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2518 View Luo Y.; Moosbrugger M.; Smith D.M.; France T.J.; Ma J.; Xiao J. Is Increased Video Game Participation Associated With Reduced Sense of Loneliness? A Systematic Review and Meta-Analysis 89.2787
2297 View Lloyd J.K.; Alpi K.M.; Hoogland M.A.; Stephenson P.L.; Meyer E. Interlibrary loan and document delivery in North American health sciences libraries during the early months of the COVID-19 pandemic 91.1524
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2382 View Darban F.; Mir M.; Sabzevari S. Training by multimedia messaging service method, a solution to improve knowledge, attitude, and performance of health workers: A quasi- experimental study 98.6359
2412 View Katonai Z.; Gupta R.; Heuss S.; Fehr T.; Ebneter M.; Maier T.; Meier T.; Bux D.; Thackaberry J.; Schneeberger A.R. Serious Games and Gamification: Health Care Workers’ Experience, Attitudes, and Knowledge 102.802
2386 View Fineschi D.; Acciai S.; Napolitani M.; Scarafuggi G.; Messina G.; Guarducci G.; Nante N. Game of Mirrors: Health Profiles in Patient and Physician Perceptions 103.744
2497 View Wright M.F.; Wachs S. Problematic online gaming, subjective health complaints, and depression among adolescent gamers from the United States: the role of console-gaming aggression 103.87
2307 View Urquhart C.; Brettle A. Validation of a generic impact survey for use by health library services indicates the reliability of the questionnaire 104.643
2466 View Lamas S.; Rebelo S.; da Costa S.; Sousa H.; Zagalo N.; Pinto E. The Influence of Serious Games in the Promotion of Healthy Diet and Physical Activity Health: A Systematic Review 105.285
2389 View Wang Y.; Wang Z.; Liu G.; Wang Z.; Wang Q.; Yan Y.; Wang J.; Zhu Y.; Gao W.; Kan X.; Zhang Z.; Jia L.; Pang X. Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis 106.287
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