Journal articles on the topic 'Mental games'
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Slawinski, Andrzej. "Mental Games." Informatik - Forschung und Entwicklung 17, no. 4 (December 1, 2002): 205–6. http://dx.doi.org/10.1007/s00450-002-0124-y.
Full textBaghaei, Nilufar, Hai-Ning Liang, John Naslund, and Richard Porter. "Games for Mental Health." Games for Health Journal 11, no. 6 (December 1, 2022): 337–40. http://dx.doi.org/10.1089/g4h.2022.0199.
Full textSu, Nathan N. "Single and Multiplayer Video Gamers: Looking at Their Experiences and Psychosocial Well-Being During the COVID-19 Pandemic." International Journal of Psychological Studies 13, no. 4 (November 4, 2021): 51. http://dx.doi.org/10.5539/ijps.v13n4p51.
Full textDunlap, Kelli, and Rachel Kowert. "Mental Health in 3D." Loading 14, no. 24 (January 10, 2022): 122–33. http://dx.doi.org/10.7202/1084842ar.
Full textKumar, Satish. "Assessment on Mental Toughness Among Team Games of Haryana." International Journal of Physical Education & Sports Sciences 13, no. 1 (January 1, 2018): 59–60. http://dx.doi.org/10.29070/13/57116.
Full textSaputra, Muhamad Disra, Marjohan Marjohan, and Safrizal Safrizal. "GAME ADDICTION AND ITS EFFECTS ON TEENAGERS’ MENTAL HEALTH." Ta'dib 23, no. 1 (June 29, 2020): 113. http://dx.doi.org/10.31958/jt.v23i1.2007.
Full textCheek, Colleen, Theresa Fleming, Mathijs FG Lucassen, Heather Bridgman, Karolina Stasiak, Matthew Shepherd, and Peter Orpin. "Integrating Health Behavior Theory and Design Elements in Serious Games." JMIR Mental Health 2, no. 2 (April 21, 2015): e11. http://dx.doi.org/10.2196/mental.4133.
Full textReynolds, L. M., P. Hodge, and A. Simpson. "Serious games for mental health." Journal of Psychiatric and Mental Health Nursing 24, no. 4 (April 18, 2017): 183–84. http://dx.doi.org/10.1111/jpm.12385.
Full textBirk, Max V., Greg Wadley, Vero Vanden Abeele, Regan Mandryk, and John Torous. "Video games for mental health." Interactions 26, no. 4 (June 26, 2019): 32–36. http://dx.doi.org/10.1145/3328483.
Full textOrlick, Terry, and John Partington. "Mental Links to Excellence." Sport Psychologist 2, no. 2 (June 1988): 105–30. http://dx.doi.org/10.1123/tsp.2.2.105.
Full textAnderson, Sky LaRell. "Portraying Mental Illness in Video Games." Loading 13, no. 21 (September 14, 2020): 20–33. http://dx.doi.org/10.7202/1071449ar.
Full textKhazaal, Yasser, Sophia Achab, Joel Billieux, Gabriel Thorens, Daniele Zullino, Magali Dufour, and Stéphane Rothen. "Factor Structure of the Internet Addiction Test in Online Gamers and Poker Players." JMIR Mental Health 2, no. 2 (April 22, 2015): e12. http://dx.doi.org/10.2196/mental.3805.
Full textC., Karthi. "Nash Equilibrium Strategies in Extensive Form Games and Sub Games." International Journal of Psychosocial Rehabilitation 24, no. 5 (March 31, 2020): 354–62. http://dx.doi.org/10.37200/ijpr/v24i5/pr201701.
Full textGecu, Zeynep, and Kursat Cagiltay. "Mental Rotation Ability and Computer Game Experience." International Journal of Game-Based Learning 5, no. 4 (October 2015): 15–26. http://dx.doi.org/10.4018/ijgbl.2015100102.
Full textHou, Chun-Yin, Ru Rutherford, Hsi Chang, Fong-Ching Chang, Liu Shumei, Chiung-Hui Chiu, Ping-Hung Chen, et al. "Children’s mobile-gaming preferences, online risks, and mental health." PLOS ONE 17, no. 12 (December 1, 2022): e0278290. http://dx.doi.org/10.1371/journal.pone.0278290.
Full textKonovalova, A., A. Gasimov, and K. Maslova. "German-style board games in the mental development of children." European Psychiatry 65, S1 (June 2022): S430—S431. http://dx.doi.org/10.1192/j.eurpsy.2022.1093.
Full textFerrari, Manuela, Sarah V. McIlwaine, Gerald Jordan, Jai L. Shah, Shalini Lal, and Srividya N. Iyer. "Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games." JMIR Mental Health 6, no. 5 (May 8, 2019): e12418. http://dx.doi.org/10.2196/12418.
Full textFordham, Joseph, and Christopher Ball. "Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade." JMIR Mental Health 6, no. 4 (April 18, 2019): e12432. http://dx.doi.org/10.2196/12432.
