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Applying user-centred techniques and expert feedback to refine an AI-based app for addressing mobile gaming addiction in adolescents
16 references·0 citing·55 second hop
Applying user-centred techniques and expert feedback to refine an AI-based app for addressing mobile gaming addiction in adolescents (2025)Applying user-centred techniques and expe…Prevalence of gaming disorder: A meta-analysis (2021)Prevalence of gaming disorder…Thematic analysis of qualitative data: AMEE Guide No. 131 (2020)Thematic analysis of qualitat…Screening and assessment tools for gaming disorder: A comprehensive systematic review (2020)Screening and assessment tool…Problematic online gaming and the COVID-19 pandemic (2020)Problematic online gaming and…Global prevalence of gaming disorder: A systematic review and meta-analysis (2020)Global prevalence of gaming d…The Lancet Psychiatry Commission on psychological treatments research in tomorrow's science (2018)The Lancet Psychiatry Commiss…Associations between screen time and lower psychological well-being among children and adolescents: Evidence from a population-based study (2018)Associations between screen t…There is an app for that! The current state of mobile applications (apps) for DSM-5 obsessive-compulsive disorder, posttraumatic stress disorder, anxiety and mood disorders (2017)There is an app for that! The…Insufficient sleep in adolescents: causes and consequences (2017)Insufficient sleep in adolesc…A hands-on guide to doing content analysis (2017)A hands-on guide to doing con…Annual Research Review: Harms experienced by child users of online and mobile technologies: the nature, prevalence and management of sexual and aggressive risks in the digital age (2014)Annual Research Review: Harms…The behaviour change wheel: A new method for characterising and designing behaviour change interventions (2011)The behaviour change wheel: A…Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health (2011)Problematic Video Game Use: E…Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Pathological Video Game Use A…Prior Juvenile Diagnoses in Adults With Mental Disorder (2003)Prior Juvenile Diagnoses in A…Social cognitive theory of self-regulation (1991)Social cognitive theory of se…Nebraska Symposium on Motivation: 1955 (1957)An Attributional Theory of Motivation and Emotion (1986)Social Cognitive Theory of Organizational Management (1989)The theory of planned behavior (1991)Perceived Behavioral Control, Self‐Efficacy, Locus of Control, and the Theory of Planned Behavior 1 (2002)Core affect and the psychological construction of emotion. 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References

  • 2011The behaviour change wheel: A new method for characterising and designing behaviour change interventions13,651 cited
  • 1991Social cognitive theory of self-regulation6,862 cited
  • 2020Thematic analysis of qualitative data: AMEE Guide No. 1313,776 cited
  • 2017A hands-on guide to doing content analysis2,377 cited
  • 2003Prior Juvenile Diagnoses in Adults With Mental Disorder2,026 cited
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  • 2014Annual Research Review: Harms experienced by child users of online and mobile technologies: the nature, prevalence and management of sexual and aggressive risks in the digital age590 cited
  • 2020Screening and assessment tools for gaming disorder: A comprehensive systematic review369 cited
  • 2021Prevalence of gaming disorder: A meta-analysis

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328 cited
  • 2017Insufficient sleep in adolescents: causes and consequences309 cited
  • 2017There is an app for that! The current state of mobile applications (apps) for DSM-5 obsessive-compulsive disorder, posttraumatic stress disorder, anxiety and mood disorders234 cited
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