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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.
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.
"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
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.
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.
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.
Blumberg, F. C., & Sokol, L. M. (2004). Boys' and girls' use of cognitive strategy when learning to play video games. The Journal of General Psychology, 131(2), 151-158.
Subrahmanyam, K., & Greenfield, P. M. (1994). Effects of video game practice on spatial skills in girls and boys. Journal of Applied Developmental Psychology, 15(1), 13-32.
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.
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.
Greenspan, R. (2004). Girl gamers grow up. Retrieved from http://www.clickz.com/clickz/news/1697222/girl-gamers-grow-up.
"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.
"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."

















