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1
The Questionnaire of Experiences Associated with Video games (CERV): an instrument to detect the problematic use of video games in Spanish adolescents
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Article
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The Questionnaire of Experiences Associated with Video games (CERV): an instrument to detect the problematic use of video games in Spanish adolescents

Adicciones (Palma de Mallorca), 2014-01, Vol.26 (4), p.303-311 [Peer Reviewed Journal]

ISSN: 0214-4840 ;DOI: 10.20882/adicciones.31 ;PMID: 25578001

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2
Educational Possibilities of Video Games in the Primary Education Stage According to Teachers in Training. A Case Study
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Article
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Educational Possibilities of Video Games in the Primary Education Stage According to Teachers in Training. A Case Study

Journal of new approaches in educational research, 2019-01, Vol.8 (1), p.42-49 [Peer Reviewed Journal]

COPYRIGHT 2019 Universidad de Alicante ;2019. This work is published under https://creativecommons.org/licenses/by-nc-nd/3.0/es/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;LICENCIA DE USO: Los documentos a texto completo incluidos en Dialnet son de acceso libre y propiedad de sus autores y/o editores. Por tanto, cualquier acto de reproducción, distribución, comunicación pública y/o transformación total o parcial requiere el consentimiento expreso y escrito de aquéllos. Cualquier enlace al texto completo de estos documentos deberá hacerse a través de la URL oficial de éstos en Dialnet. Más información: https://dialnet.unirioja.es/info/derechosOAI | INTELLECTUAL PROPERTY RIGHTS STATEMENT: Full text documents hosted by Dialnet are protected by copyright and/or related rights. This digital object is accessible without charge, but its use is subject to the licensing conditions set by its authors or editors. Unless expressly stated otherwise in the licensing conditions, you are free to linking, browsing, printing and making a copy for your own personal purposes. All other acts of reproduction and communication to the public are subject to the licensing conditions expressed by editors and authors and require consent from them. Any link to this document should be made using its official URL in Dialnet. More info: https://dialnet.unirioja.es/info/derechosOAI ;ISSN: 2254-7339 ;EISSN: 2254-7339 ;DOI: 10.7821/naer.2019.1.330

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3
The video games that entertain children: offer and demand analysis of video games among the young audience
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Article
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The video games that entertain children: offer and demand analysis of video games among the young audience

Análisi (Bellaterra, Spain), 2016-12 (55), p.48 [Peer Reviewed Journal]

ISSN: 0211-2175 ;EISSN: 2340-5236 ;DOI: 10.7238/a.v0i55.2892

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4
Video game cable in urethral meatus with ball retained in bladder. First case in the world.
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Article
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Video game cable in urethral meatus with ball retained in bladder. First case in the world.

Archivos españoles de urología, 2020-04, Vol.73 (3), p.242-247 [Peer Reviewed Journal]

ISSN: 0004-0614 ;EISSN: 1576-8260 ;PMID: 32240116

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5
Loot boxes use as a new form of gambling within video games
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Article
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Loot boxes use as a new form of gambling within video games

Adicciones (Palma de Mallorca), 2023-12, Vol.35 (4), p.407-420 [Peer Reviewed Journal]

ISSN: 0214-4840 ;DOI: 10.20882/adicciones.1636 ;PMID: 34882238

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6
Towards the Use of Video Games for Learning: A Survey about Video Games Preferences of Engineering Students
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Article
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Towards the Use of Video Games for Learning: A Survey about Video Games Preferences of Engineering Students

Journal of Computer Science & Technology, 2014-04, Vol.14 (1), p.25-31 [Peer Reviewed Journal]

COPYRIGHT 2014 Graduate Network of Argentine Universities with Computer Science Schools (RedUNCI) ;2014. This work is licensed under https://creativecommons.org/licenses/by-nc/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1666-6046 ;EISSN: 1666-6038

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7
Activismo lúdico y desconexión moral en videojuegos políticos: Un modelo de análisis a través de Fursan Al-Aqsa/[ENG] Playful activism and Moral Disengagement in Political Video Games: An analysis model through Fursan Al-Aqsa
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Article
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Activismo lúdico y desconexión moral en videojuegos políticos: Un modelo de análisis a través de Fursan Al-Aqsa/[ENG] Playful activism and Moral Disengagement in Political Video Games: An analysis model through Fursan Al-Aqsa

