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This group of free mini-games by the National Dairy Council focuses on healthy food choices and the benefits of good nutrition and portion control.
"Designed for children and teens ages 10 to 15, Blood Tests: Exploring Our Incredible Blood is an interactive online program designed to introduce users to the fascinating facts that can be learned
Developed by Electronic Arts for the Nintendo Wii, this is a music and dance game in which players sing, perform, and dance as if they were really on stage. Players earn points based on how well they match the rhythm and pitch.
Didget is a blood glucose meter from Bayer that connects with a Nintendo DS or Nintendo DS Lite handheld game system.
"Students use scientific inquiry by engaging in true-to-life drug related mysteries while learning about the science behind alcohol, tobacco, inhalants and other drugs — all while having fun!"
Earn the Stars is a merit-based tool for educating, motivating, recognizing and rewarding children to make good choices about nutrition and participating in physical activities.
Fitting CF into your Everyday Life was developed by the Starlight Children’s Foundation to help teens living with cystic fibrosis manage the disease and adhere to treatments.
"There are 100s of fruits in the world, but how well do you know them??? Take the Food Focus challenge and test your fruit ID skills! 50 fruits to guess 50 chances to win.
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.
FunBrain is a collection of free, online educational games for children and tweens designed to improve learning in a number of subjects including math, science, and vocabulary.
FunSchool is a set of free, online educational games developed to help younger children focus on and improve in various school subjects, including reading and math.
Gamequarium is a collection of free, online educational games for children. It is divided into sets according to grade level, subject, and content.
"Go through ten interactive stops and find out how our immune system protects us and sometimes could harm us."
"The Web Wise Kids cell phone safety program for middle school children is titled It's Your Call.
Kids Games is an educational web site for children that offers a variety of free games, activities, and puzzles. Games address areas including coordination, art, music, and cognition.
"Written by adolescents with kidney disease, Living With Kidney DiseaseTM is an interactive
Me2 is a game for which you create an avatar and a pedometer that counts and keeps track of every step taken by players. In order to unlock games on the device, players must accumulate points based on the amount of step taken.
"Mirror Image tells the story of teenagers Sheena and Megan, best friends who are victimized by a criminal who uses the Internet to lure young women with promises of modeling contracts and online r
Missing teaches players about the risks of interacting with strangers on the Internet. The game presents a story about a kid who went missing after leaving to meet a person they had met online.
Pamoja Mtaani (Together in the Hood) is a multi-player game intended to alter the attitudes, behaviors, and risk perceptions around HIV.
Playnormous.com is a web site for children that offers free health games that focus on nutrition and healthy eating habits.
Positive Gaming iDANCE2 System is a multi-player machine dance software that allows 32 people to play simultaneously with real time performance feedback.
Prongo is a web site that offers free educational activities, puzzles, and games for young students. Players can choose among a variety of math, logic, and cognition games.
Quest for the Code is a free, online game that focuses on asthma management and how to avoid asthmatic triggers.
Replay: Finding Zoe is a free, online educational game designed to promote healthy and equal relationships among individuals and reduce gender stereotyping and sexism.
In a side-scrolling Nintendo console adventure game, players guide experimental surgeon Rex Ronan as he shrinks to near-microscopic size, enters the body of his patient who is dying from tobacco-
River City is an educational game developed by the National Science Foundation for middle school students that focuses on teamwork and using the scientific method to help solve a mysterious health
Sickle Cell Slime-O-Rama is intended to help children with sickle cell disease feel better about themselves and gain a greater understanding of their condition.Players are contestants on a game sho
"In contrast to other programs that focus primarily on in-school behaviors, My Community is all about enhancing a child's social skills and personal safety in the larger world outside the classroom
My School Day is a software program designed to educate older children about proper interactions and basic classroom etiquette.
School Rules! is a software program designed to educate tweens and teens about appropriate behaviors in and outside the classroom.
"School Rules! Volume 2 takes up where School Rules! Volume 1 leaves off, teaching social interpretation skills during unstructured times when social rules are most challenging.
"A collaborative effort between Social Skill Builder and Michelle Garcia Winner & Pamela Crooke of Social Thinking.
"Spinal Tap: Discovering the Secrets of Spinal Fluid is an interactive online game which was developed as a tool for children and teens ages 10 to 14 to actively explore information about the spina
Spotlight on IV's is a quiz game that tests players’ knowledge of IV’s (intravenous).
Super Sleuths is an educational game designed to teach seventh grade students about science and scientific exploration.
