Terry Lavender/Annotate Bibliography

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Terry Lavender: Annotated Bibliography (March 2012)

Annotated Bibliography (February 2011)


Baer, R. A. (2011). Measuring mindfulness. Contemporary Buddhism, 12(1), 241-261. doi:10.1080/14639947.2011.564842

Baer, R. A. (2003). Mindfulness training as a clinical intervention: A conceptual and empirical review. Clinical Psychology: Science and Practice, 10(2), 125-143. Retrieved from http://onlinelibrary.wiley.com/doi/10.1093/clipsy.bpg015/full

Bersak, D., McDarby, G., Augenblick, N., & McDarby, P. (2001). Intelligent biofeedback using an immersive competitive environment. Proceedings from Proceedings of UBICOMP 2001 Workshop on Ubiquitous Gaming, Atlanta, GA.

Bohlmeijer, E., Prenger, R., Taal, E., & Cuijpers, P. (2010). The effects of mindfulness-based stress reduction therapy on mental health of adults with a chronic medical disease: A meta-analysis. Journal of Psychosomatic Research, 68(6), 539-544.

Bonadonna, R. (2003). Meditation's impact on chronic illness. Holistic Nursing Practice, 17(6), 309-319.

Botella, C., Breton-López, J., Quero, S., Baños, R. M., García-Palacios, A., Zaragoza, I., & Alcaniz, M. (2011). Treating cockroach phobia using a serious game on a mobile phone and augmented reality exposure: A single case study. Computers in Human Behavior, 27(1), 217-227. doi:10.1016/j.chb.2010.07.043

Botella, C., Palacios, A. G., Baños, R., & Quero, S. (2008). Virtual reality in the treatment of pain. Journal of CyberTherapy & Rehabilitation, 1(1), 93-100.

Bracken, C. C. (2005). Presence and image quality: The case of high-definition television. Media Psychology, 7(2), 191-205.

Bracken, C. C. (2007). It is REALLY a smaller (and smaller) world: presence and small Screens. Proceedings from Presence 2007: The 10th International Workshop on Presence, Philadelphia, PA.

Bracken, C. C., Pettey, G., & Guha, T. (2010). Sounding Out Small Screens and Telepresence. Journal of Media Psychology: Theories, Methods, and Applications, 22(3), 125-137.

Davis, K. M., Lau, M. A., & Cairns, D. R. (2009). Development and preliminary validation of a trait version of the Toronto Mindfulness Scale. Journal of Cognitive Psychotherapy, 23(3), 185-197.

deHaan, J. (2007). The experience of telepresence with a foreign language video game and video. Proceedings from Sandbox '07 Proceedings of the 2007 ACM SIGGRAPH symposium on Video games, New York, NY.

El-Nasr, M. S., & Yan, S. (2006). Visual attention in 3D video games. Proceedings from Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology.

Ermi, L., & Mäyrä, F. (2005). Fundamental components of the gameplay experience: Analysing immersion. Proceedings from Proceedings of DiGRA 2005 Conference: Changing Views–Worlds in Play, Vancouver, BC.

Fairclough, S. H. (2007). Psychophysiological inference and physiological computer games. Proceedings from Brainplay’07: Brain- Computer Interfaces and Games, Workshop at the Int. Conf. on Advances in Computer Entertainment, Salzburg, Austria.

Farb, N. A. S., Segal, Z. V., Mayberg, H., Bean, J., McKeon, D., Fatima, Z., & Anderson, A. K. (2007). Attending to the present: mindfulness meditation reveals distinct neural modes of self-reference. Social Cognitive and Affective Neuroscience, 2(4), 313.

Fjorback, L. O., Arendt, M., Ørnbøl, E., Fink, P., & Walach, H. (2011). Mindfulness‐Based Stress Reduction and Mindfulness‐Based Cognitive Therapy–a systematic review of randomized controlled trials. Acta Psychiatrica Scandinavica.

