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

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

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

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

Journals

  1. 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
  2. Verschueren S, Buffel C, Vander Stichele G. Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights. JMIR Serious Games 2019;7(2):e11565 View
  3. Fleming T, Merry S, Stasiak K, Hopkins S, Patolo T, Ruru S, Latu M, Shepherd M, Christie G, Goodyear-Smith F. The Importance of User Segmentation for Designing Digital Therapy for Adolescent Mental Health: Findings From Scoping Processes. JMIR Mental Health 2019;6(5):e12656 View
  4. Dias L, Barbosa J, Vianna H. Gamification and serious games in depression care: A systematic mapping study. Telematics and Informatics 2018;35(1):213 View
  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 View
  6. Chan S, Li L, Torous J, Gratzer D, Yellowlees P. Review and Implementation of Self-Help and Automated Tools in Mental Health Care. Psychiatric Clinics of North America 2019;42(4):597 View
  7. 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 View
  8. 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 View
  9. 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
  10. Fleming T, Stasiak K, Moselen E, Hermansson-Webb E, Shepherd M, Lucassen M, Bavin L, Merry S. Revising Computerized Therapy for Wider Appeal Among Adolescents: Youth Perspectives on a Revised Version of SPARX. Frontiers in Psychiatry 2019;10 View
  11. 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
  12. 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
  13. 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
  14. Stasiak K, Fleming T, Lucassen M, Shepherd M, Whittaker R, Merry S. Computer-Based and Online Therapy for Depression and Anxiety in Children and Adolescents. Journal of Child and Adolescent Psychopharmacology 2016;26(3):235 View
  15. 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 View
  16. 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
  17. Reilly R, Stephens J, Micklem J, Tufanaru C, Harfield S, Fisher I, Pearson O, Ward J. Use and uptake of web-based therapeutic interventions amongst Indigenous populations in Australia, New Zealand, the United States of America and Canada: a scoping review. Systematic Reviews 2020;9(1) View
  18. Caliskan Y, Entezari R, Eßer M, Ezold U, Gelfart D, Mariami H, Beutelspacher L. Spielend heilen. Information - Wissenschaft & Praxis 2018;69(1):47 View
  19. Fleming T, Lucassen M, Stasiak K, Sutcliffe K, Merry S. Technology Matters: SPARX – computerised cognitive behavioural therapy for adolescent depression in a game format. Child and Adolescent Mental Health 2021;26(1):92 View
  20. 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
  21. 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
  22. Bevan Jones R, Hussain F, Agha S, Weavers B, Lucassen M, Merry S, Stallard P, Simpson S, Rice F. Digital technologies to support adolescents with depression and anxiety: review. BJPsych Advances 2023;29(4):239 View
  23. Lucassen M, Stasiak K, Fleming T, Shepherd M, Merry S. Enhancing an online cognitive behavioural therapy intervention for depression: Harnessing the feedback of sexual and gender minority youth to help improve SPARX. Australasian Psychiatry 2023;31(3):247 View
  24. Piers R, Williams J, Sharpe H. Review: Can digital mental health interventions bridge the ‘digital divide’ for socioeconomically and digitally marginalised youth? A systematic review. Child and Adolescent Mental Health 2023;28(1):90 View
  25. 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
  26. Ludin N, Holt-Quick C, Hopkins S, Stasiak K, Hetrick S, Warren J, Cargo T. A Chatbot to Support Young People During the COVID-19 Pandemic in New Zealand: Evaluation of the Real-World Rollout of an Open Trial. Journal of Medical Internet Research 2022;24(11):e38743 View
  27. 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
  28. Gómez-Cambronero Á, Casteleyn S, Bretón-López J, García-Palacios A, Mira A. A smartphone-based serious game for depressive symptoms: Protocol for a pilot randomized controlled trial. Internet Interventions 2023;32:100624 View
  29. Auva’a-Alatimu T. Complementing cognitive behavioral therapy (CBT) for Pacific peoples in New Zealand. Journal of Pacific Rim Psychology 2023;17 View
  30. Povey J, Raphiphatthana B, Torok M, Nagel T, Mills P, Sells J, Shand F, Sweet M, Lowell A, Dingwall K. An emerging framework for digital mental health design with Indigenous young people: a scoping review of the involvement of Indigenous young people in the design and evaluation of digital mental health interventions. Systematic Reviews 2023;12(1) View
  31. Fa’alogo-Lilo C, Cartwright C. Barriers and Supports Experienced by Pacific Peoples in Aotearoa New Zealand’s Mental Health Services. Journal of Cross-Cultural Psychology 2021;52(8-9):752 View
  32. 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
  33. 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
  34. Jackson H, Batterham P, Ohan J, Calear A, Farrer L. Skill enactment and knowledge acquisition among community users of digital mental health interventions: qualitative study with thematic analysis. BMC Psychiatry 2024;24(1) View
  35. Vigil-Hayes M, Panguluri L, Dececco H, Hossain M, Collier A, Joseph D, Amresh A. ICT-facilitated Health Interventions for Indigenous Communities: A Critical Literature Review. ACM Journal on Responsible Computing 2024;1(4):1 View
  36. Bohr Y, Hankey J, Thomas A, Abdelmaseh M, Armour L, McCague H, Barnhardt J, Oskalns M, Garvey N, Singh Y, Danz C, Singoorie C, Qaunaq R, Oshoweetok I, Lucassen M, Merry S, Shepherd M, Bornstein M, Ahmad F, Shulman S, Weiss J. A Nunavut community-directed Inuit youth mental wellness initiative: making I-SPARX fly. International Journal of Circumpolar Health 2024;83(1) View
  37. Spahl W, Motta V, Woodcock K, Rubeis G. Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation. JMIR Serious Games 2024;12:e64488 View

Books/Policy Documents

  1. Clarke A. Implementing Mental Health Promotion. View
  2. Khazaal Y, Favrod J. Outils de la Réhabilitation en Psychiatrie. View
  3. Khazaal Y, Favrod J. Traité de Réhabilitation Psychosociale. View
  4. Stallard P. Shaping the Future of Child and Adolescent Mental Health. View