402 Appendices 716. Wohn, D. Y., & Lee, Y.-H. (2013). Players of Facebook games and how they play. Entertainment Computing, 4(3), 171-178. https://doi.org/10.1016/j.entcom.2013.05.002 717. Wols, A., Hollenstein, T., Lichtwarck-Aschoff, A., & Granic, I. (2019). Preregistration: The effect of expectations on experienced fun, mood, state-anxiety and in-game play behaviours while playing MindLight. https://osf.io/6gmwv. https://doi.org/10.17605/ OSF.IO/6GMWV 718. Wols, A., Lichtwarck-Aschoff, A., Schoneveld, E. A., & Granic, I. (2018). In-game play behaviours during an applied video game for anxiety prevention predict successful intervention outcomes. Journal of Psychopathology and Behavioral Assessment, 40(4), 655-668. https://doi.org/10.1007/s10862-018-9684-4 719. Woodward, L. J., & Fergusson, D. M. (2001). Life course outcomes of young people with anxiety disorders in adolescence. Journal of the American Academy of Child & Adolescent Psychiatry, 40(9), 1086-1093. https://doi.org/10.1016/S0005-7894(05)80088 720. World Health Organization. (2001). The world health report 2001: Mental health: New understanding, new hope. World Health Organization 2001. 721. World Health Organization. (2010). The ICD-10 classification of mental and behavioural disorders: clinical descriptions and diagnostic guidelines (4th ed.). World Health Organization. 722. World Health Organization. (2012). Making health services adolescent friendly: Developing national quality standards for adolescent friendly health services. World Health Organization. Retrieved May 31, 2024 from https://apps.who.int/iris/bitstream/ handle/10665/75217/9789241503594_eng.pdf 723. World Health Organization. (2021). Mental health of adolescents. Retrieved from https://www.who.int/news-room/fact-sheets/detail/adolescent-mental-health 724. World Health Organization. (2023). Adolescent and young adult health. Retrieved from https://www.who.int/en/news-room/fact-sheets/detail/adolescents-health-risks-andsolutions 725. Wu, Y. S., Rn, W. Y. W., Chan, T. C., Chiu, Y. L., Lin, H. C., Chang, Y. T., Rn, H. Y. W., Liu, T. C., Chuang, Y. C., Wu, J., Chang, W. Y., Sun, C. A., Lin, M. C., Tseng, V. S., Hu, J. M., Li, Y. K., Hsiao, P. J., Chen, C. W., Kao, H. Y., Lee, C. C., Hsieh, C. B., Wang, C. H., & Chu, C. M. (2022). Effect of the Nintendo ring fit adventure exergame on running completion time and psychological factors among university students engaging in distance learning during the COVID-19 pandemic: Randomized controlled trial. JMIR Serious Games, 10(1), e35040. https://doi.org/10.2196/35040 726. Wykes, T., & Brown, M. (2016). Over promised, over-sold and underperforming? – E-health in mental health. Journal of Mental Health, 25(1), 1-4. https://doi.org/10.310 9/09638237.2015.1124406 727. Yeager, C. M., & Benight, C. C. (2022). Engagement, predictors, and outcomes of a trauma recovery digital mental health intervention: longitudinal study. JMIR Mental Health, 9(5), e35048. https://doi.org/10.2196/35048 728. Yeager, D. S., & Dweck, C. S. (2012). Mindsets that promote resilience: When students believe that personal characteristics can be developed. Educational Psychologist, 47(4), 302-314. https://doi.org/10.1080/00461520.2012.722805
RkJQdWJsaXNoZXIy MTk4NDMw