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Anxiety and Presence during VR Immersion: A Comparative Study of the Reactions of Phobic and Non-phobic Participants in Therapeutic Virtual Environments Derived from Computer Games
Mental health services for children in China during the COVID-19 pandemic: results of an expert-based national survey among child and adolescent psychiatric hospitals
How Effective are Serious Games for Promoting Mental Health and Health Behavioral Change in Children and Adolescents? A Systematic Review and Meta-analysis
Cyberbullying Victimization and Perpetration in Adolescents with High-Functioning Autism Spectrum Disorder: Correlations with Depression, Anxiety, and Suicidality
ADHD and autistic traits, family function, parenting style, and social adjustment for Internet addiction among children and adolescents in Taiwan: A longitudinal study
The playful mediator, moderator, or outcome? An integrative review of the roles of play and playfulness in adult-centered psychological interventions for mental health
Is Addiction Research Addicted to Artificial Intelligence ? Mapping the Intersection of Artificial Intelligence, Substance Use and Mental Health Through a Bibliometric Analysis
Wham, S ock, K apow! Can B atman defeat his biggest foe yet and combat mental health discrimination? An exploration of the video games industry and its potential for health promotion
Task-oriented training with computer gaming in people with rheumatoid arthritis or osteoarthritis of the hand: study protocol of a randomized controlled pilot trial
Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients [version 5; referees: 2 approved, 1 approved with reservations]
Intervención psicológica online en un caso de sintomatología fóbica infantil desde la Terapia de Juego Cognitivo Conductual durante el confinamiento por COVID-19
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