Estudios sobre el mensaje periodístico, 2024-01, Vol.30 (1), p.97 [Peer Reviewed Journal]

COPYRIGHT 2024 Universidad Complutense de Madrid ;ISSN: 1134-1629 ;DOI: 10.5209/esmp.91561

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8
Emotion recognition techniques using physiological signals and video games--Systematic review--/Tecnicas de reconocimiento emocional utilizando senales fisiologicas y videojuegos--revision sistematica--/Tecnicas de reconhecimento emocional utilizando sinais fisiologicos e videogames--revisao sistematica
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Article
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Emotion recognition techniques using physiological signals and video games--Systematic review--/Tecnicas de reconocimiento emocional utilizando senales fisiologicas y videojuegos--revision sistematica--/Tecnicas de reconhecimento emocional utilizando sinais fisiologicos e videogames--revisao sistematica

Revista FI-UPTC, 2017-09, Vol.26 (46)

COPYRIGHT 2017 Universidad Pedagogica y Tecnologica de Colombia. Facultad de Ingenieria. ;ISSN: 0121-1129

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9
Conceptual framework for designing video games for children with type 1 diabetes
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Article
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Conceptual framework for designing video games for children with type 1 diabetes

Revista latino-americana de enfermagem, 2019-01, Vol.27, p.e3090-e3090 [Peer Reviewed Journal]

2019. 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. ;2019 Revista Latino-Americana de Enfermagem 2019 SciELO ;This work is licensed under a Creative Commons Attribution 4.0 International License. ;ISSN: 1518-8345 ;ISSN: 0104-1169 ;EISSN: 1518-8345 ;DOI: 10.1590/1518-8345.2764.3090 ;PMID: 30916223

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10
The use of videogames as digital leisure among people with autism spectrum disorder
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Article
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The use of videogames as digital leisure among people with autism spectrum disorder

Siglo cero, 2021-09, Vol.52 (3), p.101-117

ISSN: 0210-1696 ;EISSN: 2530-0350 ;DOI: 10.14201/scero2021523101117

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11
The association of Self-concept with Substance Abuse and Problematic Use of Video Games in University Students: A Structural Equation Model
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Article
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The association of Self-concept with Substance Abuse and Problematic Use of Video Games in University Students: A Structural Equation Model

Adicciones (Palma de Mallorca), 2018-07, Vol.30 (3), p.179-188 [Peer Reviewed Journal]

ISSN: 0214-4840 ;DOI: 10.20882/adicciones.872 ;PMID: 28492955

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12
Problem video game playing is related to emotional distress in adolescents
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Article
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Problem video game playing is related to emotional distress in adolescents

Adicciones (Palma de Mallorca), 2017-06, Vol.29 (3), p.180-185 [Peer Reviewed Journal]

ISSN: 0214-4840 ;DOI: 10.20882/adicciones.745 ;PMID: 27749970

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13
Reseña/Review (Muriel, Daniel y Crawford,Garry, "Video Games as culture. Considering the Role and Importance of Video Games in Contemporary Society", London: Routledge, ISBN: 9781138655119, págs. 194, 2018)
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Reseña/Review (Muriel, Daniel y Crawford,Garry, "Video Games as culture. Considering the Role and Importance of Video Games in Contemporary Society", London: Routledge, ISBN: 9781138655119, págs. 194, 2018)

Revista teknokultura, 2019-03, Vol.16 (1), p.147-149 [Peer Reviewed Journal]

