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Authorship Correction: Sampling Key Populations for HIV Surveillance: Results From Eight Cross-Sectional Studies Using Respondent-Driven Sampling and Venue-Based Snowball Sampling

Authorship Correction: Sampling Key Populations for HIV Surveillance: Results From Eight Cross-Sectional Studies Using Respondent-Driven Sampling and Venue-Based Snowball Sampling

Amrita Rao et al, “Sampling Key Populations for HIV Surveillance: Results from Eight Cross-Sectional Studies using Respondent-Driven Sampling and Venue-Based Snowball Sampling,” a mistake was made in the metadata and Duncan Kochelani was included twice, while Brian

Amrita Rao, Shauna Stahlman, James Hargreaves, Sharon Weir, Jessie Edwards, Brian Rice, Duncan Kochelani, Mpumelelo Mavimbela, Stefan Baral

JMIR Public Health Surveill 2018;4(1):e9


Mobile Health Technology Interventions for Suicide Prevention: Protocol for a Systematic Review and Meta-Analysis

Mobile Health Technology Interventions for Suicide Prevention: Protocol for a Systematic Review and Meta-Analysis

Perry et al [23] conducted a systematic review of online and mobile psychosocial suicide prevention interventions for adolescents and young adults.

Ruth Melia, Kady Francis, Jim Duggan, John Bogue, Mary O'Sullivan, Derek Chambers, Karen Young

JMIR Res Protoc 2018;7(1):e28


Reaching Adolescent Gay, Bisexual, and Queer Men Online: Development and Refinement of a National Recruitment Strategy

Reaching Adolescent Gay, Bisexual, and Queer Men Online: Development and Refinement of a National Recruitment Strategy

We also included a list of 65 keywords (referred to as “interests” in the FB ad manager) relevant to AGBM including pop culture interests (eg, LGBT community, Katy Perry).

Tonya L. Prescott, Gregory Phillips II, L. Zachary DuBois, Sheana S. Bull, Brian Mustanski, Michele L. Ybarra

J Med Internet Res 2016;18(8):e200


A Study on the Validity of a Computer-Based Game to Assess Cognitive Processes, Reward Mechanisms, and Time Perception in Children Aged 4-8 Years

A Study on the Validity of a Computer-Based Game to Assess Cognitive Processes, Reward Mechanisms, and Time Perception in Children Aged 4-8 Years

diagnostic tools exist in which all 3 pathways are included in combination with all motivation-enhancing elements discussed above (including a story line or fantasy game elements), although some training tools with a story line exist (for instance, Braingame Brian

Janneke CAW Peijnenborgh, Petra PM Hurks, Albert P Aldenkamp, Erik D van der Spek, Matthias GWM Rauterberg, Johan SH Vles, Jos GM Hendriksen

JMIR Serious Games 2016;4(2):e15


Characterizing the Digital Health Citizen: Mixed-Methods Study Deriving a New Typology

Characterizing the Digital Health Citizen: Mixed-Methods Study Deriving a New Typology

In contrast, the skeptics are skeptical of physicians and the medical system and value the internet for solving health problems that doctors may not be able to deal with, as Brian (age 53 years, NS-SEC class 1, education level 3) openly showed (“The doctors

John Powell, Ulrike Deetjen

J Med Internet Res 2019;21(3):e11279


Training Working Memory in Adolescents Using Serious Game Elements: Pilot Randomized Controlled Trial

Training Working Memory in Adolescents Using Serious Game Elements: Pilot Randomized Controlled Trial

For example, Prins et al [28] developed an elaborate game world called Braingame Brian around multiple evidence-based executive function training principles.

Wouter J Boendermaker, Thomas E Gladwin, Margot Peeters, Pier J M Prins, Reinout W Wiers

JMIR Serious Games 2018;6(2):e10