Fjorback, L. O., & Walach, H. (2012). Meditation Based Therapies—A Systematic Review and Some Critical Observations. Religions, 3(1), 1-18. doi:10.3390/rel3010001

Garau, M., Widenfeld, H. R., & Antley, A. (2008). Temporal and spatial variations in presence: A qualitative analysis. Cerebral Cortex, 17(3), 293-309. doi:10.1162/pres.17.3.293

Gard, T., Hölzel, B. K., Sack, A. T., & Hempel, H. (2011). Pain Attenuation through Mindfulness is Associated with Decreased Cognitive Control and Increased Sensory Processing in the Brain. Cerebral Cortex, doi:10.1093/cercor/bhr352

Gatchel, R. J., Robinson, R. C., Pulliam, C., & Maddrey, A. M. (2003). Biofeedback with pain patients: evidence for its effectiveness☆. Seminars in Pain Medicine, 1(2), 55-66. doi:10.1016/S1537-5897(03)00009-0

Goubert, L., Crombez, G., Eccleston, C., & Devulder, J. (2004). Distraction from chronic pain during a pain-inducing activity is associated with greater post-activity pain. Pain, 110(1-2), 220-227. doi:10.1016/j.pain.2004.03.034

Greeson, J. M. (2009). Mindfulness Research Update: 2008. Complementary Health Practice Review, 14(1), 10-18. doi:10.1177/1533210108329862

Grimshaw, M., Lindley, C., & Nacke, L. (2007). Sound and Immersion in the First-Person Shooter. Proceedings from Proceedings of CGAMES’2007, La Rochelle, France.

Gröhn, M., Lokki, T., & Savioàa, L. (2001). Some aspects of role of audio in immersive visualization. Proceedings from Visual data exploration and analysis VIII, San Jose, CA.

Gromala, D., Shaw, C., & Song, M. (2009). Chronic pain and the modulation of self in immersive virtual reality. AAAI Fall Symposium, FS-09, 1.

Gromala, D., Song, M., Yim, J. D., Fox, T., Barnes, S. J., Nazemi, M., Squire, P. (2011). Immersive VR: a non-pharmacological analgesic for chronic pain? Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems, 1171-1176.

Hayes, S. C. (2002). Acceptance, mindfulness, and science. Clinical Psychology: Science and Practice, 9(1). doi:10.1093/clipsy.9.1.101

Hayes, S. C., & Wilson, K. G. (2006). Mindfulness: Method and Process. Clinical Psychology: Science and Practice, 10(2), 161-165. doi:10.1093/clipsy.bpg018

Haynes, A. (2004). Meditation and Health: An Annotated Bibliography. Reference & User Services Quarterly, 44(1), 18-25.

Hoffman, H. G., Carrougher, G. J., Patterson, D. R., & Sharar, S. R. (2001). Effectiveness of virtual reality-based pain control with multiple treatments. Clinical Journal of Pain, 17(3), 229-235.

Hoffman, H. G., Chambers, G. T., Meyer, W. J., Arceneaux, L. L., Russell, W. J., Seibel, E. J., Patterson, D. R. (2011). Virtual Reality as an Adjunctive Non-pharmacologic Analgesic for Acute Burn Pain During Medical Procedures. Annals of Behavioral Medicine, 41(2), 183-191. doi:10.1007/s12160-010-9248-7

Hoffman, H. G., Sharar, S. R., Coda, B., Everett, J. J., Ciol, M., Richards, T., & Patterson, D. R. (2004). Manipulating presence influences the magnitude of virtual reality analgesia. Pain, 111(1), 162-168.

Höök, K. (2008). Knowing, Communication and Experiencing through Body and Emotion. IEEE Transactions on Learning Technologies, 1(4), 248-259. doi:10.1109/TLT.2009.3

Hou, J., Nam, Y., Peng, W., & Lee, K. M. (2012). Effects of screen size, viewing angle, and players' immersion tendencies on game experience. Computers in Human Behavior, 28(2), 617-623. doi:10.1016/j.chb.2011.11.007

IJsselsteijn, W. A., de Kort, Y., Poels, K., Jurgelionis, A., & Bellotti, F. (2007). Characterising and measuring user experiences in digital games. Proceedings from International Conference on Advances in Computer Entertainment Technology, Salzburg, Austria.

IJsselsteijn5a, W. A., de Ridderb, H., Freemanc, J., & Avonsd, S. E. (2000). Presence: Concept, determinants and measurement.

Ivory, J. D. (2006). New and Improved: The Effects of Technological Advancement and Violent Content in Video Games on Player Arousal, Presence, Attitudes, Perceptions of Interactivity, and Aggression. PhD. University of North Carolina at Chapel Hill, Chapel Hill, NC.

Jennett, C., & Cox, A. L. (2009). Investigating computer game immersion and the component real world dissociation. Proceedings from CHI EA '09: Proceedings of the 27th international conference extended abstracts on Human factors in computing systems, New York, NY.

Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A. (2008). Measuring and defining the experience of immersion in games. International journal of human-computer studies, 66(9), 641-661.

Kabat Zinn, J. (2003). Mindfulness‐Based Interventions in Context: Past, Present, and Future. Clinical Psychology: Science and Practice, 10(2), 144-156.

