SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Design, development, and evaluation of an mHealth app to reduce stress and promote happiness through smiling
16 references·0 citing·45 second hop
Design, development, and evaluation of an mHealth app to reduce stress and promote happiness through smiling (2025)Design, development, and evaluation of an…Enhancing user engagement: The role of gamification in mobile apps (2021)Enhancing user engagement: Th…The Meaningfulness of Effect Sizes in Psychological Research: Differences Between Sub-Disciplines and the Impact of Potential Biases (2019)The Meaningfulness of Effect …Efficacy of the Mindfulness Meditation Mobile App “Calm” to Reduce Stress Among College Students: Randomized Controlled Trial (2019)Efficacy of the Mindfulness M…PERMA and the building blocks of well-being (2018)PERMA and the building blocks…Delivering Cognitive Behavior Therapy to Young Adults With Symptoms of Depression and Anxiety Using a Fully Automated Conversational Agent (Woebot): A Randomized Controlled Trial (2017)Delivering Cognitive Behavior…The PERMA-Profiler: A brief multidimensional measure of flourishing (2016)The PERMA-Profiler: A brief m…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…Flourish: a visionary new understanding of happiness and well-being (2011)Flourish: a visionary new und…From Ego Depletion to Vitality: Theory and Findings Concerning the Facilitation of Energy Available to the Self (2008)From Ego Depletion to Vitalit…The case for positive emotions in the stress process (2007)The case for positive emotion…Flow in games (and everything else) (2007)Flow in games (and everything…Using thematic analysis in psychology (2006)Using thematic analysis in ps…Experimental inductions of emotional states and their effectiveness: A review (1994)Experimental inductions of em…Are there basic emotions? (1992)Are there basic emotions?Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Beyond Boredom and Anxiety: The Experience of Play in Work and Games. (1977)Beyond Boredom and Anxiety: T…Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)Psychological stress and the coping process (1966)Stress, appraisal, and coping (1985)A review of the acculturation experiences of international students (2011)Hope and climate change: the importance of hope for environmental engagement among young people (2012)Stress: Appraisal and Coping (2013)The expression of the emotions in man and animals. (1872)The Repertoire of Nonverbal Behavior: Categories, Origins, Usage, and Coding (1969)An argument for basic emotions (1992)Positive Emotions Speed Recovery from the Cardiovascular Sequelae of Negative Emotions (1998)Designing Sociable Robots (2002)Does positive affect influence health? (2005)Flow: the psychology of optimal experience (1990)GameFlow (2005)The Scientific Research Potential of Virtual Worlds (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Gamification in Science Education. A Systematic Review of the Literature (2021)The CES-D Scale (1977)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The EPOCH Measure of Adolescent Well-Being. (2015)Predicting psychological and subjective well-being from personality: A meta-analysis. (2020)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)The PHQ-9 (2001)An Empathy-Driven, Conversational Artificial Intelligence Agent (Wysa) for Digital Mental Well-Being: Real-World Data Evaluation Mixed-Methods Study (2018)Chatbots and Conversational Agents in Mental Health: A Review of the Psychiatric Landscape (2019)Your Robot Therapist Will See You Now: Ethical Implications of Embodied Artificial Intelligence in Psychiatry, Psychology, and Psychotherapy (2019)The Satisfaction With Life Scale (1985)Happiness: Lessons from a New Science (2005)Positive psychology interventions: a meta-analysis of randomized controlled studies (2013)The Efficacy of Multi-component Positive Psychology Interventions: A Systematic Review and Meta-analysis of Randomized Controlled Trials (2019)A Conceptual Review of Positive Teacher Interpersonal Communication Behaviors in the Instructional Context (2021)Taking stock: A meta-analysis of the effects of foreign language enjoyment (2022)Flourishing Across Europe: Application of a New Conceptual Framework for Defining Well-Being (2011)PISA 2018 Assessment and Analytical Framework (2019)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Gamification in theory and action: A survey (2014)What Good Are Positive Emotions? (1998)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)
this work references cited by second hop

References

  • 2006Using thematic analysis in psychology193,725 cited
  • 2011Flourish: a visionary new understanding of happiness and well-being5,543 cited
  • 1991Flow: The Psychology of Optimal Experience3,621 cited
  • 2017Delivering Cognitive Behavior Therapy to Young Adults With Symptoms of Depression and Anxiety Using a Fully Automated Conversational Agent (Woebot): A Randomized Controlled Trial2,713 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 1992Are there basic emotions?2,376 cited
  • 2016The PERMA-Profiler: A brief multidimensional measure of flourishing1,482 cited
  • 2018PERMA and the building blocks of well-being1,246 cited
  • 2007The case for positive emotions in the stress process1,215 cited
  • 2007Flow in games (and everything else)1,013 cited
  • 1977Beyond Boredom and Anxiety: The Experience of Play in Work and Games.854 cited
  • 2019The Meaningfulness of Effect Sizes in Psychological Research: Differences Between Sub-Disciplines and the Impact of Potential Biases773 cited
  • 2008From Ego Depletion to Vitality: Theory and Findings Concerning the Facilitation of Energy Available to the Self700 cited
  • 1994Experimental inductions of emotional states and their effectiveness: A review541 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

2019
Efficacy of the Mindfulness Meditation Mobile App “Calm” to Reduce Stress Among College Students: Randomized Controlled Trial
488 cited
  • 2021Enhancing user engagement: The role of gamification in mobile apps441 cited
  • Cited by

    No citing works inside the corpus for this window.