Summary: A form of interactive entertainment in which the player controls electronically generated images that appear on a video display screen. This includes video games played in the home on special machines or home computers, and those played in arcades. (McGraw Hill Encyclopedia of Science & Technology, 7th ed, v19, p223)
Publications287 found, 100 shown here
- Effects of active video games on body composition: a randomized controlled trialRalph Maddison
Clinical Trials Research Unit, University of Auckland, Auckland, New Zealand
Am J Clin Nutr 94:156-63. 2011Sedentary activities such as video gaming are independently associated with obesity. Active video games, in which players physically interact with images on screen, may help increase physical activity and improve body composition.
- Action video game modifies visual selective attentionC Shawn Green
Department of Brain and Cognitive Sciences, Center for Visual Science, University of Rochester, Rochester, New York 14627, USA
Nature 423:534-7. 2003..In a fifth experiment, non-players trained on an action video game show marked improvement from their pre-training abilities, thereby establishing the role of playing in this effect...
- Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principleGustavo Saposnik
Division of Neurology, Departments of Medicine and Health Policy Management and Evaluation and Institute for Clinical Evaluative Sciences, Li Ka Shing Knowledge Institute of St Michael s Hospital, Dalla Lana, School of Public Health, University of Toronto, Ontario, Canada
Stroke 41:1477-84. 2010..Although existing evidence suggests that increasing intensity of stroke rehabilitation therapy results in better motor recovery, limited evidence is available on the efficacy of virtual reality for stroke rehabilitation...
- Relationships between media use, body fatness and physical activity in children and youth: a meta-analysisS J Marshall
Department of Exercise and Nutritional Sciences, San Diego State University, San Diego, CA 92182 7251, USA
Int J Obes Relat Metab Disord 28:1238-46. 2004..To review the empirical evidence of associations between television (TV) viewing, video/computer game use and (a) body fatness, and (b) physical activity...
- Exercising your brain: a review of human brain plasticity and training-induced learningC S Green
Department of Psychology, University of Minnesota, Minneapolis, MN 55455, USA
Psychol Aging 23:692-701. 2008..When maximally implemented in rehabilitative paradigms, these characteristics may greatly increase the efficacy of training...
- Sedentary behaviour and obesity development in children and adolescentsJuan Pablo Rey-López
HELENA Study Group, School of Health Sciences, University of Zaragoza, Edificio Cervantes, 2nd Floor, C Corona de Aragón 42, 50009 Zaragoza, Spain
Nutr Metab Cardiovasc Dis 18:242-51. 2008..However, video games and computers do not represent such a high risk compared to watching TV, when they do not replace physical ..
- A pilot study of Wii Fit exergames to improve balance in older adultsMaayan Agmon
University of Washington, Seattle, WA 98195, USA
J Geriatr Phys Ther 34:161-7. 2011..To determine the safety and feasibility of using Nintendo Wii Fit exergames to improve balance in older adults...
- Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsyJudith E Deutsch
Department of Rehabilitation and Movement Science, School of Health Related Professions, University of Medicine and Dentistry of New Jersey, 65 Bergen St, SSB 723, Newark, NJ 07101 3001, USA
Phys Ther 88:1196-207. 2008..The purpose of this retrospective and prospective case report is to describe the feasibility and outcomes of using a low-cost, commercially available gaming system (Wii) to augment the rehabilitation of an adolescent with cerebral palsy...
- Energy cost of exergaming: a comparison of the energy cost of 6 forms of exergamingBruce W Bailey
Department of Exercise Sciences, College of Life Sciences, 267 Smith Fieldhouse, Brigham Young University, Provo, UT 84602 2201, USA
Arch Pediatr Adolesc Med 165:597-602. 2011....
- Validity and reliability of the Nintendo Wii Balance Board for assessment of standing balanceRoss A Clark
Centre for Health, Exercise and Sports Medicine, Faculty of Medicine, Dentistry and Health Sciences, The University of Melbourne, Carlton, Victoria 3010, Australia
Gait Posture 31:307-10. 2010..Given that the WBB is portable, widely available and a fraction of the cost of a FP, it could provide the average clinician with a standing balance assessment tool suitable for the clinical setting...
- Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic reviewCraig A Anderson
Department of Psychology, W112 Lagomarcino Hall, Iowa State University, Ames, IA 50011, USA
Psychol Bull 136:151-73. 2010Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior...
- Video games and aggressive thoughts, feelings, and behavior in the laboratory and in lifeC A Anderson
Department of Psychology, University of Missouri Columbia, USA
J Pers Soc Psychol 78:772-90. 2000..Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior...
- Can training in a real-time strategy video game attenuate cognitive decline in older adults?Chandramallika Basak
Beckman Institute, Department of Psychology, University of Illinois at Urbana Champaign, Urbana, IL 61801, USA
Psychol Aging 23:765-77. 2008..Individual differences in changes in game performance were correlated with improvements in task switching. The study has implications for the enhancement of executive control processes of older adults...
- Systematic review of correlates of screen-viewing among young childrenItziar Hoyos Cillero
University of the Basque Country, Nursing I Department, Nursing University School, Barrio Sarriena s n, Leioa, 48940, Biscay, Spain
Prev Med 51:3-10. 2010..The aims of this review were to: (I) synthesise current research on the correlates of screen-viewing among young children (< or = 7 years old); and (II) identify gaps in the study of these correlates...
- Is playing exergames really exercising? A meta-analysis of energy expenditure in active video gamesWei Peng
College of Communication Arts and Sciences, Michigan State University, East Lansing, Michigan 48824, USA
Cyberpsychol Behav Soc Netw 14:681-8. 2011This article reports a meta-analysis of energy expenditure (EE) of playing active video games (AVGs)...
- The effect of active video gaming on children's physical activity, behavior preferences and body compositionLee E F Graves
Research Institute for Sport and Exercise Sciences, Liverpool John Moores University, Liverpool, UK
Pediatr Exerc Sci 22:535-46. 2010..No body fat changes were observed between groups. Targeted changes in video game use did not positively affect PA. Larger trials are needed to verify the impact of active video games on children's PA and health.
- Enhancing the contrast sensitivity function through action video game trainingRenjie Li
Brain and Cognitive Sciences Department and Center for Visual Science, University of Rochester, New York, USA
Nat Neurosci 12:549-51. 2009..We found that the very act of action video game playing also enhanced contrast sensitivity, providing a complementary route to eyesight improvement...
