Selected Publications:

Grimley, C. E., Kato, P. M., Grunfeld, E. A. (2020). Health and health belief factors associated with screening and help-seeking behaviours for breast cancer symptoms: A systematic review and meta-analysis of the European evidence. British Journal of Health Psychology, 25(1), 107-128.

Gauthier, A., Kato, P. M., Bul, K. C., Dunwell, I., Walker-Clarke, A., & Lameras, P. (2019). Board games for health: A systematic literature review and meta-analysis. Games for Health Journal, 8(2), 85-100.

Bul, K., Doove, L. L., Franken, I., van der Oord, S., Kato, P. M., & Maras, A. (2018). A serious game for children with Attention Deficit Hyperactivity Disorder: Who benefits the most? PLoS ONE. 13(3): e0193681.

Klaassen, R., Bul, K., van der Burg, G. J., Kato, P. M., & Di Bitonto, P. (2018). Design and evaluation of a pervasive coaching and gamification platform for young diabetes patients. Sensors18(2), 402. doi: 10.3390/s18020402

Kato, P. M. & de Klerk, S. (2017). Serious Games for Assessment: Welcome to the Jungle. Journal of Applied Testing Technology, 18 (1), 1-6.

Choi, W., Dyens, O., Schijven, M., Chan, T., Dev, P., Fellander-Tsai, L., Ferland, M., Kato, P. M., et al. (2017). Engagement and learning through simulation based initiatives: Recommendations of the Simnovate Pervasive Learning Domain Group. BMJ Simulation & Technology Enhanced Learning. doi:10.1136/bmjstel-2016-000177

Bul, K., Kato, P. M., van der Oord, S., Danckaerts, M., Vreeke, L., Willems, A., van Oers, H., van den Heuvel, R., Birnie, D., van Amelsvoort, T., Franken, I., Maras, A. (2016). Behavioral Outcome Effects of Serious Gaming as an Adjunct to Treatment for Children With Attention-Deficit/Hyperactivity Disorder: A Randomized Controlled Trial. Journal of Medical Internet Research. doi:10.2196/jmir.5173

Kato, P.M. (2012). The role of the researcher in making effective serious games for health. In S. Arnab, I. Dunwell and K. Debattista (Eds.) Serious Games for Healthcare: Applications and Implications. Hershey, PA: IGI Global.

Kato, P.M. (2012). Evaluating efficacy and validating health games. Games for Health Journal, 1(1), 74-76.

Kato, P.M. (2010). Video games in health care: Closing the gap. Review of General Psychology, 14(2), 113-121.

Kato, P.M., Cole, S.W., Bradlyn, A.S., & Pollock, B. (2008). A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial. Pediatrics, 122(2), pp.e305-e317.

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