An Interactive Game with Virtual Reality Immersion to Improve Cultural Sensitivity in Health Care
80.26
2470
David O.A.; Magurean S.; Tomoiagă C.
Do Improvements in Therapeutic Game-Based Skills Transfer to Real Life Improvements in Children's Emotion-Regulation Abilities and Mental Health? A Pilot Study That Offers Preliminary Validity of the REThink In-game Performance Scoring
83.7483
2626
Jarus T.; Mayer Y.; Gross E.; Cook C.; Bulk L.Y.; Hershler L.A.D.; Nichols J.; Zaman S.; Belliveau G.
Bringing disability experiences front stage: Research-based theatre as a teaching approach to promote inclusive health education
85.7549
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
89.9514
2444
Wehbe R.R.; Whaley C.; Eskandari Y.; Suarez A.; Nacke L.E.; Hammer J.; Lank E.
Designing a Serious Game (Above Water) for Stigma Reduction Surrounding Mental Health: Semistructured Interview Study with Expert Participants
91.6091
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
95.5746
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
96.0645
2495
Li D.; Guo J.
INTERVENTION EFFECT OF THEME BUILDING BLOCK GAMES ON THE MENTAL HEALTH AND BEHAVIOR OF CHILDREN WITH ATTENTION DEFICIT HYPERACTIVITY DISORDER
98.3864
2492
Reed J.; Salusky I.; Shattell M.
Experiences of Mental Health Practitioners With Empathy Computer Games
100.991
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MESOC has received funding
from Horizon 2020 - the EU Framework Programme
for Research and Innovation (2014-2020) -
under Grant Agreement n°870935.
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