- Changes in physical activity and fitness after 3 months of home Wii Fit™ useScott G Owens
Department of Health, Exercise Science, and Recreation Management, University of Mississippi, University, Mississippi, USA
J Strength Cond Res 25:3191-7. 2011..Modest daily Wii Fit™ use may have provided insufficient stimulus for fitness changes...
- Video games as a tool to train visual skillsR L Achtman
Department of Brain and Cognitive Sciences, Center for Visual Sciences, University of Rochester, RC 270268, Meliora Hall, Rochester, NY 14627 0268, USA
Restor Neurol Neurosci 26:435-46. 2008..This paper considers the case of playing action video games as a way to induce widespread enhancement in vision.
- A feasibility study using interactive commercial off-the-shelf computer gaming in upper limb rehabilitation in patients after strokeLoh Yong Joo
Tan Tock Seng Rehabilitation Centre, Singapore 569766, Republic of Singapore
J Rehabil Med 42:437-41. 2010..One such device is the Nintendo Wii. Published clinical studies evaluating its acceptance, potential benefits and side-effects in the rehabilitation of patients with post-stroke weakness are few in number...
- Measuring problem video game playing in adolescentsRicardo A Tejeiro Salguero
Universidad Nacional de Educacion a Distancia, Algeciras and Universidad de Málaga, Spain
Addiction 97:1601-6. 2002..to design and validate a scale to measure the problems associated with the apparently addictive use of all types of video games and video game systems, because there is no instrument at the present time that can be used for this purpose.
- Getting plugged in: an overview of internet addictionCaroline Flisher
Waltham Forest Child and Family Consultation Service, Waltham Forest, London, UK
J Paediatr Child Health 46:557-9. 2010..This article explores the prevalence, symptoms and management of Internet addiction and the consequences of ignoring the ever growing concerns from public figures and institutions...
- A descriptive epidemiology of screen-based media use in youth: a review and critiqueSimon J Marshall
Department of Exercise and Nutritional Sciences, San Diego State University, 5500 Campanile Drive, San Diego, CA 92182 7251, USA
J Adolesc 29:333-49. 2006..Boys and girls with access to video games spend approximately 60 and 23 min day(-1), respectively, using this technology...
- Adolescent screen time and rules to limit screen time in the homeErnesto R Ramirez
Department of Family and Preventive Medicine, University of California, San Diego, La Jolla, California 92093 0811, USA
J Adolesc Health 48:379-85. 2011..To investigate associations between adolescent screen time behaviors, screen time rules, and presence of electronic media in the bedrooms of adolescents...
- Video game-based exercises for balance rehabilitation: a single-subject designAimee L Betker
Department of Electrical and Computer Engineering, University of Manitoba, Winnipeg, MB, Canada
Arch Phys Med Rehabil 87:1141-9. 2006To investigate whether coupling foot center of pressure (COP)-controlled video games to standing balance exercises will improve dynamic balance control and to determine whether the motivational and challenging aspects of the video games ..
- Enumeration versus multiple object tracking: the case of action video game playersC S Green
Department of Brain and Cognitive Sciences, University of Rochester, RC 270268, Meliora Hall, Rochester, NY 14627 0268, USA
Cognition 101:217-45. 2006..Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes ..
- Brain activity and desire for Internet video game playDoug Hyun Han
Department of Psychiatry, Chung Ang University, College of Medicine, Seoul 104 757, South Korea
Compr Psychiatry 52:88-95. 2011Recent studies have suggested that the brain circuitry mediating cue-induced desire for video games is similar to that elicited by cues related to drugs and alcohol...
- Neural bases of selective attention in action video game playersD Bavelier
Rochester Center for Brain Imaging, Rochester, NY 14627 8917, USA
Vision Res 61:132-43. 2012Over the past few years, the very act of playing action video games has been shown to enhance several different aspects of visual selective attention, yet little is known about the neural mechanisms that mediate such attentional benefits...
- Impact of singular excessive computer game and television exposure on sleep patterns and memory performance of school-aged childrenMarkus Dworak
Institute of Motor Control and Movement Technique, German Sport University Cologne, Carl Diem Weg 6, 50933 Cologne, Germany
Pediatrics 120:978-85. 2007..The aim of this study was to investigate the effects of singular excessive television and computer game consumption on sleep patterns and memory performance of children...
- Effects of prosocial video games on prosocial behaviorTobias Greitemeyer
School of Psychology, University of Sussex, Pevensey 1, Falmer BN1 9QH, England
J Pers Soc Psychol 98:211-21. 2010Previous research has documented that playing violent video games has various negative effects on social behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior...
- Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre studyFernando Fernandez-Aranda
Department of Psychiatry, University Hospital of Bellvitge IDIBELL, Barcelona, Spain
J Ment Health 21:364-74. 2012..Although several naturalistic studies have been conducted showing the usefulness of serious video games in the treatment of some abnormal behaviours, there is a lack of serious games specially designed for treating ..
- Role of video games in improving health-related outcomes: a systematic reviewBrian A Primack
Division of General Internal Medicine, Department of Medicine, University of Pittsburgh, Pittsburgh, PA 15213, USA
Am J Prev Med 42:630-8. 2012b>Video games represent a multibillion-dollar industry in the U.S. Although video gaming has been associated with many negative health consequences, it also may be useful for therapeutic purposes...
- The cardiovascular and metabolic responses to Wii Fit video game playing in middle-aged and older adultsB Guderian
University of Wisconsin at Eau Claire, Wisconsin, USA
J Sports Med Phys Fitness 50:436-42. 2010The purpose of this study was (a) to assess the cardiovascular and metabolic responses to Wii Fit video games and (b) to determine if Wii Fit video games meet the American College of Sports Medicine guidelines for improving and ..
- Active video games and health indicators in children and youth: a systematic reviewAllana G LeBlanc
Healthy Active Living and Obesity Research Group, Children s Hospital of Eastern Ontario Research Institute, Ottawa, Ontario, Canada
PLoS ONE 8:e65351. 2013Active video games (AVGs) have gained interest as a way to increase physical activity in children and youth...
- Energy intake during activity enhanced video game playRobin R Mellecker
Institute of Human Performance, University of Hong Kong, Room 117 1 F, Patrick Manson Building, Pokfulam, Hong Kong, China
Appetite 55:343-7. 2010..However, the high calorific consumption during both seated and activity enhanced video game play highlights the need for an active attempt to restrict snacking whilst playing video games.
