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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
Predicting Adolescents’ Self-Objectification from Sexualized Video Game and Instagram Use: A Longitudinal Study
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Predicting Adolescents’ Self-Objectification from Sexualized Video Game and Instagram Use: A Longitudinal Study

Sex roles, 2021-05, Vol.84 (9-10), p.584-598 [Peer Reviewed Journal]

The Author(s) 2020 ;The Author(s) 2020. 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: 0360-0025 ;EISSN: 1573-2762 ;DOI: 10.1007/s11199-020-01187-1

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3
Ayn Rand's Objectivist Ethics Applied to Video Game Business
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Ayn Rand's Objectivist Ethics Applied to Video Game Business

Journal of business ethics, 2020-12, Vol.167 (4), p.761-774 [Peer Reviewed Journal]

Springer Nature B.V. 2020 ;The Author(s) 2019 ;Journal of Business Ethics is a copyright of Springer, (2019). All Rights Reserved. © 2019. 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) 2019. 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: 0167-4544 ;EISSN: 1573-0697 ;DOI: 10.1007/s10551-019-04159-y

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4
A quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: previous experience with video games can make the difference
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A quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: previous experience with video games can make the difference

International Journal of Educational Technology in Higher Education, 2017-05, Vol.14 (1), p.1-18, Article 11 [Peer Reviewed Journal]

The Author(s) 2017 ;2017. This work is published 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: 2365-9440 ;EISSN: 2365-9440 ;DOI: 10.1186/s41239-017-0050-5

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5
Effects of interactive video-game-based exercise on balance in older adults with mild-to-moderate Parkinson's disease
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Effects of interactive video-game-based exercise on balance in older adults with mild-to-moderate Parkinson's disease

Journal of neuroengineering and rehabilitation, 2020-07, Vol.17 (1), p.91-91, Article 91 [Peer Reviewed Journal]

COPYRIGHT 2020 BioMed Central Ltd. ;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: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/s12984-020-00725-y ;PMID: 32660512

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6
Software multihoming to distal markets: Evidence of cannibalization and complementarity in the video game console industry
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Software multihoming to distal markets: Evidence of cannibalization and complementarity in the video game console industry

Journal of the Academy of Marketing Science, 2023-03, Vol.51 (2), p.393-417 [Peer Reviewed Journal]

The Author(s) 2022 ;COPYRIGHT 2023 Springer ;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: 0092-0703 ;EISSN: 1552-7824 ;DOI: 10.1007/s11747-022-00893-4

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7
Leap motion controlled video game-based therapy for upper limb rehabilitation in patients with Parkinson's disease: a feasibility study
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Leap motion controlled video game-based therapy for upper limb rehabilitation in patients with Parkinson's disease: a feasibility study

Journal of neuroengineering and rehabilitation, 2019-11, Vol.16 (1), p.133-133, Article 133 [Peer Reviewed Journal]

COPYRIGHT 2019 BioMed Central Ltd. ;The Author(s). 2019 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/s12984-019-0593-x ;PMID: 31694653

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8
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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9
Factors affecting the Acceptance of Video Games as a Tool to improve students’ academic performance in Physical Education
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Article
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Factors affecting the Acceptance of Video Games as a Tool to improve students’ academic performance in Physical Education

Education and information technologies, 2023-05, Vol.28 (5), p.5717-5737 [Peer Reviewed Journal]

The Author(s) 2022 ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-022-11295-y

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10
Do pro-social video games promote moral activity?: an analysis of user reviews of Papers, Please
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Article
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Do pro-social video games promote moral activity?: an analysis of user reviews of Papers, Please

Education and information technologies, 2022-09, Vol.27 (8), p.11411-11442 [Peer Reviewed Journal]

The Author(s) 2022 ;COPYRIGHT 2022 Springer ;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: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-022-11072-x

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11
Innovate or game over? Examining effects of product innovativeness on video game success
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Article
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Innovate or game over? Examining effects of product innovativeness on video game success

Electronic markets, 2022-06, Vol.32 (2), p.987-1002 [Peer Reviewed Journal]

The Author(s) 2022 ;The Author(s) 2022. ;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: 1019-6781 ;EISSN: 1422-8890 ;DOI: 10.1007/s12525-022-00521-7 ;PMID: 35602113

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12
Map Symbols in Video Games: the Example of “Valheim”
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Article
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Map Symbols in Video Games: the Example of “Valheim”

Kartographische Nachrichten, 2021-12, Vol.71 (4), p.269-283

The Author(s) 2021 ;ISSN: 2524-4957 ;EISSN: 2524-4965 ;DOI: 10.1007/s42489-021-00085-0

Digital Resources/Online E-Resources

13
The Additive Effect of CBT Elements on the Video Game ‘Mindlight’ in Decreasing Anxiety Symptoms of Children with Autism Spectrum Disorder
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Article
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The Additive Effect of CBT Elements on the Video Game ‘Mindlight’ in Decreasing Anxiety Symptoms of Children with Autism Spectrum Disorder

