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"Geared toward 3rd to 5th grade students with social-behavioral problems, Adventures aboard the S.S.GRIN links the worlds of social skills training and interactive technology.
Alcohol 101 Plus, available at no charge, was created in response to the growing concern over the unsafe consumption of alcohol on college campuses.
In this exergame, players experience a virtual environment in which they can engage in various sports activities and challenges. The game takes into account players’ speed, power, and reaction time.
This virtual game was developed to help train dental students in decision-making, diagnosis, and treatment protocols. In this realistic 3D environment, students and dental professionals can practice dental procedures and improve their skills.
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.
Free Dive is a virtual reality-based adventure in which players hunt for hidden treasures in the sea and swim with dolphins and tropical fish.
HumanSim is a simulation game for the PC designed to train and educate healthcare professionals in the areas of decision-making and assessment of patients during life-threatening situations.
Jackie Chan Studio Fitness Powerboxing is a Xavix exergame designed to help players workout while engaging in interactive boxing.
"Written by adolescents with kidney disease, Living With Kidney DiseaseTM is an interactive
"Make your own virtual milk shake, print your recipe and then try it at home in your own kitchen! Make sure to use your Blender safely."
"Mission Control™ is a versatile computer access device designed for children who do not use a standard keyboard and standard mouse.
MX 10 Workout Master is a console, dancepad, exergame system that allows users to exercise while dancing to music. Motivatrix recognizes players’ footwork and senses arm movements and flailing.
Pamoja Mtaani (Together in the Hood) is a multi-player game intended to alter the attitudes, behaviors, and risk perceptions around HIV.
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
Seek 'n Spell is a mobile phone game played outside using a global positioning system (GPS). While outdoors, players use their GPS to identify areas in which virtual letters are hidden.
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
"The SilverFit Mile can be installed on your existing treadmill. A projector beams a virtual environment on a sceen in front of the treadmill. This gives the participant the feeling of actually walking through the surroundings."
"The SilverFit Newton is a virtual therapy system for strength training. It can be fitted to any type of equipment that operates with a weight stack such as a pulley, a leg press, or a shoulder press."
Spotlight on IV's is a quiz game that tests players’ knowledge of IV’s (intravenous).
"The SilverFit is a system for virtual rehabilitation. It has been developed for people who have to exercise regularly as part of a rehabilitation program.
This game combines entertainment, physical activity, and virtual environments.
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.
"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
"Whyville was launched in 1999 as a virtual city for engaging young people in constructive educational activities while promoting socially responsible behavior.
Zamzee is an online rewards program for young teens powered by their physical activity.
Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the internet and online gaming. Cyberpsychology and Behavior, 8(2), 110-113.
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.
Software & Information Industry Association. (2009). Best practices for using games & simulations in the classroom: Guidelines for K-12 educators. Washington, DC: Wilson, L.
Bouchard, S., Cote, S., St-Jacques, J., Robillard, G., & Renaud, P. (2006). Effectiveness of virtual reality exposure in the treatment of arachnophobia using 3D games. Technology and Health Care, 14(1), 19-27.
Gold, J. I., Kim, S. H., Kant, A. J., Joseph, M. H., & Rizzo, A. (2006). Effectiveness of virtual reality for pediatric pain distraction during IV placement. Cyberpsychology and Behavior, 9(2), 207-212.
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.
Lange, B., Flynn, S.M., & Rizzo, A.A. (2009). Game-based telerehabilitation. European Journal of Physical and Rehabilitation Medicine, 45(1), 143-151.
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.
Sveistrup, H. (2004). Motor rehabilitation using virtual reality. Journal of Neuroengineering and Rehabilitation, 1(1), 10.
Nemire, K., Beil, J., & Swan, R. W. (1999). Preventing teen smoking with virtual reality. Cyberpsychology and Behavior, 2(1), 35-47.
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.
Scherer, R., Lee, F., Schlogl, A., Leeb, R., Bischof, H., & Pfurtscheller, G. (2008). Toward self-paced brain-computer communication: Navigation through virtual worlds. IEEE Transactions on Biomedical Engineering, 55(2), 675-682.
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.
Gabbard, J. L., Hix, D., & Swan, J. E. (1999). User-centered design and evaluation of virtual environments. IEEE Computer Graphics and Applications, 19(6), 51-59.
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.
University of Wisconsin – Madison (2004). Video games and the future of learning. Madison, WI: Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P.
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.
Perpina, C., Botella, C., & Banos, R. M. (2003). Virtual reality in eating disorders. European Eating Disorders Review, 11(3), 261-278.
