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  1. AU="Poppelaars, Marlou"
  2. AU="Hou, Yinmeng"
  3. AU="Tapias, Carlos"
  4. AU=Kojima Shihoko
  5. AU="Alcahut-Rodríguez, Cristian"
  6. AU="Whiteside, Theresa L"
  7. AU="Pappalettere, Carmine"
  8. AU="Bolla, Eleana"
  9. AU="Bajkowski, Jared"
  10. AU="Calleros Basilio, Laura"
  11. AU="Mohamad, Okbah"
  12. AU="Holy, Jon"
  13. AU="Farber, Mark O"
  14. AU="Gal, Adiv"
  15. AU="Badenhorst, Marelise"
  16. AU="Pachner, Andrew R"
  17. AU="Colón-Ramos, Daniel A" AU="Colón-Ramos, Daniel A"
  18. AU="Modzelewska, Dominika"
  19. AU="Boethig, Dietmar"
  20. AU="Jurinović, Luka"
  21. AU="Yashila Patel"
  22. AU="Zheng, Lei" AU="Zheng, Lei"
  23. AU="Seah, Penelope M Y"
  24. AU="Marianna Milano"
  25. AU="London, Kevin"
  26. AU=Pain Debkumar
  27. AU="Snider, Elizabeth"
  28. AU="Klein, J R"
  29. AU="Deslandes, K."
  30. AU="Xie, Dandan"
  31. AU=Ward Helen
  32. AU="Grace Deukmedjian"
  33. AU="Lindeman, Neal"
  34. AU="Okoli, Mary"
  35. AU="Mathew, Philip"
  36. AU=Staros Eric B

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  1. Artikel: The role of gamification in digital mental health.

    Fleming, Theresa / Poppelaars, Marlou / Thabrew, Hiran

    World psychiatry : official journal of the World Psychiatric Association (WPA)

    2023  Band 22, Heft 1, Seite(n) 46–47

    Sprache Englisch
    Erscheinungsdatum 2023-01-14
    Erscheinungsland Italy
    Dokumenttyp Journal Article
    ZDB-ID 2236130-3
    ISSN 2051-5545 ; 1723-8617
    ISSN (online) 2051-5545
    ISSN 1723-8617
    DOI 10.1002/wps.21041
    Datenquelle MEDical Literature Analysis and Retrieval System OnLINE

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  2. Artikel: Can a Commercial Video Game Prevent Depression? Null Results and Whole Sample Action Mechanisms in a Randomized Controlled Trial.

    Poppelaars, Marlou / Lichtwarck-Aschoff, Anna / Otten, Roy / Granic, Isabela

    Frontiers in psychology

    2021  Band 11, Seite(n) 575962

    Abstract: Depressive symptoms and disorders are major public health concerns, affecting many adolescents and young adults. Despite extensive research, depression prevention programs for youth show limited effectiveness. Moreover, the maximal potential of youth ... ...

    Abstract Depressive symptoms and disorders are major public health concerns, affecting many adolescents and young adults. Despite extensive research, depression prevention programs for youth show limited effectiveness. Moreover, the maximal potential of youth psychotherapy - on which depression prevention programs are based - may have been reached. Commercial video games may offer an engaging alternative vehicle for youth to practice emotional and social skills vital to mental health. The current study investigated the potential for the commercial video game Journey to prevent the exacerbation of depressive symptoms. A pre-registered randomized controlled trial tested the effectiveness of Journey as an indicated depression prevention approach compared to a control game condition and a passive control condition (Dutch Trial Register: NL4873, https://www.trialregister.nl/trial/4873). Additionally, potential action mechanisms for depression prevention using video games were examined. Participants aged 15 to 20 years old with elevated depressive symptoms (
    Sprache Englisch
    Erscheinungsdatum 2021-01-12
    Erscheinungsland Switzerland
    Dokumenttyp Journal Article
    ZDB-ID 2563826-9
    ISSN 1664-1078
    ISSN 1664-1078
    DOI 10.3389/fpsyg.2020.575962
    Datenquelle MEDical Literature Analysis and Retrieval System OnLINE

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  3. Artikel ; Online: Trajectories of Symptom Change in School-Based Prevention Programs for Adolescent Girls with Subclinical Depression.

    Bossenbroek, Rineke / Poppelaars, Marlou / Creemers, Daan H M / Stikkelbroek, Yvonne / Lichtwarck-Aschoff, Anna

    Journal of youth and adolescence

    2022  Band 51, Heft 4, Seite(n) 659–672

    Abstract: Effectiveness research on depression prevention usually compares pre- to post-intervention outcomes across groups, but this aggregation across individuals may mask heterogeneity in symptom change trajectories. Hence, this study aimed to identify ... ...

