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Results 21 - 40 of 55,821  for All Library Resources

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21
INDIRECT NETWORK EFFECTS AND THE PRODUCT CYCLE: VIDEO GAMES IN THE U.S., 1994-2002
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Article
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INDIRECT NETWORK EFFECTS AND THE PRODUCT CYCLE: VIDEO GAMES IN THE U.S., 1994-2002

The Journal of industrial economics, 2005-12, Vol.53 (4), p.515-542 [Peer Reviewed Journal]

Copyright 2005 Blackwell Publishing Ltd ;Copyright Blackwell Publishing Dec 2005 ;ISSN: 0022-1821 ;EISSN: 1467-6451 ;DOI: 10.1111/j.1467-6451.2005.00268.x ;CODEN: JIEOAF

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22
Mental Health | Atmospheres | Video Games: New Directions in Game Research II
Material Type:
Book
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Mental Health | Atmospheres | Video Games: New Directions in Game Research II

ISBN: 3839462649 ;ISBN: 9783839462645 ;ISBN: 373286264X ;ISBN: 9783732862641 ;ISBN: 3837662640 ;ISBN: 9783837662641 ;DOI: 10.14361/9783839462645

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23
Player–video game interaction: A systematic review of current concepts
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Article
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Player–video game interaction: A systematic review of current concepts

Computers in human behavior, 2015-07, Vol.48, p.366-381 [Peer Reviewed Journal]

Distributed under a Creative Commons Attribution 4.0 International License ;ISSN: 0747-5632 ;EISSN: 1873-7692 ;DOI: 10.1016/j.chb.2015.01.066

Digital Resources/Online E-Resources

24
Predicting Adolescents’ Self-Objectification from Sexualized Video Game and Instagram Use: A Longitudinal Study
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Article
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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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25
Motion Sickness, Console Video Games, and Head-Mounted Displays
Material Type:
Article
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Motion Sickness, Console Video Games, and Head-Mounted Displays

Human factors, 2007-10, Vol.49 (5), p.920-934 [Peer Reviewed Journal]

2008 INIST-CNRS ;Copyright Human Factors and Ergonomics Society Oct 2007 ;Distributed under a Creative Commons Attribution 4.0 International License ;ISSN: 0018-7208 ;EISSN: 1547-8181 ;DOI: 10.1518/001872007X230262 ;PMID: 17915607 ;CODEN: HUFAA6

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26
Ayn Rand's Objectivist Ethics Applied to Video Game Business
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Article
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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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27
Violent Video Games as Exemplary Teachers: A Conceptual Analysis
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Article
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Violent Video Games as Exemplary Teachers: A Conceptual Analysis

Journal of youth and adolescence, 2008-02, Vol.37 (2), p.127-141 [Peer Reviewed Journal]

Springer Science+Business Media, LLC 2007 ;2008 INIST-CNRS ;Springer Science+Business Media, LLC 2008 ;ISSN: 0047-2891 ;EISSN: 1573-6601 ;DOI: 10.1007/s10964-007-9206-2 ;CODEN: JYADA6

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28
A biofeedback-enhanced therapeutic exercise video game intervention for young people with cerebral palsy: A randomized single-case experimental design feasibility study
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Article
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A biofeedback-enhanced therapeutic exercise video game intervention for young people with cerebral palsy: A randomized single-case experimental design feasibility study

PloS one, 2020-06, Vol.15 (6), p.e0234767-e0234767 [Peer Reviewed Journal]

COPYRIGHT 2020 Public Library of Science ;COPYRIGHT 2020 Public Library of Science ;2020 MacIntosh 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. ;Distributed under a Creative Commons Attribution 4.0 International License ;2020 MacIntosh et al 2020 MacIntosh et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0234767 ;PMID: 32569284

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29
Higher education instructors' intention to use educational video games: an fsQCA approach
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Article
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Higher education instructors' intention to use educational video games: an fsQCA approach

Educational technology research and development, 2019-12, Vol.67 (6), p.1455-1478 [Peer Reviewed Journal]

2019 Association for Educational Communications & Technology ;Association for Educational Communications and Technology 2019 ;COPYRIGHT 2019 Springer ;Educational Technology Research and Development is a copyright of Springer, (2019). All Rights Reserved. ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/s11423-019-09656-5

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30
Commercial Video Games in School Teaching: Two Mixed Methods Case Studies on Students' Reflection Processes
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Article
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Commercial Video Games in School Teaching: Two Mixed Methods Case Studies on Students' Reflection Processes

Frontiers in psychology, 2021-01, Vol.11, p.594013-594013 [Peer Reviewed Journal]

Copyright © 2021 Rüth and Kaspar. ;COPYRIGHT 2021 Frontiers Research Foundation ;Copyright © 2021 Rüth and Kaspar. 2021 Rüth and Kaspar ;ISSN: 1664-1078 ;EISSN: 1664-1078 ;DOI: 10.3389/fpsyg.2020.594013 ;PMID: 33574781

