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1
Feasibility of Nurse-led Development of Custom Virtual Reality Experiences for Health Care Interventions
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Feasibility of Nurse-led Development of Custom Virtual Reality Experiences for Health Care Interventions

The Journal of nursing education, 2024-04, Vol.63 (4), p.261-4 [Peer Reviewed Journal]

COPYRIGHT 2023 Slack, Inc. ;Copyright 2023, SLACK Incorporated ;Copyright 2024, SLACK Incorporated ;ISSN: 0148-4834 ;EISSN: 1938-2421 ;DOI: 10.3928/01484834-20230712-10 ;PMID: 37738044

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2
Video game training and the reward system
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Video game training and the reward system

Frontiers in human neuroscience, 2015-02, Vol.9, p.40-40 [Peer Reviewed Journal]

2015. 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 © 2015 Lorenz, Gleich, Gallinat and Kühn. 2015 ;ISSN: 1662-5161 ;EISSN: 1662-5161 ;DOI: 10.3389/fnhum.2015.00040 ;PMID: 25698962

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3
Video game therapy on mobility and dual tasking in multiple sclerosis: study protocol for a randomised controlled trial
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Video game therapy on mobility and dual tasking in multiple sclerosis: study protocol for a randomised controlled trial

BMJ open, 2021-10, Vol.11 (10), p.e052005-e052005 [Peer Reviewed Journal]

Author(s) (or their employer(s)) 2021. Re-use permitted under CC BY-NC. No commercial re-use. See rights and permissions. Published by BMJ. ;2021 Author(s) (or their employer(s)) 2021. Re-use permitted under CC BY-NC. No commercial re-use. See rights and permissions. Published by BMJ. http://creativecommons.org/licenses/by-nc/4.0/ This is an open access article distributed in accordance with the Creative Commons Attribution Non Commercial (CC BY-NC 4.0) license, which permits others to distribute, remix, adapt, build upon this work non-commercially, and license their derivative works on different terms, provided the original work is properly cited, appropriate credit is given, any changes made indicated, and the use is non-commercial. See: http://creativecommons.org/licenses/by-nc/4.0/ . Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;Author(s) (or their employer(s)) 2021. Re-use permitted under CC BY-NC. No commercial re-use. See rights and permissions. Published by BMJ. 2021 ;ISSN: 2044-6055 ;EISSN: 2044-6055 ;DOI: 10.1136/bmjopen-2021-052005 ;PMID: 34675018

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4
Video games and board games: Effects of playing practice on cognition
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Video games and board games: Effects of playing practice on cognition

PloS one, 2023-03, Vol.18 (3), p.e0283654-e0283654 [Peer Reviewed Journal]

Copyright: © 2023 Martinez et al. 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 2023 Public Library of Science ;2023 Martinez 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 ;2023 Martinez et al 2023 Martinez et al ;2023 Martinez 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. ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0283654 ;PMID: 36972271

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5
Heart rate agreement between the 20-meter shuttle run test and virtual system in healthy children: a cross-sectional study
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Article
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Heart rate agreement between the 20-meter shuttle run test and virtual system in healthy children: a cross-sectional study

BMC pediatrics, 2019-12, Vol.19 (1), p.491-491, Article 491 [Peer Reviewed Journal]

COPYRIGHT 2019 BioMed Central Ltd. ;COPYRIGHT 2019 BioMed Central Ltd. ;2019. 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). 2019 ;ISSN: 1471-2431 ;EISSN: 1471-2431 ;DOI: 10.1186/s12887-019-1861-4 ;PMID: 31830948

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6
Gender Difference in Internet Use and Internet Problems among Quebec High School Students
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Article
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Gender Difference in Internet Use and Internet Problems among Quebec High School Students

Canadian journal of psychiatry, 2016-10, Vol.61 (10), p.663-668 [Peer Reviewed Journal]

The Author(s) 2016 ;The Author(s) 2016. ;The Author(s) 2016 2016 Canadian Psychiatric Association ;ISSN: 0706-7437 ;EISSN: 1497-0015 ;DOI: 10.1177/0706743716640755 ;PMID: 27310231

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7
'But This Isn't School': Exploring Tensions in the Intersection between School and Leisure Activities in Classroom Game Design
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'But This Isn't School': Exploring Tensions in the Intersection between School and Leisure Activities in Classroom Game Design

Journal of educational media : the journal of the Educational Television Association, 2018-01, Vol.43 (1), p.85 [Peer Reviewed Journal]

2018 Informa UK Limited, trading as Taylor & Francis Group ;ISSN: 1743-9884 ;EISSN: 1743-9892 ;DOI: 10.1080/17439884.2017.1421553

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8
Neural correlates of experimentally induced flow experiences
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Article
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Neural correlates of experimentally induced flow experiences

NeuroImage (Orlando, Fla.), 2014-02, Vol.86, p.194-202 [Peer Reviewed Journal]

2013 The Authors ;2015 INIST-CNRS ;2013. Published by Elsevier Inc. All rights reserved. ;Copyright Elsevier Limited Feb 1, 2014 ;ISSN: 1053-8119 ;EISSN: 1095-9572 ;DOI: 10.1016/j.neuroimage.2013.08.019 ;PMID: 23959200

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9
Alexander Technique vs. Targeted Exercise for Neck Pain—A Preliminary Comparison
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Article
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Alexander Technique vs. Targeted Exercise for Neck Pain—A Preliminary Comparison

Applied sciences, 2021-05, Vol.11 (10), p.4640 [Peer Reviewed Journal]

2021 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. ;ISSN: 2076-3417 ;EISSN: 2076-3417 ;DOI: 10.3390/app11104640

