- Child and Adolescent Psychosocial and Emotional Development
- Suicide and Self-Harm Studies
- Mental Health Treatment and Access
- Digital Mental Health Interventions
- Attention Deficit Hyperactivity Disorder
- Schizophrenia research and treatment
- Maternal Mental Health During Pregnancy and Postpartum
- Adolescent and Pediatric Healthcare
- Health Policy Implementation Science
- Treatment of Major Depression
- Impact of Technology on Adolescents
- Child and Adolescent Health
- Mental Health Research Topics
- Health disparities and outcomes
- Eating Disorders and Behaviors
- Functional Brain Connectivity Studies
- Mental Health and Patient Involvement
- Psychiatric care and mental health services
- Stress Responses and Cortisol
- Bipolar Disorder and Treatment
- Infant Development and Preterm Care
- Obsessive-Compulsive Spectrum Disorders
- Traumatic Brain Injury Research
- Anxiety, Depression, Psychometrics, Treatment, Cognitive Processes
- COVID-19 and Mental Health
University of Auckland
2018-2025
Ministry of Health
2024
Orygen
2005-2023
The University of Melbourne
2014-2023
Orygen Youth Health
2013-2022
University of Otago
2020-2022
New Zealand Association of Counsellors
2022
University of York
2021
Auckland City Hospital
2018
Mental Health Australia
2018
Students in secondary and tertiary education settings face a wide range of ongoing stressors related to academic demands. Previous research indicates that academic-related stress can reduce achievement, decrease motivation increase the risk school dropout. The longer-term impacts, which include reduced likelihood sustainable employment, cost Governments billions dollars each year. This narrative review presents most recent concerning impact stress, including discussion on students’ learning...
Computer games are ubiquitous and can be utilized for serious purposes such as health education. "Applied games" including (in brief, computerized purposes) gamification (gaming elements used outside of games) have the potential to increase impact mental internet interventions via three processes. First, by extending reach online programs those who might not otherwise use them. Second, improving engagement through both game-based "serious" motivational dynamics. Third, utilizing varied...