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. 2023 Dec 11;9:20552076231219117. doi: 10.1177/20552076231219117

Table 1.

Study characteristics of included studies (n = 23).

Study design Population Age (years), Sample Size Intervention Name Primary Aim Digital intervention platform Aim classification Field of inquiry
First Author (YYYY) Location Country Qualitative Randomised Controlled Trial Quasi-experimental WebSite App Short Animated Films SMS Social Media Other Descriptive Evaluative Investigative General Wellbeing Physical Activity Chronic Disease Risk Mitigation Mental Health
Alonso (2021) United States 16–35, 462 weCare To use social media to increase HIV care engagement among young gay, bisexual and other men who have sex with men, and transgender women who are living with HIV, particularly those who identify as Latino
Bidargaddi (2017) Australia 16–25, 387 The Toolbox To assess the efficacy of a web-based self-guided app recommendation service in improving the well-being of young Australians
Cheng (2018) Australia 16–35, 40 MindMax To identify the best way to structure and present MindMax, an app that aims to deliver psychoeducation modules and create a web-based community centring on wellbeing, AFL and video games for men aged 16 to 35 years
Coughlan (2021) Europe (Dublin, Ireland) 18–21, 17 SpunOut To translate qualitative research findings into a series of online published mental health animations targeting young people
Coyne (2016) Europe (Dublin, Ireland) 15–25, 21 www.steppingUP.ie To co-develop an e-health information intervention to support young people with long-term illnesses transitioning to adult healthcare
Davis (2017) Australia 15–24, 20 Kiss myAsthma To develop an evidence-based asthma app tailored to young people's needs, created using a participatory design approach to optimise user engagement
Gan (2023) Australia 18–25, 16 LifeBuoy (Engagement Strategy) To detail the processes and activities involved in developing an adjunctive strategy for promoting engagement with LifeBuoy
Graham (2013) United States 18–35, 1689 e-Moms Roc To describe the development and use of e-Moms of Rochester, and electronic intervention to address gestational weight gain in a socioeconomically diverse sample of pregnant women
Greer (2019) United States 18–29, 45 Vivibot To examine the feasibility of delivery of positive psychology skills via the Vivibot chatbot and its effects on key psychosocial well-being outcomes in young adults being treated for cancer
Griffiths (2015) United Kingdom 16–30, 12 Realshare To design and evaluate the acceptability of the Realshare online community
Hallett (2009) Australia 17–24, 2435 THRIVE To describe the process of developing and implementing an electronic screening and brief intervention in a large university population
Heckman (2015) United States 18–25, IIa (n = 25); FGb (n = 4–8); CIc (n = 20); Ad (n = 5–15); Ue (n = 12); PTf (n = 46) UV4.me To describe the development of an online skin cancer risk reduction intervention for young adults
Hightow-Weidman (2011) United States 18–30, FGb (n = 5–8), UTg (n = 4–7) HealthM powerment.org To describe results from formative work in developing a theory-based online HIV/STI prevention intervention for young black men who have sex with men
Ito-Jaegar (2022) United Kingdom 17–21, 39 What's Up With Everyone? To explore young people's perceptions of co-created animated films for the What's Up With Everyone campaign to promote mental health literacy among young people
Lederman (2014) Australia 15–25, FGb (n = 6), Ue (n = 6), PEj (n = 23) MOST To discuss methods and results in the light of existing design frameworks for youth mental health, and report experiences which will be useful for other researchers in the field
Meyer (2007) United Kingdom Unspecified (university), 10 Student depression.org To construct a comprehensive self-help website for university students providing a multi-layered account of depression to website users offering empowering perspectives and strategies
Ospina-Pinillos (2018) Australia 16–25, 34 Mental Health e-Clinic To use participatory design as research methodologies with end users and the research team to develop the Mental Health e-Clinic
Ospina-Pinillos (2019) Australia 16–30, 17 Mental Health e-Clinic To use participatory design methodologies to (a) co-design and culturally adapt the MHeC, (b) inform MHeC alpha prototyping, (c) test usability, (d) translate, culturally adapt and face-validate the MHeC self-report assessment and (e) collect information to inform beta prototype
Pachankis (2013) United States 18–30, 13 MiCHAT To describe the development of the online intervention and highlight the results of interviews and focus groups with the original intervention participants regarding effective adaptation and online delivery recommendations
Patchen (2020) United States 15–21, 86 SAAFE To identify the optimal modality for a game-based sexual health intervention; develop the educational, entertainment and technological aspects of the serious game, and demonstrate its usability and acceptance
Rice (2018) Australia 15–24, 42 Rebound To conduct a single-group pilot study to evaluate the acceptability, feasibility, usability and safety of a novel, moderated online social therapy intervention for depression relapse prevention in young people
Simons (2018) Belgium 18–26, Ue (n = 11), Ad (n = 16) Active Coach To describe the development, usability, acceptability and feasibility of a new theory- and evidence-based smartphone app to promote an active lifestyle in less educated young adults
Wright (2016) Australia 18–25, 40 MIDY To investigate the feasibility and acceptability of a mobile-phone delivered Ecological Momentary Assessment and brief intervention for young people during drinking events