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Gender differences in the mesocorticolimbic system during computer game-play
Author/s:
Bettinger, K. E.; Hoeft, F.; Kesler, S. R.; Reiss, A. L.; Watson, C. L.
Citation:
Hoeft, F., Watson, C. L., Kesler, S. R., Bettinger, K. E., & Reiss, A. L. (2007). Gender differences in the mesocorticolimbic system during computer game-play. Journal of Psychiatric Research, 42(4), 253-258.
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My Student Body
Developer:
My Student Body
My Student Body is an online game that focuses on issues that many college students face including drug and alcohol abuse, stress, and sexual health. The game provides information about getting help.
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Positive or Not
Developer:
Positive or Not
In the game Positive or Not, players must determine whether a person is HIV-positive based on a picture and few descriptors. After the player takes a guess, they are told whether or not the person in the picture is HIV-positive. If the person was positive, they tell a story about how they found out. If they were negative, players receive advice about how to stay protected from the infection. This free, online game was developed by MTV Networks on Campus.
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WiseHealthKids
Developer:
WiseHealthKids
WiseHealthKids.com is a web site for kids that offers a set of educational and health games that encourage players to make smarter eating choices. Players can subscribe to this site to engage in puzzles, exercises, challenges, and activities that focus on ways to adopt healthier habits. This site was created to help combat child obesity and is a safe interactive environment.
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Food Force
Developer:
Food Force
Published by the United Nations Food Program, Food Force requires players to take charge of a relief effort for a country that has been desecrated by war and hunger. Players complete six missions including organizing and distributing food packages, coordinating supply drops by air, and encouraging schooling.
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Developer:
At-Risk
At- Risk is a training game designed to help faculty and staff identify and approach students that appear to be experiencing mental distress. Through simulated conversations within the game, players interact with virtual students dealing with suicidal thoughts, depression, anxiety, and symptoms of paranoia.
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