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Physiologic responses to playing a video game

Author/s:

Dietz, W. H.; Segal, K. R.

Citation:

Segal, K. R., & Dietz, W. H. (1991). Physiologic responses to playing a video game. American Journal of Diseases of Children, 145(9), 1034-1036.


Keywords:

blood pressure; game play; maze; physiology; puzzle; teens; television; young adults

Health Topic:

Cardiovascular Health; Exercise and Fitness

Target Population:

Teens; Young Adults

Publication Type:

Journal Article

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Design for inspiration: Children, personal connections and educational technology

Author/s:

Diercke, C. ; Viller, S.; Wyeth, P.

Citation:

Wyeth, P., Diercke, C., & Viller, S. (2006). Design for inspiration: Children, personal connections and educational technology. In Proceedings of the 18th Australia Conference on Computer-Human interaction: Design: Activities, Artefacts and Environments (Sydney, Australia, November 20 - 24, 2006). J. Kjeldskov and J. Paay, (Eds.) OZCHI '06, vol. 206. New York, NY: ACM.

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Positive user experience and medical adherence

Author/s:

Gloyd, D. M.

Citation:

Gloyd, D. M. (2003). Positive user experience and medical adherence. In Proceedings of the 2003 International Conference on Designing Pleasurable Products and Interfaces (Pittsburgh, PA, June 23 - 26, 2003). DPPI '03. New York, NY: ACM.


Keywords:

devices; medical; patients; treatment adherence

Health Topic:

Cognition; Health Care and Medicine

Target Population:

General Audience

Publication Type:

Report

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Video games are exciting: A European study of video game-induced seizures and epilepsy

Author/s:

Bettencourt, M. ; Kasteleijn-Nolst Trenit, D. G. ; Lopes, J. ; Martins da Silva, A. ; Oosting, J. ; Ricci, S. ; Rubboli, G. ; Segers, J. P.; Tassinari, C. A.

Citation:

Kasteleijn-Nolst Trenit, D. G., Martins da Silva, A., Ricci, S., Rubboli, G., Tassinari, C. A., Lopes, J.,...& Segers, J. P. (2002). Video games are exciting: A European study of video game-induced seizures and epilepsy. Epileptic Disorders, 4(2), 121-128.

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Best practices for using games & simulations in the classroom: Guidelines for K-12 educators

Author/s:

Wilson, L.

Citation:

Software & Information Industry Association. (2009). Best practices for using games & simulations in the classroom: Guidelines for K-12 educators.Washington, DC: Wilson, L.


Keywords:


Health Topic:

Cognition

Target Population:

Children

Publication Type:

Report

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Examining the pedagogical foundations of modern educational computer games

Author/s:

Hirumi, A.; Kebritchi, M.

Citation:

Kebritchi, M., & Hirumi, A. (2008). Examining the pedagogical foundations of modern educational computer games. Computers and Education, 51(4),1729-1743.


Keywords:

computer-assisted instruction; educational; elearning; learning

Health Topic:

Cognition

Target Population:

General Audience

Publication Type:

Journal Article

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Psychology of computers: XIV. Cognitive rehabilitation through computer games

Author/s:

Ferland, C. ; Gagnon, S. ; Larose, S. ; Pepin, M.

Citation:

Larose, S., Gagnon, S., Ferland, C., & Pepin, M. (1989). Psychology of computers: XIV Cognitive rehabilitation through computer games. Perceptual and Motor Skills, 69(3), 851-858.


Keywords:

adhd; adolescents; attention; brain; rehabilitation; teens; therapy; tweens

Health Topic:

Brain; Cognition; Disorders and Disabilities

Target Population:

Children; Pre-Teens; Teens

Publication Type:

Journal Article

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Interactivity and reward-related neural activation during a serious videogame

Author/s:

Cole, S.W. ; Knutson, B.; Yoo, D.J.

Citation:

Cole, S.W., Yoo, D.J., Knutson, B. (2012) Interactivity and reward-related neural activation during a serious videogame. PLoS ONE, 7(3), e33909.


Keywords:

cancer; cognition; edutainment; entertainment; games; gaming; health; rehabilitation; treatment

Health Topic:

Cancer

Target Population:

Pre-Teens; Teens; Young Adults

Publication Type:

Journal Article

Continue Reading Interactivity and reward-related neural activation during a serious videogame