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Bronkie the Bronchiasaurus
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WaveQuest

Players of this asthma self-management side-scrolling Nintendo console adventure game guide Bronkie the Bronchiasaurus and Trakie the Tracheratops through 18 game levels to save their ancient pla

D.M. Dinwiddie, Physician-in-Training
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Health Media Lab
D.M. Dinwiddie, Physician-in-Training is an adventure game designed to give adolescents a peak into the world of medical professionals. Players of this game learn about what it takes to be a medical professional by giving them an opportunity to resea...
Dance Dance Revolution (DDR)
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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....
Fitting CF into your Everyday Life
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Starlight Children's Foundation

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.

Living With Kidney Disease
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Starlight Children's Foundation

"Written by adolescents with kidney disease, Living With Kidney DiseaseTM is an interactive

Packy & Marlon
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WaveQuest

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

Pamoja Mtaani - AIDS prevention game
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Virtual Heroes

Pamoja Mtaani (Together in the Hood) is a multi-player game intended to alter the attitudes, behaviors, and risk perceptions around HIV.

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Rushton, D. N. (1981). “Space Invader” epilepsy. Lancet, 1(8218), 501.

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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.

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Charlton, J. P. (2002). A factor-analytic investigation of computer 'addiction' and engagement. British Journal of Psychology, 93(3), 329-344.

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Willoughby, T. (2008). A short-term longitudinal study of internet and computer game use by adolescent boys and girls: Prevalence, frequency of use, and psychosocial. Developmental Psychology, 44(1), 195-204.

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Anand, V. (2007). A study of time management: The correlation between video game usage and academic performance markers. Cyberpsychology and Behavior, 10(4), 552-559.

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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.

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Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423(6939), 534-537.

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Fawkner, S. G., Niven, A., Thin, A. G., MacDonald, M. J., & Oakes, J. R. (2010). Adolescent girls' energy expenditure during dance simulation active computer gaming. Journal of Sports Sciences, 28(1), 61-65.

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Beullens, K., Roe, K., & Van den Bulck, J. (2008). Adolescent health brief: Video games and adolescents' intentions to take risks in traffic. Journal of Adolescent Health, 43(1), 87-90.

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Paperny, D. M., & Starn, J. R. (1989). Adolescent pregnancy prevention by health education computer games: Computer-assisted instruction of knowledge and attitudes. Pediatrics, 83(5), 742-752.

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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.

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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.

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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.

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Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27(1), 113-122.

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Smyth, J. M. (2007). Beyond self-selection in video game play: An experimental examination of the consequences of massively multiplayer online role-playing game play. Cyberpsychology and Behavior, 10(5), 717-721.

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Kappes, B. M., & Thompson, D. L. (1985). Biofeedback vs. video games: Effects on impulsivity, locus of control and self-concept with incarcerated juveniles. Journal of Clinical Psychology, 41(5), 698-706.

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Griffiths, M. (2004). Can videogames be good for your health? Journal of Health Psychology, 9(3), 339-344.

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Borusiak, P., Bouikidis, A., Liersch, R., & Russell, J. B. (2008). Cardiovascular effects in adolescents while they are playing video games: A potential health risk factor? Psychophysiology, 45(2), 327-332.

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Frenn, M., Malin, S., Brown, R. L., Greer, Y., Fox, J., Greer, J., & Smyczek, S. (2005). Changing the tide: An internet/video exercise and low-fat diet intervention with middle-school students. Applied Nursing Research, 18(1), 13-21....
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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.

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Ogletree, S. M., & Drake, R. (2007). College students' video game participation and perceptions: Gender differences and implications. Sex Roles, 56(7-8), 537-542.

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Graves, L., Stratton, G., Ridgers, N. D., & Cable, N. T. (2007). Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: Cross sectional study. British Medical Journal, 335(7633), 1282-1284....
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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.

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Griffiths, M. D. (1997). Computer game playing in early adolescence. Youth & Society, 29(2), 223-237.

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Krichevets, A. N., Sirotkina, E. B., Yevsevicheva, I. V., & Zeldin, L. M. (1995). Computer games as a means of movement rehabilitation. Disability and Rehabilitation, 17(2), 100-105.

