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
105.548
2464
Nurmagandi B.; Hamid A.Y.S.; Panjaitan R.U.
The Influence of Health Education and Group Therapy on Adolescent Online Gamers' Self-Concepts
105.834
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
107.421
2483
Dadaczynski K.; Tolks D.; Wrona K.J.; Mc Call T.; Fischer F.
The untapped potential of Games for Health in times of crises. A critical reflection
114.293
2058
Echarri F.
The QuidArte program of the University Museum of Navarra: Art at the service of wellbeing and care in the context of the COVID-19 pandemic; El programa QuidArte del Museo Universidad de Navarra: el arte al servicio del bienestar y el cuidado en el contexto de la pandemia Covid-19
121.537
2106
Nartker K.
Crafting in COVID: Engagement With Textile Arts and Crafts Among Senior Living Residents Throughout the COVID-19 Pandemic
126.94
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
128.786
2314
Cox A.; Brewster L.
Aligned but not integrated: UK academic library support to mental health and well-being during COVID-19
130.06
2480
Baker I.S.; Turner I.J.; Kotera Y.
Role-play Games (RPGs) for Mental Health (Why Not?): Roll for Initiative
130.383
2629
Eissazade N.; Aeini Z.; Ababaf R.; Shirazi E.; Boroon M.; Mosavari H.; Askari-Diarjani A.; Ghobadian A.; Shalbafan M.
Investigation of a group of Iranian theater artists' mental health and attitude toward patients with mental disorders
130.398
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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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