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In 911 Paramedic, players assume the role of a paramedic and rush to the scenes of accidents on the streets of Los Angeles. Players can handle over thirty real-life emergency situations.
“The game follows our character, Richard, in his dream world where he goes on the offensive and attacks back! He wards off a variety of allergens from pollen and pet dander to shellfish and dairy.”
Designed by young cancer patient Ben Duskin and LucasArts employee Eric Johnston, and funded by a grant from the Make-A-Wish Foundation, Ben’s Game helps cancer patients cope with their illness and
"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
"In this game you have to blood type three patients and give them blood transfusions. Are you able to do that?
Captain Chemo is a free, online adventure game that deals with and can help cancer patients cope with the unpleasant side effects of cancer treatments.
"This fast-paced game relies on a keen knowledge of food containing vitamin B1 and good keyboard skills to save lives.
"In partnership with the UVM College of Medicine and Dr.
Players of this game can engage in intense cognitive exercises designed to prevent or slow the onset of dementia. Dakim Brain Fitness intends to be user friendly and an enjoyable way to exercise players’ brains and fight dementia.
Available for the PC, Dbaza’s Diabetes Education for Kids educational software was developed to help teach children basic principles of diabetes care and self-management.
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.
Didget is a blood glucose meter from Bayer that connects with a Nintendo DS or Nintendo DS Lite handheld game system.
Similar to the game Space Invaders, Drug Watch requires players to shoot the word No at drugs that are being thrown at them by drug dealers. Players who are hit by drugs too many times die from a drug overdose.
"This game lets you explore the key elements of the electrocardiogram from how to place the electrodes on the body for measuring the heart beats to how to analyze the mountains and valleys in the E
In Emergency Room: Code Red, players work as doctors in a hospital that is overcrowded and understaffed. After a riot breaks out over the hospital’s inefficiency, players treat patients with who have been stabbed or shot.
This game allows the player to experience what its like to be a real paramedic.
This game allows the player to “experience real-life emergency medical cases such as cardiac arrests, broken bones an life-threatening traumas as you respond to situations requiring you to revive,
Fatworld is a game that focuses on the political side of nutrition. Players can learn about the role socioeconomics plays in the relationship between obesity and nutrition in the United States.
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.
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.
The game GRIP was developed to help diabetic children better understand and manage their condition.
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.
This free, downloadable game teaches about the immune system and is targeted to high school and college students.
"Go through ten interactive stops and find out how our immune system protects us and sometimes could harm us."
"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.
Insulot is an educational mobile phone game developed to teach players about blood glucose levels and insulin dosages. The game operates in the form of a slot machine.
"Play "It's a Skin Cell's Life®" with your child to see how the interactive game lets kids learn how to practice good skin care virtually, or risk the consequences of pimples, greasy hair, a poison ivy rash and sunburn."
In the free, online game Killer Flu, players are taught about seasonal and pandemic flu and how those differ from the influenza virus.
"Written by adolescents with kidney disease, Living With Kidney DiseaseTM is an interactive
"The Mosquito and Parasite educational games and related reading, are based on the 1902 and 1907 Nobel Prize in Physiology or Medicine.
My Stop Smoking Coach with Allen Carr is designed to help players quit smoking tobacco. This Nintendo DS game is based on the philosophies of Allen Carr and is intended to be an entertaining, challenging, and helpful way to stop smoking.
My Student Body is an online game that focuses on issues that many college students face including drug and alcohol abuse, stress, and sexual health. The game provides information about getting help.
MyPyramid Blast Off, a free, online game developed by the U.S. Department of Agriculture, educates players about the importance of making healthy food choices.
Rats and mice have invaded diabetes summer camp and it is up to our diabetic elephant heroes, Packy & Marlon, to find food and diabetes supplies to save the camp. In four simulated days
"A colourful collection of tricks to make medical procedures less scary and sore. For kids and grown ups too!
Pamoja Mtaani (Together in the Hood) is a multi-player game intended to alter the attitudes, behaviors, and risk perceptions around HIV.
"Using medical data from leading UK clinicians and automatic generation techniques, Patient Rescue supports health professionals to understand the signs of patient deterioration, use correct assessment protocols and intervene effectively."
Quest for the Code is a free, online game that focuses on asthma management and how to avoid asthmatic triggers.
Re-Mission is a free adventure game designed to help young patients with cancer overcome their fears and feel more in control of their conditions.
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-
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
"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).
"SuperBetter helps you achieve your health goals — or recover from an illness or injury — by increasing your personal resilience.
