Vanessa Wan Sze Cheng
Vanessa Wan Sze Cheng
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Zitiert von
Zitiert von
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
Recommendations for implementing gamification for mental health and wellbeing
VWS Cheng
Frontiers in Psychology 11, 2020
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
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
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
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, 621862, 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
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
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
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
Studying the Effectiveness of Game-Based Solutions in a Wellbeing App
VWS Cheng
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 …
VWS Cheng
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
medRxiv, 2022.10. 17.22281128, 2022
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