Kang, M., & Gretzel, U. (2012). Effects of podcast tours on tourist experiences in a national park. Tourism Management, 33(2), 440-455. doi:10.1016/j.tourman.2011.05.005

Kearney, P. R. (2008). Immersed and how? That is the question. Games in Action. Retrieved from http://www.learnit.org.gu.se/digitalAssets/862/862904_kearney_pivec.pdf

Kim, T. (1997). Telepresence via Television: Two Dimensions of Telepresence May Have Different Connections to Memory and Persuasion. Journal of Computer‐Mediated Communication, 3(2). doi:10.1111/j.1083-6101.1997.tb00073.x

Kristjánsdóttir, Ó., Fors, E. A., Eide, E., Finset, A., van Dulmen, S., Wigers, S., & Eide, H. (2011). Written online situational feedback via mobile phone to support self-management of chronic widespread pain: a usability study of a Web-based intervention. BMC Musculoskeletal Disorders, 12(1), 51. doi:10.1186/1471-2474-12-51

Kuehner, C., Huffziger, S., & Liebsch, K. (2008). Rumination, distraction and mindful self-focus: effects on mood, dysfunctional attitudes and cortisol stress response. Psychological Medicine, 39(02), 219. doi:10.1017/S003329170800355

Langhorst, J., Klose, P., Dobos, G. J., Bernardy, K., & Häuser, W. (2012). Efficacy and safety of meditative movement therapies in fibromyalgia syndrome: a systematic review and meta-analysis of randomized controlled trials. Rheumatology International,. doi:10.1007/s00296-012-2360-1

Lau, M. A., Bishop, S. R., Segal, Z. V., Buis, T., Anderson, N. D., Carlson, L., … Devins, G. (2006). The Toronto mindfulness scale: Development and validation. Journal of Clinical Psychology, 62(12), 1445-1467.

Lee, K. M. (2004). Presence, explicated. Communication Theory, 14(1), 27-50. doi:10.1111/j.1468-2885.2004.tb00302.x

Lee, K. M., Yates, D., Clark, J., & El Sawy, O. (2010). Value Creation of Mobile Services Through Presence: Designing Mobile Information and Entertainment Applications with Presence in Mind. Presence: Teleoperators and Virtual Environments, 19(3), 265-279.

Li, A., Montaño, Z., & Chen, V. J. (2011). Virtual reality and pain management: current trends and future directions. Pain Management, 1(2), 147-157. Retrieved from http://www.futuremedicine.com/doi/pdf/10.2217/pmt.10.15

Lombard, M. (1997). At the heart of it all: The concept of presence. Journal of Computer‐Mediated Communication, 3(2). doi:10.1111/j.1083-6101.1997.tb00072.x

Lutz, A., Dunne, J. D., & Davidson, R. J. (2007). Meditation and the neuroscience of consciousness: An introduction. The Cambridge handbook of consciousness, 499-551.

Mccall, R., Wetzel, R., Löschner, J., & Braun, A.-K. (2010). Using presence to evaluate an augmented reality location aware game. Personal and Ubiquitous Computing, 15(1), 25-35. doi:10.1007/s00779-010-0306-8

McMahan, A., & Buckland, W. (2005). Cognitive schemas and virtual reality. Proceedings from Virtual Reality International, Las Vegas.

McMahan, A. (2003). Immersion, Engagement, and Presence: A Method for Analyzing 3-D Video Games. In M. J. P. Wolf, Perron, B. (Ed.), The Video Game Theory Reader (pp. 67-86). New York: Routledge.

Mestre, D. R., Maïano, C., Dagonneau, V., & al, e. (2011). Does virtual reality enhance exercise performance, enjoyment, and dissociation? an exploratory study on a stationary bike apparatus. Presence: Teleoperators and Virtual Environments, 20(1), 1-14.

Mokka, S., Väätänen, A., & Heinilä, J. (2003). Fitness computer game with a bodily user interface. In ICEC '03: Proceedings of the second international conference on Entertainment computing. Pittsburgh, PA.

Moraveji, N., Oppezzo, M., Habif, S., & Pea, R. (2011). A Theoretical Model of Calming Technology: Designing to Mitigate Stress and Increase Calm. Workshop on Interactive Systems in Healthcare.

