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1
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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2
Just how expert are "expert" video-game players? Assessing the experience and expertise of video-game players across "action" video-game genres
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Just how expert are "expert" video-game players? Assessing the experience and expertise of video-game players across "action" video-game genres

Frontiers in psychology, 2013, Vol.4, p.941-941 [Peer Reviewed Journal]

Copyright © 2013 Latham, Patston and Tippett. 2013 ;ISSN: 1664-1078 ;EISSN: 1664-1078 ;DOI: 10.3389/fpsyg.2013.00941 ;PMID: 24379796

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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
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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6
How do teens learn to play video games?: Informal learning strategies and video game literacy
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How do teens learn to play video games?: Informal learning strategies and video game literacy

Journal of information literacy, 2019-06, Vol.13 (1), p.45 [Peer Reviewed Journal]

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. info:eu-repo/semantics/openAccess http://creativecommons.org/licenses/by-sa/4.0/ ;ISSN: 1750-5968 ;EISSN: 1750-5968 ;DOI: 10.11645/13.1.2358

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7
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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8
Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial
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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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9
Volcanoes in video games: the portrayal of volcanoes in commercial off-the-shelf (COTS) video games and their learning potential
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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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10
Effects of Music on Attention-Deficit/Hyperactivity Disorder (ADHD) and Potential Application in Serious Video Games: Systematic Review
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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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11
Larger right posterior parietal volume in action video game experts: a behavioral and voxel-based morphometry (VBM) study
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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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12
Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime
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Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime

Frontiers in psychiatry, 2018-01, Vol.8, p.300-300 [Peer Reviewed Journal]

COPYRIGHT 2018 Frontiers Research Foundation ;Copyright © 2018 Colder Carras, Van Rooij, Spruijt-Metz, Kvedar, Griffiths, Carabas and Labrique. 2018 Colder Carras, Van Rooij, Spruijt-Metz, Kvedar, Griffiths, Carabas and Labrique ;ISSN: 1664-0640 ;EISSN: 1664-0640 ;DOI: 10.3389/fpsyt.2017.00300 ;PMID: 29403398

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13
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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14
A biofeedback-enhanced therapeutic exercise video game intervention for young people with cerebral palsy: A randomized single-case experimental design feasibility study
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A biofeedback-enhanced therapeutic exercise video game intervention for young people with cerebral palsy: A randomized single-case experimental design feasibility study

PloS one, 2020-06, Vol.15 (6), p.e0234767-e0234767 [Peer Reviewed Journal]

COPYRIGHT 2020 Public Library of Science ;COPYRIGHT 2020 Public Library of Science ;2020 MacIntosh 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. ;Distributed under a Creative Commons Attribution 4.0 International License ;2020 MacIntosh et al 2020 MacIntosh et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0234767 ;PMID: 32569284

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15
Commercial Video Games in School Teaching: Two Mixed Methods Case Studies on Students' Reflection Processes
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Commercial Video Games in School Teaching: Two Mixed Methods Case Studies on Students' Reflection Processes

Frontiers in psychology, 2021-01, Vol.11, p.594013-594013 [Peer Reviewed Journal]

Copyright © 2021 Rüth and Kaspar. ;COPYRIGHT 2021 Frontiers Research Foundation ;Copyright © 2021 Rüth and Kaspar. 2021 Rüth and Kaspar ;ISSN: 1664-1078 ;EISSN: 1664-1078 ;DOI: 10.3389/fpsyg.2020.594013 ;PMID: 33574781

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16
Measures of behavioral function predict duration of video game play: Utilization of the Video Game Functional Assessment – Revised
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Article
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Measures of behavioral function predict duration of video game play: Utilization of the Video Game Functional Assessment – Revised

Journal of behavioral addictions, 2017-12, Vol.6 (4), p.572-578 [Peer Reviewed Journal]

COPYRIGHT 2017 Akademiai Kiado ;2017 The Author(s) 2017 Akadémiai Kiadó, Budapest ;ISSN: 2062-5871 ;EISSN: 2063-5303 ;DOI: 10.1556/2006.6.2017.084 ;PMID: 29280397

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17
The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010-2019
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The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010-2019

PloS one, 2020-05, Vol.15 (5), p.e0232780-e0232780 [Peer Reviewed Journal]

COPYRIGHT 2020 Public Library of Science ;COPYRIGHT 2020 Public Library of Science ;2020 Zendle 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. ;2020 Zendle et al 2020 Zendle et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0232780 ;PMID: 32379808

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18
A quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: previous experience with video games can make the difference
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A quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: previous experience with video games can make the difference

International Journal of Educational Technology in Higher Education, 2017-05, Vol.14 (1), p.1-18, Article 11 [Peer Reviewed Journal]

The Author(s) 2017 ;2017. 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: 2365-9440 ;EISSN: 2365-9440 ;DOI: 10.1186/s41239-017-0050-5

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19
Putting the Gaming Experience at the Center of the Therapy-The Video Game Therapy ® Approach
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Article
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Putting the Gaming Experience at the Center of the Therapy-The Video Game Therapy ® Approach

Healthcare (Basel), 2023-06, Vol.11 (12), p.1767 [Peer Reviewed Journal]

COPYRIGHT 2023 MDPI AG ;2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2023 by the authors. 2023 ;ISSN: 2227-9032 ;EISSN: 2227-9032 ;DOI: 10.3390/healthcare11121767 ;PMID: 37372884

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20
Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis
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Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis

PloS one, 2018-12, Vol.13 (12), p.e0208192-e0208192 [Peer Reviewed Journal]

COPYRIGHT 2018 Public Library of Science ;COPYRIGHT 2018 Public Library of Science ;This is an open access article, free of all copyright, and may be freely reproduced, distributed, transmitted, modified, built upon, or otherwise used by anyone for any lawful purpose. The work is made available under the Creative Commons CC0 public domain dedication: https://creativecommons.org/publicdomain/zero/1.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0208192 ;PMID: 30533015

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