ArticleJMIR mental health2019
The Importance of User Segmentation for Designing Digital Therapy for Adolescent Mental Health: Findings From Scoping Processes.
Article in JMIR mental health, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 50 papers, 3 of them syntheses that pooled it.
What it found
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Who cites it
50 citing papers in PubMed, 3 syntheses or guidelines pooled it, 108 citations in OpenAlex.
- Personalization variables in digital mental health interventions for depression and anxiety in adolescents and youth: a scoping review.Frontiers in digital health · 2025Pooled it
- Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).Journal of medical Internet research · 2021Pooled it
- Use of mobile apps and technologies in child and adolescent mental health: a systematic review.Evidence-based mental health · 2019Pooled it
- Exploring Racial and Ethnic Inequities in Stigmatizing Attitudes Toward Mental Health in the Midwestern United States.Journal of racial and ethnic health disparities · 2026Article
- Willingness to use video-game or gamified application-based interventions to improve or strengthen emotional regulation, mental health, and mental well-being.Internet interventions · 2026Article
- Nighttime fears in children: clinical characterisation and the user needs and preferences for a digital parent-led intervention.Child and adolescent psychiatry and mental health · 2026Article
- Application of user profiling in mental health management: a scoping review.BMC psychology · 2025Article
- Design Mapping: A Conceptual Framework for Co-Designing Evidence-Based Digital Mental Health Programs.Health expectations : an international journal of public participation in health care and health policy · 2025Article
- Nationwide Implementation of Unguided Cognitive Behavioral Therapy for Adolescent Depression: Observational Study of SPARX.Journal of medical Internet research · 2025Observational
- Developing an Internet-Based Cognitive Behavioral Therapy Intervention for Adolescents With Anxiety Disorders: Design, Usability, and Initial Evaluation of the CoolMinds Intervention.JMIR formative research · 2025Article
- A Narrative Review to Identify Promising Approaches for Digital Health Interventions to Support Emotion Regulation for Adolescents With Attention-Deficit/Hyperactivity Disorder.JMIR mental health · 2025Review
- Social Gaming to Decrease Loneliness in Older Adults: Recruitment Challenges and Attrition Analysis in a Digital Mixed Methods Feasibility Study.JMIR serious games · 2024Article
- Scoping review of telehealth use by Indigenous populations from Australia, Canada, New Zealand, and the United States.Journal of telemedicine and telecare · 2024Article
- Young People Talk About Digital Support for Mental Health: An Online Survey of 15-30-Year Olds in New Zealand.Health expectations : an international journal of public participation in health care and health policy · 2024Article
- Understanding the impact of digital therapeutic engagement in promoting mental wellbeing for Pacific youth in Aotearoa New Zealand: an exploration of the literature.International journal of mental health systems · 2024Review
- A Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed Methods Feasibility Study.JMIR serious games · 2024Article
- Designing a Web-Based Navigation Tool to Support Access to Youth Mental Health Services: Qualitative Study.JMIR formative research · 2024Article
- Exploring a Gaming-Based Intervention for Unemployed Young Adults: Thematic Analysis.JMIR human factors · 2024Article
- Co-design of "Baatcheet," a peer-supported, web-based storytelling intervention for young people with common mental health problems in India.Global mental health (Cambridge, England) · 2024Article
- Systematic Review of Extended Reality Digital Therapy for Enhancing Mental Health Among South Korean Adolescents and Young Adults.Journal of the Korean Academy of Child and Adolescent Psychiatry · 2023Article
Corrections and comments
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Authors and funding
10 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundNew Zealand youth, especially those of Māori and Pacific descent, have high rates of depression, anxiety, and self-harm, but have low rates of help-seeking from mental health professionals. Apps, computerized therapy, and other digital tools can be effective, highly scalable treatments for anxiety and depression. Co-design processes are often used to foster engagement with end users, but this does not always lead to high levels of engagement.
objectiveWe aimed to carry out preliminary scoping to understand adolescents' current internet use and diversity of preferences to inform a planned co-design process for creating digital mental health tools for teenagers.
methodsInteractive workshops and focus groups were held with young people. Data were analyzed using a general inductive approach.
resultsParticipants (N=58) engaged in 2 whānau (extended family) focus groups (n=4 and n=5), 2 school- or community-based focus groups (n=9 each), and 2 workshops (n=11 and n=20). The authors identified 3 overarching themes: (1) Digital mental health tools are unlikely to be successful if they rely solely on youth help-seeking. (2) A single approach is unlikely to appeal to all. Participants had diverse, noncompatible preferences in terms of look or feel of an app or digital tool. The authors identified 4 user groups players or gamers, engagers, sceptics, and straight-talkers. These groups differed by age and degree of current mental health need and preferred gamified or fun approaches, were open to a range of approaches, were generally disinterested, or preferred direct-to-the-point, serious approaches, respectively. (3) Digital mental health tools should provide an immediate response to a range of different issues and challenges that a young person may face.
conclusionsDefining the preferences of different groups of users may be important for increasing engagement with digital therapies even within specific population and mental health-need groups. This study demonstrates the importance of scoping possible user needs to inform design processes.
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