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Keyword Connections
video game
Journals
4
1
conference proceedings : annual international conference of the ieee engineering in medicine and biology society ieee engineering in medicine and biology society annual conference
2
computers in human behavior
3
International journal of environmental research and public health
4
american journal of preventive medicine
Research Groups
0
No Research Group Connected
Bibliographies
60
1
Promoting Social and Emotional Learning and Subjective Well-Being: Impact of the "Aislados" Intervention Program in Adolescents.
2
A Social Networking and Gamified App to Increase Physical Activity: Cluster RCT.
3
Designing Configurable Arm Rehabilitation Games: How Do Different Game Elements Affect User Motion Trajectories?
4
Virtual reality and video games in cardiac rehabilitation programs. A systematic review.
5
AN APPROACH TO DEVELOP A MOTION-SENSITIVE, LOCALLY MULTIPLAYER-HYBRID (MULTIPID) 3D VIDEO GAME
6
AN APPROACH TO DEVELOP A MOTION-SENSITIVE, LOCALLY MULTIPLAYER-HYBRID (MULTIPID) 3D VIDEO GAME
7
The Continuance Intention of User’s Engagement in Multiplayer Video Games based on Uses and Gratifications Theory
8
Loot boxes and the convergence of video games and gambling.
9
Effects of Active Video Games on Children's Psychosocial Beliefs and School Day Energy Expenditure.
10
Violent video games exposure and aggression: The role of moral disengagement, anger, hostility, and disinhibition.
11
Effects of active video games on children and adolescents: a systematic review with meta-analysis.
12
The contagious impact of playing violent video games on aggression: Longitudinal evidence.
13
Aggressive Video Games are Not a Risk Factor for Future Aggression in Youth: A Longitudinal Study.
14
Finding Common Ground in Meta-Analysis "Wars" on Violent Video Games.
15
Effect of Exposure to Gun Violence in Video Games on Children's Dangerous Behavior With Real Guns: A Randomized Clinical Trial.
16
Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report.
17
The Relation of Violent Video Games to Adolescent Aggression: An Examination of Moderated Mediation Effect.
18
Effects of sexualized video games on online sexual harassment.
19
Are everyday sadists specifically attracted to violent video games and do they emotionally benefit from playing those games?
20
A longitudinal study of link between exposure to violent video games and aggression in Chinese adolescents: The mediating role of moral disengagement.
21
Metaanalysis of the relationship between violent video game play and physical aggression over time.
22
Violent video games, externalizing behavior, and prosocial behavior: A five-year longitudinal study during adolescence.
23
An Explanatory Model for the Relationship between Motivation in Sport, Victimization, and Video Game Use in Schoolchildren.
24
Effects of violent and non-violent computer video games on explicit and implicit aggression
25
“To Prohibit or Permit”: Strategies of Parental Behaviour in Relation to Children’s Video Games in Today’s Russia
26
Effects of micro transactions on video games industry
27
Effect of an Intervention Program Based on Active Video Games and Motor Games on Health Indicators in University Students: A Pilot Study.
28
Designing Experiences: A Virtual Reality Video Game to Enhance Immersion
29
A Usability and Workload Investigation: Using Video Games to Compare Two Virtual Reality Systems
30
Video Game-Induced Theta Rhythm.
31
Time Future Teacher Spend on Facebook and Playing Online Video Games
32
Resisting the perpetual update: Struggles against protocological power in video games
33
Video games as a recovery intervention for ostracism
34
The relationships between video game experience and cognitive abilities in adolescents.
35
Cognitive effects of video games in older adults and their moderators: a systematic review with meta-analysis and meta-regression.
36
It's Double Edged: The Positive and Negative Relationships Between the Development of Moral Reasoning and Video Game Play Among Adolescents.
37
Education on tick bite and Lyme borreliosis prevention, aimed at schoolchildren in the Netherlands: Comparing the effects of an online educational video game versus a leaflet or no intervention
38
The American Psychological Association Task Force assessment of violent video games: Science in the service of public interest.
39
Video Games Do Indeed Influence Children and Adolescents' Aggression, Prosocial Behavior, and Academic Performance: A Clearer Reading of Ferguson (2015).
40
Aggression in children with behavioural/emotional difficulties: seeing aggression on television and video games.
41
From Research Conclusions to Real Change: Understanding the First Amendment's (Non)Response to the Negative Effects of Media on Children by Looking to the Example of Violent Video Game Regulations.
42
Respecting Historical Spatial Integrity: Building a Historical 3D Florence and Avoiding the Video Game
43
Dynamic demand for new and used durable goods without physical depreciation: The case of Japanese video games
44
A usability study of a multicomponent video game-based training for older adults.
45
Can Active Video Games Improve Physical Activity in Adolescents? A Review of RCT.
46
Gamification, serious games and action video games in optometry practice.
47
Does Playing Video Games Increase Emotional Creativity?
48
Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation
49
intrinsic motivation: flow, video games, and participatory culture [symposium]
50
flow and immersion in video games: the aftermath of a conceptual challenge
51
the psycho-pedagogic value of video games and e-sports
52
the everyday lives of video game developers: experimentally understanding underlying systems/structures
53
long-time exposure to violent video games does not show desensitization on empathy for pain: an fmri study
54
video games are an interesting object to the cognition studies
55
watching video games. playing with archaeology and prehistory
56
modding a free and open source software video game: "play testing is hard work"
57
Impact of HEXACO Personality Factors on Consumer Video Game Engagement: A Study on eSports.
58
video games and other online activities may improve health in ageing
59
cognitive enhancement through action video game training: great expectations require greater evidence
60
Empirical Relationships between Problematic Alcohol Use and a Problematic Use of Video Games, Social Media and the Internet and Their Associations to Mental Health in Adolescence