An Interactive Game with Virtual Reality Immersion to Improve Cultural Sensitivity in Health Care
111.708
2403
Drachen A.
Debate: Games-based collaboration as a driver for massive-scale mental health research
115.128
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
116.108
2442
Shu T.; Wang Z.; Jia H.; Zhao W.; Zhou J.; Peng T.
Consumers’ Opinions towards Public Health Effects of Online Games: An Empirical Study Based on Social Media Comments in China
118.617
2422
Umoren R.
Simulation and Game-Based Learning for the Health Professions
118.948
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
122.681
2390
Maskeliūnas R.; Damaševičius R.; Kulikajevas A.; Marley J.; Larsson C.
Evaluation of MyRelief Serious Game for Better Self-Management of Health Behaviour Strategies on Chronic Low-Back Pain
123.888
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
125.408
2311
Ladd D.L.; Hurst E.J.; Brewer A.
LIBRARY COMMUNITY HEALTH OUTREACH: THE ROLE OF THE LIBRARY MANAGER
127.851
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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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