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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.
"A colourful collection of tricks to make medical procedures less scary and sore. For kids and grown ups too!
"The SilverFit Mile can be installed on your existing treadmill. A projector beams a virtual environment on a sceen in front of the treadmill. This gives the participant the feeling of actually walking through the surroundings."
"The SilverFit Newton is a virtual therapy system for strength training. It can be fitted to any type of equipment that operates with a weight stack such as a pulley, a leg press, or a shoulder press."
"The SilverFit is a system for virtual rehabilitation. It has been developed for people who have to exercise regularly as part of a rehabilitation program.
Therapy exergame is being used as physical therapy for patients recovering from surgeries.
This game combines entertainment, physical activity, and virtual environments.
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
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.
Beale, I. L. (2002). An evaluation model for psychoeducational interventions using interactive multimedia. Cyberpsychology and Behavior, 5(6), 565-580.
Horn, E., Jones, H. A., & Hamlett, C. (1991). An investigation of the feasibility of a video game system for developing scanning and selection skills. Journal of the Association for Persons with Severe Handicaps, 16(2), 108-115.
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.
Hoppes, S. (1997). Can play increase standing tolerance?: A pilot-study. Physical and Occupational Therapy in Geriatrics, 15(1), 65-73.
Gardner, J. E. (1991). Can the mario bros. help?: Nintendo games as an adjunct in psychotherapy with children. Psychotherapy, 28(4), 667-670.
Griffiths, M. (2004). Can videogames be good for your health? Journal of Health Psychology, 9(3), 339-344.
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.
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.
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.
Howell, K. (2005). Games for health conference 2004: Issues, trends, and needs unique to games for health. Cyberpsychology and Behavior, 8(2), 103-109.
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.
Sveistrup, H. (2004). Motor rehabilitation using virtual reality. Journal of Neuroengineering and Rehabilitation, 1(1), 10.
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.
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.
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.
Takahashi, C. D., Der-Yeghiaian, L., Rehan, V. L., Motiwala, R., & Cramer, S. C. (2008). Robot-based hand motor therapy after stroke. Brain: A Journal of Neurology, 131(2), 425-437.
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.
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.
Green, C. S., & Bavelier, D. (2006). The cognitive neuroscience of video games. In P. Messaris & L. Humphreys (Eds.), Digital media: Transformations in human communication (pp. 211-223). New York: Peter Lang.
Sherer, M. (1998). The effect of computerized simulation games on the moral development of junior and senior high-school students. Computers in Human Behavior, 14(2), 375-386.
Rand, D., Kizony, R., & Weiss, P. T. (2008). The Sony Playstation II EyeToy: Low-cost virtual reality for use in rehabilitation. Journal of Neurologic Physical Therapy, 32(4), 155-163.
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.
Swank, J. M. (2008). The use of games: A therapeutic tool with children and families. International Journal of Play Therapy, 17(2), 154-167.
Adriaenssens, P., Eggermont, E., Pyck, K., Boeckx, W., & Gilles, B. (1988). The video invasion of rehabilitation. Burns, Including Thermal Injury, 14(5), 417-419.
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.
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.
Lawrence, G. H. (1986). Using computers for the treatment of psychological problems. Computers in Human Behavior, 2(1), 43-62.
Griffiths, M. (2005). Video games and health. British Medical Journal, 331, 122-123.
Szer, J. (1983). Video games as physiotherapy. The Medical Journal of Australia, 1(9), 401-402.
Phillips, W. R. (1991). Video-game therapy. The New England Journal of Medicine, 325(17), 1256-1257.
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.
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.
Broeren, J., Bjorkdahl, A., Claesson, L., Goude, D., Lundgren-Nilsson, A., Samuelsson, H.,... & Rydmark, M. (2008). Virtual rehabilitation after stroke. Studies in Health Technology and Informatics, 136, 77-82.
Bowman, T. (1997). VR meets physical therapy. Communications of the ACM, 40(8), 59-60.
Wright, K. (2001). Winning brain waves: Can custom-made video games help kids with attention deficit disorder? Discover, 22(3), 25.
"iConecto is a leading experiential media Solutions firm focused on superior health and performance.
"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.
"In 1977, we were fresh out of graduate school and hard at work in the schools.
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
"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."
"Virtually Better is known world-wide as an innovator in the creation of virtual reality environments for the health care industry.
















































