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Bibliographies
[1]
comunicação, consumo e entretenimento: engajando jogadores de videogame através de recompensas simbólicas
[2]
Virtual reality and video games in cardiac rehabilitation programs. A systematic review.
[3]
Exaggerated envy and guilt measured by economic games in Japanese women with anorexia nervosa.
[4]
Using the Revised Bloom Taxonomy to Analyze Psychotherapeutic Games
[5]
The Continuance Intention of User’s Engagement in Multiplayer Video Games based on Uses and Gratifications Theory
[6]
System Usability Scale Antarmuka Palembang Guide Sebagai Media Pendukung Asian Games XVIII
[7]
Loot boxes and the convergence of video games and gambling.
[8]
Mobile EGM Games: Evidence That Simulated Games Encourage Real-Money 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]
Evaluating Immunopathogenic Biomarkers During Severe Malaria Illness as Modifiers of the Neuropsychologic Benefits of Computer Cognitive Games Rehabilitation in Ugandan Children
[13]
Tablet computer games to measure dorsal stream performance in good and poor readers
[14]
Playing games in computers without physical interaction using electroencephalography for differently abled
[15]
A new method for tongue rehabilitation with computer games: Pilot study
[16]
Effectiveness of Cognitive Computer games on Attention Span of Students with Intellectual Disability
[17]
Serious Games in Computer Science Learning Goals
[18]
ExerBrain: A Comparison of Positive and Negative Reinforcement in Attention Training Using BCI based Computer Games
[19]
Effectiveness of Computer games of Emotion Regulation on Social skills of Children with Intellectual Disability
[20]
About some barriers in usage of educational computer games by teachers in STEM
[21]
Using computer games to support mental health interventions: Naturalistic deployment study
[22]
Applying Brain-Computer Interface Technology for Evaluation of User Experience in Playing Games
[23]
Game-based learning in mechanical engineering education: Case study of games-based learning application in computer aided design assembly
[24]
Serious games in learning Computer Networks. An analysis from the optimal experience
[25]
Discrete Control Processes, Dynamic Games and Multicriterion Control Problems
[26]
Cyber Games and Interactive Entertainment
[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]
Exploring Adolescent Cyber Victimization in Mobile Games: Preliminary Evidence from a British Cohort.
[33]
Effects of sexualized video games on online sexual harassment.
[34]
Are everyday sadists specifically attracted to violent video games and do they emotionally benefit from playing those games?
[35]
A longitudinal study of link between exposure to violent video games and aggression in Chinese adolescents: The mediating role of moral disengagement.
[36]
Violent video games, externalizing behavior, and prosocial behavior: A five-year longitudinal study during adolescence.
[37]
Emotions in social computer games: Relations with bullying, aggression, and school belonging
[38]
How gamers manage aggression: Situating skills in collaborative computer games
[39]
He just wants to play: How goals determine the influence of violent computer games on aggression
[40]
Exposure to violent computer games and Chinese adolescents' physical aggression: The role of beliefs about aggression, hostile expectations, and empathy
[41]
Effects of violent and non-violent computer video games on explicit and implicit aggression
[42]
Computer games in childhood and adolescence: Relations to addictive behavior, ADHD, and aggression
[43]
Gender stereotypes, aggression, and computer games: An online survey of women
[44]
Aggression, competition and computer games: Computer and human opponents
[45]
“To Prohibit or Permit”: Strategies of Parental Behaviour in Relation to Children’s Video Games in Today’s Russia
[46]
Effects of micro transactions on video games industry
[47]
Whistleblowing Games in Networks
[48]
Effect of an Intervention Program Based on Active Video Games and Motor Games on Health Indicators in University Students: A Pilot Study.
[49]
On the role of interaction mode and story structure in virtual reality serious games
[50]
A Usability and Workload Investigation: Using Video Games to Compare Two Virtual Reality Systems
[51]
Serious games to train nursing students to evaluate and care the signs pain
[52]
The effect of various tax and redistribution models on the Gini coefficient of simple exchange games.
