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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.

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Reevaluating 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; violence

Health Topic:

Social Issues and Skills

Target Population:

Pre-Teens

Publication Type:

Journal Article

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Human 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.

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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.

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Exploring 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; pain

Health Topic:

Health Care and Medicine

Target Population:

General Audience

Publication Type:

Journal Article

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In-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.

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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; simulation

Health Topic:

Public Health

Target Population:

Health Care Professionals

Publication Type:

Report

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Neat-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.

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