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2420 View Tian M.; Zheng Y.; Xie L.; Wei W.; Yu X.; Chen Y.; Tang J. Game-based health education to improve ART adherence of newly diagnosed young people with HIV: protocol for a stepped-wedge design randomized controlled trial 82.6251
2455 View 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 108.015
2466 View 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 111.713
2414 View Kim Y.-J.; Lee C.S.; Kang S.-W. Increased adolescent game usage and health-related risk behaviors during the COVID-19 pandemic 113.588
2418 View McCammon E.; Law J.; Tyler C.; Arrington M.; Jagoda P.; Gilliam M. Using Digital Games to Promote Equity in Career and Health Education: A Prototype of Caduceus Quest 118.758
2453 View Sinnatwah J.D., Jr.; Kenneh H.; Coker A.A.; Harmon-Gray W.-M.; Zankah J.; Day L.; Hubbell E.; Murphy M.J.; Izzo M.; Kong D.; Sylwester P.; Long Q.; Bertozzi E.; Skrip L.A. Participatory Design and Process Testing to Optimize Utility, Usability, and Acceptability of a Mobile Game for Promoting Evidence-Driven Public Health Decision-Making in Resource-Constrained Settings 118.981
2413 View Schuler B.R.; Raknes S. Does group size and blending matter? Impact of a digital mental health game implemented with refugees in various settings 119.724
2419 View Marwan I.; Rohayati N. Students Mental Health and Learning Performance: The Moderating Impact of College Games 121.515
2304 View Lozano H. Libraries as a Mental Health Resource 121.617
2507 View Chan C.-S.; Yat-Hang C.; Tsz Heung Agnes F. Promoting game-based e-Learning through urban tourism scenario game from the evaluation of knowledge-attitude-usability effectiveness 122.591
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