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10
Game on! Exploring reactions to game-based selection assessments
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Article
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Game on! Exploring reactions to game-based selection assessments

Journal of managerial psychology, 2020-08, Vol.35 (4), p.241-254 [Peer Reviewed Journal]

Emerald Publishing Limited ;Emerald Publishing Limited 2019 ;ISSN: 0268-3946 ;EISSN: 1758-7778 ;DOI: 10.1108/JMP-09-2018-0414

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11
Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis
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Article
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Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis

Sex roles, 2010-06, Vol.62 (11-12), p.721-733 [Peer Reviewed Journal]

Springer Science+Business Media, LLC 2009 ;2015 INIST-CNRS ;Springer Science+Business Media, LLC 2010 ;ISSN: 0360-0025 ;EISSN: 1573-2762 ;DOI: 10.1007/s11199-009-9637-1 ;CODEN: SROLDH

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12
What kind of video gamer are you?
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Article
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What kind of video gamer are you?

The Journal of consumer marketing, 2019-02, Vol.36 (1), p.218-227 [Peer Reviewed Journal]

Emerald Publishing Limited ;Emerald Publishing Limited 2019 ;ISSN: 0736-3761 ;EISSN: 2052-1200 ;DOI: 10.1108/JCM-06-2017-2249

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13
Interactivity and multimodality in language learning: the untapped potential of audiobooks
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Article
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Interactivity and multimodality in language learning: the untapped potential of audiobooks

Universal access in the information society, 2018-06, Vol.17 (2), p.257-274 [Peer Reviewed Journal]

Springer-Verlag GmbH Germany 2017 ;Universal Access in the Information Society is a copyright of Springer, (2017). All Rights Reserved. ;ISSN: 1615-5289 ;EISSN: 1615-5297 ;DOI: 10.1007/s10209-017-0549-5

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14
More Than a Just a Game: Video Game and Internet Use During Emerging Adulthood
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Article
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More Than a Just a Game: Video Game and Internet Use During Emerging Adulthood

Journal of youth and adolescence, 2010-02, Vol.39 (2), p.103-113 [Peer Reviewed Journal]

Springer Science+Business Media, LLC 2009 ;2015 INIST-CNRS ;Copyright Springer Science & Business Media Feb 2010 ;ISSN: 0047-2891 ;EISSN: 1573-6601 ;DOI: 10.1007/s10964-008-9390-8 ;PMID: 20084557 ;CODEN: JYADA6

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15
Internet Addiction and Polish Women’s Sexual Functioning: The Role of Social Media, Online Pornography, and Game Use during the COVID-19 Pandemic—Online Surveys Based on FSFI and BSMAS Questionnaires
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Article
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Internet Addiction and Polish Women’s Sexual Functioning: The Role of Social Media, Online Pornography, and Game Use during the COVID-19 Pandemic—Online Surveys Based on FSFI and BSMAS Questionnaires

International journal of environmental research and public health, 2022-07, Vol.19 (13), p.8193 [Peer Reviewed Journal]

2022 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. ;2022 by the authors. 2022 ;ISSN: 1660-4601 ;ISSN: 1661-7827 ;EISSN: 1660-4601 ;DOI: 10.3390/ijerph19138193 ;PMID: 35805852

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16
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study
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Article
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Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study

Virtual reality : the journal of the Virtual Reality Society, 2024-03, Vol.28 (1), p.64 [Peer Reviewed Journal]

The Author(s) 2024 ;The Author(s) 2024. 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: 1359-4338 ;EISSN: 1434-9957 ;DOI: 10.1007/s10055-024-00981-6

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17
Connecting Game Design with Problem Posing Skills in Early Childhood
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Article
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Connecting Game Design with Problem Posing Skills in Early Childhood

British journal of educational technology, 2019-03, Vol.50 (2), p.846 [Peer Reviewed Journal]

ISSN: 0007-1013 ;EISSN: 1467-8535 ;DOI: 10.1111/bjet.12607

Digital Resources/Online E-Resources

18
“Videogames Saved My Life”: Everyday Resistance and Ludic Recovery among US Military Veterans
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Article
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“Videogames Saved My Life”: Everyday Resistance and Ludic Recovery among US Military Veterans

International political sociology, 2021-12, Vol.15 (4), p.482-503 [Peer Reviewed Journal]

The Author(s) (2021). Published by Oxford University Press on behalf of the International Studies Association. 2021 ;COPYRIGHT 2021 Oxford University Press ;The Author(s) (2021). Published by Oxford University Press on behalf of the International Studies Association. ;ISSN: 1749-5679 ;EISSN: 1749-5687 ;DOI: 10.1093/ips/olab018

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19
Hand Gestures in Virtual and Augmented 3D Environments for Down Syndrome Users
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Article
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Hand Gestures in Virtual and Augmented 3D Environments for Down Syndrome Users

Applied sciences, 2019-07, Vol.9 (13), p.2641 [Peer Reviewed Journal]

2019. 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. ;ISSN: 2076-3417 ;EISSN: 2076-3417 ;DOI: 10.3390/app9132641

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20
Motivational Support from Digital Game-Based Learning Environments (DGBLEs) for Scientific Topics Designed by Novice End Users
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Article
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Motivational Support from Digital Game-Based Learning Environments (DGBLEs) for Scientific Topics Designed by Novice End Users

Educational media international, 2018-04, Vol.55 (2), p.123 [Peer Reviewed Journal]

ISSN: 0952-3987 ;EISSN: 1469-5790 ;DOI: 10.1080/09523987.2018.1484043

Digital Resources/Online E-Resources

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