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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.

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Effects 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 adults

Health Topic:

Sleep

Target Population:

Adults; Young Adults

Publication Type:

Journal Article

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Physical 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. 

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“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).

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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; teens

Health Topic:

Health Care and Medicine

Target Population:

General Audience

Publication Type:

Journal Article

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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.

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Reevaluating 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; violence

Health Topic:

Social Issues and Skills

Target Population:

Pre-Teens

Publication Type:

Journal Article

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The 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.

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