Search Results
Loading results.
(This may take a few seconds.)
This role-playing game is aimed at adolescent girls at risk of obesity. It encourages players to follow the food groups and serving suggestions of each while getting ample amounts of physical activity daily.
Quest for the Code is a free, online game that focuses on asthma management and how to avoid asthmatic triggers.
"Virtual Iraq is a set of virtual reality environments created to treat post-traumatic stress disorder (PTSD) in Operation Iraqi Freedom/Operation Enduring Freedom (OIF/OEF) combat service men and
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.
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.
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.
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.
Ahern, D. K. (2007). Challenges and opportunities of ehealth research. American Journal of Preventive Medicine, 32(5), S75-S82.
Lennon, J. L., & Coombs, D. W. (2006). Child-invented health education games: A case study for dengue fever. Simulation and Gaming, 37(1), 88-97.
Blakely, G., Skirton, H., Cooper, S., Allum, P., & Nelmes, P. (2009). Educational gaming in the health sciences: Systematic review. Journal of Advanced Nursing, 65(2), 259-269.
Brown, S. J., Lieberman, D. A., Germeny, B. A., Fan, Y. C., Wilson, D. M., & Pasta, D. J. (1997). Educational video game for juvenile diabetes: Results of a controlled trial. Informatics for Health and Social Care, 22(1), 77-89.
Dobson, M. W., & Ha, D. (2008). Exploring interactive stories in an hiv/aids learning game: Healthsimnet. Simulation & Gaming, 39(1), 39-63.
Brooksby, A. (2008). Exploring the representation of health in videogames: A content analysis. Cyberpsychology and Behavior, 11(6), 771-773.
Kato, P. M., & Beale, I. L. (2006). Factors affecting acceptability to young cancer patients of a psychoeducational video game about cancer. Journal of Pediatric Oncology Nursing, 23(5), 269-275.
Sawyer, B. (2008). From cells to cell processors: The integration of health and video games. IEEE Computer Graphics and Applications, 28(6), 83-85.
Howell, K. (2005). Games for health conference 2004: Issues, trends, and needs unique to games for health. Cyberpsychology and Behavior, 8(2), 103-109.
Morris, M. & Intille, S. (2005). HCI challenges in health assessment. In CHI '05 Extended Abstracts on Human Factors in Computing Systems (Portland, OR, USA, April 02 - 07, 2005). CHI '05. New York, NY: ACM.
Brodie, M., Flournoy, R., Altman, D., Blendon, R., Benson, J., & Rosenbaum, M. (2000). Health Information, the Internet, and the Digital Divide. Health Affairs Journal, Washington, D.C.
Yang, S. P., Smith, B. K., & Graham, G. M. (2008). Healthy video gaming: Oxymoron or possibility? Innovate: Journal of Online Education, 4(4).
Krishna, S., Francisco, B. D., Balas, E. A., Konig, P., Graff, G. R., & Madsen, R. W. (2003). Internet-enabled interactive multimedia asthma education program: A randomized trial. Pediatrics, 111(3), 503-510.
Pollak, J., Gay, G., Byrne, S., Wagner, E., Retelny, D., & Humphreys, L. (2010). It's time to eat! Using mobile games to promote healthy eating. IEEE Pervasive Computing, 9(3), 21-27.
Baranowski, T., Buday, R., Thompson, D. I., & Baranowski, J. (2008). Playing for real: Video games and stories for health-related behavior change. American Journal of Preventive Medicine, 34(1), 74-82.
Lennon, J. L., & Coombs, D. W. (2002). Study of child-invented health educational games on dengue fever. Dengue Bulletin, 26, 195-202.
Latessa, R., Harman, J. H., Hardee, S., & Scmidt-Dalton, T. (2004). Teaching medicine using interactive games: Development of the "Stumpers" quiz show game. Family Medicine, 36(9), 616.
Griffiths, M. (2002). The educational benefits of videogames. Education and Health, 20(3), 47-51.
Mitchell, A., & Savill-Smith, C. (2004). The use of computer and video games for learning: A review of the literature. London: Learning and Skills Development Agency.
Lawrence, G. H. (1986). Using computers for the treatment of psychological problems. Computers in Human Behavior, 2(1), 43-62.
Hansen, M. M. (2008). Versatile, immersive, creative and dynamic virtual 3-D healthcare learning environments: A review of the literature. Journal of Medical Internet Research, 10(3), e26.
Dorman, S. M. (1997). Video and computer games: Effect on children and implications for health education. Journal of School Health, 67(4), 133-138.
