Published on 07.10.16 in Vol 3, No 4 (2016): Oct-Dec
Works citing "Evaluation of a Digital Game-Based Learning Program for Enhancing Youth Mental Health: A Structural Equation Modeling of the Program Effectiveness"
According to Crossref, the following articles are citing this article (DOI 10.2196/mental.5656):
(note that this is only a small subset of citations)
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Murry VM, Berkel C, Liu N. The Closing Digital Divide: Delivery Modality and Family Attendance in the Pathways for African American Success (PAAS) Program. Prevention Science 2018;19(5):642
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Ros S, Gonzalez S, Robles A, Tobarra L, Caminero A, Cano J. Analyzing Students’ Self-Perception of Success and Learning Effectiveness Using Gamification in an Online Cybersecurity Course. IEEE Access 2020;8:97718
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Hanisch SE, Birner UW, Oberhauser C, Nowak D, Sabariego C. Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness. JMIR Mental Health 2017;4(3):e31
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Cilar L, Štiglic G, Kmetec S, Barr O, Pajnkihar M. Effectiveness of school‐based mental well‐being interventions among adolescents: A systematic review. Journal of Advanced Nursing 2020;76(8):2023
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Shum AK, Lai ES, Leung WG, Cheng MN, Wong HK, So SW, Law YW, Yip PS. A Digital Game and School-Based Intervention for Students in Hong Kong: Quasi-Experimental Design. Journal of Medical Internet Research 2019;21(4):e12003
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Sakellari E, Notara V, Lagiou A, Fatkulina N, Ivanova S, Korhonen J, Kregar Velikonja N, Lalova V, Laaksonen C, Petrova G, Lahti M. Mental Health and Wellbeing at Schools: Health Promotion in Primary Schools with the Use of Digital Methods. Children 2021;8(5):345
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Chuecas MJ, Alfaro J, Benavente M, Ditzel L. A systematic narrative review of subjective well‐being promotion intervention programmes in the school setting. Review of Education 2022;10(1)
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Bevan Jones R, Hussain F, Agha SS, Weavers B, Lucassen M, Merry S, Stallard P, Simpson SA, Rice F. Digital technologies to support adolescents with depression and anxiety: review. BJPsych Advances 2023;29(4):239
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McCammon E, Law J, Tyler C, Arrington M, Jagoda P, Gilliam M. Using Digital Games to Promote Equity in Career and Health Education: A Prototype of Caduceus Quest. Urban Education 2022;:004208592110738
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Ferrari M, Sabetti J, McIlwaine SV, Fazeli S, Sadati SMH, Shah JL, Archie S, Boydell KM, Lal S, Henderson J, Alvarez-Jimenez M, Andersson N, Nielsen RKL, Reynolds JA, Iyer SN. Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion. Frontiers in Digital Health 2022;4
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According to Crossref, the following books are citing this article (DOI 10.2196/mental.5656):
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Machado AS, Ferreira B, Pereira CY, Carrola C, de Melo BBV, Campos C. Handbook of Research on Advances in Digital Technologies to Promote Rehabilitation and Community Participation. 2023. chapter 2:20
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