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Memory for goblins: A computer game for assessing and training working memory skill

Author/s:

Ryan, E. B.

Citation:

Ryan, E. B. (1994). Memory for goblins: A computer game for assessing and training working memory skill. Computers in Human Services, 11(1-2), 213-217.


Keywords:

adults; brain; educational; learning; memory; pc; seniors; training

Health Topic:

Brain; Cognition

Target Population:

Adults; Seniors

Publication Type:

Journal Article

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Mom, let me play more computer games: They improve my mental rotation skills

Author/s:

Cherney, I. D.

Citation:

Cherney, I. D. (2008). Mom, let me play more computer games: They improve my mental rotation skills. Sex Roles, 59(11-12), 776-786.


Keywords:

2d; 3d; brain; gender; pc; puzzle; racing; strategy; visual-spatial; young adults

Health Topic:

Brain; Cognition

Target Population:

Young Adults

Publication Type:

Journal Article

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Motion sickness and postural sway in console video games

Author/s:

Faugloire, E. ; Flanagan, M. B. ; Merhi, O.; Stoffregen, T. A. ; Yoshida, K.

Citation:

Stoffregen, T. A., Faugloire, E., Yoshida, K., Flanagan, M. B., & Merhi, O. (2008). Motion sickness and postural sway in console video games. Human Factors, 50(2), 322-331.

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Motion sickness, console video games, and head-mounted displays

Author/s:

Faugloire, E. ; Flanagan, M.; Merhi, O. ; Stoffregen, T. A.

Citation:

Merhi, O., Faugloire, E., Flanagan, M., & Stoffregen, T. A. (2007). Motion sickness, console video games, and head-mounted displays. Human Factors, 49(5), 920-934.

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Neuropsychological benefits of stationary bike exercise and a cybercycle exergame for older adults with diabetes: An exploratory analysis

Author/s:

Anderson-Hanley, C. ; Arciero, P. ; Nimon, J. ; Westen, S. ; Zimmerman, E.

Citation:

Anderson-Hanley, C., Arciero, P., Westen, S., Nimon, J., & Zimmerman, E. (2012). Neuropsychological benefits of stationary bike exercise and a cybercycle exergame for older adults with diabetes: An exploratory analysis. Journal of Diabetes Science and Technology, 6(4), 849-857.

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Online video game therapy for mental health concerns: A review

Author/s:

Ang, R. P. ; Goh, D. H.; Wilkinson, N.

Citation:

Wilkinson, N., Ang, R. P., & Goh, D. H. (2008). Online video game therapy for mental health concerns: A review. International Journal of Social Psychiatry, 54(4), 370-382.

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Pattern-based learning and spatially oriented concept formation in a multi-agent, decision making expert

Author/s:

Epstein, S. ; Gelfand, J. ; Lesniak, J.

Citation:

Epstein, S., Gelfand, J., & Lesniak, J. (1996). Pattern-based learning and spatially oriented concept formation in a multi-agent, decision making expert. Computational Intelligence, 12(1), 199-221.

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Physical activity levels during a 6-week, school-based, active videogaming intervention using the Gamercize Power Stepper in British children

Author/s:

Birch, S. ; Duncan, M. J. ; Hankey, J.; Woodfield, L.

Citation:

Duncan, M. J., Birch, S., Woodfield, L., & Hankey, J. (2011). Physical activity levels during a 6-week, school-based, active videogaming intervention using the Gamercize Power Stepper in British children. Medicina Sportiva, 15(2), 81-87.

Continue Reading Physical activity levels during a 6-week, school-based, active videogaming intervention using the Gamercize Power Stepper in British children