Published on in Vol 21, No 4 (2019): April

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/12003, first published .
A Digital Game and School-Based Intervention for Students in Hong Kong: Quasi-Experimental Design

A Digital Game and School-Based Intervention for Students in Hong Kong: Quasi-Experimental Design

A Digital Game and School-Based Intervention for Students in Hong Kong: Quasi-Experimental Design

Journals

  1. Chang Q, Xing J, Ho R, Yip P. Cyberbullying and suicide ideation among Hong Kong adolescents: The mitigating effects of life satisfaction with family, classmates and academic results. Psychiatry Research 2019;274:269 View
  2. Bevan Jones R, Stallard P, Agha S, Rice S, Werner‐Seidler A, Stasiak K, Kahn J, Simpson S, Alvarez‐Jimenez M, Rice F, Evans R, Merry S. Practitioner review: Co‐design of digital mental health technologies with children and young people. Journal of Child Psychology and Psychiatry 2020;61(8):928 View
  3. Kato-Lin Y, Kumar U, Sri Prakash B, Prakash B, Varadan V, Agnihotri S, Subramanyam N, Krishnatray P, Padman R. Impact of Pediatric Mobile Game Play on Healthy Eating Behavior: Randomized Controlled Trial. JMIR mHealth and uHealth 2020;8(11):e15717 View
  4. Sakellari E, Notara V, Lagiou A, Fatkulina N, Ivanova S, Korhonen J, Kregar Velikonja N, Lalova V, Laaksonen C, Petrova G, Lahti M. Mental Health and Wellbeing at Schools: Health Promotion in Primary Schools with the Use of Digital Methods. Children 2021;8(5):345 View
  5. Salazar de Pablo G, De Micheli A, Solmi M, Oliver D, Catalan A, Verdino V, Di Maggio L, Bonoldi I, Radua J, Baccaredda Boy O, Provenzani U, Ruzzi F, Calorio F, Nosari G, Di Marco B, Famularo I, Montealegre I, Signorini L, Molteni S, Filosi E, Mensi M, Balottin U, Politi P, Shin J, Correll C, Arango C, Fusar-Poli P. Universal and Selective Interventions to Prevent Poor Mental Health Outcomes in Young People: Systematic Review and Meta-analysis. Harvard Review of Psychiatry 2021;29(3):196 View
  6. Zheng L, Oberle C, Hawkes-Robinson W, Daniau S. Serious Games as a Complementary Tool for Social Skill Development in Young People: A Systematic Review of the Literature. Simulation & Gaming 2021;52(6):686 View
  7. Reynard S, Dias J, Mitic M, Schrank B, Woodcock K. Digital Interventions for Emotion Regulation in Children and Early Adolescents: Systematic Review and Meta-analysis. JMIR Serious Games 2022;10(3):e31456 View
  8. Mendes de Oliveira C, Santos Almeida C, Hofheinz Giacomoni C. School-Based Positive Psychology Interventions that Promote Well-Being in Children: A Systematic Review. Child Indicators Research 2022;15(5):1583 View
  9. dos Santos M, Simões C, Santos A, Lebre P, Grazzani I. Does Online Implementation Make a Difference in the Effects of a Mental Health Curriculum at Schools?. International Journal of Environmental Research and Public Health 2022;19(24):16990 View
  10. Oh C, Carducci B, Vaivada T, Bhutta Z. Digital Interventions for Universal Health Promotion in Children and Adolescents: A Systematic Review. Pediatrics 2022;149(Supplement 6) View
  11. Skogberg M, Mackiewicz K, Mänd K, Tuuling L, Urdzina-Merca I, Salanterä S, Pakarinen A, Mittal P. Promoting the health and wellbeing of children: A feasibility study of a digital tool among professionals. PLOS ONE 2022;17(3):e0265355 View
  12. Freeland L, O’Reilly M, Fleury J, Adams S, Vostanis P. Digital Social and Emotional Literacy Intervention for Vulnerable Children in Brazil: Participants’ Experiences. International Journal of Mental Health Promotion 2022;24(1):51 View
  13. Efe H, Umdu Topsakal Ü. A meta-synthesis study in interactive learning environments: digital games in health education. Interactive Learning Environments 2024;32(4):1319 View
  14. Lagu A, Thaha R, Syafar M, Hadju V, Kurniati Y. Using Games to Promote Healthy Behavior in Children: A Narrative Review. Open Access Macedonian Journal of Medical Sciences 2022;10(E):1904 View
  15. Xiao P, Zhu K, Feng Y, Jiang Q, Xiang Z, Zhang Q, Wu X, Fan Y, Zou L, Xiao H, Song R. Associations between dyslexia and children's mental health: Findings from a follow-up study in China. Psychiatry Research 2023;324:115188 View
  16. Tang L, Tsui P, Shum A, Leung W, Lung D, Ng P, Leung K, Yip P. Changing school cultures for mental wellbeing in Hong Kong: the potential of pedagogic practices that take power into account. Critical Public Health 2023;33(4):472 View
  17. Zhang P, Yang F, Huang N, Yan W, Zhang B, Zhang C, Peng K, Guo J. Assessment of Factors Associated With Mental Well-Being Among Chinese Youths at Individual, School, and Province Levels. JAMA Network Open 2023;6(7):e2324025 View
  18. Wols A, Pingel M, Lichtwarck-Aschoff A, Granic I. Effectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies. Clinical Psychology Review 2024;108:102396 View
  19. Yun H, Park M, Lee H, Choi E. Healthcare Interventions for Children Using Nonimmersive Virtual Reality: A Mixed Methods Systematic Review. Journal of Pediatric Health Care 2024;38(5):703 View
  20. Wang P, Wang Z, Qiu S. Universal, school-based transdiagnostic interventions to promote mental health and emotional wellbeing: a systematic review. Child and Adolescent Psychiatry and Mental Health 2024;18(1) View
  21. Yip P, Caine E, Yeung C, Law Y, Ho R. Suicide prevention in Hong Kong: pushing boundaries while building bridges. The Lancet Regional Health - Western Pacific 2024;46:101061 View
  22. De Jaegere E, van Heeringen K, Emmery P, Mommerency G, Portzky G. Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study. JMIR Serious Games 2024;12:e47513 View
  23. Ludlow K, March S, Russell J, Ryan B, Brown R, Hides L, Donovan C, Spence S, Saxby J, Cobham V. Co-designing a new digital mental health platform, ‘Momentum’, with caregivers of young people aged 7–17. DIGITAL HEALTH 2024;10 View
  24. Ramos D, Brito C, Silva G, Freitas R, Ribeiro do Prado L, Campos T. Emotional competences and the interaction with digital games in childhood: Scoping review. Entertainment Computing 2024:100905 View