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Games for Health

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https://www.readbyqxmd.com/read/28263666/balancing-for-gross-motor-ability-in-exergaming-between-youth-with-cerebral-palsy-at-gross-motor-function-classification-system-levels-ii-and-iii
#1
Alexander MacIntosh, Lauren Switzer, Hamilton Hernandez, Susan Hwang, Adrian L Jessup Schneider, Daniel Moran, T C Nicolas Graham, Darcy L Fehlings
OBJECTIVE: To test how three custom-built balancing algorithms minimize differences in game success, time above 40% heart rate reserve (HRR), and enjoyment between youth with cerebral palsy (CP) who have different gross motor function capabilities. Youth at Gross Motor Function Classification System (GMFCS) level II (unassisted walking) and level III (mobility aids needed for walking) competed in a cycling-based exercise video game that tested three balancing algorithms. MATERIALS AND METHODS: Three algorithms: a control (generic-balancing [GB]), a constant non-person specific (One-Speed-For-All [OSFA]), and a person-specific (Target-Cadence [TC]) algorithms were built...
March 6, 2017: Games for Health
https://www.readbyqxmd.com/read/28263662/illness-experience-self-determination-and-recreational-activities-in-pediatric-asthma
#2
Peter M Bingham, Ian Crane, Sarah Waterman Manning
Although asthma self-management depends on ongoing and accurate self-assessment by the patient, pediatric asthma patients have weak skills in the area of symptom perception. Before developing an asthma game targeted to improving asthma self-management and improved symptom awareness, we sought to identify gaps in existing games. To clarify the role of relatedness and autonomy in asthma health game design, we investigated symptom awareness, vocabulary, and self-determination through a series of semi-structured interviews with children suffering from asthma...
March 6, 2017: Games for Health
https://www.readbyqxmd.com/read/28231024/incorporating-behavioral-techniques-into-a-serious-videogame-for-children
#3
Debbe Thompson
INTRODUCTION: Little is known about how to design serious videogames for children. The purpose of this article is to describe how behavior change techniques promoting self-regulation were incorporated into a serious videogame to help children consume more fruits and vegetables (FVs) and the extent to which these techniques were used by players. A secondary goal is to contribute to the body of scientific knowledge regarding how to design effective serious videogames for children. MATERIALS AND METHODS: This research examines the game play data from an effective 10-episode online serious videogame promoting FV consumption to preadolescent children in the United States (roughly 9-11-year-olds)...
February 23, 2017: Games for Health
https://www.readbyqxmd.com/read/28225644/a-narrative-synthesis-of-nintendo-wii-fit-gaming-protocol-in-addressing-balance-among-healthy-older-adults-what-system-works
#4
Donald G Manlapaz, Gisela Sole, Prasath Jayakaran, Cathy M Chapple
BACKGROUND: Balance is crucial in performing functional tasks particularly among older adults. Exergaming is gaining attention as a novel approach to enhance balance in a number of clinical populations. OBJECTIVES: The aim of this review was to synthesize and present published evidence for Nintendo Wii Fit™ gaming system protocols. These include game preference, intervention setting, and exercise dosage for improving balance in healthy older adults. Commonly used outcome measures were also identified...
February 22, 2017: Games for Health
https://www.readbyqxmd.com/read/28192034/physiological-and-perceived-responses-in-different-levels-of-exergames-in-elite-athletes
#5
Louisa Ming Yan Chung, Feng Hua Sun, Chris Tsz Man Cheng
OBJECTIVE: Exergames have been suggested to increase the public's physical activity and to benefit cardiovascular health, particularly among the youth. However, not many studies compared the physiological and perceived responses between exergames and the authentic sports especially for elite athletes. This study aimed to investigate the physiological and perceived responses in different levels of Nintendo(®) Wii Fit™ U rowing exergames in one group of elite rowing athletes. MATERIALS AND METHODS: All participants were asked to perform the authentic rowing on the indoor rowing machine on the first day and to play the rowing exergames on the second day, in three levels with 1 hour rest between levels...
February 2017: Games for Health
https://www.readbyqxmd.com/read/28135114/videogame-related-illness-and-injury-a-review-of-the-literature-and-predictions-for-pok%C3%A3-mon-go
#6
Ali Pourmand, Kevin Lombardi, Evan Kuhl, Francis O'Connell
OBJECTIVE: Reports of videogame-related illness and injury soon emerged in the literature with the inception of videogame systems and subsequent development of novel gaming platforms and technologies. In an effort to better detail the impacts of these phenomena and provide recommendations for injury prevention as it relates to Pokémon Go and the larger world of augmented reality games, we conducted an extensive systems-based review of past trends in videogame-related illness and injury from the literature...
