Report
Video Game Uses and Gratifications as Predictors of Uses and Game Preference
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
Document
Uses and gratifications theory
XML
Teens
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Kids and Media @ the New Millennium
Roberts, D., Foehr, U., Rideout, V., & Brodie, M. (1999). Kids and Media at the New Millennium. The Henry J. Kaiser Family Foundation Report, Menlo Park, CA.
Menlo Park
Menlo Park, California
XML
Pre-Teens
Teens
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Generation M: Media in the Lives of 8-18 Year Olds
Roberts, D., Foehr, U., & Rideout, V. (2005). Generation M: Media in the Lives of 8-18 Year-Olds. A Kaiser Family Foundation Study, Menlo Park, CA.
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Kaiser Family Foundation
Menlo Park
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Pre-Teens
Teens
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Zero to Six: Electronic Media in the Lives of Infants, Toddlers, and Preschoolers
Rideout, V., Vandewater, E., & Wartella, E. (2003). Zero to Six: Electronic Media in the Lives of Infants, Toddlers, and Preschoolers. The Henry J. Kaiser Foundation Report, Menlo Park, CA.
Information and communication technologies in education
Menlo Park
XML
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Teens and technology: Youth are leading the transformation to a fully wired and mobile nation
Lenhart, A., Madden, M., & Hitlin, P. (2005). Teens and technology: Youth are leading the transformation to a fully wired and mobile nation. Pew Internet and American Life Project, Washington, D.C.
Technology
XML
Internet
Teens
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Use of goals and dramatic elements in behavioral training of children with ASD
Barakova, E., Gillesen, J., & Feijs, L. (2008). Use of goals and dramatic elements in behavioral training of children with ASD. In Proceedings of the 7th International Conference on Interaction Design and Children (Chicago, Illinois, June 11 - 13, 2008). IDC '08. New York, NY: ACM.
Behavior and Personality
Social Issues and Skills
Communication
Human-computer interaction
Information science
Interaction design
Structure
XML
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Wellness applications - UI design to support long-term usage motivation
Ahtinen, A. (2008). Wellness applications - UI design to support long-term usage motivation. In CHI '08 Extended Abstracts on Human Factors in Computing Systems (Florence, Italy, April 05 - 10, 2008). CHI '08. New York, NY: ACM.
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Computing
Conference on Human Factors in Computing Systems
Document
Human-computer interaction
Science
Wellness
XML
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Game design principles in everyday fitness applications
Campbell, T., Ngo, B., & Fogarty, J. (2008). Game design principles in everyday fitness applications. In Proceedings of the ACM 2008 Conference on Computer Supported Cooperative Work (San Diego, CA, USA, November 08 - 12, 2008). CSCW '08. New York, NY: ACM.
Obesity and Weight Loss
Collaboration
Communication
Computer supported cooperative work
Groupware
Multimodal interaction
Social psychology
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Understanding game design for affective learning
Dormann, C., & Biddle, R. (2008). Understanding game design for affective learning. In Proceedings of the 2008 Conference on Future Play: Research, Play, Share (Toronto, Ontario, Canada, November 03 - 05, 2008). Future Play '08. New York, NY: ACM.
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Document
Education
Educational psychology
Feeling
Learning
Play
Psychology
XML
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Design requirements for technologies that encourage physical activity
Consolvo, S., Everitt, K., Smith, I., & Landay, J. A. (2006). Design requirements for technologies that encourage physical activity. In R. Grinter, T. Rodden, P. Aoki, E. Cutrell, R. Jeffries, & G. Olson, (Eds.), Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Montréal, Québec, Canada, April 22 - 27, 2006). CHI '06. New York, NY: ACM.
Obesity and Weight Loss
Computing
Conference on Human Factors in Computing Systems
Human-computer interaction
Landay
SIGCHI
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