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1
The Art of Failure: An Essay on the Pain of Playing Video Games
Material Type:
Book
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The Art of Failure: An Essay on the Pain of Playing Video Games

ISBN: 0262019051 ;ISBN: 9780262019057 ;EISBN: 026231312X ;EISBN: 9780262313124 ;OCLC: 829233221

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2
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Book
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Civic Potential of Video Games

ISBN0-262-51360-9;ISBN0-262-25897-8

Digital Resources/Online E-Resources

3
Material Type:
Book
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Online Computer and Video Games

Digital Resources/Online E-Resources

4
Material Type:
Book
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Gamepaddle. Video Games, Education, Empowerment

ISBN88-6705-410-4

Digital Resources/Online E-Resources

5
Learning, Attentional Control, and Action Video Games
Material Type:
Article
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Learning, Attentional Control, and Action Video Games

Current biology, 2012-03, Vol.22 (6), p.R197-R206 [Peer Reviewed Journal]

2012 Elsevier Ltd ;Copyright © 2012 Elsevier Ltd. All rights reserved. ;2012 Elsevier Inc. All rights reserved. 2012 ;ISSN: 0960-9822 ;EISSN: 1879-0445 ;DOI: 10.1016/j.cub.2012.02.012 ;PMID: 22440805

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6
Effects of Nintendo Wii-Fit® video games on balance in children with mild cerebral palsy
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Article
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Effects of Nintendo Wii-Fit® video games on balance in children with mild cerebral palsy

Pediatrics international, 2016-10, Vol.58 (10), p.1042-1050 [Peer Reviewed Journal]

2016 Japan Pediatric Society ;2016 Japan Pediatric Society. ;Copyright © 2016 Japan Pediatric Society ;ISSN: 1328-8067 ;EISSN: 1442-200X ;DOI: 10.1111/ped.12942 ;PMID: 26858013

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7
The integration of video games in family-life dynamics: An adapted technology acceptance model of family intention to consume video games
Material Type:
Article
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The integration of video games in family-life dynamics: An adapted technology acceptance model of family intention to consume video games

Information technology & people (West Linn, Or.), 2019-12, Vol.32 (6), p.1376-1396 [Peer Reviewed Journal]

Emerald Publishing Limited 2019 ;ISSN: 0959-3845 ;EISSN: 1758-5813 ;DOI: 10.1108/ITP-11-2017-0375

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8
meta‐analysis of active video games on health outcomes among children and adolescents
Material Type:
Article
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meta‐analysis of active video games on health outcomes among children and adolescents

Obesity reviews, 2015-09, Vol.16 (9), p.783-794 [Peer Reviewed Journal]

2015 World Obesity ;2015 World Obesity. ;Obesity Reviews © 2015 International Association for the Study of Obesity ;ISSN: 1467-7881 ;EISSN: 1467-789X ;DOI: 10.1111/obr.12287 ;PMID: 25943852

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9
Exploiting the "video game craze": A case study of the tobacco industry's use of video games as a marketing tool
Material Type:
Article
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Exploiting the "video game craze": A case study of the tobacco industry's use of video games as a marketing tool

PloS one, 2019-07, Vol.14 (7), p.e0220407-e0220407 [Peer Reviewed Journal]

COPYRIGHT 2019 Public Library of Science ;COPYRIGHT 2019 Public Library of Science ;2019 McDaniel, Forsyth. 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. ;2019 McDaniel, Forsyth 2019 McDaniel, Forsyth ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0220407 ;PMID: 31344096

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10
Just how expert are "expert" video-game players? Assessing the experience and expertise of video-game players across "action" video-game genres
Material Type:
Article
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Just how expert are "expert" video-game players? Assessing the experience and expertise of video-game players across "action" video-game genres

Frontiers in psychology, 2013, Vol.4, p.941-941 [Peer Reviewed Journal]

Copyright © 2013 Latham, Patston and Tippett. 2013 ;ISSN: 1664-1078 ;EISSN: 1664-1078 ;DOI: 10.3389/fpsyg.2013.00941 ;PMID: 24379796

