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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.
9th Inning is a free, online, baseball-themed quiz game designed to test players’ knowledge and understanding of nutrition. Each correct answer earns a homerun. Watch out because answering three questions wrong means you’re out!
"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.
This free quiz game developed by the Environmental Protection Agency tests players’ knowledge of air quality and pollution and their effects on health. Questions are multiple choice.
This group of free mini-games by the National Dairy Council focuses on healthy food choices and the benefits of good nutrition and portion control.
This free online stress reduction game offers players a chance to relax, balance their mind and emotions, and clarify their thoughts.
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?
Breakfast Detectives is an online educational game that teaches players about the five food groups and the benefits of eating healthy foods. To win, players must "drag and drop the right foods to match the clues!"
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
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.
"New health games based upon the popular Jeopardy game are beginning to gain momentum among students, as they learn while having fun.
"This fast-paced game relies on a keen knowledge of food containing vitamin B1 and good keyboard skills to save lives.
CogniFit Personal Coach is intended to improve players’ cognitive skills and increase brain activity.
Colgate Kid’s world is a collection of free, online mini-games and fun activities for children about proper dental hygiene. These games address important teeth cleaning habits and how diet and nutrition can affect players’ teeth.
"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 Mac or PC, this exergame asks players to dance and boogie their way to a fun work out. The game uses contemporary Christian music.
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.
“During a political rally for Senator Lund, the unexpected happens - a Dirty Bomb!
Disaster Discovery is a free, online board game developed by the Federal Emergency Management Agenday (FEMA) that asks players a series of true or false questions that deal with disaster situations
"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,
Every Body Has a Brain is a video game, 16 brain songs and website for 4-6 year olds funded by grants from the National Institute of Mental Health’s Small Business Innovation Research Program.
This treasure hunting game was developed to detect eye problems in children.
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.
"There are 100s of fruits in the world, but how well do you know them??? Take the Food Focus challenge and test your fruit ID skills! 50 fruits to guess 50 chances to win.
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.
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.
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.
"Imagine That! is a Simulation Game of Drinking-Related Choices created by Linda C. Lederman, Ph. D. Rutgers University."
This free, downloadable game teaches about the immune system and is targeted to high school and college students.
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.
"Juf in a Box ('Teacher in a Box') is developed by Ranj, in co-operation with TNO, the Donders Institute, Avans and the Radboud University of Nijmegen.
In the free, online game Killer Flu, players are taught about seasonal and pandemic flu and how those differ from the influenza virus.
Developed by several universities, Let’s Talk About It is an interactive game that focuses on the perceptions college students have about campus drinking behaviors.
"Written by adolescents with kidney disease, Living With Kidney DiseaseTM is an interactive
Published by the National Institute of Child Health and Human Development, Milk Matters is a free, online collection of interactive games designed to educate players about the importance of calcium
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."
Playnormous.com is a web site for children that offers free health games that focus on nutrition and healthy eating habits.
Popsicle is a stress reduction game designed to soothe the nerves and induce a sense of balance and well being within players. The free, online game seeks to renew players' spirit by stimulating a shift in cognitive perspective.
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.
Replay: Finding Zoe is a free, online educational game designed to promote healthy and equal relationships among individuals and reduce gender stereotyping and sexism.
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-
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
RU SURE? is a simulation game designed to engage students in thinking about their drinking. Players of this game will be faced with making alcohol-related decisions that can lead to serious consequences.
Sheppard Software is a collection of free, online educational games, puzzles, and activities designed to teach young minds about health and improve understanding in various school related subjects.
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.
"Symptom Scenes is an arcade game featuring a cast of cute characters suffering from Meningitis or Septicaemia. It's a race against time to recognize the symptoms and save as many as you can!
Secret agents are on a mission to uncover information about asthma management in The Asthma Files.
"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.
The Incredible Adventures of the Amazing Food Detective is a game that teaches players the importance of healthy eating and getting ample amounts of exercise.
"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.
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.
Watch, Discover, Think, and Act is a computer game designed to educate children about how to properly manage their asthma.
Wee Willie Wheezie is an interactive PC game designed to educate children about asthma and effective strategies for managing it.
Xavix Music & Circuit is an exergame that allows players to get a workout while dancing and moving to the music.
