Published on in Vol 13 (2025)
Preprints (earlier versions) of this paper are
available at
https://preprints.jmir.org/preprint/59124, first published
.

Journals
- Basciano M, Bisagno E, Cadamuro A. Multiple Ways in Which Video Games Make Education Inclusive: A Systematic Review of Cognitive Enhancement for Neurodivergent Learners. Multimodal Technologies and Interaction 2025;9(6):56 View
- Palacios Iturralde E, Iturralde Guanochango F, Gutiérrez Jácome S, León Alba C, Corrales Chiluisa E. Implementación de la metodología STEAM para el fortalecimiento de los procesos cognitivos en la educación. Revista Multidisciplinar Epistemología de las Ciencias 2025;2(3):2210 View
- Wu Y, Li Y, Ch’ng E, Gao J, Hong T. KaiBiLi: gesture-based immersive virtual reality ceremony for traditional Chinese cultural activities. Visual Computing for Industry, Biomedicine, and Art 2025;8(1) View
- Zhang Y, Zhang J, Yu X, Zhang J, Xu Y, Cui H. The impact of electronic product use on children with tic disorders and ADHD, and management strategies: a review. Frontiers in Psychiatry 2025;16 View
Conference Proceedings
- Angra S, Sharma B. 2025 3rd International Conference on Communication, Security, and Artificial Intelligence (ICCSAI). Impact of Diet, Colors and Virtual Reality on Mental Well-Being of an Individual: A Pre-Test Analysis View