February 2017: Games for Health
https://www.readbyqxmd.com/read/28051899/serious-games-for-health-the-potential-of-metadata
#7
Stefan Göbel, Ralph Maddison
OBJECTIVE: Numerous serious games and health games exist, either as commercial products (typically with a focus on entertaining a broad user group) or smaller games and game prototypes, often resulting from research projects (typically tailored to a smaller user group with a specific health characteristic). A major drawback of existing health games is that they are not very well described and attributed with (machine-readable, quantitative, and qualitative) metadata such as the characterizing goal of the game, the target user group, or expected health effects well proven in scientific studies...
February 2017: Games for Health
https://www.readbyqxmd.com/read/28051880/the-effect-of-additional-virtual-reality-training-on-balance-in-children-with-cerebral-palsy-after-lower-limb-surgery-a-feasibility-study
#8
Pieter Meyns, Liene Pans, Kaat Plasmans, Lieve Heyrman, Kaat Desloovere, Guy Molenaers
OBJECTIVE: Impaired balance is disabling for children with cerebral palsy (CPc), especially for CPc who recently underwent lower limb surgery. Positive results of using virtual reality (VR) in balance rehabilitation have been published in several outpatient populations. We investigated the feasibility of applying additional VR training focused on sitting balance in CP inpatients of a rehabilitation center after lower limb surgery. Additionally, we investigated the rate of enjoyment of VR training compared with conventional physiotherapy...
February 2017: Games for Health
https://www.readbyqxmd.com/read/28051877/improving-children-s-mental-health-with-a-digital-social-skills-development-game-a-randomized-controlled-efficacy-trial-of-adventures-aboard-the-s-s-grin
#9
Rebecca Sanchez, Emily Brown, Kelly Kocher, Melissa DeRosier
OBJECTIVE: The purpose of this study was to investigate whether a computer-based game to improve social skills and mental health in children with social skills deficits would be efficacious. The program, Adventures aboard the S.S. GRIN, translates a proven in-person intervention into a nine-episode interactive online adventure game that provides opportunity for knowledge acquisition and skill practice. MATERIALS AND METHODS: Participants (children aged 7-11 years with social skills challenges) were randomly assigned to immediate treatment group (n = 33) or waitlist control group (n = 36)...
February 2017: Games for Health
https://www.readbyqxmd.com/read/28026985/getting-research-on-games-for-health-funded
#10
Tom Baranowski, Fran Blumberg, Zan Gao, Pamela M Kato, Gerjo Kok, Amy S Lu, Elizabeth J Lyons, Brooke A Morrill, Wei Peng, Pier J Prins, Leslie Snyder, Amanda E Staiano, Debbe Thompson
No abstract text is available yet for this article.
February 2017: Games for Health
https://www.readbyqxmd.com/read/28026984/examining-changes-to-center-of-pressure-during-the-first-trials-of-wii-gameplay
#11
Rebecca Reed-Jones, Laura Carvalho, Chelsey Sanderson, William Montelpare, Nicholas Murray, Douglas Powell
OBJECTIVE: Use of the Nintendo Wii™ as a balance assessment and rehabilitation tool continues to grow. One advantage of the Wii is that games can serve as a virtual reality training tool; however, a disadvantage of the Wii is the human-machine interface and the learning effect over multiple trials. The purpose of this study was to assess changes in postural control during Wii gameplay over a series of trials in novice players. MATERIALS AND METHODS: Thirty-one university athletes (aged 18-25 years) completed four trials of the Nintendo Wii Fit™ soccer heading (SH) balance game...
February 2017: Games for Health
https://www.readbyqxmd.com/read/27991840/how-to-train-an-injured-brain-a-pilot-feasibility-study-of-home-based-computerized-cognitive-training
#12
Helena Verhelst, Catharine Vander Linden, Guy Vingerhoets, Karen Caeyenberghs
OBJECTIVE: Computerized cognitive training programs have previously shown to be effective in improving cognitive abilities in patients suffering from traumatic brain injury (TBI). These studies often focused on a single cognitive function or required expensive hardware, making it difficult to be used in a home-based environment. This pilot feasibility study aimed to evaluate the feasibility of a newly developed, home-based, computerized cognitive training program for adolescents who suffered from TBI...
February 2017: Games for Health
https://www.readbyqxmd.com/read/27976955/interactive-digital-e-health-game-for-heart-failure-self-management-a-feasibility-study
#13
Kavita Radhakrishnan, Paul Toprac, Matt O'Hair, Randolph Bias, Miyong T Kim, Paul Bradley, Michael Mackert
OBJECTIVE: To develop and test the prototype of a serious digital game for improving community-dwelling older adults' heart failure (HF) knowledge and self-management behaviors. The serious game innovatively incorporates evidence-based HF guidelines with contemporary game technology. MATERIALS AND METHODS: The study included three phases: development of the game prototype, its usability assessment, and evaluation of the game's functionality. Usability testing included researchers' usability assessment, followed by research personnel's observations of participants playing the game, and participants' completion of a usability survey...