LICENCIA DE USO: Los documentos a texto completo incluidos en Dialnet son de acceso libre y propiedad de sus autores y/o editores. Por tanto, cualquier acto de reproducción, distribución, comunicación pública y/o transformación total o parcial requiere el consentimiento expreso y escrito de aquéllos. Cualquier enlace al texto completo de estos documentos deberá hacerse a través de la URL oficial de éstos en Dialnet. Más información: https://dialnet.unirioja.es/info/derechosOAI | INTELLECTUAL PROPERTY RIGHTS STATEMENT: Full text documents hosted by Dialnet are protected by copyright and/or related rights. This digital object is accessible without charge, but its use is subject to the licensing conditions set by its authors or editors. Unless expressly stated otherwise in the licensing conditions, you are free to linking, browsing, printing and making a copy for your own personal purposes. All other acts of reproduction and communication to the public are subject to the licensing conditions expressed by editors and authors and require consent from them. Any link to this document should be made using its official URL in Dialnet. More info: https://dialnet.unirioja.es/info/derechosOAI ;ISSN: 1549-2230 ;EISSN: 1549-2230 ;DOI: 10.5209/TEKN.63638

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14
Maladaptive Use of ICT in Adolescence: Profiles, Supervision and Technological Stress
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Article
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Maladaptive Use of ICT in Adolescence: Profiles, Supervision and Technological Stress

Comunicar (Huelva, Spain), 2020, Vol.28 (64), p.27 [Peer Reviewed Journal]

ISSN: 1134-3478 ;EISSN: 1988-3293 ;DOI: 10.3916/C64-2020-03

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15
Learning curve and motor retention of a video game in young and older adults (Curva de aprendizaje y retención motriz de un juego de video en adultos jóvenes y adultos mayores)
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Article
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Learning curve and motor retention of a video game in young and older adults (Curva de aprendizaje y retención motriz de un juego de video en adultos jóvenes y adultos mayores)

Retos, 2015-01, Vol.27 (27), p.218-221 [Peer Reviewed Journal]

2015. This work is licensed under http://creativecommons.org/licenses/by/3.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;LICENCIA DE USO: Los documentos a texto completo incluidos en Dialnet son de acceso libre y propiedad de sus autores y/o editores. Por tanto, cualquier acto de reproducción, distribución, comunicación pública y/o transformación total o parcial requiere el consentimiento expreso y escrito de aquéllos. Cualquier enlace al texto completo de estos documentos deberá hacerse a través de la URL oficial de éstos en Dialnet. Más información: https://dialnet.unirioja.es/info/derechosOAI | INTELLECTUAL PROPERTY RIGHTS STATEMENT: Full text documents hosted by Dialnet are protected by copyright and/or related rights. This digital object is accessible without charge, but its use is subject to the licensing conditions set by its authors or editors. Unless expressly stated otherwise in the licensing conditions, you are free to linking, browsing, printing and making a copy for your own personal purposes. All other acts of reproduction and communication to the public are subject to the licensing conditions expressed by editors and authors and require consent from them. Any link to this document should be made using its official URL in Dialnet. More info: https://dialnet.unirioja.es/info/derechosOAI ;ISSN: 1579-1726 ;EISSN: 1988-2041 ;DOI: 10.47197/retos.v0i27.34382

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16
Muriel, Daniel y Garry Crawford. Video Games As Culture. Considering the Role and Importance of Video Games in Contemporary Society. Routledge. 2018. 194 págs
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Article
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Muriel, Daniel y Garry Crawford. Video Games As Culture. Considering the Role and Importance of Video Games in Contemporary Society. Routledge. 2018. 194 págs

Caracteres (Salamanca), 2018, Vol.7 (2), p.169-176 [Peer Reviewed Journal]

LICENCIA DE USO: Los documentos a texto completo incluidos en Dialnet son de acceso libre y propiedad de sus autores y/o editores. Por tanto, cualquier acto de reproducción, distribución, comunicación pública y/o transformación total o parcial requiere el consentimiento expreso y escrito de aquéllos. Cualquier enlace al texto completo de estos documentos deberá hacerse a través de la URL oficial de éstos en Dialnet. Más información: https://dialnet.unirioja.es/info/derechosOAI | INTELLECTUAL PROPERTY RIGHTS STATEMENT: Full text documents hosted by Dialnet are protected by copyright and/or related rights. This digital object is accessible without charge, but its use is subject to the licensing conditions set by its authors or editors. Unless expressly stated otherwise in the licensing conditions, you are free to linking, browsing, printing and making a copy for your own personal purposes. All other acts of reproduction and communication to the public are subject to the licensing conditions expressed by editors and authors and require consent from them. Any link to this document should be made using its official URL in Dialnet. More info: https://dialnet.unirioja.es/info/derechosOAI ;ISSN: 2254-4496 ;EISSN: 2254-4496

