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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 adults

Health Topic:

Cognition

Target Population:

Young Adults

Publication Type:

Journal Article

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Domain 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-spatial

Health Topic:

Cognition

Target Population:

General Audience

Publication Type:

Journal Article

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Memory 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; training

Health Topic:

Brain; Cognition

Target Population:

Adults; Seniors

Publication Type:

Journal Article

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A 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.

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Children'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; immersion

Health Topic:

Cognition; Visual Health

Target Population:

Children

Publication Type:

Journal Article

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Identifying 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.

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The 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 adults

Health Topic:

Brain; Disorders and Disabilities

Target Population:

General Audience

Publication Type:

Journal Article

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The 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