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Results 21 - 40 of 1,180,240  for All Library Resources

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21
Evidence that digital game players neglect age classification systems when deciding which games to play
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Article
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Evidence that digital game players neglect age classification systems when deciding which games to play

PloS one, 2022-02, Vol.17 (2), p.e0263560-e0263560 [Peer Reviewed Journal]

COPYRIGHT 2022 Public Library of Science ;2022 Hollett 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 Hollett et al 2022 Hollett et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0263560 ;PMID: 35192661

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22
Digital Zombies, Undead Stories: Narrative Emergence and Videogames
Material Type:
Book
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Digital Zombies, Undead Stories: Narrative Emergence and Videogames

ISBN: 9781501363511 ;ISBN: 1501363514 ;ISBN: 1501363530 ;ISBN: 9781501363535 ;ISBN: 1501363549 ;ISBN: 9781501363542 ;EISBN: 1501363522 ;EISBN: 9781501363528 ;EISBN: 1501363530 ;EISBN: 9781501363535 ;DOI: 10.5040/9781501363511 ;OCLC: 1228044893

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23
A Longitudinal Study of the Association between Violent Video Game Play and Aggression among Adolescents
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Article
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A Longitudinal Study of the Association between Violent Video Game Play and Aggression among Adolescents

Developmental psychology, 2012-07, Vol.48 (4), p.1044 [Peer Reviewed Journal]

ISSN: 0012-1649 ;EISSN: 1939-0599 ;DOI: 10.1037/a0026046 ;PMID: 22040315

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24
Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills
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Article
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Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills

Psychological bulletin, 2018-01, Vol.144 (1), p.77 [Peer Reviewed Journal]

(c) 2018 APA, all rights reserved). ;EISSN: 1939-1455 ;DOI: 10.1037/bul0000130 ;PMID: 29172564

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25
War without Bodies: Framing Death from the Crimean to the Iraq War
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Book
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War without Bodies: Framing Death from the Crimean to the Iraq War

2022 Martin A. Danahay ;ISBN: 9781978819238 ;ISBN: 1978819234 ;ISBN: 197881920X ;ISBN: 9781978819207 ;EISBN: 9781978819238 ;EISBN: 1978819234 ;EISBN: 1978819218 ;EISBN: 9781978819214 ;DOI: 10.36019/9781978819238 ;OCLC: 1291279164 ;LCCallNum: P96.W35 D36 2022

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26
Game design deep dive.: (Soulslike)
Material Type:
Book
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Game design deep dive.: (Soulslike)

ISBN: 1032584394 ;ISBN: 9781032584393 ;EISBN: 1040020801 ;EISBN: 9781040020807 ;EISBN: 104002081X ;EISBN: 9781040020814

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27
The Translation of Realia and Irrealia in Game Localization: Culture-Specificity between Realism and Fictionality
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Book
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The Translation of Realia and Irrealia in Game Localization: Culture-Specificity between Realism and Fictionality

2022 Taylor & Francis ;ISBN: 1000438287 ;ISBN: 9781000438284 ;ISBN: 1032073543 ;ISBN: 0367432323 ;ISBN: 9780367432324 ;ISBN: 9781032073545 ;EISBN: 1000438422 ;EISBN: 9781000438420 ;EISBN: 1000438287 ;EISBN: 9781003001935 ;EISBN: 1003001939 ;EISBN: 9781000438284 ;DOI: 10.4324/9781003001935 ;OCLC: 1262371416

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28
The benefits of playing video games
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Article
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The benefits of playing video games

The American psychologist, 2014-01, Vol.69 (1), p.66 [Peer Reviewed Journal]

PsycINFO Database Record (c) 2014 APA, all rights reserved. ;EISSN: 1935-990X ;DOI: 10.1037/a0034857 ;PMID: 24295515

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29
Pathological Video Game Symptoms from Adolescence to Emerging Adulthood: A 6-Year Longitudinal Study of Trajectories, Predictors, and Outcomes
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Article
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Pathological Video Game Symptoms from Adolescence to Emerging Adulthood: A 6-Year Longitudinal Study of Trajectories, Predictors, and Outcomes

Developmental psychology, 2020-07, Vol.56 (7), p.1385 [Peer Reviewed Journal]

ISSN: 0012-1649 ;EISSN: 1939-0599 ;DOI: 10.1037/dev0000939 ;PMID: 32352827

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30
Digital Character Creation for Video Games and Collectibles
Material Type:
Book
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Digital Character Creation for Video Games and Collectibles

2023 Samuel King ;ISBN: 100088340X ;ISBN: 9781000883404 ;ISBN: 1032012897 ;ISBN: 9781032012896 ;ISBN: 9781032012872 ;ISBN: 1032012870 ;ISBN: 1000883469 ;ISBN: 9781000883466 ;EISBN: 1000883469 ;EISBN: 9781003178057 ;EISBN: 1003178057 ;EISBN: 9781000883466 ;EISBN: 100088340X ;EISBN: 9781000883404 ;DOI: 10.1201/9781003178057 ;OCLC: 1376932487