- Brains on video gamesDaphne Bavelier
Brain and Vision Lab, Department of Brain and Cognitive Sciences, University of Rochester, Rochester, New York 14627, USA
Nat Rev Neurosci 12:763-8. 2011..Sensationalist headlines claiming that video games 'damage the brain' or 'boost brain power' do not do justice to the complexities and limitations of the studies ..
- Using active video games for physical activity promotion: a systematic review of the current state of researchWei Peng
Michigan State University, East Lansing, MI 48824, USA
Health Educ Behav 40:171-92. 2013This systematic review evaluates interventions using active video games (AVGs) to increase physical activity and summarizes laboratory studies quantifying intensity of AVG play among children and adults...
- Effective intervention or child's play? A review of video games for diabetes educationJonathan DeShazo
Health Administration, School of Allied Health Professions, Virginia Commonwealth University, Richmond, Virginia 23298 0203, USA
Diabetes Technol Ther 12:815-22. 2010The purpose of this study is (1) to identify diabetes education video games and pilot studies in the literature, (2) to review themes in diabetes video game design and evaluation, and (3) to evaluate the potential role of educational ..
- The physiological cost and enjoyment of Wii Fit in adolescents, young adults, and older adultsLee E F Graves
Research Institute for Sport and Exercise Sciences, Liverpool John Moores University, Liverpool, United Kingdom
J Phys Act Health 7:393-401. 2010Active video games (exergames) increase energy expenditure (EE) and physical activity (PA) compared with sedentary video gaming...
- Assessing and training standing balance in older adults: a novel approach using the 'Nintendo Wii' Balance BoardWilliam Young
The School of Psychology, The Queen s University Belfast, 18 30 Malone Road, Belfast BT9 5BN, UK
Gait Posture 33:303-5. 2011..This technology provides a safe, adaptable and low-cost balance training/testing solution for older adults, particularly those at high-risk of falling...
- Activity-promoting video games and increased energy expenditureLorraine Lanningham-Foster
Endocrine Research Unit, Mayo Clinic, Rochester, MN, USA
J Pediatr 154:819-23. 2009To test the hypothesis that both children and adults would expend more calories and move more while playing activity-promoting video games compared with sedentary video games.
- Playing for real: video games and stories for health-related behavior changeTom Baranowski
U S Department of Agriculture ARS Children s Nutrition Research Center, Baylor College of Medicine, Houston, Texas 77030 2600, USA
Am J Prev Med 34:74-82. 2008b>Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format.
- Pathological video game use among youths: a two-year longitudinal studyDouglas A Gentile
Department of Psychology, College of Liberal Arts and Sciences, Iowa State University, Ames, Iowa 50011 3180, USA
Pediatrics 127:e319-29. 2011....
- Development of an interactive game-based rehabilitation tool for dynamic balance trainingBelinda Lange
Medical Virtual Reality Group, Institute for Creative Technologies, University of Southern California, Playa Vista, California, USA
Top Stroke Rehabil 17:345-52. 2010..Case studies have demonstrated that the use of video games may have promise for balance rehabilitation...
- Relationship between screen time and metabolic syndrome in adolescentsAmy E Mark
School of Kinesiology and Health Studies, Queen s University, 69 Union Street, Kingston, Ontario, Canada
J Public Health (Oxf) 30:153-60. 2008..The primary objective was to determine the dose-response relation between screen time (television + computer) and the metabolic syndrome (MetS) in adolescents...
- Systematic video game training in surgical novices improves performance in virtual reality endoscopic surgical simulators: a prospective randomized studyMarcus Kolga Schlickum
Department of Clinical Science Intervention and Technology CLINTEC, Karolinska Institutet, 141 86 Stockholm, Sweden
World J Surg 33:2360-7. 2009..The hypothesis is that systematic video game training with high visual-spatial demands and visual similarity to endoscopy would show a transfer effect on performance in virtual reality endoscopic surgical simulation...
- Is the Wii Fit a new-generation tool for improving balance, health and well-being? A pilot studyJ C Nitz
University of Queensland, Physiotherapy, St Lucia, Brisbane, Australia
Climacteric 13:487-91. 2010..The Nintendo Wii Fit is a new product that is purported to improve balance, strength, flexibility, fitness and general well-being. Currently, there are no controlled trials published to support such claims...
- Impact of an active video game on healthy children's physical activityTom Baranowski
Children s Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, TX 77030, USA
Pediatrics 129:e636-42. 2012....
- Television viewing, computer game playing, and Internet use and self-reported time to bed and time out of bed in secondary-school childrenJan Van den Bulck
Katholieke Universiteit Leuven, Belgium
Sleep 27:101-4. 2004....
- The effects of video game playing on attention, memory, and executive controlWalter R Boot
Beckman Institute, Department of Psychology, University of Illinois, Urbana Champaign, Urbana, IL 61801, USA
Acta Psychol (Amst) 129:387-98. 2008..Such differences might result from exposure to video games or they might reflect other group differences between those people who do or do not play video games...
- Validation and calibration of physical activity monitors in childrenMaurice R Puyau
US Department of Agriculture, Agricultural Research Service Children s Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, Texas 77030, USA
Obes Res 10:150-7. 2002....
- Use of virtual reality technique for the training of motor control in the elderly. Some theoretical considerationsE D de Bruin
Inst f Bewegungswissenschaften u Sport, Wolfgang Pauli Str 27, 8093 Zurich, Schweiz
Z Gerontol Geriatr 43:229-34. 2010..This manuscript describes the potential of dance pad training protocols in the elderly and reports on the theoretical rationale of combining physical game-like exercises with sensory and cognitive challenges in a virtual environment...
- Profiles of sedentary behavior in children and adolescents: the US National Health and Nutrition Examination Survey, 2001-2006Susan B Sisson
Pennington Biomedical Research Center, Baton Rouge, LA, USA
Int J Pediatr Obes 4:353-9. 2009..To describe the prevalence of time spent in sedentary behaviors (e.g., TV/video and computer use) among youth in the US...
- Active video gaming to improve balance in the elderlyClaudine J C Lamoth
University Medical Centre Groningen, University of Groningen, The Netherlands
Stud Health Technol Inform 167:159-64. 2011..Results of this study show that healthy elderly can benefit from a videogame-based exercise program to improve balance and that all subjects were highly motivated to exercise balance because they found gaming challenging and enjoyable...
