Journal articles on the topic 'Video game training'
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Ruiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (November 18, 2014): 283. http://dx.doi.org/10.12688/f1000research.5689.1.
Full textRuiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (May 7, 2015): 283. http://dx.doi.org/10.12688/f1000research.5689.2.
Full textRuiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (June 23, 2015): 283. http://dx.doi.org/10.12688/f1000research.5689.3.
Full textRuiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (September 10, 2015): 283. http://dx.doi.org/10.12688/f1000research.5689.4.
Full textRuiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (October 26, 2015): 283. http://dx.doi.org/10.12688/f1000research.5689.5.
Full textWarburton, Darren E. R., Shannon S. D. Bredin, Leslie T. L. Horita, Dominik Zbogar, Jessica M. Scott, Ben T. A. Esch, and Ryan E. Rhodes. "The health benefits of interactive video game exercise." Applied Physiology, Nutrition, and Metabolism 32, no. 4 (August 2007): 655–63. http://dx.doi.org/10.1139/h07-038.
Full textAust, Robert, Michael Nitsche, and Johannes Pelka. "Digital game-based learning and video games in teacher training. Conception, evaluation and results from Leipzig University." Perspectives of Innovations, Economics and Business 14, no. 3 (August 5, 2014): 113–31. http://dx.doi.org/10.15208/pieb.2014.14.
Full textLi, Xiaoxuan, Kavous Salehzadeh Niksirat, Shanshan Chen, Dongdong Weng, Sayan Sarcar, and Xiangshi Ren. "The Impact of a Multitasking-Based Virtual Reality Motion Video Game on the Cognitive and Physical Abilities of Older Adults." Sustainability 12, no. 21 (November 2, 2020): 9106. http://dx.doi.org/10.3390/su12219106.
Full textCler, Gabriel J., Talia Mittelman, Maia N. Braden, Geralyn Harvey Woodnorth, and Cara E. Stepp. "Video Game Rehabilitation of Velopharyngeal Dysfunction: A Case Series." Journal of Speech, Language, and Hearing Research 60, no. 6S (June 22, 2017): 1800–1809. http://dx.doi.org/10.1044/2017_jslhr-s-16-0231.
Full textKnight, James F. "Acceptability of Video Games Technology for Medical Emergency Training." International Journal of Gaming and Computer-Mediated Simulations 5, no. 4 (October 2013): 86–99. http://dx.doi.org/10.4018/ijgcms.2013100105.
Full textOei, Adam C., and Michael D. Patterson. "Enhancing Cognition with Video Games: A Multiple Game Training Study." PLoS ONE 8, no. 3 (March 13, 2013): e58546. http://dx.doi.org/10.1371/journal.pone.0058546.
Full textKefalis, Chrysovalantis, Eirini Zoi Kontostavlou, and Athanasios Drigas. "The Effects of Video Games in Memory and Attention." International Journal of Engineering Pedagogy (iJEP) 10, no. 1 (January 27, 2020): 51. http://dx.doi.org/10.3991/ijep.v10i1.11290.
Full textOei, A., and M. Patterson. "Video game training improves visual cognition: a multiple game study." Journal of Vision 12, no. 9 (August 10, 2012): 689. http://dx.doi.org/10.1167/12.9.689.
Full textTsoi, L., S. Koopman, and J. Wilmer. "Video-game training improves smooth pursuit precision." Journal of Vision 11, no. 11 (September 23, 2011): 527. http://dx.doi.org/10.1167/11.11.527.
Full textGreen, C. Shawn, and Daphne Bavelier. "Action video game training for cognitive enhancement." Current Opinion in Behavioral Sciences 4 (August 2015): 103–8. http://dx.doi.org/10.1016/j.cobeha.2015.04.012.
Full textHart, Sandra G., and Vernol Battiste. "Field Test of Video Game Trainer." Proceedings of the Human Factors Society Annual Meeting 36, no. 17 (October 1992): 1291–95. http://dx.doi.org/10.1518/107118192786749450.
Full textSanchez, Diana R., and Markus Langer. "Video Game Pursuit (VGPu) Scale Development: Designing and Validating a Scale With Implications for Game-Based Learning and Assessment." Simulation & Gaming 51, no. 1 (November 3, 2019): 55–86. http://dx.doi.org/10.1177/1046878119882710.
Full textLehtonen, Esko, Jasmiina Airaksinen, Kaisa Kanerva, Anna Rissanen, Riikka Ränninranta, and Veera Åberg. "Game-based situation awareness training for child and adult cyclists." Royal Society Open Science 4, no. 3 (March 2017): 160823. http://dx.doi.org/10.1098/rsos.160823.
Full textLópez-Arcos, J. R., N. Padilla-Zea, P. Paderewski, and F. L. Gutiérrez. "Designing Stories for Educational Video Games." International Journal of Web-Based Learning and Teaching Technologies 12, no. 4 (October 2017): 1–13. http://dx.doi.org/10.4018/ijwltt.2017100101.