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31
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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32
The Playful Undead and Video Games: Critical Analyses of Zombies and Gameplay
Material Type:
Book
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The Playful Undead and Video Games: Critical Analyses of Zombies and Gameplay

2020 Taylor & Francis ;ISBN: 9781351716529 ;ISBN: 1351716522 ;ISBN: 9781138895461 ;ISBN: 1138895466 ;ISBN: 1032177705 ;ISBN: 9781032177700 ;EISBN: 1351716522 ;EISBN: 9781351716505 ;EISBN: 9781351716512 ;EISBN: 9781315179490 ;EISBN: 1351716506 ;EISBN: 9781351716529 ;EISBN: 1351716514 ;EISBN: 1315179490 ;DOI: 10.4324/9781315179490 ;OCLC: 1110485620

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33
The American Psychological Association Task Force assessment of violent video games: Science in the service of public interest
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Article
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The American Psychological Association Task Force assessment of violent video games: Science in the service of public interest

The American psychologist, 2017-02, Vol.72 (2), p.126 [Peer Reviewed Journal]

(c) 2017 APA, all rights reserved). ;EISSN: 1935-990X ;DOI: 10.1037/a0040413 ;PMID: 28221065

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34
Pathological Video-Game Use Among Youth Ages 8 to 18: A National Study
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Article
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Pathological Video-Game Use Among Youth Ages 8 to 18: A National Study

Psychological science, 2009-05, Vol.20 (5), p.594-602 [Peer Reviewed Journal]

2009 Association for Psychological Science ;ISSN: 0956-7976 ;EISSN: 1467-9280 ;DOI: 10.1111/j.1467-9280.2009.02340.x ;PMID: 19476590 ;CODEN: PSYSET

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35
Building a Game Pitch: How to Bottle Lightning
Material Type:
Book
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Building a Game Pitch: How to Bottle Lightning

2024 Arran Topalian ;ISBN: 9781032217079 ;ISBN: 1032217014 ;ISBN: 9781032217017 ;ISBN: 1032217073 ;EISBN: 9781003269632 ;EISBN: 1003807275 ;EISBN: 9781003807278 ;EISBN: 1003807240 ;EISBN: 9781003807247 ;EISBN: 100326963X ;DOI: 10.1201/9781003269632 ;OCLC: 1407318301

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36
Real Games: What's Legitimate and What's Not in Contemporary Videogames
Material Type:
Book
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Real Games: What's Legitimate and What's Not in Contemporary Videogames

2019 Massachusetts Institute of Technology ;ISBN: 9780262042604 ;ISBN: 0262042606 ;EISBN: 9780262353625 ;EISBN: 0262353628 ;EISBN: 0262353636 ;EISBN: 9780262353632 ;DOI: 10.7551/mitpress/12109.001.0001 ;OCLC: 1099682829

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37
Why It's OK to Be a Gamer
Material Type:
Book
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Why It's OK to Be a Gamer

ISBN: 1032312130 ;ISBN: 9781032312132 ;ISBN: 9781032312156 ;ISBN: 1032312157 ;EISBN: 9781040012291 ;EISBN: 1040012299 ;EISBN: 1040012302 ;EISBN: 9781040012307 ;DOI: 10.4324/9781003308638 ;OCLC: 1425790631

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38
EEG in game user analysis: A framework for expertise classification during gameplay
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Article
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EEG in game user analysis: A framework for expertise classification during gameplay

PloS one, 2021-06, Vol.16 (6), p.e0246913-e0246913 [Peer Reviewed Journal]

COPYRIGHT 2021 Public Library of Science ;2021 Hafeez 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. ;2021 Hafeez et al 2021 Hafeez et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0246913 ;PMID: 34143774

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39
Video gaming and gender differences in digital and printed reading performance among 15-year-olds students in 26 countries
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Article
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Video gaming and gender differences in digital and printed reading performance among 15-year-olds students in 26 countries

Journal of adolescence (London, England.), 2016-04, Vol.48, p.45 [Peer Reviewed Journal]

Copyright © 2016 The Foundation for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved. ;EISSN: 1095-9254 ;DOI: 10.1016/j.adolescence.2016.01.004 ;PMID: 26874783

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40
Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins
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Book
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Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins

ISBN: 9781317521808 ;ISBN: 1317521803 ;ISBN: 9780323296496 ;ISBN: 0323296491 ;ISBN: 1138143324 ;ISBN: 9781138143326 ;ISBN: 9781317521792 ;ISBN: 131752179X ;EISBN: 9781317521808 ;EISBN: 9781315721378 ;EISBN: 1315721376 ;EISBN: 1317521803 ;EISBN: 9781317521792 ;EISBN: 131752179X ;EISBN: 9780323296496 ;EISBN: 0323296491 ;EISBN: 9780323296250 ;EISBN: 0323296254 ;DOI: 10.4324/9781315721378 ;OCLC: 875098394 ;OCLC: 892240112

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Results 21 - 40 of 1,180,240  for All Library Resources

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