A Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed Methods Feasibility Study

[1]  H. Thabrew,et al.  The role of gamification in digital mental health , 2023, World psychiatry : official journal of the World Psychiatric Association.

[2]  S. Crengle,et al.  Rapid and unequal decline in adolescent mental health and well-being 2012–2019: Findings from New Zealand cross-sectional surveys , 2022, The Australian and New Zealand journal of psychiatry.

[3]  G. Carrà,et al.  Digital mental health interventions for anxiety and depressive symptoms in university students during the COVID-19 pandemic: A systematic review of randomized controlled trials , 2022, Revista de Psiquiatría y Salud Mental.

[4]  S. Lewycka,et al.  Mixed progress in adolescent health and wellbeing in Aotearoa New Zealand 2001–2019: a population overview from the Youth2000 survey series , 2022, Journal of the Royal Society of New Zealand.

[5]  S. Madigan,et al.  Global Prevalence of Depressive and Anxiety Symptoms in Children and Adolescents During COVID-19: A Meta-analysis. , 2021, JAMA pediatrics.

[6]  J. Ioannidis,et al.  Preventive psychiatry: a blueprint for improving the mental health of young people , 2021, World psychiatry : official journal of the World Psychiatric Association.

[7]  J. Barnby,et al.  Preferences for Digital Smartphone Mental Health Apps Among Adolescents: Qualitative Interview Study , 2021, JMIR formative research.

[8]  Arnav Gupta,et al.  Stress-Reducing Effects of Playing a Casual Video Game among Undergraduate Students , 2021, Trends in Psychology.

[9]  T. Fleming,et al.  Development of a casual video game (Match Emoji) with psychological well-being concepts for young adolescents , 2021, Digital health.

[10]  R. Pine Teachers’ and health professionals’ attitudes towards adolescent mental health and digital mental health interventions , 2020, Advances in Mental Health.

[11]  Zhi Yang,et al.  Effects of paid search advertising on product sales: a Chinese semantic perspective , 2020 .

[12]  Amit Baumel,et al.  Digital Micro Interventions for Behavioral and Mental Health Gains: Core Components and Conceptualization of Digital Micro Intervention Care , 2020, Journal of medical Internet research.

[13]  R. Pine,et al.  The Effects of Casual Videogames on Anxiety, Depression, Stress, and Low Mood: A Systematic Review. , 2020, Games for health journal.

[14]  Emery Schubert,et al.  What Works and What Doesn’t Work? A Systematic Review of Digital Mental Health Interventions for Depression and Anxiety in Young People , 2019, Frontiers in psychiatry.

[15]  Amit Baumel,et al.  Objective User Engagement With Mental Health Apps: Systematic Search and Panel-Based Usage Analysis , 2019, Journal of medical Internet research.

[16]  T. Fleming,et al.  The Importance of User Segmentation for Designing Digital Therapy for Adolescent Mental Health: Findings From Scoping Processes , 2019, JMIR mental health.

[17]  Sune Lehmann,et al.  Accelerating dynamics of collective attention , 2019, Nature Communications.

[18]  S. Lewycka,et al.  Health and wellbeing of Māori secondary school students in New Zealand: Trends between 2001, 2007 and 2012 , 2018, Australian and New Zealand journal of public health.

[19]  John Torous,et al.  Clinical review of user engagement with mental health smartphone apps: evidence, theory and improvements , 2018, Evidence Based Journals.

[20]  Peter B. Jones,et al.  Child and adolescent mental health services: longitudinal data sheds light on current policy for psychological interventions in the community , 2017, Journal of public mental health.

[21]  P. Stallard,et al.  Mental Health Mobile Apps for Preadolescents and Adolescents: A Systematic Review , 2017, Journal of medical Internet research.

[22]  Maryann Davis,et al.  Aligning Mental Health Treatments with the Developmental Stage and Needs of Late Adolescents and Young Adults. , 2017, Child and adolescent psychiatric clinics of North America.

[23]  A Malizia,et al.  Evidence-based guidelines for treating depressive disorders with antidepressants: A revision of the 2008 British Association for Psychopharmacology guidelines , 2015, Journal of psychopharmacology.

[24]  H. Christensen,et al.  A Systematic Review of the Impact of Adherence on the Effectiveness of e-Therapies , 2011 .

[25]  H A Pincus,et al.  Barriers to mental health treatment: results from the National Comorbidity Survey Replication , 2010, Psychological Medicine.

[26]  T. Richardson,et al.  A review and meta-analysis of computerized cognitive behaviour therapy for the treatment of pain in children and adolescents. , 2010, Child: Care, Health and Development.

[27]  F. Deane,et al.  Unmet need for professional mental health care among adolescents with high psychological distress , 2018, The Australian and New Zealand journal of psychiatry.