Design of a Game-Based Training Environment to Enhance Mental Health Care Professionals' Skills in Using e-Mental Health: Multiple Methods User Requirements Analysis
121.23
2418
McCammon E.; Law J.; Tyler C.; Arrington M.; Jagoda P.; Gilliam M.
Using Digital Games to Promote Equity in Career and Health Education: A Prototype of Caduceus Quest
121.243
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
121.279
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
121.283
2362
Akel M.; Fahs I.; Haddad C.; Kheir N.; Obeid S.; Hallit S.
Association of violent video gaming with mental health among male teenagers in Lebanon
121.877
2568
Zhou X.
Mental health self-efficacy as a moderator between the relationship of emotional exhaustion and knowledge hiding: Evidence from music educational students
123.237
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
123.815
Note: Due to lack of computing power, results have been previously created and saved in database
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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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