Gregg, L., & Tarrier, N. (2007). Virtual reality in mental health: A review of the literature. Social Psychiatry and Psychiatric Epidemiology, 42(5), 343-354.
Crosbie, J. H., Lennon, S., Basford, J. R., & McDonough, S. M. (2007). Virtual reality in stroke rehabilitation: Still more virtual than real. Disability and Rehabilitation, 29(14), 1139 – 1146.
Mantovani, F., Castelnuovo, G., Gaggioli, A., & Riva, G. (2003). Virtual reality training for health-care professionals. Cyberpsychology and Behavior, 6(4), 389-395.
Broeren, J., Bjorkdahl, A., Claesson, L., Goude, D., Lundgren-Nilsson, A., Samuelsson, H.,... & Rydmark, M. (2008). Virtual rehabilitation after stroke. Studies in Health Technology and Informatics, 136, 77-82.
Bowman, T. (1997). VR meets physical therapy. Communications of the ACM, 40(8), 59-60.
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.
“Crystal Space is a mature, full-featured software development kit (SDK) providing real-time 3D graphics for applications such as games and virtual reality. It is free (LGPL) and cross-platform (Windows, GNU/Linux, Mac OS X).”
Exergame Fitness offers a blog that discusses issues related to obesity, weight loss through exergaming, physical activity, virtual sports equipment, and more.
“Thinking Worlds is a globally unique 3D engine and authoring environment. Thinking Worlds enables designers to create and publish highly immersive simulations- fast.”
“Unity is a multiplatform game development tool, designed from the start to ease creation. A fully integrated professional application, Unity just happens to contain the most powerful engine this side of a million dollars.”
Virtual Goods News is a web site that offers the latest news and information regarding "the business of microtransactions, goods and gifts" in an online setting.
Virtual Worlds News is a web site that offers the latest game industry news, business strategies, insight, and analysis.
Abalone Studios is a serious games development company that creates location-based mixed-reality environments for training by the US army and others.
"Activeworlds Inc. provides software products and online services that permit users to enter, move about and interact with others in a computer generated, three-dimensional virtual environment using the Internet."
"I am the VP of Business Development for Serious Business, a leading producer of social games for the social web. Our flagship game is Friends for Sale and we have plans for some other cool games.
"Research at the Distributed & Collaborative Virtual Environments Research Laboratory (DISCOVER) is directed towards the enhancement of human-human communication through computing technology
"5DT (Fifth Dimension Technologies) is a high technology company specializing in Virtual Reality (VR). 5DT develops, produces and distributes VR hardware, software and systems. 5DT's main focus is VR Training Simulators and VR Peripherals."
"Global Kids, Inc. is a nationally recognized leader in using digital media to promote global awareness and youth civic engagement.
"iConecto is a leading experiential media Solutions firm focused on superior health and performance.
"The Interactive Media Institute (IMI) is a 501c3 non-profit organization working to further the application of advanced technologies for patient care.
"Ironstar Helsinki is the first company in the world to have successfully launched a cross-platform game that allows branded virtual goods in both online and mobile environments."
ISM Interactive is a game developer and publisher with such titles as "G-Netix" and "Virtual Surgeon: Open Heart."
"Numedeon, Inc. is the proud creator of Whyville.net, the leading educational virtual world for children ages 8 to 15. Whyville was launched in 1999 by Numedeon, Inc.
"NVIDIA (Nasdaq: NVDA) is the world leader in visual computing technologies and the inventor of the GPU, a high-performance processor which generates breathtaking, interactive graphics on workstati
"PlayFirst is an innovative entertainment company that makes games appealing to everyone.
"Schell Games is a full-service game design and development studio specializing in the innovatively uncommon.
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
"The Education Arcade explores games that promote learning through authentic and engaging play.
"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
"There is no shortage of media displays in today’s health club world. We believe, however, that there is a great need for motivating audiovisual content.
"Virtually Better is known world-wide as an innovator in the creation of virtual reality environments for the health care industry.
“3D Training, Learning and Collaboration (3D TLC)… is the leading event for businesses seeking to understand and maximize business strategies using virtual worlds…3D TLC runs … concurrently with the Engage! Expo.”
This conference, the International Conference on eLearning and Game, gives researchers, practitioners, and academics the opportunity to come together and share research findings and advances in e-learning and 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.”



















































































































































