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Randomized Controlled Trial of SuperBetter, a Smartphone-Based/Internet-Based Self-Help Tool to Reduce Depressive Symptoms

, , , , , and . Games for Health Journal, 4 (3): 235-246 (Apr 7, 2015)

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Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Publishing Group, (2011)Organum: individual presence through collaborative play., , , and . ACM Multimedia, page 594-597. ACM, (2005)A Real Little Game: The Pinocchio Effect in Pervasive Play.. DiGRA Conference, (2003)Why I Love Bees: A Case Study in Collective Intelligence Gaming. The Ecology of Games: Connecting Youth, Games, and Learning, -, The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning, (2007)Perform or Else: An Interdisciplinary Workshop on Extroverted Game Play., , and . DiGRA Conference, (2005)How Can Video Games Improve Our Real Lives?, and . radio, web, (Mar 27, 2015)Place storming: performing new technologies in context., and . NordiCHI, page 85-88. ACM, (2004)Unsupervised Scoring for Scalable Internet-based Collaborative Teleoperation., , , , , and . ICRA, page 4551-4556. IEEE, (2004)Randomized Controlled Trial of SuperBetter, a Smartphone-Based/Internet-Based Self-Help Tool to Reduce Depressive Symptoms, , , , , and . Games for Health Journal, 4 (3): 235-246 (Apr 7, 2015)SuperGaming! Distributed Design for Massively Collaborative Play, or, Why I Love Bees.. DiGRA Conference, (2005)