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

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

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

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

Journals

  1. Lau H, Smit J, Fleming T, Riper H. Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis. Frontiers in Psychiatry 2017;7 View
  2. Nutbeam D, McGill B, Premkumar P. Improving health literacy in community populations: a review of progress. Health Promotion International 2018;33(5):901 View
  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 View
  4. Kwok S, Gu M. Childhood Neglect and Adolescent Suicidal Ideation: a Moderated Mediation Model of Hope and Depression. Prevention Science 2019;20(5):632 View
  5. Tay J, Tay Y, 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 View
  6. Grace-Farfaglia P. Social Cognitive Theories and Electronic Health Design: Scoping Review. JMIR Human Factors 2019;6(3):e11544 View
  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 View
  8. Bae S, Han D, Jung J, Nam K, Renshaw P. Comparison of brain connectivity between Internet gambling disorder and Internet gaming disorder: A preliminary study. Journal of Behavioral Addictions 2017;6(4):505 View
  9. Wilbourn B, Howell T, Castel A, 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 View
  10. Tay J, Goh Y, 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 View
  11. Huen J, Lai E, Shum A, So S, Chan M, Wong P, Law Y, Yip P. 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 View
  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 2021 View
  13. Merritt C, Tharp I, 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 View
  14. Brijnath B, Protheroe J, Mahtani K, 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 View
  15. Yonker L, Zan S, Scirica C, Jethwani K, Kinane T. “Friending” Teens: Systematic Review of Social Media in Adolescent and Young Adult Health Care. Journal of Medical Internet Research 2015;17(1):e4 View
  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 View
  17. Chau M, Wong A, Wang M, Lai S, Chan K, Li T, Chu D, Chan I, Sung W. Using 3D virtual environments to facilitate students in constructivist learning. Decision Support Systems 2013;56:115 View
  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 View
  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 View
  20. Lim M, Wright C, Carrotte E, Pedrana A. 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 View
  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 View
  22. Radovic A, Gmelin T, Hua J, Long C, Stein B, 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 View
  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 View
  24. Yang J, 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 View
  25. Hopia H, Siitonen M, Raitio K. Mental health service users' and professionals' relationship with games and gaming. DIGITAL HEALTH 2018;4:205520761877971 View
  26. Bae S, Hong J, Kim S, Han D. Bupropion Shows Different Effects on Brain Functional Connectivity in Patients With Internet-Based Gambling Disorder and Internet Gaming Disorder. Frontiers in Psychiatry 2018;9 View

Books/Policy Documents

  1. Hanusová J, Štěpánková T, Tomanová J, Dočkalová S, Papežová H. Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice. View
  2. Hamilton J, Coulter R, Radovic A. Technology and Adolescent Health. View
  3. Seçkin G. Emotions, Technology, and Health. View
  4. Hunter J, Roy T. Design, User Experience, and Usability. Case Studies in Public and Personal Interactive Systems. View
  5. Janßen D, Tummel C, Richert A, Isenhardt I. Immersive Learning Research Network. View
  6. Poon A, Ow R. Mental Health and Social Work. View
  7. Hanusová J, Štěpánková T, Tomanová J, Dočkalová S, Papežová H. Gaming and Technology Addiction. View
  8. Poon A, Ow R. Mental Health and Social Work. View
  9. Bamidis P, Gabarron E, Hors-Fraile S, Konstantinidis E, Konstantinidis S, Rivera O. Participatory Health Through Social Media. View
  10. Reis R, Marques B. Advancing the Power of Learning Analytics and Big Data in Education. View