Search Results
Loading results.
(This may take a few seconds.)
Players see a picture of an intact human brain and then it gets scrambled. To win, players must put the parts of the brain back together correctly.
"Challenge your family and friends in a new digital board game, and at the same time learn your first words in a new language together.
4 TRAVELLERS can be played alone or together with friends and at the same time teach you new words in Spanish.
In 911 Paramedic, players assume the role of a paramedic and rush to the scenes of accidents on the streets of Los Angeles. Players can handle over thirty real-life emergency situations.
9th Inning is a free, online, baseball-themed quiz game designed to test players’ knowledge and understanding of nutrition. Each correct answer earns a homerun. Watch out because answering three questions wrong means you’re out!
In this Nintendo Wii exergame, players move their upper and lower bodies by using the Wii remote and a game mat. This game involves more than a dozen fast-paced activities, such as log jumping, river rafting, and a minecart adventure.
"Geared toward 3rd to 5th grade students with social-behavioral problems, Adventures aboard the S.S.GRIN links the worlds of social skills training and interactive technology.
Alcohol 101 Plus, available at no charge, was created in response to the growing concern over the unsafe consumption of alcohol on college campuses.
In this meal-planning game, players follow the food pyramidand must select enough food from each food group to reach the suggested number of servings per day.
“The game follows our character, Richard, in his dream world where he goes on the offensive and attacks back! He wards off a variety of allergens from pollen and pet dander to shellfish and dairy.”
In Alphabet Circus, a PlayStation 2 game targeted to children, players navigate through a colorful circus to discover various mini-games that combine physical activity and learning.
This free quiz game developed by the Environmental Protection Agency tests players’ knowledge of air quality and pollution and their effects on health. Questions are multiple choice.
This group of free mini-games by the National Dairy Council focuses on healthy food choices and the benefits of good nutrition and portion control.
In this free online grocery shopping and nutrition game, players search for items on a grocery list and compare the labels of three different brands each time, to make the healthiest choice.
"Behavior Breakthroughs™ is an interactive training simulation created for parents and caregivers of children and adults who display challenging behavior."
Designed by young cancer patient Ben Duskin and LucasArts employee Eric Johnston, and funded by a grant from the Make-A-Wish Foundation, Ben’s Game helps cancer patients cope with their illness and
"Designed for children and teens ages 10 to 15, Blood Tests: Exploring Our Incredible Blood is an interactive online program designed to introduce users to the fascinating facts that can be learned
"In this game you have to blood type three patients and give them blood transfusions. Are you able to do that?
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.
Breakfast Detectives is an online educational game that teaches players about the five food groups and the benefits of eating healthy foods. To win, players must "drag and drop the right foods to match the clues!"
Players of this asthma self-management side-scrolling Nintendo console adventure game guide Bronkie the Bronchiasaurus and Trakie the Tracheratops through 18 game levels to save their ancient pla
Captain Chemo is a free, online adventure game that deals with and can help cancer patients cope with the unpleasant side effects of cancer treatments.
Central Park is a learning environment for two-year-olds designed to prepare them for future schoolwork. Players of this game will be taught reading, writing, mathematics, and science concepts.
Cheerios Playtime is comprised of learning skills activities for children.
"This fast-paced game relies on a keen knowledge of food containing vitamin B1 and good keyboard skills to save lives.
Developed by the Home Safety Council, this collection of free, online games is designed to teach children about dangerous situations and ways to stay safe.
Colgate Kid’s world is a collection of free, online mini-games and fun activities for children about proper dental hygiene. These games address important teeth cleaning habits and how diet and nutrition can affect players’ teeth.
"Cosmo’s Learning Systems™ introduces an innovation in learning for children of developmental age 2-to-8 years with and without disabilities.
"Cosmo’s Play and Learn™ software was developed by a team of therapists and educators who recognized the tremendous need for children of developmental ages 2-to-8 with and without disabilities to h
"In partnership with the UVM College of Medicine and Dr.
DAWARS Ambush! is a military-based training simulation developed by the U.S. Defense Advanced Research Projects Agency to educate and train military personnel on the rules-of-engagement.
Available for the PC, Dbaza’s Diabetes Education for Kids educational software was developed to help teach children basic principles of diabetes care and self-management.
This virtual game was developed to help train dental students in decision-making, diagnosis, and treatment protocols. In this realistic 3D environment, students and dental professionals can practice dental procedures and improve their skills.
Didget is a blood glucose meter from Bayer that connects with a Nintendo DS or Nintendo DS Lite handheld game system.
Developed for young children for use on the PlayStation 2, Dinosaurs Shapes & Colors combines education and physical activity.
Disaster Discovery is a free, online board game developed by the Federal Emergency Management Agenday (FEMA) that asks players a series of true or false questions that deal with disaster situations
Developed by the Federal Emergency Management Agenday (FEMA), Disaster Math is a free, online quiz game for kids that incorporates math questions into disaster situations.
Earn the Stars is a merit-based tool for educating, motivating, recognizing and rewarding children to make good choices about nutrition and participating in physical activities.
"This game lets you explore the key elements of the electrocardiogram from how to place the electrodes on the body for measuring the heart beats to how to analyze the mountains and valleys in the E
Every Body Has a Brain is a video game, 16 brain songs and website for 4-6 year olds funded by grants from the National Institute of Mental Health’s Small Business Innovation Research Program.
"In Brain Train, children learn to appreciate how special and unique the brain is. You’re shown a sequence of pairs of items. One item in each pair has a brain and one does not.
This treasure hunting game was developed to detect eye problems in children.
Fatworld is a game that focuses on the political side of nutrition. Players can learn about the role socioeconomics plays in the relationship between obesity and nutrition in the United States.
Fitting CF into your Everyday Life was developed by the Starlight Children’s Foundation to help teens living with cystic fibrosis manage the disease and adhere to treatments.
"There are 100s of fruits in the world, but how well do you know them??? Take the Food Focus challenge and test your fruit ID skills! 50 fruits to guess 50 chances to win.
Free Dive is a virtual reality-based adventure in which players hunt for hidden treasures in the sea and swim with dolphins and tropical fish.
FunBrain is a collection of free, online educational games for children and tweens designed to improve learning in a number of subjects including math, science, and vocabulary.
FunSchool is a set of free, online educational games developed to help younger children focus on and improve in various school subjects, including reading and math.
