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1. Mental Health Therapy Protocols and eHealth Design: Focus Group Study

2. Consensus international sur le dépistage, le diagnostic et le traitement des adolescents avec un trouble du déficit de l’attention avec ou sans hyperactivité en cas de comorbidité avec des troubles de l’usage de substances

3. International Consensus Statement for the Screening, Diagnosis, and Treatment of Adolescents with Concurrent Attention-Deficit/Hyperactivity Disorder and Substance Use Disorder

8. A cross-sectional study on gaming intensity and social vulnerability in adolescents that have a chronic condition

9. A cross-sectional study on gaming intensity and social vulnerability in adolescents that have a chronic condition

10. A cross-sectional study on gaming intensity and social vulnerability in adolescents that have a chronic condition

11. A cross-sectional study on gaming intensity and social vulnerability in adolescents that have a chronic condition

17. Drinking Patterns and Going-Out Behavior as Predictors of Illicit Substance Use: An Analysis among Dutch Adolescents

19. Social Intelligence and Academic Achievement as Predictors of Adolescent Popularity

20. Compulsive Internet Use among Adolescents: Bidirectional Parent-Child Relationships

22. Perceptions of Smoking and Nonsmoking Peers: The Value of Smoker and Nonsmoker Prototypes in Predicting Smoking Onset and Regular Smoking among Adolescents

23. Towards an International Consensus on the Prevention, Treatment, and Management of High-Risk Substance Use and Overdose among Youth

25. Towards an International Consensus on the Prevention, Treatment, and Management of High-Risk Substance Use and Overdose among Youth

26. Internationale Konsenserklarung zu Screening, Diagnostik und Behandlung von Jugendlichen und Heranwachsenden mit Aufmerksamkeitsdefizit-/Hyperaktivitatsstorung und gleichzeitigen Storungen durch Substanzgebrauch

28. Game Design in Mental Health Care: Case Study–Based Framework for Integrating Game Design Into Therapeutic Content

32. [Untitled]

33. Jongeren met een stoornis in het gebruik van middelen en ADHD: internationale consensus1

36. Online communication, compulsive Internet use, and psychosocial well-being among adolescents: a longitudinal study

38. Game Design in Mental Health Care: Case Study–Based Framework for Integrating Game Design into Therapeutic Content

39. Game design in mental health care:Case study–based framework for integrating game design into therapeutic content

43. Game Design in Mental Healthcare: A Case Study based Framework for Integrating Game Design in Therapeutic Content (Preprint)

48. A dual perspective on first-session therapeutic alliance: strong predictor of youth mental health and addiction treatment outcome

49. Mental health therapy protocols and ehealth design: Focus group study

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