"In this game your dog has type-1 diabetes. This is a very serious disease. With proper treatment, however, your dog can live a happy life for many years.
“In this game, you are a trainee soldier of the Immune System Defense Forces, defending a human against bacterial infection. You have two missions to complete.
"When a legendary ancient king returns to enslave the world, a young boy named Oz must awaken the hero within.
"In this game you perform the classic split brain experiment used by Nobel Laureate Roger Sperry when he discovered differences between the right and left hemispheres of the brain."
Watch, Discover, Think, and Act is a computer game designed to educate children about how to properly manage their asthma.
Wee Willie Wheezie is an interactive PC game designed to educate children about asthma and effective strategies for managing it.
Rushton, D. N. (1981). “Space Invader” epilepsy. Lancet, 1(8218), 501.
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.
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.
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.
Griffiths, M. (2004). Can videogames be good for your health? Journal of Health Psychology, 9(3), 339-344.
Epstein, L. H., Beecher, M. D., Graf, J. L., & Roemmich, J. N. (2007). Choice of interactive dance and bicycle games in overweight and nonoverweight youth. Annals of Behavioral Medicine, 33(2), 124-131.
Griffiths, M. D. (1997). Computer game playing in early adolescence. Youth & Society, 29(2), 223-237.
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.
Griffiths, M. D., & Hunt, N. (1998). Dependence on computer games by adolescents. Psychological Reports, 82(2), 475-480.
Patel, A., Schieble, T., Davidson, M., Tran, M. C., Schoenberg, C., Delphin, E., & Bennett, H. (2006). Distraction with a hand-held video game reduces pediatric preoperative anxiety. Pediatric Anesthesia, 16(10), 1019-1027.
Baranowski, T., Allen, D. D., Masse, L. C., & Wilson, M. (2006). Does participation in an intervention affect responses on self-report questionnaires? Health Education Research, 21(1), i98-i109.
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.
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.
Maeda, Y., Kurokawa, T., Sakamoto, K., Kitamoto, I., Ueda, K., & Tashima, S. (1990). Electroclinical study of video-game epilepsy. Developmental Medicine and Child Neurology, 32(6), 493-500.
Bailey, B. W. & McInnis, K. (2011). Energy cost of exergaming: A comparison of the energy cost of 6 forms of exergaming. Archives of Pediatrics & Adolescent Medicine, 165(7), 597-602.
Mellecker, R. R., & McManus, A. M. (2008). Energy expenditure and cardiovascular responses to seated and active gaming in children. Archives of Pediatrics and Adolescent Medicine, 162(9), 886-891.
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.
Pope, A. T., & Bogart, E. H. (1996). Extended attention span training system: Video game neurotherapy for attention deficit disorder. Child Study Journal, 26(1), 39-51.
Cullen, K. W., & Thompson, D. (2008). Feasibility of an 8-week african american web-based pilot program promoting healthy eating behaviors: Family eats. American Journal of Health Behavior, 32(1), 40-51.
Coyne, S. M., Padilla-Walker, L. M., Stockdale, L., & Day, R. D. (2011). Game on. . . girls: Associations between co-playing video games and adolescent behavioral and family outcomes. Journal of Adolescent Health, 49(2), 160-165.
Coles, D. C., Strickland, D. C., Padgett, L., & Bellmoff, L. (2007). Games that "work:" Using computer games to teach alcohol-affected children about fire and street safety. Research in Development Disabilities, 28(5), 518-530.
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.
Yang, S. P., Smith, B. K., & Graham, G. M. (2008). Healthy video gaming: Oxymoron or possibility? Innovate: Journal of Online Education, 4(4).
Langley Research Center. (2001). Helping video games rewire “our minds”. Hampton, Virginia: Pope, A. T., & Palsson, O. S.
Fisher, S. (1994). Identifying video game addiction in children and adolescents. Addictive Behaviors, 19(5), 545-553.
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.
Herndon, C. D., Decambre, M., & McKenna, P. H. (2001). Interactive computer games for treatment of pelvic floor dysfunction. Journal of Urology, 166(5), 1893-1898.
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.
Emes, C. E. (1997). Is mr. pac man eating our children? A review of the effect of video games on children. Canadian Journal of Psychiatry, 42(4), 409-414.
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.
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.
Vandewater, E. A., Shim, M. S., & Caplovitz, A. G. (2004). Linking obesity and activity level with children's television and video game use. Journal of Adolescence, 27(1), 71-85.
