Acute wiiitis
Author/s:
Bonis, J.
Citation:
Bonis, J. (2007). Acute wiiitis. The New England Journal of Medicine, 356(23), 2431-2432.
Keywords:
adults; exergame; males; nintendo wii; physical activity; tendonitisHealth Topic:
Bone and Joint Problems; Exercise and FitnessTarget Population:
AdultsPublication Type:
Journal Article Continue Reading Acute wiiitisAmusement 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.
Continue Reading Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machinesAn update on the effects of playing violent video games
Author/s:
Anderson, C. A.
Citation:
Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27(1), 113-122.
Keywords:
adolescents; aggression; game play; teens; violenceHealth Topic:
Behavior and Personality; CognitionTarget Population:
Teens; Young AdultsPublication Type:
Journal Article Continue Reading An update on the effects of playing violent video gamesAvatar assistant: Improving social skills in students with an ASD through a computer-based intervention
Author/s:
Amthor, F. R. ; Biasini, F. J.; Casey Wimsatt, F. ; Gower, M. W. ; Hopkins, I. M. ; Perez, T. A. ; Smith, D. S.
Citation:
Hopkins, I. M., Gower, M. W., Perez, T. A., Smith, D. S., Amthor, F. R., Casey Wimsatt, F., & Biasini, F. J. (2011). Avatar assistant: Improving social skills in students with an ASD through a computer-based intervention. Journal of Autism and Developmental Disorders, 41(11), 1543-1555.
Continue Reading Avatar assistant: Improving social skills in students with an ASD through a computer-based interventionBeyond self-selection in video game play: An experimental examination of the consequences of massively multiplayer online role-playing game play
Author/s:
Smyth, J. M.
Citation:
Smyth, J. M. (2007). Beyond self-selection in video game play: An experimental examination of the consequences of massively multiplayer online role-playing game play. Cyberpsychology and Behavior, 10(5), 717-721.
Continue Reading Beyond self-selection in video game play: An experimental examination of the consequences of massively multiplayer online role-playing game playBiofeedback vs. video games: Effects on impulsivity, locus of control and self-concept with incarcerated juveniles
Author/s:
Kappes, B. M. ; Thompson, D. L.
Citation:
Kappes, B. M., & Thompson, D. L. (1985). Biofeedback vs. video games: Effects on impulsivity, locus of control and self-concept with incarcerated juveniles. Journal of Clinical Psychology, 41(5), 698-706.
Continue Reading Biofeedback vs. video games: Effects on impulsivity, locus of control and self-concept with incarcerated juvenilesBiofeedback vs. video games: Effects on impulsivity, locus of control and self-concept with incarcerated juveniles
Author/s:
Kappes, B. M. ; Thompson, D. L.
Citation:
Kappes, B. M., & Thompson, D. L. (1985). Biofeedback vs. video games: Effects on impulsivity, locus of control and self-concept with incarcerated juveniles. Journal of Clinical Psychology, 41(5), 698-706.
Continue Reading Biofeedback vs. video games: Effects on impulsivity, locus of control and self-concept with incarcerated juvenilesCan play increase standing tolerance? A pilot-study
Author/s:
Hoppes, S.
Citation:
Hoppes, S. (1997). Can play increase standing tolerance?: A pilot-study. Physical and Occupational Therapy in Geriatrics, 15(1), 65-73.