatric Asthma Education and Self-management: Pilot Study Silva-Lavigne N; Valderrama A; Pelaez S; Bransi M; Balli F; Gervais Y; Gaudy T; Tse SM; 35389354
CONCORDIA
6 Play the Pain: A Digital Strategy for Play-Oriented Research and Action Najmeh Khalili-Mahani 34975566
PERFORM
7 Reductions of Anxiety Symptoms, State Anxiety, and Anxious Arousal in Youth Playing the Videogame MindLight Compared to Online Cognitive Behavioral Therapy Tsui TYL; DeFrance K; Khalid-Khan S; Granic I; Hollenstein T; 34403591
PSYCHOLOGY
8 Multilevel Contextual Analysis of Poker Cash Game Gambling Dussault F; Brunelle N; Dufour M; Kairouz S; 33538954
PSYCHOLOGY
9 Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review. Ferrari M, McIlwaine SV, Reynolds JA, Archie S, Boydell K, Lal S, Shah JL, Henderson J, Alvarez-Jimenez M, Andersson N, Boruff J, Nielsen RKL, Iyer SN 32579117
CONCORDIA
10 Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study. Khalili-Mahani N, Assadi A, Li K, Mirgholami M, Rivard ME, Benali H, Sawchuk K, De Schutter B 32213474
PERFORM
11 Exergaming in Youth and Young Adults: A Narrative Overview O' Loughlin EK; Dutczak H; Kakinami L; Consalvo M; McGrath JJ; Barnett TA; 32017864
PERFORM
12 Factors Associated with Sustained Exergaming: Longitudinal Investigation. O'Loughlin EK, Barnett TA, McGrath JJ, Consalvo M, Kakinami L 31368440
CONCORDIA
13 Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping. Khalili-Mahani N, De Schutter B 31172966
PERFORM

 

Title:Reductions of Anxiety Symptoms, State Anxiety, and Anxious Arousal in Youth Playing the Videogame MindLight Compared to Online Cognitive Behavioral Therapy
Authors:Tsui TYLDeFrance KKhalid-Khan SGranic IHollenstein T
Link:https://pubmed.ncbi.nlm.nih.gov/34403591/
DOI:10.1089/g4h.2020.0083
Publication:Games for health journal
Keywords:AdolescentsAnxietyChildrenInterventionPreventionVideogames
PMID:34403591 Category: Date Added:2021-08-18
Dept Affiliation: PSYCHOLOGY
1 Department of Psychology, Queen's University, Kingston, Canada.
2 Department of Psychology, Concordia University, Montreal, Canada.
3 Department of Psychiatry, Queen's University, Kingston, Canada.
4 Department of Developmental Psychopathology, Radboud University, Nijmegen, The Netherlands.

Description:

Objective: Anxiety disorders are the most prevalent form of psychopathology among youth. Because demand for treatment far exceeds availability, there is a need for alternative approaches that are accessible, engaging, and incorporate practice to reach as many youth as possible. MindLight is a novel videogame intervention that combines evidence-based anxiety reduction techniques with neurofeedback mechanics that has been shown to reduce anxiety symptoms in youth. This study examined the effectiveness of MindLight compared with online cognitive behavioral therapy (CBT) to replicate and extend those findings by testing the reduction of reactivity to anxiety-eliciting laboratory stressors. Materials and Methods: A randomized controlled trial was conducted with laboratory assessments at pre-intervention, post-intervention, and 3-month follow-up. Participants were 117 anxious youth (66.7% female, 33.3% male; age range: 8.05-15.93 years) who were randomized into MindLight (n = 56) and CBT (n = 60) conditions. Both interventions were completed in five 1-hour sessions within a 3-week period. At each time point, anxiety symptoms were assessed through self-report, and state anxiety and anxious arousal were measured during laboratory stress tasks. Results: All measures of anxiety significantly decreased over time in both conditions (P < 0.05). Moreover, youth in the MindLight condition showed greater pre-to-post reductions in anxiety symptoms compared with youth in the CBT condition (P < 0.05). Conclusion: Findings demonstrate that the effects of MindLight and online CBT are not only associated with reductions in anxiety symptoms, but also impact how youth react to laboratory stressors in the moment. ClinicalTrials.gov Identifier: NCT02326545.





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