Video gaming promotes concussion knowledge acquisition in youth hockey players

Publication Type  Journal Article
Year of Publication  2006
Authors  Goodman, D; Bradley, N L; Paras, B; Williamson, I J; Bizzochi, J
Journal Title  Journal of Adolescence
Volume  29
Pagination  351-360
ISBN Number  0140-1971
Key Words  Computer games; Television; Exposure; Behavior; Aggression; Life; Violence; School Performance; Habits
Abstract  

While the positive uses for video games in an educational setting have also been established, the educational aim is usually made explicit. The goal of this research was to develop a video game wherein the educational aspect was implicitly embedded in the video game, such that the gameing activity remained interesting and relevant. Following a pilot study to confirm the usability of an in-house developed game, two studies were conducted with 11-17 year old hockey players (N-1 = 130).

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