Morone, N. E., & Greco, C. M. (2007). Mind–body interventions for chronic pain in older adults: A structured review. Pain Medicine, 8(4), 359-375. DOI 10.1111/j.1526-4637.2007.00312.x

Morone, N. E., Greco, C. M., & Weiner, D. K. (2008). Mindfulness meditation for the treatment of chronic low back pain in older adults: A randomized controlled pilot study. Pain, 134(3), 310-319. doi:10.1016/j.pain.2007.04.038

Morris, M. (2009). Mobile heart health: Project highlight. Pervasive Computing, 8(2), 57-61. Retrieved from http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=4814939

Nacke, L., Ambinder, M., Canossa, A., & Mandryk, R. (2009). Game Metrics and Biometrics: The Future of Player Experience Research. Future Play 2009. Vancouver. BC.

Nacke, L.E., & Lindley, C. A. (2008). Flow and immersion in first-person shooters: measuring the player's gameplay experience. Proceedings from Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share, New York, NY.

Nacke, L. E., Stellmach, S., & Lindley, C. A. (2010). Electroencephalographic Assessment of Player Experience: A Pilot Study in Affective Ludology. Simulation & Gaming, 42(5), 632-655. doi:10.1177/1046878110378140

Nacke, L. E. (2009). Affective ludology, flow and immersion in a first-person shooter: Measurement of player experience. Loading.: The Journal of the Canadian Game Studies Association, 3(5). Retrieved from http://arxiv.org/abs/1004.0248

Nacke, L. E., Grimshaw, M. N., & Lindley, C. A. (2010). More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game. Interacting with Computers, 22(5), 336-343. doi:10.1016/j.intcom.2010.04.005

Nelson, M., Yaros, R., & Keum, H. (2006). Examining the Influence of Telepresence on Spectator and Player Processing of Real and Fictitious Brands in a Computer Game. Journal of Advertising, 35(4), 87-99. doi:10.2753/JOA0091-3367350406

Nicovich, S. G., & Boller, G. W. (2005). Experienced Presence within Computer‐Mediated Communications: Initial Explorations on the Effects of Gender with Respect to Empathy and Immersion. Journal of Computer‐Mediated Communication, 10(2). doi:10.1111/j.1083-6101.2005.tb00243.x

Nunez, D. (2006). Learning, experience, and cognitive factors in the presence experiences of gamers: An exploratory relational study. Presence: Teleoperators and Virtual Environments, 15(4), 373-380.

Örtqvist, D., & Liljedahl, M. (2010). Immersion and Gameplay Experience: A Contingency Framework. International Journal of Computer Games Technology, 2010, 1-11. doi:10.1155/2010/613931

Patil, S. G. (2009). Effectiveness of mindfulness meditation (Vipassana) in the management of chronic low back pain. Indian Journal of Anaesthesia, 53(2), 158-163. Retrieved from http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2900099/

Rapgay, L., & Bystrisky, A. (2009). Classical Mindfulness. Annals of the New York Academy of Sciences, 1172(1), 148-162. doi:10.1111/j.1749-6632.2009.04405.x

Read, J. L., & Shortell, S. M. (2011). Interactive Games to Promote Behavior Change in Prevention and Treatment. JAMA: The Journal of the American Medical Association, 305(16), 1704-1705. doi:10.1001/jama.2011.408

Reeves, B., Lang, A., & Kim, E. Y. (1999). The effects of screen size and message content on attention and arousal. Media Psychology, 1(1).

Rosenzweig, S., Greeson, J. M., Reibel, D. K., Green, J. S., Jasser, S. A., & Beasley, D. (2010). Mindfulness-based stress reduction for chronic pain conditions: Variation in treatment outcomes and role of home meditation practice. Journal of Psyc

Ryan, M.-L. (2001). Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Baltimore, MD, USA: Johns Hopkins University Press.

Sanches, P., Höök, K., Vaara, E., Weymann, C., Bylund, M., Ferreira, P., Sjölinder, M. (2010). Mind the body!: designing a mobile stress management application encouraging personal reflection. Proceedings from DIS '10: Proceedings of the 8th ACM Conference on Designing Interactive Systems.

Sanchez-Vives, M. V., & Slater, M. (2005). From presence to consciousness through virtual reality. Nature Reviews Neuroscience, 6(4), 332-339.

Schmitt, Y. S., Hoffman, H. G., Blough, D. K., Patterson, D. R., Jensen, M. P., Soltani, M., … Sharar, S. R. (2011). A randomized, controlled trial of immersive virtual reality analgesia, during physical therapy for pediatric burns. Burns, 37(1), 61-68. doi:10.1016/j.burns.2010.07.007

Semple, R. J. (2010). Does Mindfulness Meditation Enhance Attention? A Randomized Controlled Trial. Mindfulness, 1(2), 121-130. doi:10.1007/s12671-010-0017-2

Shaw, C. D., Gromala, D., & Seay, A. F. (2007). The Meditation Chamber: Enacting Autonomic Senses. Proc. of ENACTIVE/07.

