Design of a Game-Based Training Environment to Enhance Mental Health Care Professionals' Skills in Using e-Mental Health: Multiple Methods User Requirements Analysis
99.3352
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
102.873
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
A co-produced online cultural experience compared to a typical museum website for mental health in people aged 16–24: A proof-of-principle randomised controlled trial
107.704
2464
Nurmagandi B.; Hamid A.Y.S.; Panjaitan R.U.
The Influence of Health Education and Group Therapy on Adolescent Online Gamers' Self-Concepts
110.398
2492
Reed J.; Salusky I.; Shattell M.
Experiences of Mental Health Practitioners With Empathy Computer Games
Different Typologies of Gamers Are Associated with Mental Health: Are Students DOOMed?
113.164
2438
Tuijnman A.; Kleinjan M.; Olthof M.; Hoogendoorn E.; Granic I.; Engels R.C.M.E.
A Game-Based School Program for Mental Health Literacy and Stigma on Depression (Moving Stories): Cluster Randomized Controlled Trial
114.576
Note: Due to lack of computing power, results have been previously created and saved in database
MESOC has received funding
from Horizon 2020 - the EU Framework Programme
for Research and Innovation (2014-2020) -
under Grant Agreement n°870935.
We take your privacy seriously and WE DO NOT process any personal data or any information that reveals personal identity or information that can be linked to such information to identify directly or indirectly.