Full textPardayev, Bahram Pulatovich. "HISTORY OF NATIONAL MOVEMENT GAMES." CURRENT RESEARCH JOURNAL OF PEDAGOGICS 02, no. 11 (November 1, 2021): 197–202. http://dx.doi.org/10.37547/pedagogics-crjp-02-11-36.
Full textSpors, Velvet, and Imo Kaufman. "Respawn, Reload, Relate." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (October 5, 2021): 1–31. http://dx.doi.org/10.1145/3474690.
Full textJerdan, Shaun W., Mark Grindle, Hugo C. van Woerden, and Maged N. Kamel Boulos. "Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research." JMIR Serious Games 6, no. 3 (July 6, 2018): e14. http://dx.doi.org/10.2196/games.9226.
Full textTurner, Wesley A., Beth Thomas, and Leanne M. Casey. "Developing games for mental health: A primer." Professional Psychology: Research and Practice 47, no. 3 (June 2016): 242–49. http://dx.doi.org/10.1037/pro0000082.
Full textHalevy, Nir, Eileen Y. Chou, and J. Keith Murnighan. "Mind games: The mental representation of conflict." Journal of Personality and Social Psychology 102, no. 1 (2012): 132–48. http://dx.doi.org/10.1037/a0025389.
Full textDr. Sonia George, Deena Balakrishnan,. "Exploring the impact of internet gaming disorder on adolescent gamers using thematic analysis." Psychology and Education Journal 58, no. 2 (February 10, 2021): 5534–38. http://dx.doi.org/10.17762/pae.v58i2.2972.
Full textSriwati, Sriwati, and Herry Porda Nugroho Putro. "Revitalisasi Permainan Tradisional: Sebuah Upaya Pembentukan Mental Anti Korupsi Anak Sejak Dini." Jurnal Ilmiah Universitas Batanghari Jambi 22, no. 1 (February 19, 2022): 46. http://dx.doi.org/10.33087/jiubj.v22i1.2021.
Full textHollingshead, Samantha J., Hyoun S. Kim, Michael J. A. Wohl, and Jeffrey L. Derevensky. "The Social Casino Gaming-Gambling Link: Motivation for Playing Social Casino Games Determines Whether Self-Reported Gambling Increases or Decreases Among Disordered Gamblers." Journal of Gambling Issues, no. 33 (August 1, 2016): 52. http://dx.doi.org/10.4309/jgi.2016.33.4.
Full textHopia, Hanna, Marko Siitonen, and Katja Raitio. "Mental health service users' and professionals' relationship with games and gaming." DIGITAL HEALTH 4 (January 2018): 205520761877971. http://dx.doi.org/10.1177/2055207618779718.
Full textWaweru, B. W., P. S. Joseph Ng, and H. C. Eaw. "Gamesy." International Journal of Business Strategy and Automation 2, no. 3 (July 2021): 36–52. http://dx.doi.org/10.4018/ijbsa.20210701.oa3.
Full textEllis, Louise A., Matthew D. Lee, Kiran Ijaz, James Smith, Jeffrey Braithwaite, and Kathleen Yin. "COVID-19 as ‘Game Changer’ for the Physical Activity and Mental Well-Being of Augmented Reality Game Players During the Pandemic: Mixed Methods Survey Study." Journal of Medical Internet Research 22, no. 12 (December 22, 2020): e25117. http://dx.doi.org/10.2196/25117.
Full textDEBRENTI, Edith, and Beáta LÁSZLÓ. "Developing Elementary School Students’ Mental Computation Skills through Didactic Games." Acta Didactica Napocensia 13, no. 2 (December 30, 2020): 80–92. http://dx.doi.org/10.24193/adn.13.2.6.
Full textTursunov, Mirshod Sh. "METHODOLOGY OF CHOOSING ACTIVE GAMES ACCORDING TO CHILDREN'S AGE." Oriental Journal of Education 02, no. 01 (March 1, 2022): 22–28. http://dx.doi.org/10.37547/supsci-oje-02-01-04.
Full textPrunet, Jean-François, Renée Béland, and Ali Idrissi. "The Mental Representation of Semitic Words." Linguistic Inquiry 31, no. 4 (October 2000): 609–48. http://dx.doi.org/10.1162/002438900554497.
Full textGuerada, Kevin. "Impact of Online Games on Children's Mental Health." Journal La Medihealtico 2, no. 1 (January 19, 2021): 13–19. http://dx.doi.org/10.37899/journallamedihealtico.v2i1.281.
Full textChiavone, Flávia Barreto Tavares, Manacés Santos Bezerril, Renilly Melo Paiva, Pétala Tuani Cândido de Oliveira Salvador, Fernanda Belmiro De Andrade, and Viviane Euzébia Pereira Santos. "Serious games no ensino da enfermagem: scoping review." Enfermería Global 19, no. 4 (September 22, 2020): 573–602. http://dx.doi.org/10.6018/eglobal.410841.
Full textOtebaeva, A. O. "THE SIGNIFICANCE OF DIDACTIC GAMES IN THE LESSONS." American Journal of Interdisciplinary Innovations and Research 04, no. 11 (November 1, 2022): 26–33. http://dx.doi.org/10.37547/tajiir/volume04issue11-05.
