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1
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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2
Preventing problematic internet use during the COVID-19 pandemic: Consensus guidance
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Preventing problematic internet use during the COVID-19 pandemic: Consensus guidance

Comprehensive psychiatry, 2020-07, Vol.100, p.152180-152180, Article 152180 [Peer Reviewed Journal]

2020 ;Copyright © 2020. Published by Elsevier Inc. ;Copyright Elsevier Limited Jul 2020 ;2020 The Authors. Published by Elsevier Inc. 2020 ;ISSN: 0010-440X ;EISSN: 1532-8384 ;DOI: 10.1016/j.comppsych.2020.152180 ;PMID: 32422427

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3
Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review
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Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review

JMIR mental health, 2019-06, Vol.6 (6), p.e13717-e13717 [Peer Reviewed Journal]

Vanessa Wan Sze Cheng, Tracey Davenport, Daniel Johnson, Kellie Vella, Ian B Hickie. Originally published in JMIR Mental Health (http://mental.jmir.org), 26.06.2019. ;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. ;Vanessa Wan Sze Cheng, Tracey Davenport, Daniel Johnson, Kellie Vella, Ian B Hickie. Originally published in JMIR Mental Health (http://mental.jmir.org), 26.06.2019. 2019 ;ISSN: 2368-7959 ;EISSN: 2368-7959 ;DOI: 10.2196/13717 ;PMID: 31244479

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4
Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps
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Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps

BMJ open, 2016-10, Vol.6 (10), p.e012447-e012447 [Peer Reviewed Journal]

Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/. ;Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/ 2016 This is an Open Access article distributed in accordance with the terms of the Creative Commons Attribution (CC BY 4.0) license, which permits others to distribute, remix, adapt and build upon this work, for commercial use, provided the original work is properly cited. See: http://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. ;Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/ 2016 ;ISSN: 2044-6055 ;EISSN: 2044-6055 ;DOI: 10.1136/BMJOPEN-2016-012447 ;PMID: 27707829

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5
Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review
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Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review

JMIR mental health, 2021-08, Vol.8 (8), p.e28150-e28150 [Peer Reviewed Journal]

Federica Pallavicini, Alessandro Pepe, Fabrizia Mantovani. Originally published in JMIR Mental Health (https://mental.jmir.org), 16.08.2021. ;2021. 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. ;Federica Pallavicini, Alessandro Pepe, Fabrizia Mantovani. Originally published in JMIR Mental Health (https://mental.jmir.org), 16.08.2021. 2021 ;ISSN: 2368-7959 ;EISSN: 2368-7959 ;DOI: 10.2196/28150 ;PMID: 34398795

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6
The Influence of Action Video Gaming Experience on the Perception of Emotional Faces and Emotional Word Meaning
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The Influence of Action Video Gaming Experience on the Perception of Emotional Faces and Emotional Word Meaning

Journal of neural transplantation & plasticity, 2021-05, Vol.2021, p.8841156-12 [Peer Reviewed Journal]

Copyright © 2021 Yuening Yan et al. ;COPYRIGHT 2021 Hindawi Limited ;Copyright © 2021 Yuening Yan et al. 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 © 2021 Yuening Yan et al. 2021 ;ISSN: 2090-5904 ;ISSN: 0792-8483 ;EISSN: 1687-5443 ;DOI: 10.1155/2021/8841156 ;PMID: 34135955

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7
Development of a serious game-based cognitive rehabilitation system for patients with brain injury
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Development of a serious game-based cognitive rehabilitation system for patients with brain injury

BMC psychiatry, 2023-11, Vol.23 (1), p.893-893, Article 893 [Peer Reviewed Journal]

2023. The Author(s). ;2023. 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) 2023 ;ISSN: 1471-244X ;EISSN: 1471-244X ;DOI: 10.1186/s12888-023-05396-2 ;PMID: 38031072

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8
Sleep and use of electronic devices in adolescence: results from a large population-based study
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Sleep and use of electronic devices in adolescence: results from a large population-based study

BMJ open, 2015-02, Vol.5 (1), p.e006748-e006748 [Peer Reviewed Journal]

Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions ;Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions. ;Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions 2015 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 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. ;Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions 2015 ;ISSN: 2044-6055 ;EISSN: 2044-6055 ;DOI: 10.1136/bmjopen-2014-006748 ;PMID: 25643702

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9
Natural course of behavioral addictions: a 5-year longitudinal study
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Article
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Natural course of behavioral addictions: a 5-year longitudinal study

BMC psychiatry, 2015-01, Vol.15 (1), p.4-4, Article 4 [Peer Reviewed Journal]

COPYRIGHT 2015 BioMed Central Ltd. ;Konkoly Thege et al.; licensee BioMed Central. 2015 ;ISSN: 1471-244X ;EISSN: 1471-244X ;DOI: 10.1186/s12888-015-0383-3 ;PMID: 25608605

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10
Evaluating the effect of action-like video game play and of casual video game play on anxiety in adolescents with elevated anxiety: protocol for a multi-center, parallel group, assessor-blind, randomized controlled trial
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Evaluating the effect of action-like video game play and of casual video game play on anxiety in adolescents with elevated anxiety: protocol for a multi-center, parallel group, assessor-blind, randomized controlled trial

BMC psychiatry, 2024-01, Vol.24 (1), p.56-56, Article 56 [Peer Reviewed Journal]

2024. The Author(s). ;COPYRIGHT 2024 BioMed Central Ltd. ;2024. 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. ;ISSN: 1471-244X ;EISSN: 1471-244X ;DOI: 10.1186/s12888-024-05515-7 ;PMID: 38243201

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11
Massively multiplayer online role-playing games: comparing characteristics of addict vs non-addict online recruited gamers in a French adult population
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Massively multiplayer online role-playing games: comparing characteristics of addict vs non-addict online recruited gamers in a French adult population

BMC psychiatry, 2011-08, Vol.11 (1), p.144-144 [Peer Reviewed Journal]

COPYRIGHT 2011 BioMed Central Ltd. ;2011 Achab et al; licensee BioMed Central Ltd. This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. ;Distributed under a Creative Commons Attribution 4.0 International License ;Copyright ©2011 Achab et al; licensee BioMed Central Ltd. 2011 Achab et al; licensee BioMed Central Ltd. ;ISSN: 1471-244X ;EISSN: 1471-244X ;DOI: 10.1186/1471-244X-11-144 ;PMID: 21871089

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12
Frontotemporal oxyhemoglobin dynamics predict performance accuracy of dance simulation gameplay: Temporal characteristics of top-down and bottom-up cortical activities
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Frontotemporal oxyhemoglobin dynamics predict performance accuracy of dance simulation gameplay: Temporal characteristics of top-down and bottom-up cortical activities

NeuroImage (Orlando, Fla.), 2014-01, Vol.85, p.461-470 [Peer Reviewed Journal]

2013 Elsevier Inc. ;Copyright © 2013 Elsevier Inc. All rights reserved. ;Copyright Elsevier Limited Jan 15, 2014 ;ISSN: 1053-8119 ;EISSN: 1095-9572 ;DOI: 10.1016/j.neuroimage.2013.05.071 ;PMID: 23707582

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13
Identification of canonical neural events during continuous gameplay of an 8-bit style video game
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Identification of canonical neural events during continuous gameplay of an 8-bit style video game

NeuroImage (Orlando, Fla.), 2016-06, Vol.133, p.1-13 [Peer Reviewed Journal]

2016 Elsevier Inc. ;Copyright © 2016 Elsevier Inc. All rights reserved. ;Copyright Elsevier Limited Jun 1, 2016 ;ISSN: 1053-8119 ;EISSN: 1095-9572 ;DOI: 10.1016/j.neuroimage.2016.02.075 ;PMID: 26952196

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14
Gaming disorder: A summary of its characteristics and aetiology
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Article
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Gaming disorder: A summary of its characteristics and aetiology

Comprehensive psychiatry, 2023-04, Vol.122, p.152376-152376, Article 152376 [Peer Reviewed Journal]