- Feasibility of a dance videogame to promote weight loss among overweight children and adolescentsKristine A Madsen
Department of Pediatrics, University of California San Francisco, 3333 California Street, San Francisco, CA 94118, USA
Arch Pediatr Adolesc Med 161:105-7. 2007
- "If there wasn't the technology then I would probably be out everyday": a qualitative study of children's strategies to reduce their screen viewingSimon J Sebire
School for Policy Studies, University of Bristol, UK
Prev Med 53:303-8. 2011..To explore the views of British 10-11 year old children towards reducing their screen-viewing and their screen-viewing reduction strategies...
- The presence of aggression cues inverts the relation between digit ratio (2D:4D) and prosocial behaviour in a dictator gameKobe Millet
Department of Marketing and Organization Studies, Katholieke Universiteit Leuven, Leuven, Belgium
Br J Psychol 100:151-62. 2009..It turns out that in high 2D:4D people, aggression cues even increase prosocial behaviour. We call for future research which focuses on other plausible interactions between 2D:4D and context cues rather than on linear relations...
- A novel video game--based device for measuring stepping performance and fall risk in older peopleDaniel Schoene
Neuroscience Research Australia, Sydney, New South Wales, Australia
Arch Phys Med Rehabil 92:947-53. 2011..To determine whether a dance mat test of choice stepping reaction time (CSRT) is reliable and can detect differences in fall risk in older adults...
- A pilot of a video game (DDR) to promote physical activity and decrease sedentary screen timeAnn E Maloney
Department of Psychiatry, Center for Psychiatric Research, Maine Medical Center Research Institute, Scarborough, Maine, USA
Obesity (Silver Spring) 16:2074-80. 2008..We examined the feasibility of Dance Dance Revolution (DDR), a dance video game, in participants' homes, to increase physical activity (PA) and to decrease sedentary screen time (SST)...
- The effects of action video game experience on the time course of inhibition of return and the efficiency of visual searchAlan D Castel
Department of Psychology, University of Toronto, 100 St George Street, Toronto, Ontario, Canada M5S 3G3
Acta Psychol (Amst) 119:217-30. 2005..is a critical function of the visual system, and recent research has shown that experience playing action video games can influence visual selective attention...
- Parent and child screen-viewing time and home media environmentRussell Jago
Centre for Exercise, Nutrition and Health Sciences, School for Policy Studies, University of Bristol, United Kingdom
Am J Prev Med 43:150-8. 2012..Data on the predictors of youth screen-viewing time is predominately from older children in North America. Parental and home media environment factors that are associated with screen-viewing time could be targeted in interventions...
- The effect of a cognitive-motor intervention on voluntary step execution under single and dual task conditions in older adults: a randomized controlled pilot studyGiuseppe Pichierri
Institute of Human Movement Sciences and Sport, Department of Health Sciences and Technology, ETH Zurich, Switzerland
Clin Interv Aging 7:175-84. 2012....
- Alterations in regional homogeneity of resting-state brain activity in internet gaming addictsGuangheng Dong
Department of Psychology, Zhejiang Normal University, 688 of Yingbin Road, Jinhua City, Zhejiang Province, PR China
Behav Brain Funct 8:41. 2012..The neurobiological underpinnings of IGA should be studied to unravel the potential heterogeneity of IGA. This study investigated the brain functions in IGA patients with resting-state fMRI...
- Learning, attentional control, and action video gamesC S Green
Department of Psychology, University of Wisconsin Madison, Madison, WI 53706, USA
Curr Biol 22:R197-206. 2012..In contrast to these typical findings, research over the past decade has shown that training on 'action video games' produces learning that transfers well beyond the training task...
- Altered regional cerebral glucose metabolism in internet game overusers: a 18F-fluorodeoxyglucose positron emission tomography studyHyun Soo Park
Seoul National University College of Medicine, South Korea
CNS Spectr 15:159-66. 2010....
- Action video games make dyslexic children read betterSandro Franceschini
Developmental and Cognitive Neuroscience Lab, Department of General Psychology, University of Padua, Padua 35131, Italy
Curr Biol 23:462-6. 2013..Here, we demonstrate that only 12 hr of playing action video games-not involving any direct phonological or orthographic training-drastically improve the reading abilities of ..
- Active video games to promote physical activity in children and youth: a systematic reviewElaine Biddiss
Bloorview Research Institute, Bloorview Kids Rehab, Toronto, Ontario, Canada
Arch Pediatr Adolesc Med 164:664-72. 2010..To systematically review levels of metabolic expenditure and changes in activity patterns associated with active video game (AVG) play in children and to provide directions for future research efforts...
- Attentional bias and disinhibition toward gaming cues are related to problem gaming in male adolescentsRuth J van Holst
Department of Psychiatry, Amsterdam Institute for Addiction Research, Academic Medical Center, University of Amsterdam, Amsterdam, The Netherlands
J Adolesc Health 50:541-6. 2012..The study of attentional bias and response inhibition, characteristic for addictive disorders, is relevant to the ongoing discussion on whether problematic gaming should be classified as an addictive disorder...
- The neural basis of video gamingS Kuhn
Faculty of Psychology and Educational Sciences, Department of Experimental Psychology, Ghent Institute for Functional and Metabolic Imaging, Ghent University, Ghent, Belgium
Transl Psychiatry 1:e53. 2011..This activity was likewise negatively correlated with deliberation time. The association of video game playing with higher left ventral striatum volume could reflect altered reward processing and represent adaptive neural plasticity...
- Energy intake and expenditure during sedentary screen time and motion-controlled video gamingElizabeth J Lyons
Department of Nutrition, The University of North Carolina at Chapel Hill, USA
Am J Clin Nutr 96:234-9. 2012Television watching and playing of video games (VGs) are associated with higher energy intakes...
- Effectiveness of Virtual Reality Exercises in STroke Rehabilitation (EVREST): rationale, design, and protocol of a pilot randomized clinical trial assessing the Wii gaming systemG Saposnik
Division of Neurology, Department of Medicine, St Michael s Hospital, University of Toronto, Toronto, Ontario
Int J Stroke 5:47-51. 2010..EVREST was designed to evaluate feasibility, safety and efficacy of using the Nintendo Wii gaming virtual reality (VRWii) technology to improve arm recovery in stroke patients...
