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gaming
Journals
1
1
Hu li za zhi The journal of nursing
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Bibliographies
108
1
[Kahoot: Applications and Effects in Education].
2
the psycho-pedagogic value of video games and e-sports
3
playing, gaming, working and labouring: framing the con-cepts and relations
4
good old gamers, good drivers: results from a correlational experiment among older drivers
5
Video gaming and working memory: a large-scale cross-sectional correlative study.
6
The mediating effect of motivations between psychiatric distress and gaming disorder among esport gamers and recreational gamers.
7
Relationships of Internet addiction and Internet gaming disorder symptom severities with probable attention deficit/hyperactivity disorder, aggression and negative affect among university students.
8
Psychosocial factors mediating the relationship between childhood emotional trauma and internet gaming disorder: a pilot study
9
Purpose in life, social support, and internet gaming disorder among Chinese university students: A 1-year follow-up study
10
Making machine learning arduino compatible: A gaming handheld that runs neural networks-[Resources-Hands On]
11
Preliminary study of the effect of training with a gaming balance board on balance control in children with cerebral palsy: a randomized controlled trial.
12
Effects of Full Body Exergaming in Virtual Reality on Cardiovascular and Muscular Parameters: Cross-Sectional Experiment.
13
Making sense of collaboratively annotated multimedia metadata for (mobile) digital story-telling and educational gaming
14
The predictive value of emotional intelligence for internet gaming disorder: A 1-year longitudinal study
15
[Adaptation of Internet Gaming Disorder Questionnaire to Turkish:Reliability and Validity Study].
16
Associations Among Resilience, Stress, Depression, and Internet Gaming Disorder in Young Adults.
17
A new era for gaming disorder research: Time to shift from consensus to consistency.
18
Relationship between the incidence of de Quervain's disease among teenagers and mobile gaming.
19
The Relationship Between Electronic Gaming and Health, Social Relationships, and Physical Activity Among Males in Saudi Arabia.
20
Dysfunctional cognitive control and reward processing in adolescents with Internet gaming disorder.
21
Editorial: Internet Gaming Disorder: A Pathway Towards Assessment Consensus.
22
Mapping the Monetization Challenge of Gaming in Various Domains
23
Enhanced Virtual Learning Spaces Using Applied Gaming
24
Gaming the Lecture Hall: Using Social Gamification to Enhance Student Motivation and Participation
25
Dysfunctional attentional bias and inhibitory control during anti-saccade task in patients with internet gaming disorder: An eye tracking study
26
Hypometabolism and altered metabolic connectivity in patients with internet gaming disorder and alcohol use disorder
27
The associations between low-level gaming, high-level gaming and problematic alcohol use
28
The Correlation between the Frontostriatal Network and Impulsivity in Internet Gaming Disorder
29
Adults video gaming: Key competences for a globalised society
30
Use of gaming technology to bring bridge inspection to the office
31
Gaming the system: building an online management game to spread and gather insights into the dynamics of performance management systems<sup>*</sup>
32
The relationship of loot box purchases to problem video gaming and problem gambling
33
The impact of digital practices on the perception of risks and benefits of digital gaming
34
The four board game eras: Making sense of board gaming’s past
35
Altering perception: the case of action video gaming
36
Legitimacy of gaming development through framing: An insider perspective
37
Exploring students’ learning and gaming performance as well as attention through a drill-based gaming experience for environmental education
38
Friends and Console-Gaming Aggression: The Role of Friendship Quality, Anger, and Revenge Planning
39
Cybersickness during VR gaming undermines game enjoyment: A mediation model
40
A Risk-Based Gaming Framework for VPP Bidding Strategy in a Joint Energy and Regulation Market
41
Associations between loot box use, problematic gaming and gambling, and gambling-related cognitions
42
Alone or together? Exploring the role of desire for online group gaming in players’ social game addiction
43
Meta-analyses of the functional neural alterations in subjects with Internet gaming disorder: Similarities and differences across different paradigms
44
Comparing machine learning to knowledge engineering for student behavior modeling: a case study in gaming the system
45
Internet Gaming Disorder in Adolescents: Personality, Psychopathology and Evaluation of a Psychological Intervention Combined With Parent Psychoeducation
46
ASSESSING SMALL SAMPLE WAR-GAMING DATASETS
47
Effect of Mobile Gaming on Mathematical Achievement among 4th Graders
48
A latent profile approach for the study of internet gaming disorder, social media addiction, and psychopathology in a normative sample of adolescents.
49
Internet gaming disorder in the DSM-5, controversies and answers related to its diagnosis and its definition
50
Information Technology Usage as a Moderator between Disordered Gambling, Internet Gaming Addiction, and Illusory Control
51
Problem gambling and gaming in elite athletes
52
Examination computer gaming addiction, alexithymia, social anxiety, age and gender among children aged 8-12
53
Title Correction: Younger Adolescents' Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study.
