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Virtual rehabilitation in an activity centre for community-dwelling persons with stroke. The possibilities of 3-dimensional computer games

Author/s:

Broeren, J. ; Claesson, L. ; Goude, D. ; Rydmark, M. ; Sunnerhagen, K. S.

Citation:

Broeren, J., Claesson, L., Goude, D., Rydmark, M., & Sunnerhagen, K. S. (2008). Virtual rehabilitation in an activity centre for community-dwelling persons with stroke: The possibilities of 3-dimensional computer games. Cerebrovascular Diseases, 26(3), 289-296.

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Children and interactive media

Author/s:

Caplovitz, A. G.; Lee, J. H. ; Wartella, E. A.

Citation:

Markle Foundation (2002). Children and interactive media. New York, NY: Wartella, E. A., Lee, J. H., & Caplovitz, A. G.


Keywords:

addiction; aggression; brain; children; gender; interactivity; media; obesity; seizures; violence

Health Topic:

Cognition; Obesity and Weight Loss; Social Issues and Skills

Target Population:

Children

Publication Type:

Report

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Heuristics for designing enjoyable user interfaces: Lessons from computer games

Author/s:

Malone, T. W.

Citation:

Malone, T. W. (1982). Heuristics for designing enjoyable user interfaces: Lessons from computer games. In Proceedings of the 1982 Conference on Human Factors in Computing Systems(Gaithersburg, Maryland, United States, March 15 - 17, 1982). New York, NY: ACM.


Keywords:

artificial intelligence; design/development; game play

Health Topic:

Cognition

Target Population:

General Audience

Publication Type:

Report

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Task-specific rehabilitation of finger-hand function using interactive computer gaming

Author/s:

Desai, A.; Kapadia, N. ; Otto, C. ; Peters, J. F. ; Szturm, T.

Citation:

Szturm, T., Peters, J. F., Otto, C., Kapadia, N., & Desai, A. (2008). Task-specific rehabilitation of finger-hand function using interactive computer gaming.Archives of Physical Medicine and Rehabilitation, 89(11), 2213-2217.

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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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