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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; tweensHealth Topic:
Injuries and Rehabilitation; Skin CareTarget Population:
Children; Pre-Teens; TeensPublication Type:
Journal Article Continue Reading PlayStation thumb -- a new epidemic in childrenSelecting 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 childrenHealth Topic:
SafetyTarget Population:
Health Care Professionals; Young ChildrenPublication Type:
Journal Article Continue Reading Selecting appropriate toys for young children: The pediatricians' roleParental 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.
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.