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1
The Psychology of Esports: A Systematic Literature Review
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Article
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The Psychology of Esports: A Systematic Literature Review

Journal of gambling studies, 2019-06, Vol.35 (2), p.351-365 [Peer Reviewed Journal]

Springer Science+Business Media, LLC, part of Springer Nature 2018 ;Journal of Gambling Studies is a copyright of Springer, (2018). All Rights Reserved. ;ISSN: 1573-3602 ;EISSN: 1573-3602 ;DOI: 10.1007/s10899-018-9763-1 ;PMID: 29508260

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2
What is eSports and why do people watch it?
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Article
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What is eSports and why do people watch it?

Internet research, 2017-04, Vol.27 (2), p.211-232 [Peer Reviewed Journal]

Emerald Publishing Limited ;Emerald Publishing Limited 2017 ;ISSN: 1066-2243 ;EISSN: 2054-5657 ;DOI: 10.1108/IntR-04-2016-0085

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3
Annual Research Review: Emergence of problem gambling from childhood to emerging adulthood: a systematic review
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Article
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Annual Research Review: Emergence of problem gambling from childhood to emerging adulthood: a systematic review

Journal of child psychology and psychiatry, 2023-04, Vol.64 (4), p.645 [Peer Reviewed Journal]

2022 Association for Child and Adolescent Mental Health. ;EISSN: 1469-7610 ;DOI: 10.1111/jcpp.13713 ;PMID: 36347261

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4
Professional Esports Players: Motivation and Physical Activity Levels
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Article
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Professional Esports Players: Motivation and Physical Activity Levels

International journal of environmental research and public health, 2022-02, Vol.19 (4), p.2256 [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/ijerph19042256 ;PMID: 35206445

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5
Esports Technology
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Book
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Esports Technology

EISBN: 1728497507 ;EISBN: 9781728497501 ;OCLC: 1381712713

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6
Public Health Perspectives on eSports
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Article
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Public Health Perspectives on eSports

Public health reports (1974), 2020-05, Vol.135 (3), p.295-298 [Peer Reviewed Journal]

2020, Association of Schools and Programs of Public Health ;2020, Association of Schools and Programs of Public Health 2020 US Surgeon General’s Office ;ISSN: 0033-3549 ;EISSN: 1468-2877 ;DOI: 10.1177/0033354920912718 ;PMID: 32237971

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7
Optimal Sequencing in Single-Player Games
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Article
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Optimal Sequencing in Single-Player Games

Management science, 2023-10, Vol.69 (10), p.6057-6075 [Peer Reviewed Journal]

Copyright Institute for Operations Research and the Management Sciences Oct 2023 ;ISSN: 0025-1909 ;EISSN: 1526-5501 ;DOI: 10.1287/mnsc.2022.4665

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8
Designing Serious Game Interventions for Individuals with Autism
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Article
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Designing Serious Game Interventions for Individuals with Autism

Journal of autism and developmental disorders, 2015-12, Vol.45 (12), p.3820-3831 [Peer Reviewed Journal]

Springer Science+Business Media New York 2014 ;COPYRIGHT 2015 Springer ;Springer Science+Business Media New York 2015 ;ISSN: 0162-3257 ;EISSN: 1573-3432 ;DOI: 10.1007/s10803-014-2333-1 ;PMID: 25488121 ;CODEN: JADDDQ

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9
Does Playing Sports Video Games Predict Increased Involvement in Real-Life Sports Over Several Years Among Older Adolescents and Emerging Adults?
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Article
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Does Playing Sports Video Games Predict Increased Involvement in Real-Life Sports Over Several Years Among Older Adolescents and Emerging Adults?

Journal of youth and adolescence, 2016-02, Vol.45 (2), p.391-401 [Peer Reviewed Journal]

Springer Science+Business Media New York 2015 ;Springer Science+Business Media New York 2016 ;ISSN: 0047-2891 ;EISSN: 1573-6601 ;DOI: 10.1007/s10964-015-0312-2 ;PMID: 26033045 ;CODEN: JYADA6

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10
The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study
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Article
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The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study

Journal of medical Internet research, 2016-10, Vol.18 (10), p.e272-e272 [Peer Reviewed Journal]

2016. 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. ;Amy Shirong Lu, Tom Baranowski, S Lee Hong, Richard Buday, Debbe Thompson, Alicia Beltran, Hafza Razak Dadabhoy, Tzu-An Chen. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 14.10.2016. 2016 ;ISSN: 1438-8871 ;ISSN: 1439-4456 ;EISSN: 1438-8871 ;DOI: 10.2196/jmir.6538 ;PMID: 27742605

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11
The effect of playing e-sports games on young people's desire to engage in physical activity: Mediating effects of social presence perception and virtual sports experience
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Article
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The effect of playing e-sports games on young people's desire to engage in physical activity: Mediating effects of social presence perception and virtual sports experience

