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game
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Journals
International journal of environmental research and public health
journal of oral rehabilitation
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Bibliographies
[1]
Supporting Sustainable Development of Water Resources: A Social Welfare Maximization Game Model.
[2]
Effect of tongue-strengthening training combined with a tablet personal computer game in healthy adults.
[3]
game design to measure reflexes and attention based on biofeedback multi-sensor interaction
[4]
playing, gaming, working and labouring: framing the con-cepts and relations
[5]
gamification of cognitive assessment and cognitive training: a systematic review of applications, approaches and efficacy
[6]
game-based training of listening skills: the effects of degraded communications
[7]
the film jogo de cena e o corredor de espelhos
[8]
game utilization as a media to train the balance of left and right brain
[9]
Outbreak of Trichinellosis Associated with Eating Cougar Jerky
[10]
The Importance of Children’s Games in the Education of the Young Generation
[11]
Optical Games as Alternative Learning Media to Increase Students' Learning Interest in Interference and Light Diffraction Material
[12]
The new great game: blood and oil in Central Asia
[13]
Virtual reality and video games in cardiac rehabilitation programs. A systematic review.
[14]
Artificial intelligence - upping the game in gastrointestinal endoscopy?
[15]
Being the chosen one: social inclusion modulates decisions in the ultimatum game. An ERP study.
[16]
Exaggerated envy and guilt measured by economic games in Japanese women with anorexia nervosa.
[17]
Using the Revised Bloom Taxonomy to Analyze Psychotherapeutic Games
[18]
Surgical Techniques, Outcomes, Indications, and Complications of Simultaneous High Tibial Osteotomy and Anterior Cruciate Ligament Revision Surgery: A Systematic Review.
[19]
Trends in Publications on the Anterior Cruciate Ligament Over the Past 40 Years on PubMed.
[20]
Medial Patellofemoral Ligament Reconstruction in Skeletally Immature Patients: A Systematic Review and Meta-analysis.
[21]
AN APPROACH TO DEVELOP A MOTION-SENSITIVE, LOCALLY MULTIPLAYER-HYBRID (MULTIPID) 3D VIDEO GAME
[22]
Postoperative Magnetic Resonance Imaging following Arthroscopic Primary Anterior Cruciate Ligament Repair
[23]
ALTRIRAS: A Computer Game for Training Children with Autism Spectrum Disorder in the Recognition of Basic Emotions
[24]
Knowledge Encoding in Game Mechanics: Transfer-Oriented Knowledge Learning in Desktop-3D and VR
[25]
Rabies of canid biotype in wild dog (Lycaon pictus) and spotted hyaena (Crocuta crocuta) in Madikwe Game Reserve, South Africa in 2014-2015: Diagnosis, possible origins and implications for control
[26]
AN APPROACH TO DEVELOP A MOTION-SENSITIVE, LOCALLY MULTIPLAYER-HYBRID (MULTIPID) 3D VIDEO GAME
[27]
The Continuance Intention of User’s Engagement in Multiplayer Video Games based on Uses and Gratifications Theory
[28]
System Usability Scale Antarmuka Palembang Guide Sebagai Media Pendukung Asian Games XVIII
[29]
On the (in)fissibility of intervocalic consonants in Norwegian and German: Evidence from a word game
[30]
How to recover trust in the banking industry? A game theory approach to empirical analyses of bank and corporate customer relationships
[31]
Research on ‘near-zero emission’ technological innovation diffusion based on co-evolutionary game approach
[32]
Identification of locations susceptible to osteoarthritis in patients with anterior cruciate ligament reconstruction: Combining knee joint computational modelling with follow-up T and T imaging.
[33]
A Reactive-Darwinian Model for the ultimatum game: On the dominance of moderation in high diffusion
[34]
Loot boxes and the convergence of video games and gambling.
[35]
Mobile EGM Games: Evidence That Simulated Games Encourage Real-Money Gambling.
[36]
MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood Disorder.
[37]
Effects of Active Video Games on Children's Psychosocial Beliefs and School Day Energy Expenditure.
[38]
SIM-CIG: A Serious Game to Practice and Improve Clinical Guidelines Adoption Based on Computer-Interpretable Guidelines.
[39]
Violent video games exposure and aggression: The role of moral disengagement, anger, hostility, and disinhibition.
[40]
The mediating effect of motivations between psychiatric distress and gaming disorder among esport gamers and recreational gamers.
[41]
Effects of active video games on children and adolescents: a systematic review with meta-analysis.
