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Games for Health

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https://www.readbyqxmd.com/read/28926286/training-behavioral-control-in-adolescents-using-a-serious-game
#1
Wouter J Boendermaker, Remco C Veltkamp, Margot Peeters
OBJECTIVE: Risk taking, such as heavy alcohol use, is commonplace among adolescents. Nevertheless, prolonged alcohol use at this age can lead to severe health problems. The goal of this study was to develop and evaluate a serious game training ("The Fling"), aimed at increasing behavioral control in adolescents and thereby helping them to improve control over their alcohol use. The game training was compared to a game placebo and a nongame training version in a randomized controlled trial...
September 19, 2017: Games for Health
https://www.readbyqxmd.com/read/28910162/patient-engagement-is-related-to-impairment-reduction-during-digital-game-based-therapy-in-stroke
#2
David Putrino, Helma Zanders, Taya Hamilton, Avrielle Rykman, Peter Lee, Dylan J Edwards
OBJECTIVE: Upper limb impairment in the chronic phase of stroke recovery is persistent, disabling, and difficult to treat. The objectives of this study were to determine whether therapeutic enjoyment is related to clinical improvement after upper limb rehabilitation and to assess the feasibility of a therapy gaming system. MATERIALS AND METHODS: Ten chronic stroke survivors with persistent upper limb impairment were enrolled in the study. Upper limb impairment was evaluated by using the Fugl-Meyer Assessment of Upper Extremity Function (FMA-UE)...
September 14, 2017: Games for Health
https://www.readbyqxmd.com/read/28853912/a-pilot-study-of-pok%C3%A3-mon-go-and-players-physical-activity
#3
Wei Liu, Arika Ligmann-Zielinska
OBJECTIVE: Pokémon Go is a mobile game released in 2016 that gained great popularity. The goals of this pilot study were to investigate player's game-related behavior pattern, to evaluate Pokémon Go's impact on players' physical activity (PA) and game enjoyment, and to examine the influence of neighborhood environment on game behavior. MATERIALS AND METHODS: Forty-seven valid online surveys were collected. Participants were asked questions from five aspects regarding their (1) game status, (2) demographic background and pre-game physical activity, (3) game enjoyment and socializing motivations, (4) perceived game impact on their post-game physical activity, and (5) neighborhood environment's influence on their choice of game location...
August 30, 2017: Games for Health
https://www.readbyqxmd.com/read/28771379/the-effect-of-a-virtual-reality-game-intervention-on-balance-for-patients-with-stroke-a-randomized-controlled-trial
#4
Hsin-Chieh Lee, Chia-Lin Huang, Sui-Hua Ho, Wen-Hsu Sung
OBJECTIVE: The aim of this study was to investigate the effects of virtual reality (VR) balance training conducted using Kinect for Xbox® games on patients with chronic stroke. MATERIALS AND METHODS: Fifty patients with mild to moderate motor deficits were recruited and randomly assigned to two groups: VR plus standard treatment group and standard treatment (ST) group. In total, 12 training sessions (90 minutes a session, twice a week) were conducted in both groups, and performance was assessed at three time points (pretest, post-test, and follow-up) by a blinded assessor...
August 3, 2017: Games for Health
https://www.readbyqxmd.com/read/28767272/user-statistics-for-an-online-health-game-targeted-at-children
#5
Eva E Alblas, Frans Folkvord, Doeschka J Anschütz, Paul E Ketelaar, Isabela Granic, Fréderike Mensink, Moniek Buijzen, Jonathan P van 't Riet
OBJECTIVE: Given that many households in western countries nowadays have home access to the Internet, developing health-promoting online interventions has the potential to reach large audiences. Studies assessing usage data of online health interventions are important and relevant but, as of yet, scarce. The present study reviewed usage data from Monkey Do, an existing online health game developed specifically for children from 4 to 8 years old. In addition, the effect of advertising on usage was examined...
