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Computer game playing in adolescence: Prevalence and demographic indicators
Author/s:
Griffiths, M. D. ; Hunt, N.
Citation:
Griffiths, M. D., & Hunt, N. (1995). Computer game playing in adolescence: Prevalence and demographic indicators. Journal of Community and Applied Social Psychology, 5(3), 189-194.
Keywords:
adolescents; game play; gender; macintosh; pcHealth Topic:
Social Issues and SkillsTarget Population:
Pre-Teens; TeensPublication Type:
Journal Article Continue Reading Computer game playing in adolescence: Prevalence and demographic indicatorsPotential vs actual benefits of exergames
Author/s:
Sallis, J. F.
Citation:
Sallis, J. F. (2011). Potential vs actual benefits of exergames. Archives of Pediatrics & Adolescent Medicine, 165(7), 667-669.
Keywords:
adolescents; children; exergame; exergamers; game; game play; obesity; physical activity; sports; tweensHealth Topic:
Exercise and Fitness; Obesity and Weight LossTarget Population:
Children; Pre-TeensPublication Type:
Journal Article Continue Reading Potential vs actual benefits of exergamesChallenges and opportunities of ehealth research
Author/s:
Ahern, D. K.
Citation:
Ahern, D. K. (2007). Challenges and opportunities of ehealth research. American Journal of Preventive Medicine, 32(5), S75-S82.
Keywords:
ehealth; medical; online; research; researchersHealth Topic:
Health Care and MedicineTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Challenges and opportunities of ehealth researchReports & communications: Debriefings of web-based malaria games
Author/s:
Lennon, J. L.
Citation:
Lennon, J. L. (2006). Reports & communications: Debriefings of web-based malaria games. Simulation and Gaming, 37(3), 350-356.
Keywords:
adolescents; educational; learning; malaria; online; teensHealth Topic:
Infectious DiseaseTarget Population:
TeensPublication Type:
Journal Article Continue Reading Reports & communications: Debriefings of web-based malaria gamesThe efficacy of casual videogame play in reducing clinical depression: A randomized controlled study.
Author/s:
Carmen V. Russoniello ; Kevin O'Brien; Matthew Fish
Citation:
Russoniello, C.V., Fish, M., & O’Brien, K. (2013). The efficacy of casual videogame play in reducing clinical depression: A randomized controlled study. Games for Health Journal, 2(6).
Trigger happy: Videogames and the entertainment revolution
Author/s:
Poole, S.
Citation:
Poole, S. (2000). Trigger happy: Videogames and the entertainment revolution. New York: Arcade Publishing.
Keywords:
casual; culture; game play; interactivity; mediaHealth Topic:
Social Issues and SkillsTarget Population:
General AudiencePublication Type:
Book Continue Reading Trigger happy: Videogames and the entertainment revolutionInternational survey on the Dance Dance Revolution game
Author/s:
Hoysniemi, J.
Citation:
Hoysniemi, J. (2006). International survey on the Dance Dance Revolution game. Computers in Entertainment, 4(2).
Keywords:
exergame; physical activity; rhythm; social gamingHealth Topic:
Exercise and FitnessTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading International survey on the Dance Dance Revolution gameTwo-player partnered exergame for obesity prevention: Using discrepancy in players’ abilities as a strategy to motivate physical activity
Author/s:
Feltz, D. L. ; Irwin, B. ; Kerr, N.
Citation:
Feltz, D. L., Irwin, B., & Kerr, N. (2012). Two-player partnered exergame for obesity prevention: Using discrepancy in players' abilities as a strategy to motivate physical activity. Journal of Diabetes Science and Technology, 6(4), 820-827.
Continue Reading Two-player partnered exergame for obesity prevention: Using discrepancy in players’ abilities as a strategy to motivate physical activity