Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer
Author/s:
Beale, I. L. ; Cole, S. W.; Guthrie, N. ; Kato, P. M. ; Marin-Bowling, V. M.
Citation:
Beale, I. L., Kato, P. M., Marin-Bowling, V. M., Guthrie, N., & Cole, S. W. (2007). Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer. Journal of Adolescent Health, 41(3), 263-270.
Continue Reading Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancerImproving children's mental rotation accuracy with computer game playing
Author/s:
De Lisi, R. ; Wolford, J. L.
Citation:
De Lisi, R., & Wolford, J. L. (2002). Improving children's mental rotation accuracy with computer game playing. Journal of Genetic Psychology, 163(3), 272-282.
Keywords:
children; computer-assisted instruction; game; game play; gender; pc; visual-spatialHealth Topic:
CognitionTarget Population:
ChildrenPublication Type:
Journal Article Continue Reading Improving children's mental rotation accuracy with computer game playingInteractive computer technology for skin cancer prevention targeting children
Author/s:
DeVellis, R. F. ; Garrett, J. M. ; Hornung, R. L. ; Lennon, P. A. ; Strecher, V. J.; Weinberg, P. D.
Citation:
Hornung, R. L., Lennon, P. A., Garrett, J. M., DeVellis, R. F., Weinberg, P. D., & Strecher, V. J. (2000). Interactive computer technology for skin cancer prevention targeting children. American Journal of Preventive Medicine, 18(1), 69-76.
Continue Reading Interactive computer technology for skin cancer prevention targeting childrenInteractive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health
Author/s:
Lieberman, D. A.
Citation:
Lieberman, D. A. (1997). Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health. In R. L. Street, W. R. Gold & T. Mannings (Eds.), Health promotion and Interactive technology: Theoretical applications and future directions (pp. 103-120). Mahwah, NJ: Lawrence Erlbaum Associates, Inc.
Continue Reading Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and healthInteractivity and reward-related neural activation during a serious videogame
Author/s:
Cole, S.W. ; Knutson, B.; Yoo, D.J.
Citation:
Cole, S.W., Yoo, D.J., Knutson, B. (2012) Interactivity and reward-related neural activation during a serious videogame. PLoS ONE, 7(3), e33909.
Continue Reading Interactivity and reward-related neural activation during a serious videogameJoystick nation: How videogames ate our quarters, won our hearts, and rewired our minds
Author/s:
Herz, J. C.
Citation:
Herz, J. C. (1997). Joystick nation: How videogames ate our quarters, won our hearts, and rewired our minds. New York: Little Brown.
Keywords:
3d; game play; media; personalityHealth Topic:
Cognition; Social Issues and SkillsTarget Population:
General AudiencePublication Type:
Book Continue Reading Joystick nation: How videogames ate our quarters, won our hearts, and rewired our mindsLearning and transfer in everyday cognition
Author/s:
Greenfield, P. M.; Guberman, S. R.
Citation:
Guberman, S. R., & Greenfield, P. M. (1991). Learning and transfer in everyday cognition. Cognitive Development, 6(3), 233-260.
Keywords:
culture; learningHealth Topic:
CognitionTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Learning and transfer in everyday cognitionLicense to chill! How to empower users to cope with stress
Author/s:
Ferreira, P. ; Höök, K. ; Jaensson, T.; Sanches, P.
Citation:
Ferreira, P., Sanches, P., Höök, K., & Jaensson, T. (2008). License to chill! How to empower users to cope with stress. In Proceedings of the 5th Nordic Conference on Human-Computer interaction: Building Bridges (Lund, Sweden, October 20 - 22, 2008). NordiCHI '08, vol. 358. New York, NY: ACM.
Continue Reading License to chill! How to empower users to cope with stress