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1
The integration of video games in family-life dynamics: An adapted technology acceptance model of family intention to consume video games
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The integration of video games in family-life dynamics: An adapted technology acceptance model of family intention to consume video games

Information technology & people (West Linn, Or.), 2019-12, Vol.32 (6), p.1376-1396 [Peer Reviewed Journal]

Emerald Publishing Limited 2019 ;ISSN: 0959-3845 ;EISSN: 1758-5813 ;DOI: 10.1108/ITP-11-2017-0375

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2
Exploiting the "video game craze": A case study of the tobacco industry's use of video games as a marketing tool
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Exploiting the "video game craze": A case study of the tobacco industry's use of video games as a marketing tool

PloS one, 2019-07, Vol.14 (7), p.e0220407-e0220407 [Peer Reviewed Journal]

COPYRIGHT 2019 Public Library of Science ;COPYRIGHT 2019 Public Library of Science ;2019 McDaniel, Forsyth. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2019 McDaniel, Forsyth 2019 McDaniel, Forsyth ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0220407 ;PMID: 31344096

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3
Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement
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Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement

Behavioral and brain functions, 2020-02, Vol.16 (1), p.2-2, Article 2 [Peer Reviewed Journal]

2020. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;The Author(s) 2020 ;ISSN: 1744-9081 ;EISSN: 1744-9081 ;DOI: 10.1186/s12993-020-0165-z ;PMID: 32014027

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4
The same video game in 2D, 3D or virtual reality - How does technology impact game evaluation and brand placements?
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The same video game in 2D, 3D or virtual reality - How does technology impact game evaluation and brand placements?

PloS one, 2018-07, Vol.13 (7), p.e0200724-e0200724 [Peer Reviewed Journal]

COPYRIGHT 2018 Public Library of Science ;COPYRIGHT 2018 Public Library of Science ;2018 Roettl, Terlutter. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2018 Roettl, Terlutter 2018 Roettl, Terlutter ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0200724 ;PMID: 30028839

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5
Video Games and Rehabilitation: Using Design Principles to Enhance Engagement in Physical Therapy
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Video Games and Rehabilitation: Using Design Principles to Enhance Engagement in Physical Therapy

Journal of neurologic physical therapy, 2013-12, Vol.37 (4), p.166-175 [Peer Reviewed Journal]

2013 Neurology Section, APTA ;ISSN: 1557-0576 ;EISSN: 1557-0584 ;DOI: 10.1097/NPT.0000000000000017 ;PMID: 24232363

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6
Video-Game–Based Exercises for Older People With Chronic Low Back Pain: A Randomized Controlledtable Trial (GAMEBACK)
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Video-Game–Based Exercises for Older People With Chronic Low Back Pain: A Randomized Controlledtable Trial (GAMEBACK)

Physical therapy, 2019-01, Vol.99 (1), p.14-27 [Peer Reviewed Journal]

2018 American Physical Therapy Association 2019 ;COPYRIGHT 2019 Oxford University Press ;COPYRIGHT 2019 Oxford University Press ;2018 American Physical Therapy Association ;ISSN: 0031-9023 ;EISSN: 1538-6724 ;DOI: 10.1093/ptj/pzy112 ;PMID: 30247715

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7
Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims
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Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims

PloS one, 2016-04, Vol.11 (4), p.e0152121-e0152121 [Peer Reviewed Journal]

COPYRIGHT 2016 Public Library of Science ;COPYRIGHT 2016 Public Library of Science ;2016 Gabbiadini et al. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2016 Gabbiadini et al 2016 Gabbiadini et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0152121 ;PMID: 27074057

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8
Video Games & the Novel
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Video Games & the Novel

Daedalus (Cambridge, Mass.), 2021-01, Vol.150 (1), p.178-187 [Peer Reviewed Journal]

2021 by the American Academy of Arts & Sciences ;Copyright MIT Press Winter 2021 ;ISSN: 0011-5266 ;EISSN: 1548-6192 ;DOI: 10.1162/daed_a_01841

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9
The Video Game Experience as "True" Identification: A Theory of Enjoyable Alterations of Players' Self-Perception
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The Video Game Experience as "True" Identification: A Theory of Enjoyable Alterations of Players' Self-Perception

Communication theory, 2009-11, Vol.19 (4), p.351-373 [Peer Reviewed Journal]

2009 International Communication Association ;Copyright Blackwell Publishing Ltd. Nov 2009 ;ISSN: 1050-3293 ;EISSN: 1468-2885 ;DOI: 10.1111/j.1468-2885.2009.01347.x ;CODEN: CNTHEV

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10
Video Game Violence Use Among “Vulnerable” Populations: The Impact of Violent Games on Delinquency and Bullying Among Children with Clinically Elevated Depression or Attention Deficit Symptoms
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Video Game Violence Use Among “Vulnerable” Populations: The Impact of Violent Games on Delinquency and Bullying Among Children with Clinically Elevated Depression or Attention Deficit Symptoms

Journal of youth and adolescence, 2014, Vol.43 (1), p.127-136 [Peer Reviewed Journal]

Springer Science+Business Media New York 2013 ;Springer Science+Business Media New York 2014 ;ISSN: 0047-2891 ;EISSN: 1573-6601 ;DOI: 10.1007/s10964-013-9986-5 ;PMID: 23975351 ;CODEN: JYADA6

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11
Effect of Exposure to Gun Violence in Video Games on Children’s Dangerous Behavior With Real Guns: A Randomized Clinical Trial
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Effect of Exposure to Gun Violence in Video Games on Children’s Dangerous Behavior With Real Guns: A Randomized Clinical Trial

JAMA Network Open, 2019-05, Vol.2 (5), p.e194319-e194319 [Peer Reviewed Journal]