December 2016: Games for Health
https://www.readbyqxmd.com/read/27976954/acknowledgment-of-reviewers-2016
#14
(no author information available yet)
No abstract text is available yet for this article.
December 2016: Games for Health
https://www.readbyqxmd.com/read/27976953/improving-psychosocial-well-being-of-older-adults-through-exergaming-the-moderation-effects-of-intergenerational-communication-and-age-cohorts
#15
Xuexin Xu, Jinhui Li, Tan Phat Pham, Charles T Salmon, Yin-Leng Theng
OBJECTIVE: Exergaming is one way to foster social interaction among older adults and to improve their psychosocial well-being, which is a crucial component of healthy aging. This study examined how exergaming affects older adults' social anxiousness, sociability, and loneliness, and it further analyzed differences in the exergaming effects across different types of game play and between different aging cohorts. METHOD: A 2 (pre-test vs. post-test) × 2 (young-old vs...
December 2016: Games for Health
https://www.readbyqxmd.com/read/27911621/exergaming-for-health-a-randomized-study-of-community-based-exergaming-curriculum-in-pediatric-weight-management
#16
Amy L Christison, Tyler A Evans, Brandon B Bleess, Huaping Wang, Jean C Aldag, Helen J Binns
OBJECTIVE: To evaluate the effectiveness and sustainable impact of a multifaceted community-based weight intervention program for children, including exergaming curriculum. METHODS: Eighty overweight or obese children, aged 8-12 years, were randomly assigned in a 2:1 ratio to an Exergaming for Health intervention group, comprising both exergaming and classroom curriculum, or to a control group with classroom curriculum alone. Outcome measures included body mass index (BMI), z-score change, and shuttle runs to assess cardiorespiratory endurance...
December 2016: Games for Health
https://www.readbyqxmd.com/read/27893289/solitary-active-videogame-play-improves-executive-functioning-more-than-collaborative-play-for-children-with-special-needs
#17
Rachel M Flynn, Nirmaliz Colon
OBJECTIVE: This pilot study examined the impact of playing an active videogame on executive functioning (EF) skills for children with special needs, who typically have lower EF skills. MATERIALS AND METHODS: Acute EF change was measured in 36 children with a range of special needs, including mental health disorders and developmental disabilities. Participants were assigned to one of two active videogame conditions: playing alone and playing with a peer. Two different EF tasks were conducted pre- and postplay...
December 2016: Games for Health
https://www.readbyqxmd.com/read/27860515/a-bespoke-kinect-stepping-exergame-for-improving-physical-and-cognitive-function-in-older-people-a-pilot-study
#18
Jaime A Garcia, Daniel Schoene, Stephen R Lord, Kim Delbaere, Trinidad Valenzuela, Karla Felix Navarro
BACKGROUND: Systematic review evidence has shown that step training reduces the number of falls in older people by half. This study investigated the feasibility and effectiveness of a bespoke Kinect stepping exergame in an unsupervised home-based setting. MATERIALS AND METHODS: An uncontrolled pilot trial was conducted in 12 community-dwelling older adults (mean age 79.3 ± 8.7 years, 10 females). The stepping game comprised rapid stepping, attention, and response inhibition...
December 2016: Games for Health
https://www.readbyqxmd.com/read/27855265/a-randomized-controlled-trial-of-school-based-active-videogame-intervention-on-chinese-children-s-aerobic-fitness-physical-activity-level-and-psychological-correlates
#19
Patrick Wing Chung Lau, Jing Jing Wang, Ralph Maddison
OBJECTIVE: Active videogames (AVGs) that require body movements to play offer a novel opportunity to turn a traditionally sedentary behavior into a physically active one. We sought to determine the effect of a school-based AVG intervention on Chinese children's aerobic fitness, physical activity (PA) level, and PA-related psychological correlates. MATERIALS AND METHODS: Eighty 8-11-year-old Chinese children (55 males) were recruited from one Hong Kong primary school and were allocated at random to either an AVG intervention or control group...
December 2016: Games for Health
https://www.readbyqxmd.com/read/27782766/investigating-the-physiological-and-psychosocial-responses-of-single-and-dual-player-exergaming-in-young-adults
#20
Kelly A Mackintosh, Martyn Standage, Amanda E Staiano, Leanne Lester, Melitta A McNarry
OBJECTIVE: This study investigated the effect of acute exergaming on the physiological and psychosocial responses of young adults and the modulatory effect of a single- or dual-player game play situation. MATERIALS AND METHODS: Thirty-six participants (19 male; 21.7 ± 3.8 years; 23.65 ± 3.17 kg/m(2)) each completed two 30-minute exergame sessions in a randomized order (single and dual player) while wearing an Actiheart(®) to estimate energy expenditure...
December 2016: Games for Health
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