Published on in Vol 5, No 4 (2018): Oct-Dec

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/11068, first published .
An App That Incorporates Gamification, Mini-Games, and Social Connection to Improve Men's Mental Health and Well-Being (MindMax): Participatory Design Process

An App That Incorporates Gamification, Mini-Games, and Social Connection to Improve Men's Mental Health and Well-Being (MindMax): Participatory Design Process

An App That Incorporates Gamification, Mini-Games, and Social Connection to Improve Men's Mental Health and Well-Being (MindMax): Participatory Design Process

Journals

  1. Hickie I, Davenport T, Burns J, Milton A, Ospina‐Pinillos L, Whittle L, Ricci C, McLoughlin L, Mendoza J, Cross S, Piper S, Iorfino F, LaMonica H. Project Synergy: co‐designing technology‐enabled solutions for Australian mental health services reform. Medical Journal of Australia 2019;211(S7) View
  2. Cheng V, Davenport T, Johnson D, Vella K, Mitchell J, Hickie I. Naturalistic evaluation of a sport-themed mental health and wellbeing app aimed at men (MindMax), that incorporates applied video games and gamification. Internet Interventions 2020;20:100306 View
  3. Hays R, Henson P, Wisniewski H, Hendel V, Vaidyam A, Torous J. Assessing Cognition Outside of the Clinic. Psychiatric Clinics of North America 2019;42(4):611 View
  4. Ospina-Pinillos L, Davenport T, Navarro-Mancilla A, Cheng V, Cardozo Alarcón A, Rangel A, Rueda-Jaimes G, Gomez-Restrepo C, Hickie I. Involving End Users in Adapting a Spanish Version of a Web-Based Mental Health Clinic for Young People in Colombia: Exploratory Study Using Participatory Design Methodologies. JMIR Mental Health 2020;7(2):e15914 View
  5. Vandekerckhove P, de Mul M, Bramer W, de Bont A. Generative Participatory Design Methodology to Develop Electronic Health Interventions: Systematic Literature Review. Journal of Medical Internet Research 2020;22(4):e13780 View
  6. Cheng V, Davenport T, Johnson D, Vella K, Hickie I. Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review. JMIR Mental Health 2019;6(6):e13717 View
  7. Cheng V, Piper S, Ottavio A, Davenport T, Hickie I. Recommendations for Designing Health Information Technologies for Mental Health Drawn From Self-Determination Theory and Co-design With Culturally Diverse Populations: Template Analysis. Journal of Medical Internet Research 2021;23(2):e23502 View
  8. Cheng V. Recommendations for Implementing Gamification for Mental Health and Wellbeing. Frontiers in Psychology 2020;11 View
  9. Marques G, Drissi N, Díez I, de Abajo B, Ouhbi S. Impact of COVID-19 on the psychological health of university students in Spain and their attitudes toward Mobile mental health solutions. International Journal of Medical Informatics 2021;147:104369 View
  10. Ozkaynak M, Sircar C, Frye O, Valdez R. A Systematic Review of Design Workshops for Health Information Technologies. Informatics 2021;8(2):34 View
  11. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  12. Marques G, Gil R, Franco-Martín M, de la Torre I. Telemedicine solutions for patients with mental disorders: a Delphi study and review of mobile applications in virtual stores. Informatics for Health and Social Care 2022;47(2):223 View
  13. Najmi A, Alhalafawy W, Zaki M. Developing a Sustainable Environment Based on Augmented Reality to Educate Adolescents about the Dangers of Electronic Gaming Addiction. Sustainability 2023;15(4):3185 View
  14. Rufai O, Chu J, Muhideen S, Shahani R, Amosun T. Exploring virtual reality technology and the role of mindfulness in promoting nuclear power knowledge and public acceptance in China. International Journal of Green Energy 2022;19(12):1306 View
  15. Vial S, Boudhraâ S, Dumont M. Human-Centered Design Approaches in Digital Mental Health Interventions: Exploratory Mapping Review. JMIR Mental Health 2022;9(6):e35591 View
  16. Alghamdi A, EL-Saeid M, Alzahrani A, Ibrahim H, Bashir S. Heavy metal pollution and associated health risk assessment of urban dust in Riyadh, Saudi Arabia. PLOS ONE 2022;17(1):e0261957 View
  17. Burn A, Ford T, Stochl J, Jones P, Perez J, Anderson J. Developing a Web-Based App to Assess Mental Health Difficulties in Secondary School Pupils: Qualitative User-Centered Design Study. JMIR Formative Research 2022;6(1):e30565 View
  18. Shan D, Dai Z, Ge F, Zhang Y, Zheng Y, Gao X, Han J. The Mediating Role of Positive Attitudes on the Relationship Between Esports Gaming Hours and Psychological Well-Being During the COVID-19 Pandemic. Cureus 2023 View
  19. Saiger M, Deterding S, Gega L. Children and Young People’s Involvement in Designing Applied Games: Scoping Review. JMIR Serious Games 2023;11:e42680 View
  20. Squire K, Wells G, Anderson-Coto M, Steinkuehler C. Casual Games, Cognition, and Play across the Lifespan: A Critical Synthesis. Games: Research and Practice 2023;1(2):1 View
  21. Ferretti A, Hubbs S, Vayena E. Global youth perspectives on digital health promotion: a scoping review. BMC Digital Health 2023;1(1) View
  22. Navarro-Mateos C, Mora-Gonzalez J, Pérez-López I. The “STAR WARS: The First Jedi” Program—Effects of Gamification on Psychological Well-Being of College Students. Games for Health Journal 2024;13(2):65 View
  23. Opozda M, Oxlad M, Turnbull D, Gupta H, Smith J, Ziesing S, Nankivell M, Wittert G. Facilitators of, barriers to, and preferences for e-mental health interventions for depression and anxiety in men: Metasynthesis and recommendations. Journal of Affective Disorders 2024;346:75 View
  24. Jingili N, Oyelere S, Nyström M, Anyshchenko L. A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression. Frontiers in Digital Health 2023;5 View
  25. Freire-Palacios V, Jaramillo-Galarza K, Quito-Calle J, Orozco-Cantos L. La inteligencia artificial en la gamificación para promover la salud mental de los estudiantes universitarios: una revisión de alcance. Salud, Ciencia y Tecnología 2023;3:639 View
  26. Doyle M, Singh M, McNulty P, Slavin S, Smith M, Walker H, Khan W, Percy-Smith B. Developing a web-based app for non-mental health nurses to assess the mental health needs and risks of children and young people. Nursing Children and Young People 2024 View
  27. Malloy J, Kemper J, Partridge S, Roy R. Empowering Young Women: A Qualitative Co-Design Study of a Social Media Health Promotion Programme. Nutrients 2024;16(6):780 View
  28. Gómez-Cambronero Á, Mann A, Mira A, Doherty G, Casteleyn S. Smartphone-based serious games for mental health: a scoping review. Multimedia Tools and Applications 2024 View
  29. Mahmoudi E, Yejong Yoo P, Chandra A, Cardoso R, Denner Dos Santos C, Majnemer A, Shikako K. Gamification in Mobile Applications for Children with Disabilities: A Scoping Review (Preprint). JMIR Serious Games 2023 View

Books/Policy Documents

  1. Ospina-Pinillos L, Krausz R, Hickie I. Innovations in Global Mental Health. View
  2. Ospina-Pinillos L, Krausz R, Hickie I. Innovations in Global Mental Health. View