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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...
Autores principales: | Pine, Russell, Te Morenga, Lisa, Olson, Mitch, Fleming, Theresa |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
SAGE Publications
2021
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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 |
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