Published on in Vol 7, No 10 (2019): October

Co-designing a Mobile Gamified Attention Bias Modification Intervention for Substance Use Disorders: Participatory Research Study

Co-designing a Mobile Gamified Attention Bias Modification Intervention for Substance Use Disorders: Participatory Research Study

Co-designing a Mobile Gamified Attention Bias Modification Intervention for Substance Use Disorders: Participatory Research Study

Journals

  1. Zhang M, Heng S, Amron S, Mahreen Z, Song G, Fung D, Smith H. Gamified M-Health Attention Bias Modification Intervention for Individuals with Opioid Use Disorder: Protocol for a Pilot Randomised Study. International Journal of Environmental Research and Public Health 2020;17(3):752 View
  2. Li H, Lewis C, Chi H, Singleton G, Williams N. Mobile health applications for mental illnesses: An Asian context. Asian Journal of Psychiatry 2020;54:102209 View
  3. Throuvala M, Griffiths M, Rennoldson M, Kuss D. Mind over Matter: Testing the Efficacy of an Online Randomized Controlled Trial to Reduce Distraction from Smartphone Use. International Journal of Environmental Research and Public Health 2020;17(13):4842 View
  4. Zhang M, Smith H. Cognitive Bias Modification for Addictive Disorders: Emerging Knowledge and Persistent Gaps. Psychiatry International 2020;1(2):75 View
  5. Zhang M, Heng S, Song G, Fung D, Smith H. Development of a co-designed gamified attention bias modification app for individuals with opioid use disorder. Technology and Health Care 2021;29(3):521 View
  6. Cheng V. Recommendations for Implementing Gamification for Mental Health and Wellbeing. Frontiers in Psychology 2020;11 View
  7. Zhang M, Smith H. Challenges When Evaluating Cognitive Bias Modification Interventions for Substance Use Disorder. International Journal of Environmental Research and Public Health 2020;17(21):7821 View
  8. Ozkaynak M, Sircar C, Frye O, Valdez R. A Systematic Review of Design Workshops for Health Information Technologies. Informatics 2021;8(2):34 View
  9. 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
  10. Zhang M, Ranganath V. An Emotional Bias Modification for Children With Attention-Deficit/Hyperactivity Disorder: Co-design Study. JMIR Formative Research 2022;6(12):e36390 View
  11. Veldmeijer L, Terlouw G, van ’t Veer J, Kuipers D. Harnessing virtual reality simulation in training healthcare workers in handling patients with suspected COVID-19 infections: results of training and lessons learned about design. Design for Health 2022;6(1):44 View
  12. Fleddermann K, Molfenter T, Vjorn O, Horst J, Hulsey J, Kelly B, Zawislak K, Gustafson D, Gicquelais R. Patient Preferences for Mobile Health Applications to Support Recovery. Journal of Addiction Medicine 2023;17(4):394 View
  13. Pagano N, Glasofer D, Attia E, Ruggiero J, Eziri K, Goldstein C, Steinglass J. Perspectives on relapse prevention following intensive treatment of anorexia nervosa: A focus group study. International Journal of Eating Disorders 2023;56(7):1417 View
  14. Anderson A, Verdejo-Garcia A. Cognitive Remediation for Impulsivity in Addictive Disorders: Review of Current Evidence and Future Directions. Current Addiction Reports 2023;10(3):472 View