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Rushton, D. N. (1981). “Space Invader” epilepsy. Lancet, 1(8218), 501.
Flack, S. R. & McGhee, J. B. (2007). 3-D computer visualisation and animation in clinical care. In ACM SIGGRAPH 2007 Educators Program (San Diego, California, August 05 - 09, 2007). SIGGRAPH '07. New York, NY: ACM.
Ke, F. (2008). A case study of computer gaming for math: Engaged learning from gameplay? Computers & Education, 151, 1609-1620.
Hussain, H., Enbi, Z. C., & Hashim, S. (2003). A conceptualized framework for edutainment. Informing Science.
Chan, P. A., & Rabinowitz, T. (2006). A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents. Annals of General Psychiatry, 5, 16.
Charlton, J. P. (2002). A factor-analytic investigation of computer 'addiction' and engagement. British Journal of Psychology, 93(3), 329-344.
Masuko, S. & Hoshino, J. (2006). A fitness game reflecting heart rate. In Proceedings of the 2006 ACM SIGCHI international Conference on Advances in Computer Entertainment Technology (Hollywood, California, June 14 - 16, 2006). New York, NY: ACM.
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.
Foody, J., Kelly, D., Kumar, D., Fitzgerald, D., Ward, T., Caulfield, B., & Markham, C. (2006) A prototype sourceless kinematic-feedback based video game for movement based exercise. In 28th Annual International Conference of the IEEE (New York, NY, August 30 - September 3, 2006). EMBS '06.
Norman, G. J., Zabinski, M. F., Adams, M. A., Rosenberg, D. E., Yaroch, A. L., & Atienza, A. A. (2007). A review of ehealth interventions for physical activity and dietary behavior change. American Journal of Preventive Medicine, 33(4), 336-345.
Willoughby, T. (2008). A short-term longitudinal study of internet and computer game use by adolescent boys and girls: Prevalence, frequency of use, and psychosocial. Developmental Psychology, 44(1), 195-204.
Anand, V. (2007). A study of time management: The correlation between video game usage and academic performance markers. Cyberpsychology and Behavior, 10(4), 552-559.
Kroeze, W., Werkman, A., & Brug, J. (2006). A systematic review of randomized trials on the effectiveness of computer-tailored education on physical activity and dietary behaviors. Annals of Behavioral Medicine, 31(3), 205-223.
Kato, P. M., Cole, S. W., Bradlyn, A. S., & Pollock, B. H. (2008). A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial. Pediatrics, 122(2), E305-E317.
Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423(6939), 534-537.
Greenfield, P. M., deWinstanley, P., Kilpatrick, H., & Kaye, D. (1996). Action video games and informal education: Effects on strategies for dividing visual attention. In P. M. Greenfield & R. R. Cocking (Eds.), Interacting With Video (pp. 187-205). Norwood, NJ: Ablex Publishing.
Greenfield, P. M., deWinstanley, P., Kilpatrick, H., & Kaye, D. (1994). Action video games and informal education: Effects on strategies for dividing visual attention. Journal of Applied Developmental Psychology, 15(1), 105-123.
Green, C. S., & Bavelier, D. (2007). Action-video-game experience alters the spatial resolution of vision. Psychological Science, 18(1), 88-94.
Bonis, J. (2007). Acute wiiitis. The New England Journal of Medicine, 356(23), 2431-2432.
Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the internet and online gaming. Cyberpsychology and Behavior, 8(2), 110-113.
May, C. A. (1994). Addiction to video and computer games: A case-study. Nervenheilkunde, 13(6), 314-317.
Lawrence, V., Houghton, S., Tannock, R., Douglas, G., Durkin, K., & Whiting, K. (2002). ADHD outside the laboratory: Boys' executive function performance on tasks in videogame play and on a visit to the zoo. Journal of Abnormal Child Psychology, 30(5), 447-462.