Full textHarabagiu, Neculai. "The Importance of Using the “Data Volley” Software and of the “Data Video” System in the Tactical Training of the Middle Blocker for Official Games." GYMNASIUM XXI, no. 1 (June 29, 2020): 34. http://dx.doi.org/10.29081/gsjesh.2020.21.1.03.
Full textWhitfill, Travis, Marc Auerbach, Maria Carmen G. Diaz, Barbara Walsh, Daniel J. Scherzer, Isabel T. Gross, and Mark X. Cicero. "Cost-effectiveness of a video game versus live simulation for disaster training." BMJ Simulation and Technology Enhanced Learning 6, no. 5 (October 4, 2019): 268–73. http://dx.doi.org/10.1136/bmjstel-2019-000497.
Full textBenoit, Julie Justine, Eugenie Roudaia, Taylor Johnson, Trevor Love, and Jocelyn Faubert. "The neuropsychological profile of professional action video game players." PeerJ 8 (November 17, 2020): e10211. http://dx.doi.org/10.7717/peerj.10211.
Full textDirgantara, Harya Bima, and Henri Septanto. "A Prototype of Web-based Picture Cards Matching Video Game for Memory Improvement Training." IJNMT (International Journal of New Media Technology) 8, no. 1 (June 27, 2021): 1–9. http://dx.doi.org/10.31937/ijnmt.v8i1.1730.
Full textPujianto, Dian. "THE DIFFERENCES OF INTRUCTIONAL MEDIA AND COORDINATION IN LEARNING OUTCOMES OF GROUNDSTROKES TENNIS ON NOVICE LEVEL ATHLETES." JIPES - JOURNAL OF INDONESIAN PHYSICAL EDUCATION AND SPORT 3, no. 1 (July 3, 2017): 19. http://dx.doi.org/10.21009/jipes.031.03.
Full textKatsarov, Johannes, Markus Christen, Ralf Mauerhofer, David Schmocker, and Carmen Tanner. "Training Moral Sensitivity Through Video Games: A Review of Suitable Game Mechanisms." Games and Culture 14, no. 4 (July 20, 2017): 344–66. http://dx.doi.org/10.1177/1555412017719344.
Full textKurniawan, Rahadian, Wuriandietry Mayang Purnamasari, Restu Rakhmawati, and Dimas Panji Eka Jalaputra. "Development of Game for Self-Help Toilet Learning for Children with Autism." CommIT (Communication and Information Technology) Journal 12, no. 1 (May 31, 2018): 1. http://dx.doi.org/10.21512/commit.v12i1.4112.
Full textHutchinson, Claire V., Doug J. K. Barrett, Aleksander Nitka, and Kerry Raynes. "Action video game training reduces the Simon Effect." Psychonomic Bulletin & Review 23, no. 2 (August 4, 2015): 587–92. http://dx.doi.org/10.3758/s13423-015-0912-6.
Full textBrown, Donald E., Anne Moenning, Stephanie Guerlain, Benton Turnbull, Daniel Abel, and Christine Meyer. "Design and evaluation of an avatar-based cultural training system." Journal of Defense Modeling and Simulation: Applications, Methodology, Technology 16, no. 2 (October 26, 2018): 159–74. http://dx.doi.org/10.1177/1548512918807593.
Full textBrilliant T., Denilson, Rui Nouchi, and Ryuta Kawashima. "Does Video Gaming Have Impacts on the Brain: Evidence from a Systematic Review." Brain Sciences 9, no. 10 (September 25, 2019): 251. http://dx.doi.org/10.3390/brainsci9100251.
Full textRojo, Teresa, Myriam González-Limón, and Asunción Rodríguez-Ramos. "Company–University Collaboration in Applying Gamification to Learning about Insurance." Informatics 6, no. 3 (September 19, 2019): 42. http://dx.doi.org/10.3390/informatics6030042.
Full textJiang, Rui, and Min Yong Shi. "New Trend of Serious Game: Video Game for Cognitive Capability Training of the Aged." Applied Mechanics and Materials 556-562 (May 2014): 6492–95. http://dx.doi.org/10.4028/www.scientific.net/amm.556-562.6492.
Full textDunbar, Norah E., Matthew L. Jensen, Claude H. Miller, Elena Bessarabova, Yu-Hao Lee, Scott N. Wilson, Javier Elizondo, et al. "Mitigation of Cognitive Bias with a Serious Game." International Journal of Game-Based Learning 7, no. 4 (October 2017): 86–100. http://dx.doi.org/10.4018/ijgbl.2017100105.
Full textSchmidt-Daly, Tarah N., Jennifer M. Riley, Charles R. Amburn, Kelly S. Hale, and P. David Yacht. "Video Game Play and Effect on Spatial Knowledge Tasks Using an Augmented Sand Table." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 1429–33. http://dx.doi.org/10.1177/1541931213601328.
Full textMangiron, Carme. "Game on! Burning issues in game localisation." Journal of Audiovisual Translation 1, no. 1 (November 14, 2018): 122–38. http://dx.doi.org/10.47476/jat.v1i1.48.