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11
Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement
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Article
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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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12
Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being
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Article
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Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being

Games and culture, 2022-01, Vol.17 (1), p.122-139 [Peer Reviewed Journal]

The Author(s) 2021 ;ISSN: 1555-4120 ;EISSN: 1555-4139 ;DOI: 10.1177/15554120211017036

Digital Resources/Online E-Resources

13
The same video game in 2D, 3D or virtual reality - How does technology impact game evaluation and brand placements?
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Article
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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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14
Video Games and Rehabilitation: Using Design Principles to Enhance Engagement in Physical Therapy
Material Type:
Article
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Video Games and Rehabilitation: Using Design Principles to Enhance Engagement in Physical Therapy

Journal of neurologic physical therapy, 2013-12, Vol.37 (4), p.166-175 [Peer Reviewed Journal]

2013 Neurology Section, APTA ;ISSN: 1557-0576 ;EISSN: 1557-0584 ;DOI: 10.1097/NPT.0000000000000017 ;PMID: 24232363

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15
Games, Learning, and Society: Learning and Meaning in the Digital Age
Material Type:
Book
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Games, Learning, and Society: Learning and Meaning in the Digital Age

Cambridge University Press 2012 ;ISBN: 052119623X ;ISBN: 9780521196239 ;ISBN: 9780521144520 ;ISBN: 0521144523 ;EISBN: 1139031120 ;EISBN: 9781139031127 ;EISBN: 9781139514729 ;EISBN: 1139514725 ;EISBN: 9781107223523 ;EISBN: 1107223520 ;EISBN: 9781139507752 ;EISBN: 1139507753 ;DOI: 10.1017/CBO9781139031127 ;OCLC: 796383836

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16
Video-Game–Based Exercises for Older People With Chronic Low Back Pain: A Randomized Controlledtable Trial (GAMEBACK)
Material Type:
Article
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Video-Game–Based Exercises for Older People With Chronic Low Back Pain: A Randomized Controlledtable Trial (GAMEBACK)

Physical therapy, 2019-01, Vol.99 (1), p.14-27 [Peer Reviewed Journal]

2018 American Physical Therapy Association 2019 ;COPYRIGHT 2019 Oxford University Press ;COPYRIGHT 2019 Oxford University Press ;2018 American Physical Therapy Association ;ISSN: 0031-9023 ;EISSN: 1538-6724 ;DOI: 10.1093/ptj/pzy112 ;PMID: 30247715

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17
Video Game Effects—Confirmed, Suspected, and Speculative: A Review of the Evidence
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Article
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Video Game Effects—Confirmed, Suspected, and Speculative: A Review of the Evidence

Simulation & gaming, 2009-06, Vol.40 (3), p.377-403 [Peer Reviewed Journal]

Copyright SAGE PUBLICATIONS, INC. Jun 2009 ;ISSN: 1046-8781 ;EISSN: 1552-826X ;DOI: 10.1177/1046878108327539

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18
Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims
Material Type:
Article
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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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19
Sleep quality and video game playing: Effect of intensity of video game playing and mental health
Material Type:
Article
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Sleep quality and video game playing: Effect of intensity of video game playing and mental health

Psychiatry research, 2019-03, Vol.273, p.487-492 [Peer Reviewed Journal]

Distributed under a Creative Commons Attribution 4.0 International License ;ISSN: 0165-1781 ;EISSN: 1872-7123 ;DOI: 10.1016/j.psychres.2019.01.030

Digital Resources/Online E-Resources

20
How do teens learn to play video games?: Informal learning strategies and video game literacy
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Article
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How do teens learn to play video games?: Informal learning strategies and video game literacy

Journal of information literacy, 2019-06, Vol.13 (1), p.45 [Peer Reviewed Journal]

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. info:eu-repo/semantics/openAccess http://creativecommons.org/licenses/by-sa/4.0/ ;ISSN: 1750-5968 ;EISSN: 1750-5968 ;DOI: 10.11645/13.1.2358

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