Health Games Database

Featured Items

EyeSpy: The Matrix is a free, online game designed to increase self-esteem and confidence by helping players develop...

Game
Kognito

"Kognito uses conversation simulations featuring virtual humans to drive measurable change in physical, emotional...

Organization

Re-Mission is an action-adventure video game designed to motivate teens and young adults with cancer to engage in...

Game

Developed by the American Dental Association, players are presented with a series of quiz questions about dental...

Game

Hansen, M. M. (2008). Versatile, immersive, creative and dynamic virtual 3-D healthcare learning environments: A...

Publication

All Publications

Displaying 1 - 25 of 492

Adamo, K. B., Rutherford, J. A., & Goldfield, G. A. (2010). Effects of interactive video game cycling on...

Adams, J., & White, M. (2005). Why don't stage-based activity promotion interventions work? Health Education...

Adriaenssens, P., Eggermont, E., Pyck, K., Boeckx, W., & Gilles, B. (1988). The video invasion of rehabilitation...

Ahern, D. K. (2007). Challenges and opportunities of ehealth research. American Journal of Preventive Medicine...

Ahtinen, A. (2008). Wellness applications - UI design to support long-term usage motivation. In CHI '08 Extended...

Akhutina, T., Foreman, N., Krichevets, A., Matikka, L., Narhi, V., Pylaeva, N., & Vahakuopus, J. (2003)....

Akl, E. A., Sackett, K., Pretorius, R., Erdley, S., Bhoopathi, P. S., Mustafa, R., & Schunemann, H. J. (2008)....

Allison, S. E., von Wahlde, L., Shockley, T., & Gabbard, G. O. (2006). The development of the self in the era of...

Lu, A.S., Kharrazi, H., Gharghabi, F., & Thompson, D. (2013).A systematic review of health videogames on...

Anand, S., & Krosnick, J. A. (2005). Demographic predictors of media use among infants, toddlers, and...

 

Anand, V. (2007). A study of time management: The correlation between video game usage and academic...

 

Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence...

 

Anderson, C. A., & Morrow, M. (1995). Competitive aggression without interaction - effects of...

Anderson-Hanley, C., Arciero, P., Westen, S., Nimon, J., & Zimmerman, E. (2012). Neuropsychological benefits of...

Atack, L., & Luke, R. (2008). Impact of an online course on infection control and prevention competencies. ...

Badinand-Hubert, N., Bureau, M., Hirsch, E., Masnou, P., Nahum, L., Parain, D., & Naquet, R. (1998). Epilepsies...

Bailey, B. W. & McInnis, K. (2011). Energy cost of exergaming: A comparison of the energy cost of 6 forms of...

Bandura, A. (2004). Health promotion by social cognitive means. Health Education and Behavior, 31(2), 143-...

Barakova, E., Gillesen, J., & Feijs, L. (2008). Use of goals and dramatic elements in behavioral training of...

Baranowski, T., Allen, D. D., Masse, L. C., & Wilson, M. (2006). Does participation in an intervention affect...

Baranowski, T., Buday, R., Thompson, D. I., & Baranowski, J. (2008). Playing for real: Video games and stories...

Baranowski, T., Baranowski, J., Cullen, K. W., Marsh, T., Islam, N., Zakeri, I.,...& deMoor, C. (2003). Squire's...

Baranowski, T., Baranowski, J., Thompson, D., Buday, R., Jago, R., Griffith, J., et al. (2011). Video game...

Barendregt, W., Bekker, M. M., Bouwhuis, D. G., & Baauw, E. (2006). Identifying usability and fun problems in a...

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