Eye on Innovation
games and gamification
- Dartmouth Research Lab Builds Games for Autistic Students
- Persuasive Design in a Digital Mindfulness Intervention: A Randomized Trial of a Skill-Based Achievement System and Automated Peer Encouragement.
- Q&A With Lynn Fiellin—Making Healthier Choices Through the Power of Video Games
- Guided Internet-Based Intervention for the Reduction of Gambling Symptoms: A Randomized Clinical Trial.
- Dartmouth’s play2Prevent Lab and Nonprofit Proof Positive Collaborate to Design Mental Health Games for Autistic Youth
- How Technology is Being Leveraged to Improve Substance Use Treatment
- Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation.
- The Top 10 Applications of Technology in Mental Healthcare – How technology Is Revolutionizing Mental Healthcare Through Digital Tools
- The Role of Technology in Mental Health – Trends and Innovations