Amy Shirong Lu

ORCID: 0000-0002-8230-9049
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About
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Research Areas
  • Child Development and Digital Technology
  • Educational Games and Gamification
  • Impact of Technology on Adolescents
  • Media Influence and Health
  • Physical Activity and Health
  • Obesity, Physical Activity, Diet
  • Children's Physical and Motor Development
  • Mobile Health and mHealth Applications
  • Digital Games and Media
  • Media, Gender, and Advertising
  • Behavioral Health and Interventions
  • Digital Mental Health Interventions
  • Virtual Reality Applications and Impacts
  • Media Studies and Communication
  • Asian Culture and Media Studies
  • Cardiovascular and exercise physiology
  • Global Cancer Incidence and Screening
  • Japanese History and Culture
  • Flow Experience in Various Fields
  • Child Development and Education
  • Psychological and Temporal Perspectives Research
  • Vestibular and auditory disorders
  • Face Recognition and Perception
  • Hong Kong and Taiwan Politics
  • Face recognition and analysis

Northeastern University
2015-2024

West Virginia University
2023

Massachusetts General Hospital
2023

Bellevue Hospital Center
2022

Eastern University
2019

Shanghai University of Sport
2019

University of Minnesota
2019

Seoul National University
2019

Seoul National University Bundang Hospital
2019

Hospital for Sick Children
2019

Videogames for health (G4H) offer exciting, innovative, potentially highly effective methods increasing knowledge, delivering persuasive messages, changing behaviors, and influencing outcomes. Although early outcome results are promising, additional research is needed to determine the game design behavior change procedures that best promote G4H effectiveness identify minimize possible adverse effects. Guidelines ideal use of different types by children adolescents should be elucidated...

10.1089/g4h.2015.0026 article EN Games for Health Journal 2015-08-11

The uncanny valley has become synonymous with the uneasy feeling of viewing an animated character or robot that looks imperfectly human. Although previous experiments have focused on relations among a character's visual elements, current experiment examines whether mismatch in human realism face and voice causes it to be evaluated as eerie. results support this hypothesis.

10.1068/i0415 article EN cc-by i-Perception 2011-01-01

K. Squire, 2011, Teachers College Press New York v–253, ISBN 978-0-8077-5198-5 Video Games and Learning: Teaching Participatory Culture in the Digital Age arrives a timely fashion, as today'...

10.1080/17482798.2012.724596 article EN Journal of Children and Media 2012-09-17

Many investigators are considering developing videogames for health (video-G4Hs) but have questions about how to get started. This report provides guidance a G4H as behavioral intervention procedure from team of experienced developers. Thirteen commonly asked answered, including defining G4H, considerations in team, design, and anticipating unintended consequences.

10.1089/g4h.2013.0048 article EN Games for Health Journal 2013-07-23

Stories can serve as powerful tools for health interventions. Story immersion refers to the experience of being absorbed in a story. This is among first studies analyze story immersion's role videogames children by addressing two main questions: Will be more immersed when characters are similar them? Do increased levels relate positive outcomes?Eighty-seven 10-12-year-old African-American, Caucasian, and Hispanic from Houston, TX, played videogame, "Escape Diab" (Archimage, TX), featuring...

10.1089/g4h.2011.0011 article EN Games for Health Journal 2012-02-01

Active video games are a new method for increasing physical activity (PA). Fully immersive virtual reality (VR) is hardware device on which an active game can run. (video in) VR (AVR), might increase immersion, engagement, and moderate-to-vigorous PA (MVPA), thereby yielding greater exercise-related benefits, e.g., cognitive performance. We examined the induction of MVPA via AVR sedentary (SVR) as well effects play performance, was monitored using 2 different methods. Each 29 college...

10.1016/j.jshs.2021.05.002 article EN cc-by-nc-nd Journal of sport and health science/Journal of Sport and Health Science 2021-05-16

Abstract Narratives are pervasive in video games and have been found to increase physical activity active games. However, the effect of incorporating narrative elements has seldom examined fully immersive virtual reality We investigated element incorporation (between-subject: vs. no narrative) sedentary (within-subject) between- within-subject effects on behavior, game experience, engagement. randomized 36 college students either or non-narrative group. All participants played an a...

10.1007/s10055-023-00754-7 article EN cc-by Virtual Reality 2023-01-31

Abstract Although competition is a common feature of digital games, nuances when and why aspects influence players' motivation well-being have been surprisingly underexplored, especially through the lens self-determination theory (SDT). In this critical review, we: (1) describe how mini-theory SDT, cognitive evaluation (CET), can help predict will alternatively satisfy or frustrate basic psychological needs in games with downstream effects on well-being; (2) apply Motivation, Engagement...

10.1093/iwc/iwae023 article EN Interacting with Computers 2024-06-10

This article explores the internationalization of Japanese anime (animation) in an effort to help explain cultural politics behind this popular product. The includes incorporation de-Japanized elements into anime's background, context, character design, and narrative organization. A theoretical framework for understanding is developed, proposing that there are at least three kinds working international success: one, de-politicized internationalization, which primarily serves as a commercial...

10.1177/1746847708091893 article EN Animation 2008-06-24

Background: Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need identify novel methods for player engagement. Narratives have been demonstrated influence behaviors.

10.2196/jmir.6538 article EN cc-by Journal of Medical Internet Research 2016-10-14

Visual physiology and various ocular diseases demonstrate sexual dimorphisms; however, how sex influences metabolism in different eye tissues remains undetermined. This study aims to address common tissue-specific differences the retina, RPE, lens, brain under fed fasted conditions.After ad libitum or being deprived of food for 18 hours, mouse (retina, RPE/choroid, lens), brain, plasma were harvested targeted metabolomics. The data analyzed with both partial least squares-discriminant...

10.1167/iovs.64.3.18 article EN cc-by-nc-nd Investigative Ophthalmology & Visual Science 2023-03-09

We assessed the agreement of two ActiGraph activity monitors (wGT3X vs. GT9X) placed at hip and wrist determined an appropriate epoch length for physical levels in exergaming setting. Forty-seven young adults played a 30-min exergame while wearing wGT3X GT9X on both placement sites heart rate sensor below chest. Intraclass correlation coefficient indicated that intermonitor steps counts was excellent good wrist. Bland-Altman plots but significant difference detected Time spent sedentary...

10.3390/jcm7090268 article EN Journal of Clinical Medicine 2018-09-11

Background: Blogs, or websites containing online personal journals, are a form of popular communication with immense potential for health promotion. Objective: Narratives stories beginning, middle, and end that provide information about the characters plot. Source similarity refers to degree which message source each recipient alike respect certain attributes. have seldom been examined in tandem as strategies persuasion. Personal blogs suitable platform such an investigation. This study...

10.2196/jmir.2386 article EN cc-by Journal of Medical Internet Research 2013-07-25

Is the intended race of anime characters distinguishable because their facial features or are they too `international' to tell? This study addressed this question empirically by comparing racial categories static frontal portraits 341 randomly selected from produced between 1958 and 2005 with perceptions 1,046 raters. Results showed that, although more than half was originally designed be Asian only a small fraction were Caucasian, many perceived as Caucasian largely Response patterns also...

10.1177/1746847709104647 article EN Animation 2009-07-01
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