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Enhancing an online cognitive behavioural therapy intervention for depression: Harnessing the feedback of sexual and gender minority youth to help improve SPARX
10 references·1 citing·49 second hop
Enhancing an online cognitive behavioural therapy intervention for depression: Harnessing the feedback of sexual and gender minority youth to help improve SPARX (2023)Enhancing an online cognitive behavioural…Computerized cognitive behavioural therapy for gender minority adolescents: Analysis of the real-world implementation of SPARX in New Zealand (2020)Computerized cognitive behavi…How LGBT+ Young People Use the Internet in Relation to Their Mental Health and Envisage the Use of e-Therapy: Exploratory Study (2018)How LGBT+ Young People Use th…Sexual minority youth and depressive symptoms or depressive disorder: A systematic review and meta-analysis of population-based studies (2017)Sexual minority youth and dep…Serious Games and Gamification for Mental Health: Current Status and Promising Directions (2017)Serious Games and Gamificatio…Game for health: How eHealth approaches might address the psychological needs of children and young people with long‐term physical conditions (2016)Game for health: How eHealth …The Design and Relevance of a Computerized Gamified Depression Therapy Program for Indigenous Māori Adolescents (2015)The Design and Relevance of a…A qualitative study of sexual minority young people’s experiences of computerised therapy for depression (2015)A qualitative study of sexual…Consolidated criteria for reporting qualitative research (COREQ): a 32-item checklist for interviews and focus groups (2007)Consolidated criteria for rep…A General Inductive Approach for Analyzing Qualitative Evaluation Data (2006)A General Inductive Approach …Prejudice, social stress, and mental health in lesbian, gay, and bisexual populations: Conceptual issues and research evidence. (2003)Prejudice, social stress, and…A Qualitative Investigation into LGBTQA+ People’s Perceptions Toward Digital, Self-Guided Mental Health Programs (2026)A Qualitative Investigation i…Three Approaches to Qualitative Content Analysis (2005)The Use of User-Centered Participatory Design in Serious Games for Anxiety and Depression (2017)LGBTQI+ Youth and Mental Health: A Systematic Review of Qualitative Research (2019)Effectiveness, Acceptability, and Feasibility of Digital Health Interventions for LGBTIQ+ Young People: Systematic Review (2020)Designing qualitative research (1989)Using thematic analysis in psychology (2006)Integrating Health Behavior Theory and Design Elements in Serious Games (2015)Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights (2019)Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING) (2021)Stress, appraisal, and coping (1985)How does sexual minority stigma “get under the skin”? 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(1998)Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research (2001)Networked privacy: How teenagers negotiate context in social media (2014)Qualitative research: deductive and inductive approaches to data analysis (2018)A Step-by-Step Process of Thematic Analysis to Develop a Conceptual Model in Qualitative Research (2023)Learning with Media (1991)Protocol for Co-Design, Development, and Open Trial of a Prototype Game-based eHealth Intervention to Treat Anxiety in Young People With Long-term Physical Conditions (2017)Randomized Controlled Trial of Starship Rescue: A Cognitive Behavior Therapy and Biofeedback-Based Computer Game to Treat Anxiety in Children and Young People with Long-Term Physical Conditions (2026)Habits make smartphone use more pervasive (2011)The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial (2012)Mental Health Smartphone Apps: Review and Evidence-Based Recommendations for Future Developments (2016)Mental Health Mobile Apps for Preadolescents and Adolescents: A Systematic Review (2017)Healthy play, better coping: The importance of play for the development of children in health and disease (2018)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. 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References

  • 2007Consolidated criteria for reporting qualitative research (COREQ): a 32-item checklist for interviews and focus groups42,389 cited
  • 2003Prejudice, social stress, and mental health in lesbian, gay, and bisexual populations: Conceptual issues and research evidence.14,713 cited
  • 2006A General Inductive Approach for Analyzing Qualitative Evaluation Data10,845 cited
  • 2017Serious Games and Gamification for Mental Health: Current Status and Promising Directions582 cited
  • 2017Sexual minority youth and depressive symptoms or depressive disorder: A systematic review and meta-analysis of population-based studies291 cited
  • 2018How LGBT+ Young People Use the Internet in Relation to Their Mental Health and Envisage the Use of e-Therapy: Exploratory Study71 cited
  • 2015The Design and Relevance of a Computerized Gamified Depression Therapy Program for Indigenous Māori Adolescents68 cited
  • 2015A qualitative study of sexual minority young people’s experiences of computerised therapy for depression49 cited
  • 2020Computerized cognitive behavioural therapy for gender minority adolescents: Analysis of the real-world implementation of SPARX in New Zealand38 cited
  • 2016Game for health: How eHealth approaches might address the psychological needs of children and young people with long‐term physical conditions18 cited

Cited by

  • 2026A Qualitative Investigation into LGBTQA+ People’s Perceptions Toward Digital, Self-Guided Mental Health Programs3 cited

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