Problematic online gaming, subjective health complaints, and depression among adolescent gamers from the United States: the role of console-gaming aggression
75.617
2455
Cangas A.J.; Sánchez-Lozano I.; Aguilar-Parra J.M.; Trigueros R.
Combination of a Serious Game Application and Direct Contact with Mental Health Patients
82.2619
2458
Çelik İ.; Bektaş M.
Effects of digital game addiction on cardiovascular health behavior on secondary school students during the COVID-19 pandemic
85.3544
2434
Nekar D.M.; Kang H.; Alao H.; Yu J.
Feasibility of Using Multiplayer Game-Based Dual-Task Training with Augmented Reality and Personal Health Record on Social Skills and Cognitive Function in Children with Autism
89.8628
2459
Dewhirst A.; Laugharne R.; Shankar R.
Therapeutic use of serious games in mental health: Scoping review
92.9729
2466
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
94.386
2441
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
95.4347
2414
Kim Y.-J.; Lee C.S.; Kang S.-W.
Increased adolescent game usage and health-related risk behaviors during the COVID-19 pandemic
95.9067
2433
Boldi A.; Rapp A.
Commercial video games as a resource for mental health: A systematic literature review
97.0648
2474
Byeon G.; Park J.E.; Jeon H.J.; Seong S.J.; Lee D.W.; Cho S.J.; Chang S.M.; Kim B.S.; Hahm B.J.; Hong J.P.; Park J.-I.
Associations between game use and mental health in early adulthood: A nationwide study in Korea
97.9829
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