Beullens, K., Roe, K., & Van den Bulck, J. (2008). Adolescent health brief: Video games and adolescents' intentions to take risks in traffic. Journal of Adolescent Health, 43(1), 87-90.
Paperny, D. M., & Starn, J. R. (1989). Adolescent pregnancy prevention by health education computer games: Computer-assisted instruction of knowledge and attitudes. Pediatrics, 83(5), 742-752.
Shrimpton, B., & Hurworth, R. (2005). Adventures in evaluation: Reviewing a cd-rom based adventure game designed for young people recovering from psychosis. Journal of Educational Multimedia and Hypermedia, 14(3), 273-290.
Tan, B., Aziz, A. R., Chua, K., & Teh, K. C. (2002). Aerobic demands of the dance simulation game. International Journal of Sports Medicine, 23(2), 125-129.
Parsons, T. D., & Rizzo, A. A. (2008). Affective outcomes of virtual reality exposure therapy for anxiety and specific phobias: A meta-analysis. Journal of Behavior Therapy and Experimental Psychiatry, 39(3), 250-261.
Khoo, E. T., Lee, S. P., Cheok, A. D., Kodagoda, S., Zhou, Y., & Toh, G. S. (2006). Age invaders: Social and physical inter-generational family entertainment. In CHI '06 Extended Abstracts on Human Factors in Computing Systems (Montréal, Québec, Canada, April 22 - 27, 2006). CHI '06. New York, NY: ACM.
Calvert, S., Rideout, V., Woolard, J., Barr, R., & Strouse, G. (2005). Age, Ethnicity, and Socioeconomic Patterns in Early Computer Use. American Behavioral Scientist, 48(5), Georgetown University.
Shirali-Shahreza, M. (2008). Aiding speech-impaired people using Nintendo DS game console. In Proceedings of the 1st international Conference on Pervasive Technologies Related To Assistive Environments (Athens, Greece, July 16 - 18, 2008). F. Makedon, L. Baillie, G. Pantziou, & I. Maglogiannis (Eds.), PETRA '08, vol. 282. New York, NY: ACM.
Heeter, C., Egidio, R., Mishra, P., Winn, B., & Winn, J. (2009). Alien games: Do girls prefer games designed by girls? Games and Culture, 4(1), 74-100.
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.
Beale, I. L. (2002). An evaluation model for psychoeducational interventions using interactive multimedia. Cyberpsychology and Behavior, 5(6), 565-580.
Homer, C., Susskind, O., Alpert, H. R., Owusu, C., Schneider, L., Rappaport, L. A., & Rubin, D. H. (2000). An evaluation of an innovative multimedia educational software program for asthma management: Report of a randomized, controlled trial. Pediatrics, 106(1), 210-215.
Vilozni, D., Barker, M., Jellouschek, H., Heimann, G., & Blau, H. (2001). An interactive computer-animated system (spirogame) facilitates spirometry in preschool children. American Journal of Respiratory and Critical Care Medicine, 164(12), 2200-2205.
Horn, E., Jones, H. A., & Hamlett, C. (1991). An investigation of the feasibility of a video game system for developing scanning and selection skills. Journal of the Association for Persons with Severe Handicaps, 16(2), 108-115.
Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27(1), 113-122.
Robillard, G., Bouchard, S., Fournier, T., & Renaud, P. (2003). Anxiety and presence during VR immersion: A comparative study of the reactions of phobic and non-phobic participants in therapeutic virtual environments derived from computer games. Cyberpsychology and Behavior, 6(5), 467-476.
Kreuter, M. W., Oswald, D. L., Bull, F. C., & Clark, E. M. (2000). Are tailored health education materials always more effective than non-tailored materials? Health Education Research, 15(3), 305-315.
Bioulac, S., Arfi, L., & Bouvard, M. P. (2008). Attention deficit/hyperactivity disorder and video games: A comparative study of hyperactive and control children. European Psychiatry, 23(2), 134-141.

