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Human Connectedness Research Group
Breakout for Two is a prototype virtual game in which a physical sport can be played over a distance. Through a video conference screen, players from two different locations can play a sport against each other as if they were in the same room. While...
Konami Digital Entertainment
Dance Dance Revolution is an upbeat game intended to keep players’ heart rate up. Using a dance platform, players must step on colored arrows as they appear on the screen. Players’ scores are based on how well they step on the arrows to the beat....
As doctors working in a busy emergency room, cases will come players’ way without a moment’s notice. Players can learn about how to treat various health conditions and get a sense of what it is like to work as a medical professional with this gam...
SCE Studios London
This exergame for the Playstation2 allows players to work out by cheerleading and dancing. Players are taught cheers and dance moves. Eyetoy Play: Pom Pom Party comes with a set of pompoms that can be used while dancing and cheering to the music....
SCE Studios London
For the Playstation2, EyeToy: Kinetic offers a customized fitness program that can help players get in shape. The game includes exercise routines and cardiovascular workouts. A personal trainer guides players to keep them motivated to reach their goa...
SCE Studios London
In EyeToy: Kinetic Total Fitness, two personal trainers create a 12-week exercise program that is specific to the needs of each individual player. Players engage in workout routines that focus on cardio, combat, mind & body, and toning. The perso...
Frogger Hop, Skip & Jumpin’ Fun is an exergame for children on the Playstation2 platform. Using a controller mat, players take part in challenges designed to keep their feet moving and bodies in motion. Players explore Frogger’s swamp and mee...
Konami Digital Entertainment
This is one game in a series of games that encourages Pre-K children to engage their bodies in learning.
This game was designed to educate children about eating healthy foods and staying away from sweets. Players help track down four delegates missing from an emergency peace conference to help bring healthy foods to a chaotic island population that eats...
Intended to allow players to exercise their brains while playing a regular video game, SmartBrain Technologies is a neurofeedback system that attaches to a console. Players of this system will experience personalized training to improve their memory,...
Super Monkey Ball: Adventure requires players to control a monkey inside a ball while traveling through narrow and treacherous obstacle courses. The goal is to maintain control over the monkey, collect bananas, and not fall off the side. Players must...
Starlight Children's Foundation
Uncovering the Mysteries of Bone Marrow is a free, online interactive game about bone marrow and common treatments for leukemia such as biopsies, transplants, and aspirations.
Unreal Tournament is an interactive game published in 1999 in which players fight in arena matches against bots. Players can build a team and use bots as their teammates to help win matches. This game has been found to be a successful treatment for i...
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A "Wii" bit of fun: The effects of adding Nintendo Wii Bowling to a standard exercise regimen for residents of long-term care with upper extremity dysfunction
Hsu, J.K., Thibodeau, R., Wong, S.J., Zukiwsky, D., Cecile, S., & Walton, D.M. (2011). A "Wii" bit of fun: The effects of adding Nintendo Wii Bowling to a standard exercise regimen for residents of long-term care with upper extremity dysfun...
Charlton, J. P. (2002). A factor-analytic investigation of computer 'addiction' and engagement. British Journal of Psychology, 93(3), 329-344.
A low-cost video game applied for training of upper extremity function in children with cerebral palsy: A pilot study
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 Beha...
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,...
A systematic review of randomized trials on the effectiveness of computer-tailored education on physical activity and dietary behaviors
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.
Siegel, S. R., Haddock, B. L., Dubois, A. M., & Wilkin, L. D. (2009). Active video/arcade games (exergaming) and energy expenditure in college students. International Journal of Exercise Science, 2(3), 165-174.
Adventures in evaluation: Reviewing a cd-rom based adventure game designed for young people recovering from psychosis
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.
Affective outcomes of virtual reality exposure therapy for anxiety and specific phobias: A meta-analysis
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.
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.
Rosenberg, B. H., Landsittel, D., & Averch, T. D. (2005). Can video games be used to predict or improve laparoscopic skills? Journal of Endourology, 19(3), 372-376.
