These tools will no longer be maintained as of December 31, 2024. Archived website can be found here. PubMed4Hh GitHub repository can be found here. Contact NLM Customer Service if you have questions.


BIOMARKERS

Molecular Biopsy of Human Tumors

- a resource for Precision Medicine *

301 related articles for article (PubMed ID: 31573904)

  • 1. Usability, Acceptability, Feasibility, and Effectiveness of a Gamified Mobile Health Intervention (Triumf) for Pediatric Patients: Qualitative Study.
    Tark R; Metelitsa M; Akkermann K; Saks K; Mikkel S; Haljas K
    JMIR Serious Games; 2019 Sep; 7(3):e13776. PubMed ID: 31573904
    [TBL] [Abstract][Full Text] [Related]  

  • 2. Effectiveness, User Engagement and Experience, and Safety of a Mobile App (Lumi Nova) Delivering Exposure-Based Cognitive Behavioral Therapy Strategies to Manage Anxiety in Children via Immersive Gaming Technology: Preliminary Evaluation Study.
    Lockwood J; Williams L; Martin JL; Rathee M; Hill C
    JMIR Ment Health; 2022 Jan; 9(1):e29008. PubMed ID: 35072644
    [TBL] [Abstract][Full Text] [Related]  

  • 3. Brief App-Based Cognitive Behavioral Therapy for Anxiety Symptoms in Psychiatric Inpatients: Feasibility Randomized Controlled Trial.
    Sharma G; Schlosser L; Jones BDM; Blumberger DM; Gratzer D; Husain MO; Mulsant BH; Rappaport L; Stergiopoulos V; Husain MI
    JMIR Form Res; 2022 Nov; 6(11):e38460. PubMed ID: 36322113
    [TBL] [Abstract][Full Text] [Related]  

  • 4. A Cognitive Behavioral Therapy-, Biofeedback-, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open Trial.
    Thabrew H; Stasiak K; Kumar H; Naseem T; Frampton C; Merry S
    JMIR Serious Games; 2021 Sep; 9(3):e26084. PubMed ID: 34559053
    [TBL] [Abstract][Full Text] [Related]  

  • 5. Feasibility and Acceptability of the Aboriginal and Islander Mental Health Initiative for Youth App: Nonrandomized Pilot With First Nations Young People.
    Dingwall KM; Povey J; Sweet M; Friel J; Shand F; Titov N; Wormer J; Mirza T; Nagel T
    JMIR Hum Factors; 2023 Jun; 10():e40111. PubMed ID: 37285184
    [TBL] [Abstract][Full Text] [Related]  

  • 6. Brain+ AlcoRecover: A Randomized Controlled Pilot-Study and Feasibility Study of Multiple-Domain Cognitive Training Using a Serious Gaming App for Treating Alcohol Use Disorders.
    Mistarz N; Nielsen AS; Andersen K; Goudriaan AE; Skøt L; Mathiasen K; Michel TM; Mellentin AI
    Front Psychiatry; 2021; 12():727001. PubMed ID: 34658960
    [No Abstract]   [Full Text] [Related]  

  • 7. Promoting and supporting self-management for adults living in the community with physical chronic illness: A systematic review of the effectiveness and meaningfulness of the patient-practitioner encounter.
    Rees S; Williams A
    JBI Libr Syst Rev; 2009; 7(13):492-582. PubMed ID: 27819974
    [TBL] [Abstract][Full Text] [Related]  

  • 8. Effect of a Mobile Game-Based Intervention to Enhance Child Safety: Randomized Controlled Trial.
    Wong RS; Tung KTS; Ho FKW; Wong WHS; Chow CB; Chan KL; Fu KW; Ip P
    J Med Internet Res; 2024 Feb; 26():e51908. PubMed ID: 38354042
    [TBL] [Abstract][Full Text] [Related]  

  • 9. Protocol for Co-Design, Development, and Open Trial of a Prototype Game-Based eHealth Intervention to Treat Anxiety in Young People With Long-Term Physical Conditions.
    Thabrew H; Stasiak K; Merry S
    JMIR Res Protoc; 2017 Sep; 6(9):e171. PubMed ID: 28939545
    [TBL] [Abstract][Full Text] [Related]  

