|Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review|
VWS Cheng, T Davenport, D Johnson, K Vella, IB Hickie
JMIR Mental Health 6 (6), e13717, 2019
|A sense of belonging: Pokémon GO and social connectedness|
K Vella, D Johnson, VWS Cheng, T Davenport, J Mitchell, M Klarkowski, ...
Games and Culture 14 (6), 583-603, 2019
|An App That Incorporates Gamification, Mini-Games, and Social Connection to Improve Men's Mental Health and Well-Being (MindMax): Participatory Design Process|
VWS Cheng, TA Davenport, D Johnson, K Vella, J Mitchell, IB Hickie
JMIR mental health 5 (4), e11068, 2018
|FitMindKit: Randomised controlled trial of an automatically tailored online program for mood, anxiety, substance use and suicidality|
PJ Batterham, AL Calear, L Farrer, SM McCallum, VWS Cheng
Internet interventions 12, 91-99, 2018
|Recommendations for implementing gamification for mental health and wellbeing|
Frontiers in Psychology 11, 2020
|Flip the Clinic: A Digital Health Approach to Youth Mental Health Service Delivery During the COVID-19 Pandemic and Beyond|
TA Davenport, VWS Cheng, F Iorfino, B Hamilton, E Castaldi, A Burton, ...
JMIR Mental Health 7 (12), e24578, 2020
|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|
L Ospina-Pinillos, TA Davenport, AA Navarro-Mancilla, VWS Cheng, ...
JMIR Mental Health 7 (2), e15914, 2020
|Recommendations for Designing Health Information Technologies for Mental Health Drawn From Self-Determination Theory and Co-design With Culturally Diverse Populations: Template …|
VWS Cheng, SE Piper, A Ottavio, TA Davenport, IB Hickie
Journal of Medical Internet Research 23 (2), e23502, 2021
|Naturalistic evaluation of a sport-themed mental health and wellbeing app aimed at men (MindMax), that incorporates applied video games and gamification|
VWS Cheng, T Davenport, D Johnson, K Vella, J Mitchell, IB Hickie
Internet Interventions 20, 2020
|Implementing a digital health model of care in Australian youth mental health services: protocol for impact evaluation|
S Piper, TA Davenport, H LaMonica, A Ottavio, F Iorfino, VWS Cheng, ...
BMC Health Services Research 21 (1), 1-9, 2021
|MindMax: using videogames and sport to engage young men and improve wellbeing|
J Mitchell, K Vella, D Johnson, N Peever, V Cheng, T Davenport, J Burns, ...
Proceedings of the 2nd Symposium Computing and Mental Health, 2017, 1-5, 2017
|Innovative preclinic triage system to guide Australians to the right mental health care first time|
TA Davenport, HM LaMonica, S Rowe, J Sturgess, EM Scott, G Lee, ...
Australian Health Review 45 (5), 578-583, 2021
|Right Care, First Time: Developing a Theory-Based Automated Protocol to Help Clinically Stage Young People Based on Severity and Persistence of Mental Illness|
F Iorfino, VWS Cheng, SP Cross, HF Yee, TA Davenport, EM Scott, ...
Frontiers in Public Health 9, 2021
|Motivating engagement with a wellbeing app using video games and gamification|
K Vella, D Johnson, N Peever, V Cheng, T Davenport, J Mitchell
Proceedings of the Positive Gaming: Workshop on Gamification and Games for …, 2017
|Informing the Future of Integrated Digital and Clinical Mental Health Care: Synthesis of the Outcomes From Project Synergy|
HM LaMonica, F Iorfino, GY Lee, S Piper, JA Occhipinti, TA Davenport, ...
JMIR mental health 9 (3), e33060, 2022
|Studying the Effectiveness of Game-Based Solutions in a Wellbeing App|
Extended Abstracts Publication of the Annual Symposium on Computer-Human …, 2017
|Developing and evaluating MindMax: promoting mental wellbeing through an Australian Football League-themed app incorporating applied games (including gamification …|
University of Sydney, 2020
|CogGame: Gamified Cognitive Assessments in Young Adults with Suicidal Thoughts|
CCY Shin, HM LaMonica, L Mowszowski, VWS Cheng, L Kampel, J Han