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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.

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Larwin, K. H., & Larwin, D. A. (2008). Decreasing excessive media usage while increasing physical activity: A single-subject research study. Behavior Modification, 32(6), 938-956.

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Griffiths, M. D., & Hunt, N. (1998). Dependence on computer games by adolescents. Psychological Reports, 82(2), 475-480.

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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.

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Widman, L. M., McDonald, C. M., & Abresch, R. T. (2006). Effectiveness of an upper extremity exercise device integrated with computer gaming for aerobic training in adolescents with spinal cord dysfunction. The Journal of Spinal Cord Medicine, 29...
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Adamo, K. B., Rutherford, J. A., & Goldfield, G. A. (2010). Effects of interactive video game cycling on overweight and obese adolescent health. Applied Physiology, Nutrition, and Metabolism, 85, 805-815....
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Okagaki, L., & Frensch, P. A. (1994). Effects of video game playing on measures of spatial performance: Gender effects in late adolescence. Journal of Applied Developmental Psychology, 15(1), 33-58.

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Hart, G. M., Johnson, B., Stamm, B., Angers, N., Robinson, A., Lally, T., & Fagley, W. H. (2008). Effects of video games on adolescents and adults. Cyberpsychology and Behavior, 12(1), 63-65.

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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.

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Resnick, H. (1986). Electronic technology and rehabilitation: A computerized simulation game for youthful offenders. Simulation & Gaming, 17(4), 460-466.

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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....
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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.

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Mellecker, R. R., Lanningham-Foster, L., Levine, J. A., & McManus, A. M. (2010). Energy intake during activity enhanced video game play. Appetite, 55(2), 343-347.

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Unnithan, V. B., Houser, W., & Fernhall, B. (2006). Evaluation of the energy cost of playing a dance simulation video game in overweight and non-overweight children and adolescents. International Journal of Sports Medicine, 27(10), 804-809....
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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.

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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.

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Madsen, K. A., Yen, S., Wlasiuk, L., Newman, T. B., & Lustig, R. (2007). Feasibility of a dance videogame to promote weight loss among overweight children and adolescents. Archives of Pediatrics & Adolescent Medicine, 161(1), 105-107. ...
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Radon, K., Furbeck, B., Thomas, S., Siegfried, W., Nowak, D., & von Kries, R. (2011). Feasibility of activity-promoting video games among obese adolescents and young adults in a clinical setting. Journal of Science and Medicine in Sport, 14(1), 4...
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Quirk, J. A., Fish, D. R., Smith, S. J., Sander, J. W., Shorvon, S. D., & Allen, P. J. (1995). First seizures associated with playing electronic screen games: A community-based study in Great Britain. Annals of Neurology, 37(6), 733-737....
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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.

Generation M: Media in the Lives of 8-18 Year Olds
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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.

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Dahlquist, N. R., Mellinger, J. F., & Klass, D. W. (1983). Hazard of video games in patients with light-sensitive epilepsy. The Journal of the American Medical Association, 249(6), 776-777.

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Yang, S. P., Smith, B. K., & Graham, G. M. (2008). Healthy video gaming: Oxymoron or possibility? Innovate: Journal of Online Education, 4(4).

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Fisher, S. (1994). Identifying video game addiction in children and adolescents. Addictive Behaviors, 19(5), 545-553.

iGameFloor: A platform for co-located collaborative games
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Grønbæk, K., Iversen, O. S., Kortbek, K. J., Nielsen, K. R., & Aagaard, L. (2007). iGameFloor: A platform for co-located collaborative games. In Proceedings of the international Conference on Advances in Computer Entertainment Technology (Salzb...
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Exner, A. (2010). Impact of cooperative versus competitive exergame play on overweight and obese adolescents’ physical, socio-emotional, and cognitive health. Dissertation Abstracts International, 72(2), 1-84.

