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1. Longitudinal Use Patterns of Technology Subtypes During the Transition Into Early Adolescence: Results From the Adolescent Brain Cognitive Development Study.

2. Rates and psychological stress predictors of problematic internet use (PIU) during the COVID-19 pandemic in a racially diverse sample of young adults.

3. Family conflict and less parental monitoring were associated with greater screen time in early adolescence.

4. Media Usage and Adherence to the Mediterranean Diet in Children.

5. Detection and Characterization of Online Substance Use Discussions Among Gamers: Qualitative Retrospective Analysis of Reddit r/StopGaming Data.

6. Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review.

7. Pixels and perception: Mapping the association between digital media and psychotic-like experiences in adolescents.

8. Problematic gaming, psychiatric comorbidities, and adolescence: A systematic review of the literature.

9. Prevalence, predictive factors, and impacts of internet gaming disorder among adolescents: A population-based longitudinal study.

10. Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study.

11. Internet gaming disorder and risky behaviours among Czech adolescents: A nationally representative study.

12. COVID-19-Related Social Isolation, Self-Control, and Internet Gaming Disorder Among Chinese University Students: Cross-Sectional Survey.

13. Video Game Addiction and its Relationship with Sleep Quality among Medical Students.

14. Cognitive, Metacognitive, Motivational, and Emotional Predictors of the Intensity of Internet Gaming Disorder among Adolescents.

15. Adverse Childhood Experiences and Excessive Recreational Screen Time Among Adolescents in the United Kingdom: A National Longitudinal Study.

16. From classrooms to controllers: how school closures shaped children's video gaming habits.

17. Prevalence and Characteristics of Female and Male Esports Players among Norwegian Youth: A General Population Study.

18. Comorbidity among symptoms of internet gaming disorder, social withdrawal, and depression in 3430 young people in Hong Kong: A network analysis.

19. Energy Expenditure Validation of an Exergame Platform: Ring Fit Adventure Use in Adults with Overweight and Obesity.

20. Understanding the Relationship Between User Game Preferences and Depressive Symptoms: A Pilot Study.

21. Moniz Game: Usability and User Experience Evaluation of a Musical Game for Motor Coordination.

22. Co-occurrence of problematic facebook and video game use: prevalence and association with mental health disorders among adolescents.

23. Trajectories of Adolescent Media Use and Their Associations With Psychotic Experiences.

24. Screen use in transgender and gender-questioning adolescents: Findings from the Adolescent Brain Cognitive Development (ABCD) Study.

25. Prevalence of smartphone addiction and its relation with psychological distress and internet gaming disorder among medical college students.

26. A descriptive pilot survey of behavioural addictions in an adolescent secondary school population in Ireland.

27. The longitudinal impact of the COVID-19 pandemic on adolescents' internalizing symptoms, substance use, and digital media use.

28. Electronic Media Use and Sleep Quality: Updated Systematic Review and Meta-Analysis.

29. Internet gaming disorder: The prevalence and associated gaming behavior, anxiety, and depression among 8-12-year-old children of private schools in Salem city, India.

30. Health impact of screen addiction: A cross-sectional comparative study.

31. Evidence that digital game players neglect age classification systems when deciding which games to play.

32. Adolescent Internet gaming addiction and personality characteristics by game genre.

33. Sociodemographic Correlates of Contemporary Screen Time Use among 9- and 10-Year-Old Children.

34. A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic.

35. A novel "video-game" simulator for training fetoscopic laser coagulation of anastomoses in twin-to-twin transfusion syndrome.

36. Examining homicides and suicides cross-nationally: Economic factors, guns and video games.

37. Association patterns of cannabis abuse and dependence with risk of problematic non-substance-related dysregulated and addictive behaviors.

38. Electronic media use and symptoms of depression among adolescents in Norway.

39. EEG in game user analysis: A framework for expertise classification during gameplay.

40. The Effect of Video-Based Games on Hand Functions and Cognitive Functions in Cerebral Palsy.

41. Online Gambling-Related Harm: Findings from the Study on the Prevalence, Behavior and Characteristics of Gamblers in Spain.

42. Reality and Virtual: Hemodynamic Variables and Rating of Perceived Exertion Between Dance Sessions and Active Videogame Just Dance in Women.

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

44. Videogame and Computer Intervention Effects on Older Adults' Mental Rotation Performance.

45. Effect of Wii-habilitation on spatiotemporal parameters and upper limb function post-burn in children.

46. Communication of pain by school-age children with cancer using a game-based symptom assessment app: A secondary analysis.

47. The Use of Gamification in Patients Undergoing Hip Arthroplasty: Scoping Review.

48. Exergaming and Aquatic Exercises Affect Lung Function and Weight Loss in Obese Children.

49. The Effects of Physical Activity and Exergaming on Motor Skills and Executive Functions in Children with Autism Spectrum Disorder.

50. [Family habits related to the excessive use of recreational screens (television and video games) in childhood.]

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