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Co-creating a large-scale adolescent health survey integrated with access to digital health interventions
9 references·0 citing·49 second hop
Co-creating a large-scale adolescent health survey integrated with access to digital health interventions (2020)Co-creating a large-scale adolescent heal…User Involvement in Developing the MYPLAN Mobile Phone Safety Plan App for People in Suicidal Crisis: Case Study (2019)User Involvement in Developin…Design and Development of the “POD Adventures” Smartphone Game: A Blended Problem-Solving Intervention for Adolescent Mental Health in India (2019)Design and Development of the…Youth Codesign of a Mobile Phone App to Facilitate Self-Monitoring and Management of Mood Symptoms in Young People With Major Depression, Suicidal Ideation, and Self-Harm (2018)Youth Codesign of a Mobile Ph…Preventing Depression in Final Year Secondary Students: School-Based Randomized Controlled Trial (2017)Preventing Depression in Fina…The impact and utility of computerised therapy for educationally alienated teenagers: The views of adolescents who participated in an alternative education‐based trial (2015)The impact and utility of com…Participants, Usage, and Use Patterns of a Web-Based Intervention for the Prevention of Depression Within a Randomized Controlled Trial (2013)Participants, Usage, and Use …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…Participatory design of evidence-based online youth mental health promotion, intervention and treatment (2012)Participatory design of evide…A Pragmatic Randomized Controlled Trial of Computerized CBT (SPARX) for Symptoms of Depression among Adolescents Excluded from Mainstream Education (2011)A Pragmatic Randomized Contro…ECDEU Assessment Manual for Psychopharmacology (1976)The PHQ-9 (2001)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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this work references cited by second hop

References

  • 2012The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial716 cited
  • 2011A Pragmatic Randomized Controlled Trial of Computerized CBT (SPARX) for Symptoms of Depression among Adolescents Excluded from Mainstream Education255 cited
  • 2018Youth Codesign of a Mobile Phone App to Facilitate Self-Monitoring and Management of Mood Symptoms in Young People With Major Depression, Suicidal Ideation, and Self-Harm151 cited
  • 2017Preventing Depression in Final Year Secondary Students: School-Based Randomized Controlled Trial112 cited
  • 2013Participants, Usage, and Use Patterns of a Web-Based Intervention for the Prevention of Depression Within a Randomized Controlled Trial88 cited
  • 2012Participatory design of evidence-based online youth mental health promotion, intervention and treatment68 cited
  • 2019Design and Development of the “POD Adventures” Smartphone Game: A Blended Problem-Solving Intervention for Adolescent Mental Health in India68 cited
  • 2015The impact and utility of computerised therapy for educationally alienated teenagers: The views of adolescents who participated in an alternative education‐based trial39 cited
  • 2019User Involvement in Developing the MYPLAN Mobile Phone Safety Plan App for People in Suicidal Crisis: Case Study32 cited

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