Commercial video games as a resource for mental health: A systematic literature review.
Arianna BoldiAmon RappPublished in: Behav. Inf. Technol. (2022)
Keyphrases
- literature review
- video games
- mental health
- commercial games
- computer games
- learning experience
- case study
- game play
- learning tools
- educational games
- fuzzy theory
- game playing
- current issues
- information systems development
- game design
- design science
- serious games
- mathematics learning
- game engine
- computer supported collaboration
- statistically significant
- knowledge management