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3. Using Player Type Models for Personalized Game Design – An Empirical Investigation

4. Motivational strategies and approaches for single and multi-player exergames: A social perspective

5. The Talking Book: participatory design of an icon-based user interface for rural people with low literacy

6. Morpho - meristic analysis and the identity of the moon fish, Citharinus distichodoides (Pisces: Citharinidae) of Lake Oguta Nigeria: Towards a restocking programme for a depleted inland fishery

7. Motivating engagement with a wellbeing app using video games and gamification

8. Adaptivity and personalization in persuasive technologies

9. Effects of Three Smoking Kilns on the Sensory Quality of Smoked Dried Tilapia Fish (Oreochromis Niloticus)

11. Effects of latency period on aspects of the reproductive biology of Hetrobranchus longifilis

16. Investment in the training of technologists for commercial aquaculture

26. A Web Application About Herd Immunity Using Personalized Avatars: Development Study

27. Liver Fibrosis and Cardiovascular Events.

28. Centering equity, diversity, and inclusion in youth digital mental health: findings from a research, policy, and practice knowledge exchange workshop.

29. In-person vs mobile app facilitated life skills education to improve the mental health of internally displaced persons in Nigeria: protocol for the RESETTLE-IDPs cluster randomized hybrid type 2 effectiveness-implementation trial.

30. An Online Application to Explain Community Immunity with Personalized Avatars: A Randomized Controlled Trial.

31. Smartphone-Delivered Attentional Bias Modification Training for Mental Health: Systematic Review and Meta-Analysis.

32. Extended Reality for Mental Health Evaluation: Scoping Review.

33. Toward the design of persuasive systems for a healthy workplace: a real-time posture detection.

34. Androgen Deprivation Therapy/Androgen Receptor Signaling Inhibitor Treatments for Prostate Cancer: Pathophysiology and Review of Effects on Cardiovascular Disease.

35. African foods for deep learning-based food recognition systems dataset.

36. Pulmonary Hypertension Is Associated with Worse Outcomes in Patients Hospitalized for Sick Sinus Syndrome.

37. A panoramic view of personalization based on individual differences in persuasive and behavior change interventions.

38. Associations of active and passive smartphone use with measures of youth mental health during the COVID-19 pandemic.

39. Dynamics of emotion trends in Canadian Twitter users during COVID-19 confinement in relation to caseloads: Artificial intelligence-based emotion detection approach.

40. Acute Left Bundle Branch Injury During Deep Septal Lead Implantation.

41. Improving Mental Health Literacy and Reducing Psychological Problems Among Teachers in Zambia: Protocol for Implementation and Evaluation of a Wellness4Teachers Email Messaging Program.

42. Identifying adverse drug reactions from patient reviews on social media using natural language processing.

43. "I Let Depression and Anxiety Drown Me…": Identifying Factors Associated With Resilience Based on Journaling Using Machine Learning and Thematic Analysis.

44. Recreational Nitrous Oxide-Induced Subacute Combined Degeneration.

45. A Systematic and Comparative Review of Behavior Change Strategies in Stress Management Apps: Opportunities for Improvement.

46. COVID-19 Pandemic: Identifying Key Issues Using Social Media and Natural Language Processing.

47. Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies.

48. Persuasive Apps for Sustainable Waste Management: A Comparative Systematic Evaluation of Behavior Change Strategies and State-of-the-Art.

49. A Mobile Sensing App to Monitor Youth Mental Health: Observational Pilot Study.

50. Mobile Sensing Apps and Self-management of Mental Health During the COVID-19 Pandemic: Web-Based Survey.

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