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This game was used in a study by Simons and Chabris (1999) about sustained inattentional blindness. Players watch a video of people in a circle tossing two basketballs to each other and they are asked to count how many times the basketballs change ha...
A free, online game, Brain Circuit Central engages players in a brain-themed memory game. Players must memorize the pattern in which the neurons light up. Every time players miss the correct pattern, more and more neurons appear creating more complic...
Brains Rule Games: Neuron laboratory, Neuron Navigator, Ecstacy Invaders, Brain Attack, Neuron Explosion, Brain-o-Coaster
National Institute on Drug Abuse (NIDA)
Brain Rules Games is a set of free, online mini-games that can educate players about the human brain. Each mini-game addresses a component of the brain such as neurons, neuronal growth, brain development, and anatomy.
Discovery Health is a collection of free, online interactive games designed to educate players about the human body, cognitive health, and parenting skills. Players can choose from several games, puzzles, and activities for players of all ages....
Emergency Room is fast-paced simulation of working in a hospital. Players assume the role of a doctor and mimic the procedures that real doctors perform including examinations, treatments, and even paperwork. The hundreds of cases that need to be tre...
In Emergency Room 2, players enter the game as medical students and work their way up toward the top. Players start off with simple cases, such as cuts and scrapes. Treating patients successfully allows players to be promoted within the hospital unti...
As doctors working in a busy emergency room, cases will come players’ way without a moment’s notice. Players can learn about how to treat various health conditions and get a sense of what it is like to work as a medical professional with this gam...
In Emergency Room: Disaster Strikes, players arrive at the scene of actual emergency situations. Players decide which individuals are injured enough to be taken to the hospital. The injured that are chosen become the players’ primary patients and a...
Released in 2000 for the Mac and PC, Emergency Room: Life or Death focuses on how to diagnose and treat medical patients. Players start off as medical students and are promoted based on performance. The more levels players advance, the more challengi...
Baldwin Social Cognition Laboratory
EyeSpy: The Matrix is a free, online game designed to increase self-esteem and confidence by helping players develop thought processes that may make them feel more secure. Players are presented with a screen containing pictures of faces but only one...
Baldwin Social Cognition Laboratory
In Grow Your Chi, players seek enlightenment so that their Chi Pet can thrive. To attain enlightenment, players click on smiles and their own name and avoid frowns and other names. This free, online game was developed by the Baldwin Social Cognition...
Happy Neuron Attention Games: Catch the Ladybug!, Secret Files, Ancient Writing, Dance with the Fireflies, Find Your Way, Pay Attention, Private Eye
This web-based collection of brain training games and exercises was developed to improve and strengthen players’ concentration and ability to focus and give attention.
Happy Neuron Executive Function Games: The Towers of Hanoi, Countdown, Ready, Steady, Count!, Basketball in New York, Decipher, Hurray for Change!, Money Time, The Bells of Notre-Dame, The Right Count, Writing in the Stars
This web-based collection of games and exercises was developed to challenge and sharpen players’ cognitive processes.
Happy Neuron Language Games: Split Words, Embroidery, Sieze the Keywords, The Right Word, This Story is Full of Blanks
The Happy Neuron Language collection of web-based games and exercises was developed to challenge and strengthen players’ language processing skills. Players choose among a variety of games that focus on areas including word recognition and grammar....
Happy Neuron Memory Games: An American in Paris, Cocktails, Around the World in 80 Trips, Bird Songs, Displaced Characters, Elephant Memory, Heraldry, Shapes and Colors, The Squeeking Mouse, Words, Where are You?, Objects, Where are You
The Happy Neuron Memory Games collection was developed to challenge and strengthen the player’s memories. Players choose among a variety of games that offer information and strategies for improving memory functions. These web-based games are availa...
