A.T. Literature- Video Games
- A Randomized Controlled Pilot Study of Home-Based Step Training in Older People Using Videogame Technology
- Accessible Gaming
- Affective Feedback: Learning Skills in the Virtual World for Use in the Real World
- Brain Training Game Improves Executive Functions and Processing Speed in the Elderly: A Randomized Controlled Trial
- Comparison of the Effects of Three Approaches on the Frequency of Stimulus Activations, via a Single Switch, by Students With Profound Intellectual Disabilities
- Computer Games Help Autistic Children Read Faces
- Development and Testing of a New Biofeedback System
- Development of the GAMECycle Exercise System
- Energy Metabolism During Activity Promoting Video Games Practice in Subjects With Spinal Cord Injury: Evidences for Health Promotion
- Evaluation Process Based on Users' Needs: Ergonomic Evaluation of Multimedia Games for Visually Impaired Children
- Help! I've Got Pac-Man Fever
- Innovative Interactions With Older Users
- Interactive PC Games for Blind Players?
- Interactive Wiimote Gaze Stabilization Exercise Training System for Patients With Vestibular Hypofunction
- Key Steps in Developing a Cognitive Vaccine Against Traumatic Flashbacks: Visuospatial Tetris Versus Verbal Pub Quiz
- Making Captioning Easier With Automation
- Mom Creates Safe Volume Earbuds for Children
- New Virtual Audio Computer Game for the Blind
- Reliability and Validity of the Microsoft Kinect for Evaluating Static Foot Posture
- The Effects of Virtual Reality Game Training on Trunk to Pelvis Coupling in a Child With Cerebral Palsy
- User Centered Design and Development of a Game for Exercise in Older Adults
- Virtual Reality Used for Blind to Map Real World
- Wii-Gaming Could Aid Stroke Rehab