Journal of autism and developmental disorders, 2022-01, Vol.52 (1), p.150-168 [Peer Reviewed Journal]

The Author(s) 2021 ;2021. The Author(s). ;COPYRIGHT 2022 Springer ;The Author(s) 2021. 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: 0162-3257 ;EISSN: 1573-3432 ;DOI: 10.1007/s10803-021-04927-8 ;PMID: 33660138

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14
Video Game Rehabilitation for Outpatient Stroke (VIGoROUS): protocol for a multi-center comparative effectiveness trial of in-home gamified constraint-induced movement therapy for rehabilitation of chronic upper extremity hemiparesis
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Article
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Video Game Rehabilitation for Outpatient Stroke (VIGoROUS): protocol for a multi-center comparative effectiveness trial of in-home gamified constraint-induced movement therapy for rehabilitation of chronic upper extremity hemiparesis

BMC neurology, 2017-06, Vol.17 (1), p.109-109, Article 109 [Peer Reviewed Journal]

COPYRIGHT 2017 BioMed Central Ltd. ;Copyright BioMed Central 2017 ;The Author(s). 2017 ;ISSN: 1471-2377 ;EISSN: 1471-2377 ;DOI: 10.1186/s12883-017-0888-0 ;PMID: 28595611

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15
Feasibility of a combined intermittent theta-burst stimulation and video game-based dexterity training in Parkinson's disease
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Article
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Feasibility of a combined intermittent theta-burst stimulation and video game-based dexterity training in Parkinson's disease

Journal of neuroengineering and rehabilitation, 2023-01, Vol.20 (1), p.2-2, Article 2 [Peer Reviewed Journal]

2023. The Author(s). ;COPYRIGHT 2023 BioMed Central Ltd. ;The Author(s) 2023 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/s12984-023-01123-w ;PMID: 36635679

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16
Using a theory-based, customized video game as an educational tool to improve physicians' trauma triage decisions: study protocol for a randomized cluster trial
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Article
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Using a theory-based, customized video game as an educational tool to improve physicians' trauma triage decisions: study protocol for a randomized cluster trial

Current controlled trials in cardiovascular medicine, 2024-02, Vol.25 (1), p.127-127 [Peer Reviewed Journal]

2024. The Author(s). ;COPYRIGHT 2024 BioMed Central Ltd. ;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: 1745-6215 ;EISSN: 1745-6215 ;EISSN: 1468-6694 ;DOI: 10.1186/s13063-024-07961-w ;PMID: 38365758

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17
Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study
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Article
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Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study

Journal of youth and adolescence, 2017-04, Vol.46 (4), p.884-897 [Peer Reviewed Journal]

The Author(s) 2017 ;Journal of Youth and Adolescence is a copyright of Springer, 2017. ;ISSN: 0047-2891 ;EISSN: 1573-6601 ;DOI: 10.1007/s10964-017-0646-z ;PMID: 28224404 ;CODEN: JYADA6

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18
Characterizing cognitive control abilities in children with 16p11.2 deletion using adaptive 'video game' technology: a pilot study
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Characterizing cognitive control abilities in children with 16p11.2 deletion using adaptive 'video game' technology: a pilot study

Translational psychiatry, 2016-09, Vol.6 (9), p.e893-e893 [Peer Reviewed Journal]

Copyright Nature Publishing Group Sep 2016 ;Copyright © 2016 The Author(s) 2016 The Author(s) ;ISSN: 2158-3188 ;EISSN: 2158-3188 ;DOI: 10.1038/tp.2016.178 ;PMID: 27648915

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19
effect of active video games by ethnicity, sex and fitness: subgroup analysis from a randomised controlled trial
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Article
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effect of active video games by ethnicity, sex and fitness: subgroup analysis from a randomised controlled trial

The international journal of behavioral nutrition and physical activity, 2014-04, Vol.11 (1), p.46-46, Article 46 [Peer Reviewed Journal]

COPYRIGHT 2014 BioMed Central Ltd. ;2014 Foley 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 credited. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated. ;Copyright © 2014 Foley et al.; licensee BioMed Central Ltd. 2014 Foley et al.; licensee BioMed Central Ltd. ;ISSN: 1479-5868 ;EISSN: 1479-5868 ;DOI: 10.1186/1479-5868-11-46 ;PMID: 24694082

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20
Action video games improve reading abilities and visual-to-auditory attentional shifting in English-speaking children with dyslexia
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Action video games improve reading abilities and visual-to-auditory attentional shifting in English-speaking children with dyslexia

Scientific reports, 2017-07, Vol.7 (1), p.5863-12, Article 5863 [Peer Reviewed Journal]

2017. 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) 2017 ;ISSN: 2045-2322 ;EISSN: 2045-2322 ;DOI: 10.1038/s41598-017-05826-8 ;PMID: 28725022

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