August 2, 2017: Games for Health
https://www.readbyqxmd.com/read/28759254/emerging-utility-of-virtual-reality-as-a-multidisciplinary-tool-in-clinical-medicine
#6
Ali Pourmand, Steven Davis, Danny Lee, Scott Barber, Neal Sikka
OBJECTIVE: Among the more recent products borne of the evolution of digital technology, virtual reality (VR) is gaining a foothold in clinical medicine as an adjunct to traditional therapies. Early studies suggest a growing role for VR applications in pain management, clinical skills training, cognitive assessment and cognitive therapy, and physical rehabilitation. MATERIALS AND METHODS: To complete a review of the literature, we searched PubMed and MEDLINE databases with the following search terms: "virtual reality," "procedural medicine," "oncology," "physical therapy," and "burn...
July 31, 2017: Games for Health
https://www.readbyqxmd.com/read/28704072/effects-of-active-videogame-and-sports-play-and-active-recreation-for-kids-physical-education-on-children-s-health-related-fitness-and-enjoyment
#7
Han Chen, Haichun Sun
OBJECTIVE: The purpose of the study was to compare the effects of a Kinect active videogame (AVG) and the Sports, Play, and Active Recreation for Kids (SPARK) intervention in improving children's health-related fitness and physical activity (PA) enjoyment. MATERIALS AND METHODS: A total of 65 students from both third and fourth grade in a rural elementary school participated in the study. The third graders (N = 29, mean age = 9.1 years, 10 boys, mean body mass index [BMI] = 20...
July 13, 2017: Games for Health
https://www.readbyqxmd.com/read/28691854/impact-of-gamification-of-vision-tests-on-the-user-experience
#8
Lakshmi Bodduluri, Mei Ying Boon, Malcolm Ryan, Stephen J Dain
OBJECTIVE: Gamification has been incorporated into vision tests and vision therapies in the expectation that it may increase the user experience and engagement with the task. The current study aimed to understand how gamification affects the user experience, specifically during the undertaking of psychophysical tasks designed to estimate vision thresholds (chromatic and achromatic contrast sensitivity). METHODS: Three tablet computer-based games were developed with three levels of gaming elements...
July 10, 2017: Games for Health
https://www.readbyqxmd.com/read/28661725/-i-wanna-be-the-very-best-agreeableness-and-perseverance-predict-sustained-playing-to-pok%C3%A3-mon-go-a-longitudinal-study
#9
Fanny Lalot, Oulmann Zerhouni, Mathieu Pinelli
OBJECTIVE: The smartphone game Pokémon Go™ has attracted much scientific attention regarding its potential health-related outcomes. Most studies, however, limited their investigation to short-term outcomes. The aim of the present study is to investigate the role of personality traits in predicting sustained playing to the game on a 6-month period as well as related health outcomes in terms of distance walked per day. MATERIALS AND METHODS: Pokémon Go players from 10 countries were recruited through social media and answered an online questionnaire...
June 29, 2017: Games for Health
https://www.readbyqxmd.com/read/28661706/designing-a-health-game-intervention-supporting-health-literacy-and-a-tobacco-free-life-in-early-adolescence
#10
Heidi Parisod, Anni Pakarinen, Anna Axelin, Riitta Danielsson-Ojala, Jouni Smed, Sanna Salanterä
OBJECTIVE: The purpose of this study was to explore the design of a health game that aims to both support tobacco-related health literacy and a tobacco-free life in early adolescence and to meet adolescents' expectations. MATERIALS AND METHODS: Data were collected from adolescents using an open-ended questionnaire (n = 83) and focus groups (n = 39) to obtain their view of a health game used for tobacco-related health education. The data were analyzed using thematic analysis...