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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...
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Akhutina, T., Foreman, N., Krichevets, A., Matikka, L., Narhi, V., Pylaeva, N., & Vahakuopus, J. (2003). Improving spatial functioning in children with cerebral palsy using computerized and traditional game tasks. Disability and Rehabilitation, 2...
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Golomb, M.R., McDonald, B.C., Warden, S.J., Yonkman, J., Saykin, A.J., Shirley, B., Huber, M., Rabin, B., AbdelBaky, M., Nwosu, M.E., Barkat-Masih, M., & Burdea, G.C. (2010). In-home virtual reality videogame telerehabilitation in adolescents wit...
Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health
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Lieberman, D. A. (1997). Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health. In R. L. Street, W. R. Gold & T. Mannings (Eds.), Health promotion and Interactive technology: Theoretical app...
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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.

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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.

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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.

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Kämpf, U., Shamshinova, A., Kaschtschenko, T., Mascolus, W., Pillunat, L., & Haase, W. (2008). Long-term application of computer-based pleoptics in home therapy: Selected results of a prospective multicenter study. Strabismus, 16(4), 149-158....
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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.

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Tejeiro-Salguero, R. A., & Moran, R. M. (2002). Measuring problem video game playing in adolescents. Addiction, 97(12), 1601-1606.

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Schneider, M., Dunton, G. F., & Cooper, D. M. (2007). Media use and obesity in adolescent females. Obesity, 15(9), 2338-2335.

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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.

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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.

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Colwell, J. (2007). Needs met through computer game play among adolescents. Personality and Individual Differences, 43(8), 2072-2082.

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Colwell, J., & Payne, J. (2000). Negative correlates of computer game play in adolescents. British Journal of Psychology, 91(3), 295-310.

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Griffiths, M. D., Davies, M. N., & Chappell, D. (2004). Online computer gaming: A comparison of adolescent and adult gamers. Journal of Adolescence, 27(1), 87-96.

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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....
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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.

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Coyle, D., Matthews, M., Sharry, J., Nisbet, A., & Doherty, G. (2005). Personal investigator: A therapeutic 3D game for adolescent psychotherapy. International Journal of Interactive Technology and Smart Education, 2(2), 73-88....
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Duncan, M. J., Birch, S., Woodfield, L., & Hankey, J. (2011). Physical activity levels during a 6-week, school-based, active videogaming intervention using the Gamercize Power Stepper in British children. Medicina Sportiva, 15(2), 81-87....
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Karim, S. A. (2005). PlayStation thumb – a new epidemic in children. South African Medical Journal, 95(6), 412.

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Sallis, J. F. (2011). Potential vs actual benefits of exergames. Archives of Pediatrics & Adolescent Medicine, 165(7), 667-669.

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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.

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Bosworth, K., Espelage, D., DuBay, T., Daytner, G., & Karageorge, K. (2000). Preliminary evaluation of a multimedia violence prevention program for adolescents. American Journal of Health Behavior, 24(4), 268-280.

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Nemire, K., Beil, J., & Swan, R. W. (1999). Preventing teen smoking with virtual reality. Cyberpsychology and Behavior, 2(1), 35-47.

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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.

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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.

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Lennon, J. L. (2006). Reports & communications: Debriefings of web-based malaria games. Simulation and Gaming, 37(3), 350-356.

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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.

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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.

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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.

Seriously fun: Exploring how to combine promoting health awareness and engaging gameplay
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Suhonen, K., Väätäjä, H., Virtanen, T., & Raisamo, R. (2008). Seriously fun: Exploring how to combine promoting health awareness and engaging gameplay. In Proceedings of the 12th International Conference on Entertainment and Media in the Ubiq...
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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.

Teens and technology: Youth are leading the transformation to a fully wired and mobile nation
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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.

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Robinson, T. N., Chen, H. L., & Killen, J. D. (1998). Television and music video exposure and risk of adolescent alcohol use. Pediatrics, 102(5), E54.

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Vicente-Rodriguez, G., Rey-Lopez, J. P., Martin-Matillas, M., Moreno, L. A., Warnberg, J., Redondo, C.,...& Bueno, M. (2008). Television watching, videogames, and excess of body fat in spanish adolescents: The AVENA study. Nutrition, 24(7), 654-6...
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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.

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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.

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Castel, A. D., Pratt, J., & Drummond, E. (2005). The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search. Acta Psychologica, 119(2), 217-230.

