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Usefulness of Interventions Using a Smartphone Cognitive Behavior Therapy Application for Children With Mental Health Disorders: Prospective, Single-Arm, Uncontrolled Clinical Trial

Usefulness of Interventions Using a Smartphone Cognitive Behavior Therapy Application for Children With Mental Health Disorders: Prospective, Single-Arm, Uncontrolled Clinical Trial

Mugimaru presents story-like scenarios to provide psychoeducation, so that adolescents can easily understand the rationale of the CBT and are motivated to continue using the app. The story featured an adolescent boy, an adolescent girl, and a cat (Mugimaru). In the story, the boy and girl have troubles in their relationships with friends and concerns about their future. Mugimaru teaches them how feelings, thoughts, and actions mutually affect each other.

Shinichiro Nagamitsu, Ayumi Okada, Ryoichi Sakuta, Ryuta Ishii, Kenshi Koyanagi, Chizu Habukawa, Takashi Katayama, Masaya Ito, Ayako Kanie, Ryoko Otani, Takeshi Inoue, Tasuku Kitajima, Naoki Matsubara, Chie Tanaka, Chikako Fujii, Yoshie Shigeyasu, Michiko Matsuoka, Tatsuyuki Kakuma, Masaru Horikoshi

JMIR Form Res 2025;9:e60943

Insights From the Nihon Housou Kyoukai’s Virtual Reality–Based Social Interaction Television Program “Project Aliens” for Adolescents With Psychiatric Disorders: Single-Center Case Series Study

Insights From the Nihon Housou Kyoukai’s Virtual Reality–Based Social Interaction Television Program “Project Aliens” for Adolescents With Psychiatric Disorders: Single-Center Case Series Study

I wanted to get better at thinking before I speak, so I made my head look like a brain. I’m Maruhachi. I put eyes in different places so I can see things from multiple perspectives. In scene B (Spaceship and Spaceport), the participants began sharing deeper emotions, revealing vulnerabilities and finding validation in each other’s experiences. Hearing others talk about their struggles makes me realize I’m not the only one who feels trapped sometimes. When I have a panic attack, I can’t move or do anything.

Junichi Fujita, Mizuho Takayama, Emi Kamono, Satoru Shinoda, Hiroyuki Yamaguchi, Tomoko Moroga, Mio Ishii, Tomoyuki Miyazaki

JMIR Form Res 2025;9:e74401

eHealth Literacy 3.0: Updating the Norman and Skinner 2006 Model

eHealth Literacy 3.0: Updating the Norman and Skinner 2006 Model

As digital technology evolves, so does our understanding of the skills needed to navigate it for wellness and health care. While e Health literacy’s fundamental skills remain, model 3.0 reflects our expanded digital technology ecosystem and tool set. Greater emphasis is placed on the outcome: achieving health goals effectively and safely. Research is now needed to compare and validate model 3.0.

Ariesta Milanti, Cameron Norman, Dorothy Ngo Sheung Chan, Winnie Kwok Wei So, Harvey Skinner

J Med Internet Res 2025;27:e70112