54
Erratum: Title correction: Younger adolescents’ perceptions of physical activity, exergaming, and virtual reality: Qualitative intervention development study (Journal of Medical Internet Research (2019) 7: 2 (e11960) DOI: 10.2196/11960)
55
Disentangling the effects of empathy components on Internet gaming disorder: A study of vulnerable youth in China.
56
Factors associated with social casino gaming among adolescents across game types.
57
The interplay among stress, frustration tolerance, mindfulness, and social support in Internet gaming disorder symptoms among Chinese working adults.
58
Problematic Video Gaming in a Young Spanish Population: Association with Psychosocial Health.
59
Predictors of excessive use of social media and excessive online gaming in Czech teenagers.
60
From the mouths of social media users: A focus group study exploring the social casino gaming-online gambling link.
61
Effects of craving behavioral intervention on neural substrates of cue-induced craving in Internet gaming disorder.
62
A Further Test of the Impact of Online Gaming on Psychological Wellbeing and the Role of Play Motivations and Problematic Use.
63
Exploring the myth of the chubby gamer: A meta-analysis on sedentary video gaming and body mass.
64
A preliminary cross-cultural study of Hikikomori and Internet Gaming Disorder: The moderating effects of game-playing time and living with parents.
65
The (cost-) effectiveness of exergaming in people living with dementia and their informal caregivers: protocol for a randomized controlled trial.
66
Associations between attention deficit hyperactivity and internet gaming disorder symptoms: Is there consistency across types of symptoms, gender and countries?
67
Effect of nature of the game on ad-persuasion in online gaming context: Moderating roles of game-product congruence and consumer’s need for cognition
68
國中生參與線上遊戲經驗與自我概念、生活適應與幸福感之研究 Analyses of Junior High School Students’ Online Gaming Experience and its Relationship with Self-concept, Life Adaptation and Well-being
69
The effects of prolonged single night session of videogaming on sleep and declarative memory.
70
A preliminary study of disrupted functional network in individuals with Internet gaming disorder: Evidence from the comparison with recreational game users
71
User-avatar bond profiles: How do they associate with disordered gaming?
72
Psychometric properties of the Internet Gaming Disorder Test (IGDT-10) and problematic gaming behavior among Finnish vocational school students.
73
Qualitative study on the price of drugs for multiple sclerosis: Gaming the system.
74
Prevalence and associated factors of internet gaming disorder among secondary school students in rural community, Thailand: a cross-sectional study
75
Evaluation of the exercise intensity generated by active video gaming in patients with cystic fibrosis and healthy individuals.
76
Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students' English vocabulary learning performance, anxiety and behaviors
77
Exergaming in Youth and Young Adults: A Narrative Overview.
78
Corrigendum to “Indian gaming and tribal revenue allocation plans: Socio-economic determinants of policy adoption” (The Social Science Journal (2013) 50(2) (162–167), (S0362331913000037) (10.1016/j.soscij.2013.01.002))
79
Smile goes gaming: Gamification in a classroom response system for academic teaching
80
Kaizen: Interactive Gaming for Diabetes Patient Education.
81
Serious gaming and gamification education in health professions: systematic review
82
Effectiveness of an early intervention program for adolescents with Internet Gaming and Internet Use Disorder: Medium-term effects of the PROTECT+ Study
83
Gaming the system: An investigation of small business owners’ attitudes to tax avoidance, tax planning, and tax evasion
84
Facilitating EFL students’ English grammar learning performance and behaviors: A contextual gaming approach
85
Assessment of Active Video Gaming Using Adapted Controllers by Individuals With Physical Disabilities: A Protocol
86
is exergaming a viable tool in the fight against childhood obesity?
87
short-term effects of video gaming on brain response during working memory performance.
88
towards smart gaming olfactory displays
89
va administrators gaming the system
90
gaming well: links between videogames and flourishing mental health
91
a prospective study of the motivational and health dynamics of internet gaming disorder
92
dysfunctional prefrontal function is associated with impulsivity in people with internet gaming disorder during a delay discounting task
93
social network gaming trends
94
where's the bling of the thing?: ethics, gaming and pbl-i
95
requirements elicitation and prototyping of a fully immersive virtual reality gaming system for upper limb stroke rehabilitation in saudi arabia
96
an update overview on brain imaging studies of internet gaming disorder
97
electrodermal response in gaming
98
adhd rehabilitation through video gaming: a systematic review using prisma guidelines of the current findings and the associated risk of bias.
99
refining measures for assessing problematic/addictive digital gaming use in clinical and research settings
100
association between internet gaming disorder or pathological video-game use and comorbid psychopathology: a comprehensive review
101
serious gaming analytics: what students´ log files tell us about gaming and learning