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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.

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Improving 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-spatial

Health Topic:

Cognition

Target Population:

Children

Publication Type:

Journal Article

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Interactive 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.

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Interactive 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.

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Interactivity 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.

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Joystick 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; personality

Health Topic:

Cognition; Social Issues and Skills

Target Population:

General Audience

Publication Type:

Book

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Learning 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; learning

Health Topic:

Cognition

Target Population:

General Audience

Publication Type:

Journal Article

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License 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.

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