Published on in Vol 6, No 2 (2018): April-June

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/8902, first published .
Using Mobile Health Gamification to Facilitate Cognitive Behavioral Therapy Skills Practice in Child Anxiety Treatment: Open Clinical Trial

Using Mobile Health Gamification to Facilitate Cognitive Behavioral Therapy Skills Practice in Child Anxiety Treatment: Open Clinical Trial

Using Mobile Health Gamification to Facilitate Cognitive Behavioral Therapy Skills Practice in Child Anxiety Treatment: Open Clinical Trial

Journals

  1. Gonsalves P, Hodgson E, Kumar A, Aurora T, Chandak Y, Sharma R, Michelson D, Patel V. Design and Development of the “POD Adventures” Smartphone Game: A Blended Problem-Solving Intervention for Adolescent Mental Health in India. Frontiers in Public Health 2019;7 View
  2. Edridge C, Wolpert M, Deighton J, Edbrooke-Childs J. An mHealth Intervention (ReZone) to Help Young People Self-Manage Overwhelming Feelings: Cluster-Randomized Controlled Trial. Journal of Medical Internet Research 2020;22(7):e14223 View
  3. Christie G, Shepherd M, Merry S, Hopkins S, Knightly S, Stasiak K. Gamifying CBT to deliver emotional health treatment to young people on smartphones. Internet Interventions 2019;18:100286 View
  4. Miralles I, Granell C, Díaz-Sanahuja L, Van Woensel W, Bretón-López J, Mira A, Castilla D, Casteleyn S. Smartphone Apps for the Treatment of Mental Disorders: Systematic Review. JMIR mHealth and uHealth 2020;8(4):e14897 View
  5. Wray T, Pérez A, Celio M, Carr D, Adia A, Monti P. Exploring the Use of Smartphone Geofencing to Study Characteristics of Alcohol Drinking Locations in High‐Risk Gay and Bisexual Men. Alcoholism: Clinical and Experimental Research 2019;43(5):900 View
  6. Neumann C, Kolak T, Auschra C. Strategies to digitalize inert health practices: The gamification of glucose monitoring. it - Information Technology 2019;61(5-6):231 View
  7. Regidor N, Ausín B. Tecnologías de información y comunicación (TIC) aplicadas al tratamiento de los problemas de ansiedad. Clínica Contemporánea 2020;11(2) View
  8. Cheng V, Davenport T, Johnson D, Vella K, Hickie I. Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review. JMIR Mental Health 2019;6(6):e13717 View
  9. Tark R, Metelitsa M, Akkermann K, Saks K, Mikkel S, Haljas K. Usability, Acceptability, Feasibility, and Effectiveness of a Gamified Mobile Health Intervention (Triumf) for Pediatric Patients: Qualitative Study. JMIR Serious Games 2019;7(3):e13776 View
  10. Richardson P, Harrison L, Heathcote L, Rush G, Shear D, Lalloo C, Hood K, Wicksell R, Stinson J, Simons L. mHealth for pediatric chronic pain: state of the art and future directions. Expert Review of Neurotherapeutics 2020;20(11):1177 View
  11. Rodenburg F, Sawada Y, Hayashi N. Improving RNN Performance by Modelling Informative Missingness with Combined Indicators. Applied Sciences 2019;9(8):1623 View
  12. Silk J, Pramana G, Sequeira S, Lindhiem O, Kendall P, Rosen D, Parmanto B. Using a Smartphone App and Clinician Portal to Enhance Brief Cognitive Behavioral Therapy for Childhood Anxiety Disorders. Behavior Therapy 2020;51(1):69 View
  13. Tuerk P, Schaeffer C, McGuire J, Adams Larsen M, Capobianco N, Piacentini J. Adapting Evidence-Based Treatments for Digital Technologies: a Critical Review of Functions, Tools, and the Use of Branded Solutions. Current Psychiatry Reports 2019;21(10) View
  14. Wu A, Scult M, Barnes E, Betancourt J, Falk A, Gunning F. Smartphone apps for depression and anxiety: a systematic review and meta-analysis of techniques to increase engagement. npj Digital Medicine 2021;4(1) View
  15. Stubberud A, Linde M, Brenner E, Heier M, Olsen A, Aamodt A, Gravdahl G, Tronvik E. Self‐administered biofeedback treatment app for pediatric migraine: A randomized pilot study. Brain and Behavior 2021;11(2) View
  16. Balaskas A, Schueller S, Cox A, Doherty G, Myers B. Ecological momentary interventions for mental health: A scoping review. PLOS ONE 2021;16(3):e0248152 View
  17. Kim S, Park Y, Ackerman M. Designing an Indoor Air Quality Monitoring App for Asthma Management in Children: User-Centered Design Approach. JMIR Formative Research 2021;5(9):e27447 View
  18. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  19. Boardman S. Creating wellness apps with high patient engagement to close the intention–action gap. International Psychogeriatrics 2021;33(6):551 View
  20. Moczygemba L, Thurman W, Tormey K, Hudzik A, Welton-Arndt L, Kim E. GPS Mobile Health Intervention Among People Experiencing Homelessness: Pre-Post Study. JMIR mHealth and uHealth 2021;9(11):e25553 View
  21. Kriegshauser K, Sexton C, Bozsik F, Blossom J, Wiese A, Adams Larsen M, Hale L. The Feasibility of a Family-Focused CBT Skills Self-Help App. Cognitive and Behavioral Practice 2022 View