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Das, D., Grimmer, K., Sparnon, A., McRae, S., & Thomas, B. (2005). The efficacy of playing a virtual reality game in modulating pain for children with acute burn injuries: A randomized controlled trial. BMC Pediatrics, 5(1), 1471-2431....
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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.

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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....
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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.

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Chen, M. Y., Liou, Y. M., & Wu, J. Y. (2008). The relationship between TV/ computer time and adolescents' health-promoting behavior: A secondary data analysis. Journal of Nursing Research, 16(1), 75-85.

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Griffiths, M. (2003). The therapeutic use of videogames in childhood and adolescence. Clinical Child Psychology and Psychiatry, 8(4), 547-554.

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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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Timpka, T., Graspemo, G., Hassling, L., Nordfeldr, S., & Eriksson, H. ( 2004). Towards integration of computer games in interactive health education environments: Understanding gameplay challenge, narrative and spectacle. Studies in Health Techno...
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Masendorf, F. (1995). Training learning-disabled children's spatial abilities by computer games. European Education, 27(2), 49-71.

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Deutsch, J. E., Borbely, M., Filler, J., Huhn, K., & Guarrera-Bowlby, P. (2008). Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy. Physical Therapy, 88(10), 1196-1207....
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Kautiainen, S., Koivusilta, L., Lintonen, T., Virtanen, S. M., & Rimpela, A. (2005). Use of information and communication technology and prevalence of overweight and obesity among adolescents. International Journal of Obesity, 29(8), 925-933....
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Thomas, R., Cahill, J., & Santilli, L. (1997). Using an interactive computer game to increase skill and self-efficacy regarding safer sex negotiation: Field test results. Health Education and Behavior, 24(1), 71-86.

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Buchman, D. D., & Funk, J. B. (1996). Video and computer games in the '90s: Children's time commitment and game preference. Children Today, 24(1), 12-15, 31.

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Dorman, S. M. (1997). Video and computer games: Effect on children and implications for health education. Journal of School Health, 67(4), 133-138.

Video Game Uses and Gratifications as Predictors of Uses and Game Preference
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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

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Graf, W. D., Chatrian, G. E., Glass, S. T., & Knauss, T. A. (1994). Video game-related seizures: A report on 10 patients and a review of the literature. Pediatrics, 93(4), 551-556.

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Harris, M. B., & Williams, R. (1985). Video games and school performance. Education, 105(3), 306-309.

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Kasteleijn-Nolst Trenit, D. G., Martins da Silva, A., Ricci, S., Rubboli, G., Tassinari, C. A., Lopes, J.,...& Segers, J. P. (2002). Video games are exciting: A European study of video game-induced seizures and epilepsy. Epileptic Disorders, 4(2)...
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Szer, J. (1983). Video games as physiotherapy. The Medical Journal of Australia, 1(9), 401-402.

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Mayo, M. J. (2009). Video games: A route to large-scale STEM education? Science, 323(5910), 79-82.

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Griffiths, M. D. (2008). Videogame addiction: Further thoughts and observations. International Journal of Mental Health and Addiction, 6(2), 182-185.

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Griffiths, M. D. (1999). Violent video games and aggression: A review of the literature. Aggression and Violent Behavior, 4(2), 203-212.

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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.

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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.

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Robinson, R. J., Barron, D. A., Grainger, A. J., & Venkatesh, R. (2008). Wii knee. Emergency Radiology, 15(4), 255-257.

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Staiano, A. E. & Calvert, S. L. (2011). Wii tennis play as physical activity in low-income African American adolescents. CyberPsychology, 5.

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Kampf, U., Muchamedjarow, F., & Seiler, T. (2001). Supportive amblyopia treatment by means of computer games with background stimulation: A placebo controlled pilot study of 10 days. Klinische Monatsblatter fur Augenheilkunde, 218(4), 243-250....
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"Welcome to RoBards Counseling and Consulting. Our private psychotherapy practice is in Louisville, Kentucky, where we see individuals (children, adolescents & adults), groups, couples, and families. Our areas of specializations include intensive...
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