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51. Sports Games in the Context of Developing Children's Coordination Ability as a Component of Physical Development.

52. Perlindungan Hak Ekonomi Fan-Artist Atas Fan-Art dan Fan Merchandise Genshin Impact Sebagai Karya Derivatif dalam Hukum Hak Cipta.

53. The Relationship Between Individually Assessed High-Intensity Accelerations, High-Intensity Decelerations, Sprints, and Technical Performances During Soccer Matches: A Full Season Analysis.

54. 证道 ”与“游戏” 之间: 清代文人 “西游戏” 的叙述策略与品格.

55. Memory Rehabilitation in Aging as a Need for Today's Modern Societies: Designing and Determining the Effects of Memory-Boosting Mobile Application on the Cognitive Function of Aging with Cognitive Dysfunction.

56. Enhanced Naive Agent in Angry Birds AI Competition via Exploitation-Oriented Learning.

57. “OYUN GİBİ” BİR DÜNYA: VR SANAL GERÇEKLİK.

58. Chess and the Game of Life: Jānis Ezeriņš' Novelette A Game of Chess.

59. Learn biology using digital game-based learning: A systematic literature review.

60. The Non-cooperative Game and Cooperative Game Between Independent Innovation Firm and Imitative Innovation Firm.

61. The Development of Polymedia Adventure Game As a Digital Promotion Media for Campus Orientation.

62. FHG-PR: a hybridized fuzzy-AHP and game theory model for assessing privacy risk on social media platforms

63. Cryptosporidium spp. in German wildlife: Detection, regional occurrence and diversity in wild boar, roe, red and fallow deer

64. Multiplayer Online Games Become Reality: A New Literary Genre

66. Development of an Acoustic and Online VR Game to Improve Social Connectivity and Awareness About Tourist Places in Visually Impaired People

67. HANDCARE: Post Stroke Upper Limb Rehabilitation Device

68. Developing a Serious Game for Acute Pain Detection by Utilizing Virtual Reality and Brain-Computer Interfaces

69. Behavioral Analysis Using Gamification—A Comprehensive Analysis

70. Two-Player Domino Games

72. Optimizing E-Sports Revenue: A Novel Data Driven Approach to Predicting Merchandise Sales Through Data Analytics and Machine Learning

73. The Development of Inclusive Snakes and Ladders Game: Guidance Strategies in Enforcing Inclusive Values in Kindergarten

74. Landschaft und Spiel

79. Application of VR Technology in Games

81. Comparing Performance and Experience in VR vs. Real-World Through a Puzzle Game

82. Shifts in Student Attitudes and Beliefs About Science Through Extended Play in an Immersive Science Game

86. Integration of music-based game approaches with wearable devices for hand neurorehabilitation: a narrative review

87. Determining the Opinions of Parents with Children with Special Needs on Digital Games

88. The CDC’s 'Solve the Outbreak' game: a preliminary debriefing study with students enrolled in an undergraduate epidemiology course

89. Emotional content of modern children’s toys

90. YouTube’da Yayın Yapan Dijital Oyun Yayıncılarının İçeriklerine Dair İnceleme

91. Forming professional reliability of railway power supply specialists

92. Oyun Olgusu Bağlamında Modern Sanatta Yaratım Unsuru Olarak Rastlantı

93. Role of child behavior management in forming positive associations with the dentist

94. Quantitative and qualitative yield loss caused by red deer (Cervus elaphus L.) grazing on permanent organic grasslands

95. Integration of music-based game approaches with wearable devices for hand neurorehabilitation: a narrative review.

96. Cornerball: a new alternative sport proposal for school physical education.

97. The CDC's "Solve the Outbreak" game: a preliminary debriefing study with students enrolled in an undergraduate epidemiology course.

98. Obese-friends club: a gamified virtual quasi-experiment for obesity control in adolescents during the COVID-19 pandemic.

99. Making physical activity fun and accessible to adults with intellectual disabilities: A pilot study of a gamification intervention.

100. Virtual dynamic interaction games reveal impaired multisensory integration in women with migraine.

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