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Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health
Author/s:
Lieberman, D. A.
Citation:
Lieberman, D. A. (1997). Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health. In R. L. Street, W. R. Gold & T. Mannings (Eds.), Health promotion and Interactive technology: Theoretical applications and future directions (pp. 103-120). Mahwah, NJ: Lawrence Erlbaum Associates, Inc.
Continue Reading Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and healthMotion sickness, console video games, and head-mounted displays
Author/s:
Faugloire, E. ; Flanagan, M.; Merhi, O. ; Stoffregen, T. A.
Citation:
Merhi, O., Faugloire, E., Flanagan, M., & Stoffregen, T. A. (2007). Motion sickness, console video games, and head-mounted displays. Human Factors, 49(5), 920-934.
Keywords:
adults; balance; game play; head-mounted display; motion sickness; nausea; posture; xbox; young adultsHealth Topic:
Brain; Nervous SystemTarget Population:
Adults; Young AdultsPublication Type:
Journal Article Continue Reading Motion sickness, console video games, and head-mounted displaysImprovement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer
Author/s:
Beale, I. L. ; Cole, S. W.; Guthrie, N. ; Kato, P. M. ; Marin-Bowling, V. M.
Citation:
Beale, I. L., Kato, P. M., Marin-Bowling, V. M., Guthrie, N., & Cole, S. W. (2007). Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer. Journal of Adolescent Health, 41(3), 263-270.
Continue Reading Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancerA case study of computer gaming for math: Engaged learning from gameplay?
Author/s:
Ke, F.
Citation:
Ke, F. (2008). A case study of computer gaming for math: Engaged learning from gameplay? Computers & Education, 151, 1609-1620.
Keywords:
children; educational; math; pc; studentsHealth Topic:
CognitionTarget Population:
ChildrenPublication Type:
Journal Article Continue Reading A case study of computer gaming for math: Engaged learning from gameplay?Digital game-based learning: Towards and experimental gaming model
Author/s:
Kiili, K.
Citation:
Kiili, K. (2005). Digital game-based learning: Towards and experimental gaming model. Internet and High Education, 8(1), 13-24.
Keywords:
design/development; educational; game play; learning; theoryHealth Topic:
CognitionTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Digital game-based learning: Towards and experimental gaming modelSpace fortress as an IQ test? Predictions of learning and of practised performance in a complex interactive video-game
Author/s:
Banerji, N. ; Rabbitt, P. ; Szymanski, A.
Citation:
Rabbitt, P., Banerji, N., & Szymanski, A. (1989). Space fortress as an IQ test? Predictions of learning and of practised performance in a complex interactive video-game. Acta Psychologica, 71(3), 243-257.
Keywords:
adults; game play; interactivity; learning; males; pc; teens; young adultsHealth Topic:
CognitionTarget Population:
Adults; Teens; Young AdultsPublication Type:
Journal Article Continue Reading Space fortress as an IQ test? Predictions of learning and of practised performance in a complex interactive video-gameTheradrive: A new stroke therapy concept for home-based, computer-assisted motivating rehabilitation
Author/s:
Brauer, E. ; Feng, X.; Johnson, M. J. ; Trickey, M.
Citation:
Johnson, M. J., Trickey, M., Brauer, E., & Feng, X. (2004). Theradrive: A new stroke therapy concept for home-based, computer-assisted motivating rehabilitation. In Proceedings of the 29th Annual International Conference of the IEEE Engineering in Medicine and Biology Conference (San Francisco, CA, September 1-5, 2004). IEMBS ’04, vol. 7.
Continue Reading Theradrive: A new stroke therapy concept for home-based, computer-assisted motivating rehabilitationChild-invented health education games: A case study for dengue fever
Author/s:
Coombs, D. W.; Lennon, J. L.
Citation:
Lennon, J. L., & Coombs, D. W. (2006). Child-invented health education games: A case study for dengue fever. Simulation and Gaming, 37(1), 88-97.