Happy Neuron Visual-Spatial Games: Entangled Objects, Points of View, Sleight of Hand, Turning Around and Around, Under Pressure
Happy Neuron Visual-Spatial Games were developed to help improve players’ visual and spatial skills. These games may teach players to be more aware of their surroundings.
Scheller Teacher Education Program
MIT Handheld Augmented Reality Simulations combine the real world around players with additional information provided by the game through a location-aware handheld computer. Players can move in their physical world, such as a zoo or museum, while gat...
The National Institute of Environmental Health Sciences Kids’ Pages web site offers free educational games for children. Many of the games focus on the environment and how exposure to environmental hazards can damage health. Players can also learn...
National Institute on Drug Abuse (NIDA)
Pick a Card is a quiz game by the National Institute on Drug Abuse that tests players’ knowledge about drugs and their memorization skills. The game gives players a few seconds to see drug names on the back of cards before flipping the cards over....
Intended to allow players to exercise their brains while playing a regular video game, SmartBrain Technologies is a neurofeedback system that attaches to a console. Players of this system will experience personalized training to improve their memory,...
Super Monkey Ball: Adventure requires players to control a monkey inside a ball while traveling through narrow and treacherous obstacle courses. The goal is to maintain control over the monkey, collect bananas, and not fall off the side. Players must...
In Super Monkey Ball: Banana Blitz, players control a monkey inside a ball while traveling through narrow and dangerous obstacle courses. The goal is to maintain control over the monkey and make it to the end of the level without falling off the side...
Compton's New Media
Players can learn interesting facts and play activities as they explore the rooms of the Berenstain Bears’ home. While walking around the house, players find that each room contains an animated sequence and a new learning activity. Emotions, time t...
The Nemours Foundation
The Spelling Bee Game is a free, online game that requires players to spell health-related words. Players listen to a word and then are given one chance to spell it correctly. If a word is misspelled, the game indicates the correct spelling so player...
The Problem Site is a web site that offers free educational games, puzzles, and problem-solving activities that focus primarily on mathematics and cognition. This site originally started as a place for mathematicians to post math problems they could...
In Trauma Center: Second Opinion for the Nintendo Wii, players assume the role of a surgeon who must perform operations on patients before their vitals reach zero. Players of this game will be presented with a multitude of various medical cases and c...
Trauma Center: Under the Knife is a simulation game for the Nintendo DS that allows players to experience what itis like to be a doctor trying to save lives while being surrounded by medical drama. Players of this game will be introduced to a variety...
In this sequel to Trauma Center: Under the Knife, players assume the role of a surgeon who must perform an operation in each chapter in order to advance in the game. Players are presented with a variety of medical cases that require different surgica...
Virtual Surgeon: Open Heart is a simulation game for the PC that intends to immerse players in the fast-paced world of medicine as they take on the role of a surgeon. Players can experience the same types of tasks and procedures that real-life surgeo...
Baldwin Social Cognition Laboratory
This free, online game by McGill University is designed to put players in a more positive state of mind by giving them a self-esteem boost. Prior to the start of the game, players must enter their name and birthday for those bits of information will...
Ke, F. (2008). A case study of computer gaming for math: Engaged learning from gameplay? Computers & Education, 151, 1609-1620.
A comparison of exergaming to traditional video games on children's mood, attention, and short-term memory
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.
Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423(6939), 534-537.
Greenfield, P. M., deWinstanley, P., Kilpatrick, H., & Kaye, D. (1994). Action video games and informal education: Effects on strategies for dividing visual attention. Journal of Applied Developmental Psychology, 15(1), 105-123.
Greenfield, P. M., deWinstanley, P., Kilpatrick, H., & Kaye, D. (1996). Action video games and informal education: Effects on strategies for dividing visual attention. In P. M. Greenfield & R. R. Cocking (Eds.), Interacting With Video (pp. 18...
Green, C. S., & Bavelier, D. (2007). Action-video-game experience alters the spatial resolution of vision. Psychological Science, 18(1), 88-94.
