000 | 01037 a2200289 4500 | ||
---|---|---|---|
005 | 20250517184137.0 | ||
264 | 0 | _c20180523 | |
008 | 201805s 0 0 eng d | ||
022 | _a2152-2723 | ||
024 | 7 |
_a10.1089/cyber.2017.0107 _2doi |
|
040 |
_aNLM _beng _cNLM |
||
100 | 1 | _avan Bennekom, Martine J | |
245 | 0 | 0 |
_aA Virtual Reality Game to Assess Obsessive-Compulsive Disorder. _h[electronic resource] |
260 |
_bCyberpsychology, behavior and social networking _cNov 2017 |
||
300 |
_a718-722 p. _bdigital |
||
500 | _aPublication Type: Journal Article | ||
650 | 0 | 4 | _aHumans |
650 | 0 | 4 |
_aObsessive-Compulsive Disorder _xdiagnosis |
650 | 0 | 4 | _aPilot Projects |
650 | 0 | 4 | _aVideo Games |
650 | 0 | 4 | _aVirtual Reality |
700 | 1 | _aKasanmoentalib, M Soemiati | |
700 | 1 | _ade Koning, Pelle P | |
700 | 1 | _aDenys, Damiaan | |
773 | 0 |
_tCyberpsychology, behavior and social networking _gvol. 20 _gno. 11 _gp. 718-722 |
|
856 | 4 | 0 |
_uhttps://doi.org/10.1089/cyber.2017.0107 _zAvailable from publisher's website |
999 |
_c27776442 _d27776442 |