EGameFlow: A scale to measure learners' enjoyment of e-learning games
Author/s:
Fu, F. L. ; Su, R. C. ; Yu, S. C.
Citation:
Fu, F. L., Su, R. C., & Yu, S. C. (2009). EGameFlow: A scale to measure learners' enjoyment of e-learning games. Computers and Education, 52(1), 101-112.
Continue Reading EGameFlow: A scale to measure learners' enjoyment of e-learning gamesElectroclinical study of video-game epilepsy
Author/s:
Kitamoto, I. ; Kurokawa, T. ; Maeda, Y. ; Sakamoto, K. ; Tashima, S.; Ueda, K.
Citation:
Maeda, Y., Kurokawa, T., Sakamoto, K., Kitamoto, I., Ueda, K., & Tashima, S. (1990). Electroclinical study of video-game epilepsy. Developmental Medicine and Child Neurology, 32(6), 493-500.
Continue Reading Electroclinical study of video-game epilepsyElectronic technology and rehabilitation: A computerized simulation game for youthful offenders
Author/s:
Resnick, H.
Citation:
Resnick, H. (1986). Electronic technology and rehabilitation: A computerized simulation game for youthful offenders. Simulation & Gaming, 17(4),460-466.
Keywords:
adolescents; antisocial; pc; rehabilitation; simulation; teensHealth Topic:
Behavior and PersonalityTarget Population:
TeensPublication Type:
Journal Article Continue Reading Electronic technology and rehabilitation: A computerized simulation game for youthful offendersEmbedded assessment algorithms within home-based cognitive computer game exercises for elders
Author/s:
Jimison, H. ; Pavel, M.
Citation:
Jimison, H., & Pavel, M. (2006). Embedded assessment algorithms within home-based cognitive computer game exercises for elders. Proceedings from IEEE Engineering in Medicine and Biology Society Conference, 6101-6104.
Continue Reading Embedded assessment algorithms within home-based cognitive computer game exercises for eldersEmotional response patterns and sense of presence during video games: Potential criterion variables for game design
Author/s:
Holopainen, J. ; Jarvinan, A.; Laami, J. ; Ravaja, N. ; Saari, T. ; Salminen, M.
Continue Reading Emotional response patterns and sense of presence during video games: Potential criterion variables for game designEnergy expenditure in adults with cerebral palsy playing Wii Sports
Author/s:
Hurkman, H.L. ; R.J. Stam, H.J.; van den Berg-Emons,
Citation:
Hurkman, H.L., van den Berg-Emons, R.J., & Stam, H.J. (2010). Energy expenditure in adults with cerebral palsy playing Wii Sports. Archives of Physical Medicine and Rehabilitation, 91(10), 1577-1581.
Evaluation of a new computer intervention to teach people with autism or asperger syndrome to recognize and predict emotions in others
Author/s:
Oakes, P.; Silver, M.
Citation:
Silver, M., & Oakes, P. (2001). Evaluation of a new computer intervention to teach people with autism or asperger syndrome to recognize and predict emotions in others. Autism, 5(3), 299-316.
Continue Reading Evaluation of a new computer intervention to teach people with autism or asperger syndrome to recognize and predict emotions in othersExcessive computer game playing: Evidence for addiction and aggression?
Author/s:
Griffiths, M. D.; Grusser, S. M. ; Thalemann, R.
Citation:
Grusser, S. M., Thalemann, R., & Griffiths, M. D. (2007). Excessive computer game playing: Evidence for addiction and aggression? Cyberpsychology and Behavior, 10(2), 290-292.
Continue Reading Excessive computer game playing: Evidence for addiction and aggression?