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Results 41 - 60 of 1,159,065  for All Library Resources

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41
The same video game in 2D, 3D or virtual reality - How does technology impact game evaluation and brand placements?
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Article
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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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42
Real Games: What's Legitimate and What's Not in Contemporary Videogames
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Book
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Real Games: What's Legitimate and What's Not in Contemporary Videogames

2019 Massachusetts Institute of Technology ;ISBN: 9780262042604 ;ISBN: 0262042606 ;EISBN: 9780262353625 ;EISBN: 0262353628 ;EISBN: 0262353636 ;EISBN: 9780262353632 ;DOI: 10.7551/mitpress/12109.001.0001 ;OCLC: 1099682829

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43
The American Psychological Association Task Force assessment of violent video games: Science in the service of public interest
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Article
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The American Psychological Association Task Force assessment of violent video games: Science in the service of public interest

The American psychologist, 2017-02, Vol.72 (2), p.126 [Peer Reviewed Journal]

(c) 2017 APA, all rights reserved). ;EISSN: 1935-990X ;DOI: 10.1037/a0040413 ;PMID: 28221065

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44
Pathological Video-Game Use Among Youth Ages 8 to 18: A National Study
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Article
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Pathological Video-Game Use Among Youth Ages 8 to 18: A National Study

Psychological science, 2009-05, Vol.20 (5), p.594-602 [Peer Reviewed Journal]

2009 Association for Psychological Science ;ISSN: 0956-7976 ;EISSN: 1467-9280 ;DOI: 10.1111/j.1467-9280.2009.02340.x ;PMID: 19476590 ;CODEN: PSYSET

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45
EEG in game user analysis: A framework for expertise classification during gameplay
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Article
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EEG in game user analysis: A framework for expertise classification during gameplay

PloS one, 2021-06, Vol.16 (6), p.e0246913-e0246913 [Peer Reviewed Journal]

COPYRIGHT 2021 Public Library of Science ;2021 Hafeez 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. ;2021 Hafeez et al 2021 Hafeez et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0246913 ;PMID: 34143774

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46
Brains on video games
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Article
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Brains on video games

Nature reviews. Neuroscience, 2011-12, Vol.12 (12), p.763-768 [Peer Reviewed Journal]

COPYRIGHT 2011 Nature Publishing Group ;Copyright Nature Publishing Group Dec 2011 ;ISSN: 1471-003X ;EISSN: 1471-0048 ;DOI: 10.1038/nrn3135 ;PMID: 22095065

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47
Gamer Nation: Video Games and American Culture
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Book
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Gamer Nation: Video Games and American Culture

ISBN: 1421428709 ;ISBN: 9781421428703 ;EISBN: 9781421428697 ;EISBN: 1421428695 ;OCLC: 1088892215

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48
Connection, meaning, and distraction: A qualitative study of video game play and mental health recovery in veterans treated for mental and/or behavioral health problems
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Article
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Connection, meaning, and distraction: A qualitative study of video game play and mental health recovery in veterans treated for mental and/or behavioral health problems

Social science & medicine (1982), 2018-11, Vol.216, p.124 [Peer Reviewed Journal]

Copyright © 2018 Elsevier Ltd. All rights reserved. ;EISSN: 1873-5347 ;DOI: 10.1016/j.socscimed.2018.08.044 ;PMID: 30257787

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49
Internet Gaming Disorder in Children and Adolescents
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Article
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Internet Gaming Disorder in Children and Adolescents

Pediatrics (Evanston), 2017-11, Vol.140 (Suppl 2), p.S81-S85 [Peer Reviewed Journal]

Copyright © 2017 by the American Academy of Pediatrics. ;ISSN: 0031-4005 ;EISSN: 1098-4275 ;DOI: 10.1542/peds.2016-1758H ;PMID: 29093038

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50
The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies
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Article
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The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies

Personality & social psychology bulletin, 2009-06, Vol.35 (6), p.752-763 [Peer Reviewed Journal]

ISSN: 0146-1672 ;EISSN: 1552-7433 ;DOI: 10.1177/0146167209333045 ;PMID: 19321812

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51
Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities
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Book
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Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities

ISBN: 9781000962994 ;ISBN: 1000962997 ;ISBN: 1032055030 ;ISBN: 9781032055039 ;ISBN: 9781032074962 ;ISBN: 1032074965 ;EISBN: 9781000962994 ;EISBN: 1000962997 ;EISBN: 9781000963076 ;EISBN: 1000963071 ;DOI: 10.4324/9781003207191 ;OCLC: 1395182244