- Energy expenditure and enjoyment during video game play: differences by game typeElizabeth J Lyons
Department of Nutrition, Gillings School of Global Public Health, The University of North Carolina at Chapel Hill, Chapel Hill, NC, USA
Med Sci Sports Exerc 43:1987-93. 2011Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable...
- Increased Diels-Alderase activity through backbone remodeling guided by Foldit playersChristopher B Eiben
Department of Biochemistry, University of Washington, Seattle, Washington, USA
Nat Biotechnol 30:190-2. 2012..These results demonstrate that human creativity can extend beyond the macroscopic challenges encountered in everyday life to molecular-scale design problems...
- Predicting children's media use in the USA: differences in cross-sectional and longitudinal analysisSook Jung Lee
Department of Mass Communication, Chung Ang University, Seoul, South Korea
Br J Dev Psychol 27:123-43. 2009..Twenty-four hour time use diaries are used to assess children's time spent with media (television, video games, computers, and reading)...
- Effectiveness of interventions aimed at reducing screen time in children: a systematic review and meta-analysis of randomized controlled trialsGita Wahi
Division of General Pediatrics, Department of Pediatrics, McMaster University, Hamilton, Ontario, Canada
Arch Pediatr Adolesc Med 165:979-86. 2011..To evaluate the impact of interventions focused on reducing screen time...
- A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trialPamela M Kato
Department of Pediatrics, Stanford Hospital, Stanford, California, USA
Pediatrics 122:e305-17. 2008....
- Effect of action video games on the spatial distribution of visuospatial attentionC Shawn Green
Department of Brain and Cognitive Sciences, University of Rochester, Rochester, NY 14627 0268, USA
J Exp Psychol Hum Percept Perform 32:1465-78. 2006..By establishing the causal role of gaming through training studies, the authors demonstrate that action gaming enhances visuospatial attention throughout the visual field...
- In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsyMeredith R Golomb
Division of Pediatric Neurology, Indiana University School of Medicine, Indianapolis, IN, USA
Arch Phys Med Rehabil 91:1-8.e1. 2010..Golomb MR, McDonald BC, Warden SJ, Yonkman J, Saykin AJ, Shirley B, Huber M, Rabin B, AbdelBaky M, Nwosu ME, Barkat-Masih M, Burdea GC. In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy...
- The impact of specially designed digital games-based learning in undergraduate pathology and medical educationRani Kanthan
Department of Pathology and Laboratory Medicine, University of Saskatchewan and Saskatoon Health Region, Royal University Hospital, 103 Hospital Drive, Saskatoon, SK, Canada
Arch Pathol Lab Med 135:135-42. 2011..Within the context of ongoing reforms in medical education, specially designed digital games, a form of active learning, are effective, complementary e-teaching/learning resources...
- Active video games for youth: a systematic reviewAnthony Barnett
Institute of Human Performance, University of Hong Kong, China
J Phys Act Health 8:724-37. 2011A population level increase in physical activity (PA) is critical to reduce obesity in youth. Video games are highly popular and active video games (AVGs) have the potential to play a role in promoting youth PA.
- Preschoolers' total daily screen time at home and by type of child carePooja S Tandon
Center for Child Health, Behavior, and Development, Seattle Children s Research Institute, Seattle, WA, USA
J Pediatr 158:297-300. 2011..To assess preschoolers' cumulative daily screen time, measure the contributions of the home and the child care setting to this total, and characterize children that are most at risk for excessive screen time...
- Medical student attitudes toward video games and related new media technologies in medical educationFrederick W Kron
1Medical Cyberworlds, Inc, 3895 Swoboda Road, Verona 53590, USA
BMC Med Educ 10:50. 2010..college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks...
- Multirelational organization of large-scale social networks in an online worldMichael Szell
Section for Science of Complex Systems, Medical University of Vienna, Spitalgasse 23, 1090 Vienna, Austria
Proc Natl Acad Sci U S A 107:13636-41. 2010..As a demonstration of the power of the approach, we present the first empirical large-scale verification of the long-standing structural balance theory, by focusing on the specific multiplex network of friendship and enmity relations...
- The prevalence of leisure time sedentary behaviour and physical activity in adolescent boys: an ecological momentary assessment approachTrish Gorely
Loughborough University, Loughborough, UK
Int J Pediatr Obes 4:289-98. 2009..Design. Cross-sectional, stratified, random sample from secondary schools in 15 regions within the United Kingdom. The data are from a larger study of adolescent lifestyles (Project STIL)...
- Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional studyLee Graves
Research Institute for Sport and Exercise Sciences, Liverpool John Moores University, Henry Cotton Campus, Liverpool L3 2ET
BMJ 335:1282-4. 2007..To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games...
- Action video game players and deaf observers have larger Goldmann visual fieldsDavid Buckley
Academic Unit of Ophthalmology and Orthoptics, School of Medicine and Biomedical Sciences, University of Sheffield, Sheffield S10 2RX, United Kingdom
Vision Res 50:548-56. 2010....
- The potential of virtual reality and gaming to assist successful aging with disabilityB S Lange
VRPSYCH Laboratory, Institute for Creative Technologies, University of Southern California, 13274 Fiji Way, Marina del Rey, CA 90292, USA
Phys Med Rehabil Clin N Am 21:339-56. 2010....
- ''Playstation eyetoy games'' improve upper extremity-related motor functioning in subacute stroke: a randomized controlled clinical trialG Yavuzer
Department of Physical Medicine and Rehabilitation, Ankara University Faculty of Medicine, Ankara, Turkey
Eur J Phys Rehabil Med 44:237-44. 2008..To evaluate the effects of ''Playstation EyeToy Games'' on upper extremity motor recovery and upper extremity-related motor functioning of patients with subacute stroke...
- Longitudinal physical activity and sedentary behavior trends: adolescence to adulthoodPenny Gordon-Larsen
Carolina Population Center, University of North Carolina at Chapel Hill, Chapel Hill, North Carolina 27516, USA
Am J Prev Med 27:277-83. 2004..There is little national research on longitudinal patterns of physical activity and sedentary behavior in ethnically diverse teens as they transition to adulthood...
- Management of chronic pediatric diseases with interactive health games: theory and research findingsD A Lieberman
University of California, Santa Barbara, California, USA
J Ambul Care Manage 24:26-38. 2001..care and reduced their emergency clinical utilization after playing health education and disease management video games. A diabetes game reduced diabetes-related urgent and emergency visits by 77 percent after diabetic youngsters ..