June 29, 2017: Games for Health
https://www.readbyqxmd.com/read/28816513/iterative-design-and-testing-for-the-development-of-a-game-based-chlamydia-awareness-intervention-a-pilot-study
#11
Rui Jiang, James McKanna, Samantha Calabrese, Magy Seif El-Nasr
OBJECTIVES: Herein we describe a methodology for developing a game-based intervention to raise awareness of Chlamydia and other sexually transmitted infections among youth in Boston's underserved communities. MATERIALS AND METHODS: We engaged in three design-based experiments. These utilized mixed methods, including playtesting and assessment methods, to examine the overall effectiveness of the game. In this case, effectiveness is defined as (1) engaging the target group, (2) increasing knowledge about Chlamydia, and (3) changing attitudes toward Chlamydia testing...
August 2017: Games for Health
https://www.readbyqxmd.com/read/28816512/the-effects-of-active-videogame-feedback-and-practicing-experience-on-children-s-physical-activity-intensity-and-enjoyment
#12
Han Chen, Haichun Sun
OBJECTIVE: The study aims to explore the effects of receiving active videogame (AVG) feedback and playing experience on individuals' moderate-to-vigorous physical activity (MVPA) and perceived enjoyment. MATERIALS AND METHODS: This was a within-subject design study. The participants included 36 (n = 15 and 21 for boys and girls, respectively) fourth graders enrolled in a rural elementary school in southern Georgia area. The experiment lasted for 6 weeks with each week including three sessions...
August 2017: Games for Health
https://www.readbyqxmd.com/read/28816511/virtual-reality-and-active-videogame-based-practice-learning-needs-and-preferences-a-cross-canada-survey-of-physical-therapists-and-occupational-therapists
#13
Danielle Levac, Stephanie Glegg, Heather Colquhoun, Patricia Miller, Farzad Noubary
OBJECTIVE: Describe the clinical use of virtual reality (VR)/active videogaming (AVG) by physical therapists (PTs) and occupational therapists (OTs) in Canada, identify usage barriers and facilitators, evaluate factors that predict intention to use VR/AVGs, and determine therapists' learning needs. DESIGN: Cross-sectional survey. MATERIALS AND METHODS: Online survey of therapists in Canada who were members of 1 of 26 professional PT or OT colleges or associations using the Assessing Determinants Of Prospective Take-up of Virtual Reality (ADOPT-VR2) Instrument...
August 2017: Games for Health
https://www.readbyqxmd.com/read/28609152/age-related-cognitive-effects-of-videogame-playing-across-the-adult-life-span
#14
Ping Wang, Xing-Ting Zhu, Han-Hui Liu, Yi-Wen Zhang, Yang Hu, Hui-Jie Li, Xi-Nian Zuo
OBJECTIVE: Previous studies found positive influences of videogame playing on cognition. However, the age-related and task-related effects of videogame experience across the adult life span are still unknown. The current study aimed to systematically investigate this question. MATERIALS AND METHODS: The current study used the cross-sectional approach. A total of 166 participants (84 videogame players [VGPs], 82 nonvideogame players [NVGPs]) at the age of 18-80 in the present study were recruited, including 62 young adults aged from 18 to 34 (35 VGPs, 27 NVGPs), 55 middle-aged adults aged between 35 and 59 (24 VGPs, 31 NVGPs), and 49 older adults aged between 60 and 80 (25 VGPs, 24 NVGPs)...
August 2017: Games for Health
https://www.readbyqxmd.com/read/28654316/active-gaming-as-a-form-of-exercise-to-induce-hypoalgesia
#15
Christopher Carey, Keith E Naugle, Dania Aqeel, Thomas Ohlman, Kelly M Naugle
OBJECTIVE: An acute bout of moderate-to-vigorous exercise temporarily reduces pain sensitivity in healthy adults. Recently, active gaming has been rising in popularity as a means of light-to-moderate exercise and may be particularly suitable for deconditioned individuals. Whether the physical activity elicited in active games can produce a hypoalgesic effect remains unknown. The purpose of this study was to determine whether active videogames can reduce pressure and heat pain sensitivity in healthy adults...