  • 10. Erratum.
    Mult Scler; 2016 Oct; 22(12):NP9-NP11. PubMed ID: 26041800
    [TBL] [Abstract][Full Text] [Related]  

  • 11. Using Mobile Health Gamification to Facilitate Cognitive Behavioral Therapy Skills Practice in Child Anxiety Treatment: Open Clinical Trial.
    Pramana G; Parmanto B; Lomas J; Lindhiem O; Kendall PC; Silk J
    JMIR Serious Games; 2018 May; 6(2):e9. PubMed ID: 29748165
    [TBL] [Abstract][Full Text] [Related]  

  • 12. Usability and Satisfaction Testing of Game-Based Learning Avatar-Navigated Mobile (GLAm), an App for Cervical Cancer Screening: Mixed Methods Study.
    Wanberg LJ; Kim A; Vogel RI; Sadak KT; Teoh D
    JMIR Form Res; 2023 Aug; 7():e45541. PubMed ID: 37552527
    [TBL] [Abstract][Full Text] [Related]  

  • 13. Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review.
    Ferrari M; McIlwaine SV; Reynolds JA; Archie S; Boydell K; Lal S; Shah JL; Henderson J; Alvarez-Jimenez M; Andersson N; Boruff J; Nielsen RKL; Iyer SN
    JMIR Res Protoc; 2020 Jun; 9(6):e13834. PubMed ID: 32579117
    [TBL] [Abstract][Full Text] [Related]  

  • 14. Optimizing Child Nutrition Education With the Foodbot Factory Mobile Health App: Formative Evaluation and Analysis.
    Brown JM; Savaglio R; Watson G; Kaplansky A; LeSage A; Hughes J; Kapralos B; Arcand J
    JMIR Form Res; 2020 Apr; 4(4):e15534. PubMed ID: 32301743
    [TBL] [Abstract][Full Text] [Related]  

  • 15. Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study.
    Minian N; Saiva A; Gayapersad A; Dragonetti R; Proulx C; Debergue P; Lecce J; Hussain S; Desjardins E; Selby P
    JMIR Form Res; 2022 May; 6(5):e36820. PubMed ID: 35413001
    [TBL] [Abstract][Full Text] [Related]  

  • 16. Evaluating the Feasibility of a Multiplayer Role-Playing Game as a Behavioral Health Intervention in Adolescent Patients With Chronic Physical or Mental Conditions: Protocol for a Cohort Study.
    Babichenko D; Radovic A; Patel R; Hester A; Powell K; Eggers N; Happe D
    JMIR Res Protoc; 2023 Jun; 12():e43987. PubMed ID: 37368477
    [TBL] [Abstract][Full Text] [Related]  

  • 17. Testing Usability and Feasibility of a Mobile Educator Tool for Pediatric Diabetes Self-Management: Mixed Methods Pilot Study.
    Otis M; Zhu J; Mustafa-Kutana SN; Bernier AV; Ma Shum J; Soros Dupre AA; Wang ML
    JMIR Form Res; 2020 May; 4(5):e16262. PubMed ID: 32356773
    [TBL] [Abstract][Full Text] [Related]  

  • 18. The WorkingWell Mobile Phone App for Individuals With Serious Mental Illnesses: Proof-of-Concept, Mixed-Methods Feasibility Study.
    Nicholson J; Wright SM; Carlisle AM; Sweeney MA; McHugo GJ
    JMIR Ment Health; 2018 Oct; 5(4):e11383. PubMed ID: 30361199
    [TBL] [Abstract][Full Text] [Related]  

  • 19. Feasibility of mobile health game "Fume" in supporting tobacco-related health literacy among early adolescents: A three-armed cluster randomized design.
    Parisod H; Pakarinen A; Axelin A; Löyttyniemi E; Smed J; Salanterä S
    Int J Med Inform; 2018 May; 113():26-37. PubMed ID: 29602430
    [TBL] [Abstract][Full Text] [Related]  

  • 20. A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study.
    Almeqbaali M; Ouhbi S; Serhani MA; Amiri L; Jan RK; Zaki N; Sharaf A; Al Helali A; Almheiri E
    JMIR Serious Games; 2022 Aug; 10(3):e36936. PubMed ID: 35916692
    [TBL] [Abstract][Full Text] [Related]  

    [Next]    [New Search]
    of 16.