A Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed Methods Feasibility Study
BackgroundAdolescence is a crucial phase for early intervention and prevention of mental health problems. Casual video games are popular and have promise as a novel mechanism for reaching young people, but this potential has seldom been explored. ObjectiveThis study aimed to explore the acceptabilit...
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Format: | Book |
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JMIR Publications,
2024-02-01T00:00:00Z.
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A1234.567 |
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Copy 1 | Available |