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Vanessa Wan Sze Cheng · Study
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Author
Vanessa Wan Sze Cheng
14 works
· latest 2022
· 1 institutions
cluster: provisional
ORCID 0000-0001-7203-5972
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Citations
857
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22
Most cited in this library
Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review
2019 · 280 citations
A Sense of Belonging: Pokémon GO and Social Connectedness
2017 · 143 citations
Recommendations for Implementing Gamification for Mental Health and Wellbeing
2020 · 74 citations
An App That Incorporates Gamification, Mini-Games, and Social Connection to Improve Men's Mental Health and Well-Being (MindMax): Participatory Design Process
2018 · 62 citations
Flip the Clinic: A Digital Health Approach to Youth Mental Health Service Delivery During the COVID-19 Pandemic and Beyond
2020 · 56 citations
Works
14 shown
Informing the Future of Integrated Digital and Clinical Mental Health Care: Synthesis of the Outcomes From Project Synergy
JMIR Mental Health
·
2022
·
19 authors
·
Open access
46
citations
Right Care, First Time: Developing a Theory-Based Automated Protocol to Help Clinically Stage Young People Based on Severity and Persistence of Mental Illness
Frontiers in Public Health
·
2021
·
7 authors
·
Open access
12
citations
Implementing a digital health model of care in Australian youth mental health services: protocol for impact evaluation
BMC Health Services Research
·
2021
·
10 authors
·
Open access
15
citations
Recommendations for Implementing Gamification for Mental Health and Wellbeing
Frontiers in Psychology
·
2020
·
1 author
·
review
·
Open access
74
citations
Flip the Clinic: A Digital Health Approach to Youth Mental Health Service Delivery During the COVID-19 Pandemic and Beyond
JMIR Mental Health
·
2020
·
8 authors
·
Open access
56
citations
Recommendations for Designing Health Information Technologies for Mental Health Drawn From Self-Determination Theory and Co-design With Culturally Diverse Populations: Template Analysis
Journal of Medical Internet Research
·
2020
·
5 authors
·
Open access
40
citations
Naturalistic evaluation of a sport-themed mental health and wellbeing app aimed at men (MindMax), that incorporates applied video games and gamification
Internet Interventions
·
2020
·
5 authors
·
Open access
27
citations
Involving End Users in Adapting a Spanish Version of a Web-Based Mental Health Clinic for Young People in Colombia: Exploratory Study Using Participatory Design Methodologies
JMIR Mental Health
·
2019
·
9 authors
·
Open access
44
citations
Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review
JMIR Mental Health
·
2019
·
5 authors
·
review
·
Open access
280
citations
An App That Incorporates Gamification, Mini-Games, and Social Connection to Improve Men's Mental Health and Well-Being (MindMax): Participatory Design Process
JMIR Mental Health
·
2018
·
5 authors
·
Open access
62
citations
Studying the Effectiveness of Game-Based Solutions in a Wellbeing App
Annual Symposium on Computer-Human Interaction in Play
·
2017
·
1 author
·
other
5
citations
FitMindKit : Randomised controlled trial of an automatically tailored online program for mood, anxiety, substance use and suicidality
Internet Interventions
·
2017
·
5 authors
·
Open access
48
citations
A Sense of Belonging: Pokémon GO and Social Connectedness
Games and Culture
·
2017
·
6 authors
·
Open access
143
citations
MindMax: Using videogames and sport to engage young men and improve wellbeing
QUT ePrints (Queensland University of Technology)
·
2017
·
9 authors
·
other
·
Open access
5
citations