Downes, T. (2002). Children's and families' use of computers in australian homes. Contemporary Issues in Early Childhood, 3(2), 182-196.
Griffiths, M. D., & Hunt, N. (1995). Computer game playing in adolescence: Prevalence and demographic indicators. Journal of Community and Applied Social Psychology, 5(3), 189-194.
Colwell, J., Grady, C., & Rhaki, S. (1995). Computer games, self-esteem and gratification of needs in adolescents. Journal of Community and Applied Social Psychology, 5(3), 195-206.
Mcclurg, P. A., & Chaille, C. (1987). Computer games: Environments for developing spatial cognition? Journal of Educational Computing Research, 3(1), 95-111.
Couch potatoes to jumping beans: A pilot study of the effect of active video games on physical activity in children
Mhurchu, C. N., Maddison, R., Jiang, Y., Jull, A., Prapavessis, H., & Rodgers, A. (2008). Couch potatoes to jumping beans: A pilot study of the effect of active video games on physical activity in children. The International Journal of Behavior N...
Effects of playing a computer game using a bright display on presleep physiological variables, sleep latency, slow wave sleep and REM sleep
Higuchi, S., Motohashi, Y., Liu, Y., & Maeda, A. (2005). Effects of playing a computer game using a bright display on presleep physiological variables, sleep latency, slow wave sleep and REM sleep. Journal of Sleep Research, 14(3), 267-273....
Effects of violent versus nonviolent video games on children's arousal, aggressive mood, and positive mood
Fleming, M. J., & Rickwood, D. J. (2001). Effects of violent versus nonviolent video games on children's arousal, aggressive mood, and positive mood. Journal of Applied Social Psychology, 31(10), 2047-2071.
Energy expended playing video console games: An opportunity to increase children's physical activity?
Maddison, R., Mhurchu, C. N., Jull, A., Jiang, Y., Prapavessis, H., & Rodgers, A. (2007). Energy expended playing video console games: An opportunity to increase children's physical activity? Pediatric Exercise Science, 19(3), 334-343....
Ricci, S., Vigevano, F., Manfredi, M., & Kasteleijn-Nolst Trenite, D. G. (1998). Epilepsy provoked by television and video games: Safety of 100-hz screens. Neurology, 50(3), 790-793.
Evaluation of a new computer intervention to teach people with autism or asperger syndrome to recognize and predict emotions in others
Silver, M., & Oakes, P. (2001). Evaluation of a new computer intervention to teach people with autism or asperger syndrome to recognize and predict emotions in others. Autism, 5(3), 299-316.
Rosenberg, D., Depp, C., Vahia, I., Reichstadt, J., Palmer, B., Kerr, J., Norman, G., & Jeste, D. (2010). Exergames for subsyndromal depression in older adults: A pilot study of a novel intervention. American Journal of Geriatri...
Experimental studies of virtual reality-delivered compared to conventional exercise programs for rehabilitation
Sveistrup, H., McComas, J., Thornton, M., Marshall, S., Finestone, H., McCormick, A.,...Mayhew, A. (2003). Experimental studies of virtual reality-delivered compared to conventional exercise programs for rehabilitation. Cyberpsychology and Behavior,...
Exploring the use of computer games and virtual reality in exposure therapy for fear of driving following a motor vehicle accident
Walshe, D. G., Lewis, E. J., Kim, S. I., O'Sullivan, K., & Wiederhold, B. K. (2003). Exploring the use of computer games and virtual reality in exposure therapy for fear of driving following a motor vehicle accident. Cyberpsychology and Behavior,...
Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: A case report
Flynn, S., Palma, P., & Bender, A. (2007). Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: A case report. Journal of Neurologic Physical Therapy, 31(4), 180-189.
Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer
Beale, I. L., Kato, P. M., Marin-Bowling, V. M., Guthrie, N., & Cole, S. W. (2007). Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer. Journal of Adolescent Health...
