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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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Shranjeno v:
Bibliografske podrobnosti
izdano v: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
Format: Artigo
Jezik:Inglês
Izdano: Frontiers Media S.A. 2017
Teme:
Online dostop: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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