Published on in Vol 8, No 3 (2019): March

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/11255, first published .
A Game-Based School Program for Mental Health Literacy and Stigma Regarding Depression (Moving Stories): Protocol for a Randomized Controlled Trial

A Game-Based School Program for Mental Health Literacy and Stigma Regarding Depression (Moving Stories): Protocol for a Randomized Controlled Trial

A Game-Based School Program for Mental Health Literacy and Stigma Regarding Depression (Moving Stories): Protocol for a Randomized Controlled Trial

Journals

  1. Sun T, Tang Q, Liu D, Zhao L, Wang F, Xie H. Mental health literacy about depression among rural left-behind children in China: a comparative and cross-sectional study. Journal of Mental Health 2021;30(2):263 View
  2. Thai T, Vu N, Bui H. Mental Health Literacy and Help-Seeking Preferences in High School Students in Ho Chi Minh City, Vietnam. School Mental Health 2020;12(2):378 View
  3. Patafio B, Miller P, Baldwin R, Taylor N, Hyder S. A systematic mapping review of interventions to improve adolescent mental health literacy, attitudes and behaviours. Early Intervention in Psychiatry 2021;15(6):1470 View
  4. Tuijnman A, Kleinjan M, Olthof M, Hoogendoorn E, Granic I, Engels R. A Game-Based School Program for Mental Health Literacy and Stigma on Depression (Moving Stories): Cluster Randomized Controlled Trial. JMIR Mental Health 2022;9(8):e26615 View
  5. Tuijnman A, Kleinjan M, Chen S, Engels R, Granic I. A Game-based Assessment of the Effects of Rejection on Young Adults. Proceedings of the ACM on Human-Computer Interaction 2021;5(CHI PLAY):1 View
  6. Gijzen M, Rasing S, van den Boogaart R, Rongen W, van der Steen T, Creemers D, Engels R, Smit F, Mordaunt D. Feasibility of a serious game coupled with a contact-based session led by lived experience workers for depression prevention in high-school students. PLOS ONE 2021;16(11):e0260224 View
  7. Martinez K, Menéndez-Menéndez M, Bustillo A. Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review. JMIR Serious Games 2021;9(4):e30482 View
  8. Cai Chen S, Bluhm R, Achtyes E, McCright A, Cabrera L. Looking through the lens of stigma: Understanding and anticipating concerns about the responsible development and use of psychiatric electroceutical interventions (PEIs). SSM - Mental Health 2023;4:100261 View
  9. Kubota K, Auxier J, Aslan F, Joronen K, Pakarinen A. Gamified Interventions for Promoting the Psychosocial Well-Being of School-Aged Children: A Scoping Review. Games for Health Journal 2024;13(4):234 View
  10. Zeiler M, Vögl S, Prinz U, Werner N, Wagner G, Karwautz A, Zeller N, Ackermann L, Waldherr K. Game Design, Effectiveness, and Implementation of Serious Games Promoting Aspects of Mental Health Literacy Among Children and Adolescents: Systematic Review. JMIR Mental Health 2025;12:e67418 View

Books/Policy Documents

  1. Torres-Toukoumidis A, Vintimilla-León D, De-Santis A, Cárdenas-Tapia J, Mäeots M. Communication and Applied Technologies. View

Conference Proceedings

  1. Ooms S. Adjunct Proceedings of the 32nd ACM Conference on User Modeling, Adaptation and Personalization. Promoting Mental Health of Adolescents with a Mild Intellectual Disability View