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Games for Health Journal|May 3, 2022
Gamification in a Physical Activity App: What Gamification Features Are Being Used, by Whom, and Does It Make a Difference?Carol A Maher, Timothy Olds, Corneel Vandelanotte, et al.Games for Health Journal|July 26, 2022
The Use of Videogames and Virtual Reality for the Assessment of Anxiety and Depression: A Scoping ReviewVibhav Chitale, Nilufar Baghaei, Daniel Playne, et al.Games for Health Journal|September 21, 2018
Efficacy and Usability of a Virtual Simulation Training System for Health and Safety Hazards Encountered by Healthcare WorkersBarbara J Polivka, Sarah Anderson, Steve A Lavender, et al.Games for Health Journal|July 27, 2019
Effects of Nonaction Videogames on Attention and Memory in Young AdultsEloisa Ruiz-Marquez, Antonio Prieto, Julia Mayas, et al.Games for Health Journal|March 16, 2016
Physiological Responses and Hedonics During Prolonged Physically Interactive Videogame PlayAntonio S Santo, Jacob E Barkley, Paul S Hafen, et al.Games for Health Journal|April 21, 2016
Content Analysis of Anti-Tobacco Videogames: Characteristics, Content, and QualitiesAnna M Watson, Julia M Alber, Tracey E Barnett, et al.Games for Health Journal|June 16, 2016
Diabetic Mario: Designing and Evaluating Mobile Games for Diabetes EducationNilufar Baghaei, David Nandigam, John Casey, et al.Games for Health Journal|August 12, 2015
Games for Health for Children-Current Status and Needed ResearchTom Baranowski, Fran Blumberg, Richard Buday, et al.Games for Health Journal|September 15, 2017
Patient Engagement Is Related to Impairment Reduction During Digital Game-Based Therapy in StrokeDavid Putrino, Helma Zanders, Taya Hamilton, et al.Games for Health Journal|August 1, 2017
Emerging Utility of Virtual Reality as a Multidisciplinary Tool in Clinical MedicineAli Pourmand, Steven Davis, Danny Lee, et al.Pageof 74