420 Appendices PUBLICATION LIST Published manuscripts included in this dissertation Wols, A., Pingel, M., Lichtwarck-Aschoff, A., & Granic, I. (2024). Effectiveness of applied and casual games for young people’s mental health: A systematic review of randomised controlled studies. Clinical Psychology Review, 108, 102396. https://doi.org/10.1016/j.cpr.2024.10239 Wols, A., Lichtwarck-Aschoff, A., Schoneveld, E. A., & Granic, I. (2018). In-game play behaviours during an applied video game for anxiety prevention predict successful intervention outcomes. Journal of Psychopathology and Behavioral Assessment, 40(4), 655-668. https://doi.org/10.1007/s10862-0189684-4 Schoneveld, E. A., Wols, A., Lichtwarck-Aschoff, A., Otten, R., & Granic, I. (2020). Mental health outcomes of an applied game for children with elevated anxiety symptoms: A randomized controlled non-inferiority trial. Journal of Child and Family Studies, 29(8), 2169-2185. https://doi.org/10.1007/s10826020-01728-y Wols, A., Hollenstein, T., Lichtwarck-Aschoff, A., & Granic, I. (2021). The effect of expectations on experiences and engagement with an applied game for mental health. Games for Health Journal, 10(4), 207-219. https://doi. org/10.1089/g4h.2020.0155 Poppelaars, M., Wols., A., Lichtwarck-Aschoff, A., & Granic, I. (2018). Explicit mental health messaging promotes serious video game selection in youth with elevated mental health symptoms. Frontiers in Psychology, 9, 384784. https://doi.org/10.3389/fpsyg.2018.01837 Wols, A., Poppelaars, M., Lichtwarck-Aschoff, A., & Granic, I. (2020). The role of motivation to change and mindsets in a game promoted for mental health. Entertainment Computing, 35, 100371. https://doi.org/10.1016/j. entcom.2020.100371
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