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Chyilax: A 3D Video Game as a Marketing Tool for Mental Breakdown Awareness Campaign
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References

  • 2018A systematic review of serious games in medical education: quality of evidence and pedagogical strategy410 cited
  • 2009Video Game Genre, Evolution and Innovation201 cited
  • 2021Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games175 cited
  • 2020Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement130 cited
  • 2012The impact of adventure video games on foreign language learning and the perceptions of learners129 cited
  • 2021Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review117 cited
  • 2018Exposure to video games: effects on sleep and on post-sleep cognitive abilities. A sistematic review of experimental evidences114 cited
  • 2021Using Video Games to Improve Capabilities in Decision Making and Cognitive Skill: A Literature Review113 cited
  • 2022The effect of educational game design process on students’ creativity76 cited
  • 2022Development of a Socioeconomic Inclusive Assessment Framework for Online Learning in Higher Education67 cited
  • 2016The Effect of Simulations and Games on Learning Objectives in Tertiary Education: A Systematic Review45 cited
  • 2020Using an artificial life simulation to enhance reflective critical thinking among student teachers36 cited
  • 2012The Study on the Effect of Educational Games for the Development of Students’ Logic-Mathematics of Multiple Intelligence

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34 cited
  • 2020Kinder Learns: An Educational Visual Novel Game as Knowledge Enhancement Tool for Early Childhood Education32 cited
  • 2022Promoting Social Relationships Using a Couch Cooperative Video Game28 cited
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