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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 gameHealth Topic:
CognitionTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Games, motivation, and learning: A research and practice modelSeizures during video-game play and other common leisure pursuits in known epilepsy patients without visual sensitivity
Author/s:
Fish, D. R. ; Johnson, A.; Millett, C. J. ; Thompson, P. J.
Citation:
Millett, C. J., Fish, D. R., Thompson, P. J., & Johnson, A. (1999). Seizures during video-game play and other common leisure pursuits in known epilepsy patients without visual sensitivity. Epilepsia, 40(4), 59-64.
Keywords:
adolescents; adults; epilepsy; game play; patients; seizuresHealth Topic:
Brain; Disorders and DisabilitiesTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Seizures during video-game play and other common leisure pursuits in known epilepsy patients without visual sensitivityA fitness game reflecting heart rate
Author/s:
Hoshino, J.; Masuko, S.
Citation:
Masuko, S. & Hoshino, J. (2006). A fitness game reflecting heart rate. In Proceedings of the 2006 ACM SIGCHI international Conference on Advances in Computer Entertainment Technology (Hollywood, California, June 14 - 16, 2006). New York, NY: ACM.
Keywords:
boxing; exergame; physical activity; sportsHealth Topic:
Cardiovascular Health; Exercise and FitnessTarget Population:
General AudiencePublication Type:
Report Continue Reading A fitness game reflecting heart rateComputerized, interactive, multimedia cognitive-behavioural program for anxiety and depression in general practice
Author/s:
Everitt, B. ; Goldberg, D. ; Gray, J. A.; Mann, A. ; Marks, I. ; Proudfoot, J.
Citation:
Proudfoot, J., Goldberg, D., Mann, A., Everitt, B., Marks, I., Gray, J. A. (2003). Computerized, interactive, multimedia cognitive-behavioural program for anxiety and depression in general practice. Psychological Medicine, 33(2), 217-227.
Continue Reading Computerized, interactive, multimedia cognitive-behavioural program for anxiety and depression in general practiceNeuropsychological benefits of stationary bike exercise and a cybercycle exergame for older adults with diabetes: An exploratory analysis
Author/s:
Anderson-Hanley, C. ; Arciero, P. ; Nimon, J. ; Westen, S. ; Zimmerman, E.
Citation:
Anderson-Hanley, C., Arciero, P., Westen, S., Nimon, J., & Zimmerman, E. (2012). Neuropsychological benefits of stationary bike exercise and a cybercycle exergame for older adults with diabetes: An exploratory analysis. Journal of Diabetes Science and Technology, 6(4), 849-857.
Continue Reading Neuropsychological benefits of stationary bike exercise and a cybercycle exergame for older adults with diabetes: An exploratory analysisVideo game induced seizures
Author/s:
De Marco, P. ; Ferrie, C. D. ; Giannakodimos, S. ; Grunewald, R. A. ; Panayiotopoulos, C. P.
Citation:
Ferrie, C. D., De Marco, P., Grunewald, R. A., Giannakodimos, S., & Panayiotopoulos, C. P. (1994). Video game induced seizures. Journal of Neurology, Neurosurgery, and Psychiatry, 57(8), 925-931.
Keywords:
brain; epilepsy; game play; patients; seizuresHealth Topic:
Brain; Disorders and DisabilitiesTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Video game induced seizuresAction video games and informal education: Effects on strategies for dividing visual attention
Author/s:
deWinstanley, P. ; Greenfield, P. M. ; Kaye, D.; Kilpatrick, H.
Citation:
Greenfield, P. M., deWinstanley, P., Kilpatrick, H., & Kaye, D. (1996). Action video games and informal education: Effects on strategies for dividing visual attention. In P. M. Greenfield & R. R. Cocking (Eds.),Interacting With Video (pp. 187-205). Norwood, NJ: Ablex Publishing.
Continue Reading Action video games and informal education: Effects on strategies for dividing visual attentionEffect of action video games on the spatial distribution of visuospatial attention
Author/s:
Bavelier, D.; Green, C. S.
Citation:
Green, C. S., & Bavelier, D. (2006). Effect of action video games on the spatial distribution of visuospatial attention. Journal of Experimental Psychology: Human Perception and Performance, 32(6), 1465-1478.