[42]
A systematic review and meta-analysis of social emotional computer based interventions for autistic individuals using the serious game framework
[43]
Evaluating Immunopathogenic Biomarkers During Severe Malaria Illness as Modifiers of the Neuropsychologic Benefits of Computer Cognitive Games Rehabilitation in Ugandan Children
[44]
Results from a pilot study of a computer-based role-playing game for young people with psychosis
[45]
Computer game licences: The EULA and its discontents
[46]
Tablet computer games to measure dorsal stream performance in good and poor readers
[47]
Playing games in computers without physical interaction using electroencephalography for differently abled
[48]
The implementation of Miro, a media-as-place computer game
[49]
A new method for tongue rehabilitation with computer games: Pilot study
[50]
Effectiveness of Cognitive Computer games on Attention Span of Students with Intellectual Disability
[51]
Serious Games in Computer Science Learning Goals
[52]
ExerBrain: A Comparison of Positive and Negative Reinforcement in Attention Training Using BCI based Computer Games
[53]
Effectiveness of Computer games of Emotion Regulation on Social skills of Children with Intellectual Disability
[54]
Factitious: Large scale computer game to fight fake news and improve news literacy
[55]
About some barriers in usage of educational computer games by teachers in STEM
[56]
Using computer games to support mental health interventions: Naturalistic deployment study
[57]
Concurrent Validity and Reliability of Alternative Computer Game for the Coincidence-Anticipation Timing Task
[58]
Engaging students in computer science education through game development with unity
[59]
Applying Brain-Computer Interface Technology for Evaluation of User Experience in Playing Games
[60]
Game-based learning in mechanical engineering education: Case study of games-based learning application in computer aided design assembly
[61]
The PERSON project: a serious brain-computer interface game for treatment in cognitive impairment
[62]
Investigating the Impact of an Immersive Computer-based Math Game on the Learning Process of Undergraduate Students
[63]
Sociology a game changer in computer science programs
[64]
The development and evaluation of ‘farm animal welfare’: An educational computer game for children
[65]
Pervasive Serious Game for Development Skills in Computer Networking
[66]
Serious games in learning Computer Networks. An analysis from the optimal experience
[67]
Problematic computer game use as expression of Internet addiction and its association with self-rated health in the Lithuanian adolescent population
[68]
Formative evaluation of an adaptive game for engaging learners of programming concepts in K-12
[69]
Discrete Control Processes, Dynamic Games and Multicriterion Control Problems
[70]
Cyber Games and Interactive Entertainment
[71]
The contagious impact of playing violent video games on aggression: Longitudinal evidence.
[72]
Aggressive Video Games are Not a Risk Factor for Future Aggression in Youth: A Longitudinal Study.
[73]
Finding Common Ground in Meta-Analysis "Wars" on Violent Video Games.
[74]
Effect of Exposure to Gun Violence in Video Games on Children's Dangerous Behavior With Real Guns: A Randomized Clinical Trial.
[75]
An Interactive Mobile App Game to Address Aggression (RegnaTales): Pilot Quantitative Study.
[76]
Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report.
[77]
The Relation of Violent Video Games to Adolescent Aggression: An Examination of Moderated Mediation Effect.
[78]
Exploring Adolescent Cyber Victimization in Mobile Games: Preliminary Evidence from a British Cohort.
[79]
Effects of sexualized video games on online sexual harassment.
[80]
Are everyday sadists specifically attracted to violent video games and do they emotionally benefit from playing those games?
[81]
A longitudinal study of link between exposure to violent video games and aggression in Chinese adolescents: The mediating role of moral disengagement.
[82]
Metaanalysis of the relationship between violent video game play and physical aggression over time.
[83]
Violent video games, externalizing behavior, and prosocial behavior: A five-year longitudinal study during adolescence.
[84]
An Explanatory Model for the Relationship between Motivation in Sport, Victimization, and Video Game Use in Schoolchildren.
[85]
Correction: The evaluation of the effect of a newly designed Computer Game on 7th Grade Students' motivation towards science and aggression [EURASIA J. Math., Sci Tech. Ed, 13, 8, (2017) (5379-5393)] https://doi.org/10.12973/eurasia.2017.00831a
[86]
The evaluation of the effect of a newly designed computer game on 7th grade students' motivation towards science and aggression
[87]
Priming effect of computer game violence on children’s aggression levels
[88]
Emotions in social computer games: Relations with bullying, aggression, and school belonging
[89]
How gamers manage aggression: Situating skills in collaborative computer games
[90]
He just wants to play: How goals determine the influence of violent computer games on aggression
[91]
Exposure to violent computer games and Chinese adolescents' physical aggression: The role of beliefs about aggression, hostile expectations, and empathy
[92]
Effects of violent and non-violent computer video games on explicit and implicit aggression
[93]
Computer games in childhood and adolescence: Relations to addictive behavior, ADHD, and aggression
[94]
Changes in the P300 amplitude under the influence of "aggressive" computer game in adolescents with different levels of initial aggression and conflicting behavior
[95]
Excessive computer game playing: Evidence for addiction and aggression?
[96]
Gender stereotypes, aggression, and computer games: An online survey of women
[97]
Investigation of the relationship between social isolation, self-esteem, aggression and computer game play in Japanese adolescents
[98]
Aggression, competition and computer games: Computer and human opponents
[99]
Applying Evolutionary Psychology to a Serious Game about Children's Interpersonal Conflict
[100]
“To Prohibit or Permit”: Strategies of Parental Behaviour in Relation to Children’s Video Games in Today’s Russia
[101]
the Role of Botsalano Game Reserve in Sustainable livelihoods and Poverty alleviation through Community-based tourism development in South Africa