PM1012
Reader 3
1. Mental health apps: What to tell patients.
2 Preventing childhood anxiety disorders: Is an applied game as effective as a cognitive
behavioral therapy-based program?
3 Serious games for mental health: are they accessible, feasible, and effective? A systematic
review and meta-analysis.
4 The use of virtual reality technology in the treatment of anxiety and other psychiatric
disorders.
5 The sense of presence exploration in virtual reality therapy
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