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Helping video games rewire "our minds"

Author/s:

Palsson, O. S.; Pope, A. T.

Citation:

 

Langley Research Center. (2001). Helping video games rewire “our minds”. Hampton, Virginia: Pope, A. T., & Palsson, O. S.


Keywords:

adhd; brain; children; coordination; educational; physiology; playstation; teens; tweens

Health Topic:

Brain; Cognition; Disorders and Disabilities

Target Population:

Children; Pre-Teens; Teens

Publication Type:

Report

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Evidence for striatal dopamine release during a video game

Author/s:

Bench, C. J. ; Brooks, D. J. ; Cunningham, V. J. ; Dagher, A. ; Grasby, P. M.; Gunn, R. N. ; Jones, T. ; Koepp, M. J. ; Lawrence, A. D.

Citation:

Koepp, M. J., Gunn, R. N., Lawrence, A. D., Cunningham, V. J., Dagher, A., Jones, T.,...Grasby, P. M. (1998). Evidence for striatal dopamine release during a video game. Nature, 393(6682), 266-268.

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Implicit learning as a design strategy for learning games: Alert hockey

Author/s:

Ciavarro, C. ; Dobson, M. ; Goodman, D.

Citation:

 

Ciavarro, C., Dobson, M., & Goodman, D. (2008). Implicit learning as a design strategy for learning games: Alert hockey. Computers in Human Behavior, 24(6), 2862-2872.


Keywords:

concussion; educational; elearning; game play; hockey; learning; safety; sports

Health Topic:

Brain; Injuries and Rehabilitation; Safety

Target Population:

General Audience

Publication Type:

Journal Article

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Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: A case report

Author/s:

Bender, A.; Flynn, S. ; Palma, P.

Citation:

Flynn, S., Palma, P., & Bender, A. (2007). Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: A case report. Journal of Neurologic Physical Therapy, 31(4), 180-189.

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Improving spatial functioning in children with cerebral palsy using computerized and traditional game tasks

Author/s:

Akhutina, T. ; Foreman, N. ; Krichevets, A. ; Matikka, L. ; Narhi, V. ; Pylaeva, N. ; Vahakuopus, J.

Citation:

Akhutina, T., Foreman, N., Krichevets, A., Matikka, L., Narhi, V., Pylaeva, N., & Vahakuopus, J. (2003). Improving spatial functioning in children with cerebral palsy using computerized and traditional game tasks. Disability and Rehabilitation, 25(24), 1361-1371.

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Feasibility study of Theradrive: A low-cost game-based environment for the delivery of upper arm stroke therapy

Author/s:

Johnson, M. J. ; Kosasih, J. B.; Paranjape, R. P. ; Ramachandran, B.

Citation:

Johnson, M. J., Ramachandran, B., Paranjape, R. P., & Kosasih, J. B. (2006). Feasibility study of Theradrive: A low-cost game-based environment for the delivery of upper arm stroke therapy. Proceeding from IEEE Engineering in Medicine and Biology Society Conference, 1, 695-698.

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First seizures associated with playing electronic screen games: A community-based study in Great Britain

Author/s:

Allen, P. J.; Fish, D. R. ; Quirk, J. A. ; Sander, J. W. ; Shorvon, S. D. ; Smith, S. J.

Citation:

Quirk, J. A., Fish, D. R., Smith, S. J., Sander, J. W., Shorvon, S. D., & Allen, P. J. (1995). First seizures associated with playing electronic screen games: A community-based study in Great Britain. Annals of Neurology, 37(6), 733-737.

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Epilepsies and video games: Results of a multicentric study

Author/s:

Badinand-Hubert, N. ; Bureau, M. ; Hirsch, E. ; Masnou, P. ; Nahum, L. ; Naquet, R.; Parain, D.

Citation:

Badinand-Hubert, N., Bureau, M., Hirsch, E., Masnou, P., Nahum, L., Parain, D., & Naquet, R. (1998). Epilepsies and video games: Results of a multicentric study. Electroencephalography and Clinical Neurophysiology, 107(6), 422-427.

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