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Action video games and informal education: Effects on strategies for dividing visual attention
Author/s:
deWinstanley, P. ; Greenfield, P. M. ; Kaye, D.; Kilpatrick, H.
Citation:
Greenfield, P. M., deWinstanley, P., Kilpatrick, H., & Kaye, D. (1994). Action video games and informal education: Effects on strategies for dividing visual attention. Journal of Applied Developmental Psychology, 15(1), 105-123.
Keywords:
attention; males; pc; perceptions; skill development; students; young adultsHealth Topic:
CognitionTarget Population:
Young AdultsPublication Type:
Journal Article Continue Reading Action video games and informal education: Effects on strategies for dividing visual attentionDomain specificity of spatial expertise: The case of video game players
Author/s:
Mayer, R. E.; Sims, V. K.
Citation:
Sims, V. K., & Mayer, R. E. (2002). Domain specificity of spatial expertise: The case of video game players. Applied Cognitive Psychology, 16(1), 97-115.
Keywords:
game play; macintosh; strategy; video game; visual-spatialHealth Topic:
CognitionTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Domain specificity of spatial expertise: The case of video game playersMemory for goblins: A computer game for assessing and training working memory skill
Author/s:
Ryan, E. B.
Citation:
Ryan, E. B. (1994). Memory for goblins: A computer game for assessing and training working memory skill. Computers in Human Services, 11(1-2), 213-217.
Keywords:
adults; brain; educational; learning; memory; pc; seniors; trainingHealth Topic:
Brain; CognitionTarget Population:
Adults; SeniorsPublication Type:
Journal Article Continue Reading Memory for goblins: A computer game for assessing and training working memory skillA video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial
Author/s:
Bradlyn, A. S. ; Cole, S. W. ; Kato, P. M. ; Pollock, B. H.
Citation:
Kato, P. M., Cole, S. W., Bradlyn, A. S., & Pollock, B. H. (2008). A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial. Pediatrics, 122(2), E305-E317.
Continue Reading A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trialChildren's intuitive gestures in vision-based action games
Author/s:
Hamalainen, P. ; Hoysniemi, J. ; Rouvi, T.; Turkki, L.
Citation:
Hoysniemi, J., Hamalainen, P., Turkki, L., & Rouvi, T. (2005). Children's intuitive gestures in vision-based action games. Communications of the ACM, 48(1), 44-50.
Keywords:
children; immersionHealth Topic:
Cognition; Visual HealthTarget Population:
ChildrenPublication Type:
Journal Article Continue Reading Children's intuitive gestures in vision-based action gamesIdentifying usability and fun problems in a computer game during first use and after some practice
Author/s:
Baauw, E.; Barendregt, W. ; Bekker, M. M. ; Bouwhuis, D. G.
Citation:
Barendregt, W., Bekker, M. M., Bouwhuis, D. G., & Baauw, E. (2006). Identifying usability and fun problems in a computer game during first use and after some practice. International Journal of Human-Computer Studies, 64(9), 830-846.
Continue Reading Identifying usability and fun problems in a computer game during first use and after some practiceThe effect of video-game software in video-game epilepsy
Author/s:
Ricci, S. ; Vigevano, F.
Citation:
Ricci, S., & Vigevano, F. (1999). The effect of video-game software in video-game epilepsy. Epilepsia, 40(4), 31-37.
Keywords:
adults; children; epilepsy; perceptions; physiology; seizures; teens; tweens; young adultsHealth Topic:
Brain; Disorders and DisabilitiesTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading The effect of video-game software in video-game epilepsyThe cardiovascular and metabolic responses to Wii Fit video game playing in middle-aged and older adults
Author/s:
Borreson, L. A. ; Cable, K. ; Dalleck, L.C.; Guderian, B. ; Probst, M. A. ; Sletten, E. ; Stecker, T. P.
Citation:
Guderian, B., Borreson, L. A., Sletten, E., Cable, K., Stecker, T. P., Probst, M. A., et al. (2010). The cardiovascular and metabolic responses to Wii Fit video game playing in middle-aged and older adults. Journal of Sports Medicine and Physical Fitness, 50(4), 436-442.
Continue Reading The cardiovascular and metabolic responses to Wii Fit video game playing in middle-aged and older adults