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"A colourful collection of tricks to make medical procedures less scary and sore. For kids and grown ups too!
"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
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
Charlton, J. P. (2002). A factor-analytic investigation of computer 'addiction' and engagement. British Journal of Psychology, 93(3), 329-344.
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.
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.
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.
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.
Sharry, J., McDermott, M., & Condron, J. (2003). Relax to win: Treating children with anxiety problems with a biofeedback video game. Eisteach, 2(25), 22-26.
Kirschbaum, C., & Hellhammer, D. H. (1989). Salivary cortisol in psychobiological research: An overview. Neuropsychobiology, 22(3), 150-169.
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.
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.
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.
Dahlquist, L. M., & Pendley, J. (2005). When distractions fails: Parental anxiety and children's responses to distraction during cancer procedures. Journal of Pediatric Psychology, 30(7), 623-628.
"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.
"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.
"Virtually Better is known world-wide as an innovator in the creation of virtual reality environments for the health care industry.























