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Serious Games and Gamification for Mental Health: Current Status and Promising Directions

Computer games are ubiquitous and can be utilized for serious purposes such as health and education. “Applied games” including serious games (in brief, computerized games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of menta...

Deskribapen osoa

Gorde:
Xehetasun bibliografikoak
Argitaratua izan da:Front Psychiatry
Egile Nagusiak: Fleming, Theresa M., Bavin, Lynda, Stasiak, Karolina, Hermansson-Webb, Eve, Merry, Sally N., Cheek, Colleen, Lucassen, Mathijs, Lau, Ho Ming, Pollmuller, Britta, Hetrick, Sarah
Formatua: Artigo
Hizkuntza:Inglês
Argitaratua: Frontiers Media S.A. 2017
Gaiak:
Sarrera elektronikoa:https://ncbi.nlm.nih.gov/pmc/articles/PMC5222787/
https://ncbi.nlm.nih.gov/pubmed/28119636
https://ncbi.nlm.nih.govhttp://dx.doi.org/10.3389/fpsyt.2016.00215
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