Wehbe R.R.; Whaley C.; Eskandari Y.; Suarez A.; Nacke L.E.; Hammer J.; Lank E.
Designing a Serious Game (Above Water) for Stigma Reduction Surrounding Mental Health: Semistructured Interview Study with Expert Participants
79.9733
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
80.0471
2497
Wright M.F.; Wachs S.
Problematic online gaming, subjective health complaints, and depression among adolescent gamers from the United States: the role of console-gaming aggression
90.4243
2433
Boldi A.; Rapp A.
Commercial video games as a resource for mental health: A systematic literature review
An Interactive Game with Virtual Reality Immersion to Improve Cultural Sensitivity in Health Care
94.3402
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
96.0645
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
96.6793
2021
Jiang M.; Yang J.; Joo E.; Kim T.
The Effect of Ad Authenticity on Advertising Value and Consumer Engagement: A Case Study of COVID-19 Video Ads
97.6555
2474
Byeon G.; Park J.E.; Jeon H.J.; Seong S.J.; Lee D.W.; Cho S.J.; Chang S.M.; Kim B.S.; Hahm B.J.; Hong J.P.; Park J.-I.
Associations between game use and mental health in early adulthood: A nationwide study in Korea
99.7634
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
101.453
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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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