June 27, 2017: Games for Health
https://www.readbyqxmd.com/read/28654311/effects-of-the-contextual-variables-of-racing-games-on-risky-driving-behavior
#16
Mingming Deng, Alan H S Chan, Feng Wu, Shulin Liu
OBJECTIVE: This research conducted experimental studies to investigate the effects of the contextual variables of racing games on risky driving behavior. MATERIALS AND METHODS: Three experiments were conducted. In Experiment 1, the effect of racing game violence on the driving-related risk-taking inclination of racing game players was examined. Experiment 2 investigated the impact of the competitiveness of racing games on risk-taking inclination, and Experiment 3 investigated the impact of the rewarded/punitive characteristics of racing games on the risk-taking inclination of racing game players...
June 27, 2017: Games for Health
https://www.readbyqxmd.com/read/28628387/a-questionnaire-based-study-on-the-perceptions-of-canadian-seniors-about-cognitive-social-and-psychological-benefits-of-digital-games
#17
Emmanuel Duplàa, David Kaufman, Louise Sauvé, Lise Renaud
OBJECTIVE: This study explored the perceptions of seniors who play digital games on the potential benefits of these games and on the factors associated with these perceptions. MATERIALS AND METHODS: We developed and administered a questionnaire to a sample of 590 Canadian seniors in British Columbia and Quebec that addressed demographics, digital game practices, and perceived benefits. RESULTS: Results of administering the questionnaire showed that cognitive benefits were reported more frequently than social or psychological benefits...
June 2017: Games for Health
https://www.readbyqxmd.com/read/28628386/comparison-of-path-length-and-ranges-of-movement-of-the-center-of-pressure-and-reaction-time-and-between-paired-play-and-solo-play-of-a-virtual-reality-game
#18
Sigal Portnoy, Ayelet Hersch, Tal Sofer, Sarit Tresser
AIMS: To test whether paired-play will induce longer path length and ranges of movement of the center of pressure (COP), which reflects on balance performance and stability, compared to solo-play and to test the difference in the path length and ranges of movement of the COP while playing the virtual reality (VR) game with the dominant hand compared to playing it with the nondominant hand. METHODS: In this cross-sectional study 20 children (age 6.1 ± 0.7 years old) played an arm movement controlled VR game alone and with a peer while each of them stood on a pressure measuring pad to track the path length and ranges of movement of the COP...
June 2017: Games for Health
https://www.readbyqxmd.com/read/28628385/serious-games-for-psychotherapy-a-systematic-review
#19
Christiane Eichenberg, Markus Schott
INTRODUCTION: In the evolving digital age, media applications are increasingly playing a greater role in the field of psychotherapy. While the Internet is already in the phase of being established when it comes to the care of mental disorders, experimentation is going on with other modern media such as serious games. A serious game is a game in which education and behavior change is the goal, alongside with entertainment. OBJECTIVE: The objective of the present article was to provide a first empirical overview of serious games applied to psychotherapy and psychosomatic rehabilitation...
June 2017: Games for Health
https://www.readbyqxmd.com/read/28628384/-pok%C3%A3-mon-go-may-promote-walking-discourage-sedentary-behavior-in-college-students
#20
Jacob E Barkley, Andrew Lepp, Ellen L Glickman
OBJECTIVE: To assess self-reported walking and sedentary behavior in young adults before and after downloading "Pokémon Go!". MATERIALS AND METHODS: In September 2016, a sample of 358 (19.8 ± 2.1 years old, n = 187 females) college students who had downloaded "Pokémon Go!" on their cellular telephones (i.e., cell phones) were surveyed for weekly walking and sedentary behavior via the International Physical Activity Questionnaire. A single interview was administered to participants who estimated their walking and sedentary behavior at three time points: the week immediately preceding their download of "Pokémon Go!" (Baseline), the first week after downloading the game (Time 1), and the week the survey was completed (Time 2)...
June 2017: Games for Health
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