“Lives are in your hands as you take on the role of a top surgeon at a busy city hospital.
"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 an effort to further raise awareness, Dutch researchers have created a game that challenges players to control a new pandemic.
“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.
"Nonprofit medicine research and education company The Cooper Institute is fighting childhood obesity with The Quest to Lava Mountain, an educational game targeted at grade school children.
"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."
Therapy exergame is being used as physical therapy for patients recovering from surgeries.
This game allows the player to “experience and react to realistic patient encounters that require quick clinical responses, just like a real medical clinic.” The player will look at photographs of
This game combines entertainment, physical activity, and virtual environments.
"Robert Koch proved definitively that the dreaded disease tuberculosis is caused by specific bacteria. How did he do it?
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
“The Chicken Farm educational game and related reading are based on the 1929 Nobel Prize in Physiology or Medicine.
Wee Willie Wheezie is an interactive PC game designed to educate children about asthma and effective strategies for managing it.
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.
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.
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.
Biddiss, E., & Irwin, J. (2010). Active video games to promote physical activity in children and youth a systematic review. Archives of Pediatrics & Adolescent Medicine, 164(7), 664-672.
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.
Bonis, J. (2007). Acute wiiitis. The New England Journal of Medicine, 356(23), 2431-2432.
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.
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.
Hoppes, S. (1997). Can play increase standing tolerance?: A pilot-study. Physical and Occupational Therapy in Geriatrics, 15(1), 65-73.
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.
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.
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.
Bickel, W. K., Marsch, L. A., Buchhalter, A. R., & Badger, G. J. (2008). Computerized behavior therapy for opioid-dependent outpatients: A randomized controlled trial. Experimental and Clinical Psychopharmacology, 16(2), 132-143.
DeShazo, J., Harris, L., Turner, A., & Pratt, W. (2010). Designing and remotely testing mobile diabetes video games. J Telemed Telecare, 16(7), 378-372.
Roubidoux, M. A., Chapman, C. M., & Piontek, M. E. (2002). Development and evaluation of an interactive web-based breast imaging game for medical students. Academic Radiology, 9(10), 1169-1178.
Yoo, J. S., Hwang, A. R., Lee, H. C., & Kim, C. J. (2003). Development and validation of a computerized exercise intervention program for patients with type 2 diabetes mellitus in Korea. Yonsei Medical Journal, 44(5), 892-904.
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.
Akl, E. A., Sackett, K., Pretorius, R., Erdley, S., Bhoopathi, P. S., Mustafa, R., & Schunemann, H. J. (2008). Educational games for health professionals. Cochrane Database of Systematic Reviews, (1).
Bhoopathi, P. S., & Sheoran, R. (2006). Educational games for mental health professionals. Cochrane Database of Systematic Reviews, (2).
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.
Straker, L., & Abbott, R. (2007). Effect of screen-based media on energy expenditure and heart rate in 9- to 12-year-old children. Pediatric Exercise Science, 19(4), 459-471.
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.
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.
Stettler, N., Signer, T. M., & Suter, P. M. (2004). Electronic games and environmental factors associated with childhood obesity in Switzerland. Obesity Research, 12(6), 896-903.
Jimison, H., & Pavel, M. (2006). Embedded assessment algorithms within home-based cognitive computer game exercises for elders. Proceedings from IEEE Engineering in Medicine and Biology Society Conference, 6101-6104.
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.
White, K., Schofield, A., & Kilding, A. E. (2011). Energy expended by boys playing active video games. Journal of Science and Medicine in Sport, 14(2), 130-134.
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.
Graves, L., Stratton, G., Ridgers, N. D., & Cable, N. T. (2008). Energy expenditure in adolescents playing new generation computer games. British Journal of Sports Medicine, 42(7), 592-594.
Hurkman, H.L., van den Berg-Emons, R.J., & Stam, H.J. (2010). Energy expenditure in adults with cerebral palsy playing Wii Sports. Archives of Physical Medicine and Rehabilitation, 91(10), 1577-1581.
Larsen, J. D., & Kozar, B. (2005). Evaluation of a computer administered alcohol education program for college students. Journal of Alcohol and Drug Education, 49(4), 69-83.
Koepp, M. J., Gunn, R. N., Lawrence, A. D., Cunningham, V. J., Dagher, A., Jones, T.,...Grasby, P. M. (1998). Evidence for striatal dopamine release during a video game. Nature, 393(6682), 266-268.
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.
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.
Sawyer, B. (2008). From cells to cell processors: The integration of health and video games. IEEE Computer Graphics and Applications, 28(6), 83-85.