Management of chronic pediatric diseases with interactive health games: Theory and research findings
Lieberman, D. A. (2001). Management of chronic pediatric diseases with interactive health games: Theory and research findings. Journal of Ambulatory Care Management, 24(1), 26-38.
Roberts, D. F. (2000). Media and Youth: Access, Exposure, and Privatization. Journal of Adolescent Health, 27(S), 2, New York, NY.
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.
Grynszpan, O., Martin, J. C., & Nadel, J. (2008). Multimedia interfaces for users with high functioning autism: An empirical investigation. International Journal of Human-Computer Studies, 66(8), 628-639.
Colwell, J. (2007). Needs met through computer game play among adolescents. Personality and Individual Differences, 43(8), 2072-2082.
Colwell, J., & Payne, J. (2000). Negative correlates of computer game play in adolescents. British Journal of Psychology, 91(3), 295-310.
Roemmich, J. N., Gurgol, C. M., & Epstein, L. H. (2004). Open-loop feedback increases physical activity of youth. Medicine and Science in Sports and Exercise, 36(4), 668-673.
Overweight/obesity and factors associated with body mass index during adolescence: The VYRONAS study
Wang, C. K., Khoo, A., Liu, W. C., & Divaharan, S. (2008). Passion and intrinsic motivation in digital gaming. Cyberpsychology and Behavior, 11(1), 39-45.
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.
Tazawa, Y., & Okada, K. (2001). Physical signs associated with excessive television-game playing and sleep deprivation. Pediatrics International, 43(6), 647-650.
Ivarsson, M., Anderson, M., Akerstedt, T., & Lindblad, F. (2009). Playing a violent television game affects heart rate variability. Acta Paediatrica, 98(1), 166-172.
Karim, S. A. (2005). PlayStation thumb – a new epidemic in children. South African Medical Journal, 95(6), 412.
Sallis, J. F. (2011). Potential vs actual benefits of exergames. Archives of Pediatrics & Adolescent Medicine, 165(7), 667-669.
Predicting Children's Media Use in the USA: Differences in Cross-Sectional and Longitudinal Analysis
Lee, S., Bartolic, S., & Vandewater, E. (2009). Predicting Children's Media use in the USA: Differences in Cross-Sectional and Longitudinal Analysis. The British Psychological Society, 27(1), United States.
Nemire, K., Beil, J., & Swan, R. W. (1999). Preventing teen smoking with virtual reality. Cyberpsychology and Behavior, 2(1), 35-47.
Johansson, A., & Gotestam, K. G. (2004). Problems with computer games without monetary reward: Similarity to pathological gambling. Psychological Reports, 95(2), 641-650.
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.
Funk, J. B. (1993). Reevaluating the impact of video games. Clinical Pediatrics, 32(2), 86-90.
Cummings, H. M., & Vandewater, E. A. (2007). Relation of adolescent video game play to time spent in other activities. Archives of Pediatrics and Adolescent Medicine, 161(7), 684-689.
Griffiths, M., & Wood, R. T. (2000). Risk factors in adolescence: The case of gambling, videogame playing, and the internet. Journal of Gambling Studies, 16(39847), 199-225.
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.
Goh, D. H., Ang, R. P., & Tan, H. C. (2008). Strategies for designing effective psychotherapeutic gaming interventions for children and adolescents. Computers in Human Behavior, 24(5), 2217-2235.
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.
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.
Christaskis, D., Ebel, B., Rivara, F., & Zimmerman, F. (2004). Television, video, and computer game usage in children under 11 years of age. Journal of Pediatrics, 145(5), 652-656.
Graves, L. E., Ridgers, N. D., & Stratton, G. (2008). The contribution of upper limb and total body movement to adolescents' energy expenditure whilst playing Nintendo Wii. European Journal of Applied Physiology, 104(4), 617-623.
Ricci, S., & Vigevano, F. (1999). The effect of video-game software in video-game epilepsy. Epilepsia, 40(4), 31-37.
Mellecker, R. R., McManus, A. M., Lanningham-Foster, L. M., & Levine, J. A. (2009). The feasibility of ambulatory screen time in children. International Journal of Pediatric Obesity, 4(2), 106-111.
Subrahmanyam, K., Greenfield, P., Kraut, R., & Gross, E. (2001). The impact of computer use on children's and adolescents' development. Journal of Applied Developmental Psychology, 22(1), 7-30.
Chin A Paw, M. J., Jacobs, W. M., Vaessen, E. P., Titze, S., & van Mechelen, W. (2008). The motivation of children to play an active video game. Journal of Sports Science and Medicine, 11(2), 163-166.
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.
