Aniek Wols

398 Appendices 666. Tsui, T. Y. L., DeFrance, K., Khalid-Khan, S., Granic, I., & Hollenstein, T. (2021). Reductions of anxiety symptoms, state anxiety, and anxious arousal in youth playing the videogame MindLight compared to online cognitive behavioral therapy. Games for Health Journal, 10(5), 330-338. https://doi.org/10.1089/g4h.2020.0083 667. Tuijnman, A., Kleinjan, M., Olthof, M., Hoogendoorn, E., Granic, I., & Engels, R. C. (2022). A game-based school program for mental health literacy and stigma on depression (Moving Stories): Cluster randomized controlled trial. JMIR Mental Health, 9, e26615. https://doi.org/10.2196/26615 668. Tullo, D., Guy, J., Faubert, J., & Bertone, A. (2018). Training with a three-dimensional multiple object-tracking (3D-MOT) paradigm improves attention in students with a neurodevelopmental condition: A randomized controlled trial. Developmental Science, 21(6), 1-11. https://doi.org/10.1111/desc.12670 669. Turan, Z., Avinc, Z., Kara, K., & Goktas, Y. (2016). Gamification and education: Achievements, cognitive loads, and views of students. International Journal of Emerging Technologies in Learning, 11(7), 64-69. https://doi.org/10.3991/ijet.v11i07.5455 670. Twenge, J. M., & Nolen-Hoeksema, S. (2002). Age, gender, race, socioeconomic status, and birth cohort difference on the children's depression inventory: A meta-analysis. Journal of Abnormal Psychology, 111(4), 578–588. https://doi.org/10.1037/0021843X.111.4.578 671. Urben, S., Pihet, S., Jaugey, L., Halfon, O., & Holzer, L. (2012). Computer‐assisted cognitive remediation in adolescents with psychosis or at risk for psychosis: A 6‐ month follow‐up. Acta Neuropsychiatrica, 24(6), 328-335. https://doi.org/10.1111/j.16015215.2012.00651.x 672. Ustwo Games. (2014a). Monument Valley. London, United Kingdom. 673. Ustwo Games. (2014b). Ustwo Games launches the beautiful Monument Valley game for Iphone, Ipad and Ipod touch [online]. Retrieved February 7, 2018 from https://www. monumentvalleygame.com/presskit/mv1.zip 674. Ustwo Games. (2017). Monument Valley 2. London, United Kingdom. 675. Vajawat, B., Varshney, P., & Banerjee, D. (2021). Digital gaming interventions in psychiatry: Evidence, applications and challenges. Psychiatry Research, 295, 113585. https://doi.org/10.1016/j.psychres.2020.113585 676. Valadez, J. J., & Ferguson, C. J. (2012). Just a game after all: Violent video game exposure and time spent playing effects on hostile feelings, depression, and visuospatial cognition. Computers in Human Behavior, 28(2), 608-616. https://doi.org/10.1016/j. chb.2011.11.006 677. Valenzuela, D., Turunen, T., Gana, S., Rojas-Barahona, C. A., Araya, R., Salmivalli, C., & Gaete, J. (2022). Effectiveness of the KiVa antibullying program with and without the online game in Chile: A three-arm cluster randomized controlled trial. Prevention Science, 23, 1470-1482. https://doi.org/10.1007/s11121-022-01379-z 678. Van den Broek, A., Van Dam, A., Bongers, I., Stikkelbroek, Y., Bachrach, N., & De Vroege, L. (2022). Alarmerend beeld onder personeel ggz; uitputting, angst-en somberheidsklachten met mogelijk vertrek uit de ggz als gevolg. TSG Tijdschrift voor Gezondheidswetenschappen, 100(3), 107-111. https://doi.org/10.1007/s12508-02200353-y

RkJQdWJsaXNoZXIy MTk4NDMw