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1
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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2
Enhancing cognition with video games: a multiple game training study
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Enhancing cognition with video games: a multiple game training study

PloS one, 2013-03, Vol.8 (3), p.e58546-e58546 [Peer Reviewed Journal]

COPYRIGHT 2013 Public Library of Science ;COPYRIGHT 2013 Public Library of Science ;2013 Oei, Patterson. 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 Oei, Patterson 2013 Oei, Patterson ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0058546 ;PMID: 23516504

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3
How do teens learn to play video games?: Informal learning strategies and video game literacy
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How do teens learn to play video games?: Informal learning strategies and video game literacy

Journal of information literacy, 2019-06, Vol.13 (1), p.45 [Peer Reviewed Journal]

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. info:eu-repo/semantics/openAccess http://creativecommons.org/licenses/by-sa/4.0/ ;ISSN: 1750-5968 ;EISSN: 1750-5968 ;DOI: 10.11645/13.1.2358

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4
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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5
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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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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6
Do action video games improve perception and cognition?
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Do action video games improve perception and cognition?

Frontiers in psychology, 2011-01, Vol.2, p.226-226 [Peer Reviewed Journal]

Copyright © 2011 Boot, Blakely and Simons. 2011 ;ISSN: 1664-1078 ;EISSN: 1664-1078 ;DOI: 10.3389/fpsyg.2011.00226 ;PMID: 21949513

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7
Active video games and health indicators in children and youth: a systematic review
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Active video games and health indicators in children and youth: a systematic review

PloS one, 2013-06, Vol.8 (6), p.e65351-e65351 [Peer Reviewed Journal]

COPYRIGHT 2013 Public Library of Science ;COPYRIGHT 2013 Public Library of Science ;2013 LeBlanc 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 LeBlanc et al 2013 LeBlanc et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0065351 ;PMID: 23799008

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8
Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge
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Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge

Frontiers in psychology, 2018-09, Vol.9, p.1682-1682 [Peer Reviewed Journal]

COPYRIGHT 2018 Frontiers Research Foundation ;Copyright © 2018 Michailidis, Balaguer-Ballester and He. 2018 Michailidis, Balaguer-Ballester and He ;ISSN: 1664-1078 ;EISSN: 1664-1078 ;DOI: 10.3389/fpsyg.2018.01682 ;PMID: 30233477

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9
Volcanoes in video games: the portrayal of volcanoes in commercial off-the-shelf (COTS) video games and their learning potential
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Volcanoes in video games: the portrayal of volcanoes in commercial off-the-shelf (COTS) video games and their learning potential

Geoscience communication (Online), 2021-02, Vol.4 (1), p.11-31 [Peer Reviewed Journal]

2021. 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. ;ISSN: 2569-7110 ;ISSN: 2569-7102 ;EISSN: 2569-7110 ;DOI: 10.5194/gc-4-11-2021

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10
Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial
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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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11
Action video games improve reading abilities and visual-to-auditory attentional shifting in English-speaking children with dyslexia
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Action video games improve reading abilities and visual-to-auditory attentional shifting in English-speaking children with dyslexia

Scientific reports, 2017-07, Vol.7 (1), p.5863-12, Article 5863 [Peer Reviewed Journal]

2017. 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) 2017 ;ISSN: 2045-2322 ;EISSN: 2045-2322 ;DOI: 10.1038/s41598-017-05826-8 ;PMID: 28725022

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12
Popularity of Video Games and Collective Memory
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Popularity of Video Games and Collective Memory

Entropy (Basel, Switzerland), 2022-06, Vol.24 (7), p.860 [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: 1099-4300 ;EISSN: 1099-4300 ;DOI: 10.3390/e24070860 ;PMID: 35885084

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13
Correction: Cognitive & motor skill transfer across speeds: A video game study
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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

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14
Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime
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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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15
Exploring the impact of violence in video games
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Article
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Exploring the impact of violence in video games

eLife, 2024-01, Vol.13 [Peer Reviewed Journal]

2024, Roy and Coll. ;COPYRIGHT 2024 eLife Science Publications, Ltd. ;2024, Roy and Coll. 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. ;2024, Roy and Coll 2024 Roy and Coll ;ISSN: 2050-084X ;EISSN: 2050-084X ;DOI: 10.7554/eLife.94949 ;PMID: 38226970

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16
Does Playing Video Games Increase Emotional Creativity?
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Does Playing Video Games Increase Emotional Creativity?

International journal of environmental research and public health, 2020-03, Vol.17 (7), p.2177 [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: 1660-4601 ;ISSN: 1661-7827 ;EISSN: 1660-4601 ;DOI: 10.3390/ijerph17072177 ;PMID: 32218229

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17
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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18
Gaming Social Capital: Exploring Civic Value in Multiplayer Video Games
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Gaming Social Capital: Exploring Civic Value in Multiplayer Video Games

Journal of computer-mediated communication, 2015-07, Vol.20 (4), p.381-399 [Peer Reviewed Journal]

2015 International Communication Association ;ISSN: 1083-6101 ;EISSN: 1083-6101 ;DOI: 10.1111/jcc4.12123

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19
What factors attract people to play romantic video games?
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What factors attract people to play romantic video games?

PloS one, 2020-04, Vol.15 (4), p.e0231535-e0231535 [Peer Reviewed Journal]

COPYRIGHT 2020 Public Library of Science ;2020 Koike 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 Koike et al 2020 Koike et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0231535 ;PMID: 32298303

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20
Can Active Video Games Improve Physical Activity in Adolescents? A Review of RCT
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Can Active Video Games Improve Physical Activity in Adolescents? A Review of RCT

International journal of environmental research and public health, 2020-01, Vol.17 (2), p.669 [Peer Reviewed Journal]

2020 by the authors. 2020 ;ISSN: 1660-4601 ;ISSN: 1661-7827 ;EISSN: 1660-4601 ;DOI: 10.3390/ijerph17020669 ;PMID: 31968642

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