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Centre Interdisciplinaire
de Recherche et d’Innovation
en Cybersécurité et Société

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1.

Hamouti, R.

ALONE or in COOPERATION: WHAT IS the BEST STRATEGY for the PERFORMANCE of RADICAL PRODUCT INNOVATION in the VIDEO GAME INDUSTRY? Article de journal

Dans: International Journal of Innovation Management, vol. 25, no 9, 2021, ISSN: 13639196 (ISSN), (Publisher: World Scientific).

Résumé | Liens | BibTeX | Étiquettes: Cooperation with non-rivals, coopetition, individual strategy, Performance, Radical innovation, video game

2.

Pallavicini, F.; Bouchard, S.

Editorial: Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management Article de journal

Dans: Frontiers in Psychology, vol. 10, 2019, ISSN: 16641078 (ISSN), (Publisher: Frontiers Media S.A.).

Liens | BibTeX | Étiquettes: emotion, emotion regulation, Stress, Stress management, video game, virtual reality

3.

Khazaal, Y.; Favrod, J.; Sort, A.; Borgeat, F.; Bouchard, S.

Editorial: Computers and games for mental health and well-being Article de journal

Dans: Frontiers in Psychiatry, vol. 9, no APR, 2018, ISSN: 16640640 (ISSN), (Publisher: Frontiers Media S.A.).

Liens | BibTeX | Étiquettes: augmented reality, Cognitive behavior therapy, Cognitive remediation, computer assisted therapy, controlled clinical trial (topic), editorial, human, information processing, Internet treatment, mental disease, mental health care, mobile application, Patient Compliance, prophylaxis, schizophrenia, Serious games, Smartphone app, telehealth, video game, virtual reality, wellbeing

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