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A Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed Methods Feasibility Study
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A Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed Methods Feasibility Study (2023)A Novel Casual Video Game With Simple Men…Providing Human Support for the Use of Digital Mental Health Interventions: Systematic Meta-review (2023)Providing Human Support for t…The growing field of digital psychiatry: current evidence and the future of apps, social media, chatbots, and virtual reality (2021)The growing field of digital …Global Prevalence of Depressive and Anxiety Symptoms in Children and Adolescents During COVID-19 (2021)Global Prevalence of Depressi…Barriers to and Facilitators of User Engagement With Digital Mental Health Interventions: Systematic Review (2021)Barriers to and Facilitators …Using cognitive interviews and think-aloud protocols to understand thought processes (2020)Using cognitive interviews an…The Effects of Casual Videogames on Anxiety, Depression, Stress, and Low Mood: A Systematic Review (2020)The Effects of Casual Videoga…What Works and What Doesn’t Work? A Systematic Review of Digital Mental Health Interventions for Depression and Anxiety in Young People (2019)What Works and What Doesn’t W…Recent increases in depressive symptoms among US adolescents: trends from 1991 to 2018 (2019)Recent increases in depressiv…Objective User Engagement With Mental Health Apps: Systematic Search and Panel-Based Usage Analysis (2019)Objective User Engagement Wit…Clinical review of user engagement with mental health smartphone apps: evidence, theory and improvements (2018)Clinical review of user engag…Beyond the Trial: Systematic Review of Real-World Uptake and Engagement With Digital Self-Help Interventions for Depression, Low Mood, or Anxiety (2018)Beyond the Trial: Systematic …Mental Health Mobile Apps for Preadolescents and Adolescents: A Systematic Review (2017)Mental Health Mobile Apps for…Maximizing the Impact of e-Therapy and Serious Gaming: Time for a Paradigm Shift (2016)Maximizing the Impact of e-Th…A Systematic Review of the Impact of Adherence on the Effectiveness of e-Therapies (2011)A Systematic Review of the Im…Barriers to mental health treatment: results from the National Comorbidity Survey Replication (2010)Barriers to mental health tre…A General Inductive Approach for Analyzing Qualitative Evaluation Data (2006)A General Inductive Approach …Leveraging Swipe Gesture Interactions From Mobile Games as Indicators of Anxiety and Depression: Exploratory Study (2025)Leveraging Swipe Gesture Inte…A Comprehensive Review and a Meta-Analysis of the Effectiveness of Internet-Based Psychotherapeutic Interventions (2008)Adherence in Internet Interventions for Anxiety and Depression (2009)Internet-Based and Other Computerized Psychological Treatments for Adult Depression: A Meta-Analysis (2009)Behavioral Intervention Technologies: Evidence review and recommendations for future research in mental health (2013)The impact of guidance on Internet-based mental health interventions — A systematic review (2014)Effectiveness of online mindfulness-based interventions in improving mental health: A review and meta-analysis of randomised controlled trials (2016)The World Mental Health (WMH) Survey Initiative version of the World Health Organization (WHO) Composite International Diagnostic Interview (CIDI) (2004)Lifetime Prevalence and Age-of-Onset Distributions of DSM-IV Disorders in the National Comorbidity Survey Replication (2005)Prevalence, Severity, and Comorbidity of 12-Month DSM-IV Disorders in the National Comorbidity Survey Replication (2005)Gender and Mental Health (2012)Patient Preference for Psychological vs Pharmacologic Treatment of Psychiatric Disorders (2013)Association between mental health-related stigma and active help-seeking: Systematic review and meta-analysis (2017)Naturalistic inquiry (1985)Qualitative inquiry and research design: choosing among five traditions. 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References

  • 2006A General Inductive Approach for Analyzing Qualitative Evaluation Data10,845 cited
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  • 2020Using cognitive interviews and think-aloud protocols to understand thought processes

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262 cited
  • 2016Maximizing the Impact of e-Therapy and Serious Gaming: Time for a Paradigm Shift212 cited
  • 2023Providing Human Support for the Use of Digital Mental Health Interventions: Systematic Meta-review157 cited
  • 2020The Effects of Casual Videogames on Anxiety, Depression, Stress, and Low Mood: A Systematic Review132 cited
  • Cited by

    • 2025Leveraging Swipe Gesture Interactions From Mobile Games as Indicators of Anxiety and Depression: Exploratory Study2 cited