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Journal of Medical Internet Research

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. 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
  2. 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;:1
    CrossRef
  3. 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
  4. 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
    CrossRef
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  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. 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

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. Gaming and Technology Addiction. 2017. chapter 12:230
    CrossRef
  2. Seçkin G. Emotions, Technology, and Health. 2016. :41
    CrossRef
  3. Bamidis P, Gabarron E, Hors-Fraile S, Konstantinidis E, Konstantinidis S, Rivera O. Participatory Health Through Social Media. 2016. :112
    CrossRef
  4. 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
  5. Janßen D, Tummel C, Richert A, Isenhardt I. Immersive Learning Research Network. 2016. Chapter 4:45
    CrossRef