"Time to Take a Break"
暂无分享,去创建一个
[1] Jesper Kjeldskov,et al. Personal Counseling on Smart Phones For Smoking Cessation , 2015, CHI Extended Abstracts.
[2] R. Gabrhelík,et al. Prevention of Internet addiction: A systematic review , 2016, Journal of behavioral addictions.
[3] Lourdes Martínez,et al. Research on Social Networking Sites and Social Support from 2004 to 2015: A Narrative Review and Directions for Future Research , 2017, Cyberpsychology Behav. Soc. Netw..
[4] Michael S. Bernstein,et al. Rotating Online Behavior Change Interventions Increases Effectiveness But Also Increases Attrition , 2018, Proc. ACM Hum. Comput. Interact..
[5] A. Li,et al. Development and Validation of a Parent-Based Program for Preventing Gaming Disorder: The Game Over Intervention , 2019, International journal of environmental research and public health.
[6] Sean A. Munson,et al. Crumbs: Lightweight Daily Food Challenges to Promote Engagement and Mindfulness , 2016, CHI.
[7] Maria Panagiotidi,et al. Problematic Video Game Play and ADHD Traits in an Adult Population , 2017, Cyberpsychology Behav. Soc. Netw..
[8] M. Weal,et al. Comparing usage of a web and app stress management intervention: An observational study , 2018, Internet interventions.
[9] Geoffrey Ream,et al. The Contribution of Game Genre and Other Use Patterns to Problem Video Game Play among Adult Video Gamers , 2012, International Journal of Mental Health and Addiction.
[10] Mark D. Griffiths,et al. Videogame Addiction and its Treatment , 2009, Journal of Contemporary Psychotherapy.
[11] Jennifer Marlow,et al. Staying the Course: System-Driven Lapse Management for Supporting Behavior Change , 2016, CHI.
[12] Michael G. Lacy,et al. A vacation from your mind: Problematic online gaming is a stress response , 2014, Comput. Hum. Behav..
[13] T. Quandt,et al. Problematic computer game use among adolescents, younger and older adults. , 2013, Addiction.
[14] Ioanna Iacovides,et al. The Role of Gaming During Difficult Life Experiences , 2019, CHI.
[15] Brett Sherrick,et al. Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses , 2017, The Computer Games Journal.
[16] S. Reitz,et al. Occupational Therapy in the Promotion of Health and Well-Being. , 2020, The American journal of occupational therapy : official publication of the American Occupational Therapy Association.
[17] I. Shiue. Self and environmental exposures to drinking, smoking, gambling or video game addiction are associated with adult hypertension, heart and cerebrovascular diseases, allergy, self-rated health and happiness: Japanese General Social Survey, 2010. , 2015, International journal of cardiology.
[18] Charlie Hargood,et al. The Effect of Timing and Frequency of Push Notifications on Usage of a Smartphone-Based Stress Management Intervention: An Exploratory Trial , 2017, PloS one.
[19] Laura Stockdale,et al. Video game addiction in emerging adulthood: Cross-sectional evidence of pathology in video game addicts as compared to matched healthy controls. , 2018, Journal of affective disorders.
[20] Ran Gilad-Bachrach,et al. PopTherapy: coping with stress through pop-culture , 2014, PervasiveHealth.
[21] S. Michie,et al. The behaviour change wheel: A new method for characterising and designing behaviour change interventions , 2011, Implementation science : IS.
[22] Sean A. Munson,et al. When Personal Tracking Becomes Social: Examining the Use of Instagram for Healthy Eating , 2017, CHI.
[23] P. Bebbington,et al. IMPACT OF A MOBILE E-HEALTH INTERVENTION ON BINGE DRINKING IN YOUNG PEOPLE The D-ARIANNA (Digital-Alcohol RIsk Alertness Notifying Network for Adolescents and young adults) project , 2017 .
[24] P. Renshaw,et al. The effect of family therapy on the changes in the severity of on-line game play and brain activity in adolescents with on-line game addiction , 2012, Psychiatry Research: Neuroimaging.
[25] Raian Ali,et al. Gender Differences in Attitudes Towards Prevention and Intervention Messages for Digital Addiction , 2019, WorldCIST.
[26] Melvyn W B Zhang,et al. Tapping onto the Potential of Smartphone Applications for Psycho-Education and Early Intervention in Addictions , 2016, Front. Psychiatry.
[27] M. Griffiths,et al. Trait Emotional Intelligence and Internet Gaming Disorder Among Gamers: The Mediating Role of Online Gaming Motives and Moderating Role of Age Groups , 2019, International Journal of Mental Health and Addiction.
