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Exploring the use of computer games and virtual reality in exposure therapy for fear of driving following a motor vehicle accident
Author/s:
Kim, S. I. ; Lewis, E. J. ; O'Sullivan, K. ; Walshe, D. G. ; Wiederhold, B. K.
Citation:
Walshe, D. G., Lewis, E. J., Kim, S. I., O'Sullivan, K., & Wiederhold, B. K. (2003). Exploring the use of computer games and virtual reality in exposure therapy for fear of driving following a motor vehicle accident. Cyberpsychology and Behavior, 6(3), 329-334.
Continue Reading Exploring the use of computer games and virtual reality in exposure therapy for fear of driving following a motor vehicle accidentReevaluating the impact of video games
Author/s:
Funk, J. B.
Citation:
Funk, J. B. (1993). Reevaluating the impact of video games. Clinical Pediatrics, 32(2), 86-90.
Keywords:
game play; gender; media; students; tweens; violenceHealth Topic:
Social Issues and SkillsTarget Population:
Pre-TeensPublication Type:
Journal Article Continue Reading Reevaluating the impact of video gamesHuman PacMan: A mobile wide-area entertainment system based on physical, social, and ubiquitous computing
Author/s:
Cheok, A. D. ; Farbiz, F. ; Fong, S. W. ; Goh, K. H. ; Li, Y. ; Liu, W. ; Teo, S. L. ; Yang, X.
Citation:
Cheok, A. D., Goh, K. H., Liu, W., Farbiz, F., Fong, S. W., Teo, S. L., Li, Y., Yang, X. (2004). Human PacMan: A mobile wide-area entertainment system based on physical, social, and ubiquitous computing. Personal and Ubiquitous Computing, 8(2), 71-81.
Continue Reading Human PacMan: A mobile wide-area entertainment system based on physical, social, and ubiquitous computingThe 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 routine