2023 The Authors ;Copyright © 2023 The Authors. Published by Elsevier Inc. All rights reserved. ;2023. The Authors ;ISSN: 0010-440X ;EISSN: 1532-8384 ;DOI: 10.1016/j.comppsych.2023.152376 ;PMID: 36764098

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15
Enhanced temporal resolution of vision in action video game players
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Article
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Enhanced temporal resolution of vision in action video game players

NeuroImage (Orlando, Fla.), 2023-04, Vol.269, p.119906-119906, Article 119906 [Peer Reviewed Journal]

2023 The Author(s) ;Copyright © 2023 The Author(s). Published by Elsevier Inc. All rights reserved. ;2023. The Author(s) ;ISSN: 1053-8119 ;EISSN: 1095-9572 ;DOI: 10.1016/j.neuroimage.2023.119906 ;PMID: 36739103

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16
Functional Integration between Salience and Central Executive Networks: A Role for Action Video Game Experience
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Article
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Functional Integration between Salience and Central Executive Networks: A Role for Action Video Game Experience

Journal of neural transplantation & plasticity, 2016-01, Vol.2016, p.9803165-9 [Peer Reviewed Journal]

Copyright © 2016 Diankun Gong et al. ;COPYRIGHT 2016 Hindawi Limited ;Copyright © 2016 Diankun Gong et al. 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 © 2016 Diankun Gong et al. 2016 ;ISSN: 2090-5904 ;ISSN: 0792-8483 ;EISSN: 1687-5443 ;DOI: 10.1155/2016/9803165 ;PMID: 26885408

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17
Sustained decrease in oxygenated hemoglobin during video games in the dorsal prefrontal cortex: A NIRS study of children
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Article
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Sustained decrease in oxygenated hemoglobin during video games in the dorsal prefrontal cortex: A NIRS study of children

NeuroImage (Orlando, Fla.), 2006-02, Vol.29 (3), p.706-711 [Peer Reviewed Journal]

2005 Elsevier Inc. ;Copyright Elsevier Limited Feb 1, 2006 ;ISSN: 1053-8119 ;EISSN: 1095-9572 ;DOI: 10.1016/j.neuroimage.2005.08.019 ;PMID: 16230030

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18
Multimodal-based machine learning approach to classify features of internet gaming disorder and alcohol use disorder: A sensor-level and source-level resting-state electroencephalography activity and neuropsychological study
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Multimodal-based machine learning approach to classify features of internet gaming disorder and alcohol use disorder: A sensor-level and source-level resting-state electroencephalography activity and neuropsychological study

Comprehensive psychiatry, 2024-04, Vol.130, p.152460-152460, Article 152460 [Peer Reviewed Journal]

2024 The Authors ;Copyright © 2024 The Authors. Published by Elsevier Inc. All rights reserved. ;2024. The Authors ;ISSN: 0010-440X ;EISSN: 1532-8384 ;DOI: 10.1016/j.comppsych.2024.152460 ;PMID: 38335572

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19
Neural bases of enhanced attentional control: Lessons from action video game players
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Article
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Neural bases of enhanced attentional control: Lessons from action video game players

Brain and behavior, 2018-07, Vol.8 (7), p.e01019-n/a [Peer Reviewed Journal]

2018 The Authors. published by Wiley Periodicals, Inc. ;2018 The Authors. Brain and Behavior published by Wiley Periodicals, Inc. ;2018. 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: 2162-3279 ;EISSN: 2162-3279 ;DOI: 10.1002/brb3.1019 ;PMID: 29920981

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20
Sudden gamer death: non-violent death cases linked to playing video games
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Sudden gamer death: non-violent death cases linked to playing video games

BMC psychiatry, 2022-12, Vol.22 (1), p.824-824, Article 824 [Peer Reviewed Journal]

2022. The Author(s). ;COPYRIGHT 2022 BioMed Central Ltd. ;The Author(s) 2022 ;ISSN: 1471-244X ;EISSN: 1471-244X ;DOI: 10.1186/s12888-022-04373-5 ;PMID: 36564741

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