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1. TEACHING FOR UNDERSTANDING THE INTERNAL LOGIC OF SPORTS: A PERSPECTIVE BASED ON TEACHING GAMES FOR UNDERSTANDING AND MOTOR PRAXIOLOGY.

2. Feasibility and effect of cognitive-based board game and multi-component exercise interventions on older adults with dementia.

3. TEACHING FOR UNDERSTANDING THE INTERNAL LOGIC OF SPORTS: A PERSPECTIVE BASED ON TEACHING GAMES FOR UNDERSTANDING AND MOTOR PRAXIOLOGY.

4. The task-attention theory of game learning: a theory and research agenda

5. The potential of games for vulnerable groups like refugees: a scoping review.

6. Association of Social Gaming with Well-Being (Escape COVID-19): A Sentiment Analysis

7. Dorsal and ventral striatal functional connectivity shifts play a potential role in internet gaming disorder

8. Psychometric properties and development of the Chinese versions of Gaming Disorder Test (GDT) and Gaming Disorder Scale for Adolescents (GADIS-A).

9. The Theoretical Model of Decision-Making Behaviour Geospatial Analysis Using Data Obtained from the Games of Chess

10. Effects of Nintendo Ring Fit Adventure Exergame on Pain and Psychological Factors in Patients with Chronic Low Back Pain

11. Trading Accuracy for Enjoyment? Data Quality and Player Experience in Data Collection Games

12. Adventure‐based training to enhance resilience and reduce depressive symptoms among juveniles: A randomized controlled trial

13. Guided Active Play Promotes Physical Activity and Improves Fundamental Motor Skills for School-Aged Children

14. The Effect of Adding Virtual Reality Training on Traditional Exercise Program on Balance and Gait in Unilateral, Traumatic Lower Limb Amputee

15. Effects of Exergames in Women with Fibromyalgia: A Randomized Controlled Study

16. Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns

17. Prevalence and salience of problematic microtransactions in top-grossing mobile and PC games: a content analysis of user reviews

18. Mixed-gender small-sided recreational team handball games in middle-aged and elderly are physiologically more demanding for women than men.

20. An overview of games for entomological literacy in support of sustainable development

21. Student pharmacist perceptions of learning after strengths-based leadership skills lab and escape room in pharmacy practice skills laboratory

22. Design of a disaster preparedness escape room for first and second-year pharmacy students

23. 'GiochiAMO,' a Gaming Intervention to Prevent Smoking and Alcohol Habits Among Children: A Single-Arm Field Trial

24. Evaluating adult interaction during the Step It UP! game to increase physical activity in children

25. Altered neural processing of negative stimuli in people with internet gaming disorder: fMRI evidence from the comparison with recreational game users

26. Designed game situations enhance fundamental movement skills in children with Down syndrome

27. The Gambling Consumption Mediation Model (GCMM): A Multiple Mediation Approach to Estimate the Association of Particular Game Types with Problem Gambling

28. A health game targeting children's implicit attitudes and snack choices

29. A Meta-analysis of Narrative Game-based Interventions for Promoting Healthy Behaviors

30. Free-living Evaluation of Laboratory-based Activity Classifiers in Preschoolers

31. Kaizen: Interactive Gaming for Diabetes Patient Education

32. Difference in leg asymmetry between female collegiate athletes and recreational athletes during drop vertical jump

33. Playing Analog Games Is Associated With Reduced Declines in Cognitive Function: A 68-Year Longitudinal Cohort Study

34. Experimental Design to Systematically Develop a Knowledge Base for Effective Games for Health

35. Games and enculturation: a cross-cultural analysis of cooperative goal structures in Austronesian games

36. Speech timing cues reveal deceptive speech in social deduction board games

37. Go-induced epilepsy treatment with levetiracetam successfully prevented seizures

38. A Virtual Reality Serious Videogame Versus Online Chess Augmentation in Patients with Attention Deficit Hyperactivity Disorder: A Randomized Clinical Trial

40. Effect of long-term individual cognitive stimulation intervention for people with mild neurocognitive disorder

41. Rationale and study protocol for the Movement Oriented Games Based Assessment (MOGBA) cluster randomized controlled trial: A complex movement skill intervention for 8-12 year old children within 'Made to Play'

42. The Effectiveness of a Serious Game Versus Online Lectures for Improving Medical Students Coronavirus Disease 2019 Knowledge

43. Balance rehabilitation with a virtual reality protocol for patients with hereditary spastic paraplegia: Protocol for a clinical trial

44. Exploring the perspectives of dermatology undergraduates with an escape room game

45. Superhuman AI for multiplayer poker

46. The circles of care game © - using gaming to teach interprofessional teamwork in clerkship

47. Effect of board game activities on cognitive function improvement among older adults in adult day care centers

48. Let the kids play: gamification as a CPR training methodology in secondary school students. A quasi-experimental manikin simulation study

49. Escape from the usual: Development and implementation of an ‘escape room’ activity to assess team dynamics

50. Dark Play of Serious Games: Effectiveness and Features (G4HE2018)

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