Reference health

Improving the Formative Evaluation of Digital Interventions Using a Novel Qualitative Ecological Momentary Assessment (Ema) Method, Corto

https://doi.org/10.2139/ssrn.4578807
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52/52 checkable references clean · checked 2026-09-11

Every reference with a DOI in the deposited reference list resolved to a known work in Crossref or DataCite at the dated check, and none carried a retraction, withdrawal, or removal notice.

36 without a DOI — not checked. A reference deposited without a DOI is never matched by title or guessed at; it stays outside the checked set, and this line discloses that.

The 52 checked references that resolve
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The growing field of digital psychiatry: current evidence and the future of apps, social media, chatbots, and virtual reality
resolves10.1176/appi.ps.201800519
User Engagement in Mental Health Apps: A Review of Measurement, Reporting, and Validity
resolves10.2196/jmir.9275
Beyond the Trial: Systematic Review of Real-World Uptake and Engagement With Digital Self-Help Interventions for Depression, Low Mood, or Anxiety
resolves10.1016/j.jad.2019.11.167
Dropout rates in clinical trials of smartphone apps for depressive symptoms: A systematic review and meta-analysis
resolves10.1017/S0033291715000665
Predictors of treatment dropout in self-guided web-based interventions for depression: an ‘individual patient data’ meta-analysis
resolves10.2196/14567
Objective User Engagement With Mental Health Apps: Systematic Search and Panel-Based Usage Analysis
resolves10.1007/s13142-016-0453-1
Conceptualising engagement with digital behaviour change interventions: a systematic review using principles from critical interpretive synthesis
resolves10.1145/3234149
Engagement in HCI
resolves10.1016/j.amepre.2016.06.015
Understanding and Promoting Effective Engagement With Digital Behavior Change Interventions
resolves10.1007/s12160-009-9133-4
A Behavior Change Model for Internet Interventions
resolves10.1177/1460458219896492
Insights from user reviews to improve mental health apps
resolves10.2196/11565
Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights
resolves10.2196/jmir.5927
IDEAS (Integrate, Design, Assess, and Share): A Framework and Toolkit of Strategies for the Development of More Effective Digital Interventions to Change Health Behavior
resolves10.2196/jmir.7126
Developing and Evaluating Digital Interventions to Promote Behavior Change in Health and Health Care: Recommendations Resulting From an International Workshop
resolves10.1146/annurev.clinpsy.3.022806.091415
Ecological Momentary Assessment
resolves10.2196/jmir.9397
Measuring Engagement in eHealth and mHealth Behavior Change Interventions: Viewpoint of Methodologies
resolves10.1007/s11606-006-0267-9
The role of formative evaluation in implementation research and the QUERI experience
resolves10.1027/1016-9040.14.2.109
Ambulatory Assessment
resolves10.1017/CBO9780511996481.005
Research Design and Issues of Validity
resolves10.2196/15644
Clinically Meaningful Use of Mental Health Apps and its Effects on Depression: Mixed Methods Study
resolves10.1037/0033-2909.128.6.934
Belief and feeling: Evidence for an accessibility model of emotional self-report.
resolves10.1016/j.ijhcs.2017.10.006
The construal of experience in HCI: Understanding self-reports
resolves10.1146/annurev-clinpsy-050212-185510
Ambulatory Assessment
resolves10.2196/10971
Evidence-Based Evaluation of eHealth Interventions: Systematic Literature Review
resolves10.1089/g4h.2017.0058
The Use of User-Centered Participatory Design in Serious Games for Anxiety and Depression
resolves10.2196/11528
Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint
resolves10.2196/mental.4563
Heuristic Evaluation of Ehealth Interventions: Establishing Standards That Relate to the Therapeutic Process Perspective
resolves10.1016/j.csi.2018.03.002
A methodology to develop usability/user experience heuristics
resolves10.1080/01449290500330331
User experience - a research agenda
resolves10.1080/0144929X.2012.710648
Playability: analysing user experience in video games
resolves10.2196/mhealth.3422
Mobile App Rating Scale: A New Tool for Assessing the Quality of Health Mobile Apps
resolves10.2196/11500
The mHealth App Usability Questionnaire (MAUQ): Development and Validation Study
resolves10.2196/jmir.9716
Developing a Mental Health eClinic to Improve Access to and Quality of Mental Health Care for Young People: Using Participatory Design as Research Methodologies
resolves10.2196/21376
