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Games for Health

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https://www.readbyqxmd.com/read/29131678/exergames-designed-for-older-adults-a-pilot-evaluation-on-psychosocial-well-being
#1
Jinhui Li, Xuexin Xu, Pham Tan Phat, Yin-Leng Theng, Niina Katajapuu, Mika Luimula
OBJECTIVE: Exergames are increasingly been used in the primary healthcare domain for older adults who are 65 years and above. However, most of the exergames on current market are not designed for the aging population. The current study introduced five new exergames developed for elderly and evaluated their benefits. METHODS: Five new exergames were developed by researchers from Finland, Singapore, and Japan, in which the game topics, difficulties, and user interface were designed particularly for older adults...
November 13, 2017: Games for Health
https://www.readbyqxmd.com/read/29077508/beta-testing-an-oral-health-edutainment-card-game-among-12-13-year-old-children-in-bangalore-india
#2
Arkalgud Govindraju Harikiran, Deepti Vadavi, Tulika Shruti
BACKGROUND: Card games are easy, cost effective, culturally acceptable, as well as sustainable and require minimal infrastructure over other edutainment approaches in achieving health and oral health promotion goals. Therefore, we wanted to conceptualize, develop, and beta test an innovative oral health edutainment card game for preadolescent children in Bangalore, India. MATERIALS AND METHODS: An innovative oral health card game, titled "32 warriors" was conceptualized and developed to incorporate age appropriate, medically accurate oral health information...
October 27, 2017: Games for Health
https://www.readbyqxmd.com/read/29077484/anxiolytic-effects-of-a-single-session-of-the-exergame-zumba-%C3%A2-fitness-on-healthy-young-women
#3
Ricardo Borges Viana, Claudia Lima Alves, Carlos Alexandre Vieira, Rodrigo Luiz Vancini, Mario Hebling Campos, Paulo Gentil, Marília Santos Andrade, Claudio Andre Barbosa de Lira
OBJECTIVE: Exergames appear to be a promising tool to increase energy expenditure and physical fitness. However, less is known about the effect of a single session of an exergame on anxiety state. Thus, the aim of this study was to evaluate the effects of a single session of the exergame Zumba(®) Fitness (Xbox 360 Kinect(®)) on the anxiety state of healthy young women. MATERIALS AND METHODS: Forty healthy young women (22.9 ± 3.7 years; 62.43 ± 8.75 kg; 1...
October 27, 2017: Games for Health
https://www.readbyqxmd.com/read/29016200/analysis-of-movement-acceleration-of-down-s-syndrome-teenagers-playing-computer-games
#4
Daniela Carrogi-Vianna, Paulo Batista Lopes, Raquel Cymrot, Jefferson Jesus Hengles Almeida, Marcos Lomonaco Yazaki, Silvana Maria Blascovi-Assis
OBJECTIVE: This study aimed to evaluate movement acceleration characteristics in adolescents with Down syndrome (DS) and typical development (TD), while playing bowling and golf videogames on the Nintendo(®) Wii™. MATERIALS AND METHODS: The sample comprised 21 adolescents diagnosed with DS and 33 with TD of both sexes, between 10 and 14 years of age. The arm swing accelerations of the dominant upper limb were collected as measures during the bowling and the golf games...
October 10, 2017: Games for Health
https://www.readbyqxmd.com/read/29016199/ability-based-balancing-using-the-gross-motor-function-measure-in-exergaming-for-youth-with-cerebral-palsy
#5
Alexander MacIntosh, Lauren Switzer, Susan Hwang, Adrian L Jessup Schneider, Daniel Clarke, T C Nicholas Graham, Darcy L Fehlings
OBJECTIVE: To test if the gross motor function measure (GMFM) could be used to improve game balancing allowing youth with cerebral palsy (CP) with different physical abilities to play a cycling-based exercise videogame together. Our secondary objective determined if exergaming with the GMFM Ability-Based algorithm was enjoyable. MATERIALS AND METHODS: Eight youth with CP, 8-14 years of age, GMFM scores between 25.2% and 87.4% (evenly distributed between Gross Motor Function Classification System levels II and III), competed against each other in head-to-head races, totaling 28 unique race dyads...
October 10, 2017: Games for Health
https://www.readbyqxmd.com/read/28956617/the-use-of-user-centered-participatory-design-in-serious-games-for-anxiety-and-depression
#6
Maria R Dekker, Alishia D Williams
There is increasing interest in using serious games to deliver or complement healthcare interventions for mental health, particularly for the most common mental health conditions such as anxiety and depression. Initial results seem promising, yet variations exist in the effectiveness of serious games, highlighting the importance of understanding optimal design features. It has been suggested that the involvement of end-users in the design and decision-making process could influence game effectiveness. In user-centered design (UCD) or participatory design (PD), users are involved in stages of the process, including planning, designing, implementing, and testing the serious game...
September 28, 2017: Games for Health
https://www.readbyqxmd.com/read/28926286/training-behavioral-control-in-adolescents-using-a-serious-game
#7
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/28853912/a-pilot-study-of-pok%C3%A3-mon-go-and-players-physical-activity
#8
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/29035640/patients-acceptance-of-the-use-of-serious-games-in-physical-rehabilitation-in-morocco
#9
Bruno Bonnechère, Mélissa Van Vooren, Bart Jansen, Jan S Van Sint, Mohamed Rahmoun, Maryam Fourtassi
OBJECTIVE: The aim of this study was to determine whether serious games especially customized for physical rehabilitation could be used in daily clinics with patients who are not familiar with informatics and/or new technologies and whether such a clinical approach would be culturally acceptable within a North African population to plan further clinical distribution if the hypothesis appears to be positive. MATERIALS AND METHODS: Twenty-one patients participated in this study...
October 2017: Games for Health
https://www.readbyqxmd.com/read/28968153/exergaming-for-individuals-with-spinal-cord-injury-a-pilot-study
#10
Maziah Mat Rosly, Mark Halaki, Hadi Mat Rosly, Victor Cuesta, Nazirah Hasnan, Glen M Davis, Ruby Husain
OBJECTIVE: Commercially available exergames that are for wheelchair-bound individuals with spinal cord injury (SCI) are scarce. This study sought to identify exergames for individuals with SCI that are "dose-potent" for health benefits. MATERIALS AND METHODS: Six participants with SCI were recruited for a pilot study to investigate the exercise intensity of selected exergames (Move Tennis, Move Boxing, and Move Gladiator Duel) for the potential to improve health...
October 2017: Games for Health
https://www.readbyqxmd.com/read/28910162/patient-engagement-is-related-to-impairment-reduction-during-digital-game-based-therapy-in-stroke
#11
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)...
October 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
#12
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...
October 2017: Games for Health
https://www.readbyqxmd.com/read/28767272/user-statistics-for-an-online-health-game-targeted-at-children
#13
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...
October 2017: Games for Health
https://www.readbyqxmd.com/read/28759254/emerging-utility-of-virtual-reality-as-a-multidisciplinary-tool-in-clinical-medicine
#14
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...
October 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
#15
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...
October 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
#16
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...
October 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
#17
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
#18
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
#19
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
#20
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
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