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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; training

Health Topic:

Brain; Cognition

Target Population:

Adults; Seniors

Publication Type:

Journal Article

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A 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 trial


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

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


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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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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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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Games, 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.


Keywords:

design/development; educational; game play; learning; motivation; research; simulation; training; video game

Health Topic:

Cognition

Target Population:

General Audience

Publication Type:

Journal Article

Continue Reading Games, motivation, and learning: A research and practice model