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NTIS 바로가기Entertainment computing, v.28, 2018년, pp.21 - 31
Fanfarelli, Joey R. (Corresponding author.) , McDaniel, Rudy , Crossley, Carrie
Abstract Games and simulations are used in healthcare for purposes including training, education, and promoting wellness. However, there is often disconnect between content creators and the healthcare providers or patients who use their products. This can result in negative experiences and percepti...
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