The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial.
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Maximizing the Impact of e-Therapy and Serious Gaming: Time for a Paradigm ShiftE-health interventions for suicide preventionCombining non-pharmacological treatments with pharmacotherapies for neurological disorders: a unique interface of the brain, drug-device, and intellectual property.What Role Can Avatars Play in e-Mental Health Interventions? Exploring New Models of Client-Therapist InteractionA systematic review of mental health outcome measures for young people aged 12 to 25 yearsComparative efficacy and acceptability of psychotherapies for depression in children and adolescents: A systematic review and network meta-analysisDo online mental health services improve help-seeking for young people? A systematic reviewTrial for the Prevention of Depression (TriPoD) in final-year secondary students: study protocol for a cluster randomised controlled trial.Programs for the Prevention of Youth Depression: Evaluation of Efficacy, Effectiveness, and Readiness for Dissemination.The effect of the video game Mindlight on anxiety symptoms in children with an Autism Spectrum Disorder.Frontiers Commentary: The HEART Mobile Phone Trial: The Partial Mediating Effects of Self-Efficacy on Physical Activity among Cardiac PatientsMobile Tele-Mental Health: Increasing Applications and a Move to Hybrid Models of Care.Ecological Momentary Assessment and Smartphone Application Intervention in Adolescents with Substance Use and Comorbid Severe Psychiatric Disorders: Study ProtocolGamification for health promotion: systematic review of behaviour change techniques in smartphone appsInternet and mobile interventions for depression: Opportunities and challenges.Supporting Homework Compliance in Cognitive Behavioural Therapy: Essential Features of Mobile Apps.Toward Game-Based Digital Mental Health Interventions: Player Habits and Preferences.Using technology to deliver mental health services to children and youth: a scoping review.Pediatric eMental healthcare technologies: a systematic review of implementation foci in research studies, and government and organizational documents.Young People, Adult Worries: Randomized Controlled Trial and Feasibility Study of the Internet-Based Self-Support Method "Feel the ViBe" for Adolescents and Young Adults Exposed to Family ViolenceGame-based digital interventions for depression therapy: a systematic review and meta-analysis.Online and social networking interventions for the treatment of depression in young people: a systematic reviewThe use of electronic games in therapy: a review with clinical implicationsVideogames, here for goodWeb-based intervention programs for depression: a scoping review and evaluation.Gamified physical activation of young men--a Multidisciplinary Population-Based Randomized Controlled Trial (MOPO study)Is computerised CBT really helpful for adult depression?-A meta-analytic re-evaluation of CCBT for adult depression in terms of clinical implementation and methodological validity.Views of Young People in Rural Australia on SPARX, a Fantasy World Developed for New Zealand Youth With DepressionThe design and relevance of a computerized gamified depression therapy program for indigenous māori adolescentsClinical and Neurobiological Perspectives of Empowering Pediatric Cancer Patients Using Videogames."On My Own, but Not Alone" - Adolescents' Experiences of Internet-Delivered Cognitive Behavior Therapy for Obsessive-Compulsive DisorderIntegrating Health Behavior Theory and Design Elements in Serious Games.Integrating technology into cognitive behavior therapy for adolescent depression: a pilot study.Is behavioural activation effective in the treatment of depression in young people? A systematic review and meta-analysis.General practitioner experience and perception of Child and Adolescent Mental Health Services (CAMHS) care pathways: a multimethod research study.Depression in childhood and adolescence.Games for Health for Children-Current Status and Needed Research.Behavioral Outcome Effects of Serious Gaming as an Adjunct to Treatment for Children With Attention-Deficit/Hyperactivity Disorder: A Randomized Controlled Trial.Pilot Effectiveness Evaluation of Community-Based Multi-Family Psychoeducational Psychotherapy for Childhood Mood Disorders.Randomized Clinical Trial of a Primary Care Internet-based Intervention to Prevent Adolescent Depression: One-year Outcomes.
P2860
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P2860
The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial.
description
2012 nî lūn-bûn
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2012 թուականի Ապրիլին հրատարակուած գիտական յօդուած
@hyw
2012 թվականի ապրիլին հրատարակված գիտական հոդված
@hy
2012年の論文
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2012年学术文章
@wuu
2012年学术文章
@zh-cn
2012年学术文章
@zh-hans
2012年学术文章
@zh-my
2012年学术文章
@zh-sg
2012年學術文章
@yue
name
The effectiveness of SPARX, a ...... trolled non-inferiority trial.
@ast
The effectiveness of SPARX, a ...... trolled non-inferiority trial.
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The effectiveness of SPARX, a ...... trolled non-inferiority trial.
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type
label
The effectiveness of SPARX, a ...... trolled non-inferiority trial.
@ast
The effectiveness of SPARX, a ...... trolled non-inferiority trial.
@en
The effectiveness of SPARX, a ...... trolled non-inferiority trial.
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prefLabel
The effectiveness of SPARX, a ...... trolled non-inferiority trial.
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The effectiveness of SPARX, a ...... trolled non-inferiority trial.
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The effectiveness of SPARX, a ...... trolled non-inferiority trial.
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P2093
P2860
P356
P1433
P1476
The effectiveness of SPARX, a ...... trolled non-inferiority trial.
@en
P2093
Chris Frampton
Karolina Stasiak
Mathijs F G Lucassen
Matthew Shepherd
Sally N Merry
P2860
P356
10.1136/BMJ.E2598
P407
P577
2012-04-18T00:00:00Z