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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. 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
  2. Nutbeam D, McGill B, Premkumar P. Improving health literacy in community populations: a review of progress. Health Promotion International 2018;33(5):901
    CrossRef
  3. Hopia H, Siitonen M, Raitio K. Mental health service users' and professionals' relationship with games and gaming. DIGITAL HEALTH 2018;4:205520761877971
    CrossRef
  4. Kwok SYCL, Gu M. Childhood Neglect and Adolescent Suicidal Ideation: a Moderated Mediation Model of Hope and Depression. Prevention Science 2018;
    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. Ridout B, Campbell A. The Use of Social Networking Sites in Mental Health Interventions for Young People: A Systematic Review (Preprint). Journal of Medical Internet Research 2018;
    CrossRef
  7. 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
  8. 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
  9. Huhta A, Hirvonen N, Huotari M. Health literacy in online health information environments: a systematic review of concepts, definitions and operationalization for measurement (Preprint). Journal of Medical Internet Research 2018;
    CrossRef
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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. 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
  3. Seçkin G. Emotions, Technology, and Health. 2016. :41
    CrossRef
  4. Janßen D, Tummel C, Richert A, Isenhardt I. Immersive Learning Research Network. 2016. Chapter 4:45
    CrossRef
  5. Bamidis P, Gabarron E, Hors-Fraile S, Konstantinidis E, Konstantinidis S, Rivera O. Participatory Health Through Social Media. 2016. :112
    CrossRef