skip to main content
Language:
Search Limited to: Search Limited to: Resource type Show Results with: Show Results with: Search type Index

Results 1 - 20 of 7,166  for All Library Resources

Results 1 2 3 4 5 next page
Result Number Material Type Add to My Shelf Action Record Details and Options
1
Correction: Cognitive & motor skill transfer across speeds: A video game study
Material Type:
Article
Add to My Research

Correction: Cognitive & motor skill transfer across speeds: A video game study

PloS one, 2024-05, Vol.19 (5), p.e0303465-e0303465 [Peer Reviewed Journal]

Copyright: © 2024 The PLOS ONE Staff. 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 2024 Public Library of Science ;2024 The PLOS ONE Staff 2024 The PLOS ONE Staff ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0303465 ;PMID: 38696489

Full text available

2
Game on, science - how video game technology may help biologists tackle visualization challenges
Material Type:
Article
Add to My Research

Game on, science - how video game technology may help biologists tackle visualization challenges

PloS one, 2013-03, Vol.8 (3), p.e57990-e57990 [Peer Reviewed Journal]

COPYRIGHT 2013 Public Library of Science ;COPYRIGHT 2013 Public Library of Science ;2013 Lv 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. ;Distributed under a Creative Commons Attribution 4.0 International License ;2013 Lv et al 2013 Lv et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0057990 ;PMID: 23483961

Full text available

3
Evidence that digital game players neglect age classification systems when deciding which games to play
Material Type:
Article
Add to My Research

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

Full text available

4
The same video game in 2D, 3D or virtual reality - How does technology impact game evaluation and brand placements?
Material Type:
Article
Add to My Research

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

Full text available

5
EEG in game user analysis: A framework for expertise classification during gameplay
Material Type:
Article
Add to My Research

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

Full text available

6
Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims
Material Type:
Article
Add to My Research

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

Full text available

7
Adolescent Internet gaming addiction and personality characteristics by game genre
Material Type:
Article
Add to My Research

Adolescent Internet gaming addiction and personality characteristics by game genre

PloS one, 2022-02, Vol.17 (2), p.e0263645-e0263645 [Peer Reviewed Journal]

COPYRIGHT 2022 Public Library of Science ;2022 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. ;2022 Kim et al 2022 Kim et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0263645 ;PMID: 35143558

Full text available

8
Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement
Material Type:
Article
Add to My Research

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

Full text available

9
Preventing problematic internet use during the COVID-19 pandemic: Consensus guidance
Material Type:
Article
Add to My Research

Preventing problematic internet use during the COVID-19 pandemic: Consensus guidance

Comprehensive psychiatry, 2020-07, Vol.100, p.152180-152180, Article 152180 [Peer Reviewed Journal]

2020 ;Copyright © 2020. Published by Elsevier Inc. ;Copyright Elsevier Limited Jul 2020 ;2020 The Authors. Published by Elsevier Inc. 2020 ;ISSN: 0010-440X ;EISSN: 1532-8384 ;DOI: 10.1016/j.comppsych.2020.152180 ;PMID: 32422427

Full text available

10
The effect of online violent video games on levels of aggression
Material Type:
Article
Add to My Research

The effect of online violent video games on levels of aggression

PloS one, 2014-11, Vol.9 (11), p.e111790-e111790 [Peer Reviewed Journal]

COPYRIGHT 2014 Public Library of Science ;COPYRIGHT 2014 Public Library of Science ;2014 Hollingdale, Greitemeyer. 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 Hollingdale, Greitemeyer 2014 Hollingdale, Greitemeyer ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0111790 ;PMID: 25391143

Full text available

11
Virtual reality using games for improving physical functioning in older adults: a systematic review
Material Type:
Article
Add to My Research

Virtual reality using games for improving physical functioning in older adults: a systematic review

Journal of neuroengineering and rehabilitation, 2014-11, Vol.11 (1), p.156-156 [Peer Reviewed Journal]

COPYRIGHT 2014 BioMed Central Ltd. ;2014 Molina et al.; licensee BioMed Central Ltd. This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly credited. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated. ;Molina et al.; licensee BioMed Central Ltd. 2014 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/1743-0003-11-156 ;PMID: 25399408

Full text available

12
Association between Internet Gaming Disorder or Pathological Video-Game Use and Comorbid Psychopathology: A Comprehensive Review
Material Type:
Article
Add to My Research

Association between Internet Gaming Disorder or Pathological Video-Game Use and Comorbid Psychopathology: A Comprehensive Review

International journal of environmental research and public health, 2018-04, Vol.15 (4), p.668 [Peer Reviewed Journal]

Copyright MDPI AG 2018 ;2018 by the authors. 2018 ;ISSN: 1660-4601 ;ISSN: 1661-7827 ;EISSN: 1660-4601 ;DOI: 10.3390/ijerph15040668 ;PMID: 29614059

Full text available

13
A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic
Material Type:
Article
Add to My Research

A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic

PloS one, 2021-12, Vol.16 (12), p.e0261328-e0261328 [Peer Reviewed Journal]

