Validation of Ludic-Quest to the playfulness of health games: gameplay and emotions on the field
85.7085
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
90.4243
2433
Boldi A.; Rapp A.
Commercial video games as a resource for mental health: A systematic literature review
99.6275
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
101.502
2518
Luo Y.; Moosbrugger M.; Smith D.M.; France T.J.; Ma J.; Xiao J.
Is Increased Video Game Participation Associated With Reduced Sense of Loneliness? A Systematic Review and Meta-Analysis
101.782
2404
Tsai J.; Huang M.; Daniels K.; Harteveld C.; Jackson D.
Legal, mental health and psychosocial outcomes of the RePresent Games: a quasi-experimental study
103.438
2367
Samad L.; Teague B.; Elzubeir K.; Moreira K.; Agarwal N.; Bagge S.; Marriott E.; Wilson J.
Mental health care using video during COVID-19: service user and clinician experiences, including future preferences
103.87
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