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Keyword Connections
video games
Journals
22
1
Proceedings of the National Academy of Sciences of the United States of America
2
Journal of medical Internet research
3
Frontiers in psychology
4
International journal of environmental research and public health
5
Royal Society open science
6
Science
7
Cyberpsychology, behavior and social networking
8
journal of neuroscience methods
9
jmir research protocols
10
Neuropsychiatric disease and treatment
11
journal of healthcare engineering
12
Developmental psychology
13
JAMA network open
14
aggressive behavior
15
journal of youth and adolescence
16
perspectives on psychological science : a journal of the association for psychological science
17
jmir serious games
18
health promotion and chronic disease prevention in canada : research, policy and practice
19
journal of biomedical informatics
20
Aging & mental health
21
annual review of psychology
22
New directions for child and adolescent development
Research Groups
0
No Research Group Connected
Bibliographies
55
1
Game-based interventions for neuropsychological assessment, training and rehabilitation: Which game-elements to use? A systematic review.
2
Problematic Video Gaming in a Young Spanish Population: Association with Psychosocial Health.
3
The relationships between video game experience and cognitive abilities in adolescents.
4
Effects of a Game-Based Virtual Reality Video Capture Training Program Plus Occupational Therapy on Manual Dexterity in Patients with Multiple Sclerosis: A Randomized Controlled Trial.
5
Cognitive effects of video games in older adults and their moderators: a systematic review with meta-analysis and meta-regression.
6
It's Double Edged: The Positive and Negative Relationships Between the Development of Moral Reasoning and Video Game Play Among Adolescents.
7
Video Games Do Indeed Influence Children and Adolescents' Aggression, Prosocial Behavior, and Academic Performance: A Clearer Reading of Ferguson (2015).
8
Pilot Testing the Feasibility of a Game Intervention Aimed at Improving Help Seeking and Coping Among Sexual and Gender Minority Youth: Protocol for a Randomized Controlled Trial.
9
Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation
10
InsuOnline, an Electronic Game for Medical Education on Insulin Therapy: A Randomized Controlled Trial With Primary Care Physicians
11
InsuOnline, a Serious Game to Teach Insulin Therapy to Primary Care Physicians: Design of the Game and a Randomized Controlled Trial for Educational Validation
12
the factor structure and validity of the persian version of the baumrind parenting style inventory
13
gaming well: links between videogames and flourishing mental health
14
watching video games. playing with archaeology and prehistory
15
coordenação das atividades produtivas na indústria brasileira de jogos eletrônicos: hierarquia, mercado ou aliança? coordination of production activities in the brazilian electronic games industry: hierarchy, market or alliance?
16
video games and other online activities may improve health in ageing
17
the effects of task difficulty, novelty and the size of the search space on intrinsically motivated exploration
18
Title not found
19
Development and Evaluation of a New Serious Game for Continuing Medical Education of General Practitioners (Hygie): Double-Blinded Randomized Controlled Trial.
20
Moving Forward by Looking Back: Understanding Why Some Spanish-Speaking English Learners Fall Behind.
21
Virtual reality and video games in cardiac rehabilitation programs. A systematic review.
22
The Continuance Intention of User’s Engagement in Multiplayer Video Games based on Uses and Gratifications Theory
23
Loot boxes and the convergence of video games and gambling.
24
Effects of Active Video Games on Children's Psychosocial Beliefs and School Day Energy Expenditure.
25
Violent video games exposure and aggression: The role of moral disengagement, anger, hostility, and disinhibition.
26
Effects of active video games on children and adolescents: a systematic review with meta-analysis.
27
The contagious impact of playing violent video games on aggression: Longitudinal evidence.
28
Aggressive Video Games are Not a Risk Factor for Future Aggression in Youth: A Longitudinal Study.
29
Finding Common Ground in Meta-Analysis "Wars" on Violent Video Games.
30
Effect of Exposure to Gun Violence in Video Games on Children's Dangerous Behavior With Real Guns: A Randomized Clinical Trial.
31
The Relation of Violent Video Games to Adolescent Aggression: An Examination of Moderated Mediation Effect.
32
Effects of sexualized video games on online sexual harassment.
33
Are everyday sadists specifically attracted to violent video games and do they emotionally benefit from playing those games?
34
A longitudinal study of link between exposure to violent video games and aggression in Chinese adolescents: The mediating role of moral disengagement.
35
Violent video games, externalizing behavior, and prosocial behavior: A five-year longitudinal study during adolescence.
36
Effects of violent and non-violent computer video games on explicit and implicit aggression
37
“To Prohibit or Permit”: Strategies of Parental Behaviour in Relation to Children’s Video Games in Today’s Russia
38
Effects of micro transactions on video games industry
39
Effect of an Intervention Program Based on Active Video Games and Motor Games on Health Indicators in University Students: A Pilot Study.
40
A Usability and Workload Investigation: Using Video Games to Compare Two Virtual Reality Systems
41
Time Future Teacher Spend on Facebook and Playing Online Video Games
42
Resisting the perpetual update: Struggles against protocological power in video games
43
Video games as a recovery intervention for ostracism
44
The American Psychological Association Task Force assessment of violent video games: Science in the service of public interest.
45
Aggression in children with behavioural/emotional difficulties: seeing aggression on television and video games.
46
Dynamic demand for new and used durable goods without physical depreciation: The case of Japanese video games
47
Can Active Video Games Improve Physical Activity in Adolescents? A Review of RCT.
48
Gamification, serious games and action video games in optometry practice.
49
Does Playing Video Games Increase Emotional Creativity?
50
intrinsic motivation: flow, video games, and participatory culture [symposium]
51
flow and immersion in video games: the aftermath of a conceptual challenge
52
the psycho-pedagogic value of video games and e-sports
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
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