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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...
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| 出版年: | Front Psychiatry |
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| 主要な著者: | , , , , , , , , , |
| フォーマット: | Artigo |
| 言語: | Inglês |
| 出版事項: |
Frontiers Media S.A.
2017
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| 主題: | |
| オンライン・アクセス: | 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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