De Lisi, R., & Wolford, J. L. (2002). Improving children's mental rotation accuracy with computer game playing. Journal of Genetic Psychology, 163(3), 272-282.
Fabricant, R. (2005). Incorporating guidance and rewards into a handheld-device user experience. In Proceedings of the 2005 Conference on Designing For User Experience (San Francisco, California, November 03 - 05, 2005). Designing For User Experience...
Inhibition, ADHD, and computer games: The inhibitory performance of children with adhd on computerized tasks and games
Shaw, R., Grayson, A., & Lewis, V. (2009). Inhibition, ADHD, and computer games: The inhibitory performance of children with adhd on computerized tasks and games. Journal of Attention Disorders, 8(4), 160-168.
Cole, S.W., Yoo, D.J., Knutson, B. (2012) Interactivity and reward-related neural activation during a serious videogame. PLoS ONE, 7(3), e33909.
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.
Wang, X. & Perry, A. P. (2006). Metabolic and physiologic responses to video game play in 7- to 10-year-old boys. Archives of Pediatrics & Adolescent Medicine, 160(4), 411-415.
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.
Colwell, J., & Payne, J. (2000). Negative correlates of computer game play in adolescents. British Journal of Psychology, 91(3), 295-310.
Overweight/obesity and factors associated with body mass index during adolescence: The VYRONAS study
Mihas, C., Mariolis, A., Manios, Y., Naska, A., Panagiotakos, D., Arapaki,...& Tountas, Y. (2009). Overweight/obesity and factors associated with body mass index during adolescence: The VYRONAS study. Acta Paediatrica, 98(3), 495-500....
Parental and environmental factors associated with physical activity among children participating in an active video game
Paez, S., Maloney, A., Kelsey, K., Wiesen, C., & Rosenberg, A. (2009). Parental and environmental factors associated with physical activity among children participating in an active video game. Pediatric Physical Therapy, 21(3), 245-253....
McKenna, P. H., Herndon, C. D., Connery, S., & Ferrer, F. A. (1999). Pelvic floor muscle retraining for pediatric voiding dysfunction using interactive computer games. Journal of Urology, 162(3), 1056-1062.
Physiologic responses, perceived exertion, and hedonics of playing a physical interactive video game relative to a sedentary alternative and treadmill walking in adults
Barkley, J. E., & Penko, A. (2009). Physiologic responses, perceived exertion, and hedonics of playing a physical interactive video game relative to a sedentary alternative and treadmill walking in adults. Journal of Exercise Physiology Online, 1...
PlayStation EyeToy game improve upper extremity-related motor functioning in subacute stroke: A randomized controlled clinical trial
Yavuzer, G., Senel, A., Atay, M. B., & Stam, H. J. (2008). PlayStation EyeToy game improves upper extremity-related motor functioning in subacute stroke: A randomized controlled clinical trial. European Journal of Physical Medicine and Rehabilita...
Gloyd, D. M. (2003). Positive user experience and medical adherence. In Proceedings of the 2003 International Conference on Designing Pleasurable Products and Interfaces (Pittsburgh, PA, June 23 - 26, 2003). DPPI '03. New York, NY: ACM....
Larose, S., Gagnon, S., Ferland, C., & Pepin, M. (1989). Psychology of computers: XIV Cognitive rehabilitation through computer games. Perceptual and Motor Skills, 69(3), 851-858.
Lennon, J. L. (2006). Reports & communications: Debriefings of web-based malaria games. Simulation and Gaming, 37(3), 350-356.
Kirschbaum, C., & Hellhammer, D. H. (1989). Salivary cortisol in psychobiological research: An overview. Neuropsychobiology, 22(3), 150-169.
Rey-Lopez, L. P., Vicente-Rodriguez, G., Biosca, M., & Moreno, L. A. (2007). Sedentary behaviour and obesity development in children and adolescents. Nutrition, Metabolism, and Cardiovascular Diseases, 18(3), 242-251.