[53]
From intervention to invitation: reshaping adolescent sexual health through story telling and games.
[54]
Fostering Creativity through Games and Digital Story Telling
[55]
Telling stories with digital board games: Narrative game worlds in literacies learning
[56]
Humanome Versus Microbiome: Games of Dominance and Pan-Biosurveillance in the Omics Universe.
[57]
Traces of sport in the games of brueghel (16th century) and rodrigo caro (17th century)
[58]
Author Correction: Group size effects and critical mass in public goods games.
[59]
How Serious Games for Health Enhance Empowerment-Related Patient Education: The Impact of Gender
[60]
Time Future Teacher Spend on Facebook and Playing Online Video Games
[61]
A review of experiments on dynamic games in environmental and resource economics
[62]
Dark Play of Serious Games: Effectiveness and Features (G4HE2018).
[63]
Board Games for Health: A Systematic Literature Review and Meta-Analysis.
[64]
Computer Games in Education.
[65]
Variations of external load variables between medium- and large-sided soccer games in professional players.
[66]
Cooperation enhanced by the coevolution of teaching activity in evolutionary prisoner's dilemma games with voluntary participation.
[67]
Equal status in Ultimatum Games promotes rational sharing.
[68]
Effectiveness of Computerized Drill and Practice Games in Teaching Basic Math Facts
[69]
The Effectiveness of Educational Computer Games on the Academic Motivation in Third Grade Elementary School Students with Math Learning Disability
[70]
The Role of Games in Teaching English Numbers to Iranian EFL Learners at the Elementary Level
[71]
I Thought This Was a Study on Math Games: Attribute Modification in Children’s Interactions with Mathematics Apps
[72]
The role of self-loops and link removal in evolutionary games on networks.
[73]
The cognitive outcome in the physical games at the college of studentsof the basic science in the world islamic sciences and education university
[74]
Resisting the perpetual update: Struggles against protocological power in video games
[75]
The heroic in mainstream cinema: Gender and bravery in The Hunger Games
[76]
Video games as a recovery intervention for ostracism
[77]
Negative workplace behaviour: Nurses' power games, blame culture and incivility - Why nurses do not care for each other
[78]
Eric berne's games people play, the phatic and rhetoric modes of speech, and the "two to one dialogue" situation in harold pinter's birthday party
[79]
Social Spending: An Empirical Study on Peer Pressure and Player Spending in Games
[80]
The effect of educational board games training programme on the social skill development of the fourth graders
[81]
Digital games and learning mathematics: Student, teacher and parent perspectives
[82]
The impact of heavy and disordered use of games and social media on adolescents' psychological, social, and school functioning.
[83]
What Influences Chinese Adolescents' Choice Intention between Playing Online Games and Learning? Application of Theory of Planned Behavior with Subjective Norm Manipulated as Peer Support and Parental Monitoring.
[84]
Large scale and information effects on cooperation in public good games.
[85]
The effects of online interactive games on high school students' achievement and motivation in history learning
[86]
Cognitive effects of video games in older adults and their moderators: a systematic review with meta-analysis and meta-regression.
[87]
Synchronization in Multiplayer Online Games
[88]
Ergonomic Criteria for Creating Online Educational Games for Seniors
[89]
Audio immersion in games — a case study using an online game with background music and sound effects
[90]
Online Games for 21st Century Skills
[91]
Designing Online Games Assessment as
[92]
Effects of personality on satisfaction and repurchase intention of online games
[93]
Client-server assignment in massively multiplayer online games
[94]
Networking and Online Games
[95]
Early Online and Multiplayer Games
[96]
Recent Online and Multiplayer Games
[97]
Chapter 12 - DRUGS AND THE OLYMPIC GAMES
[98]
Online Games, Effects of
[99]
Content Effects: Online and Offline Games
[100]
Extending Expectancy Violations Theory to Multiplayer Online Games: The Structure and Effects of Expectations on Attitude Toward the Advertising, Attitude Toward the Brand, and Purchase Intent
[101]
Faithfulness-boost effect: Loyal teammate selection correlates with skill acquisition improvement in online games