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Development of a casual video game (Match Emoji) with psychological well-being concepts for young adolescents

Digital interventions for mental health and well-being have been shown to be effective in trials, yet uptake and retention in real-world settings are often disappointing. A more significant impact may be achieved by building interventions that are closer to how target groups use technology to suppor...

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Detalles Bibliográficos
Autores principales: Pine, Russell, Te Morenga, Lisa, Olson, Mitch, Fleming, Theresa
Formato: Online Artículo Texto
Lenguaje:English
Publicado: SAGE Publications 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8529904/
https://www.ncbi.nlm.nih.gov/pubmed/34691753
http://dx.doi.org/10.1177/20552076211047802