2019. This work is published under https://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;Copyright 2019 Chang JH et al. . ;ISSN: 2574-3805 ;EISSN: 2574-3805 ;DOI: 10.1001/jamanetworkopen.2019.4319 ;PMID: 31150072

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12
Sex, lies, and video games : The portrayal of male and female characters on video game covers
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Article
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Sex, lies, and video games : The portrayal of male and female characters on video game covers

Sex roles, 2007-09, Vol.57 (5-6), p.419-433 [Peer Reviewed Journal]

2008 INIST-CNRS ;Springer Science+Business Media, LLC 2007 ;ISSN: 0360-0025 ;EISSN: 1573-2762 ;DOI: 10.1007/s11199-007-9250-0 ;CODEN: SROLDH

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13
Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial
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Article
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Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial

Frontiers in aging neuroscience, 2014-10, Vol.6, p.277 [Peer Reviewed Journal]

2014. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;Copyright © 2014 Ballesteros, Prieto, Mayas, Toril, Pita, Ponce de León, Reales and Waterworth. 2014 ;ISSN: 1663-4365 ;EISSN: 1663-4365 ;DOI: 10.3389/fnagi.2014.00277 ;PMID: 25352805

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14
Volcanoes in video games: the portrayal of volcanoes in commercial off-the-shelf (COTS) video games and their learning potential
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Article
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Volcanoes in video games: the portrayal of volcanoes in commercial off-the-shelf (COTS) video games and their learning potential

Geoscience communication (Online), 2021-02, Vol.4 (1), p.11-31 [Peer Reviewed Journal]

2021. This work is published under https://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 2569-7110 ;ISSN: 2569-7102 ;EISSN: 2569-7110 ;DOI: 10.5194/gc-4-11-2021

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15
Predicting Adolescents’ Self-Objectification from Sexualized Video Game and Instagram Use: A Longitudinal Study
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Article
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Predicting Adolescents’ Self-Objectification from Sexualized Video Game and Instagram Use: A Longitudinal Study

Sex roles, 2021-05, Vol.84 (9-10), p.584-598 [Peer Reviewed Journal]

The Author(s) 2020 ;The Author(s) 2020. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 0360-0025 ;EISSN: 1573-2762 ;DOI: 10.1007/s11199-020-01187-1

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16
Effects of Music on Attention-Deficit/Hyperactivity Disorder (ADHD) and Potential Application in Serious Video Games: Systematic Review
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Article
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Effects of Music on Attention-Deficit/Hyperactivity Disorder (ADHD) and Potential Application in Serious Video Games: Systematic Review

Journal of medical Internet research, 2023-05, Vol.25 (3), p.e37742-e37742 [Peer Reviewed Journal]

Marina Martin-Moratinos, Marcos Bella-Fernández, Hilario Blasco-Fontecilla. Originally published in the Journal of Medical Internet Research (https://www.jmir.org), 12.05.2023. ;COPYRIGHT 2023 Journal of Medical Internet Research ;2023. This work is licensed under https://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;Marina Martin-Moratinos, Marcos Bella-Fernández, Hilario Blasco-Fontecilla. Originally published in the Journal of Medical Internet Research (https://www.jmir.org), 12.05.2023. 2023 ;ISSN: 1438-8871 ;ISSN: 1439-4456 ;EISSN: 1438-8871 ;DOI: 10.2196/37742 ;PMID: 37171837

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17
Motion Sickness, Console Video Games, and Head-Mounted Displays
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Article
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Motion Sickness, Console Video Games, and Head-Mounted Displays

Human factors, 2007-10, Vol.49 (5), p.920-934 [Peer Reviewed Journal]

2008 INIST-CNRS ;Copyright Human Factors and Ergonomics Society Oct 2007 ;Distributed under a Creative Commons Attribution 4.0 International License ;ISSN: 0018-7208 ;EISSN: 1547-8181 ;DOI: 10.1518/001872007X230262 ;PMID: 17915607 ;CODEN: HUFAA6

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18
Larger right posterior parietal volume in action video game experts: a behavioral and voxel-based morphometry (VBM) study
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Article
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Larger right posterior parietal volume in action video game experts: a behavioral and voxel-based morphometry (VBM) study

PloS one, 2013-06, Vol.8 (6), p.e66998-e66998 [Peer Reviewed Journal]

COPYRIGHT 2013 Public Library of Science ;COPYRIGHT 2013 Public Library of Science ;2013 Tanaka et al. This is an open-access article distributed under the terms of the Creative Commons Attribution License: https://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2013 Tanaka et al 2013 Tanaka et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0066998 ;PMID: 23776706

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19
Correction: Cognitive & motor skill transfer across speeds: A video game study
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Article
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Correction: Cognitive & motor skill transfer across speeds: A video game study

PloS one, 2024-05, Vol.19 (5), p.e0303465-e0303465 [Peer Reviewed Journal]

Copyright: © 2024 The PLOS ONE Staff. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. ;COPYRIGHT 2024 Public Library of Science ;2024 The PLOS ONE Staff 2024 The PLOS ONE Staff ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0303465 ;PMID: 38696489

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20
Ayn Rand's Objectivist Ethics Applied to Video Game Business
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Article
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Ayn Rand's Objectivist Ethics Applied to Video Game Business

Journal of business ethics, 2020-12, Vol.167 (4), p.761-774 [Peer Reviewed Journal]

Springer Nature B.V. 2020 ;The Author(s) 2019 ;Journal of Business Ethics is a copyright of Springer, (2019). All Rights Reserved. © 2019. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;The Author(s) 2019. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 0167-4544 ;EISSN: 1573-0697 ;DOI: 10.1007/s10551-019-04159-y

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