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52
An Update on the Effects of Playing Violent Video Games
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Article
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An Update on the Effects of Playing Violent Video Games

Journal of adolescence (London, England.), 2004-02, Vol.27 (1), p.113 [Peer Reviewed Journal]

ISSN: 0140-1971 ;EISSN: 1095-9254 ;DOI: 10.1016/j.adolescence.2003.10.009 ;PMID: 15013264

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53
The Craft and Science of Game Design: A Video Game Designer's Manual
Material Type:
Book
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The Craft and Science of Game Design: A Video Game Designer's Manual

2021 Taylor & Francis Group, LLC ;ISBN: 9781000286755 ;ISBN: 1000286754 ;ISBN: 9780367562458 ;ISBN: 9780367556532 ;ISBN: 0367556537 ;ISBN: 0367562456 ;ISBN: 1000286835 ;ISBN: 9781000286830 ;EISBN: 9781003097006 ;EISBN: 1000286754 ;EISBN: 9781000286830 ;EISBN: 9781000286755 ;EISBN: 1003097006 ;EISBN: 1000286835 ;DOI: 10.1201/9781003097006 ;OCLC: 1206395414

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54
Game Design Deep Dive: Soulslike
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Book
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Game Design Deep Dive: Soulslike

ISBN: 9781032581156 ;ISBN: 1032581158 ;EISBN: 1040020801 ;EISBN: 9781040020807 ;DOI: 10.1201/9781003450078 ;OCLC: 1425791525

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55
The Evolution and Social Impact of Video Game Economics
Material Type:
Book
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The Evolution and Social Impact of Video Game Economics

ISBN: 9781498543415 ;ISBN: 1498543413 ;EISBN: 9781498543422 ;EISBN: 1498543421 ;OCLC: 992167501

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56
Videogames and Agency (Edition 1)
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Book
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Videogames and Agency (Edition 1)

Copyright held by content provider ;2023 Bettina Bódi ;ISBN: 9781000829877 ;ISBN: 1000829871 ;ISBN: 1000829863 ;ISBN: 9781000829860 ;ISBN: 1032288477 ;ISBN: 1032285095 ;ISBN: 9781032288475 ;ISBN: 9781032285092 ;ISBN: 1003298788 ;ISBN: 9781003298786 ;EISBN: 1003298788 ;EISBN: 9781000829860 ;EISBN: 1000829871 ;EISBN: 1000829863 ;EISBN: 9781000829877 ;EISBN: 9781003298786 ;DOI: 10.4324/9781003298786 ;OCLC: 1356001666

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57
Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims
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Article
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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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58
The prevalence of loot boxes in mobile and desktop games
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Article
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The prevalence of loot boxes in mobile and desktop games

Addiction (Abingdon, England), 2020-09, Vol.115 (9), p.1768-1772 [Peer Reviewed Journal]

2020 Society for the Study of Addiction ;2020 Society for the Study of Addiction. ;ISSN: 0965-2140 ;EISSN: 1360-0443 ;DOI: 10.1111/add.14973 ;PMID: 31957942

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59
Human-level control through deep reinforcement learning
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Article
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Human-level control through deep reinforcement learning

Nature (London), 2015-02, Vol.518 (7540), p.529-533 [Peer Reviewed Journal]

COPYRIGHT 2015 Nature Publishing Group ;COPYRIGHT 2015 Nature Publishing Group ;Copyright Nature Publishing Group Feb 26, 2015 ;ISSN: 0028-0836 ;EISSN: 1476-4687 ;DOI: 10.1038/nature14236 ;PMID: 25719670 ;CODEN: NATUAS

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60
The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: an online survey
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Article
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The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: an online survey

Journal of medical Internet research, 2015-04, Vol.17 (4), p.e88-e88 [Peer Reviewed Journal]

COPYRIGHT 2015 Journal of Medical Internet Research ;2015. This work is licensed under http://creativecommons.org/licenses/by/2.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;Orsolya Király, Róbert Urbán, Mark D Griffiths, Csilla Ágoston, Katalin Nagygyörgy, Gyöngyi Kökönyei, Zsolt Demetrovics. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 07.04.2015. 2015 ;ISSN: 1438-8871 ;ISSN: 1439-4456 ;EISSN: 1438-8871 ;DOI: 10.2196/jmir.3515 ;PMID: 25855558

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Results 41 - 60 of 1,159,065  for All Library Resources

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