Full textEsqueda, Marileide Dias, and Érika Nogueira de Andrade Stupiello. "Teaching video game translation: first steps, systems and hands-on experience / Ensinando tradução de videogame: primeiros passos, sistemas e experiência prática." Texto Livre: Linguagem e Tecnologia 11, no. 1 (June 30, 2018): 103–20. http://dx.doi.org/10.17851/1983-3652.11.1.103-120.
Full text周, 希. "The Influence of Video Game Training on Cognitive Abilities." Advances in Psychology 04, no. 04 (2014): 515–22. http://dx.doi.org/10.12677/ap.2014.44070.
Full textAnguera, J. A., J. Boccanfuso, J. L. Rintoul, O. Al-Hashimi, F. Faraji, J. Janowich, E. Kong, et al. "Video game training enhances cognitive control in older adults." Nature 501, no. 7465 (September 2013): 97–101. http://dx.doi.org/10.1038/nature12486.
Full textMasson, Michael E. J., Daniel N. Bub, and Christopher E. Lalonde. "Video-game training and naïve reasoning about object motion." Applied Cognitive Psychology 25, no. 1 (January 2011): 166–73. http://dx.doi.org/10.1002/acp.1658.
Full textBelchior, Patrícia, Michael Marsiske, Shannon Sisco, Anna Yam, and William Mann. "Older Adults' Engagement With a Video Game Training Program." Activities, Adaptation & Aging 36, no. 4 (October 2012): 269–79. http://dx.doi.org/10.1080/01924788.2012.702307.
Full textDunbar, Norah E., Claude H. Miller, Yu-Hao Lee, Matthew L. Jensen, Chris Anderson, Aubrie Serena Adams, Javier Elizondo, et al. "Reliable deception cues training in an interactive video game." Computers in Human Behavior 85 (August 2018): 74–85. http://dx.doi.org/10.1016/j.chb.2018.03.027.
Full textCone, Benjamin D., Cynthia E. Irvine, Michael F. Thompson, and Thuy D. Nguyen. "A video game for cyber security training and awareness." Computers & Security 26, no. 1 (February 2007): 63–72. http://dx.doi.org/10.1016/j.cose.2006.10.005.
Full textEsqueda, Marileide Dias. "Training Translators for Video Game Localization: In Search of a Pedagogical Approach." Revista Brasileira de Linguística Aplicada 20, no. 4 (December 2020): 703–31. http://dx.doi.org/10.1590/1984-6398202016045.
Full textThai, Elaine, and Anil R. Kumar. "How Haptic Feedback in a Mixed Reality Pool Game Affects Real-Life Pool Performance." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 2323–27. http://dx.doi.org/10.1177/1071181319631294.
Full textd’Escriván, Julio, and Nick Collins. "Musical Goals, Graphical Lure and Narrative Drive: VisualAudio in Games." Journal of Visual Culture 10, no. 2 (August 2011): 238–46. http://dx.doi.org/10.1177/1470412911402896.
Full textBorissov, Borislav. "THE OPPORTUNITIES OF GAMIFICATION IN BUSINESS PLANNING TRAINING." Knowledge International Journal 28, no. 1 (December 10, 2018): 285–90. http://dx.doi.org/10.35120/kij2801285b.
Full textDu, Yufeng, Quan Zhao, and Xiaochun Lu. "Semantic Extraction of Basketball Game Video Combining Domain Knowledge and In-Depth Features." Scientific Programming 2021 (September 4, 2021): 1–12. http://dx.doi.org/10.1155/2021/9080120.
Full textO'Connor, Thomas J., Rory A. Cooper, Shirley G. Fitzgerald, Michael J. Dvorznak, Michael L. Boninger, David P. VanSickle, and Lisa Glass. "Evaluation of a Manual Wheelchair Interface to Computer Games." Neurorehabilitation and Neural Repair 14, no. 1 (March 2000): 21–31. http://dx.doi.org/10.1177/154596830001400103.
Full textNovak, Elena, and Ilker Soyturk. "Effects of Action Video Game Play on Arithmetic Performance in Adults." Perception 50, no. 1 (January 2021): 52–68. http://dx.doi.org/10.1177/0301006620984405.
Full textBallesteros, Soledad, Jennifer Rieker, josé M. Reales, julia Mayas, María Pilar Jiménez, Antonio Prieto, and Pilar Toril. "IS COMBINED TRAINING MORE EFFECTIVE THAN SINGLE-DOMAIN TRAINING: A RANDOMIZED CONTROLLED TRIAL WITH OLDER ADULTS." Innovation in Aging 3, Supplement_1 (November 2019): S721. http://dx.doi.org/10.1093/geroni/igz038.2644.
Full textEbrahimzadeh, Mohsen. "Readers, Players, and Watchers: EFL Students’ Vocabulary Acquisition through Digital Video Games." English Language Teaching 10, no. 2 (January 4, 2017): 1. http://dx.doi.org/10.5539/elt.v10n2p1.
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