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Squire's quest! Dietary outcome evaluation of a multimedia game
Author/s:
Baranowski, J. ; Baranowski, T. ; Cullen, K. W. ; deMoor, C.; Honess-Morreale, L. ; Islam, N. ; Marsh, T. ; Zakeri, I.
Citation:
Baranowski, T., Baranowski, J., Cullen, K. W., Marsh, T., Islam, N., Zakeri, I.,...& deMoor, C. (2003). Squire's quest! Dietary outcome evaluation of a multimedia game. American Journal of Preventive Medicine, 24(1), 52-61.
Continue Reading Squire's quest! Dietary outcome evaluation of a multimedia gameVersatile, immersive, creative and dynamic virtual 3-D healthcare learning environments: A review of the literature
Author/s:
Hansen, M. M.
Citation:
Hansen, M. M. (2008). Versatile, immersive, creative and dynamic virtual 3-D healthcare learning environments: A review of the literature. Journal of Medical Internet Research, 10(3), e26.
Keywords:
3d; adults; educational; ehealth; elearning; learning; mmog; online; serious games; social support; students; virtual worldsHealth Topic:
Health Care and MedicineTarget Population:
Health Care ProfessionalsPublication Type:
Journal Article Continue Reading Versatile, immersive, creative and dynamic virtual 3-D healthcare learning environments: A review of the literatureAnxiety and presence during VR immersion: A comparative study of the reactions of phobic and non-phobic participants in therapeutic virtual environments derived from computer games
Author/s:
Bouchard, S. ; Fournier, T. ; Renaud, P.; Robillard, G.
Citation:
Robillard, G., Bouchard, S., Fournier, T., & Renaud, P. (2003). Anxiety and presence during VR immersion: A comparative study of the reactions of phobic and non-phobic participants in therapeutic virtual environments derived from computer games.Cyberpsychology and Behavior, 6(5), 467-476.
Continue Reading Anxiety and presence during VR immersion: A comparative study of the reactions of phobic and non-phobic participants in therapeutic virtual environments derived from computer gamesMotivations for using the Mobile Phone for Mass Communications and Entertainment
Author/s:
Wei, R.
Citation:
Wei, R. (2006). Motivations for using the Mobile Phone for Mass Communications and Entertainment. Telematics and Informatics, 25(1), 36-46.
Keywords:
communications; media; motivation; theoryHealth Topic:
Social Issues and SkillsTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Motivations for using the Mobile Phone for Mass Communications and EntertainmentGet up and play! From simulation to imitation in digital games
Author/s:
De Castell, S.; Jenson, J.
Citation:
Jenson, J., & De Castell, S. (2008). Get up and play!: From simulation to imitation in digital games.Education Canada, 48(2), 40-44.
Keywords:
attention; children; educational; elearning; game play; interactivity; video gameHealth Topic:
Exercise and FitnessTarget Population:
ChildrenPublication Type:
Journal Article Continue Reading Get up and play! From simulation to imitation in digital gamesThe contribution of upper limb and total body movement to adolescents' energy expenditure whilst playing Nintendo Wii
Author/s:
Graves, L. E. ; Ridgers, N. D. ; Stratton, G.
Citation:
Graves, L. E., Ridgers, N. D., & Stratton, G. (2008). The contribution of upper limb and total body movement to adolescents' energy expenditure whilst playing Nintendo Wii. European Journal of Applied Physiology, 104(4), 617-623.
Effectiveness of virtual reality exposure in the treatment of arachnophobia using 3D games
Author/s:
Bouchard, S. ; Cote, S. ; Renaud, P.; Robillard, G. ; St-Jacques, J.
Citation:
Bouchard, S., Cote, S., St-Jacques, J., Robillard, G., & Renaud, P. (2006). Effectiveness of virtual reality exposure in the treatment of arachnophobia using 3D games. Technology and Health Care, 14(1), 19-27.
Continue Reading Effectiveness of virtual reality exposure in the treatment of arachnophobia using 3D gamesEffectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: A pilot randomized clinical trial and proof of principle
Author/s:
Bayley, M.; Cheung, D. ; Cohen, L.G. ; Hall, J. ; Mamdani, M. ; McIlroy, W. ; Saposnik, G. ; Teasell, R. ; Thorpe, K.E.
Citation:
Saposnik, G., Teasell, R., Mamdani, M., Hall, J., McIlroy, W., Cheung, D., Thorpe, K.E., Cohen, L.G., & Bayley, M. (2010). Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: A pilot randomized clinical trial and proof of principle. Stroke, 41(7),1477-1484.