Space fortress as an IQ test? Predictions of learning and of practised performance in a complex interactive video-game
Rabbitt, P., Banerji, N., & Szymanski, A. (1989). Space fortress as an IQ test? Predictions of learning and of practised performance in a complex interactive video-game. Acta Psychologica, 71(3), 243-257.
Thalemann, R., Wolfling, K., & Grusser, S. M. (2007). Specific cue reactivity on computer game-related cues in excessive gamers. Behavioral Neuroscience, 121(3), 614-618.
Sustained decrease in oxygenated hemoglobin during video games in the dorsal prefrontal cortex: A NIRS study of children
Matsuda, G., & Hiraki, K. (2006). Sustained decrease in oxygenated hemoglobin during video games in the dorsal prefrontal cortex: A NIRS study of children. NeuroImage, 29(3), 706-711.
Allison, S. E., von Wahlde, L., Shockley, T., & Gabbard, G. O. (2006). The development of the self in the era of the internet and role-playing fantasy games. American Journal of Psychiatry, 163(3), 381-385.
Irvine, A. B., Ary, D. V., Grove, D. A., & Gilfillan-Morton, L. (2004). The effectiveness of an interactive multimedia program to influence eating habits. Health Education Research, 19(3), 290-305.
Din, F. S., & Calao, J. (2001). The effects of playing educational video games on kindergarten achievement. Child Study Journal, 31(2), 95-102.
Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008). The effects of video game playing on attention, memory, and executive control. Acta Psychologica, 129(3), 387-398.
Dustman, R. E., Emmerson, R. Y., Steinhaus, L. A., Shearer, D. E., & Dustman, T. J. (1992). The effects of videogame playing on neuropsychological performance of elderly individuals. Journal of Gerontology, 47(3), 168-171.
Warburton, D. E., Bredin, S. S., Horita, L. T., Zbogar, D., Scott, J. M., Esch, B. T., & Rhodes, R. E. (2007). The health benefits of interactive video game exercise. Applied Physiology, Nutrition, and Metabolism, 32(4), 655-663....
Graves, L., Ridgers, N. D., Williams, K., Stratton, G., Atkinson, G., & Cable, N. T. (2010). The physiological cost and enjoyment of Wii Fit in adolescents, young adults, and older adults. Journal of Physical Activity and Health, 7(3), 393-410....
Gelfond, H. S., & Salonius-Pasternak, D. E. (2005). The play's the thing: A clinical-developmental perspective on video games. Child and Adolescent Psychiatric Clinics of North America, 14(3), 491-508.
Staiano, A.E. & Calvert, S. L. (2011). The promise of exergames as tools to measure physical health. Entertainment Computing, 2(1), 17-21.
Quaiser-Pohl, C., Geiser, C., & Lehmann, W. (2006). The relationship between computer-game preference, gender, and mental-rotation ability. Personality and Individual Differences, 40(3), 609-619.
Rand, D., Kizony, R., & Weiss, P. T. (2008). The Sony Playstation II EyeToy: Low-cost virtual reality for use in rehabilitation. Journal of Neurologic Physical Therapy, 32(4), 155-163.
Haik, J., Tessone, A., Nota, A., Mendes, D., Raz, L., Goldan, O., Regev, E., Winkler, E., Mor, E., Orenstein, A., & Hollombe, I. (2006). The use of video capture virtual reality in burn rehabilitation: The possibilities. Journal of Burn Care and...
Gopher, D., Weil, M., & Bareket, T. (1994). Transfer of skill from a computer game trainer to flight. Human Factors, 36(3), 387-405.
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...
Use of virtual reality for adjunctive treatment of adult burn pain during physical therapy: A controlled study
Hoffman, H. G., Patterson, D. R., & Carrougher, G. J. (2000). Use of virtual reality for adjunctive treatment of adult burn pain during physical therapy: A controlled study. The Clinical Journal of Pain, 16(3), 244-250.
Versatile, immersive, creative and dynamic virtual 3-D healthcare learning environments: A review of the literature
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.
