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Citing this Article

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Published on 15.05.13 in Vol 15, No 5 (2013): May

This paper is in the following e-collection/theme issue:

Works citing "Evaluation of a Web-Based Social Network Electronic Game in Enhancing Mental Health Literacy for Young People"

According to Crossref, the following articles are citing this article (DOI 10.2196/jmir.2316):

(note that this is only a small subset of citations)

  1. Lau HM, Smit JH, Fleming TM, Riper H. Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis. Frontiers in Psychiatry 2017;7
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  2. Nutbeam D, McGill B, Premkumar P. Improving health literacy in community populations: a review of progress. Health Promotion International 2018;33(5):901
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  3. Epstein J, Noel J, Finnegan M, Watkins K. Bacon Brains: Video Games for Teaching the Science of Addiction. Journal of Child & Adolescent Substance Abuse 2016;25(6):504
    CrossRef
  4. Kwok SYCL, Gu M. Childhood Neglect and Adolescent Suicidal Ideation: a Moderated Mediation Model of Hope and Depression. Prevention Science 2019;20(5):632
    CrossRef
  5. Tay JL, Tay YF, Klainin‐Yobas P. Effectiveness of information and communication technologies interventions to increase mental health literacy: A systematic review. Early Intervention in Psychiatry 2018;12(6):1024
    CrossRef
  6. . Social Cognitive Theories and Electronic Health Design: Scoping Review. JMIR Human Factors 2019;6(3):e11544
    CrossRef
  7. Ridout B, Campbell A. The Use of Social Networking Sites in Mental Health Interventions for Young People: Systematic Review. Journal of Medical Internet Research 2018;20(12):e12244
    CrossRef
  8. Bae S, Han DH, Jung J, Nam KC, Renshaw PF. Comparison of brain connectivity between Internet gambling disorder and Internet gaming disorder: A preliminary study. Journal of Behavioral Addictions 2017;6(4):505
    CrossRef
  9. Wilbourn B, Howell TH, Castel AD, D'Angelo L, Trexler C, Carr R, Greenberg D. Development, Refinement, and Acceptability of Digital Gaming to Improve HIV Testing Among Adolescents and Young Adults at Risk for HIV. Games for Health Journal 2020;9(1):53
    CrossRef
  10. Tay JL, Goh YS, Klainin‐Yobas P. Online HOPE intervention on mental health literacy among youths in Singapore: An RCT protocol. Journal of Advanced Nursing 2020;76(7):1831
    CrossRef
  11. Huen JM, Lai ES, Shum AK, So SW, Chan MK, Wong PW, Law Y, Yip PS. Evaluation of a Digital Game-Based Learning Program for Enhancing Youth Mental Health: A Structural Equation Modeling of the Program Effectiveness. JMIR Mental Health 2016;3(4):e46
    CrossRef
  12. Li Y, Xia X, Meng F, Zhang C. The association of physical fitness with mental health in children: A serial multiple mediation model. Current Psychology 2022;41(10):7280
    CrossRef
  13. Merritt CJ, Tharp IJ, Furnham A. Trauma type affects recognition of Post-Traumatic Stress Disorder among online respondents in the UK and Ireland. Journal of Affective Disorders 2014;164:123
    CrossRef
  14. Brijnath B, Protheroe J, Mahtani KR, Antoniades J. Do Web-based Mental Health Literacy Interventions Improve the Mental Health Literacy of Adult Consumers? Results From a Systematic Review. Journal of Medical Internet Research 2016;18(6):e165
    CrossRef
  15. Yonker LM, Zan S, Scirica CV, Jethwani K, Kinane TB. “Friending” Teens: Systematic Review of Social Media in Adolescent and Young Adult Health Care. Journal of Medical Internet Research 2015;17(1):e4
    CrossRef
  16. Yang Q, Millette D, Zhou C, Beatty M, Carcioppolo N, Wilson G. The Effectiveness of Interactivity in Improving Mediating Variables, Behaviors and Outcomes of Web-Based Health Interventions: A Meta-Analytic Review. Health Communication 2020;35(11):1334
    CrossRef
  17. Chau M, Wong A, Wang M, Lai S, Chan KW, Li TM, Chu D, Chan IK, Sung W. Using 3D virtual environments to facilitate students in constructivist learning. Decision Support Systems 2013;56:115
    CrossRef
  18. Zhu S, Tse S, Tang J, Wong P. Knowledge, attitudes and behaviors associated with mental illness among the working population in Hong Kong: a cross-sectional telephone survey. International Journal of Culture and Mental Health 2016;9(3):313
    CrossRef
  19. Huhta A, Hirvonen N, Huotari M. Health Literacy in Web-Based Health Information Environments: Systematic Review of Concepts, Definitions, and Operationalization for Measurement. Journal of Medical Internet Research 2018;20(12):e10273
    CrossRef
