Mostrando 141 - 160 Resultados de 399 Para Buscar 'Game Freak~', tiempo de consulta: 1.94s Limitar resultados
  1. 141
    “…The aim of the study was to determine performance indicators of winning and defeated women teams of the 2012 Olympic Games handball tournament. The sample of entities consisted of 27 games played during the preliminary round of the competition. …”
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  2. 142
    por Ma, Qingguo, Meng, Liang, Shen, Qiang
    Publicado 2015
    “…The present study explored the extent to which promise would influence investors’ decision-making in the trust game where promise had no predictive value regarding trustees’ reciprocation. …”
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  3. 143
    “…SIMPLE SUMMARY: We describe an evolutionary game theory mathematical model to investigate the robustness and accuracy of adaptive chemotherapy schedules in a stochastic environment in a tumor. …”
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  4. 144
  5. 145
  6. 146
    “…Here, we used online “citizen science” games to test how quickly humans could detect cryptic birds (incubating nightjars) and eggs (of nightjars, plovers and coursers) under trichromatic and simulated dichromatic viewing conditions. …”
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  7. 147
    “…RESULTS: The prevailing injury cause (36.8%) was “game”, 44.8% of which occur during breaks, and the most frequently injured body regions were head, hand, and leg/foot (47.2%, 26.7%, and 19.7%, respectively). …”
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  8. 148
    “…Unbeknownst to them, players were randomly assigned to one of three experimental conditions: winning (n = 110), break-even (n = 103), or losing (n = 105). After playing, participants were offered a chance to gamble their $3 renumeration in an online roulette game. …”
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  9. 149
    “…Conclusions: Our consensus development approach produced many specific suggestions that could be implemented by game developers or tested as public health interventions, such as encouraging breaks through game mechanics, alarms or other limit setting; encouraging group gaming; and discussing and supporting setting appropriate time or activity goals around gaming (e.g., three quests, one hour). …”
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  10. 150
    “…A non-parametric approach was applied to evaluate differences (p≤0.05) between teams. In close games, winning teams reported less possession (p=0.039), defended more (tackles made, p=0.039), and carried the ball less than losing counterparts (p=0.05), whereas in balanced games, winning teams were found to be much better than losers in “tries for” (p<0.0001) as well as “tries against” (p<0.0001), and “clear breaks” (p=0.0003). …”
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  11. 151
    “…Eighty‐one children (mean age 11.8, 48 boys) were randomly allocated to three groups performing 20‐minute of high‐intensity small‐sided real football games (SRF), moderate‐intensity small‐sided walking football games (SWF) or resting (RF). …”
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  12. 152
    “…We show that the heterogeneous nature of the social network naturally induces a symmetry breaking of the game, as contributions made by cooperators may become contingent on the social context in which the individual is embedded. …”
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  13. 153
  14. 154
    “…We investigated the effects of active computer gaming and passive relaxation (rest and music) breaks on working memory performance. …”
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  15. 155
    “…As our results show, digital games have the potential to break down access barriers and promote necessary maintenance for important skills. …”
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  16. 156
    “…Our findings further the understanding of the adverse effects of excessive computer use on physical and ocular health, and adequate breaks are necessary to reduce physical and visual discomfort during computer gaming.…”
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  17. 157
    “…Building a scientific index system and favorable area evaluation technology for the UCG site selection is the key to breaking through the geological bottleneck. …”
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  18. 158
    “…Each game was then classified as control game (games played in April, May, June, and September) or game within one month after the All-Star break. …”
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  19. 159
    “…After this assessment, they were randomly assigned to the activity break condition, in which they had to do several physical activities of moderate intensity (e.g., star jumps) for 10 min, or the control condition, in which they played a vocabulary game for 10 min. …”
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  20. 160
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