The efficacy of casual videogame play in reducing clinical depression: A randomized controlled study.
Author/s:
Carmen V. Russoniello ; Kevin O'Brien; Matthew Fish
Citation:
Russoniello, C.V., Fish, M., & O’Brien, K. (2013). The efficacy of casual videogame play in reducing clinical depression: A randomized controlled study. Games for Health Journal, 2(6).
The efficacy of playing a virtual reality game in modulating pain for children with acute burn injuries: A randomized controlled trial
Author/s:
Das, D. ; Grimmer, K. ; McRae, S. ; Sparnon, A. ; Thomas, B.
Citation:
Das, D., Grimmer, K., Sparnon, A., McRae, S., & Thomas, B. (2005). The efficacy of playing a virtual reality game in modulating pain for children with acute burn injuries: A randomized controlled trial.BMC Pediatrics, 5(1), 1471-2431.
Continue Reading The efficacy of playing a virtual reality game in modulating pain for children with acute burn injuries: A randomized controlled trialThe feasibility of ambulatory screen time in children
Author/s:
Lanningham-Foster, L. M. ; Levine, J. A.; McManus, A. M. ; Mellecker, R. R.
Citation:
Mellecker, R. R., McManus, A. M., Lanningham-Foster, L. M., & Levine, J. A. (2009). The feasibility of ambulatory screen time in children. International Journal of Pediatric Obesity, 4(2), 106-111.
Continue Reading The feasibility of ambulatory screen time in childrenThe physiological cost and enjoyment of Wii Fit in adolescents, young adults, and older adults
Author/s:
Atkinson, G. ; Cable, N. T.; Graves, L. ; Ridgers, N. D. ; Stratton, G. ; Williams, K.
Citation:
Graves, L., Ridgers, N. D., Williams, K., Stratton, G., Atkinson, G., & Cable, N. T. (2010). The physiological cost and enjoyment of Wii Fit in adolescents, young adults, and older adults. Journal of Physical Activity and Health, 7(3), 393-410.
Continue Reading The physiological cost and enjoyment of Wii Fit in adolescents, young adults, and older adultsThe Power of Play: Innovations in Getting Active Summit 2011: A science panel proceedings report from the American Heart Association
Author/s:
Chamberlin, B. ; Franklin, B.A. ; Lieberman, D.A. ; McHugh Sanner, B.M. ; Medina, E. Jr. ; Vafiadis, D.K.
Citation:
Lieberman, D.A., Chamberlin, B., Medina, E. Jr., Franklin, B.A., McHugh Sanner, B.M., & Vafiadis, D.K. (2011). The Power of Play: Innovations in Getting Active Summit 2011: A science panel proceedings report from the American Heart Association.Circulation, 123(21), 2507-2516.
Continue Reading The Power of Play: Innovations in Getting Active Summit 2011: A science panel proceedings report from the American Heart AssociationThe promise of exergames as tools to measure physical health
Author/s:
Calvert, S. L.; Staiano, A.E.
Citation:
Staiano, A.E. & Calvert, S. L. (2011). The promise of exergames as tools to measure physical health.Entertainment Computing, 2(1), 17-21.
Continue Reading The promise of exergames as tools to measure physical healthThe relationship between TV/computer time and adolescents' health-promoting behavior: A secondary data analysis
Author/s:
Chen, M. Y. ; Liou, Y. M. ; Wu, J. Y.
Citation:
Chen, M. Y., Liou, Y. M., & Wu, J. Y. (2008). The relationship between TV/ computer time and adolescents' health-promoting behavior: A secondary data analysis. Journal of Nursing Research, 16(1), 75-85.
Continue Reading The relationship between TV/computer time and adolescents' health-promoting behavior: A secondary data analysisThe use of video capture virtual reality in burn rehabilitation: The possibilities
Author/s:
Goldan, O. ; Haik, J. ; Hollombe, I.; Mendes, D. ; Mor, E. ; Nota, A. ; Orenstein, A. ; Raz, L. ; Regev, E. ; Tessone, A. ; Winkler, E.
Citation:
Haik, J., Tessone, A., Nota, A., Mendes, D., Raz, L., Goldan, O., Regev, E., Winkler, E., Mor, E., Orenstein, A., & Hollombe, I. (2006). The use of video capture virtual reality in burn rehabilitation: The possibilities. Journal of Burn Care and Research, 27(2), 195-197.
Continue Reading The use of video capture virtual reality in burn rehabilitation: The possibilities