Griffiths, M. (2005). Video games and health. British Medical Journal, 331, 122-123.
A blog created by Clark Aldrich, a designer of simulations and innovative software techniques. .The blog’s tagline is “Field Notes From The World’s Go-To Guy on Educational Simulations.”
Healthy Gaming provides users with “daily news, tips and thoughts concerning health related video games.”
Humana Games for Health develops health-related games and offers recent news, research, and links to play games that provide physical and mental workouts.
Super Smart Games provides user-rated reviews and detailed descriptions of games judged to be healthy or educational for kids, teens, or adults. Visitors can search and find games based on category, platform, age group, and subject.
"B*tween Productions, Inc. is the developer of the Beacon Street Girls® (BSG), a consumer/entertainment brand committed to the health and well being of girls ages 9-13.
"We are a digital media entertainment company in Columbia, Maryland, focused on creating fun, educational games.
"We are a group of people who share the Centre's vision to improve health for all through information and communication technologies (ICTs)."
"The ultimate goal is to improve the health services and improving the quality of service outcomes."
"ClickHealth focuses on developing technologies and piloting solutions in various developing countries with an aim to test medical feasibility and social acceptance.
"CPL is an interdisciplinary lab and draws additional expertise from partner labs in Mayo Clinic, University of Texas Medical School, Methodist Hospital, and SUNY Buffalo.
"Digital Dream Forge is an independent software testing company based in Scottsdale, Arizona.
"The eHealth Initiative is an independent, non-profit affiliated organization whose missions is to drive improvement in the quality, safety, and efficiency of healthcare through information and inf
"Eric was diagnosed with high-functioning autism in 2001. Born in Singapore in 1982, he went through mainstream schooling without realizing that he has autism.
"Founded in 2006, Game Innovator has quickly grown from a fledgling design site to a site featuring various articles and information on the many aspects of game design and general gaming."
"Games for Health is a project produced by The Serious Games Initiative, a Woodrow Wilson International Center for Scholars effort that applies cutting edge games and game technologies to a range o
"A non-profit organization based in Europe, the “Games for Health Europe Foundation”, is arranging the Games For Health Europe conference in the Netherlands."
"The Health e-Technologies Initiative functioned as a National Program Office of the Robert Wood Johnson Foundation from February 2002 through April 2009.
"Health Hero Network is a leading innovator of technology solutions for remote health monitoring and management.
"iConecto is a leading experiential media Solutions firm focused on superior health and performance.
"The Massachusetts Health Data Consortium is a non-profit organization that creates, promotes, and supports collaborative efforts to improve health and healthcare using health data and health information technology."
"Created by Congress in 1976, the Office of Disease Prevention and Health Promotion (ODPHP) plays a vital role in developing and coordinating a wide range of national disease prevention and health promotion strategies."
Realtime Associates is an independent video game studios that work in a variety of areas from educational and music-themed toys to console, handheld and PC games to graphic-intensive military simulations.
"The Robert Wood Johnson Foundation seeks to improve the health and health care of all Americans.
"In the Fall of 1997, [Rutgers] Communication faculty members Linda Lederman and Lea Stewart worked with Lisa Laitman, Fern Goodhart, and Richard Powell, health educators and substance abuse counse
"The School Food Trust was established by the Department for Education and Skills in September 2005.
"The Serious Games Initiative is focused on uses for games in exploring management and leadership challenges facing the public sector.
The vision of SilverFit is to "strongly improve elderly and rehabilitation care on a worldwide scale through new products and training methods that enable elderly people to retain health and indepe
"SimHealth Consulting Services, LLC, was founded in 2005 by leaders in the areas of simulation programs, facility implementations and curriculum design.
"The International Society for Research on Internet Interventions (ISRII) is a non-profit organization of researchers whose focus is on the development and testing of various web-based health treat
"Virtually Better is known world-wide as an innovator in the creation of virtual reality environments for the health care industry.
WaveQuest, Inc. was a game developer specializing in serious and edutainment games.
“MODSIM WORLD is a unique multi-disciplinary International Conference & Exposition for the exchange of modeling & simulation knowledge, research, and technology across industry, government, and academia.”
Serious Games on the Move International Conference focuses on the production of games that can be used for more than just entertainment and seeks to explore game software applications for education and training purposes.

















































































































