Impact of Digital Interventions
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Fox, J., Bailenson, J.N., & Binney, J. (2009). Virtual experiences, physical behaviors: The effect of presence on imitation of an eating avatar. PRESENCE: Teleoperators & Virtual Environments, 18(4), 294-303. https://doi.org/10.1162/pres.18.4.294
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Gamberini, L., Barresi, G., Maier, A., & Scarpetta, F. 2008. A game a day keeps the doctor away: A short review of computer games in mental healthcare. Journal of CyberTherapy and Rehabilitation, 1(2), 127-145.
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Kato, P. M. 2010. Video games in health care: Closing the gap. Review of General Psychology, 14(2), 113.
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Graafland, M., Schraagen, J. M., & Schijven, M. P. 2012. Systematic review of serious games for medical education and surgical skills training. British journal of surgery, 99(10), 1322-1330.
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Interactive Cause and Effect Comic-book Storytelling for Improving Nutrition Outcomes in Children. (2015). Amresh, A., Sinha, M., Birr, R., and Salla, R. DH '15: Proceedings of the 5th International Conference on Digital Health 2015. 9-14. https://doi.org/10.1145/2750511.2750533
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Domin, A., Spruijt-Metz, D., Theisen, D., Ouzzahra, Y., & Vögele, C. (2021). Smartphone-Based Interventions for Physical Activity Promotion: Scoping Review of the Evidence Over the Last 10 Years. JMIR mHealth and uHealth, 9(7), e24308. https://doi.org/10.2196/24308
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Schoeppe, S., Alley, S., Van Lippevelde, W., Bray, N. A., Williams, S. L., Duncan, M. J., & Vandelanotte, C. (2016). Efficacy of interventions that use apps to improve diet, physical activity and sedentary behaviour: a systematic review. The international journal of behavioral nutrition and physical activity, 13(1), 127. https://doi.org/10.1186/s12966-016-0454-y
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Lee, A. M., Chavez, S., Bian, J., Thompson, L. A., Gurka, M. J., Williamson, V. G., & Modave, F. (2019). Efficacy and Effectiveness of Mobile Health Technologies for Facilitating Physical Activity in Adolescents: Scoping Review. JMIR mHealth and uHealth, 7(2), e11847. https://doi.org/10.2196/11847
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Ghazisaeidi, M., Safdari, R., Goodini, A., Mirzaiee, M., & Farzi, J. (2017). Digital games as an effective approach for cancer management: Opportunities and challenges. Journal of education and health promotion, 6, 30. https://doi.org/10.4103/jehp.jehp_146_14
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Putnam, M. M., Richmond, E. M., Brunick, K. L., Wright, C. A., & Calvert, S. L. (2018). Influence of a Character-Based App on Children's Learning of Nutritional Information: Should Apps Be Served with a Side of Media Characters?. Games for health journal, 7(2), 121–126. https://doi.org/10.1089/g4h.2017.0116
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Hswen, Y., Murti, V., Vormawor, A. A., Bhattacharjee, R., & Naslund, J. A. (2013). VIRTUAL AVATARS, GAMING, AND SOCIAL MEDIA: DESIGNING A MOBILE HEALTH APP TO HELP CHILDREN CHOOSE HEALTHIER FOOD OPTIONS. Journal of mobile technology in medicine, 2(2), 8–14. https://doi.org/10.7309/jmtm.2.2.3
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Ferrante, G., Licari, A., Marseglia, G. L., & La Grutta, S. (2021). Digital health interventions in children with asthma. Clinical and experimental allergy: journal of the British Society for Allergy and Clinical Immunology, 51(2), 212–220. https://doi.org/10.1111/cea.13793
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Hollis, C., Falconer, C. J., Martin, J. L., Whittington, C., Stockton, S., Glazebrook, C., & Davies, E. B. (2017). Annual Research Review: Digital health interventions for children and young people with mental health problems - a systematic and meta-review. Journal of child psychology and psychiatry, and allied disciplines, 58(4), 474–503. https://doi.org/10.1111/jcpp.12663
Technology for Patient Engagement
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Bhavnani, S. P., Narula, J., & Sengupta, P. P. (2016). Mobile technology and the digitization of healthcare. European heart journal, 37(18), 1428–1438. https://doi.org/10.1093/eurheartj/ehv770
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Laing, S. S., Ocampo, P., Ocampo, C., Caravalho, J., Perez, G., & Baugh, S. (2021). Provider perceptions of mHealth engagement for low-resourced, safety-net communities. Public health nursing (Boston, Mass.), 38(1), 13–21. https://doi.org/10.1111/phn.12811
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Kao, C. K., & Liebovitz, D. M. (2017). Consumer Mobile Health Apps: Current State, Barriers, and Future Directions. PM & R : the journal of injury, function, and rehabilitation, 9(5S), S106–S115. https://doi.org/10.1016/j.pmrj.2017.02.018
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Higgins J. P. (2016). Smartphone Applications for Patients' Health and Fitness. The American journal of medicine, 129(1), 11–19. https://doi.org/10.1016/j.amjmed.2015.05.038
Media Usage Trends
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Rideout, V., & Robb, M. B. (2020). The Common Sense census: Media use by kids age zero to eight, 2020. San Francisco, CA: Common Sense Media
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Perez, S. (2020). Kids now spend nearly as much time watching TikTok as YouTube in US, UK and Spain. TechCrunch.