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31
The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010-2019
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Article
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The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010-2019

PloS one, 2020-05, Vol.15 (5), p.e0232780-e0232780 [Peer Reviewed Journal]

COPYRIGHT 2020 Public Library of Science ;COPYRIGHT 2020 Public Library of Science ;2020 Zendle 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. ;2020 Zendle et al 2020 Zendle et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0232780 ;PMID: 32379808

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32
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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Article
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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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33
For Video Games, Bad News Is Good News: News Reporting of Violent Video Game Studies
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Article
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For Video Games, Bad News Is Good News: News Reporting of Violent Video Game Studies

Cyberpsychology, behavior and social networking, 2017-12, Vol.20 (12), p.735-739 [Peer Reviewed Journal]

ISSN: 2152-2715 ;EISSN: 2152-2723 ;DOI: 10.1089/cyber.2017.0364 ;PMID: 29148827

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34
There's no "I" in team: Effects of cooperative video games on cooperative behavior
Material Type:
Article
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There's no "I" in team: Effects of cooperative video games on cooperative behavior

European journal of social psychology, 2013-04, Vol.43 (3), p.224-228 [Peer Reviewed Journal]

Copyright © 2013 John Wiley & Sons, Ltd. ;2015 INIST-CNRS ;Copyright Wiley Subscription Services, Inc. Apr 2013 ;ISSN: 0046-2772 ;EISSN: 1099-0992 ;DOI: 10.1002/ejsp.1940 ;CODEN: EJSPA6

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35
Sex Differences in Video Game Play: A Communication-Based Explanation
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Article
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Sex Differences in Video Game Play: A Communication-Based Explanation

Communication research, 2004-10, Vol.31 (5), p.499-523 [Peer Reviewed Journal]

Copyright SAGE PUBLICATIONS, INC. Oct 2004 ;ISSN: 0093-6502 ;EISSN: 1552-3810 ;DOI: 10.1177/0093650204267930 ;CODEN: CRESDG

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36
Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis
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Article
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Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis

PloS one, 2018-12, Vol.13 (12), p.e0208192-e0208192 [Peer Reviewed Journal]

COPYRIGHT 2018 Public Library of Science ;COPYRIGHT 2018 Public Library of Science ;This is an open access article, free of all copyright, and may be freely reproduced, distributed, transmitted, modified, built upon, or otherwise used by anyone for any lawful purpose. The work is made available under the Creative Commons CC0 public domain dedication: https://creativecommons.org/publicdomain/zero/1.0/ (the “License”). 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.0208192 ;PMID: 30533015

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37
The relationship of consumer personality trait, brand personality and brand loyalty: an empirical study of toys and video games buyers
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Article
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The relationship of consumer personality trait, brand personality and brand loyalty: an empirical study of toys and video games buyers

The journal of product & brand management, 2010-03, Vol.19 (1), p.4-17 [Peer Reviewed Journal]

Emerald Group Publishing Limited ;Copyright Emerald Group Publishing Limited 2010 ;ISSN: 1061-0421 ;EISSN: 2054-1643 ;DOI: 10.1108/10610421011018347

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38
Transnational Politics in Video Games: The Case of German Military Intervention in “Spec Ops: The Line”
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Article
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Transnational Politics in Video Games: The Case of German Military Intervention in “Spec Ops: The Line”

German politics and society, 2021-12, Vol.39 (4), p.112-129 [Peer Reviewed Journal]

COPYRIGHT 2021 Berghahn Books, Inc. ;2021. This work is published under https://creativecommons.org/licenses/by-nc-nd/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1045-0300 ;EISSN: 1558-5441 ;DOI: 10.3167/gps.2021.390407

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39
Time on task matters most in video game expertise
Material Type:
Article
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Time on task matters most in video game expertise

PloS one, 2018-10, Vol.13 (10), p.e0206555-e0206555 [Peer Reviewed Journal]

COPYRIGHT 2018 Public Library of Science ;COPYRIGHT 2018 Public Library of Science ;2018 Röhlcke et al 2018 Röhlcke et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0206555 ;PMID: 30372473

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40
Virtual to Virtuous Money: A Virtue Ethics Perspective on Video Game Business Logic
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Article
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Virtual to Virtuous Money: A Virtue Ethics Perspective on Video Game Business Logic

Journal of business ethics, 2018-11, Vol.153 (1), p.95-103 [Peer Reviewed Journal]

Springer Nature B.V. 2018 ;Springer Science+Business Media Dordrecht 2016 ;Journal of Business Ethics is a copyright of Springer, (2016). All Rights Reserved. ;ISSN: 0167-4544 ;EISSN: 1573-0697 ;DOI: 10.1007/s10551-016-3408-z

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