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The feasibility of ambulatory screen time in children
Author/s:
Lanningham-Foster, L. M. ; Levine, J. A.; McManus, A. M. ; Mellecker, R. R.
Citation:
Mellecker, R. R., McManus, A. M., Lanningham-Foster, L. M., & Levine, J. A. (2009). The feasibility of ambulatory screen time in children. International Journal of Pediatric Obesity, 4(2), 106-111.
Continue Reading The feasibility of ambulatory screen time in childrenExploring the representation of health in videogames: A content analysis
Author/s:
Brooksby, A.
Citation:
Brooksby, A. (2008). Exploring the representation of health in videogames: A content analysis.Cyberpsychology and Behavior, 11(6), 771-773.
Keywords:
ehealth; game play; painHealth Topic:
Health Care and MedicineTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Exploring the representation of health in videogames: A content analysisIn-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy
Author/s:
AbdelBaky, M. ; Barkat-Masih, M. ; Burdea, G.C.; Golomb, M.R. ; Huber, M. ; McDonald, B.C. ; Nwosu, M.E. ; Rabin, B. ; Saykin, A.J. ; Shirley, B. ; Warden, S.J. ; Yonkman, J.
Citation:
Golomb, M.R., McDonald, B.C., Warden, S.J., Yonkman, J., Saykin, A.J., Shirley, B., Huber, M., Rabin, B., AbdelBaky, M., Nwosu, M.E., Barkat-Masih, M., & Burdea, G.C. (2010). In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy. Archives of Physical Medicine and Rehabilitation, 91(1), 1-8.
The birth of the virtual clinic: The virtual terrorism response academy as serious game and epistemological space
Author/s:
Losh, E.
Citation:
Losh, E. (2007). The birth of the virtual clinic: The virtual terrorism response academy as serious game and epistemological space. In Proceedings of the 2007 ACM SIGGRAPH Symposium on Video Games(San Diego, California, August 04 - 05, 2007). Sandbox '07. New York, NY: ACM.
Keywords:
clinical care; ehealth; emt; first responders; pc; serious games; simulationHealth Topic:
Public HealthTarget Population:
Health Care ProfessionalsPublication Type:
Report Continue Reading The birth of the virtual clinic: The virtual terrorism response academy as serious game and epistemological spaceNeat-o-games: Blending physical activity and fun in the daily routine
Author/s:
Buddharaju, P. ; Fujiki, Y. ; Kazakos, K. ; Levine, J.; Pavlidis, I. ; Puri, C.
Citation:
Fujiki, Y., Kazakos, K., Puri, C., Buddharaju, P., Pavlidis, I., & Levine, J. (2008). Neat-o-games: Blending physical activity and fun in the daily routine. ACM Computers in Entertainment, 6(2), 1-22.
Continue Reading Neat-o-games: Blending physical activity and fun in the daily routineFeasibility of an 8-week african american web-based pilot program promoting healthy eating behaviors: Family eats
Author/s:
Cullen, K. W. ; Thompson, D.
Citation:
Cullen, K. W., & Thompson, D. (2008). Feasibility of an 8-week african american web-based pilot program promoting healthy eating behaviors: Family eats. American Journal of Health Behavior, 32(1), 40-51.
Continue Reading Feasibility of an 8-week african american web-based pilot program promoting healthy eating behaviors: Family eatsSeriously fun: Exploring how to combine promoting health awareness and engaging gameplay
Author/s:
Raisamo, R.; Suhonen, K. ; Väätäjä, H. ; Virtanen, T.
Citation:
Suhonen, K., Väätäjä, H., Virtanen, T., & Raisamo, R. (2008). Seriously fun: Exploring how to combine promoting health awareness and engaging gameplay. In Proceedings of the 12th International Conference on Entertainment and Media in the Ubiquitous Era (Tampere, Finland, October 07 - 09, 2008). MindTrek '08. New York, NY: ACM.
Continue Reading Seriously fun: Exploring how to combine promoting health awareness and engaging gameplayAddiction to the internet and online gaming
Author/s:
Ng, B. D. ; Wiemer-Hastings, P.
Citation:
Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the internet and online gaming. Cyberpsychology and Behavior, 8(2), 110-113.