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Games for Health

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https://www.readbyqxmd.com/read/29304288/correlates-of-active-video-game-use-in-children
#1
Kristin L Schneider, Jocelyn Smith Carter, Cynthia Putnam, Jacey Keeney, Draycen D DeCator, Daniel Kern, Laura Aylward
OBJECTIVES: Active video games (AVGs) could provide a novel approach to increasing physical activity and decreasing sedentary activity in children, but little is known about which children are likely to use AVGs. This study examined whether youth demographics, social support, and AVG engagement influence use of AVGs and physical activity. MATERIALS AND METHODS: A diverse sample of youth participants (42.4% non-Hispanic white), aged 8-14 years (n = 85), who owned an AVG console, completed surveys, wore an activity monitor, and logged AVG use for 1 week...
January 5, 2018: Games for Health
https://www.readbyqxmd.com/read/29297713/character-apps-for-children-s-snacks-effects-of-character-awareness-on-snack-selection-and-consumption-patterns
#2
Marisa M Putnam, Caroline E Cotto, Sandra L Calvert
OBJECTIVE: Media characters are used to market snacks that are typically of poor nutritional value, which has been linked to childhood obesity. This study examines whether children's snack selections and consumption patterns are influenced by an app depicting a popular children's media character, as well as the role that children's awareness of the character plays. The results can increase our understanding of how to encourage healthier snack selection and consumption in newer game-based marketing venues, such as apps...
January 3, 2018: Games for Health
https://www.readbyqxmd.com/read/29293369/comparison-of-oculus-rift-and-htc-vive-feasibility-for-virtual-reality-based-exploration-navigation-exergaming-and-rehabilitation
#3
Adrián Borrego, Jorge Latorre, Mariano Alcañiz, Roberto Llorens
INTRODUCTION: The latest generation of head-mounted displays (HMDs) provides built-in head tracking, which enables estimating position in a room-size setting. This feature allows users to explore, navigate, and move within real-size virtual environments, such as kitchens, supermarket aisles, or streets. Previously, these actions were commonly facilitated by external peripherals and interaction metaphors. OBJECTIVE: The objective of this study was to compare the Oculus Rift and the HTC Vive in terms of the working range of the head tracking and the working area, accuracy, and jitter in a room-size environment, and to determine their feasibility for serious games, rehabilitation, and health-related applications...
January 2, 2018: Games for Health
https://www.readbyqxmd.com/read/29293368/a-state-of-the-art-systematic-content-analysis-of-games-for-health
#4
Amy Shirong Lu, Hadi Kharrazi
As the field of games for health continues to gain momentum, it is crucial to document the field's scale of growth, identify design patterns, and to address potential design issues for future health game development. Few studies have explored the attributes and usability features of games for health as a whole over time. We offer the first comprehensive systematic content analysis of digital games for health by examining 1743 health games released between 1983 and 2016 in 23 countries extracted from nine international English health game databases and directories...
January 2, 2018: Games for Health
https://www.readbyqxmd.com/read/29265884/exergames-to-improve-the-mobility-of-long-term-care-residents-a-cluster-randomized-controlled-trial
#5
Lynne Taylor, Ngaire Kerse, Jochen Klenk, Robert Borotkanics, Ralph Maddison
OBJECTIVE: Finding suitable and engaging ways for older people living in long-term care (LTC) to engage in physical activity, to maintain function is challenging. There is a need to explore the use of exergames for LTC residents who have mobility and cognitive impairments. We investigated the effect of a group-based Xbox Kinect (Microsoft Corp., Redmond, WA) exergame program on mobility in LTC residents with and without cognitive impairment. METHODS: Facilities were randomly assigned to the intervention (four facilities, n = 29, aged 84...