[28] B. J. Fogg,et al. Persuasive technology: using computers to change what we think and do , 2002, UBIQ.
[29] Chrysanne Di Marco,et al. Towards Personality-driven Persuasive Health Games and Gamified Systems , 2017, CHI.
[30] Norazah Nordin,et al. A Web-Based Intervention for Social Media Addiction Disorder Management in Higher Education: Quantitative Survey Study , 2019, Journal of medical Internet research.
[31] Federica Cena,et al. Personal informatics for everyday life: How users without prior self-tracking experience engage with personal data , 2016, Int. J. Hum. Comput. Stud..
[32] K. Witkiewitz,et al. Harm reduction approaches to alcohol use: health promotion, prevention, and treatment. , 2002, Addictive behaviors.
[33] Alexander Alonso,et al. Group differences in emotional intelligence scores: theoretical and practical implications , 2005 .
[34] Xiao Ma,et al. Disrupting Unwanted Habits in Online Gambling Through Information Technology , 2019, J. Manag. Inf. Syst..
[35] Robert E. Kraut,et al. Project massive: self-regulation and problematic use of online gaming , 2007, CHI.
[36] P. Christiansen,et al. Psychometric properties of the Problem Video Game Playing scale in adults , 2016 .
[37] Michał Nowak,et al. Adaptive Indulgence in Self-Control: A Multilevel Cost–Benefit Analysis , 2019, Psychological Inquiry.
[38] Sean A. Munson,et al. PlanSourcing: Generating Behavior Change Plans with Friends and Crowds , 2016, CSCW.
[39] Jung-Seok Choi,et al. Characteristics and Psychiatric Symptoms of Internet Gaming Disorder among Adults Using Self-Reported DSM-5 Criteria , 2015, Psychiatry investigation.
[40] J. Prochaska,et al. A meta-analysis of computer-tailored interventions for health behavior change. , 2010, Preventive medicine.
[41] Heyoung Lee,et al. The SAMS: Smartphone Addiction Management System and Verification , 2013, Journal of Medical Systems.
[42] C. Abraham,et al. A taxonomy of behavior change techniques used in interventions. , 2008, Health psychology : official journal of the Division of Health Psychology, American Psychological Association.
[43] Babajide Osatuyi,et al. Tug of war between social self-regulation and habit: Explaining the experience of momentary social media addiction symptoms , 2018, Comput. Hum. Behav..
[44] Sunny Consolvo,et al. Opportunities for computing technologies to support healthy sleep behaviors , 2011, CHI.
[45] Fengqing Zhang,et al. Return of the JITAI: Applying a Just-in-Time Adaptive Intervention Framework to the Development of m-Health Solutions for Addictive Behaviors , 2017, International Journal of Behavioral Medicine.
[46] Kwok-kit Tong,et al. Prevalence and associated factors of Internet gaming disorder among community dwelling adults in Macao, China , 2018, Journal of behavioral addictions.
[47] A. Aldao,et al. Age-related differences in emotion regulation strategies: Examining the role of contextual factors. , 2016, Developmental psychology.
[48] Jing Shi,et al. Understanding the lives of problem gamers: The meaning, purpose, and influences of video gaming , 2019, Comput. Hum. Behav..
[49] Sean A. Munson,et al. Boundary Negotiating Artifacts in Personal Informatics: Patient-Provider Collaboration with Patient-Generated Data , 2015, CSCW.
[50] Fatemeh Khazaei,et al. Positive psychology interventions for internet addiction treatment , 2017, Comput. Hum. Behav..
[51] C. Abraham,et al. The Behavior Change Technique Taxonomy (v1) of 93 Hierarchically Clustered Techniques: Building an International Consensus for the Reporting of Behavior Change Interventions , 2013, Annals of behavioral medicine : a publication of the Society of Behavioral Medicine.
[52] Keith Phalp,et al. Exploring the Requirements and Design of Persuasive Intervention Technology to Combat Digital Addiction , 2016, HCSE/HESSD.
[53] L. Cottler,et al. Effectiveness of school- and family-based interventions to prevent gaming addiction among grades 4–5 students in Bangkok, Thailand , 2018, Psychology research and behavior management.
[54] Lucy Yardley,et al. Opportunities and Challenges for Smartphone Applications in Supporting Health Behavior Change: Qualitative Study , 2013, Journal of medical Internet research.
[55] M. Davies,et al. Online computer gaming: a comparison of adolescent and adult gamers. , 2004, Journal of adolescence.