DIKUL - logo

Search results

Basic search    Advanced search   
Search
request
Library

Currently you are NOT authorised to access e-resources UL. For full access, REGISTER.

1 2 3 4 5
hits: 24,336
1.
  • Gaming at the Edge Gaming at the Edge
    Shaw, Adrienne 01/2015
    eBook

    Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people ...
Full text
Available for: ODKLJ
2.
  • Evidencias de validez de un... Evidencias de validez de una escala de fortaleza mental en jugadores de deportes electrónicos de la Argentina
    Caino, Pablo Christian González; Resett, Santiago; Moreno, José Eduardo Cuadernos de psicología del deporte, 09/2023, Volume: 23, Issue: 3
    Journal Article
    Peer reviewed
    Open access

    A força mental é um construto importante para no contexto do desporto, sendo o Índice de Resistência Mental (MTI) um dos instrumentos mais utilizados neste contexto. Nos últimos tempos, os jogos ...
Full text
Available for: FSPLJ, UL
3.
  • Bioinspired Self‐Healing Hu... Bioinspired Self‐Healing Human–Machine Interactive Touch Pad with Pressure‐Sensitive Adhesiveness on Targeted Substrates
    Gao, Guorong; Yang, Fangjian; Zhou, Fenghua ... Advanced materials (Weinheim), 12/2020, Volume: 32, Issue: 50
    Journal Article
    Peer reviewed

    There is an increasing interest to develop a next generation of touch pads that require stretchability and biocompatibility to allow their integration with a human body, and even to mimic the ...
Full text
Available for: UL
4.
  • Usuários avançados de games... Usuários avançados de games no Brasil: uma aplicação por uma empresa desenvolvedora
    Pate, Leonardo Gonçalves; Cunha, Leonardo Sá; Melo, Lucas Galvão Graça ... GeSec : Revista de Gestão e Secretariado, 01/2023, Volume: 14, Issue: 1
    Journal Article
    Peer reviewed
    Open access

    Introdução/Problematização: No contexto da inovação, usuário avançado é o que desenvolveu um grau de conhecimento elevado sobre determinado produto. Na indústria de games, de curto ciclo de ...
Full text
Available for: CEKLJ, UL
5.
  • 287 Injury distribution ana... 287 Injury distribution analysis of the French handball championship using electronic game reports: a one-year longitudinal study among 323 628 players
    Choupeaux, Ronan; Guegan, Christophe; Edouard, Pascal ... British journal of sports medicine, 11/2021, Volume: 55, Issue: Suppl 1
    Journal Article
    Peer reviewed
    Open access

    BackgroundHandball is one of the most traumatic Olympic sports, with a growing number of participants. Large sample size epidemiological studies across various playing levels are lacking in this ...
Full text
Available for: CMK

PDF
6.
  • O eu em cena: O jogo no Psi... O eu em cena: O jogo no Psicodrama e os jogos eletrônicos
    Maria Dulce Santiago de Carvalho; Maria de Fátima Aranha de Queiroz e Melo Revista Brasileira de Psicodrama (Impresso), 01/2017, Volume: 25, Issue: 1
    Journal Article
    Peer reviewed
    Open access

    A partir de ensaio gerado durante a dissertação de Mestrado “Atores em ação: O jogo no Psicodrama e os jogos eletrônicos”, retratamos as mutualidades entre os enredos que fluem no palco ...
Full text
Available for: UL
7.
  • Does Twitter matter? The im... Does Twitter matter? The impact of microblogging word of mouth on consumers’ adoption of new movies
    Hennig-Thurau, Thorsten; Wiertz, Caroline; Feldhaus, Fabian Journal of the Academy of Marketing Science, 05/2015, Volume: 43, Issue: 3
    Journal Article
    Peer reviewed

    This research provides an empirical test of the “Twitter effect,” which postulates that microblogging word of mouth (MWOM) shared through Twitter and similar services affects early product adoption ...
Full text
Available for: CEKLJ, UL

PDF
8.
Full text
9.
  • Gamified interactions: whet... Gamified interactions: whether, when, and how games facilitate self–brand connections
    Berger, Axel; Schlager, Tobias; Sprott, David E. ... Journal of the Academy of Marketing Science, 07/2018, Volume: 46, Issue: 4
    Journal Article
    Peer reviewed

    Firms increasingly use games to interact with their customers. Yet, surprisingly little is known about whether, when, and how such “gamified” interactions engage consumers with a firm’s brand, ...
Full text
Available for: CEKLJ, UL
10.
  • Children's Motivations for ... Children's Motivations for Video Game Play in the Context of Normal Development
    Olson, Cheryl K Review of general psychology, 06/2010, Volume: 14, Issue: 2
    Journal Article
    Peer reviewed
    Open access

    Electronic games are now an everyday part of childhood and adolescence. The debate has moved from whether children should play video games to how to maximize potential benefits and to identify and ...
Full text
Available for: UL

PDF
1 2 3 4 5
hits: 24,336

Load filters