Memory for goblins: A computer game for assessing and training working memory skill
Author/s:
Ryan, E. B.
Citation:
Ryan, E. B. (1994). Memory for goblins: A computer game for assessing and training working memory skill. Computers in Human Services, 11(1-2), 213-217.
Keywords:
adults; brain; educational; learning; memory; pc; seniors; trainingHealth Topic:
Brain; CognitionTarget Population:
Adults; SeniorsPublication Type:
Journal Article Continue Reading Memory for goblins: A computer game for assessing and training working memory skillMom, let me play more computer games: They improve my mental rotation skills
Author/s:
Cherney, I. D.
Citation:
Cherney, I. D. (2008). Mom, let me play more computer games: They improve my mental rotation skills. Sex Roles, 59(11-12), 776-786.
Keywords:
2d; 3d; brain; gender; pc; puzzle; racing; strategy; visual-spatial; young adultsHealth Topic:
Brain; CognitionTarget Population:
Young AdultsPublication Type:
Journal Article Continue Reading Mom, let me play more computer games: They improve my mental rotation skillsMotion sickness and postural sway in console video games
Author/s:
Faugloire, E. ; Flanagan, M. B. ; Merhi, O.; Stoffregen, T. A. ; Yoshida, K.
Citation:
Stoffregen, T. A., Faugloire, E., Yoshida, K., Flanagan, M. B., & Merhi, O. (2008). Motion sickness and postural sway in console video games. Human Factors, 50(2), 322-331.
Continue Reading Motion sickness and postural sway in console video gamesMotion sickness, console video games, and head-mounted displays
Author/s:
Faugloire, E. ; Flanagan, M.; Merhi, O. ; Stoffregen, T. A.
Citation:
Merhi, O., Faugloire, E., Flanagan, M., & Stoffregen, T. A. (2007). Motion sickness, console video games, and head-mounted displays. Human Factors, 49(5), 920-934.
Continue Reading Motion sickness, console video games, and head-mounted displaysNeuropsychological 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 analysisOnline video game therapy for mental health concerns: A review
Author/s:
Ang, R. P. ; Goh, D. H.; Wilkinson, N.
Citation:
Wilkinson, N., Ang, R. P., & Goh, D. H. (2008). Online video game therapy for mental health concerns: A review. International Journal of Social Psychiatry, 54(4), 370-382.
Continue Reading Online video game therapy for mental health concerns: A reviewPattern-based learning and spatially oriented concept formation in a multi-agent, decision making expert
Author/s:
Epstein, S. ; Gelfand, J. ; Lesniak, J.
Citation:
Epstein, S., Gelfand, J., & Lesniak, J. (1996). Pattern-based learning and spatially oriented concept formation in a multi-agent, decision making expert. Computational Intelligence, 12(1), 199-221.
Continue Reading Pattern-based learning and spatially oriented concept formation in a multi-agent, decision making expertPhysical activity levels during a 6-week, school-based, active videogaming intervention using the Gamercize Power Stepper in British children
Author/s:
Birch, S. ; Duncan, M. J. ; Hankey, J.; Woodfield, L.
Citation:
Duncan, M. J., Birch, S., Woodfield, L., & Hankey, J. (2011). Physical activity levels during a 6-week, school-based, active videogaming intervention using the Gamercize Power Stepper in British children. Medicina Sportiva, 15(2), 81-87.
Continue Reading Physical activity levels during a 6-week, school-based, active videogaming intervention using the Gamercize Power Stepper in British children