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Energy expenditure in adolescents playing new generation computer games

Author/s:

Cable, N. T.; Graves, L. ; Ridgers, N. D. ; Stratton, G.

Citation:

Graves, L., Stratton, G., Ridgers, N. D., & Cable, N. T. (2008). Energy expenditure in adolescents playing new generation computer games. British Journal of Sports Medicine, 42(7), 592-594.

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The effects of video game playing on attention, memory, and executive control

Author/s:

Boot, W. R. ; Fabiani, M. ; Gratton, G.; Kramer, A. F. ; Simons, D. J.

Citation:

Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008). The effects of video game playing on attention, memory, and executive control. Acta Psychologica, 129(3), 387-398.


Keywords:

attention; executive function; first-person shooter; macintosh; males; memory; pc; puzzle; strategy; young adults

Health Topic:

Cognition

Target Population:

Young Adults

Publication Type:

Journal Article

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A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents

Author/s:

Chan, P. A. ; Rabinowitz, T.

Citation:

Chan, P. A., & Rabinowitz, T. (2006). A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents. Annals of General Psychiatry, 5, 16.


Keywords:

addiction; adhd; adolescents; attention; game play; teens; tweens

Health Topic:

Disorders and Disabilities; Mental Health

Target Population:

Pre-Teens; Teens

Publication Type:

Journal Article

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Comparison of physiological and metabolic responses to playing Nintendo Wii Sports and brisk treadmill walking

Author/s:

Bond, T. S.; Willems, M. E. T.

Citation:

Willems, M. E. T., & Bond, T. S. (2009). Comparison of physiological and metabolic responses to playing Nintendo Wii Sports and brisk treadmill walking. Journal of Human Kinetics, 22(1), 43-49. 


Keywords:

baseball; boxing; exercise; exergame; fitness; nintendo wii; tennis; walking

Health Topic:

Exercise and Fitness

Target Population:

Adults; Young Adults

Publication Type:

Journal Article

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Understanding game design for affective learning

Author/s:

Biddle, R.; Dormann, C.

Citation:

Dormann, C., & Biddle, R. (2008). Understanding game design for affective learning. In Proceedings of the 2008 Conference on Future Play: Research, Play, Share (Toronto, Ontario, Canada, November 03 - 05, 2008). Future Play '08. New York, NY: ACM.


Keywords:

design/development; educational; elearning; game game play; learning; serious games

Health Topic:

Cognition

Target Population:

General Audience

Publication Type:

Report

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A prototype sourceless kinematic-feedback based video game for movement based exercise

Author/s:

Caulfield, B. ; Fitzgerald, D. ; Foody, J. ; Kelly, D. ; Kumar, D. ; Markham, C.; Ward, T.

Citation:

Foody, J., Kelly, D., Kumar, D., Fitzgerald, D., Ward, T., Caulfield, B., & Markham, C. (2006) A prototype sourceless kinematic-feedback based video game for movement based exercise. In 28th Annual International Conference of the IEEE (New York, NY, August 30 - September 3, 2006). EMBS '06.

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Energy cost of exergaming: A comparison of the energy cost of 6 forms of exergaming

Author/s:

Bailey, B. W. ; McInnis, K.

Citation:

Bailey, B. W. & McInnis, K. (2011). Energy cost of exergaming: A comparison of the energy cost of 6 forms of exergaming. Archives of Pediatrics & Adolescent Medicine, 165(7), 597-602.

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Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy

Author/s:

Borbely, M. ; Deutsch, J. E. ; Filler, J. ; Guarrera-Bowlby, P.; Huhn, K.

Citation:

Deutsch, J. E., Borbely, M., Filler, J., Huhn, K., & Guarrera-Bowlby, P. (2008). Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy.Physical Therapy, 88(10), 1196-1207.

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