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1
Online video game addiction: identification of addicted adolescent gamers
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Online video game addiction: identification of addicted adolescent gamers

Addiction (Abingdon, England), 2011-01, Vol.106 (1), p.205-212 [Peer Reviewed Journal]

2010 The Authors, Addiction © 2010 Society for the Study of Addiction ;2015 INIST-CNRS ;2010 The Authors, Addiction © 2010 Society for the Study of Addiction. ;ISSN: 0965-2140 ;EISSN: 1360-0443 ;DOI: 10.1111/j.1360-0443.2010.03104.x ;PMID: 20840209 ;CODEN: ADICE5

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2
Game on, science - how video game technology may help biologists tackle visualization challenges
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Game on, science - how video game technology may help biologists tackle visualization challenges

PloS one, 2013-03, Vol.8 (3), p.e57990-e57990 [Peer Reviewed Journal]

COPYRIGHT 2013 Public Library of Science ;COPYRIGHT 2013 Public Library of Science ;2013 Lv 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. ;Distributed under a Creative Commons Attribution 4.0 International License ;2013 Lv et al 2013 Lv et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0057990 ;PMID: 23483961

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3
Evidence that digital game players neglect age classification systems when deciding which games to play
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Evidence that digital game players neglect age classification systems when deciding which games to play

PloS one, 2022-02, Vol.17 (2), p.e0263560-e0263560 [Peer Reviewed Journal]

COPYRIGHT 2022 Public Library of Science ;2022 Hollett 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. ;2022 Hollett et al 2022 Hollett et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0263560 ;PMID: 35192661

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4
Serious Gaming and Gamification Education in Health Professions: Systematic Review
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Serious Gaming and Gamification Education in Health Professions: Systematic Review

Journal of medical Internet research, 2019-03, Vol.21 (3), p.e12994-e12994 [Peer Reviewed Journal]

Sarah Victoria Gentry, Andrea Gauthier, Beatrice L’Estrade Ehrstrom, David Wortley, Anneliese Lilienthal, Lorainne Tudor Car, Shoko Dauwels-Okutsu, Charoula K Nikolaou, Nabil Zary, James Campbell, Josip Car. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 28.03.2019. ;COPYRIGHT 2019 Journal of Medical Internet Research ;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. ;Sarah Victoria Gentry, Andrea Gauthier, Beatrice L’Estrade Ehrstrom, David Wortley, Anneliese Lilienthal, Lorainne Tudor Car, Shoko Dauwels-Okutsu, Charoula K Nikolaou, Nabil Zary, James Campbell, Josip Car. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 28.03.2019. 2019 ;ISSN: 1438-8871 ;ISSN: 1439-4456 ;EISSN: 1438-8871 ;DOI: 10.2196/12994 ;PMID: 30920375

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5
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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6
EEG in game user analysis: A framework for expertise classification during gameplay
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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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7
Brains on video games
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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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8
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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9
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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10
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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11
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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12
Grandmaster level in StarCraft II using multi-agent reinforcement learning
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Article
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Grandmaster level in StarCraft II using multi-agent reinforcement learning

Nature (London), 2019-11, Vol.575 (7782), p.350-354 [Peer Reviewed Journal]

COPYRIGHT 2019 Nature Publishing Group ;COPYRIGHT 2019 Nature Publishing Group ;Copyright Nature Publishing Group Nov 14, 2019 ;ISSN: 0028-0836 ;EISSN: 1476-4687 ;DOI: 10.1038/s41586-019-1724-z ;PMID: 31666705

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13
Flintham, Thomas Game on, Super Rabbit Boy
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Article
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Flintham, Thomas Game on, Super Rabbit Boy

School librarian, 2023-06, Vol.71 (2), p.43 [Peer Reviewed Journal]

COPYRIGHT 2023 The School Library Association ;ISSN: 0036-6595

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14
Optimal Distinctiveness in the Console Video Game Industry: An Exemplar-Based Model of Proto-Category Evolution
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Article
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Optimal Distinctiveness in the Console Video Game Industry: An Exemplar-Based Model of Proto-Category Evolution

Organization science (Providence, R.I.), 2018-07, Vol.29 (4), p.588-611 [Peer Reviewed Journal]

2018 INFORMS ;COPYRIGHT 2018 Institute for Operations Research and the Management Sciences ;Copyright Institute for Operations Research and the Management Sciences Jul/Aug 2018 ;ISSN: 1047-7039 ;EISSN: 1526-5455 ;DOI: 10.1287/orsc.2017.1194

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15
Does playing violent video games cause aggression? A longitudinal intervention study
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Article
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Does playing violent video games cause aggression? A longitudinal intervention study

Molecular psychiatry, 2019-08, Vol.24 (8), p.1220-1234 [Peer Reviewed Journal]

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. ;The Author(s) 2018 ;ISSN: 1359-4184 ;EISSN: 1476-5578 ;DOI: 10.1038/s41380-018-0031-7 ;PMID: 29535447

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16
Prevalence of internet gaming disorder in German adolescents: diagnostic contribution of the nine DSM-5 criteria in a state-wide representative sample
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Article
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Prevalence of internet gaming disorder in German adolescents: diagnostic contribution of the nine DSM-5 criteria in a state-wide representative sample

Addiction (Abingdon, England), 2015-05, Vol.110 (5), p.842-851 [Peer Reviewed Journal]

2015 Society for the Study of Addiction ;2015 Society for the Study of Addiction. ;ISSN: 0965-2140 ;EISSN: 1360-0443 ;DOI: 10.1111/add.12849 ;PMID: 25598040 ;CODEN: ADICE5

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17
Adolescent Internet gaming addiction and personality characteristics by game genre
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Adolescent Internet gaming addiction and personality characteristics by game genre

PloS one, 2022-02, Vol.17 (2), p.e0263645-e0263645 [Peer Reviewed Journal]

COPYRIGHT 2022 Public Library of Science ;2022 Kim 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. ;2022 Kim et al 2022 Kim et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0263645 ;PMID: 35143558

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18
Human-level performance in 3D multiplayer games with population-based reinforcement learning
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Article
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Human-level performance in 3D multiplayer games with population-based reinforcement learning

Science (American Association for the Advancement of Science), 2019-05, Vol.364 (6443), p.859-865 [Peer Reviewed Journal]

Copyright © 2019 The Authors, some rights reserved; exclusive licensee American Association for the Advancement of Science. No claim to original U.S. Government Works. ;Copyright © 2019 The Authors, some rights reserved; exclusive licensee American Association for the Advancement of Science. No claim to original U.S. Government Works ;ISSN: 0036-8075 ;EISSN: 1095-9203 ;DOI: 10.1126/science.aau6249 ;PMID: 31147514

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19
Visual Attention and Emotion Analysis Based on Qualitative Assessment and Eyetracking Metrics-The Perception of a Video Game Trailer
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Visual Attention and Emotion Analysis Based on Qualitative Assessment and Eyetracking Metrics-The Perception of a Video Game Trailer

Sensors (Basel, Switzerland), 2023-12, Vol.23 (23), p.9573 [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. ;ISSN: 1424-8220 ;EISSN: 1424-8220 ;DOI: 10.3390/s23239573 ;PMID: 38067945

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20
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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