Gamequarium is a collection of free, online educational games for children. It is divided into sets according to grade level, subject, and content.
The Green Grocer Puzzler is designed to educate children about the importance of eating healthy and nutritious foods. The goal is to find grocery items using a few tips and clues. This is a free, online game.
The game GRIP was developed to help diabetic children better understand and manage their condition.
Grossology is an educational science game that focuses on the grosser, and presumably more fun, aspects of biology.
Idea Seekers Move & Match is a free online game designed to teach children about food and nutrition. The goal is for players to find and grab the healthy foods among a big mix up. A webcam is required to play this game.
"Imagine That! is a Simulation Game of Drinking-Related Choices created by Linda C. Lederman, Ph. D. Rutgers University."
This free, downloadable game teaches about the immune system and is targeted to high school and college students.
"Go through ten interactive stops and find out how our immune system protects us and sometimes could harm us."
"In this game, you are a trainee soldier of the Immune System Defense Forces, defending a human against bacterial infection. You have two missions to complete.
Insulot is an educational mobile phone game developed to teach players about blood glucose levels and insulin dosages. The game operates in the form of a slot machine.
"The Web Wise Kids cell phone safety program for middle school children is titled It's Your Call.
"Play "It's a Skin Cell's Life®" with your child to see how the interactive game lets kids learn how to practice good skin care virtually, or risk the consequences of pimples, greasy hair, a poison ivy rash and sunburn."
"Juf in a Box ('Teacher in a Box') is developed by Ranj, in co-operation with TNO, the Donders Institute, Avans and the Radboud University of Nijmegen.
Kids Games is an educational web site for children that offers a variety of free games, activities, and puzzles. Games address areas including coordination, art, music, and cognition.
This is one game in a series of games that encourages Pre-K children to engage their bodies in learning.
This is one game in a series of games that encourages Pre-K children to engage their bodies in learning.
This is one game in a series of games that encourages Pre-K children to engage their bodies in learning.
This is one game in a series of games that encourages Pre-K children to engage their bodies in learning.
"Learning for Children-Exploration software is developmentally appropriate for children 3-5 years.
Developed by several universities, Let’s Talk About It is an interactive game that focuses on the perceptions college students have about campus drinking behaviors.
"Written by adolescents with kidney disease, Living With Kidney DiseaseTM is an interactive
"Make your own virtual milk shake, print your recipe and then try it at home in your own kitchen! Make sure to use your Blender safely."
Me2 is a game for which you create an avatar and a pedometer that counts and keeps track of every step taken by players. In order to unlock games on the device, players must accumulate points based on the amount of step taken.
Published by the National Institute of Child Health and Human Development, Milk Matters is a free, online collection of interactive games designed to educate players about the importance of calcium
"Mirror Image tells the story of teenagers Sheena and Megan, best friends who are victimized by a criminal who uses the Internet to lure young women with promises of modeling contracts and online r
Missing teaches players about the risks of interacting with strangers on the Internet. The game presents a story about a kid who went missing after leaving to meet a person they had met online.
"Mission Control™ is a versatile computer access device designed for children who do not use a standard keyboard and standard mouse.
"Are you up to this nutrition challenge? Explore our kitchen and find out. You can open the fridge, snoop in the cabinet, and even play the message on the answering machine."
My Stop Smoking Coach with Allen Carr is designed to help players quit smoking tobacco. This Nintendo DS game is based on the philosophies of Allen Carr and is intended to be an entertaining, challenging, and helpful way to stop smoking.
My Student Body is an online game that focuses on issues that many college students face including drug and alcohol abuse, stress, and sexual health. The game provides information about getting help.
MyPyramid Blast Off, a free, online game developed by the U.S. Department of Agriculture, educates players about the importance of making healthy food choices.
This free, online collection of interactive games, puzzles, and activities was designed by the National Geographic Society to help children prepare for their schoolwork.
Rats and mice have invaded diabetes summer camp and it is up to our diabetic elephant heroes, Packy & Marlon, to find food and diabetes supplies to save the camp. In four simulated days
"A colourful collection of tricks to make medical procedures less scary and sore. For kids and grown ups too!
Pamoja Mtaani (Together in the Hood) is a multi-player game intended to alter the attitudes, behaviors, and risk perceptions around HIV.
Playnormous.com is a web site for children that offers free health games that focus on nutrition and healthy eating habits.
PrimaryGames is a free, online collection of educational games, activities, and puzzles for children .
Prongo is a web site that offers free educational activities, puzzles, and games for young students. Players can choose among a variety of math, logic, and cognition games.
The Puzzability Sampler is a free, downloadable collection of puzzles, activities, and exercises designed to stimulate the mind and increase cognitive capability. Players can choose from dozens of games the whole family can enjoy.
Quest for the Code is a free, online game that focuses on asthma management and how to avoid asthmatic triggers.
Re-Mission is a free adventure game designed to help young patients with cancer overcome their fears and feel more in control of their conditions.
Replay: Finding Zoe is a free, online educational game designed to promote healthy and equal relationships among individuals and reduce gender stereotyping and sexism.
In a side-scrolling Nintendo console adventure game, players guide experimental surgeon Rex Ronan as he shrinks to near-microscopic size, enters the body of his patient who is dying from tobacco-
River City is an educational game developed by the National Science Foundation for middle school students that focuses on teamwork and using the scientific method to help solve a mysterious health
RU SURE? is a simulation game designed to engage students in thinking about their drinking. Players of this game will be faced with making alcohol-related decisions that can lead to serious consequences.
Sheppard Software is a collection of free, online educational games, puzzles, and activities designed to teach young minds about health and improve understanding in various school related subjects.
Sickle Cell Slime-O-Rama is intended to help children with sickle cell disease feel better about themselves and gain a greater understanding of their condition.Players are contestants on a game sho
The Smart Cycle is a stationary bike by Fisher-Price that allows young children to engage in physical activity while playing a learning video game.
"The Smart Cycle Extreme is a stationary bike, arcade game and learning center that plugs directly into your TV.
"It’s a stationary bike, a learning center, and an arcade game system—all rolled into one! Smart Cycle Racer plugs right into your TV, ready to take kids on learning adventures like no other.
