Chagas Brandão L.; Sanchez Z.M.; de O. Galvão P.P.; da Silva Melo M.H.
Mental health and behavioral problems associated with video game playing among Brazilian adolescents
100.099
2362
Akel M.; Fahs I.; Haddad C.; Kheir N.; Obeid S.; Hallit S.
Association of violent video gaming with mental health among male teenagers in Lebanon
110.376
2678
Idoiaga Mondragon N.; Eiguren Munitis A.; Berasategi Sancho N.; Picaza Gorrotxategi M.; Dosil Santamaria M.
How are children coping with COVID-19 health crisis? Analysing their representations of lockdown through drawings
111.918
2458
Çelik İ.; Bektaş M.
Effects of digital game addiction on cardiovascular health behavior on secondary school students during the COVID-19 pandemic
112.615
2463
David O.A.; Magurean S.
Positive Attention Bias Trained during the Rethink Therapeutic Online Game and Related Improvements in Children and Adolescents’ Mental Health
114.109
2488
Li L.; Abbey C.; Wang H.; Zhu A.; Shao T.; Dai D.; Jin S.; Rozelle S.
The Association between Video Game Time and Adolescent Mental Health: Evidence from Rural China
114.547
2372
Noguchi T.; Sato M.; Saito T.
An approach to psychosocial health among middle-aged and older people by remote sharing of photos and videos from family members not living together: A feasibility study
A co-produced online cultural experience compared to a typical museum website for mental health in people aged 16–24: A proof-of-principle randomised controlled trial
117.836
2467
Hazel J.; Kim H.M.; Every-Palmer S.
Exploring the possible mental health and wellbeing benefits of video games for adult players: A cross-sectional study
118.804
2413
Schuler B.R.; Raknes S.
Does group size and blending matter? Impact of a digital mental health game implemented with refugees in various settings
122.414
Note: Due to lack of computing power, results have been previously created and saved in database
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from Horizon 2020 - the EU Framework Programme
for Research and Innovation (2014-2020) -
under Grant Agreement n°870935.
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