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Id View Author Title Distance
2444 View 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 View 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 View 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 View Boldi A.; Rapp A. Commercial video games as a resource for mental health: A systematic literature review 91.1694
2395 View Hershberger P.J.; Pei Y.; Crawford T.N.; Neeley S.M.; Wischgoll T.; Patel D.B.; Vasoya M.M.; Castle A.; Mishra S.; Surapaneni L.; Pogaku A.A.; Bositty A.; Pavlack T. An Interactive Game with Virtual Reality Immersion to Improve Cultural Sensitivity in Health Care 94.3402
2417 View 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 View 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 View 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 View 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 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 101.453
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