Zamzee is an online rewards program for young teens powered by their physical activity.
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.
Russell, W. D. (2009). A comparison of exergaming to traditional video games on children's mood, attention, and short-term memory. Missouri Journal of Health, Physical Education, Recreation & Dance, 19, 77-88.
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.
Charlton, J. P. (2002). A factor-analytic investigation of computer 'addiction' and engagement. British Journal of Psychology, 93(3), 329-344.
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.
Green, C. S., & Bavelier, D. (2007). Action-video-game experience alters the spatial resolution of vision. Psychological Science, 18(1), 88-94.
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.
Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the internet and online gaming. Cyberpsychology and Behavior, 8(2), 110-113.
May, C. A. (1994). Addiction to video and computer games: A case-study. Nervenheilkunde, 13(6), 314-317.
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.
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.
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.
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.
Kreuter, M. W., Oswald, D. L., Bull, F. C., & Clark, E. M. (2000). Are tailored health education materials always more effective than non-tailored materials? Health Education Research, 15(3), 305-315.
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.
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.
Daley, A. J. (2009). Can exergaming contribute to improving physical activity levels and health outcomes in children? Pediatrics, 124(2), 763-771.
Gardner, J. E. (1991). Can the mario bros. help?: Nintendo games as an adjunct in psychotherapy with children. Psychotherapy, 28(4), 667-670.
Basak, C., Boot, W. R., Voss, M. W., & Kramer, A. F. (2008). Can training in a real-time strategy video game attenuate cognitive decline in older adults? Psychology and Aging, 23(4), 765-777.
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.
Griffiths, M. (2004). Can videogames be good for your health? Journal of Health Psychology, 9(3), 339-344.
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.
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.
Hillier, A. (2008). Childhood overweight and the built environment: Making technology part of the solution rather than part of the problem. Annals of the American Academy of Political and Social Science, 615, 56-82.
Hoysniemi, J., Hamalainen, P., Turkki, L., & Rouvi, T. (2005). Children's intuitive gestures in vision-based action games. Communications of the ACM, 48(1), 44-50.
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.
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.
Baranowski, T., Allen, D. D., Masse, L. C., & Wilson, M. (2006). Does participation in an intervention affect responses on self-report questionnaires? Health Education Research, 21(1), i98-i109.
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.
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.
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.
Sell, K., Lillie, T., & Taylor, J. (2008). Energy expenditure during physically interactive video game playing in male college students with different playing experience. Journal of American College Health, 56(5), 505-511.
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.
Leatherdale, S. T., Woodruff, S. J., & Manske, S. R. (2010). Energy expenditure while playing active and inactive video games. American Journal of Health Behavior, 34(1), 31-35.
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.
Wan, K. W. (2008). Exercise is revolting. The Journal of the Royal Society for the Promotion of Health, 128(1), 12-14.
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.
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.
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.
Barr, P., Khaled, R., Noble, J., & Biddle, R. (2006). Feeling strangely fine: The well-being economy in popular games. In W. Ijsselsteijn & Y. de Kort (Eds.), Persuasive Technology (60-71). New York : Springer.
Sawyer, B. (2008). From cells to cell processors: The integration of health and video games. IEEE Computer Graphics and Applications, 28(6), 83-85.
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.
Howell, K. (2005). Games for health conference 2004: Issues, trends, and needs unique to games for health. Cyberpsychology and Behavior, 8(2), 103-109.
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.
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.
Bandura, A. (2004). Health promotion by social cognitive means. Health Education and Behavior, 31(2), 143-164.
Atack, L., & Luke, R. (2008). Impact of an online course on infection control and prevention competencies. Journal of Advanced Nursing, 63(2), 175-180.
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.
Dworak, M., Schierl, T., Bruns, T., & Struder, H. K. (2007). Impact of singular excessive computer game and television exposure on sleep patterns and memory performance of school-aged children. Pediatrics, 120(5), 978-985.
Wade, T., & Holt, L. L. (2005). Incidental categorization of spectrally complex non-invariant auditory stimuli in a computer game task. The Journal of the Acoustical Society of America, 118(4), 2618-2633.
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.
Goran, M. I., & Reynolds, K. (2005). Interactive multimedia for promoting physical activity (IMPACT) in children. Obesity Research, 13(4), 762-771.
