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Minigames for Mental Health: Improving Warfighters' Coping Skills and Awareness of Mental Health Resources

Author/s:

Anya Andrews; Christopher Wong ; Clint Bowers ; Katelyn Procci

Citation:

Procci, K., Bowers, C., Wong, C., & Andrews, A. (2013).Minigames for mental health: Improving warfighters’ coping skills and awareness of mental health resources. Games For Health Journals. 2(4), 240-246.

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Motivating effects of cooperative exergame play for overweight and obese adolescents

Author/s:

Abraham, A. A. ; Calvert, S. L.; Staiano, A. E.

Citation:

Staiano, A. E., Abraham, A. A., & Calvert, S. L. (2012). Motivating effects of cooperative exergame play for overweight and obese adolescents. Journal of Diabetes Science and Technology, 6(4), 812-819.

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Motivation and physiologic responses of playing a physically interactive video game relative to a sedentary alternative in children

Author/s:

Barkley, J. E.; Penko, A. L.

Citation:

Penko, A. L., & Barkley, J. E. (2010). Motivation and physiologic responses of playing a physically interactive video game relative to a sedentary alternative in children. Annals of Behavioral Medicine, 39(2), 162-169.

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Motivations for using the Mobile Phone for Mass Communications and Entertainment

Author/s:

Wei, R.

Citation:

Wei, R. (2006). Motivations for using the Mobile Phone for Mass Communications and Entertainment. Telematics and Informatics, 25(1), 36-46. 


Keywords:

communications; media; motivation; theory

Health Topic:

Social Issues and Skills

Target Population:

General Audience

Publication Type:

Journal Article

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Motor rehabilitation using virtual reality

Author/s:

Sveistrup, H.

Citation:

 

Sveistrup, H. (2004). Motor rehabilitation using virtual reality. Journal of Neuroengineering and Rehabilitation, 1(1), 10.


Keywords:

exergame; motor skills; rehabilitation; therapy; upper extremity; virtual reality

Health Topic:

Injuries and Rehabilitation

Target Population:

General Audience

Publication Type:

Journal Article

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Neat-o-games: Blending physical activity and fun in the daily routine

Author/s:

Buddharaju, P. ; Fujiki, Y. ; Kazakos, K. ; Levine, J.; Pavlidis, I. ; Puri, C.

Citation:

Fujiki, Y., Kazakos, K., Puri, C., Buddharaju, P., Pavlidis, I., & Levine, J. (2008). Neat-o-games: Blending physical activity and fun in the daily routine. ACM Computers in Entertainment, 6(2), 1-22.

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Neat-o-games: Novel mobile gaming versus modern sedentary lifestyle

Author/s:

Bourlai, T. ; Fujiki, Y. ; Kazakos, K. ; Levine, J. ; Pavlidis, I.

Citation:

Kazakos, K., Bourlai, T., Fujiki, Y., Levine, J., & Pavlidis, I. (2008). NEAT-o-Games: Novel mobile gaming versus modern sedentary lifestyle. In Proceedings of the 10th international Conference on Human Computer interaction with Mobile Devices and Services (Amsterdam, The Netherlands, September 02 - 05, 2008). MobileHCI '08. New York, NY: ACM.

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Novel approaches to obesity prevention: Effects of game enjoyment and game type on energy expenditure in active video games

Author/s:

Carr, P. M. ; Komoski, S. E. ; Lyons, E. J. ; Tate, D. F. ; Ward, D. S.

Citation:

Lyons, E. J., Tate, D. F., Komoski, S. E., Carr, P. M., & Ward, D. S. (2012). Novel approaches to obesity prevention: Effects of game enjoyment and game type on energy expenditure in active video games.Journal of Diabetes Science and Technology, 6(4), 839-848.

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