Validation of Ludic-Quest to the playfulness of health games: gameplay and emotions on the field
93.5524
2468
Sherrick B.
The impact of casual gameplay on health attitudes and behaviors: examining persuasion in a branded game about nutrition through narrative, gameplay, and flow
Different Typologies of Gamers Are Associated with Mental Health: Are Students DOOMed?
94.3859
2518
Luo Y.; Moosbrugger M.; Smith D.M.; France T.J.; Ma J.; Xiao J.
Is Increased Video Game Participation Associated With Reduced Sense of Loneliness? A Systematic Review and Meta-Analysis
95.607
2382
Darban F.; Mir M.; Sabzevari S.
Training by multimedia messaging service method, a solution to improve knowledge, attitude, and performance of health workers: A quasi- experimental study
97.557
2452
Abd-Alrazaq A.; Abuelezz I.; Hassan A.; AlSammarraie A.; Alhuwail D.; Irshaidat S.; Abu Serhan H.; Ahmed A.; Alabed Alrazak S.; Househ M.
Artificial Intelligence–Driven Serious Games in Health Care: Scoping Review
99.9056
2507
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
100.537
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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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