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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; theoryHealth Topic:
Behavior and Personality; Exercise and FitnessTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Why don't stage-based activity promotion interventions work?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 literatureThe 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; theoryHealth Topic:
Behavior and PersonalityTarget Population:
ChildrenPublication Type:
Journal Article Continue Reading The role of children in the design of new technologyEnergy 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.
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; tweensHealth Topic:
Behavior and PersonalityTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machinesMovement 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; pcHealth Topic:
Behavior and PersonalityTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Movement awareness for ubiquitous game controlVideo 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; tweensHealth Topic:
Behavior and PersonalityTarget Population:
Pre-Teens; TeensPublication Type:
Report Continue Reading Video Game Uses and Gratifications as Predictors of Uses and Game PreferenceDesigning 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