Yalon-Chamovitz, S., & Weiss, P. L. (2008). Virtual reality as a leisure activity for young adults with physical and intellectual disabilities. Research in Developmental Disabilities, 29(3), 273-287.
Bordnick, P. S., Traylor, A. C., Graap, K. M., Copp, H. L., & Brooks, J. (2005). Virtual reality cue reactivity assessment: A case study in a teen smoker. Applied Psychophysiology and Biofeedback, 30(3), 187-193.
Botella, C., Garcias-Palacios, A., Villa, H., Banos, R. M., Quero, S., Alcaniz, M., & Riva, G. (2007). Virtual reality exposure in the treatment of panic disorder and agoraphobia: A controlled study. Clinical Psychology and Psychotherapy, 14(3),...
Rand, D., Kizony, R., & Weiss, P. L. (2004). Virtual reality rehabilitation for all: Vivid GX versus Sony PlayStation 2 EyeToy. In Proceedings of the 5th International Conference: Disability, Virtual Reality, and Associated Technologies (Oxford,...
Virtual rehabilitation in an activity centre for community-dwelling persons with stroke. The possibilities of 3-dimensional computer games
Broeren, J., Claesson, L., Goude, D., Rydmark, M., & Sunnerhagen, K. S. (2008). Virtual rehabilitation in an activity centre for community-dwelling persons with stroke: The possibilities of 3-dimensional computer games. Cerebrovascular Diseases,...
Kennedy, R. S. (2004). Weblogs, social software, and new interactivity on the web. Psychiatric Services, 55(3), 247-249.
Davidson, D. (2008). Well played: interpreting prince of persia: the sands of time. Games and Culture, 3(4), 356-386.
Luke, C. (1999). What next? toddler netizens, playstation thumb, techno-literacies. Contemporary Issues in Early Childhood, 1(1), 95-100.
What to expect from immersive virtual environment exposure: Influences of gender, body mass index, and past experience
Stanney, K. M., Hale, K. S., Nahmens, I., & Kennedy, R. S. (2003). What to expect from immersive virtual environment exposure: Influences of gender, body mass index, and past experience. Human Factors, 45(3), 504-520.
Wright, K. (2001). Winning brain waves: Can custom-made video games help kids with attention deficit disorder? Discover, 22(3), 25.
“Our five comprehensive AI game tools allow you to buy only the functionality you need to give your game and your NPCs an edge. The latest product series 2.6 offers easier debugging, faster integration of new and existing code, and optimized perfor...
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"The Center for Information Therapy (IxCenter) is an independent, 501(c)(3) tax-exempt, not-for-profit that aims to advance the practice and science of information therapy to improve health, consumer decision making and healthy behaviors. Launched in...
"Through its various research and promotional activities CESA works actively to further promote the computer entertainment industry (centering on the home use of personal computer games and related services) with the aim of contributing to the streng...
Publisher of the game Fruit and Veggie Color Champions, "Produce for Better Health Foundation (PBH) is a non-profit 501 (c) (3) consumer education foundation whose purpose is to motivate people to eat more fruits and vegetable to improve public healt...
"The Professor Garfield Foundation learning portal is a fun interactive online environment where children can safely explore, learn and creatively express themselves. The Foundation (PGF) was formed in 2003 as a 501 (c) 3 nonprofit organization to pr...
"Sony Computer Entertainment Europe, based in London, is responsible for the distribution, marketing and sales of PlayStation 3, PSP and PlayStation 2 hardware and software in over 99 territories across Europe, the Middle East, Africa and Oceania."...
"The Department of Communication, one of three units in the College of Communications and Information Studies, serves three major instructional roles for the University of Kentucky: 1) We provide instruction for the oral communication requirement com...
IMMERSION Forum & Showcase (formerly known as Apply Serious Games) focuses on the use of virtual worlds and serious games for learning and communication purposes. The one day event features demonstrations, high-profile speakers, and discussions....