- Use it or lose it? Wii brain exercise practice and reading for domain knowledgePhillip L Ackerman
School of Psychology, Georgia Institute of Technology, 654 Cherry Street, Atlanta, GA 30332 0170, USA
Psychol Aging 25:753-66. 2010..Implications for these findings are discussed in terms of adult intellectual development and maintenance...
- Temporal trends and recent correlates in sedentary behaviours in Chinese childrenZhaohui Cui
Sydney School of Public Health, Sydney Medical School, University of Sydney, Australia
Int J Behav Nutr Phys Act 8:93. 2011..The current study is to examine temporal trends in sedentary behaviours and recent correlates of screen use in Chinese children during a period of economic transition...
- Electronic media use and sleep in school-aged children and adolescents: A reviewNeralie Cain
School of Psychology, Flinders University, Adelaide, SA, Australia
Sleep Med 11:735-42. 2010..A model of the mechanisms by which media use may affect sleep is presented and discussed as a vehicle for future research...
- The impact of video games on training surgeons in the 21st centuryJames C Rosser
Department of Surgery, Beth Israel Medical Center, New York, NY 10003, USA
Arch Surg 142:181-6; discusssion 186. 2007b>Video games have become extensively integrated into popular culture. Anecdotal observations of young surgeons suggest that video game play contributes to performance excellence in laparoscopic surgery...
- Action-video-game experience alters the spatial resolution of visionC S Green
Department of Brain and Cognitive Sciences, University of Rochester, NY 14627 0268, USA
Psychol Sci 18:88-94. 2007Playing action video games enhances several different aspects of visual processing; however, the mechanisms underlying this improvement remain unclear...
- Physical activity and sedentary behaviours in youth: issues and controversiesStuart J Biddle
Loughborough University, UK
J R Soc Promot Health 124:29-33. 2004..Preliminary findings from Project STIL suggest that inactivity is more complex that we sometimes think. Indeed, measures of 'couch potato-ism', such as TV viewing, may be inappropriate markers of inactivity...
- Effect of screen-based media on energy expenditure and heart rate in 9- to 12-year-old childrenLeon Straker
School of Physiotherapy, Curtin University of Technology, Perth, Western Australia, Australia
Pediatr Exerc Sci 19:459-71. 2007..Active-input electronic games might provide children with opportunities to engage with technology and be physically active at the same time...
- Playing active video games increases energy expenditure in childrenDiana L Graf
bDepartment of Pediatrics, aCollege of Medicine, University of Oklahoma Health Sciences Center, Oklahoma City, USA
Pediatrics 124:534-40. 2009To compare energy expenditure rates in children playing the physically active video games, Dance Dance Revolution (DDR) and Nintendo's Wii Sports in relation to treadmill walking.
- Can playing the computer game "Tetris" reduce the build-up of flashbacks for trauma? A proposal from cognitive scienceEmily A Holmes
Department of Psychiatry, University of Oxford, Oxford, United Kingdom
PLoS ONE 4:e4153. 2009..We predicted that playing "Tetris" half an hour after viewing trauma would reduce flashback frequency over 1-week...
- The influence of physical activity, socioeconomic status, and ethnicity on the weight status of adolescentsR G McMurray
Department of Exercise and Sport Science, University of North Carolina, Chapel Hill 27599 8700, USA
Obes Res 8:130-9. 2000..This study examined the effects of physical activity, television viewing, video game play, socioeconomic status (SES), and ethnicity on body mass index (BMI)...
- Television watching, videogames, and excess of body fat in Spanish adolescents: the AVENA studyGerman Vicente-Rodriguez
School of Health Sciences, University of Zaragoza, Zaragoza, Spain
Nutrition 24:654-62. 2008..We assessed the individual association of sedentary behaviors with the risk of overweight and excess body fat (overfat) in adolescents...
- VICTORY-Virtual Video Game Therapy for Substance Cessation and RecoveryB Eugene Parker; Fiscal Year: 2013..these needs is not only necessary for behavior modification for healthier living, but also a key factor in how video games continue to keep players motivated...
- Virtual reality system for cancer patients'shoulder pain and psychosocial impactGrigore C Burdea; Fiscal Year: 2012..chronic pain and weakness in their shoulder following breast surgery, patients for whom off-the-shelf active video games are not practical...
- Pass the Popcorn: Children's perceptions of 'obesogenic'culture in moviesEliana M Perrin; Fiscal Year: 2013..including family, friends, schools, religious institutions, and electronic culture (television, movies, and video games). One important source of culture in the worid for children is children's movies...
- Breath controlled Computer Game Controller for Asthma TherapyPeter Bingham; Fiscal Year: 2010..We developed breath-controlled video games as a means of pulmonary rehabilitation for individuals with chronic lung disease...
- The relationship between pets and multiple child health indicatorsANNE M GADOMSKI; Fiscal Year: 2013..physical activity, total "screen" time (total amount of time the child spends in front o a screen viewing TV, video games, etc.) and safety related issues commonly addressed during well child visits...
- Healthy Ideas ExchangeCHIHHUNG JASON WANG; Fiscal Year: 2011..g., iPad). In the Exchange, users will choose hooks, something they enjoy such as playing video games and link them to rewards when they accomplish a desired healthy behavior or adherence with a therapeutic ..
- STN/Three Individual Projects: COATS, METS, CRSTNScott Stroup; Fiscal Year: 2009..will be randomly assigned to 8 - 12 weeks of a cognitive remediation program or a control program consisting of video games. Because this is a pilot study, the specific aims reflect efforts to establish feasibility for a larger, ..
- An Interactive Video Game for HIV Prevention in At-Risk AdolescentsLYNN ELIZABETH FIELLIN; Fiscal Year: 2013DESCRIPTION (provided by applicant): Video games are ubiquitous, can improve health behavior, but have not been evaluated as a tool to promote protection from HIV transmission in minority early adolescents...
- Kiddio: Food Fight - Training Vegetable Parenting PracticesRICHARD H BUDAY; Fiscal Year: 2013..b>Video games are a pervasive and persuasive form of mass communication...
- Active Video Games and Sustainable Physical ActivityTom Baranowski; Fiscal Year: 2010..Active video games can increase energy expenditure to intensities that meet PA guidelines for children, but there is insufficient ..
- PFP2: Personalized Falls Prevention Program: a digital home-based video-game versSheryl Flynn; Fiscal Year: 2011..Unfortunately, the dissemination of these programs has been limited. Video games may provide a solution...
