Continuum beliefs and mental illness stigma: a systematic review and meta-analysis of correlation and intervention studies

LJ Peter, S Schindler, C Sander, S Schmidt… - Psychological …, 2021 - cambridge.org
BackgroundPromulgating a continuum model of mental health and mental illness has been
proposed as a way to reduce stigma by decreasing notions of differentness. This systematic …

Mobile health and telehealth interventions to increase physical activity in adolescents with obesity: a promising approach to engaging a hard-to-reach population

ME Vajravelu, S Arslanian - Current Obesity Reports, 2021 - Springer
Abstract Purpose of Review Adolescence represents a critical time to set habits for long-term
health, yet adequate rates of physical activity are uncommon in this age group. Mobile …

[HTML][HTML] Satisfied or frustrated? A qualitative analysis of need satisfying and need frustrating experiences of engaging with digital health technology in chronic care

C Wannheden, T Stenfors, A Stenling… - Frontiers in Public …, 2021 - frontiersin.org
Introduction: Digital health technologies such as self-monitoring devices and apps are
becoming increasingly important as tools to promote healthy habits and support individuals …

[HTML][HTML] Participatory development and pilot testing of an adolescent health promotion chatbot

L Maenhout, C Peuters, G Cardon… - Frontiers in Public …, 2021 - frontiersin.org
Background: The use of chatbots may increase engagement with digital behavior change
interventions in youth by providing human-like interaction. Following a Person-Based …

Design of digital technologies for children

P Markopoulos, JC Read… - Handbook of human …, 2021 - Wiley Online Library
This chapter focuses on children aged around 5‐11 insofar as this is the population most
able to extract value from digital content while also being intrinsically different from older …

Cyberbullying in the metaverse: A prescriptive perception on global information systems for user protection

U Upadhyay, A Kumar, G Sharma, BB Gupta… - Journal of Global …, 2023 - igi-global.com
The emergence of the metaverse, a virtual reality space, has ushered in a new era of digital
experiences and interactions in global information systems. With its unique social norms and …

Gamification in a physical activity app: what gamification features are being used, by whom, and does it make a difference?

CA Maher, T Olds, C Vandelanotte… - Games for Health …, 2022 - liebertpub.com
Background: Gamification is purported to enhance engagement with health behavior apps,
ultimately improving their effectiveness. This study aimed to examine (1) whether the …

Developing future managers through business simulation gaming in the UK and Hong Kong: exploring the interplay between cognitive realism, decision-making and …

J Lean, R Newbery, J Moizer, M Haddoud… - Internet Research, 2023 - emerald.com
Purpose This paper investigates how individuals' decision-making approach and
perceptions of a game's cognitive realism affect the performance of virtual businesses in a …

Investigating students' engagement patterns and supporting game features in a personalized computerized role-playing game environment

L Zhong - Journal of Educational Computing Research, 2023 - journals.sagepub.com
Engagement in educational games was conceptualized as four dimensions but few studies
have examined the four dimensions together. Additionally, game features vary greatly in …

Design of a digital game intervention to promote socio-emotional skills and prosocial behavior in children

P Saleme, T Dietrich, B Pang, J Parkinson - Multimodal technologies and …, 2021 - mdpi.com
In emergency contexts such as the COVID-19 pandemic, mental health risk factors affect
children and may affect behavioral and emotional problems including anxiety, self-blame …