I
426
Aniek Wols
Chapter 1 General introduction
9
Chapter 2 Effectiveness of applied and casual games for young people’s mental health: A systematic review of randomised controlled trials
29
Chapter 3 In-game play behaviours during an applied video game for anxiety prevention predict successful intervention outcomes
171
Chapter 4 Mental health outcomes of an applied game for children with elevated anxiety symptoms: A randomised controlled non inferiority trial
197
Chapter 5 The effect of expectations on experiences and engagement with an applied game for mental health
233
Chapter 6 Explicit mental health messaging promotes serious video game selection in youth with elevated mental health symptoms
259
Chapter 7 The role of motivation to change and mindsets in a game promoted for mental health
297
Chapter 8 General discussion
325
Appendices
345
References
346
Dutch summary (Nederlandse samenvatting)
404
Research data management statement
410
Acknowledgements (Dankwoord)
414
Publication list
420
About the author
422
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