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1
The integration of video games in family-life dynamics: An adapted technology acceptance model of family intention to consume video games
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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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2
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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3
Video Game Violence Use Among “Vulnerable” Populations: The Impact of Violent Games on Delinquency and Bullying Among Children with Clinically Elevated Depression or Attention Deficit Symptoms
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Video Game Violence Use Among “Vulnerable” Populations: The Impact of Violent Games on Delinquency and Bullying Among Children with Clinically Elevated Depression or Attention Deficit Symptoms

Journal of youth and adolescence, 2014, Vol.43 (1), p.127-136 [Peer Reviewed Journal]

Springer Science+Business Media New York 2013 ;Springer Science+Business Media New York 2014 ;ISSN: 0047-2891 ;EISSN: 1573-6601 ;DOI: 10.1007/s10964-013-9986-5 ;PMID: 23975351 ;CODEN: JYADA6

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4
Sex, lies, and video games : The portrayal of male and female characters on video game covers
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Sex, lies, and video games : The portrayal of male and female characters on video game covers

Sex roles, 2007-09, Vol.57 (5-6), p.419-433 [Peer Reviewed Journal]

2008 INIST-CNRS ;Springer Science+Business Media, LLC 2007 ;ISSN: 0360-0025 ;EISSN: 1573-2762 ;DOI: 10.1007/s11199-007-9250-0 ;CODEN: SROLDH

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5
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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6
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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7
Violent Video Games as Exemplary Teachers: A Conceptual Analysis
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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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8
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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9
Online video game addiction: identification of addicted adolescent gamers
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Online video game addiction: identification of addicted adolescent gamers

Addiction (Abingdon, England), 2011-01, Vol.106 (1), p.205-212 [Peer Reviewed Journal]

2010 The Authors, Addiction © 2010 Society for the Study of Addiction ;2015 INIST-CNRS ;2010 The Authors, Addiction © 2010 Society for the Study of Addiction. ;ISSN: 0965-2140 ;EISSN: 1360-0443 ;DOI: 10.1111/j.1360-0443.2010.03104.x ;PMID: 20840209 ;CODEN: ADICE5

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10
Brains on video games
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Article
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Brains on video games

Nature reviews. Neuroscience, 2011-12, Vol.12 (12), p.763-768 [Peer Reviewed Journal]

COPYRIGHT 2011 Nature Publishing Group ;Copyright Nature Publishing Group Dec 2011 ;ISSN: 1471-003X ;EISSN: 1471-0048 ;DOI: 10.1038/nrn3135 ;PMID: 22095065

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11
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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12
Software multihoming to distal markets: Evidence of cannibalization and complementarity in the video game console industry
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Article
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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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13
Do LGBTQ-Supportive Corporate Policies Affect Consumer Behavior? Evidence from the Video Game Industry
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Article
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Do LGBTQ-Supportive Corporate Policies Affect Consumer Behavior? Evidence from the Video Game Industry

Journal of business ethics, 2023-10, Vol.187 (3), p.421-432 [Peer Reviewed Journal]

The Author(s), under exclusive licence to Springer Nature B.V. 2022 ;The Author(s), under exclusive licence to Springer Nature B.V. 2022. ;ISSN: 0167-4544 ;EISSN: 1573-0697 ;DOI: 10.1007/s10551-022-05137-7

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14
Gender differences in video game characters' roles, appearances, and attire as portrayed in video game magazines
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Article
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Gender differences in video game characters' roles, appearances, and attire as portrayed in video game magazines

Sex roles, 2007-11, Vol.57 (9-10), p.733-742 [Peer Reviewed Journal]

2008 INIST-CNRS ;Springer Science+Business Media, LLC 2007 ;ISSN: 0360-0025 ;EISSN: 1573-2762 ;DOI: 10.1007/s11199-007-9307-0 ;CODEN: SROLDH

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15
Video Games and English as a Second Language: The Effect of Massive Multiplayer Online Video Games on the Willingness to Communicate and Communicative Anxiety of College Students in Puerto Rico
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Article
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Video Games and English as a Second Language: The Effect of Massive Multiplayer Online Video Games on the Willingness to Communicate and Communicative Anxiety of College Students in Puerto Rico

American journal of play, 2019-04, Vol.11 (3), p.379-410 [Peer Reviewed Journal]

COPYRIGHT 2019 The Strong ;Copyright The Strong Spring 2019 ;ISSN: 1938-0399 ;EISSN: 1938-0402

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16
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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Article
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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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17
Video games: play that can do serious good
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Article
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Video games: play that can do serious good

American journal of play, 2014-10, Vol.7 (1), p.50 [Peer Reviewed Journal]

COPYRIGHT 2014 The Strong ;Copyright The Strong Fall 2014 ;ISSN: 1938-0399 ;EISSN: 1938-0402

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18
More Than a Just a Game: Video Game and Internet Use During Emerging Adulthood
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Article
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More Than a Just a Game: Video Game and Internet Use During Emerging Adulthood

Journal of youth and adolescence, 2010-02, Vol.39 (2), p.103-113 [Peer Reviewed Journal]

Springer Science+Business Media, LLC 2009 ;2015 INIST-CNRS ;Copyright Springer Science & Business Media Feb 2010 ;ISSN: 0047-2891 ;EISSN: 1573-6601 ;DOI: 10.1007/s10964-008-9390-8 ;PMID: 20084557 ;CODEN: JYADA6

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19
Video Game Characters and the Socialization of Gender Roles : Young People's Perceptions Mirror Sexist Media Depictions
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Article
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Video Game Characters and the Socialization of Gender Roles : Young People's Perceptions Mirror Sexist Media Depictions

Sex roles, 2007-12, Vol.57 (11-12), p.851-864 [Peer Reviewed Journal]

2008 INIST-CNRS ;Springer Science+Business Media, LLC 2007 ;ISSN: 0360-0025 ;EISSN: 1573-2762 ;DOI: 10.1007/s11199-007-9278-1 ;CODEN: SROLDH

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20
The good, the bad and the ugly : A meta-analytic review of positive and negative effects of violent video games
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The good, the bad and the ugly : A meta-analytic review of positive and negative effects of violent video games

Psychiatric quarterly, 2007-12, Vol.78 (4), p.309-316 [Peer Reviewed Journal]

2008 INIST-CNRS ;Springer Science+Business Media, LLC 2007 ;ISSN: 0033-2720 ;EISSN: 1573-6709 ;DOI: 10.1007/s11126-007-9056-9 ;PMID: 17914672 ;CODEN: PSQUAP

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