Different Typologies of Gamers Are Associated with Mental Health: Are Students DOOMed?
100.287
2361
Alanko D.
The Health Effects of Video Games in Children and Adolescents
106.374
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
Maximizing Engagement with Cultural Heritage through Video Games
107.385
2459
Dewhirst A.; Laugharne R.; Shankar R.
Therapeutic use of serious games in mental health: Scoping review
109.891
2500
Efe H.; Umdu Topsakal Ü.
A meta-synthesis study in interactive learning environments: digital games in health education
116.905
3066
Goagoses N.; Winschiers-Theophilus H.; Rötkönen E.
Students’ achievement goals: Goal approximation, engagement, and emotions in co-design activities and product
120.09
2492
Reed J.; Salusky I.; Shattell M.
Experiences of Mental Health Practitioners With Empathy Computer Games
120.344
2412
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
122.23
2490
Wang J.; Wei L.; Li H.; Zhang H.; Gu R.; Zhang Y.; Li Q.; Sun T.; Wang Y.
Effectiveness of a Game-Based Phone Application in Educating Health Care Workers on the Proper Use of Personal Protective Equipment
125.584
Note: Due to lack of computing power, results have been previously created and saved in database
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for Research and Innovation (2014-2020) -
under Grant Agreement n°870935.
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