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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.

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Versatile, 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 worlds

Health Topic:

Health Care and Medicine

Target Population:

Health Care Professionals

Publication Type:

Journal Article

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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

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.

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Motivations 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; theory

Health Topic:

Social Issues and Skills

Target Population:

General Audience

Publication Type:

Journal Article

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Get 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 game

Health Topic:

Exercise and Fitness

Target Population:

Children

Publication Type:

Journal Article

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The 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.

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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.

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Effectiveness 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.

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