Schütze, R., Rees, C., Preece, M., & Schütze, M. (2010). Low mindfulness predicts pain catastrophizing in a fear-avoidance model of chronic pain. Pain, 148(1), 120-127. doi:10.1016/j.pain.2009.10.030

Shibata, T., Kim, J., Hoffman, D. M., & Banks, M. S. (2011). The zone of comfort: Predicting visual discomfort with stereo displays. Journal of Vision, 11(8). doi:10.1167/11.8.11

Slater, M. (2004). How colorful was your day? Why questionnaires cannot assess presence in virtual environments. Presence: Teleoperators and Virtual Environments, 13(4), 484-493.

Slater, M. (2005). Analysis of physiological responses to a social situation in an immersive virtual environment. Presence: Teleoperators and Virtual Environments.

Slater, M. (1999). Measuring presence: A response to the Witmer and Singer presence questionnaire. Presence.

Snodgrass, J. G., Lacy, M. G., Francois Dengah, H. J., Fagan, J., & Most, D. E. (2010). Magical Flight and Monstrous Stress: Technologies of Absorption and Mental Wellness in Azeroth. Culture, medicine and psychiatry, 35(1), 26-62

Song, M., Gromala, D., & Shaw, C. (2010). The interplays among technology and content, immersant and VE. Proceedings of SPIE,.

Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73-93s. doi:10.1111/j.1460-2466.1992.tb00812.x

Takatalo, J. (2006). Presence and flow in virtual environments: An explorative study. Masters. University of Helsinki, Helsinki, Finland.

Takatalo, J., Häkkinen, J., & Lehtonen, M. (2010). Presence, Involvement, and Flow in Digital Games. Evaluating User Experience in Games, Part 2, 23-46. doi:10.1007/978-1-84882-963-3_3

Takatalo, J., Häkkinen, J., & Särkelä, H. (2004). The experiential dimensions of two different digital games. Proceedings from Presence 2004, Valencia, Spain.

Thernstrom, M. (2010). The Pain Chronicles. New York, NY: Farrar, Straus & Giroux.

Thon, J. N. (2008). Immersion revisited: on the value of a contested concept. In H. W. Olli Leino, Amyris Fernandez (Ed.), Extending Experiences: structure, analysis and design of computer game player experience (pp. 29-43). Helsinki: Lapland University Press. Retrieved from http://www.janthon.de/texte/Thon_Immersion_2008.pdf

Thornson, C., A., Goldiez, B., F., & Le, H. (2009). Predicting presence: Constructing the Tendency toward Presence Inventory. International Journal of Human-Computer Studies, 67(1), 62 - 78. doi:10.1016/j.ijhcs.2008.08.006

van den Hoogen, W., & IJsselsteijn, W. A. (2009). Effects of sensory immersion on behavioural indicators of player experience: movement synchrony and controller pressure. Proceedings from DiGRA 2009, London, UK.

Vidyarthi, J. (2012). Sonic Cradle: Designing for an Immersive Experience of Meditation by Connecting Respiration to Music. in process, 1–10.

Wiederhold, M. D., & Wiederhold, B. K. (2007). Virtual Reality and Interactive Simulation for Pain Distraction. Pain Medicine, 8, S182–S188. doi:10.1111/j.1526-4637.2007.00381.x

Wissmath, B., Weibel, D., & Mast, F. (2010). Measuring presence with verbal versus pictorial scales: a comparison between online- and ex post-ratings. Virtual Reality, 14(1), 43-53. doi:10.1007/s10055-009-0127-0

Witmer, B. G., & Singer, M. J. (1998). Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence: Teleoperators and Virtual Environments, 7(3).

Wootton, J. (2008). Meditation and chronic pain. Integrative Pain Medicine, 195-209. doi:10.1007/978-1-59745-344-8_9

Zaman, L., & Natapov, D. (2010). Touchscreens vs. traditional controllers in handheld gaming. Proceedings from Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology, Vancouver, BC.

Zeidan, F., Gordon, N. S., Merchant, J., & Goolkasian, P. (2010). The Effects of Brief Mindfulness Meditation Training on Experimentally Induced Pain. The Journal of Pain, 11(3), 199-209. doi:10.1016/j.jpain.2009.07.015

Zeidan, F., Martucci, K. T., Kraft, R. A., & al, e. (2011). Brain Mechanisms Supporting the Modulation of Pain by Mindfulness Meditation. Journal of Neuroscience, 31(14), 5540-5548.

Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), 25-32.