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The use of video capture virtual reality in burn rehabilitation: The possibilities
Author/s:
Goldan, O. ; Haik, J. ; Hollombe, I.; Mendes, D. ; Mor, E. ; Nota, A. ; Orenstein, A. ; Raz, L. ; Regev, E. ; Tessone, A. ; Winkler, E.
Citation:
Haik, J., Tessone, A., Nota, A., Mendes, D., Raz, L., Goldan, O., Regev, E., Winkler, E., Mor, E., Orenstein, A., & Hollombe, I. (2006). The use of video capture virtual reality in burn rehabilitation: The possibilities. Journal of Burn Care and Research, 27(2), 195-197.
Continue Reading The use of video capture virtual reality in burn rehabilitation: The possibilitiesEffects of playing a computer game using a bright display on presleep physiological variables, sleep latency, slow wave sleep and REM sleep
Author/s:
Higuchi, S. ; Liu, Y. ; Maeda, A.; Motohashi, Y.
Citation:
Higuchi, S., Motohashi, Y., Liu, Y., & Maeda, A. (2005). Effects of playing a computer game using a bright display on presleep physiological variables, sleep latency, slow wave sleep and REM sleep. Journal of Sleep Research, 14(3), 267-273.
Keywords:
adults; circadian rhythm; males; pc; physiology; sleep; young adultsHealth Topic:
SleepTarget Population:
Adults; Young AdultsPublication Type:
Journal Article Continue Reading Effects of playing a computer game using a bright display on presleep physiological variables, sleep latency, slow wave sleep and REM sleepPhysical and psychosocial effects of Wii video game use among older women
Author/s:
Koh, L.; Liamputtong, P. ; Merkes, M. ; Reynolds, F. ; Shields, N. ; Wallis, L. ; Wollersheim, D.
Citation:
Wollersheim, D., Merkes, M., Shields, N., Liamputtong, P., Wallis, L., Reynolds, F., & Koh, L. (2011). Physical and psychosocial effects of Wii video game use among older women. International Journal of Emerging Technologies and Society, 8(2), 85-98.
Continue Reading Physical and psychosocial effects of Wii video game use among older women“Creature-101”: A Serious Game to Promote Energy Balance-Related Behaviors Among Middle School Adolescents
Author/s:
Ana de Lourdes Islas-Ramos ; Dalia Majumdar ; Daniel Fu; Heewon Lee ; Isobel R. Contento ; Pamela A. Koch
Citation:
Majumdar, D., Koch, P.A., Lee, H., Contento, I.R., Islas-Ramos, A.D.L., & Fu, D. (2013). “Creature-101”: A serious game to promote energy balance-related behaviors among middle school adolcents. Games for Health Journal, 2(5).
Video games: A route to large-scale STEM education?
Author/s:
Mayo, M. J.
Citation:
Mayo, M. J. (2009). Video games: A route to large-scale STEM education? Science, 323(5910), 79-82.
Keywords:
adolescents; educational; elearning; engineering; interactivity; learning; math; teensHealth Topic:
Health Care and MedicineTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Video games: A route to large-scale STEM education?Exploring the use of computer games and virtual reality in exposure therapy for fear of driving following a motor vehicle accident
Author/s:
Kim, S. I. ; Lewis, E. J. ; O'Sullivan, K. ; Walshe, D. G. ; Wiederhold, B. K.
Citation:
Walshe, D. G., Lewis, E. J., Kim, S. I., O'Sullivan, K., & Wiederhold, B. K. (2003). Exploring the use of computer games and virtual reality in exposure therapy for fear of driving following a motor vehicle accident. Cyberpsychology and Behavior, 6(3), 329-334.
Continue Reading Exploring the use of computer games and virtual reality in exposure therapy for fear of driving following a motor vehicle accidentReevaluating the impact of video games
Author/s:
Funk, J. B.
Citation:
Funk, J. B. (1993). Reevaluating the impact of video games. Clinical Pediatrics, 32(2), 86-90.
Keywords:
game play; gender; media; students; tweens; violenceHealth Topic:
Social Issues and SkillsTarget Population:
Pre-TeensPublication Type:
Journal Article Continue Reading Reevaluating the impact of video gamesThe feasibility of ambulatory screen time in children
Author/s:
Lanningham-Foster, L. M. ; Levine, J. A.; McManus, A. M. ; Mellecker, R. R.
Citation:
Mellecker, R. R., McManus, A. M., Lanningham-Foster, L. M., & Levine, J. A. (2009). The feasibility of ambulatory screen time in children. International Journal of Pediatric Obesity, 4(2), 106-111.
Continue Reading The feasibility of ambulatory screen time in children