"In contrast to other programs that focus primarily on in-school behaviors, My Community is all about enhancing a child's social skills and personal safety in the larger world outside the classroom
My School Day is a software program designed to educate older children about proper interactions and basic classroom etiquette.
Preschool Playtime is a software program designed to help build appropriate social skills in young children.
"Preschool Playtime Volume 2 is an extension of the material covered in Preschool Playtime Volume 1, and reinforces appropriate peer interactions and play skills in toddlers and preschoolers.
"School Rules! Volume 2 takes up where School Rules! Volume 1 leaves off, teaching social interpretation skills during unstructured times when social rules are most challenging.
"A collaborative effort between Social Skill Builder and Michelle Garcia Winner & Pamela Crooke of Social Thinking.
SparkTop.org is a web site that offers free educational games, puzzles, activities, and exercises for children that learn differently or at a slower pace.
"Spinal Tap: Discovering the Secrets of Spinal Fluid is an interactive online game which was developed as a tool for children and teens ages 10 to 14 to actively explore information about the spina
Spotlight on IV's is a quiz game that tests players’ knowledge of IV’s (intravenous).
In Super Munchers: The Challenge Continues…, players take control of a muncher and move around consuming words that fall under a category.
"Symptom Scenes is an arcade game featuring a cast of cute characters suffering from Meningitis or Septicaemia. It's a race against time to recognize the symptoms and save as many as you can!
"TeachTown: Basics Classroom combines computer lessons with offline activities for students who are developmentally 2 to 7 years old.
TeachTown is a web-based educational program developed to help children improve in various subject areas taught in school.
"Our animated video modeling-based social skills curriculum features engaging animated characters to teach real world social skills.
Secret agents are on a mission to uncover information about asthma management in The Asthma Files.
"In this game your dog has type-1 diabetes. This is a very serious disease. With proper treatment, however, your dog can live a happy life for many years.
“In this game, you are a trainee soldier of the Immune System Defense Forces, defending a human against bacterial infection. You have two missions to complete.
The Incredible Adventures of the Amazing Food Detective is a game that teaches players the importance of healthy eating and getting ample amounts of exercise.
The Kidz Page is an educational web site for young children with dozens of fun games, activities, and puzzles designed to keep the mind sharp.
"When a legendary ancient king returns to enslave the world, a young boy named Oz must awaken the hero within.
"Nonprofit medicine research and education company The Cooper Institute is fighting childhood obesity with The Quest to Lava Mountain, an educational game targeted at grade school children.
"In this game you perform the classic split brain experiment used by Nobel Laureate Roger Sperry when he discovered differences between the right and left hemispheres of the brain."
Thinks.com is a web site that includes free educational games, puzzles, quizzes and even brain teasers.
Toy Pals Fun with Numbers is an exergame for the PlayStation 2 designed to engage young children in simultaneous learning and physical activity.
Uncovering the Mysteries of Bone Marrow is a free, online interactive game about bone marrow and common treatments for leukemia such as biopsies, transplants, and aspirations.
"Virtual Iraq is a set of virtual reality environments created to treat post-traumatic stress disorder (PTSD) in Operation Iraqi Freedom/Operation Enduring Freedom (OIF/OEF) combat service men and
“The Chicken Farm educational game and related reading are based on the 1929 Nobel Prize in Physiology or Medicine.
Watch, Discover, Think, and Act is a computer game designed to educate children about how to properly manage their asthma.
Wee Willie Wheezie is an interactive PC game designed to educate children about asthma and effective strategies for managing it.
"Whyville was launched in 1999 as a virtual city for engaging young people in constructive educational activities while promoting socially responsible behavior.
Zamzee is an online rewards program for young teens powered by their physical activity.
Leapfrog’s Zippity is an interactive system that combines physical activity and education.Young players can dance, jump, move, and learn with their favorite Disney characters.
Ke, F. (2008). A case study of computer gaming for math: Engaged learning from gameplay? Computers & Education, 151, 1609-1620.
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.
Hussain, H., Enbi, Z. C., & Hashim, S. (2003). A conceptualized framework for edutainment. Informing Science.
Maloney, A. E., Bethea, T. C., Kelsey, K. S., Marks, J. T., Paez, S., Rosenberg, A. M., et al. (2008). A pilot of a video game (DDR) to promote physical activity and decrease sedentary screen time. Obesity, 16(9), 2074-2080.
Kato, P. M., Cole, S. W., Bradlyn, A. S., & Pollock, B. H. (2008). A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial. Pediatrics, 122(2), E305-E317.
Green, C. S., & Bavelier, D. (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.
Haddock, B. L., Brandt, A. M., Siegel, S. R., Wilkin, L. D., & Joung-Kyue, H. (2008). Active video games and energy expenditure among the overweight children. International Journal of Fitness, 4(2), 17-23.
Biddiss, E., & Irwin, J. (2010). Active video games to promote physical activity in children and youth a systematic review. Archives of Pediatrics & Adolescent Medicine, 164(7), 664-672.
Siegel, S. R., Haddock, B. L., Dubois, A. M., & Wilkin, L. D. (2009). Active video/arcade games (exergaming) and energy expenditure in college students. International Journal of Exercise Science, 2(3), 165-174.
Lanningham-Foster, L., Foster, R. C., McCrady, S. K., Jensen, T. B., Mitre, N., & Levine, J. A. (2009). Activity-promoting video games and increased energy expenditure. The Journal of Pediatrics, 154(6), 819-823.
Fawkner, S. G., Niven, A., Thin, A. G., MacDonald, M. J., & Oakes, J. R. (2010). Adolescent girls' energy expenditure during dance simulation active computer gaming. Journal of Sports Sciences, 28(1), 61-65.
Shrimpton, B., & Hurworth, R. (2005). Adventures in evaluation: Reviewing a cd-rom based adventure game designed for young people recovering from psychosis. Journal of Educational Multimedia and Hypermedia, 14(3), 273-290.
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.
Heeter, C., Egidio, R., Mishra, P., Winn, B., & Winn, J. (2009). Alien games: Do girls prefer games designed by girls? Games and Culture, 4(1), 74-100.
Griffiths, M. D. (1991). Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines. Journal of Adolescence, 14(1), 53-73.
Horn, E., Jones, H. A., & Hamlett, C. (1991). An investigation of the feasibility of a video game system for developing scanning and selection skills. Journal of the Association for Persons with Severe Handicaps, 16(2), 108-115.
Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27(1), 113-122.
Bioulac, S., Arfi, L., & Bouvard, M. P. (2008). Attention deficit/hyperactivity disorder and video games: A comparative study of hyperactive and control children. European Psychiatry, 23(2), 134-141.
Software & Information Industry Association. (2009). Best practices for using games & simulations in the classroom: Guidelines for K-12 educators. Washington, DC: Wilson, L.
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.
Zigelbaum, J. (2006). Bodybeats: Whole-body, musical interfaces for children. Journal of Adolescence, 1595-1600.
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.
Daley, A. J. (2009). Can exergaming contribute to improving physical activity levels and health outcomes in children? Pediatrics, 124(2), 763-771.
Gardner, J. E. (1991). Can the mario bros. help?: Nintendo games as an adjunct in psychotherapy with children. Psychotherapy, 28(4), 667-670.
Rosenberg, B. H., Landsittel, D., & Averch, T. D. (2005). Can video games be used to predict or improve laparoscopic skills? Journal of Endourology, 19(3), 372-376.
Griffiths, M. (2004). Can videogames be good for your health? Journal of Health Psychology, 9(3), 339-344.
Borusiak, P., Bouikidis, A., Liersch, R., & Russell, J. B. (2008). Cardiovascular effects in adolescents while they are playing video games: A potential health risk factor? Psychophysiology, 45(2), 327-332.
Lennon, J. L., & Coombs, D. W. (2006). Child-invented health education games: A case study for dengue fever. Simulation and Gaming, 37(1), 88-97.
Hillier, A. (2008). Childhood overweight and the built environment: Making technology part of the solution rather than part of the problem. Annals of the American Academy of Political and Social Science, 615, 56-82.
Markle Foundation (2002). Children and interactive media. New York, NY: Wartella, E. A., Lee, J. H., & Caplovitz, A. G.
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.
McDougall, J., & Duncan, M. J. (2008). Children, video games and physical activity: An exploratory study. International Journal on Disability and Human Development, 7(1), 89-94.
Epstein, L. H., Beecher, M. D., Graf, J. L., & Roemmich, J. N. (2007). Choice of interactive dance and bicycle games in overweight and nonoverweight youth. Annals of Behavioral Medicine, 33(2), 124-131.
Ogletree, S. M., & Drake, R. (2007). College students' video game participation and perceptions: Gender differences and implications. Sex Roles, 56(7-8), 537-542.
Willems, M. E. T., & Bond, T. S. (2009). Comparison of physiological and metabolic responses to playing Nintendo Wii Sports and brisk treadmill walking. Journal of Human Kinetics, 22(1), 43-49.
Haughland, S. (2000). Computer and young children. ERIC Digest.
Griffiths, M. D. (1997). Computer game playing in early adolescence. Youth & Society, 29(2), 223-237.
Yuji, H. (1996). Computer games and information-processing skills. Perceptual and Motor Skills, 83(2), 643-647.
Krichevets, A. N., Sirotkina, E. B., Yevsevicheva, I. V., & Zeldin, L. M. (1995). Computer games as a means of movement rehabilitation. Disability and Rehabilitation, 17(2), 100-105.
Sun, D. L., Ma, N., Bao, M., Chen, X. C., & Zhang, D. R. (2008). Computer games: A double-edged sword? Cyberpsychology and Behavior, 11(5), 545-548.
Mcclurg, P. A., & Chaille, C. (1987). Computer games: Environments for developing spatial cognition? Journal of Educational Computing Research, 3(1), 95-111.
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.
Clements, D. H. (2002). Computers in early childhood mathematics. Contemporary Issues in Early Childhood, 3(2), 160-181.
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.
Trout, J. M., & Zamora, K. J. (2006). Dance Dance Revolution: A clinical look at an interactive arcade game. (Abstract). Research Quarterly for Exercise & Sport, 77(1 Suppl), A-22.
Anand, S., & Krosnick, J. A. (2005). Demographic predictors of media use among infants, toddlers, and preschoolers. American Behavioral Scientist, 48(5), 539-561.
Roubidoux, M. A., Chapman, C. M., & Piontek, M. E. (2002). Development and evaluation of an interactive web-based breast imaging game for medical students. Academic Radiology, 9(10), 1169-1178.
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.
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.
Baranowski, T., Allen, D. D., Masse, L. C., & Wilson, M. (2006). Does participation in an intervention affect responses on self-report questionnaires? Health Education Research, 21(1), i98-i109.
Brown, S. J., Lieberman, D. A., Germeny, B. A., Fan, Y. C., Wilson, D. M., & Pasta, D. J. (1997). Educational video game for juvenile diabetes: Results of a controlled trial. Informatics for Health and Social Care, 22(1), 77-89.
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.
Straker, L., & Abbott, R. (2007). Effect of screen-based media on energy expenditure and heart rate in 9- to 12-year-old children. Pediatric Exercise Science, 19(4), 459-471.
DeShazo, J., Harris, L., & Pratt, W. (2010). Effective intervention or child's play? A review of video games for diabetes education. Diabetes Technology & Therapeutics, 12(10), 815-822.
Gold, J. I., Kim, S. H., Kant, A. J., Joseph, M. H., & Rizzo, A. (2006). Effectiveness of virtual reality for pediatric pain distraction during IV placement. Cyberpsychology and Behavior, 9(2), 207-212.
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.
Hart, G. M., Johnson, B., Stamm, B., Angers, N., Robinson, A., Lally, T., & Fagley, W. H. (2008). Effects of video games on adolescents and adults. Cyberpsychology and Behavior, 12(1), 63-65.
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.
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.
Maeda, Y., Kurokawa, T., Sakamoto, K., Kitamoto, I., Ueda, K., & Tashima, S. (1990). Electroclinical study of video-game epilepsy. Developmental Medicine and Child Neurology, 32(6), 493-500.
Stettler, N., Signer, T. M., & Suter, P. M. (2004). Electronic games and environmental factors associated with childhood obesity in Switzerland. Obesity Research, 12(6), 896-903.
Bailey, B. W. & McInnis, K. (2011). Energy cost of exergaming: A comparison of the energy cost of 6 forms of exergaming. Archives of Pediatrics & Adolescent Medicine, 165(7), 597-602.
