Effects of digital game addiction on cardiovascular health behavior on secondary school students during the COVID-19 pandemic
76.9081
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
88.1948
2414
Kim Y.-J.; Lee C.S.; Kang S.-W.
Increased adolescent game usage and health-related risk behaviors during the COVID-19 pandemic
94.3909
2433
Boldi A.; Rapp A.
Commercial video games as a resource for mental health: A systematic literature review
95.8971
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
Different Typologies of Gamers Are Associated with Mental Health: Are Students DOOMed?
97.9829
2467
Hazel J.; Kim H.M.; Every-Palmer S.
Exploring the possible mental health and wellbeing benefits of video games for adult players: A cross-sectional study
99.7635
2383
Yip Y.C.; Yip K.H.; Tsui W.K.
Young Adults’ Perspectives on the Implications of an Augmented Reality Mobile Game for Communities’ Public Health: A Qualitative Study
100.148
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
102.033
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
102.1
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