    Abstract Effectiveness research on depression prevention usually compares pre- to post-intervention outcomes across groups, but this aggregation across individuals may mask heterogeneity in symptom change trajectories. Hence, this study aimed to identify subgroups of adolescents with unique trajectories of change in a school-based depression prevention trial. It was also examined how trajectory membership was associated with the intervention conditions, depressive symptoms at 12-month follow-up, and baseline predictors. Hundred-ninety adolescent girls (M
    Mesh-Begriff(e) Adolescent ; Child ; Depression/diagnosis ; Depression/prevention & control ; Female ; Humans ; School Health Services ; Schools
    Sprache Englisch
    Erscheinungsdatum 2022-02-03
    Erscheinungsland United States
    Dokumenttyp Journal Article ; Randomized Controlled Trial
    ZDB-ID 186743-x
    ISSN 1573-6601 ; 0047-2891
    ISSN (online) 1573-6601
    ISSN 0047-2891
    DOI 10.1007/s10964-022-01578-5
    Datenquelle MEDical Literature Analysis and Retrieval System OnLINE

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  4. Artikel: Explicit Mental Health Messaging Promotes Serious Video Game Selection in Youth With Elevated Mental Health Symptoms.

    Poppelaars, Marlou / Wols, Aniek / Lichtwarck-Aschoff, Anna / Granic, Isabela

    Frontiers in psychology

    2018  Band 9, Seite(n) 1837

    Abstract: Serious games aimed at promoting well-being in youth have promising effects and potential for far-reaching impact. Considering that most mental health disorders remain untreated in youth, therapeutic games may be most valuable when they are aimed at ... ...

    Abstract Serious games aimed at promoting well-being in youth have promising effects and potential for far-reaching impact. Considering that most mental health disorders remain untreated in youth, therapeutic games may be most valuable when they are aimed at untreated youth with internalizing symptoms. However, when targeting youth outside of a clinical setting, the first impression of therapeutic video games may determine whether and how a game is played. Thus, understanding the influence of messaging used in the promotion of therapeutic games on game choice and experience is critical. The current study examined two alternatives in promoting mental health games: one included explicit mental health messaging (e.g., learn to manage stress) and the other was a stealth promotion that did not mention mental health but highlighted the entertainment value. Young adults with mild to severe internalizing mental health symptoms (i.e., depressive, anxiety, and stress symptoms) were shown two distinct trailer designs, with random assignment determining which design held which message. Participants (
    Sprache Englisch
    Erscheinungsdatum 2018-10-02
    Erscheinungsland Switzerland
    Dokumenttyp Journal Article
    ZDB-ID 2563826-9
    ISSN 1664-1078
    ISSN 1664-1078
    DOI 10.3389/fpsyg.2018.01837
    Datenquelle MEDical Literature Analysis and Retrieval System OnLINE

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  5. Artikel ; Online: A randomized controlled trial comparing two cognitive-behavioral programs for adolescent girls with subclinical depression: A school-based program (Op Volle Kracht) and a computerized program (SPARX).

    Poppelaars, Marlou / Tak, Yuli R / Lichtwarck-Aschoff, Anna / Engels, Rutger C M E / Lobel, Adam / Merry, Sally N / Lucassen, Mathijs F G / Granic, Isabela

    Behaviour research and therapy

    2016  Band 80, Seite(n) 33–42

    Abstract: Limited research has indicated the effectiveness of the school-based Cognitive Behavioral Therapy (CBT) prevention program 'Op Volle Kracht (OVK)' and the computerized CBT program 'SPARX' in decreasing depressive symptoms. Therefore, a randomized ... ...

    Abstract Limited research has indicated the effectiveness of the school-based Cognitive Behavioral Therapy (CBT) prevention program 'Op Volle Kracht (OVK)' and the computerized CBT program 'SPARX' in decreasing depressive symptoms. Therefore, a randomized controlled trial of the effectiveness of OVK and SPARX was conducted among Dutch female adolescents (n = 208, mean age = 13.35) with elevated depressive symptoms. Participants were randomly assigned to one of four conditions: OVK only (n = 50), SPARX only (n = 51), OVK and SPARX combined (n = 56) and a monitoring control condition (n = 51). Participants in the first three conditions received OVK lessons and/or the SPARX game. Depressive symptoms were assessed before interventions started, weekly during the interventions, and immediately after the interventions ended, with follow-up assessments at 3, 6 and 12 months. Intention to treat results showed that depressive symptoms decreased in all conditions (F(12, 1853.03) = 14.62, p < .001), with no difference in depressive symptoms between conditions. Thus, all conditions, including the monitoring control condition, were equally effective in reducing depressive symptoms. Possible explanations for the decrease of depressive symptoms in all conditions are discussed and suggestions for future research are provided. Dutch Trial Register: NTR3737.
    Mesh-Begriff(e) Adolescent ; Child ; Cognition ; Cognitive Therapy/methods ; Depression/psychology ; Depression/therapy ; Female ; Humans ; Netherlands ; School Health Services ; Schools ; Students/psychology ; Therapy, Computer-Assisted/methods
    Sprache Englisch
    Erscheinungsdatum 2016-05
    Erscheinungsland England
    Dokumenttyp Journal Article ; Randomized Controlled Trial ; Research Support, Non-U.S. Gov't
    ZDB-ID 211997-3
    ISSN 1873-622X ; 0005-7967
    ISSN (online) 1873-622X
    ISSN 0005-7967
    DOI 10.1016/j.brat.2016.03.005
    Datenquelle MEDical Literature Analysis and Retrieval System OnLINE

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