White, K., Schofield, A., & Kilding, A. E. (2011). Energy expended by boys playing active video games. Journal of Science and Medicine in Sport, 14(2), 130-134.
Mellecker, R. R., & McManus, A. M. (2008). Energy expenditure and cardiovascular responses to seated and active gaming in children. Archives of Pediatrics and Adolescent Medicine, 162(9), 886-891.
Sell, K., Lillie, T., & Taylor, J. (2008). Energy expenditure during physically interactive video game playing in male college students with different playing experience. Journal of American College Health, 56(5), 505-511.
Green, C. S., & Bavelier, D. (2006). Enumeration versus multiple object tracking: The case of action video game players. Cognition, 101(1), 217-245.
Larsen, J. D., & Kozar, B. (2005). Evaluation of a computer administered alcohol education program for college students. Journal of Alcohol and Drug Education, 49(4), 69-83.
Kato, P. M., & Beale, I. L. (2006). Factors affecting acceptability to young cancer patients of a psychoeducational video game about cancer. Journal of Pediatric Oncology Nursing, 23(5), 269-275.
Coles, D. C., Strickland, D. C., Padgett, L., & Bellmoff, L. (2007). Games that "work:" Using computer games to teach alcohol-affected children about fire and street safety. Research in Development Disabilities, 28(5), 518-530.
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.
Hoeft, F., Watson, C. L., Kesler, S. R., Bettinger, K. E., & Reiss, A. L. (2007). Gender differences in the mesocorticolimbic system during computer game-play. Journal of Psychiatric Research, 42(4), 253-258.
Roberts, D., Foehr, U., & Rideout, V. (2005). Generation M: Media in the Lives of 8-18 Year-Olds. A Kaiser Family Foundation Study, Menlo Park, CA.
Jenson, J., & De Castell, S. (2008). Get up and play!: From simulation to imitation in digital games. Education Canada, 48(2), 40-44.
Simons, D. J., & Chabris, C. F. (1999). Gorillas in our midst: Sustained inattentional blindness for dynamic events. Perception, 28, 1059-1074.
Brodie, M., Flournoy, R., Altman, D., Blendon, R., Benson, J., & Rosenbaum, M. (2000). Health Information, the Internet, and the Digital Divide. Health Affairs Journal, Washington, D.C.
Bandura, A. (2004). Health promotion by social cognitive means. Health Education and Behavior, 31(2), 143-164.
Yang, S. P., Smith, B. K., & Graham, G. M. (2008). Healthy video gaming: Oxymoron or possibility? Innovate: Journal of Online Education, 4(4).
Langley Research Center. (2001). Helping video games rewire “our minds”. Hampton, Virginia: Pope, A. T., & Palsson, O. S.
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.
Fisher, S. (1994). Identifying video game addiction in children and adolescents. Addictive Behaviors, 19(5), 545-553.
Exner, A. (2010). Impact of cooperative versus competitive exergame play on overweight and obese adolescents’ physical, socio-emotional, and cognitive health. Dissertation Abstracts International, 72(2), 1-84.
Dworak, M., Schierl, T., Bruns, T., & Struder, H. K. (2007). Impact of singular excessive computer game and television exposure on sleep patterns and memory performance of school-aged children. Pediatrics, 120(5), 978-985.
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.
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.
Herndon, C. D., Decambre, M., & McKenna, P. H. (2001). Interactive computer games for treatment of pelvic floor dysfunction. Journal of Urology, 166(5), 1893-1898.
Goran, M. I., & Reynolds, K. (2005). Interactive multimedia for promoting physical activity (IMPACT) in children. Obesity Research, 13(4), 762-771.
Cole, S.W., Yoo, D.J., Knutson, B. (2012) Interactivity and reward-related neural activation during a serious videogame. PLoS ONE, 7(3), e33909.
Krishna, S., Francisco, B. D., Balas, E. A., Konig, P., Graff, G. R., & Madsen, R. W. (2003). Internet-enabled interactive multimedia asthma education program: A randomized trial. Pediatrics, 111(3), 503-510.
Emes, C. E. (1997). Is mr. pac man eating our children? A review of the effect of video games on children. Canadian Journal of Psychiatry, 42(4), 409-414.
Pollak, J., Gay, G., Byrne, S., Wagner, E., Retelny, D., & Humphreys, L. (2010). It's time to eat! Using mobile games to promote healthy eating. IEEE Pervasive Computing, 9(3), 21-27.
Roberts, D., Foehr, U., Rideout, V., & Brodie, M. (1999). Kids and Media at the New Millennium. The Henry J. Kaiser Family Foundation Report, Menlo Park, CA.
Jones, S. (2003). Let the Games Begin: Gaming Technology and Entertainment Among College Students. Pew Internet and American Life Project, Washington, D.C.
Price, S., & Rogers, Y. (2004). Let's get physical: The learning benefits of interacting in digitally augmented physical spaces. Computers and Education, 43(1-2), 137-151.
Vandewater, E. A., Shim, M. S., & Caplovitz, A. G. (2004). Linking obesity and activity level with children's television and video game use. Journal of Adolescence, 27(1), 71-85.
Management of chronic pediatric diseases with interactive health games: Theory and research findings
Lieberman, D. A. (2001). Management of chronic pediatric diseases with interactive health games: Theory and research findings. Journal of Ambulatory Care Management, 24(1), 26-38.
Roberts, D. F. (2000). Media and Youth: Access, Exposure, and Privatization. Journal of Adolescent Health, 27(S), 2, New York, NY.
Wang, X. & Perry, A. P. (2006). Metabolic and physiologic responses to video game play in 7- to 10-year-old boys. Archives of Pediatrics & Adolescent Medicine, 160(4), 411-415.
Cherney, I. D. (2008). Mom, let me play more computer games: They improve my mental rotation skills. Sex Roles, 59(11-12), 776-786.
Stoffregen, T. A., Faugloire, E., Yoshida, K., Flanagan, M. B., & Merhi, O. (2008). Motion sickness and postural sway in console video games. Human Factors, 50(2), 322-331.
Merhi, O., Faugloire, E., Flanagan, M., & Stoffregen, T. A. (2007). Motion sickness, console video games, and head-mounted displays. Human Factors, 49(5), 920-934.
Staiano, A. E., Abraham, A. A., & Calvert, S. L. (2012). Motivating effects of cooperative exergame play for overweight and obese adolescents. Journal of Diabetes Science and Technology, 6(4), 812-819.
