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Memory for goblins: A computer game for assessing and training working memory skill
Author/s:
Ryan, E. B.
Citation:
Ryan, E. B. (1994). Memory for goblins: A computer game for assessing and training working memory skill. Computers in Human Services, 11(1-2), 213-217.
Keywords:
adults; brain; educational; learning; memory; pc; seniors; trainingHealth Topic:
Brain; CognitionTarget Population:
Adults; SeniorsPublication Type:
Journal Article Continue Reading Memory for goblins: A computer game for assessing and training working memory skillA video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial
Author/s:
Bradlyn, A. S. ; Cole, S. W. ; Kato, P. M. ; Pollock, B. H.
Citation:
Kato, P. M., Cole, S. W., Bradlyn, A. S., & Pollock, B. H. (2008). A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial. Pediatrics, 122(2), E305-E317.
Continue Reading A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trialDevelopmental 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 childrenHealth Topic:
CognitionTarget Population:
Children; Young ChildrenPublication Type:
Journal Article Continue Reading Developmental differences at play: Children's selective attention and performance video gamesRelationships 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 adultsHealth Topic:
Cognition; Obesity and Weight Loss; Social Issues and SkillsTarget Population:
Young AdultsPublication Type:
Journal Article Continue Reading Relationships between electronic game play, obesity, and psychosocial functioning in young menThe 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 adultsHealth Topic:
Brain; Disorders and DisabilitiesTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading The effect of video-game software in video-game epilepsyThe 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.
Continue Reading The cardiovascular and metabolic responses to Wii Fit video game playing in middle-aged and older adultsCan 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; therapyHealth Topic:
Cognition; Mental HealthTarget Population:
ChildrenPublication Type:
Journal Article Continue Reading Can the mario bros. help? Nintendo games as an adjunct in psychotherapy with childrenGames, motivation, and learning: A research and practice model
Author/s:
Ahlers, R. ; Driskell, J. E.; Garris, R.
Citation:
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.