Published on in Vol 2, No 1 (2014): Jan-Jun

Views of Young People in Rural Australia on SPARX, a Fantasy World Developed for New Zealand Youth With Depression

Views of Young People in Rural Australia on SPARX, a Fantasy World Developed for New Zealand Youth With Depression

Views of Young People in Rural Australia on SPARX, a Fantasy World Developed for New Zealand Youth With Depression

Journals

  1. Hollis C, Falconer C, Martin J, Whittington C, Stockton S, Glazebrook C, Davies E. Annual Research Review: Digital health interventions for children and young people with mental health problems – a systematic and meta‐review. Journal of Child Psychology and Psychiatry 2017;58(4):474 View
  2. Bonnechère B, Van Vooren M, Jansen B, Van Sint J, Rahmoun M, Fourtassi M. Patients' Acceptance of the Use of Serious Games in Physical Rehabilitation in Morocco. Games for Health Journal 2017;6(5):290 View
  3. Fulford H, McSwiggan L, Kroll T, MacGillivray S. Exploring the Use of Information and Communication Technology by People With Mood Disorder: A Systematic Review and Metasynthesis. JMIR Mental Health 2016;3(3):e30 View
  4. Provoost S, Lau H, Ruwaard J, Riper H. Embodied Conversational Agents in Clinical Psychology: A Scoping Review. Journal of Medical Internet Research 2017;19(5):e151 View
  5. Shepherd M, Fleming T, Lucassen M, Stasiak K, Lambie I, Merry S. The Design and Relevance of a Computerized Gamified Depression Therapy Program for Indigenous Māori Adolescents. JMIR Serious Games 2015;3(1):e1 View
  6. Schoneveld E, Lichtwarck-Aschoff A, Granic I. What keeps them motivated? Children’s views on an applied game for anxiety. Entertainment Computing 2019;29:69 View
  7. Hickie I, Davenport T, Burns J, Milton A, Ospina‐Pinillos L, Whittle L, Ricci C, McLoughlin L, Mendoza J, Cross S, Piper S, Iorfino F, LaMonica H. Project Synergy: co‐designing technology‐enabled solutions for Australian mental health services reform. Medical Journal of Australia 2019;211(S7) View
  8. Perry Y, Calear A, Mackinnon A, Batterham P, Licinio J, King C, Thomsen N, Scott J, Donker T, Merry S, Fleming T, Stasiak K, Werner-Seidler A, Christensen H. Trial for the Prevention of Depression (TriPoD) in final-year secondary students: study protocol for a cluster randomised controlled trial. Trials 2015;16(1) View
  9. Wozney L, Huguet A, Bennett K, Radomski A, Hartling L, Dyson M, McGrath P, Newton A. How do eHealth Programs for Adolescents With Depression Work? A Realist Review of Persuasive System Design Components in Internet-Based Psychological Therapies. Journal of Medical Internet Research 2017;19(8):e266 View
  10. Kuosmanen T, Fleming T, Barry M. The implementation of SPARX-R computerized mental health program in alternative education: Exploring the factors contributing to engagement and dropout. Children and Youth Services Review 2018;84:176 View
  11. Vallury K, Jones M, Oosterbroek C. Computerized Cognitive Behavior Therapy for Anxiety and Depression in Rural Areas: A Systematic Review. Journal of Medical Internet Research 2015;17(6):e139 View
  12. Grant S, Spears A, Pedersen E. Video Games as a Potential Modality for Behavioral Health Services for Young Adult Veterans: Exploratory Analysis. JMIR Serious Games 2018;6(3):e15 View
  13. Rasing S, Stikkelbroek Y, Bodden D. Is Digital Treatment the Holy Grail? Literature Review on Computerized and Blended Treatment for Depressive Disorders in Youth. International Journal of Environmental Research and Public Health 2019;17(1):153 View
  14. Vara M, Baños R, Rasal P, Rodríguez A, Rey B, Wrzesien M, Alcañiz M. A game for emotional regulation in adolescents: The (body) interface device matters. Computers in Human Behavior 2016;57:267 View
