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Adapting Evidence-Based Treatments for Digital Technologies: a Critical Review of Functions, Tools, and the Use of Branded Solutions
16 references·8 citing·42 second hop
Adapting Evidence-Based Treatments for Digital Technologies: a Critical Review of Functions, Tools, and the Use of Branded Solutions (2019)Adapting Evidence-Based Treatments for Di…Chatbots and Conversational Agents in Mental Health: A Review of the Psychiatric Landscape (2019)Chatbots and Conversational A…Clinical review of user engagement with mental health smartphone apps: evidence, theory and improvements (2018)Clinical review of user engag…The impact of digital technology on psychological treatments and their dissemination (2017)The impact of digital technol…Serious Games and Gamification for Mental Health: Current Status and Promising Directions (2017)Serious Games and Gamificatio…Mental Health Smartphone Apps: Review and Evidence-Based Recommendations for Future Developments (2016)Mental Health Smartphone Apps…Harnessing Smartphone-Based Digital Phenotyping to Enhance Behavioral and Mental Health (2016)Harnessing Smartphone-Based D…Next-generation psychiatric assessment: Using smartphone sensors to monitor behavior and mental health. (2015)Next-generation psychiatric a…Mobile Phone Sensor Correlates of Depressive Symptom Severity in Daily-Life Behavior: An Exploratory Study (2015)Mobile Phone Sensor Correlate…Mobile Apps for Bipolar Disorder: A Systematic Review of Features and Content Quality (2015)Mobile Apps for Bipolar Disor…The NIMH Research Domain Criteria (RDoC) Project: Precision Medicine for Psychiatry (2014)The NIMH Research Domain Crit…It’s only a computer: Virtual humans increase willingness to disclose (2014)It’s only a computer: Virtual…Feasibility, Acceptability, and Preliminary Efficacy of a Smartphone Intervention for Schizophrenia (2014)Feasibility, Acceptability, a…mHealth: A Mechanism to Deliver More Accessible, More Effective Mental Health Care (2013)mHealth: A Mechanism to Deliv…The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial (2012)The effectiveness of SPARX, a…mHealth for mental health: Integrating smartphone technology in behavioral healthcare. (2011)mHealth for mental health: In…Behavioral treatment of childhood social phobia. (2000)Behavioral treatment of child…Advancing Cognitive Behavioural Therapy Progress Tracking: A Study on the Design and Implementation of the Online Platform GRETA (2025)Advancing Cognitive Behaviour…What's different about digital? A qualitative interview study exploring experiences of adapting in‐person behaviour change interventions for digital delivery (2024)What's different about digita…Chatbots in Psychology: Revolutionizing Clinical Support and Mental Health Care (2024)Chatbots in Psychology: Revol…Treating Childhood Social Anxiety Disorder With Virtual Environments and Serious Games: A Randomized Trial (2021)Treating Childhood Social Anx…Young adolescents’ interest in a mental health casual video game (2020)Young adolescents’ interest i…Young adolescents’ interest in a mental health casual video game (2020)Young adolescents’ interest i…Young adolescents’ interest in a mental health casual video game (2020)Young adolescents’ interest i…E-Wallet Effects on Community Behavior (2020)E-Wallet Effects on Community…Lifetime and 12-Month Prevalence of DSM-III-R Psychiatric Disorders in the United States (1994)The PHQ-9 (2001)Lifetime Prevalence and Age-of-Onset Distributions of DSM-IV Disorders in the National Comorbidity Survey Replication (2005)The WPA- Lancet Psychiatry Commission on the Future of Psychiatry (2017)Facebook language predicts depression in medical records (2018)Identifying Objective Physiological Markers and Modifiable Behaviors for Self-Reported Stress and Mental Health Status Using Wearable Sensors and Mobile Phones: Observational Study (2018)ECDEU Assessment Manual for Psychopharmacology (1976)Computer Therapy for the Anxiety and Depressive Disorders Is Effective, Acceptable and Practical Health Care: A Meta-Analysis (2010)The benefits of playing video games. 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References

  • 2014The NIMH Research Domain Criteria (RDoC) Project: Precision Medicine for Psychiatry1,469 cited
  • 2019Chatbots and Conversational Agents in Mental Health: A Review of the Psychiatric Landscape1,025 cited
  • 2014It’s only a computer: Virtual humans increase willingness to disclose953 cited
  • 2016Mental Health Smartphone Apps: Review and Evidence-Based Recommendations for Future Developments886 cited
  • 2011mHealth for mental health: Integrating smartphone technology in behavioral healthcare.809 cited
  • 2018Clinical review of user engagement with mental health smartphone apps: evidence, theory and improvements788 cited
  • 2015Mobile Phone Sensor Correlates of Depressive Symptom Severity in Daily-Life Behavior: An Exploratory Study781 cited
  • 2016Harnessing Smartphone-Based Digital Phenotyping to Enhance Behavioral and Mental Health720 cited
  • 2012The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial716 cited
  • 2017Serious Games and Gamification for Mental Health: Current Status and Promising Directions582 cited
  • 2000Behavioral treatment of childhood social phobia.519 cited
  • 2014Feasibility, Acceptability, and Preliminary Efficacy of a Smartphone Intervention for Schizophrenia491 cited
  • 2013mHealth: A Mechanism to Deliver More Accessible, More Effective Mental Health Care487 cited

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  • 2017The impact of digital technology on psychological treatments and their dissemination448 cited
  • 2015Mobile Apps for Bipolar Disorder: A Systematic Review of Features and Content Quality438 cited
  • 2015Next-generation psychiatric assessment: Using smartphone sensors to monitor behavior and mental health.429 cited
  • Cited by

    • 2021Treating Childhood Social Anxiety Disorder With Virtual Environments and Serious Games: A Randomized Trial49 cited
    • 2020Young adolescents’ interest in a mental health casual video game20 cited
    • 2020E-Wallet Effects on Community Behavior19 cited
    • 2024Chatbots in Psychology: Revolutionizing Clinical Support and Mental Health Care12 cited
    • 2024What's different about digital? A qualitative interview study exploring experiences of adapting in‐person behaviour change interventions for digital delivery5 cited
    • 2020Young adolescents’ interest in a mental health casual video game3 cited
    • 2020Young adolescents’ interest in a mental health casual video game2 cited
    • 2025Advancing Cognitive Behavioural Therapy Progress Tracking: A Study on the Design and Implementation of the Online Platform GRETA1 cited