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Results 21 - 40 of 8,179  for All Library Resources

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21
Failure to demonstrate that playing violent video games diminishes prosocial behavior
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Failure to demonstrate that playing violent video games diminishes prosocial behavior

PloS one, 2013-07, Vol.8 (7), p.e68382 [Peer Reviewed Journal]

COPYRIGHT 2013 Public Library of Science ;COPYRIGHT 2013 Public Library of Science ;2013 Tear, Nielsen. This is an open-access article distributed under the terms of the Creative Commons Attribution License: https://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. ;2013 Tear, Nielsen 2013 Tear, Nielsen ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0068382 ;PMID: 23844191

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22
Upper Limb Physical Rehabilitation Using Serious Videogames and Motion Capture Systems: A Systematic Review
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Upper Limb Physical Rehabilitation Using Serious Videogames and Motion Capture Systems: A Systematic Review

Sensors (Basel, Switzerland), 2020-10, Vol.20 (21), p.5989 [Peer Reviewed Journal]

2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2020 by the authors. 2020 ;ISSN: 1424-8220 ;EISSN: 1424-8220 ;DOI: 10.3390/s20215989 ;PMID: 33105845

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23
Video game playing is independently associated with blood pressure and lipids in overweight and obese adolescents
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Video game playing is independently associated with blood pressure and lipids in overweight and obese adolescents

PloS one, 2011-11, Vol.6 (11), p.e26643-e26643 [Peer Reviewed Journal]

COPYRIGHT 2011 Public Library of Science ;COPYRIGHT 2011 Public Library of Science ;2011 Goldfield et al. This is an open-access article distributed under the terms of the Creative Commons Attribution License: https://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. ;Goldfield et al. 2011 ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0026643 ;PMID: 22069461

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24
Over the hill at 24: persistent age-related cognitive-motor decline in reaction times in an ecologically valid video game task begins in early adulthood
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Over the hill at 24: persistent age-related cognitive-motor decline in reaction times in an ecologically valid video game task begins in early adulthood

PloS one, 2014-04, Vol.9 (4), p.e94215-e94215 [Peer Reviewed Journal]

COPYRIGHT 2014 Public Library of Science ;COPYRIGHT 2014 Public Library of Science ;2014 Thompson 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. ;2014 Thompson et al 2014 Thompson et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0094215 ;PMID: 24718593

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25
A game-factors approach to cognitive benefits from video-game training: A meta-analysis
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A game-factors approach to cognitive benefits from video-game training: A meta-analysis

PloS one, 2023-08, Vol.18 (8), p.e0285925-e0285925 [Peer Reviewed Journal]

Copyright: © 2023 Smith, Basak. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. ;COPYRIGHT 2023 Public Library of Science ;2023 Smith, Basak. 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. ;2023 Smith, Basak 2023 Smith, Basak ;2023 Smith, Basak. 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. ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0285925 ;PMID: 37531408

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26
Commercial Video Games in School Teaching: Two Mixed Methods Case Studies on Students' Reflection Processes
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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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27
Video games and board games: Effects of playing practice on cognition
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Video games and board games: Effects of playing practice on cognition

PloS one, 2023-03, Vol.18 (3), p.e0283654-e0283654 [Peer Reviewed Journal]

Copyright: © 2023 Martinez et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. ;COPYRIGHT 2023 Public Library of Science ;2023 Martinez 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 ;2023 Martinez et al 2023 Martinez et al ;2023 Martinez 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. ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0283654 ;PMID: 36972271

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28
Churn prediction of mobile and online casual games using play log data
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Churn prediction of mobile and online casual games using play log data

PloS one, 2017-07, Vol.12 (7), p.e0180735-e0180735 [Peer Reviewed Journal]

COPYRIGHT 2017 Public Library of Science ;COPYRIGHT 2017 Public Library of Science ;2017 Kim 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. ;2017 Kim et al 2017 Kim et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0180735 ;PMID: 28678880

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29
The problematic space between art, ambition, and gameplay: The Medium and the issues concerning difficult subject matter and gameplay in games [version 1; peer review: 1 approved, 1 approved with reservations]
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The problematic space between art, ambition, and gameplay: The Medium and the issues concerning difficult subject matter and gameplay in games [version 1; peer review: 1 approved, 1 approved with reservations]

F1000 research, 2023, Vol.12, p.784 [Peer Reviewed Journal]

Copyright: © 2023 Marak K et al. ;Copyright: © 2024 Marak K et al. ;ISSN: 2046-1402 ;EISSN: 2046-1402 ;DOI: 10.12688/f1000research.133472.1 ;PMID: 38434664

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30
Professional Esports Players: Motivation and Physical Activity Levels
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Article
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Professional Esports Players: Motivation and Physical Activity Levels

International journal of environmental research and public health, 2022-02, Vol.19 (4), p.2256 [Peer Reviewed Journal]

2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2022 by the authors. 2022 ;ISSN: 1660-4601 ;ISSN: 1661-7827 ;EISSN: 1660-4601 ;DOI: 10.3390/ijerph19042256 ;PMID: 35206445

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31
Some perspectives on designing effective serious games
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Article
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Some perspectives on designing effective serious games