Full textMcCain, Roger A. "Differences, games, and pluralism." Behavioral and Brain Sciences 23, no. 5 (October 2000): 688–89. http://dx.doi.org/10.1017/s0140525x00473437.
Full textSuci Afiani, Asri, Irfan Zinat Achmad, Resty Gustiawati, and Dhika Bayu Mahardhika. "Pengaruh Game Online Mobile Legend Terhadap Kesehatan Mental Peserta Didik." Jurnal Porkes 5, no. 2 (December 30, 2022): 391–405. http://dx.doi.org/10.29408/porkes.v5i2.6110.
Full textСавостьянов and Aleksandr Savostyanov. "Exercises and Didactic Games for Mental Development of Junior Schoolchildren." Primary Education 2, no. 2 (April 17, 2014): 34–38. http://dx.doi.org/10.12737/3615.
Full textGaldino, Renata Jéssica, and Tarcisio Torres Silva. "Violência contra as mulheres nos games:." Fronteiras - estudos midiáticos 23, no. 2 (September 14, 2021): 245–58. http://dx.doi.org/10.4013/fem.2021.232.17.
Full textVilardaga, Roger, Javier Rizo, Emily Zeng, Julie A. Kientz, Richard Ries, Chad Otis, and Kayla Hernandez. "User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness." JMIR Serious Games 6, no. 1 (January 16, 2018): e2. http://dx.doi.org/10.2196/games.8881.
Full textKuss, Daria J., Anne Marie Kristensen, A. Jess Williams, and Olatz Lopez-Fernandez. "To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity." International Journal of Environmental Research and Public Health 19, no. 3 (January 21, 2022): 1169. http://dx.doi.org/10.3390/ijerph19031169.
Full textSabri, Farhana, and Ahmad Yunus. "Psychological Well-Being of Muslim Online Gamers in Malaysia: Are They Mentally Well Enough?" Islamic Guidance and Counseling Journal 4, no. 2 (December 30, 2021): 181–93. http://dx.doi.org/10.25217/igcj.v4i2.1629.
Full textCroissant, Maximilian, and Madeleine Frister. "A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic." PLOS ONE 16, no. 12 (December 16, 2021): e0261328. http://dx.doi.org/10.1371/journal.pone.0261328.
Full textPhillips, Cody, Madison Klarkowski, Julian Frommel, Carl Gutwin, and Regan L. Mandryk. "Identifying Commercial Games with Therapeutic Potential through a Content Analysis of Steam Reviews." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (October 5, 2021): 1–21. http://dx.doi.org/10.1145/3474682.
Full textVoloshina, Lyudmila N., and Karina E. Panasenko. "Preparedness of senior preschool children with mental retardation to learn ball games." Perspectives of Science and Education 60, no. 6 (January 1, 2022): 304–18. http://dx.doi.org/10.32744/pse.2022.6.17.
Full textCardona-Rivera, Rogelio, and Robert Young. "Games as Conversation." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 10, no. 4 (June 29, 2021): 2–8. http://dx.doi.org/10.1609/aiide.v10i4.12753.
Full textAlias, Siti Nursaila, and Faridah Ibrahim. "KEBERKESANAN PERMAINAN PENDIDIKAN TERHADAP PEMBELAJARAN HUKUM NEWTON THE EFFECTIVENESS OF EDUCATIONAL GAMES ON NEWTON’S LAWS LEARNING." Journal of Nusantara Studies (JONUS) 2, no. 1 (June 30, 2017): 71. http://dx.doi.org/10.24200/jonus.vol2iss1pp71-85.
Full textLi, Lili, Cody Abbey, Huan Wang, Annli Zhu, Terry Shao, Daisy Dai, Songqing Jin, and Scott Rozelle. "The Association between Video Game Time and Adolescent Mental Health: Evidence from Rural China." International Journal of Environmental Research and Public Health 19, no. 22 (November 10, 2022): 14815. http://dx.doi.org/10.3390/ijerph192214815.
Full textDjannah, Sitti, Fatwa Tentama, Rendi Sinanto, Sulistyawati Sulistyawati, Surahma Asti Mulasari, Tri Wahyuni Sukesi, Rokhmayanti Rokhmayanti, Siti Kurnia Widi Hastuti, Muhammad Syamsu Hidayat, and Ulinnuha Yudiansa Putra. "Exploration of the Profile and Intention in Restricting Online Game in Teenagers with Gaming Disorder: A Qualitative Study." Open Access Macedonian Journal of Medical Sciences 9, E (October 19, 2021): 1140–46. http://dx.doi.org/10.3889/oamjms.2021.7209.
Full textKim, Dongil, and Junwon Lee. "Addictive Internet Gaming Usage among Korean Adolescents before and after the Outbreak of the COVID-19 Pandemic: A Comparison of the Latent Profiles in 2018 and 2020." International Journal of Environmental Research and Public Health 18, no. 14 (July 7, 2021): 7275. http://dx.doi.org/10.3390/ijerph18147275.
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