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Children's intuitive gestures in vision-based action games

Author/s:

Hamalainen, P. ; Hoysniemi, J. ; Rouvi, T.; Turkki, L.

Citation:

Hoysniemi, J., Hamalainen, P., Turkki, L., & Rouvi, T. (2005). Children's intuitive gestures in vision-based action games. Communications of the ACM, 48(1), 44-50.


Keywords:

children; immersion

Health Topic:

Cognition; Visual Health

Target Population:

Children

Publication Type:

Journal Article

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Identifying usability and fun problems in a computer game during first use and after some practice

Author/s:

Baauw, E.; Barendregt, W. ; Bekker, M. M. ; Bouwhuis, D. G.

Citation:

Barendregt, W., Bekker, M. M., Bouwhuis, D. G., & Baauw, E. (2006). Identifying usability and fun problems in a computer game during first use and after some practice. International Journal of Human-Computer Studies, 64(9), 830-846.

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The effect of video-game software in video-game epilepsy

Author/s:

Ricci, S. ; Vigevano, F.

Citation:

Ricci, S., & Vigevano, F. (1999). The effect of video-game software in video-game epilepsy. Epilepsia, 40(4), 31-37.


Keywords:

adults; children; epilepsy; perceptions; physiology; seizures; teens; tweens; young adults

Health Topic:

Brain; Disorders and Disabilities

Target Population:

General Audience

Publication Type:

Journal Article

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The cardiovascular and metabolic responses to Wii Fit video game playing in middle-aged and older adults

Author/s:

Borreson, L. A. ; Cable, K. ; Dalleck, L.C.; Guderian, B. ; Probst, M. A. ; Sletten, E. ; Stecker, T. P.

Citation:

Guderian, B., Borreson, L. A., Sletten, E., Cable, K., Stecker, T. P., Probst, M. A., et al. (2010). The cardiovascular and metabolic responses to Wii Fit video game playing in middle-aged and older adults. Journal of Sports Medicine and Physical Fitness, 50(4), 436-442.

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Developmental differences at play: Children's selective attention and performance video games

Author/s:

Blumberg, F. C.

Citation:

Blumberg, F. C. (1998). Developmental differences at play: Children's selective attention and performance video games. Journal of Applied Developmental Psychology, 19(4), 615-624.


Keywords:

attention; children; game play; learning; motivation; sega game gear; young children

Health Topic:

Cognition

Target Population:

Children; Young Children

Publication Type:

Journal Article

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Relationships between electronic game play, obesity, and psychosocial functioning in young men

Author/s:

Tantleff-Dunn, S.; Wack, E.

Citation:

Wack, E., & Tantleff-Dunn, S. (2009). Relationships between electronic game play, obesity, and psychosocial functioning in young men. Cyberpsychology and Behavior, 12(2), 241-244.


Keywords:

anxiety; college students; coping; emotions; males; obesity; social gaming; young adults

Health Topic:

Cognition; Obesity and Weight Loss; Social Issues and Skills

Target Population:

Young Adults

Publication Type:

Journal Article

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Virtual reality as a leisure activity for young adults with physical and intellectual disabilities

Author/s:

Weiss, P. L.; Yalon-Chamovitz, S.

Citation:

Yalon-Chamovitz, S., & Weiss, P. L. (2008). Virtual reality as a leisure activity for young adults with physical and intellectual disabilities. Research in Developmental Disabilities, 29(3), 273-287.


Keywords:

cerebral palsy; gesturetek gx; rehabilitation; virtual reality; young adults

Health Topic:

Brain; Disorders and Disabilities

Target Population:

Young Adults

Publication Type:

Journal Article

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Can the mario bros. help? Nintendo games as an adjunct in psychotherapy with children

Author/s:

Gardner, J. E.

Citation:

Gardner, J. E. (1991). Can the mario bros. help?: Nintendo games as an adjunct in psychotherapy with children. Psychotherapy, 28(4), 667-670.


Keywords:

children; game; game play; motor skills; pc; pediatric health; therapy

Health Topic:

Cognition; Mental Health

Target Population:

Children

Publication Type:

Journal Article

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