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Citing this Article

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Published on 18.02.14 in Vol 2, No 1 (2014): Jan-Jun

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

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

According to Crossref, the following articles are citing this article (DOI 10.2196/games.3183):

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

  1. Hollis C, Falconer CJ, Martin JL, Whittington C, Stockton S, Glazebrook C, Davies EB. 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
    CrossRef
  2. Bonnechère B, Van Vooren M, Jansen B, Van Sint JS, 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
    CrossRef
  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
    CrossRef
  4. Provoost S, Lau HM, Ruwaard J, Riper H. Embodied Conversational Agents in Clinical Psychology: A Scoping Review. Journal of Medical Internet Research 2017;19(5):e151
    CrossRef
  5. Shepherd M, Fleming T, Lucassen M, Stasiak K, Lambie I, Merry SN. The Design and Relevance of a Computerized Gamified Depression Therapy Program for Indigenous Māori Adolescents. JMIR Serious Games 2015;3(1):e1
    CrossRef
  6. Schoneveld EA, Lichtwarck-Aschoff A, Granic I. What keeps them motivated? Children’s views on an applied game for anxiety. Entertainment Computing 2019;29:69
    CrossRef
  7. Hickie IB, Davenport TA, Burns JM, Milton AC, Ospina‐Pinillos L, Whittle L, Ricci CS, McLoughlin LT, Mendoza J, Cross SP, Piper SE, Iorfino F, LaMonica HM. Project Synergy: co‐designing technology‐enabled solutions for Australian mental health services reform. Medical Journal of Australia 2019;211(S7)
    CrossRef
  8. Perry Y, Calear AL, Mackinnon A, Batterham PJ, 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)
    CrossRef
  9. 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
  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
    CrossRef
  11. Vallury KD, 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
    CrossRef
  12. Grant S, Spears A, Pedersen ER. Video Games as a Potential Modality for Behavioral Health Services for Young Adult Veterans: Exploratory Analysis. JMIR Serious Games 2018;6(3):e15
    CrossRef
  13. Rasing SPA, Stikkelbroek YAJ, Bodden DHM. 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
    CrossRef
  14. Vara MD, Baños RM, 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
    CrossRef
  15. 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
  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
    CrossRef
  17. 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
  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
    CrossRef
  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
    CrossRef
  20. Beames JR, Johnston L, O'Dea B, Torok M, Christensen H, Boydell KM, 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
    CrossRef
  21. Six SG, Byrne KA, Aly H, Harris MW. The Effect of Mental Health App Customization on Depressive Symptoms in College Students: Randomized Controlled Trial. JMIR Mental Health 2022;9(8):e39516
    CrossRef
  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;
    CrossRef
  23. Six S, Aly H, Byrne KA. 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
    CrossRef
  24. Ferrari M, Sabetti J, McIlwaine SV, Fazeli S, Sadati SMH, Shah JL, Archie S, Boydell KM, Lal S, Henderson J, Alvarez-Jimenez M, Andersson N, Nielsen RKL, Reynolds JA, Iyer SN. 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
    CrossRef
  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
    CrossRef
  26. Hazel J, Kim HM, 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
    CrossRef
  27. Ruiz M, Moreno M, Girela-Serrano B, Díaz-Oliván I, Muñoz LJ, 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
    CrossRef
  28. Bohr Y, Litwin L, Hankey JR, McCague H, Singoorie C, Lucassen MFG, 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
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.3183):

  1. Wilkinson P, Matthews TJ. Entertainment Computing and Serious Games. 2016. Chapter 4:63
    CrossRef
  2. Khazaal Y, Favrod J. Outils de la Réhabilitation en Psychiatrie. 2016. :119
    CrossRef
  3. Luxton DD, Sirotin A. Innovations in Global Mental Health. 2020. Chapter 11-1:1
    CrossRef
  4. Khazaal Y, Favrod J. Traité de Réhabilitation Psychosociale. 2018. :667
    CrossRef
  5. Mitruț O, Moldoveanu A, Petrescu L, Petrescu C, Moldoveanu F. Virtual, Augmented and Mixed Reality. 2021. Chapter 6:71
    CrossRef
  6. Luxton DD, Sirotin A. Innovations in Global Mental Health. 2021. Chapter 11:489
    CrossRef