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Normalization of Chance-Based Mechanisms in Mobile Games for Children: A Descriptive Analysis.
- Published in:
- Journal of Gambling Studies, 2024, v. 40, n. 3, p. 1517, doi. 10.1007/s10899-023-10273-4
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- Article
Heavy Users, Mobile Gamers, and Social Networkers: Patterns of Objective Smartphone Use in Parents of Infants and Associations With Parent Depression, Sleep, Parenting, and Problematic Phone Use.
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- Human Behavior & Emerging Technologies, 2024, v. 2024, p. 1, doi. 10.1155/2024/3601969
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- Article
The Effectiveness of Digital Interactive Intervention on Reducing Older Adults' Depressive and Anxiety Symptoms: A Systematic Review and Meta-Analysis.
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- Gerontology, 2024, v. 70, n. 9, p. 991, doi. 10.1159/000539404
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- Article
Muhasebe eğitiminde video oyun kullanımına yönelik öğrenci görüşleri ve öğrencilerin motivasyonu ile öğrenme çıktıları üzerine etkilerinin araştırılması.
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- Journal of Internet Applications & Management / İnternet Uygulamaları ve Yönetimi Dergisi, 2024, v. 15, n. 1, p. 39, doi. 10.34231/iuyd.1364947
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- Article
The Playing Motivations of Male and Female Gamers and the Effects of Stereotypes on Their Motivations in Honor of Kings.
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- Simulation & Gaming, 2024, v. 55, n. 4, p. 637, doi. 10.1177/10468781241238299
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- Article
Typologies and Features of Play in Mobile Games for Mental Wellbeing.
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- Simulation & Gaming, 2023, v. 54, n. 5, p. 508, doi. 10.1177/10468781231188392
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- Article
Assessing the Distinctive Contributions of Simulation & Gaming to the Literature, 1970-2019: A Bibliometric Review.
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- Simulation & Gaming, 2020, v. 51, n. 6, p. 744, doi. 10.1177/1046878120941569
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- Article
Experiencing Cybersecurity One Game at a Time: A Systematic Review of Cybersecurity Digital Games.
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- Simulation & Gaming, 2020, v. 51, n. 5, p. 586, doi. 10.1177/1046878120933312
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- Article
Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games?
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- Simulation & Gaming, 2019, v. 50, n. 2, p. 136, doi. 10.1177/1046878119831420
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- Publication type:
- Article
Ludic Markers for Player-Player Observation in Location-Based Mobile Games.
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- Simulation & Gaming, 2018, v. 49, n. 6, p. 700, doi. 10.1177/1046878118796056
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- Article
spectrum.
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- Government Technology, 2017, v. 30, n. 3, p. 47
- Publication type:
- Article
Related research between college students' mobile game addiction, mobile self‐efficacy, and academic performance in Taiwan.
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- Psychology in the Schools, 2023, v. 60, n. 4, p. 931, doi. 10.1002/pits.22804
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- Publication type:
- Article
Fuzzy AHP for determining the key features and cognitive differences of mobile game development among designer and game player.
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- Multimedia Tools & Applications, 2017, v. 76, n. 18, p. 18265, doi. 10.1007/s11042-016-3792-5
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- Publication type:
- Article
Virtual Blocks: a serious game for spatial ability improvement on mobile devices.
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- Multimedia Tools & Applications, 2014, v. 73, n. 3, p. 1575, doi. 10.1007/s11042-013-1652-0
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- Publication type:
- Article
AUGChain: blockchain-based mobile user authentication scheme in global mobility network.
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- Journal of Supercomputing, 2022, v. 78, n. 5, p. 6788, doi. 10.1007/s11227-021-04139-y
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- Article
Evaluating students' perception of Scrum through a learning game.
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- Computer Applications in Engineering Education, 2022, v. 30, n. 5, p. 1485, doi. 10.1002/cae.22539
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- Article
Mobile devices use in analyzing the engineering students attitude towards programming by using a fuzzy logic technique.
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- Computer Applications in Engineering Education, 2021, v. 29, n. 3, p. 538, doi. 10.1002/cae.22200
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- Publication type:
- Article
Fuzzy logic based performance analysis of educational mobile game for engineering students.
