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Why don't stage-based activity promotion interventions work?

Author/s:

Adams, J. ; White, M.

Citation:

Adams, J., & White, M. (2005). Why don't stage-based activity promotion interventions work? Health Education Research, 20(2), 237-243.


Keywords:

health promotion; pysical activity; theory

Health Topic:

Behavior and Personality; Exercise and Fitness

Target Population:

General Audience

Publication Type:

Journal Article

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Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature

Author/s:

Anderson, C. A. ; Bushman, B. J.

Citation:

 

Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353-359.

Continue Reading Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature


The role of children in the design of new technology

Author/s:

Druin, A.

Citation:

Druin, A. (2002). The role of children in the design of new technology. Behaviour and Information Technology, 21(1), 1-25.


Keywords:

children; design/development; learning; theory

Health Topic:

Behavior and Personality

Target Population:

Children

Publication Type:

Journal Article

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Energy expenditure in adults with cerebral palsy playing Wii Sports

Author/s:

Hurkman, H.L. ; R.J. Stam, H.J.; van den Berg-Emons,

Citation:

Hurkman, H.L., van den Berg-Emons, R.J., & Stam, H.J. (2010). Energy expenditure in adults with cerebral palsy playing Wii Sports. Archives of Physical Medicine and Rehabilitation, 91(10), 1577-1581.

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Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines

Author/s:

Griffiths, M. D.

Citation:

 

Griffiths, M. D. (1991). Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines. Journal of Adolescence, 14(1), 53-73.


Keywords:

addiction; adolescents; children; gambling; game play; gender; teens; tweens

Health Topic:

Behavior and Personality

Target Population:

General Audience

Publication Type:

Journal Article

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Movement awareness for ubiquitous game control

Author/s:

Curwen, R.; Headon, R.

Citation:

 

Headon, R., & Curwen, R. (2002). Movement awareness for ubiquitous game control. Personal and Ubiquitous Computing, 6(5-6), 407-415.


Keywords:

design/development; first-person shooter; interactivity; pc

Health Topic:

Behavior and Personality

Target Population:

General Audience

Publication Type:

Journal Article

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Video Game Uses and Gratifications as Predictors of Uses and Game Preference

Author/s:

Lucas, K.; Sherry, J.

Citation:

Sherry, J., & Lucas, K. (2003). Video Game Uses and Gratifications as Predictors of Uses and Game Preference. Presented at the Annual Meeting of the International Communication Association, San Diego, CA


Keywords:

adolescents; game play; motivation; teens; theory; tweens

Health Topic:

Behavior and Personality

Target Population:

Pre-Teens; Teens

Publication Type:

Report

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Designing e-learning games for rural children in India: A format for balancing learning with fun

Author/s:

Agarwal, A. ; Canny, J; Kam, M. ; Kumar, A. ; Lal, S. .; Mathur, A. ; Tewari, A.

Citation:

Kam, M., Agarwal, A., Kumar, A., Lal, S., Mathur, A., Tewari, A., & Canny, J. (2008). Designing e-learning games for rural children in India: A format for balancing learning with fun. In Proceedings of the 7th ACM Conference on Designing Interactive Systems (Cape Town, South Africa, February 25 - 27, 2008). DIS '08. New York, NY: ACM.

Continue Reading Designing e-learning games for rural children in India: A format for balancing learning with fun