Lange, B., Flynn, S.M., & Rizzo, A.A. (2009). Game-based telerehabilitation. European Journal of Physical and Rehabilitation Medicine, 45(1), 143-151.
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.
Atack, L., & Luke, R. (2008). Impact of an online course on infection control and prevention competencies. Journal of Advanced Nursing, 63(2), 175-180.
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.
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.
Miyachi, M., Yamamoto, K., Ohkawara, K., & Tanaka, S. (2010). METs in adults while playing active video games: A metabolic chamber study. Medicine and Science in Sports and Exercise, 42(6), 1149-1153.
Staiano, A. E., Abraham, A. A., & Calvert, S. L. (2012). Motivating effects of cooperative exergame play for overweight and obese adolescents. Journal of Diabetes Science and Technology, 6(4), 812-819.
Penko, A. L., & Barkley, J. E. (2010). Motivation and physiologic responses of playing a physically interactive video game relative to a sedentary alternative in children. Annals of Behavioral Medicine, 39(2), 162-169.
Brasington, R. (1990). Nintendinitis. New England Journal of Medicine, 322(20), 1473-1474.
Macgregor, D. M. (2000). Nintendonitis?: A case report of repetitive strain injury in a child as a result of playing computer games. Scottish Medical Journal, 45(5), 150.
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
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.
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.
Brown, D. (2006). Playing to win: Video games and the fight against obesity. Journal of the American Dietetic Association, 106(2), 188-189.
Sallis, J. F. (2011). Potential vs actual benefits of exergames. Archives of Pediatrics & Adolescent Medicine, 165(7), 667-669.
Rhodes, R. E., Warburton, D. E., & Bredin, S. S. (2009). Predicting the effect of interactive video bikes on exercise adherence: An efficacy trial. Psychology, Health & Medicine, 14(6), 631-640.
Marshall, A. L., Leslie, E. R., Bauman, A. E., Marcus, B. H., & Owen, N. (2003). Print versus website physical activity programs: A randomized trial. American Journal of Preventive Medicine, 25(2), 88-94.
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.
Wack, E., & Tantleff-Dunn, S. (2009). Relationships between electronic game play, obesity, and psychosocial functioning in young men. Cyberpsychology and Behavior, 12(2), 241-244.
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.
Millett, C. J., Fish, D. R., Thompson, P. J., & Johnson, A. (1999). Seizures during video-game play and other common leisure pursuits in known epilepsy patients without visual sensitivity. Epilepsia, 40(4), 59-64.
Baranowski, T., Baranowski, J., Cullen, K. W., Marsh, T., Islam, N., Zakeri, I.,...& deMoor, C. (2003). Squire's quest! Dietary outcome evaluation of a multimedia game. American Journal of Preventive Medicine, 24(1), 52-61.
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.
Lennon, J. L., & Coombs, D. W. (2002). Study of child-invented health educational games on dengue fever. Dengue Bulletin, 26, 195-202.
Szturm, T., Peters, J. F., Otto, C., Kapadia, N., & Desai, A. (2008). Task-specific rehabilitation of finger-hand function using interactive computer gaming. Archives of Physical Medicine and Rehabilitation, 89(11), 2213-2217.
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.
Graves, L., Ridgers, N. D., Atkinson, G., & Stratton, G. (2010). The effect of active video gaming on children’s physical activity, behavior preferences and body composition. Pediatric Exercise Science, 22(4), 535-546.
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.
Staiano, A.E. & Calvert, S. L. (2011). The promise of exergames as tools to measure physical health. Entertainment Computing, 2(1), 17-21.
Griffiths, M. (2003). The therapeutic use of videogames in childhood and adolescence. Clinical Child Psychology and Psychiatry, 8(4), 547-554.
Sietsema, J.M., Nelson, D.L., Mulder, R.M., Mervau-Scheidel, D., & White, B.E. (1993). The use of a game to promote arm reach in persons with traumatic brain injury. American Journal of Occupational Therapy, 47(1),19-24.
Theradrive: A new stroke therapy concept for home-based, computer-assisted motivating rehabilitation
Legg, L., & Langhorne, P. (2004). Therapy-based rehabilitation for stroke patients living at home. Stroke, 35(4), 1022.
Brezinka, V. (2008). Treasure hunt - a serious game to support psychotherapeutic treatment of children. Studies in Health Technology and Informatics, 136, 71-76.
Smith, I. (1993). Tuberculosis control learning games. Tropical Doctor, 23(3), 101-103.
