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1. The Technology to Enhance Patient Motivation in Virtual Reality Rehabilitation: A Review.

2. A novel virtual reality approach for functional lateralization in healthy adults.

3. Development of a Videogame for the Promotion of Active Aging Through Depression Prevention, Healthy Lifestyle Habits, and Cognitive Stimulation for Middle-to-Older Aged Adults.

4. A Videogame-Based Approach to Measuring Information Processing Speed in Multiple Sclerosis Patients.

5. Risk and Protective Factors for Frequent Electronic Device Use of Online Technologies.

6. The effects of age on brain cortical activation and functional connectivity during video game-based finger-to-thumb opposition movement: A functional near-infrared spectroscopy study.

7. Reinforcing Value of a Moderately Physiologically Challenging Active Videogame Versus a Minimally Challenging Active Videogame.

8. Strategic Deception in Adults with Autism Spectrum Disorder.

9. Gamer's Health Guide: Optimizing Performance, Recognizing Hazards, and Promoting Wellness in Esports.

10. Studying the Effect of Display Type and Viewing Perspective on User Experience in Virtual Reality Exergames.

11. Investigating the Feasibility of Exergame on Sleep and Emotion Among University Students.

13. Health Benefits of Digital Videogames for the Aging Population: A Systematic Review.

14. Mila Blooms: A Mobile Phone Application and Behavioral Intervention for Promoting Physical Activity and a Healthy Diet Among Adolescent Survivors of Childhood Cancer.

15. Personalizing Sensor-Controlled Digital Gaming to Self-Management Needs of Older Adults with Heart Failure: A Qualitative Study.

16. Avatar Creation in Videogaming: Between Compensation and Constraint.

17. The Effects of Casual Videogames on Anxiety, Depression, Stress, and Low Mood: A Systematic Review.

18. Problematic Internet use (PIU), personality profiles and emotion dysregulation in a cohort of young adults: trajectories from risky behaviors to addiction.

19. Serious Game e-Baby Família: an educational technology for premature infant care.

20. A smartphone game to prevent HIV among young Kenyans: local perceptions of mechanisms of effect.

21. The Kids Obesity Prevention Program: Cluster Randomized Controlled Trial to Evaluate a Serious Game for the Prevention and Treatment of Childhood Obesity.

22. Enhancing Healthy Behaviors Through Virtual Self: A Systematic Review of Health Interventions Using Avatars.

23. Brain-Computer Interface Design and Neurofeedback Training in the Case of ADHD Rehabilitation.

24. The Effects of Videogaming with a Brain-Computer Interface on Mood and Physiological Arousal.

25. Effects of computer gaming on cognition, brain structure, and function: a critical reflection on existing literature
.

26. Video Game-Induced Theta Rhythm.

27. Exploiting the "video game craze": A case study of the tobacco industry's use of video games as a marketing tool.

28. Which Game Narratives Do Adolescents of Different Gameplay and Sociodemographic Backgrounds Prefer? A Mixed-Methods Analysis.

30. Designing a Serious Game for Youth with ASD: Perspectives from End-Users and Professionals.

31. An Experiential Learning-Based Approach to Neurofeedback Visualisation in Serious Games.

32. Generalised Versus Specific Internet Use-Related Addiction Problems: A Mixed Methods Study on Internet, Gaming, and Social Networking Behaviours.

33. Trends in robot-assisted and virtual reality-assisted neuromuscular therapy: a systematic review of health-related multiplayer games.

34. Connection, meaning, and distraction: A qualitative study of video game play and mental health recovery in veterans treated for mental and/or behavioral health problems.

35. Relationship of media exposure to substance use among adolescents in Saudi Arabia: Results from a national study.

36. Developing a Suite of Motion-Controlled Games for Upper Extremity Training in Children with Cerebral Palsy: A Proof-of-Concept Study.

37. Effectiveness of Serious Gaming During the Multidisciplinary Rehabilitation of Patients With Complex Chronic Pain or Fatigue: Natural Quasi-Experiment.

38. Impaired orienting in youth with Internet Addiction: Evidence from the Attention Network Task (ANT).

39. Healthcare Encounters for Pokémon Go: Risks and Benefits of Playing.

40. Evaluation of App-Based Serious Gaming as a Training Method in Teaching Chest Tube Insertion to Medical Students: Randomized Controlled Trial.

41. Achievement of Virtual and Real Objects Using a Short-Term Motor Learning Protocol in People with Duchenne Muscular Dystrophy: A Crossover Randomized Controlled Trial.

42. Exergames to Improve the Mobility of Long-Term Care Residents: A Cluster Randomized Controlled Trial.

43. Participant Outcomes from Methods of Recruitment for Videogame Research.

44. Electromyography Biofeedback Exergames to Enhance Grip Strength and Motivation.

45. Decreases in self-reported sleep duration among U.S. adolescents 2009-2015 and association with new media screen time.

46. Internet Gaming Disorder in Children and Adolescents.

47. Digital Screen Media and Cognitive Development.

48. "I Wanna Be the Very Best!" Agreeableness and Perseverance Predict Sustained Playing to Pokémon Go: A Longitudinal Study.

49. Pain, pain intensity and pain disability in high school students are differently associated with physical activity, screening hours and sleep.

50. The game as strategy for approach to sexuality with adolescents: theoretical-methodological reflections.

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