Published on 15.05.13 in Vol 15, No 5 (2013): May
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)
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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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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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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
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Kwok SYCL, Gu M. Childhood Neglect and Adolescent Suicidal Ideation: a Moderated Mediation Model of Hope and Depression. Prevention Science 2019;20(5):632
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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
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. Social Cognitive Theories and Electronic Health Design: Scoping Review. JMIR Human Factors 2019;6(3):e11544
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Maher C, Ryan J, Kernot J, Podsiadly J, Keenihan S. Social media and applications to health behavior. Current Opinion in Psychology 2016;9:50
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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
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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
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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
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Hopia H, Siitonen M, Raitio K. Mental health service users' and professionals' relationship with games and gaming. DIGITAL HEALTH 2018;4:205520761877971
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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
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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
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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
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. 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
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Hammady R, Arnab S. Serious Gaming for Behaviour Change: A Systematic Review. Information 2022;13(3):142
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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)
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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
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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;
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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
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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
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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)
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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
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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
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Chaves A, Arnáez S, García-Soriano G. Effectiveness of a cell phone e-health application in changing knowledge, stigmatizing attitudes, and intention to seek help associated with obsessive-compulsive disorder: a pilot study (Preprint). JMIR mHealth and uHealth 2023;
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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;
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According to Crossref, the following books are citing this article (DOI 10.2196/jmir.2316):
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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
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Hamilton JL, Coulter RW, Radovic A. Technology and Adolescent Health. 2020. :305
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. Emotions, Technology, and Health. 2016. :41
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Hunter J, Roy T. Design, User Experience, and Usability. Case Studies in Public and Personal Interactive Systems. 2020. Chapter 18:254
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Janßen D, Tummel C, Richert A, Isenhardt I. Immersive Learning Research Network. 2016. Chapter 4:45
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Poon AWC, Ow R. Mental Health and Social Work. 2020. Chapter 20-1:1
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Hanusová J, Štěpánková T, Tomanová J, Dočkalová S, Papežová H. Gaming and Technology Addiction. 2017. chapter 12:230
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Poon AWC, Ow R. Mental Health and Social Work. 2020. Chapter 20:541
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Bamidis P, Gabarron E, Hors-Fraile S, Konstantinidis E, Konstantinidis S, Rivera O. Participatory Health Through Social Media. 2016. :112
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Reis R, Marques BP. Advancing the Power of Learning Analytics and Big Data in Education. 2021. chapter 7:142
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Torres-Toukoumidis A, Vintimilla-León D, De-Santis A, Cárdenas-Tapia J, Mäeots M. Communication and Applied Technologies. 2023. Chapter 46:511
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Bagnell A, Santor D. School Mental Health. 2015. Chapter 5:46
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. Encyclopedia of Child and Adolescent Health. 2023. :372
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Kuhn E, Reger G, Gratzer D. Tasman’s Psychiatry. 2023. Chapter 149-1:1
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Zeiner-Fink S, Bullinger AC, Geithner S. Simulation and Gaming for Social Impact. 2023. Chapter 3:36
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