Published on in Vol 10 (2023)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/47285, first published .
The Impact of a Gamified Mobile Mental Health App (eQuoo) on Resilience and Mental Health in a Student Population: Large-Scale Randomized Controlled Trial

The Impact of a Gamified Mobile Mental Health App (eQuoo) on Resilience and Mental Health in a Student Population: Large-Scale Randomized Controlled Trial

The Impact of a Gamified Mobile Mental Health App (eQuoo) on Resilience and Mental Health in a Student Population: Large-Scale Randomized Controlled Trial

Journals

  1. 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
  2. Kiuchi K, Umehara H, Irizawa K, Kang X, Nakataki M, Yoshida M, Numata S, Matsumoto K. An Exploratory Study of the Potential of Online Counseling for University Students by a Human-Operated Avatar Counselor. Healthcare 2024;12(13):1287 View
  3. Bhawra J, Elsahli N, Patel J. Applying Digital Technology to Understand Human Experiences of Climate Change Impacts on Food Security and Mental Health: Scoping Review. JMIR Public Health and Surveillance 2024;10:e54064 View
  4. Kiltz L, Fokkens-Bruinsma M, Jansen E. Promoting University Students’ Well-being and Resilience by Means of a Game-Approach Basic Psychological Need Intervention: a Case Study. International Journal of Applied Positive Psychology 2024;9(3):1721 View
  5. Gkintoni E, Vantaraki F, Skoulidi C, Anastassopoulos P, Vantarakis A. Gamified Health Promotion in Schools: The Integration of Neuropsychological Aspects and CBT—A Systematic Review. Medicina 2024;60(12):2085 View
  6. Cremaschi M, Avis G, Zhao A, Guarnieri E, Panzeri A, Spoto A. PENguIN: A mental health application employing gamification and token economy to boost therapeutic adherence in young users. Computers in Human Behavior Reports 2025;17:100586 View
  7. Shahsavar Y, Choudhury A, Moitra, E. Effectiveness of evidence based mental health apps on user health outcome: A systematic literature review. PLOS ONE 2025;20(3):e0319983 View
  8. Park E, Bixter M, Donoghue C, Reinschmidt R, Gonzales J, Chow L, Perez F. Work demands and mental health: the mediating effects of resilience and sense of belonging among college students. Journal of American College Health 2025:1 View
  9. Hiller S, Götzl C, Rauschenberg C, Fechtelpeter J, Koppe G, Wierzba E, Sauter J, Dietrich S, Durstewitz D, Reininghaus U, Krumm S. Health-Promoting Effects and Everyday Experiences With a Mental Health App Using Ecological Momentary Assessments and AI-Based Ecological Momentary Interventions Among Young People: Qualitative Interview and Focus Group Study. JMIR mHealth and uHealth 2025;13:e65106 View
  10. Wang S, Liu Y, Mei X, Li J. Gamified digital therapy for reducing perioperative anxiety in children: Exploring multi-sensory interactive experience. Entertainment Computing 2025;54:100962 View
  11. Laboe A, Sheil E, Jennings E, Steinhoff M, Goldberg J, Sagat K, Gavuji M, Schaumberg K. Developing a digital intervention to combat fatphobia and anti-fat bias. Frontiers in Psychiatry 2025;16 View
  12. Karow A, Lambert M. E-Health zur Behandlung von psychischen Erkrankungen in der Adoleszenz. PiD - Psychotherapie im Dialog 2025;26(02):54 View
  13. Wanniarachchi V, Greenhalgh C, Choi A, Warren J. Personalization variables in digital mental health interventions for depression and anxiety in adolescents and youth: a scoping review. Frontiers in Digital Health 2025;7 View
  14. Ndindeng A. The impact of social media on mental health. Mental Health and Digital Technologies 2025;2(3):183 View
  15. Hikmat R, Yosep I, Mardhiyah A. A scoping review of nursing interventions of improving resilience among university students during online learning. BMC Nursing 2025;24(1) View
  16. Pu B, Huang K. Modeling the path to digital health intention: the mediating role of system expectation and health beliefs. Frontiers in Public Health 2025;13 View

Conference Proceedings

  1. Phairoh K, Suchato A, Punyabukkana P. 2025 22nd International Conference on Electrical Engineering/Electronics, Computer, Telecommunications and Information Technology (ECTI-CON). CRAFTJAI: LLM-Enhanced Generative AI for Gamified Mood Journals View
  2. Phedra W, Fabroyir H, Yuniarti A. 2025 International Conference on Information Technology Research and Innovation (ICITRI). Design of a Gamified Mobile Diary to Reduce Depression, Anxiety, and Stress in Young Adults View
  3. Alves R, Lembor V, Macedo A. Proceedings of the 31st Brazilian Symposium on Multimedia and the Web (WebMedia 2025). Revisão sistemática: gamificação em smartphones para crianças em contextos educacionais e terapêuticos View