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Implicit learning as a design strategy for learning games: Alert hockey

Author/s:

Ciavarro, C. ; Dobson, M. ; Goodman, D.

Citation:

 

Ciavarro, C., Dobson, M., & Goodman, D. (2008). Implicit learning as a design strategy for learning games: Alert hockey. Computers in Human Behavior, 24(6), 2862-2872.


Keywords:

concussion; educational; elearning; game play; hockey; learning; safety; sports

Health Topic:

Brain; Injuries and Rehabilitation; Safety

Target Population:

General Audience

Publication Type:

Journal Article

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Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: A case report

Author/s:

Bender, A.; Flynn, S. ; Palma, P.

Citation:

Flynn, S., Palma, P., & Bender, A. (2007). Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: A case report. Journal of Neurologic Physical Therapy, 31(4), 180-189.

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Improving spatial functioning in children with cerebral palsy using computerized and traditional game tasks

Author/s:

Akhutina, T. ; Foreman, N. ; Krichevets, A. ; Matikka, L. ; Narhi, V. ; Pylaeva, N. ; Vahakuopus, J.

Citation:

Akhutina, T., Foreman, N., Krichevets, A., Matikka, L., Narhi, V., Pylaeva, N., & Vahakuopus, J. (2003). Improving spatial functioning in children with cerebral palsy using computerized and traditional game tasks. Disability and Rehabilitation, 25(24), 1361-1371.

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Feasibility study of Theradrive: A low-cost game-based environment for the delivery of upper arm stroke therapy

Author/s:

Johnson, M. J. ; Kosasih, J. B.; Paranjape, R. P. ; Ramachandran, B.

Citation:

Johnson, M. J., Ramachandran, B., Paranjape, R. P., & Kosasih, J. B. (2006). Feasibility study of Theradrive: A low-cost game-based environment for the delivery of upper arm stroke therapy. Proceeding from IEEE Engineering in Medicine and Biology Society Conference, 1, 695-698.

Continue Reading Feasibility study of Theradrive: A low-cost game-based environment for the delivery of upper arm stroke therapy


Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature

Author/s:

Anderson, C. A. ; Bushman, B. J.

Citation:

 

Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353-359.

Continue Reading Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature


The role of children in the design of new technology

Author/s:

Druin, A.

Citation:

Druin, A. (2002). The role of children in the design of new technology. Behaviour and Information Technology, 21(1), 1-25.


Keywords:

children; design/development; learning; theory

Health Topic:

Behavior and Personality

Target Population:

Children

Publication Type:

Journal Article

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Energy expenditure in adults with cerebral palsy playing Wii Sports

Author/s:

Hurkman, H.L. ; R.J. Stam, H.J.; van den Berg-Emons,

Citation:

Hurkman, H.L., van den Berg-Emons, R.J., & Stam, H.J. (2010). Energy expenditure in adults with cerebral palsy playing Wii Sports. Archives of Physical Medicine and Rehabilitation, 91(10), 1577-1581.

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Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines

Author/s:

Griffiths, M. D.

Citation:

 

Griffiths, M. D. (1991). Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines. Journal of Adolescence, 14(1), 53-73.


Keywords:

addiction; adolescents; children; gambling; game play; gender; teens; tweens

Health Topic:

Behavior and Personality

Target Population:

General Audience

Publication Type:

Journal Article

Continue Reading Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines