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 2022;41(10):7280 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 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
  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 View
  28. Tay J, Goh Y, 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 View
  29. Tay J. 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 View
  30. Hammady R, Arnab S. Serious Gaming for Behaviour Change: A Systematic Review. Information 2022;13(3):142 View
  31. Queroue M, Pouymayou A, Pereira E, Tzourio C, González-Caballero J, Montagni I. An interactive video increasing French students’ mental health literacy: a mixed-methods randomized controlled pilot study. Health Promotion International 2023;38(4) View
  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 View
  33. Tsui T, 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 View
  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 View
  35. Ferrari M, Sabetti J, McIlwaine S, Fazeli S, Sadati S, Shah J, Archie S, Boydell K, Lal S, Henderson J, Alvarez-Jimenez M, Andersson N, Nielsen R, Reynolds J, Iyer S. 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 View
  36. Weerasekara M, Smedberg Å. 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) View
  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 View
  38. Zeiner-Fink S, Geithner S, Bullinger-Hoffmann A. Lerneffekte und Akzeptanz von Planspielen: Ein systematischer Literatur-Review. Zeitschrift für Hochschulentwicklung 2023;18(Sonderheft Planspiele):41 View
  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 View
  40. Li I, Estafanous A, De Choudhury M, Alvarez-Jimenez M, Birnbaum M. Social Media and Early Psychosis Intervention: A Comprehensive Review of the Literature. Current Treatment Options in Psychiatry 2024;11(2):52 View
  41. Reitegger F, Peras I, Wright M, Gasteiger-Klicpera B. Key Components and Content of Effective Evidence-Based Digital Prevention Programs for Anxiety and Depression in Children and Adolescents: A Systematic Umbrella Review. Adolescent Research Review 2024;9(3):367 View
  42. Mancone S, Corrado S, Tosti B, Spica G, Diotaiuti P. Integrating digital and interactive approaches in adolescent health literacy: a comprehensive review. Frontiers in Public Health 2024;12 View
  43. Wu J, Shen H, Shen Y, Liao X, Yu X. The influence of family socioeconomic status on college students’ mental health literacy: the chain mediating effect of parenting styles and interpersonal relationships. Frontiers in Psychology 2024;15 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
  11. Torres-Toukoumidis A, Vintimilla-León D, De-Santis A, Cárdenas-Tapia J, Mäeots M. Communication and Applied Technologies. View
  12. Bagnell A, Santor D. School Mental Health. View
  13. Hunt E. Encyclopedia of Child and Adolescent Health. View
  14. Kuhn E, Reger G, Gratzer D. Tasman’s Psychiatry. View
  15. Zeiner-Fink S, Bullinger A, Geithner S. Simulation and Gaming for Social Impact. View
  16. Kuhn E, Reger G, Gratzer D. Tasman’s Psychiatry. View