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
78.7074
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
79.9732
2433
Boldi A.; Rapp A.
Commercial video games as a resource for mental health: A systematic literature review
87.9681
2417
Rodrigues M.A.F.; De Oliveira T.R.C.; De Figueiredo D.L.; Neto E.O.M.; Akao A.A.A.; De Lima G.H.M.; Silva V.L.N.; Karl A.L.
An Interactive Story Decision-Making Game for Mental Health Awareness
Design of a Game-Based Training Environment to Enhance Mental Health Care Professionals' Skills in Using e-Mental Health: Multiple Methods User Requirements Analysis
97.7053
2714
Lyu J.; Yang H.; Christie S.
Mommy, Can I Play Outside? How Urban Design Influences Parental Attitudes on Play
101.113
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
106.963
2394
de Droog S.M.; Steeg F.
The design of health game rewards for preadolescents; Het ontwerp van gezondheidsgamebeloningen voor preadolescenten
107.679
Note: Due to lack of computing power, results have been previously created and saved in database
MESOC has received funding
from Horizon 2020 - the EU Framework Programme
for Research and Innovation (2014-2020) -
under Grant Agreement n°870935.
We take your privacy seriously and WE DO NOT process any personal data or any information that reveals personal identity or information that can be linked to such information to identify directly or indirectly.