ADHD outside the laboratory: Boys' executive function performance on tasks in videogame play and on a visit to the zoo
Lawrence, V., Houghton, S., Tannock, R., Douglas, G., Durkin, K., & Whiting, K. (2002). ADHD outside the laboratory: Boys' executive function performance on tasks in videogame play and on a visit to the zoo. Journal of Abnormal Child Psychology,...
Calvert, S., Rideout, V., Woolard, J., Barr, R., & Strouse, G. (2005). Age, Ethnicity, and Socioeconomic Patterns in Early Computer Use. American Behavioral Scientist, 48(5), Georgetown University.
Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27(1), 113-122.
Software & Information Industry Association. (2009). Best practices for using games & simulations in the classroom: Guidelines for K-12 educators. Washington, DC: Wilson, L.
Beyond self-selection in video game play: An experimental examination of the consequences of massively multiplayer online role-playing game play
Smyth, J. M. (2007). Beyond self-selection in video game play: An experimental examination of the consequences of massively multiplayer online role-playing game play. Cyberpsychology and Behavior, 10(5), 717-721.
Biofeedback vs. video games: Effects on impulsivity, locus of control and self-concept with incarcerated juveniles
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.
Blumberg, F. C., & Sokol, L. M. (2004). Boys' and girls' use of cognitive strategy when learning to play video games. The Journal of General Psychology, 131(2), 151-158.
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.
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.
Downes, T. (2002). Children's and families' use of computers in australian homes. Contemporary Issues in Early Childhood, 3(2), 182-196.
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.
Cognitive socialization by computer games in two cultures: Inductive discovery or mastery of an iconic code?
Greenfield, P. M., Camaioni, L., Ercolani, P., Weiss, L., Lauber, B. A., & Perucchini, P. (1994). Cognitive socialization by computer games in two cultures: Inductive discovery or mastery of an iconic code? Journal of Applied Developmental Psycho...
Cognitive socialization by computer games in two cultures: Inductive discovery or mastery of an iconic code?
Greenfield, P. M., Camaioni, L., Ercolani, P., Weiss, L., Lauber, B. A., & Perucchini, P. (1996). Cognitive socialization by computer games in two cultures: Inductive discovery or mastery of an iconic code? In P. M. Greenfield & R. R. Cocking...
Competitive aggression without interaction - effects of competitive versus cooperative instructions on aggressive-behavior in video games
Anderson, C. A., & Morrow, M. (1995). Competitive aggression without interaction - effects of competitive versus cooperative instructions on aggressive-behavior in video games. Personality and Social Psychology Bulletin, 21(10), 1020-1030....
Mcclurg, P. A., & Chaille, C. (1987). Computer games: Environments for developing spatial cognition? Journal of Educational Computing Research, 3(1), 95-111.
Klingberg, T., Fernell, E., Olesen, P. J., Johnson, M., Gustafsson, P., Dahlstrom, K.,...Westerberg, H. (2005). Computerized training of working memory in children with adhd: A randomized, controlled trial. Journal of the American Academy of Child &a...
Computerized, interactive, multimedia cognitive-behavioural program for anxiety and depression in general practice
Proudfoot, J., Goldberg, D., Mann, A., Everitt, B., Marks, I., Gray, J. A. (2003). Computerized, interactive, multimedia cognitive-behavioural program for anxiety and depression in general practice. Psychological Medicine, 33(2), 217-227....
Krendl, K. A., & Lieberman, D. A. (1988). Computers and learning: A review of recent research. Journal of Educational Computing Research, 4(4), 367-389.
Clements, D. H. (1987). Computers and young-children: A review of research. Young Children, 43(1), 34-44.
Cracking the walnut: Using a computer game to impact cognition, emotion, and behavior of highly aggressive fifth grade students
Hobbs, L. J., & Yan, Z. (2008). Cracking the walnut: Using a computer game to impact cognition, emotion, and behavior of highly aggressive fifth grade students. Computers in Human Behavior, 24(2), 421-438.