  15. Cheek C, Fleming T, Lucassen M, Bridgman H, Stasiak K, Shepherd M, Orpin P. Integrating Health Behavior Theory and Design Elements in Serious Games. JMIR Mental Health 2015;2(2):e11 View
  16. McCashin D, Coyle D, O'Reilly G. Qualitative Synthesis of Young People’s Experiences With Technology-Assisted Cognitive Behavioral Therapy: Systematic Review. Journal of Medical Internet Research 2019;21(11):e13540 View
  17. Dekker M, Williams A. The Use of User-Centered Participatory Design in Serious Games for Anxiety and Depression. Games for Health Journal 2017;6(6):327 View
  18. Eichenberg C, Grabmayer G, Green N. Acceptance of Serious Games in Psychotherapy: An Inquiry into the Stance of Therapists and Patients. Telemedicine and e-Health 2016;22(11):945 View
  19. Buttazzoni A, Brar K, Minaker L. Smartphone-Based Interventions and Internalizing Disorders in Youth: Systematic Review and Meta-analysis. Journal of Medical Internet Research 2021;23(1):e16490 View
  20. Beames J, Johnston L, O'Dea B, Torok M, Christensen H, Boydell K, Werner-Seidler A. Factors That Help and Hinder the Implementation of Digital Depression Prevention Programs: School-Based Cross-sectional Study. Journal of Medical Internet Research 2021;23(8):e26223 View
  21. Six S, Byrne K, Aly H, Harris M. The Effect of Mental Health App Customization on Depressive Symptoms in College Students: Randomized Controlled Trial. JMIR Mental Health 2022;9(8):e39516 View
  22. Town R, Hayes D, March A, Fonagy P, Stapley E. Self-management, self-care, and self-help in adolescents with emotional problems: a scoping review. European Child & Adolescent Psychiatry 2023 View
  23. Six S, Aly H, Byrne K. Investigating the Effect of Personalization in a Mental Health App on Depressive Symptoms. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 2022;66(1):1413 View
  24. 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
  25. Marinova N, Rogers T, MacBeth A. Predictors of adolescent engagement and outcomes – A cross-sectional study using the togetherall (formerly Big White Wall) digital mental health platform. Journal of Affective Disorders 2022;311:284 View
  26. Hazel J, Kim H, Every-Palmer S. Exploring the possible mental health and wellbeing benefits of video games for adult players: A cross-sectional study. Australasian Psychiatry 2022;30(4):541 View
  27. Ruiz M, Moreno M, Girela-Serrano B, Díaz-Oliván I, Muñoz L, González-Garrido C, Porras-Segovia A. Winning The Game Against Depression: A Systematic Review of Video Games for the Treatment of Depressive Disorders. Current Psychiatry Reports 2022;24(1):23 View
  28. Bohr Y, Litwin L, Hankey J, McCague H, Singoorie C, Lucassen M, Shepherd M, Barnhardt J. Evaluating the Utility of a Psychoeducational Serious Game (SPARX) in Protecting Inuit Youth From Depression: Pilot Randomized Controlled Trial. JMIR Serious Games 2023;11:e38493 View
  29. Auva’a-Alatimu T, Alefaio-Tugia S, Ioane J. Understanding the impact of digital therapeutic engagement in promoting mental wellbeing for Pacific youth in Aotearoa New Zealand: an exploration of the literature. International Journal of Mental Health Systems 2024;18(1) View

Books/Policy Documents

  1. Wilkinson P, Matthews T. Entertainment Computing and Serious Games. View
  2. Khazaal Y, Favrod J. Outils de la Réhabilitation en Psychiatrie. View
  3. Luxton D, Sirotin A. Innovations in Global Mental Health. View
  4. Khazaal Y, Favrod J. Traité de Réhabilitation Psychosociale. View
  5. Mitruț O, Moldoveanu A, Petrescu L, Petrescu C, Moldoveanu F. Virtual, Augmented and Mixed Reality. View
  6. Luxton D, Sirotin A. Innovations in Global Mental Health. View