Designing a Serious Game (Above Water) for Stigma Reduction Surrounding Mental Health: Semistructured Interview Study With Expert Participants
resolves10.1080/0044929031000
Retrospective vs. concurrent think-aloud protocols: Testing the usability of an online library catalogue
resolves10.1111/cp.12052
The impact and utility of computerised therapy for educationally alienated teenagers: The views of adolescents who participated in an alternative education‐based trial
resolves10.3102/0013189X033007014
Mixed Methods Research: A Research Paradigm Whose Time Has Come
resolves10.1146/annurev.soc.012809.102657
How to Conduct a Mixed Methods Study: Recent Trends in a Rapidly Growing Literature
resolves10.1080/14780887.2014.955224
The Utility of Template Analysis in Qualitative Psychology Research
resolves10.1097/MLR.0b013e3182408812
Effectiveness-implementation Hybrid Designs
resolves10.1016/j.cct.2014.06.002
Conducting qualitative research within Clinical Trials Units: Avoiding potential pitfalls
resolves10.1136/bmjopen-2013-002889
What can qualitative research do for randomised controlled trials? A systematic mapping review
resolves10.2196/30390
Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING)
resolves10.1001/archinte.166.10.1092
A Brief Measure for Assessing Generalized Anxiety Disorder
resolves10.1080/15213260802669458
Development and Validation of a Game Addiction Scale for Adolescents
resolves10.1016/j.entcom.2012.06.001
Contextual influences on mobile player experience – A game user experience model
resolves10.1177/1077800410364740
Using Numbers in Qualitative Research
resolves10.1097/ACM.0000000000000388
Standards for Reporting Qualitative Research
resolves10.2196/24387
Barriers to and Facilitators of User Engagement With Digital Mental Health Interventions: Systematic Review
resolves10.1177/1558689806298224
Toward a Definition of Mixed Methods Research
resolves10.1002/leap.1210
How can we ensure visibility and diversity in research contributions? How the Contributor Role Taxonomy (CRediT) is helping the shift from authorship to contributorship
The 36 references without a DOI — listed, not checked
no DOI — not checkedUser acceptance of information technology
no DOI — not checkedref2
no DOI — not checkedDigital Mental Health Interventions for Depression: A Scoping Review of User Engagement
no DOI — not checkedAdolescent dropout from brief digital mental health interventions within and beyond randomized trials
no DOI — not checkedref13
no DOI — not checkedref14
no DOI — not checkedAccelerating digital mental health research from early design and creation to successful implementation and sustainment
no DOI — not checkedA holistic framework to improve the uptake and impact of ehealth technologies
no DOI — not checkedMethods for Human-Centered eHealth Development
no DOI — not checkedDigital mental health: challenges and next steps
no DOI — not checkedref25
no DOI — not checkedAmbulatory assessment for precision psychiatry: Foundations, current developments and future avenues
no DOI — not checkedFundamental Components of the Gameplay Experience
no DOI — not checkedWhy Researchers Should Think "Real-World
no DOI — not checkedref34
no DOI — not checkedReal-Time": A Cognitive Rationale
no DOI — not checkedOpen-ended vs. Close-ended Questions in Web Questionnaires
no DOI — not checkedMaximizing the impact of E-Therapy and Serious Gaming: Time for a paradigm shift
no DOI — not checkedref45
no DOI — not checkedref46
no DOI — not checkedHeuristic evaluation for gameful design
no DOI — not checkedref50
no DOI — not checkedScoping and Defining User eXperience: A Survey Approach
no DOI — not checkedA Systematic Review of the Definition and Measurement of Engagement in Serious Games
no DOI — not checkedYoung adolescents' interest in a mental health casual video game
no DOI — not checkedref62
no DOI — not checkedInductive/Deductive Hybrid Thematic Analysis in Mixed Methods Research
no DOI — not checkedref70
no DOI — not checkedref71
no DOI — not checkedThe Mini-International Neuropsychiatric Interview (M.I.N.I.): The Development and Validation of a Structured Diagnostic Psychiatric Interview for DSM-IV and ICD-10
no DOI — not checkedref73
no DOI — not checkedref78
no DOI — not checkedThe Coding Manual for Qualitative Researchers
no DOI — not checkedFrom playability to a hierarchical game usability model
no DOI — not checkedTowards a Framework of Player Experience Research
no DOI — not checkedSituating and constructing diversity in semi-structured interviews
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