Wyeth, P., Diercke, C., & Viller, S. (2006). Design for inspiration: Children, personal connections and educational technology. In Proceedings of the 18th Australia Conference on Computer-Human interaction: Design: Activities, Artefacts and Envir...
Squire, K., Jenkins, H., Holland, W., Miller, H., O'Driscoll, A., Tan, K., & Todd, K. (2003). Design principles of next-generation digital gaming for education. Educational Technology, 43(5), 17-23.
Kam, M., Agarwal, A., Kumar, A., Lal, S., Mathur, A., Tewari, A., & Canny, J. (2008). Designing e-learning games for rural children in India: A format for balancing learning with fun. In Proceedings of the 7th ACM Conference on Designing interact...
Blumberg, F. C. (1998). Developmental differences at play: Children's selective attention and performance video games. Journal of Applied Developmental Psychology, 19(4), 615-624.
Griffith, J. L., Voloschin, P., Gibb, G. D., & Bailey, J. R. (1983). Differences in eye-hand motor coordination of video-game users and non-users. Perceptual and Motor Skills, 57(1), 155-158.
Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers and Education, 52(1), 1-12.
Kiili, K. (2005). Digital game-based learning: Towards and experimental gaming model. Internet and High Education, 8(1), 13-24.
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.
Ricci, K. E., Salas, E., & Cannon-Bowers, J. A. (1996). Do computer-based games facilitate knowledge acquisition and retention? Military Psychology, 8(4), 295-307.
Sims, V. K., & Mayer, R. E. (2002). Domain specificity of spatial expertise: The case of video game players. Applied Cognitive Psychology, 16(1), 97-115.
Green, C. S., & Bavelier, D. (2006). Effect of action video games on the spatial distribution of visuospatial attention. Journal of Experimental Psychology: Human Perception and Performance, 32(6), 1465-1478.
Dorval, M., & Pepin, M. (1986). Effect of playing a video game on a measure of spatial visualization. Perceptual and Motor Skills, 62(1), 159-162.
Effects of video game playing on measures of spatial performance: Gender effects in late adolescence
Okagaki, L., & Frensch, P. A. (1994). Effects of video game playing on measures of spatial performance: Gender effects in late adolescence. Journal of Applied Developmental Psychology, 15(1), 33-58.
Subrahmanyam, K., & Greenfield, P. M. (1994). Effects of video game practice on spatial skills in girls and boys. Journal of Applied Developmental Psychology, 15(1), 13-32.
Effects of violent versus nonviolent video games on children's arousal, aggressive mood, and positive mood
Fleming, M. J., & Rickwood, D. J. (2001). Effects of violent versus nonviolent video games on children's arousal, aggressive mood, and positive mood. Journal of Applied Social Psychology, 31(10), 2047-2071.
Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature
Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psycholo...
Fu, F. L., Su, R. C., & Yu, S. C. (2009). EGameFlow: A scale to measure learners' enjoyment of e-learning games. Computers and Education, 52(1), 101-112.
Jimison, H., & Pavel, M. (2006). Embedded assessment algorithms within home-based cognitive computer game exercises for elders. Proceedings from IEEE Engineering in Medicine and Biology Society Conference, 6101-6104.
Emotional response patterns and sense of presence during video games: Potential criterion variables for game design
Ravaja, N., Salminen, M., Holopainen, J., Saari, T., Laarni, J., & Järvinen, A. (2004). Emotional response patterns and sense of presence during video games: Potential criterion variables for game design. In Proceedings of the Third Nordic Confe...
Green, C. S., & Bavelier, D. (2006). Enumeration versus multiple object tracking: The case of action video game players. Cognition, 101(1), 217-245.