Studenski, S. A., Perera, S., Keller, V., Spadola-Bogard, J., & Garcia, J. (2010). Interactive video dance games for healthy older adults. Journal of Nutrition, Health & Aging, 14(10), 850-852.
Cole, S.W., Yoo, D.J., Knutson, B. (2012) Interactivity and reward-related neural activation during a serious videogame. PLoS ONE, 7(3), e33909.
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.
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.
Peng, W., Lih, J.H., & Crouse, J. (2011). Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games. Cyberpsychology, Behavior, and Social Networking, 14(11), 681-688.
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.
Vandewater, E. A., Shim, M. S., & Caplovitz, A. G. (2004). Linking obesity and activity level with children's television and video game use. Journal of Adolescence, 27(1), 71-85.
Management of chronic pediatric diseases with interactive health games: Theory and research findings
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.
Roberts, D. F. (2000). Media and Youth: Access, Exposure, and Privatization. Journal of Adolescent Health, 27(S), 2, New York, NY.
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.
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.
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.
Wilkinson, N., Ang, R. P., & Goh, D. H. (2008). Online video game therapy for mental health concerns: A review. International Journal of Social Psychiatry, 54(4), 370-382.
Overweight/obesity and factors associated with body mass index during adolescence: The VYRONAS study
Brug, J., Oenema, A., & Campbell, M. (2003). Past, present, and future of computer-tailored nutrition education. American Journal of Clinical Nutrition, 77(4), 1028S-1034S.
Goudarzi, V., & Tomic, S. (2006). PEDdo: Steps to a healthy lifestyle. In CHI '06 Extended Abstracts on Human Factors in Computing Systems (Montréal, Québec, Canada, April 22 - 27, 2006). CHI '06. New York, NY: ACM.
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.
Tazawa, Y., & Okada, K. (2001). Physical signs associated with excessive television-game playing and sleep deprivation. Pediatrics International, 43(6), 647-650.
Segal, K. R., & Dietz, W. H. (1991). Physiologic responses to playing a video game. American Journal of Diseases of Children, 145(9), 1034-1036.
Ivarsson, M., Anderson, M., Akerstedt, T., & Lindblad, F. (2009). Playing a violent television game affects heart rate variability. Acta Paediatrica, 98(1), 166-172.
Graf, D. L., Pratt, L. V., Hester, C. N., & Short, K. R. (2009). Playing active video games increases energy expenditure in children. Pediatrics, 124(2), 534-540.
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.
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.
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.
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.
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.
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.
Glassy, D., & Romano, J. (2003). Selecting appropriate toys for young children: The pediatricians' role. Pediatrics, 111(4), 911-913.
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.
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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.
Archimage is a design studio that designs computer games, particularly games for health, and offers services in web design, computer animation, and multimedia.
Brain Health Blog concerns “information on the science that goes into the [brain training] games and training applications developed by Luminosity.
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.”
Crumple It Up, Another Humana Innovation, offers this blog that focuses on health innovation, health technology, and personal journeys.
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.
Fitspott is “a blog about the premier social networking platform for health and fitness.”
The Games-for-Health Discussion Listserv is an email discussion list for people interested in building health games.
The University of Nebraska Medical Center provides an index that directs users to sites around the web that provide general medical images.
Healthy Gaming provides users with “daily news, tips and thoughts concerning health related video games.”
Humana Games for Health develops health-related games and offers recent news, research, and links to play games that provide physical and mental workouts.
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.
RightHealth offers listings of web resources including blogs, forums, news, videos, and images about nutrition games.
Super Smart Games provides user-rated reviews and detailed descriptions of games judged to be healthy or educational for kids, teens, or adults. Visitors can search and find games based on category, platform, age group, and subject.
A collection containing numerous 3D models and textures that depict medical and health related images for varying quality and price.
"Pharmacy related resources for the consumers, students, pharmacists, and health care professionals. Includes drug information, reliable links, and pharmacy school data."
"The American Dietetic Association is the world's largest organization of food and nutrition professionals. ADA is committed to improving the nation's health and advancing the profession of dietetics through research, education and advocacy."
"The Apple Products Research and Education Council is a non-profit coaliton of companies that make and supply products for the processed apples industry."
"The Arizona Nutrition Network (AzNN) is a public and private partnership led by the Arizona Department of Health's Bureau of USDA Nutrition Programs.
