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Can digital games serve as potential intervention or suicide risk?
Elsie Ong
Psychology & Sociology
Centre for Psychological and Sociological Sciences
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Keyphrases
Suicide
100%
Suicide Risk
100%
Potential Interventions
100%
Gamified Intervention
100%
Digital Intervention
100%
Digital Games
100%
Mobile Application
50%
Care Provision
50%
Evidence-based
50%
Access to Care
50%
Overcoming Barriers
50%
Therapeutic Approaches
50%
Mental Health Care
50%
Prevention Programs
50%
Future Healthcare
50%
Rapid Growth
50%
Suicide Prevention
50%
Suicidal Behavior
50%
Suicidal Ideation
50%
Continued Access
50%
Risk Increase
50%
Advanced Digital Technologies
50%
Taboo Topics
50%
Mobile Resources
50%
Cognitive Bias Modification
50%
Nursing and Health Professions
Health Service
100%
Mobile Application
100%
Mental Health Care
100%
Psychology
Healthcare
100%
Mental Health
50%
Prevention Program
50%
Attentional Bias
50%