Ferrari M.; Sabetti J.; McIlwaine S.V.; Fazeli S.; Sadati S.M.H.; Shah J.L.; Archie S.; Boydell K.M.; Lal S.; Henderson J.; Alvarez-Jimenez M.; Andersson N.; Nielsen R.K.L.; Reynolds J.A.; Iyer S.N.
Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion
86.3225
2361
Alanko D.
The Health Effects of Video Games in Children and Adolescents
96.1861
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
96.5624
2483
Dadaczynski K.; Tolks D.; Wrona K.J.; Mc Call T.; Fischer F.
The untapped potential of Games for Health in times of crises. A critical reflection
96.6742
2414
Kim Y.-J.; Lee C.S.; Kang S.-W.
Increased adolescent game usage and health-related risk behaviors during the COVID-19 pandemic
97.4433
2296
Škorić L.; Markulin H.
THE CHALLENGES OF AN INFODEMIC: THE IMPORTANCE OF INFORMATION AND HEALTH LITERACY AND THE ACTIVE ROLE OF THE CENTRAL MEDICAL LIBRARY; U VRTLOGU INFODEMIJE: VAŽNOST INFORMACIJSKE I ZDRAVSTVENE PISMENOSTI I AKTIVNA ULOGA SREDIŠNJE MEDICINSKE KNJIŽNICE
98.655
2458
Çelik İ.; Bektaş M.
Effects of digital game addiction on cardiovascular health behavior on secondary school students during the COVID-19 pandemic
100.323
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
100.617
2488
Li L.; Abbey C.; Wang H.; Zhu A.; Shao T.; Dai D.; Jin S.; Rozelle S.
The Association between Video Game Time and Adolescent Mental Health: Evidence from Rural China
101.961
2064
Yow H.-Y.
A Case Study of Virtual Anatomy Museum: Facilitating Student Engagement and Self-paced Learning through an Interactive Platform
103.532
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