PloS one, 2023-07, Vol.18 (7), p.e0288608-e0288608 [Peer Reviewed Journal]

Copyright: © 2023 Ningning, Wenguang. 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 Ningning, Wenguang. 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. ;2023 Ningning, Wenguang 2023 Ningning, Wenguang ;2023 Ningning, Wenguang. 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.0288608 ;PMID: 37498937

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12
Impact of focus of attention on aiming performance in the first-person shooter videogame Aim Lab
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Article
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Impact of focus of attention on aiming performance in the first-person shooter videogame Aim Lab

PloS one, 2023-07, Vol.18 (7), p.e0288937-e0288937 [Peer Reviewed Journal]

Copyright: © 2023 Lamers James, O'Connor. 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 Lamers James, O'Connor. 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. ;2023 Lamers James, O'Connor 2023 Lamers James, O'Connor ;2023 Lamers James, O'Connor. 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.0288937 ;PMID: 37490480

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13
An interactive sports video game as an intervention for rehabilitation of community-living patients with schizophrenia: A controlled, single-blind, crossover study
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Article
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An interactive sports video game as an intervention for rehabilitation of community-living patients with schizophrenia: A controlled, single-blind, crossover study

PloS one, 2017-11, Vol.12 (11), p.e0187480-e0187480 [Peer Reviewed Journal]

COPYRIGHT 2017 Public Library of Science ;COPYRIGHT 2017 Public Library of Science ;2017 Shimizu 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. ;2017 Shimizu et al 2017 Shimizu et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0187480 ;PMID: 29131826

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14
Skin Gambling Contributes to Gambling Problems and Harm After Controlling for Other Forms of Traditional Gambling
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Article
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Skin Gambling Contributes to Gambling Problems and Harm After Controlling for Other Forms of Traditional Gambling

Journal of gambling studies, 2023-03, Vol.39 (1), p.225-247 [Peer Reviewed Journal]

The Author(s) 2022 ;2022. The Author(s). ;The Author(s) 2022. 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: 1573-3602 ;ISSN: 1050-5350 ;EISSN: 1573-3602 ;DOI: 10.1007/s10899-022-10111-z ;PMID: 35217933

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15
eSports is Business: Management in the World of Competitive Gaming
Material Type:
Book
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eSports is Business: Management in the World of Competitive Gaming

The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG, part of Springer Nature 2019 ;ISBN: 3030111997 ;ISBN: 9783030111991 ;ISBN: 9783030111984 ;ISBN: 3030111989 ;EISBN: 3030111997 ;EISBN: 9783030111991 ;DOI: 10.1007/978-3-030-11199-1 ;OCLC: 1089526008

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16
Global esports: Transformation of Cultural Perceptions of Competitive Gaming
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Book
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Global esports: Transformation of Cultural Perceptions of Competitive Gaming

ISBN: 9781501368769 ;ISBN: 1501368761 ;ISBN: 150136877X ;ISBN: 9781501368776 ;EISBN: 1501368753 ;EISBN: 9781501368752 ;EISBN: 9781501368769 ;EISBN: 1501368761 ;OCLC: 1236260969

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17
Designing an eSports intervention for middle-aged and older adults in Hong Kong: Social marketing approach
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Article
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Designing an eSports intervention for middle-aged and older adults in Hong Kong: Social marketing approach

PloS one, 2023-04, Vol.18 (4), p.e0284504-e0284504 [Peer Reviewed Journal]

Copyright: © 2023 Leung, Chu. 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 Leung, Chu. 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. ;2023 Leung, Chu 2023 Leung, Chu ;2023 Leung, Chu. 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.0284504 ;PMID: 37104392

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18
Adolescent betting on esports using cash and skins: Links with gaming, monetary gambling, and problematic gambling
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Article
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Adolescent betting on esports using cash and skins: Links with gaming, monetary gambling, and problematic gambling

PloS one, 2022-05, Vol.17 (5), p.e0266571-e0266571 [Peer Reviewed Journal]

COPYRIGHT 2022 Public Library of Science ;2022 Hing 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 Hing et al 2022 Hing et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0266571 ;PMID: 35511808

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19
Esports and the Esports Athlete-Simply Misnomer Terms, or Are They the Real Deal?
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Article
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Esports and the Esports Athlete-Simply Misnomer Terms, or Are They the Real Deal?

Clinical journal of sport medicine, 2023-03, Vol.33 (2), p.101 [Peer Reviewed Journal]

EISSN: 1536-3724 ;DOI: 10.1097/JSM.0000000000001120 ;PMID: 36701810

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20
College Esports
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Book
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College Esports

ISBN: 9781532194429 ;ISBN: 1532194420 ;EISBN: 9781098213336 ;EISBN: 1098213335 ;OCLC: 1321795377

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Results 1 - 20 of 736,324  for All Library Resources

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