Author
Neuropsychological benefits of stationary bike exercise and a cybercycle exergame for older adults with diabetes: An exploratory analysis
Anderson-Hanley, C., Arciero, P., Westen, S., Nimon, J., & Zimmerman, E. (2012). Neuropsychological benefits of stationary bike exercise and a cybercycle exergame for older adults with diabetes: An exploratory analysis. Journal of Diabetes Science and Technology, 6(4), 849-857.
Diabetes
Exercise and Fitness
Diabetes mellitus
Health
Medicine
Neuropsychology
Nutrition
Physical Activity Guidelines for Americans
Physical exercise
Psychology
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Tuberculosis control learning games
Smith, I. (1993). Tuberculosis control learning games. Tropical Doctor, 23(3), 101-103.
Doctor
Document
Tuberculosis
XML
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Impact of cooperative versus competitive exergame play on overweight and obese adolescents’ physical, socio-emotional, and cognitive health
Exner, A. (2010). Impact of cooperative versus competitive exergame play on overweight and obese adolescents’ physical, socio-emotional, and cognitive health. Dissertation Abstracts International, 72(2), 1-84.
Exergame
Cognition
Diabetes
Exercise and Fitness
Obesity and Weight Loss
Bariatrics
Body shape
CDATA
Metabolic disorders
Nutrition
Obesity
Overweight
Teens
Young Adults
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At-home training with closed-loop augmented-reality cueing device for improving gait in patients with Parkinson disease
Espay, A.J., Baram, Y., Dwivedei, A.K., Shukla, R., Gartner, M., Gaines, L., Duker, A.P., Revilla, F.J. (2010). At-home training with closed-loop augmentated-reality cueing device for improving gait in patients with Parkinson disease. Journal of Rehabilitation Research & Development, 47, 573-582.
Patients
Gartner
Geriatrics
Parkinson's disease
Technology
XML
Handheld Device
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Metabolic responses to Wii Fit video games at different game levels
Worley, J. R., Rogers, S. N., & Kraemer, R. R. (2011). Metabolic responses to Wii Fit video games at different game levels. Journal of Strength and Conditioning Research, 25(3), 689-693.
Computing
Nintendo
Technology
Touch! Generations
Wii
XML
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Effectiveness of an upper extremity exercise device integrated with computer gaming for aerobic training in adolescents with spinal cord dysfunction
Widman, L. M., McDonald, C. M., & Abresch, R. T. (2006). Effectiveness of an upper extremity exercise device integrated with computer gaming for aerobic training in adolescents with spinal cord dysfunction. The Journal of Spinal Cord Medicine, 29(4), 363-370.
Pre-Teens
Teens
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Dance Dance Revolution: A clinical look at an interactive arcade game (Abstract)
Trout, J. M., & Zamora, K. J. (2006). Dance Dance Revolution: A clinical look at an interactive arcade game. (Abstract). Research Quarterly for Exercise & Sport, 77(1 Suppl), A-22.
Young Adults
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Dance Dance Revolution
Entertainment
Games
Video game music
XML
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Using motion interactive games to promote physical activity and enhance motor performance in children with cerebral palsy
Sandlund, M., Waterworth, E.L., & Hager, C. (2011). Using motion interactive games to promote physical activity and enhance motor performance in children with cerebral palsy. Developmental Neurorehabilitation, 14(1), 15-21.
Cerebral palsy
Disability
Neurological disorders
Neurorehabilitation
Palsy
Symptoms
Technology
XML
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Predicting the effect of interactive video bikes on exercise adherence: An efficacy trial
Rhodes, R. E., Warburton, D. E., & Bredin, S. S. (2009). Predicting the effect of interactive video bikes on exercise adherence: An efficacy trial. Psychology, Health & Medicine, 14(6), 631-640.
XML
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Feasibility of activity-promoting video games among obese adolescents and young adults in a clinical setting
Radon, K., Furbeck, B., Thomas, S., Siegfried, W., Nowak, D., & von Kries, R. (2011). Feasibility of activity-promoting video games among obese adolescents and young adults in a clinical setting. Journal of Science and Medicine in Sport, 14(1), 42-45.
Obesity and Weight Loss
Body shape
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Chemistry
Medicine
Metabolic disorders
Nature
Nutrition
Obesity
Radon
Soil contamination
Technology
Young Adults

