Regulating Gambling-Like Video Game Loot Boxes: a Public Health Framework Comparing Industry Self-Regulation, Existing National Legal Approaches, and Other Potential Approaches
112.716
2487
Ferrari M.; Sabetti J.; McIlwaine S.V.; Fazeli S.; Sadati S.M.H.; Shah J.L.; Archie S.; Boydell K.M.; Lal S.; Henderson J.; Alvarez-Jimenez M.; Andersson N.; Nielsen R.K.L.; Reynolds J.A.; Iyer S.N.
Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion
Different Typologies of Gamers Are Associated with Mental Health: Are Students DOOMed?
114.038
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
116.492
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
117.154
2464
Nurmagandi B.; Hamid A.Y.S.; Panjaitan R.U.
The Influence of Health Education and Group Therapy on Adolescent Online Gamers' Self-Concepts
117.349
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from Horizon 2020 - the EU Framework Programme
for Research and Innovation (2014-2020) -
under Grant Agreement n°870935.
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