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25 results on '"Vanessa Wan Sze Cheng"'

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1. Implementing a digital health model of care in Australian youth mental health services: protocol for impact evaluation

2. Informing the Future of Integrated Digital and Clinical Mental Health Care: Synthesis of the Outcomes From Project Synergy

3. Right Care, First Time: Developing a Theory-Based Automated Protocol to Help Clinically Stage Young People Based on Severity and Persistence of Mental Illness

4. Recommendations for Implementing Gamification for Mental Health and Wellbeing

5. Naturalistic evaluation of a sport-themed mental health and wellbeing app aimed at men (MindMax), that incorporates applied video games and gamification

6. FitMindKit: Randomised controlled trial of an automatically tailored online program for mood, anxiety, substance use and suicidality

9. CogGame: Gamified Cognitive Assessments in Young Adults with Suicidal Thoughts

10. Innovative preclinic triage system to guide Australians to the right mental health care first time

11. Implementing a digital health model of care in Australian youth mental health services: protocol for impact evaluation

12. Informing the Future of Integrated Digital and Clinical Mental Health Care: Synthesis of the Outcomes From Project Synergy (Preprint)

13. Informing the Future of Integrated Digital and Clinical Mental Health Care: Synthesis of the Outcomes From Project Synergy

14. Right Care, First Time: Developing a Theory-Based Automated Protocol to Help Clinically Stage Young People Based on Severity and Persistence of Mental Illness

15. Recommendations for Designing Health Information Technologies for Mental Health Drawn From Self-Determination Theory and Co-design With Culturally Diverse Populations: Template Analysis

16. Flip the Clinic: A Digital Health Approach to Youth Mental Health Service Delivery During the COVID-19 Pandemic and Beyond

17. Flip the Clinic: A Digital Health Approach to Youth Mental Health Service Delivery During the COVID-19 Pandemic and Beyond (Preprint)

18. Recommendations for Designing Health Information Technologies for Mental Health Drawn From Self-Determination Theory and Co-design With Culturally Diverse Populations: Template Analysis (Preprint)

19. Naturalistic evaluation of a sport-themed mental health and wellbeing app aimed at men (MindMax), that incorporates applied video games and gamification

20. FitMindKit: Randomised controlled trial of an automatically tailored online program for mood, anxiety, substance use and suicidality

21. A Sense of Belonging: Pokémon GO and Social Connectedness

22. Involving End Users in Adapting a Spanish Version of a Web-Based Mental Health Clinic for Young People in Colombia: Exploratory Study Using Participatory Design Methodologies (Preprint)

23. Involving End Users in Adapting a Spanish Version of a Web-Based Mental Health Clinic for Young People in Colombia: Exploratory Study Using Participatory Design Methodologies

24. An App That Incorporates Gamification, Mini-Games, and Social Connection to Improve Men's Mental Health and Well-Being (MindMax): Participatory Design Process (Preprint)

25. Studying the Effectiveness of Game-Based Solutions in a Wellbeing App

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