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17
The Benefits of Active Video Games for Educational and Physical Activity Approaches: A Systematic Review
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Article
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The Benefits of Active Video Games for Educational and Physical Activity Approaches: A Systematic Review

Journal of new approaches in educational research, 2016-07, Vol.5 (2), p.115-122 [Peer Reviewed Journal]

COPYRIGHT 2016 Universidad de Alicante ;Copyright NAER - Journal of New Approaches in Education Research 2016 ;LICENCIA DE USO: Los documentos a texto completo incluidos en Dialnet son de acceso libre y propiedad de sus autores y/o editores. Por tanto, cualquier acto de reproducción, distribución, comunicación pública y/o transformación total o parcial requiere el consentimiento expreso y escrito de aquéllos. Cualquier enlace al texto completo de estos documentos deberá hacerse a través de la URL oficial de éstos en Dialnet. Más información: https://dialnet.unirioja.es/info/derechosOAI | INTELLECTUAL PROPERTY RIGHTS STATEMENT: Full text documents hosted by Dialnet are protected by copyright and/or related rights. This digital object is accessible without charge, but its use is subject to the licensing conditions set by its authors or editors. Unless expressly stated otherwise in the licensing conditions, you are free to linking, browsing, printing and making a copy for your own personal purposes. All other acts of reproduction and communication to the public are subject to the licensing conditions expressed by editors and authors and require consent from them. Any link to this document should be made using its official URL in Dialnet. More info: https://dialnet.unirioja.es/info/derechosOAI ;ISSN: 2254-7339 ;EISSN: 2254-7339 ;DOI: 10.7821/naer.2016.7.164

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18
Predictors of Video Game Console Aggression
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Article
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Predictors of Video Game Console Aggression

Revista Argentina de ciencias del comportamiento, 2016-01, Vol.8 (1), p.61-70

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. ;LICENCIA DE USO: Los documentos a texto completo incluidos en Dialnet son de acceso libre y propiedad de sus autores y/o editores. Por tanto, cualquier acto de reproducción, distribución, comunicación pública y/o transformación total o parcial requiere el consentimiento expreso y escrito de aquéllos. Cualquier enlace al texto completo de estos documentos deberá hacerse a través de la URL oficial de éstos en Dialnet. Más información: https://dialnet.unirioja.es/info/derechosOAI | INTELLECTUAL PROPERTY RIGHTS STATEMENT: Full text documents hosted by Dialnet are protected by copyright and/or related rights. This digital object is accessible without charge, but its use is subject to the licensing conditions set by its authors or editors. Unless expressly stated otherwise in the licensing conditions, you are free to linking, browsing, printing and making a copy for your own personal purposes. All other acts of reproduction and communication to the public are subject to the licensing conditions expressed by editors and authors and require consent from them. Any link to this document should be made using its official URL in Dialnet. More info: https://dialnet.unirioja.es/info/derechosOAI ;ISSN: 1852-4206 ;EISSN: 1852-4206

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19
eGamers' influence in brand advertising strategies. A comparative study between Spain and Korea/La influencia de los jugadores de videojuegos online en las estrategias publicitarias de las marcas. Comparativa entre Espana y Corea
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Article
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eGamers' influence in brand advertising strategies. A comparative study between Spain and Korea/La influencia de los jugadores de videojuegos online en las estrategias publicitarias de las marcas. Comparativa entre Espana y Corea

Comunicar (Huelva, Spain), 2019-01, Vol.27 (58), p.105 [Peer Reviewed Journal]

COPYRIGHT 2019 Grupo Comunicar ;ISSN: 1134-3478 ;DOI: 10.3916/C58-2019-10

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20
One up: creativity, competition, and the global business of video games
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Book
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One up: creativity, competition, and the global business of video games

ISBN: 0231197527 ;ISBN: 9780231197526 ;EISBN: 9780231552219 ;EISBN: 0231552211

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