Canadian medical education journal, 2023-11, Vol.14 (5), p.147-148 [Peer Reviewed Journal]

2023Safaa ElBialy, IbrahimMohammad ;EISSN: 1923-1202 ;DOI: 10.36834/cmej.75475 ;PMID: 38045072

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32
Correction: Aleissa et al. The Association between Video Game Type and Aggressive Behaviors in Saudi Youth: A Pilot Study. IBehav. Sci/I. 2022, I12/I, 289
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Correction: Aleissa et al. The Association between Video Game Type and Aggressive Behaviors in Saudi Youth: A Pilot Study. IBehav. Sci/I. 2022, I12/I, 289

Behavioral sciences, 2023-11, Vol.13 (11) [Peer Reviewed Journal]

COPYRIGHT 2023 MDPI AG ;ISSN: 2076-328X ;EISSN: 2076-328X ;DOI: 10.3390/bs13110937

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33
Interactive video game cycling leads to higher energy expenditure and is more enjoyable than conventional exercise in adults
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Article
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Interactive video game cycling leads to higher energy expenditure and is more enjoyable than conventional exercise in adults

PloS one, 2015-03, Vol.10 (3), p.e0118470-e0118470 [Peer Reviewed Journal]

COPYRIGHT 2015 Public Library of Science ;COPYRIGHT 2015 Public Library of Science ;2015 Monedero 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. ;2015 Monedero et al 2015 Monedero et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0118470 ;PMID: 25738290

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34
Computerized cognitive training with older adults: a systematic review
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Article
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Computerized cognitive training with older adults: a systematic review

PloS one, 2012-07, Vol.7 (7), p.e40588-e40588 [Peer Reviewed Journal]

COPYRIGHT 2012 Public Library of Science ;COPYRIGHT 2012 Public Library of Science ;2012 Kueider et al. This is an open-access article distributed under the terms of the Creative Commons Attribution License: https://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. ;Kueider et al. 2012 ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0040588 ;PMID: 22792378

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35
Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis
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Article
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Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis

International journal of environmental research and public health, 2023-12, Vol.20 (24), p.7194 [Peer Reviewed Journal]

2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1660-4601 ;ISSN: 1661-7827 ;EISSN: 1660-4601 ;DOI: 10.3390/ijerph20247194 ;PMID: 38131745

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36
The interplay between mental health and dosage for gaming disorder risk: a brief report
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Article
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The interplay between mental health and dosage for gaming disorder risk: a brief report

Scientific reports, 2024-01, Vol.14 (1), p.1257-1257, Article 1257 [Peer Reviewed Journal]

2024. The Author(s). ;The Author(s) 2024. 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) 2024 ;ISSN: 2045-2322 ;EISSN: 2045-2322 ;DOI: 10.1038/s41598-024-51568-9 ;PMID: 38218991

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37
Non-Immersive Virtual Reality-Based Therapy Applied in Cardiac Rehabilitation: A Systematic Review with Meta-Analysis
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Article
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Non-Immersive Virtual Reality-Based Therapy Applied in Cardiac Rehabilitation: A Systematic Review with Meta-Analysis

Sensors (Basel, Switzerland), 2024-01, Vol.24 (3), p.903 [Peer Reviewed Journal]

COPYRIGHT 2024 MDPI AG ;2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1424-8220 ;EISSN: 1424-8220 ;DOI: 10.3390/s24030903 ;PMID: 38339621

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38
Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps
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Article
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Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps

BMJ open, 2016-10, Vol.6 (10), p.e012447-e012447 [Peer Reviewed Journal]

Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/. ;Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/ 2016 This is an Open Access article distributed in accordance with the terms of the Creative Commons Attribution (CC BY 4.0) license, which permits others to distribute, remix, adapt and build upon this work, for commercial use, provided the original work is properly cited. See: http://creativecommons.org/licenses/by/4.0/ Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/ 2016 ;ISSN: 2044-6055 ;EISSN: 2044-6055 ;DOI: 10.1136/BMJOPEN-2016-012447 ;PMID: 27707829

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39
The effect of an active video game intervention on physical activity, motor performance, and fatigue in children with cancer: a randomized controlled trial
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Article
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The effect of an active video game intervention on physical activity, motor performance, and fatigue in children with cancer: a randomized controlled trial

BMC research notes, 2019-11, Vol.12 (1), p.784-784, Article 784 [Peer Reviewed Journal]

COPYRIGHT 2019 BioMed Central Ltd. ;COPYRIGHT 2019 BioMed Central Ltd. ;2019. 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) 2019 ;ISSN: 1756-0500 ;EISSN: 1756-0500 ;DOI: 10.1186/s13104-019-4821-z ;PMID: 31783907

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40
Game Fun Prediction Based on Frequency Domain Physiological Signals: Observational Study
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Article
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Game Fun Prediction Based on Frequency Domain Physiological Signals: Observational Study

Sensors (Basel, Switzerland), 2023-08, Vol.23 (16), p.7051 [Peer Reviewed Journal]

COPYRIGHT 2023 MDPI AG ;2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2023 by the authors. 2023 ;ISSN: 1424-8220 ;EISSN: 1424-8220 ;DOI: 10.3390/s23167051 ;PMID: 37631587

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