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Predicting Children's Media Use in the USA: Differences in Cross-Sectional and Longitudinal Analysis

Author/s:

Bartolic, S. ; Lee, S. ; Vandewater, E.

Citation:

Lee, S., Bartolic, S., & Vandewater, E. (2009). Predicting Children's Media use in the USA: Differences in Cross-Sectional and Longitudinal Analysis. The British Psychological Society, 27(1), United States.

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Healthy video gaming: Oxymoron or possibility?

Author/s:

Graham, G. M.; Smith, B. K. ; Yang, S. P.

Citation:

Yang, S. P., Smith, B. K., & Graham, G. M. (2008). Healthy video gaming: Oxymoron or possibility?Innovate: Journal of Online Education, 4(4).


Keywords:

adolescents; children; ehealth; exergame; exergamer; nintendo wii; obesity; physical activity; sports; tweens

Health Topic:

Exercise and Fitness; Obesity and Weight Loss

Target Population:

Children; Pre-Teens

Publication Type:

Journal Article

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The effects of exergaming on physical activity among inactive students in a physical education classroom

Author/s:

Fogel, V. A. ; Graves, R. ; Koehler, S.; Miltenberger, R. G.

Citation:

Fogel, V. A., Miltenberger, R. G., Graves, R., & Koehler, S. (2010). The effects of exergaming on physical activity among inactive students in a physical education classroom. Journal of Applied Behavioral Analysis, 43(4), 591-600.

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Effectiveness of virtual reality for pediatric pain distraction during IV placement

Author/s:

Gold, J. I.; Joseph, M. H. ; Kant, A. J. ; Kim, S. H. ; Rizzo, A.

Citation:

Gold, J. I., Kim, S. H., Kant, A. J., Joseph, M. H., & Rizzo, A. (2006). Effectiveness of virtual reality for pediatric pain distraction during IV placement.Cyberpsychology and Behavior, 9(2), 207-212.

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Game-based telerehabilitation

Author/s:

Flynn, S.M. ; Lange, B. ; Rizzo, A.A.

Citation:

Lange, B., Flynn, S.M., & Rizzo, A.A. (2009). Game-based telerehabilitation. European Journal of Physical and Rehabilitation Medicine, 45(1), 143-151.


Keywords:

game; game play; rehabilitation; telerehabilitation; video game; virtual reality

Health Topic:

Injuries and Rehabilitation

Target Population:

General Audience

Publication Type:

Journal Article

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Using an interactive computer game to increase skill and self-efficacy regarding safer sex negotiation: Field test results

Author/s:

Cahill, J. ; Santilli, L.; Thomas, R.

Citation:

Thomas, R., Cahill, J., & Santilli, L. (1997). Using an interactive computer game to increase skill and self-efficacy regarding safer sex negotiation: Field test results. Health Education and Behavior, 24(1), 71-86.

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Motivation and physiologic responses of playing a physically interactive video game relative to a sedentary alternative in children

Author/s:

Barkley, J. E.; Penko, A. L.

Citation:

Penko, A. L., & Barkley, J. E. (2010). Motivation and physiologic responses of playing a physically interactive video game relative to a sedentary alternative in children. Annals of Behavioral Medicine, 39(2), 162-169.

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Effect of a family-based intervention on electronic media use and body composition among boys aged 8-11 years: A pilot study

Author/s:

Flohr, J. A. ; Jameson-Walker, K. ; Reis-Bergan, M. J. ; Sidman, C. L. ; Spicer-Bartolau, T. ; Todd, M. K. ; Wildeman, K.

Citation:

Todd, M. K., Reis-Bergan, M. J., Sidman, C. L., Flohr, J. A., Jameson-Walker, K., Spicer-Bartolau, T., & Wildeman, K. (2008). Effect of a family-based intervention on electronic media use and body composition among boys aged 8-11 years: A pilot study. Journal of Child Health Care, 12(4), 344-358.

Continue Reading Effect of a family-based intervention on electronic media use and body composition among boys aged 8-11 years: A pilot study