Regulating Gambling-Like Video Game Loot Boxes: a Public Health Framework Comparing Industry Self-Regulation, Existing National Legal Approaches, and Other Potential Approaches
127.417
2695
Nitrato Izzo V.
Law and hostile design in the city: Imposing decorum and visibility regimes in the urban environment
141.025
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
142.987
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
143.423
2022
Lou C.; Zhou X.; Huang X.; Qiu C.; Yuan M.
Fostering consumer engagement during an omnipresent victim crisis: understanding the role of values in pandemic-themed advertising
146.023
2466
Lamas S.; Rebelo S.; da Costa S.; Sousa H.; Zagalo N.; Pinto E.
The Influence of Serious Games in the Promotion of Healthy Diet and Physical Activity Health: A Systematic Review
148.562
2261
Brewster L.; Cox A.M.
Taking a ‘whole-university’ approach to student mental health: the contribution of academic libraries
149.199
2659
Lai B.; Vogtle L.; Young R.; Craig M.; Kim Y.; Gowey M.; Swanson-Kimani E.; Davis D.; Rimmer J.H.
Telehealth Movement-to-Music to Increase Physical Activity Participation Among Adolescents With Cerebral Palsy: Pilot Randomized Controlled Trial
149.246
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for Research and Innovation (2014-2020) -
under Grant Agreement n°870935.
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