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Citing this Article

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Published on 03.03.15 in Vol 3, No 1 (2015): Jan-Jun

This paper is in the following e-collection/theme issue:

Works citing "The Design and Relevance of a Computerized Gamified Depression Therapy Program for Indigenous Māori Adolescents"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.3804):

(note that this is only a small subset of citations)

  1. Verschueren S, Buffel C, Vander Stichele G. Developing theory-driven evidence based Serious Games for Health: A Framework based on research community insights. (Preprint). JMIR Serious Games 2018;
    CrossRef
  2. Fleming T, Merry S, Stasiak K, Hopkins S, Patolo T, Ruru S, Latu M, Shepherd M, Christie G, Goodyear-Smith F. User segmentation important for designing computerized therapy for adolescent mental health: Findings from scoping processes (Preprint). JMIR Mental Health 2018;
    CrossRef
  3. Sanders GJ, Roe B, Knowles ZR, Kaehne A, Fairclough SJ. Using formative research with older adults to inform a community physical activity programme: Get Healthy, Get Active. Primary Health Care Research & Development 2018;:1
    CrossRef
  4. Dias LPS, Barbosa JLV, Vianna HD. Gamification and serious games in depression care: A systematic mapping study. Telematics and Informatics 2018;35(1):213
    CrossRef
  5. Lucassen M, Samra R, Iacovides I, Fleming T, Shepherd M, Stasiak K, Wallace L. How LGBT+ Young People Use the Internet in Relation to Their Mental Health and Envisage the Use of e-Therapy: Exploratory Study. JMIR Serious Games 2018;6(4):e11249
    CrossRef
  6. Shepherd M, Merry S, Lambie I, Thompson A. Indigenous Adolescents’ Perception of an eMental Health Program (SPARX): Exploratory Qualitative Assessment. JMIR Serious Games 2018;6(3):e13
    CrossRef
  7. Pollok J, van Agteren J, Chong A, Carson-Chahhoud K, Smith B. Evaluation of existing experimental evidence for treatment of depression in indigenous populations: A systematic review. Australian Journal of Psychology 2018;70(4):305
    CrossRef
  8. 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
    CrossRef
  9. Dekker MR, Williams AD. The Use of User-Centered Participatory Design in Serious Games for Anxiety and Depression. Games for Health Journal 2017;6(6):327
    CrossRef
  10. Wozney L, Huguet A, Bennett K, Radomski AD, Hartling L, Dyson M, McGrath PJ, Newton AS. 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
    CrossRef
  11. Stasiak K, Fleming T, Lucassen MF, Shepherd MJ, Whittaker R, Merry SN. Computer-Based and Online Therapy for Depression and Anxiety in Children and Adolescents. Journal of Child and Adolescent Psychopharmacology 2016;26(3):235
    CrossRef
  12. Pham Q, Khatib Y, Stansfeld S, Fox S, Green T. Feasibility and Efficacy of an mHealth Game for Managing Anxiety: “Flowy” Randomized Controlled Pilot Trial and Design Evaluation. Games for Health Journal 2016;5(1):50
    CrossRef
  13. Cheek C, Fleming T, Lucassen MF, 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
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.3804)

:
  1. Khazaal Y, Favrod J. Traité de Réhabilitation Psychosociale. 2018. :667
    CrossRef
  2. Khazaal Y, Favrod J. Outils de la Réhabilitation en Psychiatrie. 2016. :119
    CrossRef