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Task-specific rehabilitation of finger-hand function using interactive computer gaming

Author/s:

Desai, A.; Kapadia, N. ; Otto, C. ; Peters, J. F. ; Szturm, T.

Citation:

Szturm, T., Peters, J. F., Otto, C., Kapadia, N., & Desai, A. (2008). Task-specific rehabilitation of finger-hand function using interactive computer gaming.Archives of Physical Medicine and Rehabilitation, 89(11), 2213-2217.

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The cardiovascular and metabolic responses to Wii Fit video game playing in middle-aged and older adults

Author/s:

Borreson, L. A. ; Cable, K. ; Dalleck, L.C.; Guderian, B. ; Probst, M. A. ; Sletten, E. ; Stecker, T. P.

Citation:

Guderian, B., Borreson, L. A., Sletten, E., Cable, K., Stecker, T. P., Probst, M. A., et al. (2010). The cardiovascular and metabolic responses to Wii Fit video game playing in middle-aged and older adults. Journal of Sports Medicine and Physical Fitness, 50(4), 436-442.

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The effect of internet video game play on clinical and extrapyramidal symptoms in patients with schizophrenia

Author/s:

Arenella, L. S. ; Han, D. H. ; Kim, J. I. ; Lyoo, I. K.; Renshaw, P. F. ; Sim, M. E.

Citation:

Han, D. H., Renshaw, P. F., Sim, M. E., Kim, J. I., Arenella, L. S., & Lyoo, I. K. (2008). The effect of internet video game play on clinical and extrapyramidal symptoms in patients with schizophrenia. Schizophrenia Research, 103(1), 338-340.

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The effect of video-game software in video-game epilepsy

Author/s:

Ricci, S. ; Vigevano, F.

Citation:

Ricci, S., & Vigevano, F. (1999). The effect of video-game software in video-game epilepsy. Epilepsia, 40(4), 31-37.


Keywords:

adults; children; epilepsy; perceptions; physiology; seizures; teens; tweens; young adults

Health Topic:

Brain; Disorders and Disabilities

Target Population:

General Audience

Publication Type:

Journal Article

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The health benefits of interactive video game exercise

Author/s:

Bredin, S. S. ; Esch, B. T. ; Horita, L. T. ; Rhodes, R. E.; Scott, J. M. ; Warburton, D. E. ; Zbogar, D.

Citation:

Warburton, D. E., Bredin, S. S., Horita, L. T., Zbogar, D., Scott, J. M., Esch, B. T., & Rhodes, R. E. (2007). The health benefits of interactive video game exercise. Applied Physiology, Nutrition, and Metabolism, 32(4), 655-663.

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The Sony Playstation II EyeToy: Low-cost virtual reality for use in rehabilitation

Author/s:

Kizony, R. ; Rand, D. ; Weiss, P. T.

Citation:

Rand, D., Kizony, R., & Weiss, P. T. (2008). The Sony Playstation II EyeToy: Low-cost virtual reality for use in rehabilitation. Journal of Neurologic Physical Therapy, 32(4), 155-163.

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The use of a game to promote arm reach in persons with traumatic brain injury

Author/s:

Mervau-Scheidel, D. ; Mulder, R.M. ; Nelson, D.L. ; Sietsema, J.M. ; White, B.E.

Citation:

Sietsema, J.M., Nelson, D.L., Mulder, R.M., Mervau-Scheidel, D., & White, B.E. (1993). The use of a game to promote arm reach in persons with traumatic brain injury. American Journal of Occupational Therapy, 47(1),19-24.

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Theradrive: A new stroke therapy concept for home-based, computer-assisted motivating rehabilitation

Author/s:

Brauer, E. ; Feng, X.; Johnson, M. J. ; Trickey, M.

Citation:

Johnson, M. J., Trickey, M., Brauer, E., & Feng, X. (2004). Theradrive: A new stroke therapy concept for home-based, computer-assisted motivating rehabilitation. In Proceedings of the 29th Annual International Conference of the IEEE Engineering in Medicine and Biology Conference (San Francisco, CA, September 1-5, 2004). IEMBS ’04, vol. 7.

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