- Neurocognitive Training to Improve Executive FunctionTIMOTHY H RIEHLE; Fiscal Year: 2012..Function (EF) is the target which has not been the case previously;feedback mode of action is independent of video games and video consoles;device can be used during reading, listening and real-world activities that should greatly ..
- Computerized System for Phonemic Awareness InterventionPAMELA ALLISON CONNORS; Fiscal Year: 2011..g., Apple's iPad) are capable of processing and that children are increasingly more familiar with via video games and Internet applications. A second drawback of many current systems is that their user interface (e.g...
- Video games for Obesity &Diabetes Prevention: Efficacy TrialTom Baranowski; Fiscal Year: 2013..Serious video games with their immersive stories offer one such promising alternative...
- Impact of Interactive Video Games on Underserved Children's HealthNIDA RONCESVALLES; Fiscal Year: 2012..2 Interactive video games have recently been introduced into public schools as an innovative strategy to help promote physical activity ..
- First Responders e-Training Curricula for Mass Screening After a Nuclear EventMichael Rea; Fiscal Year: 2011..Training for Emergency Incidents System (JITTEIS), or through interactive DVD format, or through interactive video games. We will explore these alternatives and make the appropriate contacts to potentially test the training program ..
- A New Approach to Vision Therapy Based on Naturalistic 3-D Computer GamingB Eugene Parker; Fiscal Year: 2013..to oce-based vision therapy by incorporating the eye exercises into fun, interesting, and interactive computer video games that patients will nd more engaging, which should lead to better compliance and improved therapeutic outcomes.
- Measurement of Youth Media Exposure and Health OutcomesMICHAEL OGDEN RICH; Fiscal Year: 2010Exposure to entertainment media (TV, movies, music, video games and the Internet) has been associated with key adolescent health outcomes, including obesity, alcohol, and tobacco use, by a large body of research evidence...
- Cyber Partners: Harnessing Group Dynamics to Boost Motivation to ExerciseBRIAN M WINN; Fiscal Year: 2013..the software to create SG exercise partners;2) Test various design features of the SG partner within exercise video games to determine the most effective features for enhancing motivation to exercise;and 3) Test whether participating ..
- The narrative impact of active video games on physical activityTom Baranowski; Fiscal Year: 2013..health clubs) face problems of sustained motivation and adherence to fitness or training programs, active video games (AVGs) offer an innovative alternative for PA promotion due to their promising motivational properties...
- Motion-Controlled Gaming for Neuroscience EducationPAUL KENNETH MLYNIEC; Fiscal Year: 2013..1) engage students in neuroscience by including fun interactive kinesthetic, visual, and auditory components in video games that appeal to a broad segment of students, including those who do not excel in traditional science classroom ..
- Wireless EEG System for Training Attention and Eye Movement in ASDJeanne Townsend; Fiscal Year: 2013..Training will use a series of entertaining video games to gradually shape behavior using visual and auditory feedback provided in real time from wireless EEG mounted ..
- Effectiveness of Robot-Assisted Hand Movement Training after StrokeDAVID JAY REINKENSMEYER; Fiscal Year: 2013..a robotic device that assists in grasping objects as the user works daily at home through a library of engaging video games. Aim 1 is to define the benefit of correlated sensory motor activity in robot-assisted movement training...
- Neuroplasticity Technology for ADHDBrian T Miller; Fiscal Year: 2012..This Phase I research proposal investigates the feasibility of one exciting possibility: brain training video games that target the dysfunctional networks in the ADHD brain and harness the brain's inherent plasticity (i.e...
- Immune Attack the video game: a shared portal into the molecular world for scientMELANIE ANN STEGMAN; Fiscal Year: 2013..b>Video games in general are designed to maintain players'interest and motivation by offering rewards and more ..
- Improving the Functional Outcomes in Older Adults with SchizophreniaDavid Loewenstein; Fiscal Year: 2013..schizophrenia will be randomized in equal numbers to a customized cognitive remediation intervention or to a video games control condition used in previous studies...
- Fitness Games Product Development PlatformROLLAND WATERS; Fiscal Year: 2010..PUBLIC HEALTH RELEVANCE: Consumers love fitness video games. If fitness games can be made that consistently lure consumers into more frequent, calorie-burning, and ..
- Effects of Media on Adolescent AIDS-Related BehaviorMartin Fishbein; Fiscal Year: 2006..e., television, movies, music CDs, the Internet, video games, and magazines) and sexual behavior...
- Medical College of Georgia FitKid ProjectPaule Barbeau; Fiscal Year: 2006..partly due to youths being exposed to "obesogenic" environments that favor sedentary activities (TV watching, video games) and energy-dense snacks, while discouraging moderate-vigorous physical activity (MVPA)...
- Integrating Perceptual Learning Approaches into Effective Therapies for Low VisioAaron Seitz; Fiscal Year: 2013..stimulation, stimulation protocols derived from studies of synaptic plasticity, multi-stimulus training, and video games all enhance the magnitude and quality of learning...
- Video Games'Role in Developing Substance UseGEOFFREY LEWIS REAM; Fiscal Year: 2012DESCRIPTION (provided by applicant): Conventional wisdom has long held that some video games are "addictive," and recent research establishes that some video games have drug-like effects on the brain...
- Feasibility Study of Avatar Customization and Relatedness on Physical ActivityDeborah I Thompson; Fiscal Year: 2013..Virtual reality has been successfully proven to be effective at promoting desired behaviors. Youth enjoy video games, and players appear to identify with avatars, particularly those that are self-representative...
- Community Skills Video Game for Children with AutismAMY MAGUIRE; Fiscal Year: 2005..has over 20 years experience working with children with autism and extensive experience creating educational video games. Usability and skill development will be examined to evaluate feasibility of the program with a small sample of ..
- THEORY BASED DRUG ABUSE PREVENTION FOR VIDEO GAMESDARION RAPOZA; Fiscal Year: 1999..The purpose of the video games is to condition players to avoid alcohol and other drugs through role-playing...
- Me, A Doc!ALVIN MIDGLEY; Fiscal Year: 2009..an innovative approach to engage our youth in a pedagogically strong program with the motivating impact of video games. Focused on medical diagnosis, Me, A Doc! uses critical thinking and scientific inquiry to guide students in ..
