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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.

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Motion 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 adults

Health Topic:

Brain; Nervous System

Target Population:

Adults; Young Adults

Publication Type:

Journal Article

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Improvement 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.

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A 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; students

Health Topic:

Cognition

Target Population:

Children

Publication Type:

Journal Article

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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; theory

Health Topic:

Cognition

Target Population:

General Audience

Publication Type:

Journal Article

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Space 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 adults

Health Topic:

Cognition

Target Population:

Adults; Teens; Young Adults

Publication Type:

Journal Article

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Theradrive: 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.

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Child-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.


Keywords:

children; dengue fever; educational; ehealth; learning; medical

Health Topic:

Cognition; Health Care and Medicine; Infectious Disease

Target Population:

Children

Publication Type:

Journal Article

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