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Playing to beat the blues: Linguistic agency and message causality effects on use of mental health games application.

Subuhi KhanJorge Peña
Published in: Comput. Hum. Behav. (2017)
Keyphrases
  • mental health
  • computer games
  • game playing
  • data sets
  • bayesian networks
  • natural language processing
  • learning experience
  • monte carlo
  • video games
  • evaluation function
  • game theoretic