  22. Timmons A, Duong J, Simo Fiallo N, Lee T, Vo H, Ahle M, Comer J, Brewer L, Frazier S, Chaspari T. A Call to Action on Assessing and Mitigating Bias in Artificial Intelligence Applications for Mental Health. Perspectives on Psychological Science 2023;18(5):1062 View
  23. 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
  24. Martinez K, Menéndez-Menéndez M, Bustillo A. Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review. JMIR Serious Games 2021;9(4):e30482 View
  25. G. Martinez R, Seager van Dyk I, L. Kroll J, D. Emerson N, Bursch B. Recommendations for Building Telemental Health Relationships with Youth: A Systematic Review and Resource for Clinicians. Evidence-Based Practice in Child and Adolescent Mental Health 2022;7(3):349 View
  26. Bettis A, Burke T, Nesi J, Liu R. Digital Technologies for Emotion-Regulation Assessment and Intervention: A Conceptual Review. Clinical Psychological Science 2022;10(1):3 View
  27. Leong Q, Sridhar S, Blasiak A, Tadeo X, Yeo G, Remus A, Ho D. Characteristics of Mobile Health Platforms for Depression and Anxiety: Content Analysis Through a Systematic Review of the Literature and Systematic Search of Two App Stores. Journal of Medical Internet Research 2022;24(2):e27388 View
  28. Leenaraj B, Arayaphan W, Intawong K, Puritat K. A gamified mobile application for first-year student orientation to promote library services. Journal of Librarianship and Information Science 2023;55(1):137 View
  29. Rasouli S, Gupta G, Nilsen E, Dautenhahn K. Potential Applications of Social Robots in Robot-Assisted Interventions for Social Anxiety. International Journal of Social Robotics 2022;14(5):1 View
  30. Xie H. A scoping review of gamification for mental health in children: Uncovering its key features and impact. Archives of Psychiatric Nursing 2022;41:132 View
  31. Balaskas A, Schueller S, Cox A, Doherty G. The Functionality of Mobile Apps for Anxiety: Systematic Search and Analysis of Engagement and Tailoring Features. JMIR mHealth and uHealth 2021;9(10):e26712 View
  32. Lu C, Chu W, Madden S, Parmanto B, Silk J. Adolescent Perspectives on How an Adjunctive Mobile App for Social Anxiety Treatment Impacts Treatment Engagement in Telehealth Group Therapy. Social Sciences 2021;10(10):397 View
  33. Lockwood J, Williams L, Martin J, Rathee M, Hill C. Effectiveness, User Engagement and Experience, and Safety of a Mobile App (Lumi Nova) Delivering Exposure-Based Cognitive Behavioral Therapy Strategies to Manage Anxiety in Children via Immersive Gaming Technology: Preliminary Evaluation Study. JMIR Mental Health 2022;9(1):e29008 View
  34. Weintraub M, Ichinose M, Zinberg J, Done M, Morgan-Fleming G, Wilkerson C, Brown R, Bearden C, Miklowitz D. App-enhanced transdiagnostic CBT for adolescents with mood or psychotic spectrum disorders. Journal of Affective Disorders 2022;311:319 View
  35. Denecke K, Schmid N, Nüssli S. Implementation of Cognitive Behavioral Therapy in e–Mental Health Apps: Literature Review. Journal of Medical Internet Research 2022;24(3):e27791 View
  36. Henry L, Compas B. Review: Preventing Psychopathology in the Digital Age: Leveraging Technology to Target Coping and Emotion Regulation in Adolescents. JAACAP Open 2023 View
  37. Eghdami S, Ahmadkhaniha H, Baradaran H, Hirbod-Mobarakeh A. Ecological momentary interventions for smoking cessation: a systematic review and meta-analysis. Social Psychiatry and Psychiatric Epidemiology 2023;58(10):1431 View
  38. Amer N, Shohieb S, Eladrosy W, Elbakry H, Elrazek S. Sokoon. International Journal of Gaming and Computer-Mediated Simulations 2023;15(1):1 View
  39. Cheng P, Santarossa S, Kalmbach D, Sagong C, Hu K, Drake C. Patient perspectives on facilitators and barriers to equitable engagement with digital CBT-I. Sleep Health 2023;9(5):571 View
  40. Cheng C, Ebrahimi O. Gamification: a Novel Approach to Mental Health Promotion. Current Psychiatry Reports 2023;25(11):577 View
  41. Cui Z, Yang H. From Game Elements to Active Learning Intentions: Exploring the Driving Factors in Digital Learning Platforms. SAGE Open 2023;13(4) View
  42. Gajardo Sánchez A, Murillo-Zamorano L, López-Sánchez J, Bueno-Muñoz C. Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda. SAGE Open 2023;13(4) View

Books/Policy Documents

  1. Blackburn A, Goetter E. Clinical Handbook of Anxiety Disorders. View
  2. Stoll R, Mendes S, Pina A, Silverman W. Handbook of Evidence-Based Therapies for Children and Adolescents. View
  3. De Croon R, Geuens J, Verbert K, Vanden Abeele V. HCI in Games: Experience Design and Game Mechanics. View
  4. Podina I, Caculidis-Tudor D. Brain, Decision Making and Mental Health. View
  5. Gutierrez L, Castro L, Banos O. Proceedings of the International Conference on Ubiquitous Computing & Ambient Intelligence (UCAmI 2022). View