Koepp, M. J., Gunn, R. N., Lawrence, A. D., Cunningham, V. J., Dagher, A., Jones, T.,...Grasby, P. M. (1998). Evidence for striatal dopamine release during a video game. Nature, 393(6682), 266-268.
Kebritchi, M., & Hirumi, A. (2008). Examining the pedagogical foundations of modern educational computer games. Computers and Education, 51(4), 1729-1743.
Pope, A. T., & Bogart, E. H. (1996). Extended attention span training system: Video game neurotherapy for attention deficit disorder. Child Study Journal, 26(1), 39-51.
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.
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
Kafai, Y. B. (1996). Gender differences in children's constructions of video games. In P. M. Greenfield & R. R. Cocking (Eds.), Interacting with Video (pp. 39-66). Westport, CT: Greenwood Publishing Group.
Simons, D. J., & Chabris, C. F. (1999). Gorillas in our midst: Sustained inattentional blindness for dynamic events. Perception, 28, 1059-1074.
Malone, T. W. (1982). Heuristics for designing enjoyable user interfaces: Lessons from computer games. In Proceedings of the 1982 Conference on Human Factors in Computing Systems (Gaithersburg, Maryland, United States, March 15 - 17, 1982). New York,...
How important is the digital divide? The relation of computer and videogame usage to gender differences in mental rotation ability
Terlecki, M. S., & Newcombe, N. S. (2005). How important is the digital divide?: The relation of computer and videogame usage to gender differences in mental rotation ability. Sex Roles, 53(39939), 433-441.
Barendregt, W., Bekker, M. M., Bouwhuis, D. G., & Baauw, E. (2006). Identifying usability and fun problems in a computer game during first use and after some practice. International Journal of Human-Computer Studies, 64(9), 830-846....
Impact of cooperative versus competitive exergame play on overweight and obese adolescents’ physical, socio-emotional, and cognitive health
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.
Impact of singular excessive computer game and television exposure on sleep patterns and memory performance of school-aged children
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.
De Lisi, R., & Wolford, J. L. (2002). Improving children's mental rotation accuracy with computer game playing. Journal of Genetic Psychology, 163(3), 272-282.
Improving spatial functioning in children with cerebral palsy using computerized and traditional game tasks
Akhutina, T., Foreman, N., Krichevets, A., Matikka, L., Narhi, V., Pylaeva, N., & Vahakuopus, J. (2003). Improving spatial functioning in children with cerebral palsy using computerized and traditional game tasks. Disability and Rehabilitation, 2...
Incidental categorization of spectrally complex non-invariant auditory stimuli in a computer game task
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.
Inhibition, ADHD, and computer games: The inhibitory performance of children with adhd on computerized tasks and games
Shaw, R., Grayson, A., & Lewis, V. (2009). Inhibition, ADHD, and computer games: The inhibitory performance of children with adhd on computerized tasks and games. Journal of Attention Disorders, 8(4), 160-168.
Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health
Lieberman, D. A. (1997). Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health. In R. L. Street, W. R. Gold & T. Mannings (Eds.), Health promotion and Interactive technology: Theoretical app...
Cole, S.W., Yoo, D.J., Knutson, B. (2012) Interactivity and reward-related neural activation during a serious videogame. PLoS ONE, 7(3), e33909.
Herz, J. C. (1997). Joystick nation: How videogames ate our quarters, won our hearts, and rewired our minds. New York: Little Brown.
Ferreira, P., Sanches, P., Höök, K., & Jaensson, T. (2008). License to chill! How to empower users to cope with stress. In Proceedings of the 5th Nordic Conference on Human-Computer interaction: Building Bridges (Lund, Sweden, October 20 - 22,...
Ryan, E. B. (1994). Memory for goblins: A computer game for assessing and training working memory skill. Computers in Human Services, 11(1-2), 213-217.
Cherney, I. D. (2008). Mom, let me play more computer games: They improve my mental rotation skills. Sex Roles, 59(11-12), 776-786.
