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Table representation of search results timeline featuring number of search results per year.

Year Number of Results
1858 1
1866 1
1869 2
1871 1
1890 1
1914 1
1918 2
1919 1
1921 3
1928 1
1933 1
1939 1
1946 2
1947 2
1948 2
1949 3
1950 3
1951 3
1952 2
1953 6
1954 3
1955 1
1956 5
1957 3
1958 4
1959 1
1960 4
1961 5
1962 11
1963 7
1964 10
1965 14
1966 17
1967 14
1968 23
1969 14
1970 14
1971 10
1972 23
1973 17
1974 23
1975 37
1976 37
1977 34
1978 51
1979 43
1980 60
1981 51
1982 47
1983 52
1984 73
1985 71
1986 65
1987 64
1988 74
1989 96
1990 93
1991 106
1992 118
1993 112
1994 116
1995 146
1996 147
1997 146
1998 162
1999 158
2000 239
2001 208
2002 227
2003 261
2004 304
2005 357
2006 441
2007 512
2008 633
2009 744
2010 970
2011 1094
2012 1419
2013 1587
2014 1775
2015 1920
2016 2143
2017 2289
2018 2390
2019 2481
2020 2814
2021 3194
2022 3458
2023 3019
2024 1326

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Search Results

33,527 results

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Page 1
The Health Effects of Video Games in Children and Adolescents.
Alanko D. Alanko D. Pediatr Rev. 2023 Jan 1;44(1):23-32. doi: 10.1542/pir.2022-005666. Pediatr Rev. 2023. PMID: 36587018 Review.
Children 8 to 17 years of age spend an average of 1.5 to 2 hours daily playing video games. Recent developments framed by decades of research have provided insight into how games influence children's physical health, mental health, social behaviors, and cognitive de …
Children 8 to 17 years of age spend an average of 1.5 to 2 hours daily playing video games. Recent developments framed by decades of …
The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review.
Pallavicini F, Pepe A, Mantovani F. Pallavicini F, et al. Cyberpsychol Behav Soc Netw. 2022 Jun;25(6):334-354. doi: 10.1089/cyber.2021.0252. Epub 2022 May 27. Cyberpsychol Behav Soc Netw. 2022. PMID: 35639118 Free article. Review.
During the initial phases of the COVID-19 pandemic, playing video games has been much more than just a pastime. Studies suggested that video games for many individuals have helped to cope with such difficult life experience. However, other research indicates that …
During the initial phases of the COVID-19 pandemic, playing video games has been much more than just a pastime. Studies suggested tha …
Nostalgia in video games.
Bowman ND, Wulf T. Bowman ND, et al. Curr Opin Psychol. 2023 Feb;49:101544. doi: 10.1016/j.copsyc.2022.101544. Epub 2022 Dec 16. Curr Opin Psychol. 2023. PMID: 36623440 Review.
As video games mature, so are their players-by some estimates, the average age of a gamer is in their 30s, and often playing games with their children. ...In this article, we describe and explain nostalgia as elicited from video gaming experiences, discuss th …
As video games mature, so are their players-by some estimates, the average age of a gamer is in their 30s, and often playing games
Serious games for upper limb rehabilitation: a systematic review.
Proença JP, Quaresma C, Vieira P. Proença JP, et al. Disabil Rehabil Assist Technol. 2018 Jan;13(1):95-100. doi: 10.1080/17483107.2017.1290702. Epub 2017 Mar 30. Disabil Rehabil Assist Technol. 2018. PMID: 28359181 Review.
The aim of this research is to carry out a systematic review of the use of technological gaming platforms with serious games in the upper limb rehabilitation of patients with neuromotor disorders. ...Implications for rehabilitation This review states that the use se …
The aim of this research is to carry out a systematic review of the use of technological gaming platforms with serious games i …
Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement.
Choi E, Shin SH, Ryu JK, Jung KI, Kim SY, Park MH. Choi E, et al. Behav Brain Funct. 2020 Feb 3;16(1):2. doi: 10.1186/s12993-020-0165-z. Behav Brain Funct. 2020. PMID: 32014027 Free PMC article. Review.
Thus, this study aimed to have a more balanced view toward the video game playing by reviewing genres of commercial video games and the association of video games with cognitive functions and modulating factors. ...As understanding the association between video g
Thus, this study aimed to have a more balanced view toward the video game playing by reviewing genres of commercial video games and t …
Nutrition Education and Dietary Behavior Change Games: A Scoping Review.
Baranowski T, Ryan C, Hoyos-Cespedes A, Lu AS. Baranowski T, et al. Games Health J. 2019 Jun;8(3):153-176. doi: 10.1089/g4h.2018.0070. Epub 2018 Oct 19. Games Health J. 2019. PMID: 30339086 Free PMC article. Review.
All but one of the studies reported some positive outcome from playing the game(s). One reported that a web-based education program resulted in more change than the game-based intervention. Studies of games may have been missed; a number of dietary/nutrition …
All but one of the studies reported some positive outcome from playing the game(s). One reported that a web-based education pr …
Design recommendations for active games.
Martinez PN. Martinez PN. Front Digit Health. 2022 Sep 16;4:814226. doi: 10.3389/fdgth.2022.814226. eCollection 2022. Front Digit Health. 2022. PMID: 36588749 Free PMC article.
While active gaming has regained momentum, the design and specific components of active games that make them engaging are limited. ...Active gaming has maintained continuity; however, player enthusiasm and engagement in these types of games are consist …
While active gaming has regained momentum, the design and specific components of active games that make them engaging are limi …
Gamified Environments and Serious Games for Students With Autistic Spectrum Disorder: Review of Research.
López-Bouzas N, Del Moral-Pérez ME. López-Bouzas N, et al. Rev J Autism Dev Disord. 2023 May 11:1-13. doi: 10.1007/s40489-023-00381-7. Online ahead of print. Rev J Autism Dev Disord. 2023. PMID: 37363697 Free PMC article. Review.
The aim of this study is to review the available research (N = 70) derived from the use of Gamified Environments and Serious Games with people with Autistic Spectrum Disorder (ASD), identifying: authorship, nationality, publication period, topic, and design of the investig …
The aim of this study is to review the available research (N = 70) derived from the use of Gamified Environments and Serious Games wi …
When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being.
Halbrook YJ, O'Donnell AT, Msetfi RM. Halbrook YJ, et al. Perspect Psychol Sci. 2019 Nov;14(6):1096-1104. doi: 10.1177/1745691619863807. Perspect Psychol Sci. 2019. PMID: 31672105 Review.
Video games are a source of entertainment for a wide population and have varied effects on well-being. ...On the basis of existing literature, we argue that the effects of gaming on well-being are moderated by other variables, such as motivations for gaming a …
Video games are a source of entertainment for a wide population and have varied effects on well-being. ...On the basis of existing li …
The cognitive psychology of Internet gaming disorder.
King DL, Delfabbro PH. King DL, et al. Clin Psychol Rev. 2014 Jun;34(4):298-308. doi: 10.1016/j.cpr.2014.03.006. Epub 2014 Apr 13. Clin Psychol Rev. 2014. PMID: 24786896 Free article. Review.
Factors included (a) beliefs about game reward value and tangibility, (b) maladaptive and inflexible rules about gaming behaviour, (c) over-reliance on gaming to meet self-esteem needs, and (d) gaming as a method of gaining social acceptance. ...IGD cognition …
Factors included (a) beliefs about game reward value and tangibility, (b) maladaptive and inflexible rules about gaming behaviour, (c …
33,527 results
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