Carlier S.; Naessens V.; De Backere F.; De Turck F.
A Software Engineering Framework for Reusable Design of Personalized Serious Games for Health: Development Study
85.9686
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
86.1834
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
87.9681
2403
Drachen A.
Debate: Games-based collaboration as a driver for massive-scale mental health research
88.6421
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
91.1694
2394
de Droog S.M.; Steeg F.
The design of health game rewards for preadolescents; Het ontwerp van gezondheidsgamebeloningen voor preadolescenten
92.4966
2462
Thunström A.O.; Sarajlic Vukovic I.; Ali L.; Larson T.; Steingrimsson S.
Prevalence of virtual reality (VR) games found through mental health categories on STEAM: a first look at VR on commercial platforms as tools for therapy
93.1611
2559
Kegelaers J.; Jessen L.; Van Audenaerde E.; Oudejans R.R.D.
Performers of the night: Examining the mental health of electronic music artists
94.8384
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
Different Typologies of Gamers Are Associated with Mental Health: Are Students DOOMed?
97.0649
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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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