At Ayogo, we’re helping people change their lives, one fun social game at a time.
"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.
"We are a digital media entertainment company in Columbia, Maryland, focused on creating fun, educational games.
"big red frog is a brand led media company dedicated to the development of outstanding entertainment, health and lifestyle products.
"BluePrint Healthcare IT (“BluePrint”) is recognized for its leadership in healthcare technology, providing hospitals, healthcare systems, and other healthcare organizations with products and servi
"Bravehearts aims to 'Break the Silence', provide healing and support, engender child sexual assault prevention and protection strategies; advocate for understanding and promote increased education
"Founded as a single health plan in 1984, Centene Corporation (Centene) has established itself as a national leader in the healthcare services field.
"The Center for Health Transformation is a high-impact collaboration of private and public sector leaders committed to creating a 21st Century Intelligent Health System that saves lives and saves money for all Americans."
"We are a group of people who share the Centre's vision to improve health for all through information and communication technologies (ICTs)."
"The ultimate goal is to improve the health services and improving the quality of service outcomes."
"ClickHealth focuses on developing technologies and piloting solutions in various developing countries with an aim to test medical feasibility and social acceptance.
"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.
"CyberLearning Technology is the sole licensee of unique technology developed, proven and patented by NASA and originally used for pilot training."
"Cybex International, Inc. is a leading manufacturer of premium exercise equipment for commercial and consumer use.
"The Dairy Council of California helps to improve the lives of millions of Californians each year through nutrition education.
"Digital Dream Forge is an independent software testing company based in Scottsdale, Arizona.
"Discovery Communications is the world's number one nonfiction media company reaching more than 1.5 billion cumulative subscribers in over 180 countries.
"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
"As the world’s leading provider of science and health information, Elsevier serves more than 30 million scientists, students and health and information professionals worldwide."
"Eric was diagnosed with high-functioning autism in 2001. Born in Singapore in 1982, he went through mainstream schooling without realizing that he has autism.
"Award-winning game developer, Catherine Frederico combined her photographic talents and her creative energy with her background as a Nutrition Scientist and Registered Dietitian to create the firs
"Games for Health is a project produced by The Serious Games Initiative, a Woodrow Wilson International Center for Scholars effort that applies cutting edge games and game technologies to a range o
"A non-profit organization based in Europe, the “Games for Health Europe Foundation”, is arranging the Games For Health Europe conference in the Netherlands."
"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.
"With more than 20 years of experience, HCPro, Inc., is a leading provider of integrated information, education, training, and consulting products and services in the vital areas of healthcare regu
"Since 2007, the Health 2.0 Conference has been the leading showcase of cutting-edge innovation transforming the health care system.
"The Health e-Technologies Initiative functioned as a National Program Office of the Robert Wood Johnson Foundation from February 2002 through April 2009.
"Health Hero Network is a leading innovator of technology solutions for remote health monitoring and management.
"Healthcare is a tough space for startups. It doesn't have to be. Healthbox has assembled a world-class mentor network that will provide healthcare startups with invaluable advice and connections.
The Healthy Social Project brings together scientists, physicians, artists and technology developers around the vision of using social networks to promote and spread positive health behaviors and a
"Hindawi Publishing Corporation is a commercial publisher of peer-reviewed journals covering a wide range of academic disciplines.
"iConecto is a leading experiential media Solutions firm focused on superior health and performance.
"IRMA is an international organization dedicated to advancing the research community by bringing together researchers, practitioners, academicians, and policy makers in information technology man
"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 Inner G, "The International Food Information Council Foundation is dedicated to the mission of effectively communicating science-based information on health, food safety and nutrition for the public good."
"Jessica Kingsley Publishers is a wholly independent company, committed to publishing books that make a difference. We publish books for professional and general readers in a range of subjects.
"KidsHealth is the largest and most-visited site on the Web providing doctor-approved health information about children from before birth through adolescence.
"Lumos Labs is a cognitive neuroscience research and development company that builds software tools for improving brain health and performance.
"The Massachusetts Health Data Consortium is a non-profit organization that creates, promotes, and supports collaborative efforts to improve health and healthcare using health data and health information technology."
"MeYou Health is a company dedicated to helping people pursue, achieve and maintain a more healthful life by improving their well-being every day.
