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Cognitive socialization by computer games in two cultures: Inductive discovery or mastery of an iconic code?

Author/s:

Camaioni, L. ; Ercolani, P. ; Greenfield, P. M. ; Lauber, B. A. ; Perucchini, P.; Weiss, L.

Citation:

Greenfield, P. M., Camaioni, L., Ercolani, P., Weiss, L., Lauber, B. A., & Perucchini, P. (1996). Cognitive socialization by computer games in two cultures: Inductive discovery or mastery of an iconic code? In P. M. Greenfield & R. R. Cocking (Eds.), Interacting With Video (pp. 141-167). Norwood, NJ: Ablex Publishing.

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Improving children's mental rotation accuracy with computer game playing

Author/s:

De Lisi, R. ; Wolford, J. L.

Citation:

De Lisi, R., & Wolford, J. L. (2002). Improving children's mental rotation accuracy with computer game playing. Journal of Genetic Psychology, 163(3), 272-282.


Keywords:

children; computer-assisted instruction; game; game play; gender; pc; visual-spatial

Health Topic:

Cognition

Target Population:

Children

Publication Type:

Journal Article

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The use of a game to promote arm reach in persons with traumatic brain injury

Author/s:

Mervau-Scheidel, D. ; Mulder, R.M. ; Nelson, D.L. ; Sietsema, J.M. ; White, B.E.

Citation:

Sietsema, J.M., Nelson, D.L., Mulder, R.M., Mervau-Scheidel, D., & White, B.E. (1993). The use of a game to promote arm reach in persons with traumatic brain injury. American Journal of Occupational Therapy, 47(1),19-24.


Keywords:

brain; game; neurological disorder; rehabilitation

Health Topic:

Brain; Injuries and Rehabilitation

Target Population:

Patients

Publication Type:

Journal Article

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Wii Tennis play as physical activity in low-income African American adolescents

Author/s:

Calvert, S. L.; Staiano, A. E.

Citation:

Staiano, A. E. & Calvert, S. L. (2011). Wii tennis play as physical activity in low-income African American adolescents. CyberPsychology, 5.


Keywords:

exercise; exergame; game; health; research; sports; tennis; wii

Health Topic:

Cardiovascular Health; Diabetes; Exercise and Fitness; Obesity and Weight Loss

Target Population:

Pre-Teens; Teens

Publication Type:

Journal Article

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Digital game-based learning

Author/s:

Prensky, M.

Citation:

Prensky, M. (2001). Digital game-based learning.New York: McGraw-Hill.


Keywords:

cognition; elearning; game; game play; learning; serious games

Health Topic:

Cognition

Target Population:

General Audience

Publication Type:

Book

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Situated cognition and learning environments: Roles, structures, and implications for design

Author/s:

Choi, J. I.; Hannafin, M.

Citation:

Choi, J. I., & Hannafin, M. (1995). Situated cognition and learning environments : Roles, structures, and implications for design. Educational Technology Research and Development, 43(2), 53-69.


Keywords:

design/development; educational; elearning; learning; theory

Health Topic:

Cognition

Target Population:

General Audience

Publication Type:

Journal Article

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Virtual reality rehabilitation for all: Vivid GX versus Sony PlayStation 2 EyeToy

Author/s:

Kizony, R. ; Rand, D. ; Weiss, P. L.

Citation:

Rand, D., Kizony, R., & Weiss, P. L. (2004). Virtual reality rehabilitation for all: Vivid GX versus Sony PlayStation 2 EyeToy. In Proceedings of the 5th International Conference: Disability, Virtual Reality, and Associated Technologies (Oxford, United Kingdom, September 20 - 22, 2004). ICDVRAT ’04.

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Can videogames be good for your health?

Author/s:

Griffiths, M.

Citation:

Griffiths, M. (2004). Can videogames be good for your health? Journal of Health Psychology, 9(3), 339-344.


Keywords:

adolescents; children; rehabilitation; teens; therapy; tweens

Health Topic:

Cognition; Injuries and Rehabilitation; Pain

Target Population:

Children; Pre-Teens; Teens

Publication Type:

Journal Article

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