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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.

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Electroclinical 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.

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Electronic 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; teens

Health Topic:

Behavior and Personality

Target Population:

Teens

Publication Type:

Journal Article

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Embedded 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.

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Emotional 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.

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Energy 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.

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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.

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Excessive 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.

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