COPYRIGHT 2021 Public Library of Science ;2021 Croissant, Frister. 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 Croissant, Frister 2021 Croissant, Frister ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0261328 ;PMID: 34914782

Full text available

14
The neuropsychological profile of professional action video game players
Material Type:
Article
Add to My Research

The neuropsychological profile of professional action video game players

PeerJ (San Francisco, CA), 2020-11, Vol.8, p.e10211-e10211, Article e10211 [Peer Reviewed Journal]

COPYRIGHT 2020 COPYRIGHT 2012-2015 PeerJ, Inc / Public user content licensed CC-BY 4.0 unless otherwise specified. Content is available for free at https://peerj.com ;COPYRIGHT 2020 PeerJ. Ltd. ;2020 Benoit 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, reproduction and adaptation in any medium and for any purpose provided that it is properly attributed. For attribution, the original author(s), title, publication source (PeerJ) and either DOI or URL of the article must be cited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2020 Benoit et al. 2020 Benoit et al. ;ISSN: 2167-8359 ;EISSN: 2167-8359 ;DOI: 10.7717/peerj.10211 ;PMID: 33240605

Full text available

15
Brain training game improves executive functions and processing speed in the elderly: a randomized controlled trial
Material Type:
Article
Add to My Research

Brain training game improves executive functions and processing speed in the elderly: a randomized controlled trial

PloS one, 2012-01, Vol.7 (1), p.e29676-e29676 [Peer Reviewed Journal]

COPYRIGHT 2012 Public Library of Science ;COPYRIGHT 2012 Public Library of Science ;2012 Nouchi 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. ;Nouchi et al. 2012 ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0029676 ;PMID: 22253758

Full text available

16
The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010-2019
Material Type:
Article
Add to My Research

The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010-2019

PloS one, 2020-05, Vol.15 (5), p.e0232780-e0232780 [Peer Reviewed Journal]

COPYRIGHT 2020 Public Library of Science ;COPYRIGHT 2020 Public Library of Science ;2020 Zendle 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. ;2020 Zendle et al 2020 Zendle et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0232780 ;PMID: 32379808

Full text available

17
Abstract- Poster
Material Type:
Article
Add to My Research

Abstract- Poster

Indian journal of psychiatry, 2022-03, Vol.64 (9), p.682-682 [Peer Reviewed Journal]

COPYRIGHT 2022 Medknow Publications and Media Pvt. Ltd. ;ISSN: 0019-5545 ;EISSN: 1998-3794

Full text available

18
Plasticity of attentional functions in older adults after non-action video game training: a randomized controlled trial
Material Type:
Article
Add to My Research

Plasticity of attentional functions in older adults after non-action video game training: a randomized controlled trial

PloS one, 2014-03, Vol.9 (3), p.e92269-e92269 [Peer Reviewed Journal]

COPYRIGHT 2014 Public Library of Science ;COPYRIGHT 2014 Public Library of Science ;2014 Mayas 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 Mayas et al 2014 Mayas et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0092269 ;PMID: 24647551

Full text available

19
Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review
Material Type:
Article
Add to My Research

Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review

JMIR mental health, 2019-06, Vol.6 (6), p.e13717-e13717 [Peer Reviewed Journal]

Vanessa Wan Sze Cheng, Tracey Davenport, Daniel Johnson, Kellie Vella, Ian B Hickie. Originally published in JMIR Mental Health (http://mental.jmir.org), 26.06.2019. ;2019. This work is licensed 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. ;Vanessa Wan Sze Cheng, Tracey Davenport, Daniel Johnson, Kellie Vella, Ian B Hickie. Originally published in JMIR Mental Health (http://mental.jmir.org), 26.06.2019. 2019 ;ISSN: 2368-7959 ;EISSN: 2368-7959 ;DOI: 10.2196/13717 ;PMID: 31244479

Full text available

20
Failure to demonstrate that playing violent video games diminishes prosocial behavior
Material Type:
Article
Add to My Research

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

Full text available

Results 1 - 20 of 7,166  for All Library Resources

Results 1 2 3 4 5 next page

Personalize your results

  1. Edit

Refine Search Results

Expand My Results

  1.   

Refine My Results

Creation Date 

From To
  1. Before 1994  (8)
  2. 1994 To 2003  (21)
  3. 2004 To 2010  (272)
  4. 2011 To 2018  (2,898)
  5. After 2018  (3,955)
  6. More options open sub menu

Language 

  1. English  (6,868)
  2. Spanish  (305)
  3. Japanese  (254)
  4. Portuguese  (205)
  5. French  (115)
  6. Catalan  (41)
  7. German  (25)
  8. Turkish  (15)
  9. Norwegian  (13)
  10. Italian  (13)
  11. Russian  (8)
  12. Danish  (8)
  13. Polish  (7)
  14. Malay  (5)
  15. Croatian  (5)
  16. Chinese  (3)
  17. Swedish  (3)
  18. Czech  (2)
  19. Bulgarian  (2)
  20. Afrikaans  (2)
  21. More options open sub menu

Searching Remote Databases, Please Wait