ThompsonD, BaranowskiT, BudayR, et al. Serious video games for health: How behavioral science guided the development of a serious video game. Simul Gaming, 2010; 41:587–606.
3.
KaderlanN. It's still a design firm—Or is it?. Architect Record, 1994: 28–31.
4.
NeuhausK. Architects of the new media. ID Mag, 1993; (Sept/Oct).
5.
BudayR. Dark side of the moon. CADalyst, 1987; 4:77–81.
6.
Task Force on CAD Layer Guidelines. CAD Layer Guidelines: Recommended Designations for Architecture, Engineering, and Facility Management Computer-Aided Design. Washington, DC: American Institute of Architects Press; 1990.
7.
BaranowskiT, BaranowskiJC, CullenKW, et al. The Fun, Food, and Fitness Project (FFFP): The Baylor GEMS pilot study. Ethn Dis, 2003; 13(1 Suppl 1):S30–S39.
ThompsonD, BaranowskiT, BaranowskiJ, et al. Boy Scout 5-a-Day Badge: Outcome results of a troop and Internet intervention. Prev Med, 2009; 49:518–526.
10.
BaranowskiT, BaranowskiJ, ThompsonD, et al. Video game play, child diet, and physical activity behavior change: A randomized clinical trial. Am J Prev Med, 2011; 40:33–38.
11.
SubarAF, KirkpatrickSI, MittlB, et al. The Automated Self-Administered 24-hour dietary recall (ASA24): A resource for researchers, clinicians, and educators from the National Cancer Institute. J Acad Nutr Diet, 2012; 112:1134–1137.
12.
NicklasTA, GohET, GoodellLS, et al. Impact of commercials on food preferences of low-income, minority preschoolers. J Nutr Educ, 2011; 43:35–41.
13.
ThompsonD, CullenK, BousheyC, KonzelmanK: Design of a website on nutrition and physical activity for adolescents: Results from formative research. J Med Internet Res, 2012; 14:e59.
14.
PhelpsCL, ShegogR, ReichsteinJ, et al. Food Fury: Online Casual Game Development for Nutrition Education. 2007. DigitalCommons@The Texas Medical Center, Advances in Teaching and Learning Day, Advances in Teaching and Learning Day Abstracts. Paper, 64. http://archive.is/d62F (accessed November4, 2013).
15.
ReichlinL, ManiN, McArthurK, et al. Assessing the acceptability and usability of an interactive serious game in aiding treatment decisions for patients with localized prostate cancer. J Med Internet Res, 2011; 13:e4.
16.
ThompsonD, BhattR, LazarusM, et al. A serious video game to increase fruit and vegetable consumption among elementary aged youth (Squire's Quest! II): Rationale, design, and methods. JMIR Res Protoc, 2012, 1:219.
17.
ThompsonD, MahabirR, BhattR, et al. Butterfly Girls; promoting healthy diet and physical activity to young African American girls online: Rationale and design. BMC Public Health, 2013; 13:709.
18.
MelleckerRR, WitherspoonL, WattersonT. Active learning: Educational experiences enhanced through technology-driven active game play. J Educ Res, 2013; doi: 10.1080/00220671.2012.736429.
19.
BeltranA, O'ConnorT, HughesS, et al. Alpha test of a videogame to increase children's vegetable consumption. Games Health J, 2012; 1:219–222.
20.
MillerL, ChangCI, HoytD. CSI Web adventures: A forensics virtual apprenticeship for teaching science and inspiring STEM careers. Sci Scope, 2010; 33(5):42–44. www.editlib.org/p/64637 (accessed November22, 2013).
21.
MillerLM, MorenoJ, EstreraV, LaneD. Efficacy of MedMyst: An Internet teaching tool for middle school microbiology. Microbiol Educ, 2004; 5:13–20.
22.
KlischY, MillerM, WangS, EpsteinJ. The impact of a science education game on students' learning and perception of inhalants as body pollutants. J Sci Educ Technol, 2012; 21:295–303.
23.
LeviBH, GreenMJ. Review of Jeffrey P. Spike, Thomas R. Cole, Richard Buday, Freeman Williams, and Mary Ann Pendino, The Brewsters. Am J Bioeth, 2013; 13:52–54.