Gaming As a Means to Personal and Social Behavioral Change

Wednesday, August 10, 2011: 4:00 PM-5:30 PM
International F

Promoting Health and Fitness Through Exergames: A Content Analysis of Wii Fit
Kristina Ticknor, Masters, Technology Center of Excellence, Booz Allen Hamilton, McLean, VA


SOLVE-It: An Interactive Nationwide Web-Deliverable Game for Changing Risky Sexual Behavior Among YMSM
Lynn Carol Miller, PhD1, Paul Robert Appleby, PhD2, John L. Christensen, MA3, Stacy Marsella, PhD4, Mei Si, PhD5, Stephen J. Read, PhD3 and Alexandra N. Anderson, BA, BS6, 1Annenberg School for Communication & Journalism and Department of Psychology, University of Southern California, Los Angeles, CA, 2Annenberg School for Communication & Journalism and Keck School of Medicine, University of Southern California, Los Angeles, CA, 3Department of Psychology, University of Southern California, Los Angeles, CA, 4Institute for Creative Technology, University of Southern California, Marina del Rey, CA, 5Cognitive Science Department, Rensselaer Polytechnic Institute, Troy, NY, 6Master of Public Health Program, Keck School of Medicine, University of Southern California, Alhambra, CA


Pills Vs. Candy: A Case Study of a Popular Online Game
iana simeonov, MBA, California Poison Control System, UCSF, San Francisco, CA


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