Penko, A. L., & Barkley, J. E. (2010). Motivation and physiologic responses of playing a physically interactive video game relative to a sedentary alternative in children. Annals of Behavioral Medicine, 39(2), 162-169.
Morlock, H., Yando, T., & Negolean, K. (1985). Motivation of video game players. Psychological Reports, 57(1), 247-250.
Macgregor, D. M. (2000). Nintendonitis?: A case report of repetitive strain injury in a child as a result of playing computer games. Scottish Medical Journal, 45(5), 150.
Roemmich, J. N., Gurgol, C. M., & Epstein, L. H. (2004). Open-loop feedback increases physical activity of youth. Medicine and Science in Sports and Exercise, 36(4), 668-673.
Goudarzi, V., & Tomic, S. (2006). PEDdo: Steps to a healthy lifestyle. In CHI '06 Extended Abstracts on Human Factors in Computing Systems (Montréal, Québec, Canada, April 22 - 27, 2006). CHI '06. New York, NY: ACM.
McKenna, P. H., Herndon, C. D., Connery, S., & Ferrer, F. A. (1999). Pelvic floor muscle retraining for pediatric voiding dysfunction using interactive computer games. Journal of Urology, 162(3), 1056-1062.
Tazawa, Y., & Okada, K. (2001). Physical signs associated with excessive television-game playing and sleep deprivation. Pediatrics International, 43(6), 647-650.
Segal, K. R., & Dietz, W. H. (1991). Physiologic responses to playing a video game. American Journal of Diseases of Children, 145(9), 1034-1036.
Graf, D. L., Pratt, L. V., Hester, C. N., & Short, K. R. (2009). Playing active video games increases energy expenditure in children. Pediatrics, 124(2), 534-540.
Feng, J., Spence, I., & Pratt, J. (2007). Playing an action video game reduces gender differences in spatial cognition. Psychological Science, 18(10), 850-855.
Karim, S. A. (2005). PlayStation thumb – a new epidemic in children. South African Medical Journal, 95(6), 412.
Sallis, J. F. (2011). Potential vs actual benefits of exergames. Archives of Pediatrics & Adolescent Medicine, 165(7), 667-669.
Predicting Children's Media Use in the USA: Differences in Cross-Sectional and Longitudinal Analysis
Lee, S., Bartolic, S., & Vandewater, E. (2009). Predicting Children's Media use in the USA: Differences in Cross-Sectional and Longitudinal Analysis. The British Psychological Society, 27(1), United States.
Rhodes, R. E., Warburton, D. E., & Bredin, S. S. (2009). Predicting the effect of interactive video bikes on exercise adherence: An efficacy trial. Psychology, Health & Medicine, 14(6), 631-640.
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.
Sharry, J., McDermott, M., & Condron, J. (2003). Relax to win: Treating children with anxiety problems with a biofeedback video game. Eisteach, 2(25), 22-26.
Rey-Lopez, L. P., Vicente-Rodriguez, G., Biosca, M., & Moreno, L. A. (2007). Sedentary behaviour and obesity development in children and adolescents. Nutrition, Metabolism, and Cardiovascular Diseases, 18(3), 242-251.
Glassy, D., & Romano, J. (2003). Selecting appropriate toys for young children: The pediatricians' role. Pediatrics, 111(4), 911-913.
Mazur, A., Susman, E. J., & Edelbrock, S. (1997). Sex difference in testosterone response to a video game contest. Evolution and Human Behavior, 18(5), 317-326.
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.
Baranowski, T., Baranowski, J., Cullen, K. W., Marsh, T., Islam, N., Zakeri, I.,...& deMoor, C. (2003). Squire's quest! Dietary outcome evaluation of a multimedia game. American Journal of Preventive Medicine, 24(1), 52-61.
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.
Matsuda, G., & Hiraki, K. (2006). Sustained decrease in oxygenated hemoglobin during video games in the dorsal prefrontal cortex: A NIRS study of children. NeuroImage, 29(3), 706-711.
Christaskis, D., Ebel, B., Rivara, F., & Zimmerman, F. (2004). Television, video, and computer game usage in children under 11 years of age. Journal of Pediatrics, 145(5), 652-656.
Haddock, B. L., Siegel, S. R., & Wikin, L. D. (2009). The addition of a video game to stationary cycling: The impact on energy expenditure in overweight children. Open Sports Science, 2, 42-46.
Allison, S. E., von Wahlde, L., Shockley, T., & Gabbard, G. O. (2006). The development of the self in the era of the internet and role-playing fantasy games. American Journal of Psychiatry, 163(3), 381-385.
Graves, L., Ridgers, N. D., Atkinson, G., & Stratton, G. (2010). The effect of active video gaming on children’s physical activity, behavior preferences and body composition. Pediatric Exercise Science, 22(4), 535-546.
Griffiths, M. D., & Dancaster, I. (1995). The effect of type A personality on physiological arousal while playing computer games. Addictive Behaviors, 20(4), 543-548.
Ricci, S., & Vigevano, F. (1999). The effect of video-game software in video-game epilepsy. Epilepsia, 40(4), 31-37.
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.
Harris, J. (2001). The effects of computer games on young children - a review of the research. RDS Occasional Paper No. 72. London: Home Office (RDS).
Fogel, V. A., Miltenberger, R. G., Graves, R., & Koehler, S. (2010). The effects of exergaming on physical activity among inactive students in a physical education classroom. Journal of Applied Behavioral Analysis, 43(4), 591-600.
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.
Mellecker, R. R., McManus, A. M., Lanningham-Foster, L. M., & Levine, J. A. (2009). The feasibility of ambulatory screen time in children. International Journal of Pediatric Obesity, 4(2), 106-111.
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.
Chin A Paw, M. J., Jacobs, W. M., Vaessen, E. P., Titze, S., & van Mechelen, W. (2008). The motivation of children to play an active video game. Journal of Sports Science and Medicine, 11(2), 163-166.
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.
Druin, A. (2002). The role of children in the design of new technology. Behaviour and Information Technology, 21(1), 1-25.
Griffiths, M. (2003). The therapeutic use of videogames in childhood and adolescence. Clinical Child Psychology and Psychiatry, 8(4), 547-554.