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.
"The mission of MADD is to stop drunk driving, support the victims of this violent crime and prevent underage drinking." MADD published Road Ready Teens: Streetwise.
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."
Publisher of the game My Student Body and more, "The National Institutes of Health (NIH), a part of the U.S. Department of Health and Human Services, is the primary Federal agency for conducting and supporting medical research."
"The mission of Nobel Media is to spread information and knowledge about the Nobel Prize and the Nobel Laureates and their Nobel Prize awarded achievements.
Makers of the game "Drug watch," "Nottinghamshire Police plays an important role in fighting crime, protecting people and promoting law and order in Nottinghamshire. We do this 24 hours a day, every day."
"Nourish Interactive is your free one stop resource for fun nutrition games for kids, interactive nutrition tools and tips for parents and health educators to use to promote healthy living for the whole family."
"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.
Developer of the AQI Color Game and AQI Game Show, "The Office of Air Quality Planning and Standards is part of EPA's Office of Air and Radiation. Its primary mission is to preserve and improve air quality in the United States."
"Created by Congress in 1976, the Office of Disease Prevention and Health Promotion (ODPHP) plays a vital role in developing and coordinating a wide range of national disease prevention and health promotion strategies."
"Playnormous is an online community for children ages 6 to 15, their parents, and teachers to play fun casual games for health."
A maker of brain games, "Posit Science strives to help people flourish throughout their lives. We do this by providing effective, non-invasive tools that engage the brain's natural plasticity to improve brain health."
"Project HealthDesign is forging a new vision of personal health records (PHRs) by exploring practical ways to capture and integrate patient-recorded observations of daily living (ODLs) into clinical care."
"Purdue University in West Lafayette is the main campus of the Purdue University System in Indiana. As the home to over 41,000 students, the campus is a city unto itself that offers over 200 academic programs for undergraduates."
"Retirement Living TV (RLTV) is the only cable network dedicated to serving adults 50+ by providing information and entertainment relevant to their needs and lifestyles.
"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.
"In the Fall of 1997, [Rutgers] Communication faculty members Linda Lederman and Lea Stewart worked with Lisa Laitman, Fern Goodhart, and Richard Powell, health educators and substance abuse counse
"At Schering-Plough, we aspire to earn the trust of doctors, patients and customers by providing a steady flow of innovative, science-based medicines and services that improve the health and well-being of people around the world."
"The School Food Trust was established by the Department for Education and Skills in September 2005.
"The Serious Games Initiative is focused on uses for games in exploring management and leadership challenges facing the public sector.
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
"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
"Our Mission: To consolidate and build on the achievements of the past five years in improving access to health care for all and reducing inequity, and to focus on working in partnership with other
"Southern Adventist University is a co‑educational institution established by the Seventh‑day Adventist Church, offering master’s, baccalaureate, and associate degrees, and one-year certificates."
"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 AbleGamers Foundation is dedicated to bring greater accessibility in the digital entertainment space so that people with disabilities can gain a greater quality of life, and develop a rich social life that gaming can bring."
"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 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



























































































































































































































































































































































































































































































