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Andrews, A., Joyce, R.T., & Bowers, C.A. (2010). Using serious games for mental health education. In serious game design and development technologies and training for learning. Serious Game Design and Development: Technologies for Training and Learning, 246-259. J. Cannon-Bowers, & C. Bowers (Eds.). Hershey, PA: IGI Global.
Byrne, S., Gay, G., Pollak, J. P., Retelny, D., Gonzales, A. L., & Wansink, B. (2012). Caring for mobile phone based avatars can lead teenagers to eat breakfast. Journal of Children and Media, 6(1), 83-89.
Bingham, P.M., Bates, J.H.T., Thompson-Figueroa, J., & Lahiri, T. (2010). A breath biofeedback computer game for children with cystic fibrosis. Clinical Pediatrics, 49, 337-342.
DeShazo, J., Harris, L., & Pratt, W. (2010, October). Effective intervention or child's play? A review of video games for diabetes education. Diabetes Technology & Therapeutics. 12(10), 815-822.
DeShazo, J., Harris, L., Turner, A., & Pratt, W. (2010, August). Designing and remotely testing mobile diabetes video games. Journal of Telemedicine and Telecare. 16, 378.
Exner, A. (2010). Impact of cooperative versus competitive exergame play on overweight and obese adolescents’ physical, socio-emotional, and cognitive health. Ph.D. dissertation, Georgetown University, United States – District of Columbia. Dissertation Abstracts International, 72(2).
Feltz, D.L., Kerr, N.L., & Irwin, B.C. (2011). Buddy up: The Köhler effect applied to health video games. Journal of Sport & Exercise Psychology, 33 (4), 506-526.
Fritz, S.L, Rivers, E.D., Merlo, A.R., & Duncan, B.M. (2009). Examining the effects of commercially available video game systems, the Nintendo Wii and Sony Playstation 2, on balance and mobility in individuals with chronic stroke. Journal of Neurologic Physical Therapy Abstracts, 33(4), 224-232.
Gay, G. (2009). Context-Aware Mobile Computing: Affordances of Space, Social Awareness, and Social Influence. Princeton, NJ: Morgan & Claypool Publishers.
Irwin, B.C., Feltz, D.L., Kerr, N.L., & Hwang, S. (2010). Cyber buddies: Testing the Köhler motivation gain effect using virtual partners. Journal of Sport and Exercise Psychology, 32S, 29.
Johnston, J., Sheldon, L., & Massey, A.P. (2010). Influencing physical activity and healthy behaviors in college students: Lessons from an Alternate Reality Game. In Cannon-Bowers, J. and Bowers, C., (Eds). Serious Game Design and Development: Technologies for Training and Learning. Hershey, PA: IGI Global.
Joyce, R.T, Verduin, M., LaRowe, S., Bowers ,C.A., & Cannon-Bowers, J. (2010). Lessons learned: Adult learners and serious game design. Journal of Instructional Delivery Systems, 23(3):65, 6-16.
Peng, W., Lin, J. H., & Crouse, J. (2010). Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games. Paper presented at the Annual Conference of the International Communication Association. Boston, MA. 2011.
Peters, D., Fritz, S. L., Merlo, A., & Rivers, E. D. (2010). Examining the effects of Wii and Playstation game play on dynamic gait and symmetrical weight-bearing in individuals with chronic stroke: A preliminary study. Journal of Neurologic Physical Therapy Abstract, 34(4), 224-231.
Pollak, J. P., Gay, G., Byrne, S., Wagner, E., Retelny, D., & Humpfreys, L. (2010). It’s time to eat! Using mobile games to promote healthy eating. IEEE Pervasive Computing: Connected Youth, 9(3), 21-27.
Staiano, A.E., & Calvert, S.L. (2011, May). Exergames for physical education courses: Physical, social and cognitive benefits. Child Development Perspectives, 5(2), 93-98