Swank, J. M. (2008). The use of games: A therapeutic tool with children and families. International Journal of Play Therapy, 17(2), 154-167.
Adriaenssens, P., Eggermont, E., Pyck, K., Boeckx, W., & Gilles, B. (1988). The video invasion of rehabilitation. Burns, Including Thermal Injury, 14(5), 417-419.
Meszaros, P. S. (2004). The wired family: Living digitally in the postinformation age. American Behavioral Scientist, 48(4), 377-390.
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).
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.
Greenfield, P. M., Brannon, C., & Lohr, D. (1994). Two-dimensional representation of movement through three-dimensional space: The role of video game expertise. Journal of Applied Developmental Psychology, 15(1), 87-103.
Gillis, L. (2003). Use of an interactive game to increase food acceptance: A pilot study. Child: Care, Health, and Development, 29(5), 373-375.
Hoffman, H. G., Patterson, D. R., & Carrougher, G. J. (2000). Use of virtual reality for adjunctive treatment of adult burn pain during physical therapy: A controlled study. The Clinical Journal of Pain, 16(3), 244-250.
Johnston, J. D., Massey, A. P., & Marker-Hoffman R. L. (2012). Using an alternate reality game to increase physical activity and decrease obesity risk of college students. Journal of Diabetes Science and Technology, 6(4), 828-838.
Thomas, R., Cahill, J., & Santilli, L. (1997). Using an interactive computer game to increase skill and self-efficacy regarding safer sex negotiation: Field test results. Health Education and Behavior, 24(1), 71-86.
Hoysniemi, J., Hamalainen, P., & Turkki, L. (2003). Using peer tutoring in evaluating the usability of a physically interactive computer game with children. Interacting with Computers, 15(2), 203-225.
Buchman, D. D., & Funk, J. B. (1996). Video and computer games in the '90s: Children's time commitment and game preference. Children Today, 24(1), 12-15, 31.
Dorman, S. M. (1997). Video and computer games: Effect on children and implications for health education. Journal of School Health, 67(4), 133-138.
Ridley, K. & Olds, T. (2001). Video center games: Energy cost and children's behaviors. Pediatric Exercise Science, 13(4), 413-421.
Chiu, S. I., Lee, J. Z., & Huang, D. H. (2004). Video game addiction in children and teenagers in Taiwan. Cyberpsychology and Behavior, 7(5), 571-581.
Graf, W. D., Chatrian, G. E., Glass, S. T., & Knauss, T. A. (1994). Video game-related seizures: A report on 10 patients and a review of the literature. Pediatrics, 93(4), 551-556.
Griffiths, M. (2005). Video games and health. British Medical Journal, 331, 122-123.
Bensley, L., & Van Eenwyk, J. (2001). Video games and real-life aggression: Review of the literature. Journal of Adolescent Health, 29(4), 244-257.
Greenfield, P. M. (1994). Video games as cultural artifacts. Journal of Applied Developmental Psychology, 15(1), 3-12.
Kasteleijn-Nolst Trenite, D. G., Martins da Silva, A., Ricci, S., Binnie, C. D., Rubboli, G., Tassinari, C. A., & Segers, J. P. (1999). Video-game epilepsy: A European study. Epilepsia, 40(4), 70-74.
Phillips, W. R. (1991). Video-game therapy. The New England Journal of Medicine, 325(17), 1256-1257.
Gagnon, D. (1985). Videogames and spatial skills: An exploratory study. Educational Communication and Technology, 33(4), 263-275.
Griffiths, M. D. (1999). Violent video games and aggression: A review of the literature. Aggression and Violent Behavior, 4(2), 203-212.
Yalon-Chamovitz, S., & Weiss, P. L. (2008). Virtual reality as a leisure activity for young adults with physical and intellectual disabilities. Research in Developmental Disabilities, 29(3), 273-287.
Davidson, D. (2008). Well played: interpreting prince of persia: the sands of time. Games and Culture, 3(4), 356-386.
Luke, C. (1999). What next? toddler netizens, playstation thumb, techno-literacies. Contemporary Issues in Early Childhood, 1(1), 95-100.
Stanney, K. M., Hale, K. S., Nahmens, I., & Kennedy, R. S. (2003). What to expect from immersive virtual environment exposure: Influences of gender, body mass index, and past experience. Human Factors, 45(3), 504-520.
Dahlquist, L. M., & Pendley, J. (2005). When distractions fails: Parental anxiety and children's responses to distraction during cancer procedures. Journal of Pediatric Psychology, 30(7), 623-628.
Lim, S., & Lee, J. R. (2009). When playing together feels different: Effects of task types and social contexts on physiological arousal in multiplayer online gaming contexts. Cyberpsychology and Behavior, 12(1), 59-61.
Wright, K. (2001). Winning brain waves: Can custom-made video games help kids with attention deficit disorder? Discover, 22(3), 25.
Rideout, V., Vandewater, E., & Wartella, E. (2003). Zero to Six: Electronic Media in the Lives of Infants, Toddlers, and Preschoolers. The Henry J. Kaiser Foundation Report, Menlo Park, CA.
"CheckYourself.com is a unique resource. It's a place for older teens to think in a focused way about their relationship with drugs and alcohol, and invites them to consider whether their substance use risks turning into a problem for them."
A blog created by Clark Aldrich, a designer of simulations and innovative software techniques. .The blog’s tagline is “Field Notes From The World’s Go-To Guy on Educational Simulations.”
"Jason Rutter's Digiplay Initiative is home to an online bibliography of research into digital/video/computer games. This research resource contains over 3000 references and is fully searchable for registered users."
"Funschool offers free online educational elementary games for kids as well as printable activities, coloring and crafts that will help kids learn and get ready for school."
Game Set Watch is a weblog that compiles information and reviews on the world of independent games.
Humana Games for Health develops health-related games and offers recent news, research, and links to play games that provide physical and mental workouts.
"Free online games with high score boards. Compete with your friends or the world."
Super Smart Games provides user-rated reviews and detailed descriptions of games judged to be healthy or educational for kids, teens, or adults. Visitors can search and find games based on category, platform, age group, and subject.
"Established in 1992, A K Peters has grown into a respected publisher that provides a sustainable service to the scientific community by publishing high-quality material and optimizing distributi
"AGENIUS was founded in 2007 by a team of experienced game academics, programmers, and designers with head offices in Kristiansand, Norway.