December 21, 2017: Games for Health
https://www.readbyqxmd.com/read/29239677/effects-of-kinect-adventures-games-versus-conventional-physical-therapy-on-postural-control-in-elderly-people-a-randomized-controlled-trial
#6
Jéssica Maria Ribeiro Bacha, Gisele Cristine Vieira Gomes, Tatiana Beline de Freitas, Larissa Alamino Pereira Viveiro, Keyte Guedes da Silva, Géssika Costa Bueno, Eliana Maria Varise, Camila Torriani-Pasin, Angélica Castilho Alonso, Natalia Mariana Silva Luna, Júlia Maria D'Andrea Greve, José Eduardo Pompeu
OBJECTIVE: To compare the effectiveness of Kinect Adventures games versus conventional physiotherapy to improve postural control (PC), gait, cardiorespiratory fitness, and cognition of the elderly. In addition, we evaluated the safety, acceptability, and adherence to the interventions. MATERIALS AND METHODS: The study was a randomized clinical trial in which 46 elderly individuals were selected, mean age 69.3 (5.34) years. Participants were allocated to the Kinect Adventures Training Group (KATG) or the Conventional Physical Therapy Group (CPTG), 23 individuals in each group...
December 14, 2017: Games for Health
https://www.readbyqxmd.com/read/29227162/electromyography-biofeedback-exergames-to-enhance-grip-strength-and-motivation
#7
Nadia Garcia-Hernandez, Karen Garza-Martinez, Vicente Parra-Vega
BACKGROUND: Hand strength weakness affects the performance of most activities of daily living. This study aims to design, develop, and test an electromyography (EMG) biofeedback training system based on serious games to promote motivation and synchronization and proper work intensity in grip exercises for improving hand strength. MATERIALS AND METHODS: An EMG surface sensor, soft balls with different stiffness and three exergames, conforms the system to drive videogame clues in response to EMG-inferred grip strength, while overseeing motivation...
December 11, 2017: Games for Health
https://www.readbyqxmd.com/read/29189046/the-feasibility-and-potential-impact-of-brain-training-games-on-cognitive-and-emotional-functioning-in-middle-aged-adults
#8
Paula M McLaughlin, Ashley F Curtis, Laura M Branscombe-Caird, Janna K Comrie, Susan J E Murtha
OBJECTIVES: To investigate whether a commercially available brain training program is feasible to use with a middle-aged population and has a potential impact on cognition and emotional well-being (proof of concept). METHOD: Fourteen participants (ages 46-55) completed two 6-week training conditions using a crossover (counterbalanced) design: (1) experimental brain training condition and (2) active control "find answers to trivia questions online" condition. A comprehensive neurocognitive battery and a self-report measure of depression and anxiety were administered at baseline (first time point, before training) and after completing each training condition (second time point at 6 weeks, and third time point at 12 weeks)...
November 30, 2017: Games for Health
https://www.readbyqxmd.com/read/29161529/developing-a-serious-videogame-for-preteens-to-motivate-hpv-vaccination-decision-making-land-of-secret-gardens
#9
Joan R Cates, Bernard F Fuemmeler, Sandra J Diehl, Laurie L Stockton, Jeannette Porter, Chioma Ihekweazu, Arshya S Gurbani, Tamera Coyne-Beasley
INTRODUCTION: Vaccination against human papillomavirus (HPV) is routinely recommended for ages 11-12, yet in 2016 only 49.5% of women and 37.5% of men had completed the three-dose series in the United States. Offering information and cues to action through a serious videogame for preteens may foster HPV vaccination awareness, information seeking, and communication. MATERIALS AND METHODS: An iterative process was used to develop an interactive videogame, Land of Secret Gardens...
November 21, 2017: Games for Health
https://www.readbyqxmd.com/read/29131678/exergames-designed-for-older-adults-a-pilot-evaluation-on-psychosocial-well-being
#10
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
#11
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
#12
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
#13
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
#14
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/29035640/patients-acceptance-of-the-use-of-serious-games-in-physical-rehabilitation-in-morocco
#15
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
#16
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
#17
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
#18
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
#19
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
#20
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
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