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Evaluation of a manual wheelchair interface to computer games

Author/s:

Boninger, M. L. ; Cooper, R. A. ; Dvorznak, M. J. ; Fitzgerald, S. G. ; Glass, L.; O'Connor, T. J. ; VanSickle, D. P.

Citation:

O'Connor, T. J., Cooper, R. A., Fitzgerald, S. G., Dvorznak, M. J., Boninger, M. L., VanSickle, D. P., & Glass, L. (2000). Evaluation of a manual wheelchair interface to computer games. Neurorehabilitation and Neural Repair, 14(1), 21-31.

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Helping video games rewire "our minds"

Author/s:

Palsson, O. S.; Pope, A. T.

Citation:

 

Langley Research Center. (2001). Helping video games rewire “our minds”. Hampton, Virginia: Pope, A. T., & Palsson, O. S.


Keywords:

adhd; brain; children; coordination; educational; physiology; playstation; teens; tweens

Health Topic:

Brain; Cognition; Disorders and Disabilities

Target Population:

Children; Pre-Teens; Teens

Publication Type:

Report

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Evidence for striatal dopamine release during a video game

Author/s:

Bench, C. J. ; Brooks, D. J. ; Cunningham, V. J. ; Dagher, A. ; Grasby, P. M.; Gunn, R. N. ; Jones, T. ; Koepp, M. J. ; Lawrence, A. D.

Citation:

Koepp, M. J., Gunn, R. N., Lawrence, A. D., Cunningham, V. J., Dagher, A., Jones, T.,...Grasby, P. M. (1998). Evidence for striatal dopamine release during a video game. Nature, 393(6682), 266-268.

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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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Cracking the walnut: Using a computer game to impact cognition, emotion, and behavior of highly aggressive fifth grade students

Author/s:

Hobbs, L. J. ; Yan, Z.

Citation:

Hobbs, L. J., & Yan, Z. (2008). Cracking the walnut: Using a computer game to impact cognition, emotion, and behavior of highly aggressive fifth grade students. Computers in Human Behavior, 24(2), 421-438.


Keywords:

aggression; children; educational; emotions; learning; online; students; violence

Health Topic:

Behavior and Personality; Cognition

Target Population:

Children

Publication Type:

Journal Article

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Television, video, and computer game usage in children under 11 years of age

Author/s:

Christaskis, D. ; Ebel, B. ; Rivara, F. ; Zimmerman, F.

Citation:

Christaskis, D., Ebel, B., Rivara, F., & Zimmerman, F. (2004). Television, video, and computer game usage in children under 11 years of age. Journal of Pediatrics, 145(5), 652-656.

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Experimental studies of virtual reality-delivered compared to conventional exercise programs for rehabilitation

Author/s:

Babulic, K. ; Finestone, H. ; Marshall, S. ; Mayhew, A.; McComas, J. ; McCormick, A. ; Sveistrup, H. ; Thornton, M.

Citation:

Sveistrup, H., McComas, J., Thornton, M., Marshall, S., Finestone, H., McCormick, A.,...Mayhew, A. (2003). Experimental studies of virtual reality-delivered compared to conventional exercise programs for rehabilitation. Cyberpsychology and Behavior, 6(3), 245-249.

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Incidental categorization of spectrally complex non-invariant auditory stimuli in a computer game task

Author/s:

Holt, L. L.; Wade, T.

Citation:

Wade, T., & Holt, L. L. (2005). Incidental categorization of spectrally complex non-invariant auditory stimuli in a computer game task. The Journal of the Acoustical Society of America, 118(4), 2618-2633.


Keywords:

adults; auditory perception; learning; physiology

Health Topic:

Cognition

Target Population:

Adults

Publication Type:

Journal Article

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