  20. Lim MSC, Wright CJC, Carrotte ER, Pedrana AE. Reach, engagement, and effectiveness: a systematic review of evaluation methodologies used in health promotion via social networking sites. Health Promotion Journal of Australia 2016;27(3):187
    CrossRef
  21. Maher C, Ryan J, Kernot J, Podsiadly J, Keenihan S. Social media and applications to health behavior. Current Opinion in Psychology 2016;9:50
    CrossRef
  22. Radovic A, Gmelin T, Hua J, Long C, Stein BD, Miller E. Supporting Our Valued Adolescents (SOVA), a Social Media Website for Adolescents with Depression and/or Anxiety: Technological Feasibility, Usability, and Acceptability Study. JMIR Mental Health 2018;5(1):e17
    CrossRef
  23. Zhang Z, Zhan X, Li Y, Hu R, Yan W, van Wouwe J. Web-Based Training for Primary Healthcare Workers in Rural China: A Qualitative Exploration of Stakeholders’ Perceptions. PLOS ONE 2015;10(5):e0125975
    CrossRef
  24. Yang JC, Quadir B. Individual differences in an English learning achievement system: gaming flow experience, gender differences and learning motivation. Technology, Pedagogy and Education 2018;27(3):351
    CrossRef
  25. Hopia H, Siitonen M, Raitio K. Mental health service users' and professionals' relationship with games and gaming. DIGITAL HEALTH 2018;4:205520761877971
    CrossRef
  26. Bae S, Hong JS, Kim SM, Han DH. Bupropion Shows Different Effects on Brain Functional Connectivity in Patients With Internet-Based Gambling Disorder and Internet Gaming Disorder. Frontiers in Psychiatry 2018;9
    CrossRef
  27. Ezezika O, Jarrah M. A Case Study on the Impact of a Web-Based Animated Storyline Module for Global Health Pedagogy: Student Perspectives. Journal of Education 2022;202(1):26
    CrossRef
  28. Tay JL, Goh YSS, Sim K, Klainin-Yobas P. Impact of the HOPE Intervention on Mental Health Literacy, Psychological Well-Being and Stress Levels amongst University Undergraduates: A Randomised Controlled Trial. International Journal of Environmental Research and Public Health 2022;19(15):9772
    CrossRef
  29. . Online HOPE intervention on help-seeking attitudes and intentions among young adults in Singapore: A randomized controlled trial and process evaluation. Archives of Psychiatric Nursing 2022;41:286
    CrossRef
  30. Hammady R, Arnab S. Serious Gaming for Behaviour Change: A Systematic Review. Information 2022;13(3):142
    CrossRef
  31. Queroue M, Pouymayou A, Pereira E, Tzourio C, González-Caballero JL, Montagni I. An interactive video increasing French students’ mental health literacy: a mixed-methods randomized controlled pilot study. Health Promotion International 2023;38(4)
    CrossRef
  32. Martineau M, Beauchamp G, Marcotte D. Efficacité des interventions en prévention et en promotion de la santé mentale dans les établissements d’enseignement postsecondaire. Santé mentale au Québec 2017;42(1):165
    CrossRef
  33. Tsui TY, DeFrance K, Khalid-Khan S, Granic I, Hollenstein T. Reductions of Anxiety Symptoms, State Anxiety, and Anxious Arousal in Youth Playing the Videogame MindLight Compared to Online Cognitive Behavioral Therapy. Games for Health Journal 2021;
    CrossRef
  34. Costello R, Smith L. An Innovative Approach of Using Mobile Gaming to Bridge Well-Being, Anxiety, Depression, and Isolation. International Journal of Adult Education and Technology 2022;13(1):1
    CrossRef
  35. Ferrari M, Sabetti J, McIlwaine SV, Fazeli S, Sadati SMH, Shah JL, Archie S, Boydell KM, Lal S, Henderson J, Alvarez-Jimenez M, Andersson N, Nielsen RKL, Reynolds JA, Iyer SN. Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion. Frontiers in Digital Health 2022;4
    CrossRef
  36. Weerasekara M, Smedberg B. Exploration of user needs and design requirements of a digital stress management intervention for software employees in Sri Lanka: a qualitative study. BMC Public Health 2023;23(1)
    CrossRef
  37. Wang K, Liu P, Zhang J, Zhong J, Luo X, Huang J, Zheng Y. Effects of Digital Game-Based Learning on Students’ Cyber Wellness Literacy, Learning Motivations, and Engagement. Sustainability 2023;15(7):5716
    CrossRef
  38. Zeiner-Fink S, Geithner S, Bullinger-Hoffmann AC. Lerneffekte und Akzeptanz von Planspielen: Ein systematischer Literatur-Review. Zeitschrift für Hochschulentwicklung 2023;18(Sonderheft Planspiele):41
    CrossRef
  39. Chaves A, Arnáez S, García-Soriano G. The Effectiveness of a Cell Phone eHealth App in Changing Knowledge, Stigmatizing Attitudes, and Intention to Seek Help Associated With Obsessive-Compulsive Disorder: Pilot Questionnaire Study. JMIR mHealth and uHealth 2024;12:e48027
    CrossRef
  40. Li I, Estafanous A, De Choudhury M, Alvarez-Jimenez M, Birnbaum ML. Social Media and Early Psychosis Intervention: A Comprehensive Review of the Literature. Current Treatment Options in Psychiatry 2024;
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/jmir.2316):

