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Action-video-game experience alters the spatial resolution of vision
Author/s:
Bavelier, D.; Green, C. S.
Citation:
Green, C. S., & Bavelier, D. (2007). Action-video-game experience alters the spatial resolution of vision. Psychological Science, 18(1), 88-94.
Keywords:
adults; males; perceptions; visual-spatialHealth Topic:
Cognition; Visual HealthTarget Population:
AdultsPublication Type:
Journal Article Continue Reading Action-video-game experience alters the spatial resolution of visionEffect of playing a video game on a measure of spatial visualization
Author/s:
Dorval, M. ; Pepin, M.
Citation:
Dorval, M., & Pepin, M. (1986). Effect of playing a video game on a measure of spatial visualization. Perceptual and Motor Skills, 62(1), 159-162.
Keywords:
adults; gender; play; students; video game; visual-spatial; young adultsHealth Topic:
CognitionTarget Population:
Adults; Young AdultsPublication Type:
Journal Article Continue Reading Effect of playing a video game on a measure of spatial visualizationMotion sickness and postural sway in console video games
Author/s:
Faugloire, E. ; Flanagan, M. B. ; Merhi, O.; Stoffregen, T. A. ; Yoshida, K.
Citation:
Stoffregen, T. A., Faugloire, E., Yoshida, K., Flanagan, M. B., & Merhi, O. (2008). Motion sickness and postural sway in console video games. Human Factors, 50(2), 322-331.
Keywords:
balance; brain; college students; game play; motion sickness; nausea; posture; xbox; young adultsHealth Topic:
Brain; Nervous SystemTarget Population:
Young AdultsPublication Type:
Journal Article Continue Reading Motion sickness and postural sway in console video gamesFactors affecting acceptability to young cancer patients of a psychoeducational video game about cancer
Author/s:
Beale, I. L.; Kato, P. M.
Citation:
Kato, P. M., & Beale, I. L. (2006). Factors affecting acceptability to young cancer patients of a psychoeducational video game about cancer. Journal of Pediatric Oncology Nursing, 23(5), 269-275.
Keywords:
adolescents; cancer; educational; ehealth; elearning; learning; patients; pediatric health; self-management; teens; young adultsHealth Topic:
CancerTarget Population:
Patients; Teens; Young AdultsPublication Type:
Journal Article Continue Reading Factors affecting acceptability to young cancer patients of a psychoeducational video game about cancerCognitive socialization by computer games in two cultures: Inductive discovery or mastery of an iconic code?
Author/s:
Camaioni, L. ; Ercolani, P. ; Greenfield, P. M. ; Lauber, B. A. ; Perucchini, P.; Weiss, L.
Citation:
Greenfield, P. M., Camaioni, L., Ercolani, P., Weiss, L., Lauber, B. A., & Perucchini, P. (1996). Cognitive socialization by computer games in two cultures: Inductive discovery or mastery of an iconic code? In P. M. Greenfield & R. R. Cocking (Eds.), Interacting With Video (pp. 141-167). Norwood, NJ: Ablex Publishing.
Continue Reading Cognitive socialization by computer games in two cultures: Inductive discovery or mastery of an iconic code?Improving children's mental rotation accuracy with computer game playing
Author/s:
De Lisi, R. ; Wolford, J. L.
Citation:
De Lisi, R., & Wolford, J. L. (2002). Improving children's mental rotation accuracy with computer game playing. Journal of Genetic Psychology, 163(3), 272-282.
Keywords:
children; computer-assisted instruction; game; game play; gender; pc; visual-spatialHealth Topic:
CognitionTarget Population:
ChildrenPublication Type:
Journal Article Continue Reading Improving children's mental rotation accuracy with computer game playingThe use of a game to promote arm reach in persons with traumatic brain injury
Author/s:
Mervau-Scheidel, D. ; Mulder, R.M. ; Nelson, D.L. ; Sietsema, J.M. ; White, B.E.
Citation:
Sietsema, J.M., Nelson, D.L., Mulder, R.M., Mervau-Scheidel, D., & White, B.E. (1993). The use of a game to promote arm reach in persons with traumatic brain injury. American Journal of Occupational Therapy, 47(1),19-24.
Keywords:
brain; game; neurological disorder; rehabilitationHealth Topic:
Brain; Injuries and RehabilitationTarget Population:
PatientsPublication Type:
Journal Article Continue Reading The use of a game to promote arm reach in persons with traumatic brain injuryWii Tennis play as physical activity in low-income African American adolescents
Author/s:
Calvert, S. L.; Staiano, A. E.
Citation:
Staiano, A. E. & Calvert, S. L. (2011). Wii tennis play as physical activity in low-income African American adolescents. CyberPsychology, 5.