"The Arizona Nutrition Network (AzNN) is a public and private partnership led by the Arizona Department of Health's Bureau of USDA Nutrition Programs.
At Ayogo, we’re helping people change their lives, one fun social game at a time.
"B*tween Productions, Inc. is the developer of the Beacon Street Girls® (BSG), a consumer/entertainment brand committed to the health and well being of girls ages 9-13.
"big red frog is a brand led media company dedicated to the development of outstanding entertainment, health and lifestyle products.
"Bravehearts aims to 'Break the Silence', provide healing and support, engender child sexual assault prevention and protection strategies; advocate for understanding and promote increased education
"We are a group of people who share the Centre's vision to improve health for all through information and communication technologies (ICTs)."
"For more than 125 years, Champlain College — a private college located in Burlington, Vermont — has focused on offering a career-accelerating education that leads to real opportunities in the marketplace."
"Channel 4 is a UK public-service television broadcaster which began working on 2 November 1982.
"Chrysler Motors LLC, through its subsidiaries, engineers and produces automobiles. It provides caravans, trucks, and jeep vehicles.
"Cogswell College is a prestigious institution offering technology-driven and innovative degree programs in digital arts, fire science, and engineering."
Compton's New Media is the publisher of such games as "Prince Interactive," "The Case of the Cautious Condor," and "The Berenstain Bears: Learning At Home, Volume One." "Compton's New Media has merged into The Learning Company."
"Controlled Chaos takes the best aspects of the Video Game Industry and uses them to make the best and most profitable games possible, while shedding some of the industry’s less prosperous trends a
"CyberLearning Technology is the sole licensee of unique technology developed, proven and patented by NASA and originally used for pilot training."
"The Dairy Council of California helps to improve the lives of millions of Californians each year through nutrition education.
"At Digital Praise, Inc. we believe that children's games can be fun, exciting and engaging while encouraging positive values such as responibility, forgiveness, and kindness.
"Discovery Communications is the world's number one nonfiction media company reaching more than 1.5 billion cumulative subscribers in over 180 countries.
"Edison Community College provides learning opportunities that enable and empower citizens, commerce, and communities in Darke, Miami and Shelby counties."
"Edmonds Community College is a leader in providing quality opportunities for learning and service, responding to the dynamic needs of our diverse community."
"As the world’s leading provider of science and health information, Elsevier serves more than 30 million scientists, students and health and information professionals worldwide."
"The Fashion Institute of Technology prepares students for professional excellence in design, fashion, and business by providing the premier educational experience that fosters creativity, career focus, and a global perspective."
"Global Kids, Inc. is a nationally recognized leader in using digital media to promote global awareness and youth civic engagement.
"Founded in 1992, Humongous creates edutainment and entertainment PC games for kids. The company was founded as Humongous Entertainment, Inc. in 1992 and changed its name to Humongous, Inc. in 2006."
"Hyperspace Cowgirls was an American developer of video games for young girls, CD-ROMs, and web sites. Based in Manhattan, they… shut down in 2002."
The Ideal Institute of Information and Technology in Northeast Normal University is the organizer of the International Conference on eLearning and Game.
"IEEE is the world’s largest professional association dedicated to advancing technological innovation and excellence for the benefit of humanity.
"Itoys Inc., has emerged as a leading international manufacturer of homegrown and licensed toys available at leading retailers around the globe."
"KidsHealth is the largest and most-visited site on the Web providing doctor-approved health information about children from before birth through adolescence.
"In 1977, we were fresh out of graduate school and hard at work in the schools.
"Known for its innovation and its visionary thinking, Lone Star College System is the largest institution of higher education in the Houston area and the fastest growing community college system in Texas."
"MeYou Health is a company dedicated to helping people pursue, achieve and maintain a more healthful life by improving their well-being every day.
"Morphonix™ is developing a series of video games which make abstract concepts of brain science fun and comprehensible to children and teens.
"Move Interactive is a Portuguese software and multimedia developer."
Developer of the game Positive or Not, "mtvU is MTV Networks' Peabody and Emmy Award-winning 24-hour college network-the largest and most comprehensive media network just for college students."
Publisher of the game National Geographic Kids, "The National Geographic Society has been inspiring people to care about the planet since 1888.
Publisher of the Milk Matters games, "The NICHD was initially established to investigate the broad aspects of human development as a means of understanding developmental disabilities, including men
Developer of many games including the Brains Rule Games and Sara’s Quest, "NIDA's mission is to lead the Nation in bringing the power of science to bear on drug abuse and addiction."
Publisher of the game My Student Body and more, "The National Institutes of Health (NIH), a part of the U.S. Department of Health and Human Services, is the primary Federal agency for conducting and supporting medical research."
"Natsume started publishing interactive games in 1990 in Burlingame, California (near San Francisco).
"As the leader in technical career education in Southeastern New England, New England Tech is a private, non-profit technical college offering Associate’s and Bachelor’s Degrees in over 30 progra
"Nickelodeon, now in its 30th year, is the number-one entertainment brand for kids. It has built a diverse, global business by putting kids first in everything it does.
"The mission of Nobel Media is to spread information and knowledge about the Nobel Prize and the Nobel Laureates and their Nobel Prize awarded achievements.















































































































































.jpg)

































































































































































































































































.jpg)




