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- Computer Applications in Engineering Education, 2020, v. 28, n. 6, p. 1536, doi. 10.1002/cae.22325
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- Article
Korelasi Tipe Pemain Dengan Pengukuran Usability Pada Game Freemium.
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- Techno.com, 2021, v. 20, n. 2, p. 245, doi. 10.33633/tc.v20i2.4427
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- Article
Effects of a mobile game-based English vocabulary learning app on learners' perceptions and learning performance: A case study of Taiwanese EFL learners.
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- ReCALL, 2019, v. 31, n. 2, p. 170, doi. 10.1017/S0958344018000228
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- Publication type:
- Article
Development and Validation of the Mobile Addiction Scale: The Components Model Approach.
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- Addicta: The Turkish Journal on Addictions, 2016, v. 3, n. 3, p. 452, doi. 10.15805/addicta.2016.3.0118
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- Publication type:
- Article
Women and videogames: What do they play?
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- Anales de Psicología, 2022, v. 38, n. 3, p. 508, doi. 10.6018/analesps.504281
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- Publication type:
- Article
Home-Based Intelligent Exercise System for Seniors' Healthcare: The Example of Golf Croquet.
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- Sports (2075-4663), 2023, v. 11, n. 11, p. 207, doi. 10.3390/sports11110207
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- Article
How to Relax in Stressful Situations: A Smart Stress Reduction System.
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- Healthcare (2227-9032), 2020, v. 8, n. 2, p. 100, doi. 10.3390/healthcare8020100
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- Article
ЕКИПНА ОРГАНИЗАЦИЯ В ПРИЛОЖЕНИЕТО НА ВИДОВЕТЕ ИГРИ ПРИ ОБУЧЕНИЕТО ПО ФИЗИЧЕСКО ВЪЗПИТАНИЕ В НАЧАЛНОТО УЧИЛИЩЕ.
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- Management & Education / Upravlenie i Obrazovanie, 2022, v. 18, n. 3, p. 108
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- Publication type:
- Article
НЕСТАНДАРТЕН ПОДХОД В ПРИЛОЖЕНИЕТО НА ПОДВИЖНИТЕ И ЩАФЕТНИ ИГРИ, КАТО МЕТОД ЗА КОМПЛЕКСНО ВЪЗДЕЙСТВИЕ В УСЛОВИЯТА НА ИНТЕРАКТИВНО ОБУЧЕНИЕ
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- Management & Education / Upravlenie i Obrazovanie, 2020, v. 16, n. 3, p. 37
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- Publication type:
- Article
MOVABLE GAMES IN FIRST GRADE AS A METHOD OF COMPLEX IMPACT IN TERMS OF GROUP-ADVERSARIAL LEARNING ORGANIZATION.
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- Management & Education / Upravlenie i Obrazovanie, 2014, v. 10, n. 3, p. 62
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- Publication type:
- Article
Gamification in the microbiology classroom for biology students during the COVID-19 pandemic.
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- Revista Entramado, 2022, v. 18, n. 1, p. 1, doi. 10.18041/1900-3803/entramado.1.7674
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- Publication type:
- Article
Architecture of a 2D Game for Android and IOS Using Cocos2DX.
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- Visión Electrónica, 2022, v. 16, n. 1, p. 1, doi. 10.14483/issn.2248-4728
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- Article
Development of the Problematic Mobile Gaming Questionnaire and Prevalence of Mobile Gaming Addiction Among Adolescents in Taiwan.
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- CyberPsychology, Behavior & Social Networking, 2019, v. 22, n. 10, p. 662, doi. 10.1089/cyber.2019.0085
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- Article
Exploring Adolescent Cyber Victimization in Mobile Games: Preliminary Evidence from a British Cohort.
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- CyberPsychology, Behavior & Social Networking, 2019, v. 22, n. 3, p. 227, doi. 10.1089/cyber.2018.0318
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- Article
Mobile Game Induces Active Engagement on Neuromuscular Electrical Stimulation Training in Patients with Stroke.
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- CyberPsychology, Behavior & Social Networking, 2018, v. 21, n. 8, p. 504, doi. 10.1089/cyber.2018.0045
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- Publication type:
- Article
Social Capital Accumulation in Location-Based Mobile Game Playing: A Multiple-Process Approach.