Neuropsychological benefits of stationary bike exercise and a cybercycle exergame for older adults with diabetes: An exploratory analysis
Anderson-Hanley, C., Arciero, P., Westen, S., Nimon, J., & Zimmerman, E. (2012). Neuropsychological benefits of stationary bike exercise and a cybercycle exergame for older adults with diabetes: An exploratory analysis. Journal of Diabetes Scienc...
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.
Wang, C. K., Khoo, A., Liu, W. C., & Divaharan, S. (2008). Passion and intrinsic motivation in digital gaming. Cyberpsychology and Behavior, 11(1), 39-45.
Pattern-based learning and spatially oriented concept formation in a multi-agent, decision making expert
Epstein, S., Gelfand, J., & Lesniak, J. (1996). Pattern-based learning and spatially oriented concept formation in a multi-agent, decision making expert. Computational Intelligence, 12(1), 199-221.
Feng, J., Spence, I., & Pratt, J. (2007). Playing an action video game reduces gender differences in spatial cognition. Psychological Science, 18(10), 850-855.
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Muller, A. A., & Perlmutter, M. (1985). Preschool children's problem-solving interactions at computers and jigsaw puzzles. Journal of Applied Developmental Psychology, 6(2), 173-186.
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.
Wack, E., & Tantleff-Dunn, S. (2009). Relationships between electronic game play, obesity, and psychosocial functioning in young men. Cyberpsychology and Behavior, 12(2), 241-244.
Bransford, J. D., & Schwartz, D. L. (1999). Rethinking transfer: A simple proposal with multiple implications. Review of Research in Education, 24, 61-100.
Choi, J. I., & Hannafin, M. (1995). Situated cognition and learning environments : Roles, structures, and implications for design. Educational Technology Research and Development, 43(2), 53-69.
Miller, G. (2005). Society for neuroscience meeting: Computer game sharpens aging minds. Science, 310(5752), 1261.
Space fortress as an IQ test? Predictions of learning and of practised performance in a complex interactive video-game
Rabbitt, P., Banerji, N., & Szymanski, A. (1989). Space fortress as an IQ test? Predictions of learning and of practised performance in a complex interactive video-game. Acta Psychologica, 71(3), 243-257.
Strategies for designing effective psychotherapeutic gaming interventions for children and adolescents
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.
The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search
Castel, A. D., Pratt, J., & Drummond, E. (2005). The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search. Acta Psychologica, 119(2), 217-230.
Blumberg, F. C. (2000). The effects of children's goals for learning on video game performance. Journal of Applied Developmental Psychology, 21(6), 641-653.
Din, F. S., & Calao, J. (2001). The effects of playing educational video games on kindergarten achievement. Child Study Journal, 31(2), 95-102.
Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008). The effects of video game playing on attention, memory, and executive control. Acta Psychologica, 129(3), 387-398.
Dustman, R. E., Emmerson, R. Y., Steinhaus, L. A., Shearer, D. E., & Dustman, T. J. (1992). The effects of videogame playing on neuropsychological performance of elderly individuals. Journal of Gerontology, 47(3), 168-171.
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Subrahmanyam, K., Greenfield, P., Kraut, R., & Gross, E. (2001). The impact of computer use on children's and adolescents' development. Journal of Applied Developmental Psychology, 22(1), 7-30.
Mioduser, D., Tur-Kaspa, H., & Leitner, I. (2000). The learning value of computer-based instruction of early reading skills. Journal of Computer Assisted Learning, 16(1), 54-63.
Gelfond, H. S., & Salonius-Pasternak, D. E. (2005). The play's the thing: A clinical-developmental perspective on video games. Child and Adolescent Psychiatric Clinics of North America, 14(3), 491-508.
Quaiser-Pohl, C., Geiser, C., & Lehmann, W. (2006). The relationship between computer-game preference, gender, and mental-rotation ability. Personality and Individual Differences, 40(3), 609-619.
Mitchell, A., & Savill-Smith, C. (2004). The use of computer and video games for learning: A review of the literature. London: Learning and Skills Development Agency.
Swank, J. M. (2008). The use of games: A therapeutic tool with children and families. International Journal of Play Therapy, 17(2), 154-167.
Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science, 5(4), 333-369.
Scherer, R., Lee, F., Schlogl, A., Leeb, R., Bischof, H., & Pfurtscheller, G. (2008). Toward self-paced brain-computer communication: Navigation through virtual worlds. IEEE Transactions on Biomedical Engineering, 55(2), 675-682.
Madej, K. (2003). Towards digital narrative for children: From education to entertainment: A historical perspective. ACM Computers in Entertainment, 1(1).
Towards integration of computer games in interactive health education environments: Understanding gameplay challenge, narrative and spectacle
Timpka, T., Graspemo, G., Hassling, L., Nordfeldr, S., & Eriksson, H. ( 2004). Towards integration of computer games in interactive health education environments: Understanding gameplay challenge, narrative and spectacle. Studies in Health Techno...
Thorell, L. B., Lindqvist, S., Nutley, S. B., Bohlin, G., & Klingberg, T. (2009). Training and transfer effects of executive functions in preschool children. Developmental Science, 12(1), 106-113.
Masendorf, F. (1995). Training learning-disabled children's spatial abilities by computer games. European Education, 27(2), 49-71.
Gopher, D., Weil, M., & Bareket, T. (1994). Transfer of skill from a computer game trainer to flight. Human Factors, 36(3), 387-405.
Brezinka, V. (2008). Treasure hunt - a serious game to support psychotherapeutic treatment of children. Studies in Health Technology and Informatics, 136, 71-76.
Two-dimensional representation of movement through three-dimensional space: The role of video game expertise
Greenfield, P. M., Brannon, C., & Lohr, D. (1996). Two-dimensional representation of movement through three-dimensional space: The role of video game expertise. In P. M. Greenfield & R. R. Cocking (Eds.), Interacting With Video (pp. 169-185)....
Two-dimensional representation of movement through three-dimensional space: The role of video game expertise
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Virtual environments in the diagnosis, prevention, and intervention of age-related diseases: A review of VR scenarios proposed in the EC veteran project
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A December, 2008 blog post on www.uspharmd.com, this blog lists and describes 50 video games for seniors that may improve their physical and/or mental health. Visitors can click on some of the game titles to be directed to the primary web page....
An email discussion list for growing community of individuals and organizations building games for applied purposes other than entertainment. This is a broad discussion that focuses on education, training, and policy and management exploration initia...
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“ACE develops software based "Brain-Gyms" under the brand IntelliGym. These training tools significantly improve the performance of trainees in targeted tasks. ACE's proprietary technology is applicable to a remarkable variety of potential users, s...
"Based in Washington, DC, the American Psychological Association (APA) is a scientific and professional organization that represents psychology in the United States. With 150,000 members, APA is the largest association of psychologists worldwide. The...
"Our goal is to conduct experimental research to develop interventions that might help people feel more secure. Our starting point is past research in which we have found that insecurity feelings derive in large part from anxieties about whether one...
"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
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International Association for Development of the Information Society (IADIS)
The IADIS (International Association for Development of the Information Society) CELDA conference focuses on the evolving learning processes and applications associated with the advancements in digital technology. Simulations, student-centered learni...
IEEE Computer Society
Digitel focuses on new technologies, game theories, and ways to enhance learning and education through the use of digital games. Embedded chips, motion sensors, internet, mobiles, and advances in computing are among the topics that have been discusse...
"The SharpBrains Summit, our first 3-day conference, featured a dream team of over 40 speakers who are leaders in industry and research to discuss emerging research, tools and best practices for cognitive health and performance. This innovative event...