- Experimental manipulation of sleep mentation and memoryRobert Stickgold; Fiscal Year: 2006..Using these newly developed techniques, we have shown that images of the video games Tetris and Alpine Racer are incorporated into up to 42% of subsequent sleep onset mentation reports, with as ..
- Micro-games for WMD Training for Skilled Support PersonnelSONNY KIRKLEY; Fiscal Year: 2009..Micro-games are immersive video games that are easy to access, take 5 to 20 minutes to play, and generally focus on a small number of learning ..
- Functional Neuromonitoring of Children Using ComputersAlan Gevins; Fiscal Year: 2004..Given the significant personal and cultural impact of video games and related media, there is growing interest in research on their impact on brain function and behavior...
- True 3D Display for IGRIJason Geng; Fiscal Year: 2009..g., 3D TV, virtual reality, advertizing, computer aided design, scientific computing, video games, stadium displays, etc...
- Robot-Based Evaluation Toolbox for Stroke PatientsStephanie Ford; Fiscal Year: 2002..e., arms, wrist, fingers, legs, spatial for group therapy. - Software: (1) Instructional software ("video games") for different exercise therapy routines tailored to different patient needs; (2) Evaluation package to ..
- Radio Frequency Motion Tracking SystemDAVID ENGSBERG; Fiscal Year: 2003..of 3D motion capture systems used in the medical field, sports analysis, and in special effects for movies and video games Include: l) indirect Identification of markers, 2) minimum of 2 video camera requirement to capture any marker, ..
- A SINGLE-PLAYER DRUG ABUSE PREVENTION VIDEO GAMEDARION RAPOZA; Fiscal Year: 2000..A.R.E. program, attests to the need for the development of new, more powerful prevention techniques. Video games have so great a potential to influence the behavior of American youth that congress has held hearings ..
- Impaired Sodium Regulation and BP in Obese YouthGregory Harshfield; Fiscal Year: 2006..They will play a series of video games during hour three on one occasion...
- REDUCING TELEVISION VIEWING TO PREVENT CHILDHOOD OBESITYThomas Robinson; Fiscal Year: 2001..exposed to a school-based intervention to reduce time spent watching television and videotapes and playing video games, will significantly reduce their prevalence of obesity over a single school year...
- Reducing Childhood Overweight and Adolescent PregnancyRENEE JENKINS; Fiscal Year: 2007..with the Dietary Guidelines for Americans; education to reduce sedentary behaviors (TV watching, and use of video games and computers); and physical activity using the Physical Best program...
- Child'sPhysical Activity/Cancer Prevention Video GameBRYAN RICKERTSEN; Fiscal Year: 2006..The project leverages experience and knowledge gained from developing previous learning video games, including an SBIR video game project...
- CHOLESTEROL EDUCATION USING NOVEL INTERACTIVE MULTIMEDIAJONATHAN MERRIL; Fiscal Year: 1992..Doctor on a Disk will combine elements which are currently found in both the presentational aspects of video games and the content of health education books...
- Non Contacting Bioelectric Array for Sleep MonitoringRobert Matthews; Fiscal Year: 2004..Further opportunities should exist in alertness monitoring, sporting equipment, and video games.
- COMPUTER GAME FOR DIABETES EDUCATIONStephen Brown; Fiscal Year: 1993..a properly designed educational intervention, when combined with intrinsic motivations of entertainment quality video games, could lead to significant improvements in the knowledge, attitudes, self-efficacy, behavior and metabolic ..
- Center for the Study of ViolenceCraig Anderson; Fiscal Year: 2004..abstract not provided ..
- Virtual Reality and Acute Pain Management for ChildrenLynnda Dahlquist; Fiscal Year: 2007..unreadable] [unreadable]..
- Youth's Social Cognitive Responses to Scenes of Ethnic ViolenceL Huesmann; Fiscal Year: 2006..unreadable] [unreadable]..
- CROSS GENERATIONAL INFLUENCES ON DEV OF AGGRESSIONL Huesmann; Fiscal Year: 2002..Finally, we will evaluate the role of cognitive, information-processing factors as mediators in a social- learning process that teachers children life-long aggressive habits and promotes transmission across generations. ..
- Serious Youth Violence & Long-term Use of Violent MediaL Huesmann; Fiscal Year: 2006..abstract_text> ..
- Outcomes of Perinatal StrokeMeredith Golomb; Fiscal Year: 2008..During the last year of the study, she plans to apply for an R01 grant to set up a pilot clinical trial. [unreadable] [unreadable]..
- REORGANIZATION OF VISUAL FUNCTIONS AFTER EARLY DEAFNESSDaphne Bavelier; Fiscal Year: 2009..In addition, it will provide insights for the development of environments better suited to deaf individuals'needs. ..
- Video Game ViolenceBRAD BUSHMAN; Fiscal Year: 2009..There are theoretical reasons to expect violent video games to have an even stronger effect on aggression than violent TV programs...
- Visual LearningDaphne Bavelier; Fiscal Year: 2009..Our previous work indicates that playing action video games modifies visual attention, such as the ability to look for a target in a cluttered environment or to process a ..
- Children's Attention and Performance Evaluation SystemAlan Gevins; Fiscal Year: 2003..There is a large potential market for it among pediatric neurologists, psychiatrists, psychologists, and other professionals involved with treatment of ADHD in children. ..
- KNOWLEDGE STRUCTURES AND ADULT INTELLECTUAL DEVELOPMENTPHILLIP ACKERMAN; Fiscal Year: 2006....
- IGNITE Investigation to Guide New Insights for Translational EffectivenessDIANE LOUISE ELLIOT; Fiscal Year: 2010..Once the roadmap for translation is established, extending it broadly to the 30,000 fire departments across the U.S. would allow almost $1 billion dollars a year to be saved and channeled into providing other jobs and services. ..
- Workshop Course to Promote and Develop Dental TechnologyEDWARD ROSSOMANDO; Fiscal Year: 2004..Upon completion of this project, it is anticipated that an extensively tested and refined program will be available and suitable to convey essential information needed to develop these competencies. ..
- Habituation to food in childrenLeonard Epstein; Fiscal Year: 2009..These studies are designed to understand how individual differences in habituation may be an important factor that differentiates overweight and non-overweight youth. ..
- Pittsburgh Mind-Body Center-IIKaren Matthews; Fiscal Year: 2008..Support-in-kind from the host institutions will enable us to leverage the funds provided by the RFA to expand Center activities that would not otherwise be possible. ..