Published on 19.11.18 in Vol 5, No 4 (2018): Oct-Dec
Works citing "An App That Incorporates Gamification, Mini-Games, and Social Connection to Improve Men's Mental Health and Well-Being (MindMax): Participatory Design Process"
According to Crossref, the following articles are citing this article (DOI 10.2196/11068):
(note that this is only a small subset of citations)
- Hickie IB, Davenport TA, Burns JM, Milton AC, Ospina‐Pinillos L, Whittle L, Ricci CS, McLoughlin LT, Mendoza J, Cross SP, Piper SE, Iorfino F, LaMonica HM. Project Synergy: co‐designing technology‐enabled solutions for Australian mental health services reform. Medical Journal of Australia 2019;211(S7)CrossRef
- 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):611CrossRef
- Ospina-Pinillos L, Davenport TA, Navarro-Mancilla AA, Cheng VWS, Cardozo Alarcón AC, Rangel AM, Rueda Jaimes G, Gomez Restrepo C, Hickie IB. Involving end users in adapting the Spanish version of the Mental Health eClinic for young people in Colombia: A pilot study using participatory design methodologies (Preprint). JMIR Mental Health 2019;CrossRef
- Cheng VWS, Davenport T, Johnson D, Vella K, Hickie IB. Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review. JMIR Mental Health 2019;6(6):e13717CrossRef