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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...

詳細記述

保存先:
書誌詳細
出版年:Front Psychiatry
主要な著者: Fleming, Theresa M., Bavin, Lynda, Stasiak, Karolina, Hermansson-Webb, Eve, Merry, Sally N., Cheek, Colleen, Lucassen, Mathijs, Lau, Ho Ming, Pollmuller, Britta, Hetrick, Sarah
フォーマット: Artigo
言語:Inglês
出版事項: Frontiers Media S.A. 2017
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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