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.
Griffiths, M. (2003). The therapeutic use of videogames in childhood and adolescence. Clinical Child Psychology and Psychiatry, 8(4), 547-554.
Sonneville, K. R., & Gortmaker, S. L. (2008). Total energy intake, adolescent discretionary behaviors and the energy gap. International Journal of Obesity, 32(S6), S19-S27.
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Ridley, K. & Olds, T. (2001). Video center games: Energy cost and children's behaviors. Pediatric Exercise Science, 13(4), 413-421.
Chiu, S. I., Lee, J. Z., & Huang, D. H. (2004). Video game addiction in children and teenagers in Taiwan. Cyberpsychology and Behavior, 7(5), 571-581.
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
Bensley, L., & Van Eenwyk, J. (2001). Video games and real-life aggression: Review of the literature. Journal of Adolescent Health, 29(4), 244-257.
Greenfield, P. M. (1994). Video games as cultural artifacts. Journal of Applied Developmental Psychology, 15(1), 3-12.
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Kasteleijn-Nolst Trenite, D. G., Martins da Silva, A., Ricci, S., Binnie, C. D., Rubboli, G., Tassinari, C. A., & Segers, J. P. (1999). Video-game epilepsy: A European study. Epilepsia, 40(4), 70-74.
Griffiths, M. D. (2008). Videogame addiction: Further thoughts and observations. International Journal of Mental Health and Addiction, 6(2), 182-185.
Griffiths, M. D. (1999). Violent video games and aggression: A review of the literature. Aggression and Violent Behavior, 4(2), 203-212.
"Funschool offers free online educational elementary games for kids as well as printable activities, coloring and crafts that will help kids learn and get ready for school."
Humana Games for Health develops health-related games and offers recent news, research, and links to play games that provide physical and mental workouts.
"AGENIUS was founded in 2007 by a team of experienced game academics, programmers, and designers with head offices in Kristiansand, Norway.
"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.
"Controlled Chaos takes the best aspects of the Video Game Industry and uses them to make the best and most profitable games possible, while shedding some of the industry’s less prosperous trends a
"At Digital Praise, Inc. we believe that children's games can be fun, exciting and engaging while encouraging positive values such as responibility, forgiveness, and kindness.
"Global Kids, Inc. is a nationally recognized leader in using digital media to promote global awareness and youth civic engagement.
"Founded in 1992, Humongous creates edutainment and entertainment PC games for kids. The company was founded as Humongous Entertainment, Inc. in 1992 and changed its name to Humongous, Inc. in 2006."
"Hyperspace Cowgirls was an American developer of video games for young girls, CD-ROMs, and web sites. Based in Manhattan, they… shut down in 2002."
"Morphonix™ is developing a series of video games which make abstract concepts of brain science fun and comprehensible to children and teens.
"Move Interactive is a Portuguese software and multimedia developer."
Developer of many games including the Brains Rule Games and Sara’s Quest, "NIDA's mission is to lead the Nation in bringing the power of science to bear on drug abuse and addiction."
"Natsume started publishing interactive games in 1990 in Burlingame, California (near San Francisco).
"Nickelodeon, now in its 30th year, is the number-one entertainment brand for kids. It has built a diverse, global business by putting kids first in everything it does.
"The mission of Nobel Media is to spread information and knowledge about the Nobel Prize and the Nobel Laureates and their Nobel Prize awarded achievements.
"Playnormous is an online community for children ages 6 to 15, their parents, and teachers to play fun casual games for health."
"Prongo.com is an educational website for Kids. Prongo.com provides hours of learning fun for kids and resources teachers need to have a fun and productive classroom."
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.
"Schell Games is a full-service game design and development studio specializing in the innovatively uncommon.
"Branching out from book publishing, New York based Simon & Schuster formed Simon & Schuster Interactive. The company specializes in publishing games of all genres."
"Since its founding in 1923, The Walt Disney Company and its affiliated companies have remained faithful to their commitment to produce unparalleled entertainment experiences based on the rich lega
WaveQuest, Inc. was a game developer specializing in serious and edutainment games.
"Comprised of media and insights divisions, Youth Pulse is the leading authority on youth.



















































































































