Johnston, J. D., Massey, A. P., & Marker-Hoffman R. L. (2012). Using an alternate reality game to increase physical activity and decrease obesity risk of college students. Journal of Diabetes Science and Technology, 6(4), 828-838.
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.
Betker, A. L., Szturm, T., Moussavi, Z. K., & Nett, C. (2006). Video game-based exercises for balance rehabilitation: A single-subject design. Archives of Physical Medicine and Rehabilitation, 87(8), 1141-1149.
Griffiths, M. (2005). Video games and health. British Medical Journal, 331, 122-123.
Mayo, M. J. (2009). Video games: A route to large-scale STEM education? Science, 323(5910), 79-82.
Phillips, W. R. (1991). Video-game therapy. The New England Journal of Medicine, 325(17), 1256-1257.
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.
A collection of 3D models, textures, software, images, and photos that portray depictions which are in some way related to the medical and science fields.
"CheckYourself.com is a unique resource. It's a place for older teens to think in a focused way about their relationship with drugs and alcohol, and invites them to consider whether their substance use risks turning into a problem for them."
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.”
Dosch Design offers a collection of high resolution human, medical, and character textures in both 2D and 3D formats; audio; images; and more.
Exergame Fitness offers a blog that discusses issues related to obesity, weight loss through exergaming, physical activity, virtual sports equipment, and more.
The University of Nebraska Medical Center provides an index that directs users to sites around the web that provide general medical images.
A google search for finding medical and health related 2D and 3D art resources that are the result of using "medical images" as the search term.
"Pharmacy related resources for the consumers, students, pharmacists, and health care professionals. Includes drug information, reliable links, and pharmacy school data."
"BluePrint Healthcare IT (“BluePrint”) is recognized for its leadership in healthcare technology, providing hospitals, healthcare systems, and other healthcare organizations with products and servi
"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.
"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
"We have a challenging and inspiring mission: to improve the quality of human life by enabling people to do more, feel better and live longer.
"The Health e-Technologies Initiative functioned as a National Program Office of the Robert Wood Johnson Foundation from February 2002 through April 2009.
"The Interactive Media Institute (IMI) is a 501c3 non-profit organization working to further the application of advanced technologies for patient care.
Developer of the game At-Risk, "Mental Health Association of New York City (MHA-NYC) is a nonprofit organization that addresses mental health needs in New York City and across the nation.
Publisher of the Milk Matters games, "The NICHD was initially established to investigate the broad aspects of human development as a means of understanding developmental disabilities, including men
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."
"The Robert Wood Johnson Foundation seeks to improve the health and health care of all Americans.
"Rock Health is the first seed-accelerator exclusively for health startups.
"We see every challenge as an opportunity, and believe that we are perfectly positioned to be one of the world's recognized leaders in digital technology.
"SimHealth Consulting Services, LLC, was founded in 2005 by leaders in the areas of simulation programs, facility implementations and curriculum design.
"At Smart Picks, our goal is to provide highly effective, high quality interactive teaching tools to help the public live better by making healthier food choices.
"The Society of Behavioral Medicine is a multidisciplinary organization of clinicians, educators, and scientists dedicated to promoting the study of the interactions of behavior with biology and th
"At SuperBetter Labs, we apply technology and design to empower individuals and communities to lead epic lives. Epic lives are about whole-hearted engagement with joy and challenge.
"The Association of Medical Illustrators furthers the use of visual media to advance life sciences, medicine, and healthcare through a worldwide network of specialized interdisciplinary professionals."
"The University of Illinois is among the preeminent public universities of the nation and strives constantly to sustain and enhance its quality in teaching, research, public service and economic development. "
Developer of the game Watch, Discover, Think, and Act, "The University of Texas Health Science Center at Houston (UTHealth) was created by the U.T. System Board of Regents and supported by the Texas Legislature in 1972.
"As one of the preeminent research universities in the world, the U offers students a transformative education that sets the foundation for a lifetime of success, innovative ideas and healthy participation in a global community."






















































































































































































































































