These tools will no longer be maintained as of December 31, 2024. Archived website can be found here. PubMed4Hh GitHub repository can be found here. Contact NLM Customer Service if you have questions.


BIOMARKERS

Molecular Biopsy of Human Tumors

- a resource for Precision Medicine *

226 related articles for article (PubMed ID: 30012395)

  • 41. The Adoption Factors of Mobile Games in the Wireless Environment.
    Li B
    Comput Intell Neurosci; 2022; 2022():7108029. PubMed ID: 35814589
    [TBL] [Abstract][Full Text] [Related]  

  • 42. Evaluation of Game Engines for Cross-Platform Development of Mobile Serious Games for Health.
    Kleinschmidt C; Haag M
    Stud Health Technol Inform; 2016; 223():207-14. PubMed ID: 27139405
    [TBL] [Abstract][Full Text] [Related]  

  • 43. Efficacy of educational video game versus traditional educational apps at improving physician decision making in trauma triage: randomized controlled trial.
    Mohan D; Farris C; Fischhoff B; Rosengart MR; Angus DC; Yealy DM; Wallace DJ; Barnato AE
    BMJ; 2017 Dec; 359():j5416. PubMed ID: 29233854
    [TBL] [Abstract][Full Text] [Related]  

  • 44. Is experience in multi-genre video game playing accompanied by impulsivity?
    Azizi E; Stainer MJ; Abel LA
    Acta Psychol (Amst); 2018 Oct; 190():78-84. PubMed ID: 30031355
    [TBL] [Abstract][Full Text] [Related]  

  • 45. Teaching Patients with Advanced Cancer to Self-Advocate: Development and Acceptability of the Strong Togetherâ„¢ Serious Game.
    Thomas TH; McLaughlin M; Hayden M; Shumaker E; Trybus J; Myers E; Zabiegalski A; Cohen SM
    Games Health J; 2019 Feb; 8(1):55-63. PubMed ID: 30763132
    [TBL] [Abstract][Full Text] [Related]  

  • 46. Smartkuber: A Serious Game for Cognitive Health Screening of Elderly Players.
    Boletsis C; McCallum S
    Games Health J; 2016 Aug; 5(4):241-51. PubMed ID: 27192473
    [TBL] [Abstract][Full Text] [Related]  

  • 47. A Game to Deal With Alcohol Abuse (Jib): Development and Game Experience Evaluation.
    Carvalho DBF; Domingueti DB; Almeida Santos SM; Dias DRC
    JMIR Serious Games; 2019 Oct; 7(4):e11151. PubMed ID: 31617849
    [TBL] [Abstract][Full Text] [Related]  

  • 48. Examining Enjoyment of Casual Videogames.
    Shafer DM; Carbonara CP
    Games Health J; 2015 Dec; 4(6):452-9. PubMed ID: 26509941
    [TBL] [Abstract][Full Text] [Related]  

  • 49. Design Rationale Behind the Serious Self-Regulation Game Intervention "Balance It": Overweight Prevention Among Secondary Vocational Education Students in The Netherlands.
    Spook JE; Paulussen T; Paulissen R; Visschedijk G; Kok G; van Empelen P
    Games Health J; 2015 Oct; 4(5):387-400. PubMed ID: 26181575
    [TBL] [Abstract][Full Text] [Related]  

  • 50. The Development and Validation of the Game User Experience Satisfaction Scale (GUESS).
    Phan MH; Keebler JR; Chaparro BS
    Hum Factors; 2016 Dec; 58(8):1217-1247. PubMed ID: 27647156
    [TBL] [Abstract][Full Text] [Related]  

  • 51. Learning decision making through serious games.
    Kaczmarczyk J; Davidson R; Bryden D; Haselden S; Vivekananda-Schmidt P
    Clin Teach; 2016 Aug; 13(4):277-82. PubMed ID: 26213136
    [TBL] [Abstract][Full Text] [Related]  

  • 52. Cognition difference between players of different involvement toward the concrete design features in music games.
    Chen YC; Li SR
    PLoS One; 2019; 14(5):e0216276. PubMed ID: 31063468
    [TBL] [Abstract][Full Text] [Related]  

  • 53. Exploring Elements of Fun to Motivate Youth to Do Cognitive Bias Modification.
    Boendermaker WJ; Boffo M; Wiers RW
    Games Health J; 2015 Dec; 4(6):434-43. PubMed ID: 26421349
    [TBL] [Abstract][Full Text] [Related]  

  • 54. Impact of video game genre on surgical skills development: a feasibility study.
    de Araujo TB; Silveira FR; Souza DL; Strey YT; Flores CD; Webster RS
    J Surg Res; 2016 Mar; 201(1):235-43. PubMed ID: 26850208
    [TBL] [Abstract][Full Text] [Related]  

  • 55. The prevalence of usage of herbal medicines among cancer patients.
    Tuna S; Dizdar O; Calis M
    J BUON; 2013; 18(4):1048-51. PubMed ID: 24344037
    [TBL] [Abstract][Full Text] [Related]  

  • 56. "Campus Craft": A Game for Sexual Assault Prevention in Universities.
    Jozkowski KN; Ekbia HR
    Games Health J; 2015 Apr; 4(2):95-106. PubMed ID: 26181803
    [TBL] [Abstract][Full Text] [Related]  

  • 57. Examining the Feasibility of Smartphone Game Applications for Physical Activity Promotion in Middle School Students.
    Blackman KC; Zoellner J; Kadir A; Dockery B; Johnson SB; Almeida FA; McCrickard DS; Hill JL; You W; Estabrooks PA
    Games Health J; 2015 Oct; 4(5):409-19. PubMed ID: 26287931
    [TBL] [Abstract][Full Text] [Related]  

  • 58. Demographic factors and playing variables in online computer gaming.
    Griffiths MD; Davies MN; Chappell D
    Cyberpsychol Behav; 2004 Aug; 7(4):479-87. PubMed ID: 15331036
    [TBL] [Abstract][Full Text] [Related]  

  • 59. Learning Safety Through Public Serious Games: A Study of "Prepare for Impact" on a Very Large, International Sample of Players.
    Chittaro L; Buttussi F
    IEEE Trans Vis Comput Graph; 2022 Mar; 28(3):1573-1584. PubMed ID: 32894716
    [TBL] [Abstract][Full Text] [Related]  

  • 60. The challenge of audience reception: a developmental model for educational game engagement.
    Sherry JL
    New Dir Child Adolesc Dev; 2013; 2013(139):11-20. PubMed ID: 23483689
    [TBL] [Abstract][Full Text] [Related]  

    [Previous]   [Next]    [New Search]
    of 12.