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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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Detalhes bibliográficos
Publicado no:Front Psychiatry
Main Authors: Fleming, Theresa M., Bavin, Lynda, Stasiak, Karolina, Hermansson-Webb, Eve, Merry, Sally N., Cheek, Colleen, Lucassen, Mathijs, Lau, Ho Ming, Pollmuller, Britta, Hetrick, Sarah
Formato: Artigo
Idioma:Inglês
Publicado em: Frontiers Media S.A. 2017
Assuntos:
Acesso em linha: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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