  1. Hanusová J, Štěpánková T, Tomanová J, Dočkalová S, Papežová H. Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice. 2016. chapter 17:358
    CrossRef
  2. Hamilton JL, Coulter RW, Radovic A. Technology and Adolescent Health. 2020. :305
    CrossRef
  3. . Emotions, Technology, and Health. 2016. :41
    CrossRef
  4. Hunter J, Roy T. Design, User Experience, and Usability. Case Studies in Public and Personal Interactive Systems. 2020. Chapter 18:254
    CrossRef
  5. Janßen D, Tummel C, Richert A, Isenhardt I. Immersive Learning Research Network. 2016. Chapter 4:45
    CrossRef
  6. Poon AWC, Ow R. Mental Health and Social Work. 2020. Chapter 20-1:1
    CrossRef
  7. Hanusová J, Štěpánková T, Tomanová J, Dočkalová S, Papežová H. Gaming and Technology Addiction. 2017. chapter 12:230
    CrossRef
  8. Poon AWC, Ow R. Mental Health and Social Work. 2020. Chapter 20:541
    CrossRef
  9. Bamidis P, Gabarron E, Hors-Fraile S, Konstantinidis E, Konstantinidis S, Rivera O. Participatory Health Through Social Media. 2016. :112
    CrossRef
  10. Reis R, Marques BP. Advancing the Power of Learning Analytics and Big Data in Education. 2021. chapter 7:142
    CrossRef
  11. Torres-Toukoumidis A, Vintimilla-León D, De-Santis A, Cárdenas-Tapia J, Mäeots M. Communication and Applied Technologies. 2023. Chapter 46:511
    CrossRef
  12. Bagnell A, Santor D. School Mental Health. 2015. Chapter 5:46
    CrossRef
  13. . Encyclopedia of Child and Adolescent Health. 2023. :372
    CrossRef
  14. Kuhn E, Reger G, Gratzer D. Tasman’s Psychiatry. 2023. Chapter 149-1:1
    CrossRef
  15. Zeiner-Fink S, Bullinger AC, Geithner S. Simulation and Gaming for Social Impact. 2023. Chapter 3:36
    CrossRef