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A low-cost video game applied for training of upper extremity function in children with cerebral palsy: A pilot study

Author/s:

Gussinklo, J. ; Ijzerman, M.; Jannink, M. J. ; Navis, D. W. ; van der Wilden, G. J. ; Visser, G.

Citation:

Jannink, M. J., van der Wilden, G. J., Navis, D. W., Visser, G., Gussinklo, J., & Ijzerman, M. (2008). A low-cost video game applied for training of upper extremity function in children with cerebral palsy: A pilot study. Cyberpsychology and Behavior, 11(1), 27-32.

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Multimedia interfaces for users with high functioning autism: An empirical investigation

Author/s:

Grynszpan, O. ; Martin, J. C. ; Nadel, J.

Citation:

Grynszpan, O., Martin, J. C., & Nadel, J. (2008). Multimedia interfaces for users with high functioning autism: An empirical investigation.International Journal of Human-Computer Studies, 66(8), 628-639.


Keywords:

adolescents; asperger syndrome; autism; educational; emotions; learning; pc; teens; training; tweens

Health Topic:

Autism Spectrum Disorders

Target Population:

Pre-Teens; Teens

Publication Type:

Journal Article

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Inhibition, ADHD, and computer games: The inhibitory performance of children with adhd on computerized tasks and games

Author/s:

Grayson, A. ; Lewis, V.; Shaw, R.

Citation:

Shaw, R., Grayson, A., & Lewis, V. (2009). Inhibition, ADHD, and computer games: The inhibitory performance of children with adhd on computerized tasks and games. Journal of Attention Disorders, 8(4), 160-168.


Keywords:

adhd; attention; children; inhibition; pc; playstation; teens; tweens

Health Topic:

Behavior and Personality; Disorders and Disabilities

Target Population:

Children; Pre-Teens; Teens

Publication Type:

Journal Article

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Using computers for the treatment of psychological problems

Author/s:

Lawrence, G. H.

Citation:

Lawrence, G. H. (1986). Using computers for the treatment of psychological problems. Computers in Human Behavior, 2(1), 43-62.


Keywords:

computer-assisted instruction; ehealth; elearning; emotions; patients; theory; therapy

Health Topic:

Behavior and Personality; Cognition; Mental Health

Target Population:

General Audience

Publication Type:

Journal Article

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Computer games: A double-edged sword?

Author/s:

Bao, M. ; Chen, X. C. ; Ma, N. ; Sun, D. L. ; Zhang, D. R.

Citation:

Sun, D. L., Ma, N., Bao, M., Chen, X. C., & Zhang, D. R. (2008). Computer games: A double-edged sword?Cyberpsychology and Behavior, 11(5), 545-548.


Keywords:

addiction; attention; males; perceptions; physiology; students; young adults

Health Topic:

Behavior and Personality; Cognition; Social Issues and Skills

Target Population:

Young Adults

Publication Type:

Journal Article

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Sex difference in testosterone response to a video game contest

Author/s:

Edelbrock, S.; Mazur, A. ; Susman, E. J.

Citation:

Mazur, A., Susman, E. J., & Edelbrock, S. (1997). Sex difference in testosterone response to a video game contest. Evolution and Human Behavior, 18(5), 317-326.


Keywords:

adults; cortisol; gender; sports; tv scoreboard; young adults

Health Topic:

Behavior and Personality

Target Population:

Adults; Young Adults

Publication Type:

Journal Article

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Acute wiiitis

Author/s:

Bonis, J.

Citation:

Bonis, J. (2007). Acute wiiitis. The New England Journal of Medicine, 356(23), 2431-2432.


Keywords:

adults; exergame; males; nintendo wii; physical activity; tendonitis

Health Topic:

Bone and Joint Problems; Exercise and Fitness

Target Population:

Adults

Publication Type:

Journal Article

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Emotional response patterns and sense of presence during video games: Potential criterion variables for game design

Author/s:

Holopainen, J. ; Jarvinan, A.; Laami, J. ; Ravaja, N. ; Saari, T. ; Salminen, M.

Citation:

Ravaja, N., Salminen, M., Holopainen, J., Saari, T., Laarni, J., & Järvinen, A. (2004). Emotional response patterns and sense of presence during video games: Potential criterion variables for game design. In Proceedings of the Third Nordic Conference on Human-Computer interaction (Tampere, Finland, October 23 - 27, 2004). NordiCHI '04, vol. 82. New York, NY: ACM.

Continue Reading Emotional response patterns and sense of presence during video games: Potential criterion variables for game design