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The role of motivation to change and mindsets in a game promoted for mental health.
Aniek Wols
Marlou Poppelaars
Anna Lichtwarck-Aschoff
Isabela Granic
Published in:
Entertain. Comput. (2020)
Keyphrases
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mental health
computer games
game playing
virtual world
educational games
nash equilibrium
monte carlo
information systems
video games
database
information retrieval
changing environment
neural network
game theoretic
imperfect information
human computation
role playing
data sets