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The 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.

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Framework for design and evaluation of complex interventions to improve health

Author/s:

Campbell, M. ; Fitzpatrick, R. ; Haines, A. ; Kinmonth, A. L. ; Sandercock, P. ; Spiegelhalter, D. ; Tyrer, P.

Citation:

Campbell, M., Fitzpatrick, R., Haines, A., Kinmonth, A. L., Sandercock, P., Spiegelhalter, D., & Tyrer, P. (2000). Framework for design and evaluation of complex interventions to improve health. British Medical Journal, 321(7262), 694-696.

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Magnetic resonance imaging of acute "Wiiitis" of the upper extremity

Author/s:

Collins, M. S. ; Nett, M. P. ; Sperling, J. W.

Citation:

Nett, M. P., Collins, M. S., & Sperling, J. W. (2008). Magnetic resonance imaging of acute "Wiiitis" of the upper extremity. Skeletal Radiology, 37(5), 481-483.


Keywords:

adults; exergame; magnetic resonance imaging (mri); males; nintendo wii; physical activity; upper extremity

Health Topic:

Injuries and Rehabilitation

Target Population:

Adults

Publication Type:

Journal Article

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Virtual reality cue reactivity assessment: A case study in a teen smoker

Author/s:

Bordnick, P. S. ; Brooks, J.; Copp, H. L. ; Graap, K. M. ; Traylor, A. C.

Citation:

Bordnick, P. S., Traylor, A. C., Graap, K. M., Copp, H. L., & Brooks, J. (2005). Virtual reality cue reactivity assessment: A case study in a teen smoker. Applied Psychophysiology and Biofeedback, 30(3), 187-193.


Keywords:

addiction; adolescents; smoking; teens; tobacco; virtual reality

Health Topic:

Public Health; Smoking

Target Population:

Teens

Publication Type:

Journal Article

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Neat-o-games: Novel mobile gaming versus modern sedentary lifestyle

Author/s:

Bourlai, T. ; Fujiki, Y. ; Kazakos, K. ; Levine, J. ; Pavlidis, I.

Citation:

Kazakos, K., Bourlai, T., Fujiki, Y., Levine, J., & Pavlidis, I. (2008). NEAT-o-Games: Novel mobile gaming versus modern sedentary lifestyle. In Proceedings of the 10th international Conference on Human Computer interaction with Mobile Devices and Services (Amsterdam, The Netherlands, September 02 - 05, 2008). MobileHCI '08. New York, NY: ACM.

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Increasing nutrition literacy: Testing the effectiveness of print, web site, and game modalities

Author/s:

Horodynski, M. A. ; Keesecker, N. ; Sayir, A.; Sherry, J. ; Silk, K. J. ; Winn, B.

Citation:

Silk, K. J., Sherry, J., Winn, B., Keesecker, N., Horodynski, M. A., & Sayir, A. (2008). Increasing nutrition literacy: Testing the effectiveness of print, web site, and game modalities. Journal of Nutrition Education and Behavior, 40(1), 3-10.

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Teaching medicine using interactive games: Development of the "Stumpers" quiz show game

Author/s:

Hardee, S. ; Harman, J. H. ; Latessa, R. ; Scmidt-Dalton, T.

Citation:

Latessa, R., Harman, J. H., Hardee, S., & Scmidt-Dalton, T. (2004). Teaching medicine using interactive games: Development of the "Stumpers" quiz show game. Family Medicine, 36(9), 616.


Keywords:

computer-assisted instruction; educational; ehealth; elearning; learning; medical; online; students

Health Topic:

Health Care and Medicine

Target Population:

General Audience

Publication Type:

Journal Article

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Addiction to video and computer games - A case-study

Author/s:

May, C. A.

Citation:

May, C. A. (1994). Addiction to video and computer games: A case-study. Nervenheilkunde, 13(6), 314-317.


Keywords:

addiction; game play

Health Topic:

Mental Health

Target Population:


Publication Type:

Journal Article

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