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1
Learning, Attentional Control, and Action Video Games
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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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2
Effects of Nintendo Wii-Fit® video games on balance in children with mild cerebral palsy
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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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3
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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4
meta‐analysis of active video games on health outcomes among children and adolescents
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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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5
Exploiting the "video game craze": A case study of the tobacco industry's use of video games as a marketing tool
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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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6
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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7
The same video game in 2D, 3D or virtual reality - How does technology impact game evaluation and brand placements?
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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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8
Video Games and Rehabilitation: Using Design Principles to Enhance Engagement in Physical Therapy
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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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9
Video-Game–Based Exercises for Older People With Chronic Low Back Pain: A Randomized Controlledtable Trial (GAMEBACK)
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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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10
Sleep quality and video game playing: Effect of intensity of video game playing and mental health
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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

11
Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims
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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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12
Video game―based coordinative training improves ataxia in children with degenerative ataxia
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Article
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Video game―based coordinative training improves ataxia in children with degenerative ataxia

Neurology, 2012-11, Vol.79 (20), p.2056-2060 [Peer Reviewed Journal]

2014 INIST-CNRS ;ISSN: 0028-3878 ;EISSN: 1526-632X ;DOI: 10.1212/WNL.0b013e3182749e67 ;PMID: 23115212 ;CODEN: NEURAI

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13
Effect of Exposure to Gun Violence in Video Games on Children’s Dangerous Behavior With Real Guns: A Randomized Clinical Trial
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Article
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Effect of Exposure to Gun Violence in Video Games on Children’s Dangerous Behavior With Real Guns: A Randomized Clinical Trial

JAMA Network Open, 2019-05, Vol.2 (5), p.e194319-e194319 [Peer Reviewed Journal]

2019. This work is published 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. ;Copyright 2019 Chang JH et al. . ;ISSN: 2574-3805 ;EISSN: 2574-3805 ;DOI: 10.1001/jamanetworkopen.2019.4319 ;PMID: 31150072

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14
Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial
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Article
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Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial

Frontiers in aging neuroscience, 2014-10, Vol.6, p.277 [Peer Reviewed Journal]

2014. 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. ;Copyright © 2014 Ballesteros, Prieto, Mayas, Toril, Pita, Ponce de León, Reales and Waterworth. 2014 ;ISSN: 1663-4365 ;EISSN: 1663-4365 ;DOI: 10.3389/fnagi.2014.00277 ;PMID: 25352805

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15
Effects of Music on Attention-Deficit/Hyperactivity Disorder (ADHD) and Potential Application in Serious Video Games: Systematic Review
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Article
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Effects of Music on Attention-Deficit/Hyperactivity Disorder (ADHD) and Potential Application in Serious Video Games: Systematic Review

Journal of medical Internet research, 2023-05, Vol.25 (3), p.e37742-e37742 [Peer Reviewed Journal]

Marina Martin-Moratinos, Marcos Bella-Fernández, Hilario Blasco-Fontecilla. Originally published in the Journal of Medical Internet Research (https://www.jmir.org), 12.05.2023. ;COPYRIGHT 2023 Journal of Medical Internet Research ;2023. 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. ;Marina Martin-Moratinos, Marcos Bella-Fernández, Hilario Blasco-Fontecilla. Originally published in the Journal of Medical Internet Research (https://www.jmir.org), 12.05.2023. 2023 ;ISSN: 1438-8871 ;ISSN: 1439-4456 ;EISSN: 1438-8871 ;DOI: 10.2196/37742 ;PMID: 37171837

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16
Impact of an active video game on healthy children's physical activity
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Article
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Impact of an active video game on healthy children's physical activity

Pediatrics (Evanston), 2012-03, Vol.129 (3), p.e636-e642 [Peer Reviewed Journal]

Copyright American Academy of Pediatrics Mar 2012 ;Copyright © 2012 by the American Academy of Pediatrics 2012 ;ISSN: 0031-4005 ;EISSN: 1098-4275 ;DOI: 10.1542/peds.2011-2050 ;PMID: 22371457 ;CODEN: PEDIAU

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17
Motion Sickness, Console Video Games, and Head-Mounted Displays
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Article
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Motion Sickness, Console Video Games, and Head-Mounted Displays

Human factors, 2007-10, Vol.49 (5), p.920-934 [Peer Reviewed Journal]

2008 INIST-CNRS ;Copyright Human Factors and Ergonomics Society Oct 2007 ;Distributed under a Creative Commons Attribution 4.0 International License ;ISSN: 0018-7208 ;EISSN: 1547-8181 ;DOI: 10.1518/001872007X230262 ;PMID: 17915607 ;CODEN: HUFAA6

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18
Larger right posterior parietal volume in action video game experts: a behavioral and voxel-based morphometry (VBM) study
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Article
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Larger right posterior parietal volume in action video game experts: a behavioral and voxel-based morphometry (VBM) study

PloS one, 2013-06, Vol.8 (6), p.e66998-e66998 [Peer Reviewed Journal]

COPYRIGHT 2013 Public Library of Science ;COPYRIGHT 2013 Public Library of Science ;2013 Tanaka 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. ;2013 Tanaka et al 2013 Tanaka et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0066998 ;PMID: 23776706

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19
Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime
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Article
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Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime

Frontiers in psychiatry, 2018-01, Vol.8, p.300-300 [Peer Reviewed Journal]

COPYRIGHT 2018 Frontiers Research Foundation ;Copyright © 2018 Colder Carras, Van Rooij, Spruijt-Metz, Kvedar, Griffiths, Carabas and Labrique. 2018 Colder Carras, Van Rooij, Spruijt-Metz, Kvedar, Griffiths, Carabas and Labrique ;ISSN: 1664-0640 ;EISSN: 1664-0640 ;DOI: 10.3389/fpsyt.2017.00300 ;PMID: 29403398

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20
Pakistani students’ perceptions about their learning experience through video games: A qualitative case study
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Article
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Pakistani students’ perceptions about their learning experience through video games: A qualitative case study

Library hi tech, 2020-09, Vol.38 (3), p.493-503 [Peer Reviewed Journal]

Emerald Publishing Limited 2019 ;ISSN: 0737-8831 ;EISSN: 2054-166X ;DOI: 10.1108/LHT-03-2019-0068

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