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Id View Author Title Distance
2385 View Finserås T.R.; Sivertsen B.; Pallesen S.; Leino T.; Mentzoni R.A.; Skogen J.C. Different Typologies of Gamers Are Associated with Mental Health: Are Students DOOMed? 75.617
2458 View Çelik İ.; Bektaş M. Effects of digital game addiction on cardiovascular health behavior on secondary school students during the COVID-19 pandemic 79.5576
2414 View Kim Y.-J.; Lee C.S.; Kang S.-W. Increased adolescent game usage and health-related risk behaviors during the COVID-19 pandemic 81.3692
2501 View Pires M.R.G.M.; Almeida A.N.; Gottems L.B.D.; Mundim G.D.A.; Oliveira R.N.G. Validation of Ludic-Quest to the playfulness of health games: gameplay and emotions on the field 85.7085
2467 View 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 View Boldi A.; Rapp A. Commercial video games as a resource for mental health: A systematic literature review 99.6275
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 101.502
2518 View 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 View 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 View 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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