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PlayStation thumb -- a new epidemic in children

Author/s:

Karim, S. A.

Citation:

 

Karim, S. A. (2005). PlayStation thumb – a new epidemic in children. South African Medical Journal, 95(6), 412.


Keywords:

adolescents; blisters; playstation 2; teens; tweens

Health Topic:

Injuries and Rehabilitation; Skin Care

Target Population:

Children; Pre-Teens; Teens

Publication Type:

Journal Article

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Selecting appropriate toys for young children: The pediatricians' role

Author/s:

Glassy, D. ; Romano, J.

Citation:

Glassy, D., & Romano, J. (2003). Selecting appropriate toys for young children: The pediatricians' role. Pediatrics, 111(4), 911-913.


Keywords:

game play; gender; learning; parenting; pediatric health; preschool; young children

Health Topic:

Safety

Target Population:

Health Care Professionals; Young Children

Publication Type:

Journal Article

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Parental and environmental factors associated with physical activity among children participating in an active video game

Author/s:

Kelsey, K. ; Maloney, A. ; Paez, S. ; Rosenberg, A.; Wiesen, C.

Citation:

Paez, S., Maloney, A., Kelsey, K., Wiesen, C., & Rosenberg, A. (2009). Parental and environmental factors associated with physical activity among children participating in an active video game.Pediatric Physical Therapy, 21(3), 245-253.

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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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