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- CyberPsychology, Behavior & Social Networking, 2017, v. 20, n. 8, p. 486, doi. 10.1089/cyber.2017.0222
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- Publication type:
- Article
Motives Matter: Motives for Playing Pokémon Go and Implications for Well-Being.
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- CyberPsychology, Behavior & Social Networking, 2017, v. 20, n. 1, p. 52, doi. 10.1089/cyber.2016.0562
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- Publication type:
- Article
Empirical study on perceived behavior of Generation Z towards Mobile game during Covid-19 Pandemic: A structural Equation Modelling Approach.
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- Turkish Online Journal of Qualitative Inquiry, 2021, v. 12, n. 7, p. 1350
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- Article
New Dimension of HR Analytics in Post Covid Scenario in Indian Organizations.
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- Turkish Online Journal of Qualitative Inquiry, 2021, v. 12, n. 3, p. 4532
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- Article
Mobile cloud game in high performance computing environment.
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- Telkomnika, 2020, v. 18, n. 4, p. 1983, doi. 10.12928/TELKOMNIKA.v18i4.14896
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- Article
Quantum Game Application to Recovery Problem in Mobile Database.
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- Symmetry (20738994), 2021, v. 13, n. 11, p. 1984, doi. 10.3390/sym13111984
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- Publication type:
- Article
A Technology Acceptance Model-Based Analytics for Online Mobile Games Using Machine Learning Techniques.
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- Symmetry (20738994), 2021, v. 13, n. 8, p. 1545, doi. 10.3390/sym13081545
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- Publication type:
- Article
Applying Event-Related Potentials to Measure Perceptual Experience toward the Navigation Interface of a Mobile Game for Improving the Design.
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- Symmetry (20738994), 2019, v. 11, n. 5, p. 710, doi. 10.3390/sym11050710
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- Publication type:
- Article
The “Blue Whale Challenge”?: The first report on a consultation from a health care setting for carrying out “tasks” accessed through a mobile phone application.
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- 2018
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- Publication type:
- Case Study
Educational Value of Mobile Games Using Augmented Reality in Urban space – Participatory Observation of the "Pokemon Go!".
- Published in:
- Media Education / Mediaobrazovanie, 2021, n. 1, p. 86, doi. 10.13187/me.2021.1.86
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- Article
Pokémon GO May Increase Physical Activity and Decrease Sedentary Behaviors.
- Published in:
- 2017
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- Publication type:
- Opinion
Antecedents of Cloud Gaming Acceptance among Gen Z: Achieving Sustainability in the Digital Gaming Industry.
- Published in:
- Sustainability (2071-1050), 2023, v. 15, n. 12, p. 9189, doi. 10.3390/su15129189
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- Publication type:
- Article
Effects of Digital Game-Based Learning on Students' Cyber Wellness Literacy, Learning Motivations, and Engagement.
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- Sustainability (2071-1050), 2023, v. 15, n. 7, p. 5716, doi. 10.3390/su15075716
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- Publication type:
- Article
Game-Based Solutions and the Plastic Problem: A Systematic Review.
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- Sustainability (2071-1050), 2023, v. 15, n. 6, p. 5558, doi. 10.3390/su15065558
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- Publication type:
- Article
Determination of Factors Influencing the Behavioral Intention to Play "Mobile Legends: Bang-Bang" during the COVID-19 Pandemic: Integrating UTAUT2 and System Usability Scale for a Sustainable E-Sport Business.
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- Sustainability (2071-1050), 2023, v. 15, n. 4, p. 3170, doi. 10.3390/su15043170
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- Article
Research on Responsible Innovation Mechanism Based on Prospect Theory.
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- Sustainability (2071-1050), 2023, v. 15, n. 2, p. 1358, doi. 10.3390/su15021358
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- Publication type:
- Article
Costa Resiliente: A Serious Game Co-Designed to Foster Resilience Thinking.
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- Sustainability (2071-1050), 2022, v. 14, n. 24, p. 16760, doi. 10.3390/su142416760
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- Publication type:
- Article
Gameful Green: A Systematic Review on the Use of Serious Computer Games and Gamified Mobile Apps to Foster Pro-Environmental Information, Attitudes and Behaviors.
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- Sustainability (2071-1050), 2022, v. 14, n. 16, p. 10400, doi. 10.3390/su141610400
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- Publication type:
- Article