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Games for Health

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https://www.readbyqxmd.com/read/27911621/exergaming-for-health-a-randomized-study-of-community-based-exergaming-curriculum-in-pediatric-weight-management
#1
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 2, 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
#2
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...
November 28, 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
#3
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...
November 18, 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
#4
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...
November 17, 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
#5
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...
October 26, 2016: Games for Health
https://www.readbyqxmd.com/read/27705006/effects-of-nintendo-wii-%C3%A2-training-on-occupational-performance-balance-and-daily-living-activities-in-children-with-spastic-hemiplegic-cerebral-palsy-a-single-blind-and-randomized-trial
#6
Songül Atasavun Uysal, Gül Baltaci
OBJECTIVE: This study aimed at assessing how the addition of Nintendo Wii(™) (NW) system to the traditional therapy influences occupational performance, balance, and daily living activities in children with spastic hemiplegic Cerebral Palsy (CP). MATERIALS AND METHODS: The present study is a single-blind and randomized trial involving 24 children aged 6-14 years, classified as level I or II on the Gross Motor Function Classification System. The children were allocated into two groups: an intervention and a control group, and their families participated in the study...
October 5, 2016: Games for Health
https://www.readbyqxmd.com/read/27696899/active-videogaming-in-youth-with-physical-disability-gameplay-and-enjoyment
#7
Laurie A Malone, Jennifer L Rowland, Rebecca Rogers, Tapan Mehta, Sangeetha Padalabalanarayanan, Mohanraj Thirumalai, James H Rimmer
OBJECTIVE: For active videogaming (AVG) to be a meaningful, health-enhancing physical activity option for youth with physical disability, factors related to game performance and enjoyment must be understood. The objective was to explore associations between quality of gameplay, controller usage, heart rate (HR), physical function, and enjoyment during AVG play in youth with physical disability. METHODS: Participants (5 girls, 11 boys, mean age 13.8 ± 2.7 years) played four AVGs on three platforms (Nintendo(®) Wii™, Sony PlayStation3 Move, and Microsoft Xbox(®) Kinect), across three sessions...
October 3, 2016: Games for Health
https://www.readbyqxmd.com/read/27689945/effect-of-active-videogames-on-underserved-children-s-classroom-behaviors-effort-and-fitness
#8
Zan Gao, Jung Eun Lee, Zachary Pope, Dachao Zhang
OBJECTIVE: The purpose of this study was to examine the effect of active videogames (AVGs) on underserved minority children's on-task classroom behavior, academic effort, and fitness. MATERIALS AND METHODS: A one group pre- and posttest repeated measures design was used. In Fall 2013, 95 fourth grade children (57 boys, 38 girls; 96% of minority) from three classes at an underserved urban elementary school participated in teacher-supervised AVG activities (e.g., Wii Sports, Xbox Just Dance)...
September 30, 2016: Games for Health
https://www.readbyqxmd.com/read/27680494/gaming-for-safer-sex-young-german-and-turkish-people-report-no-specific-culture-related-preferences-toward-educational-games-promoting-safer-sex
#9
Phil Brüll, Robert A C Ruiter, Reinout W Wiers, Gerjo Kok
OBJECTIVE: Comprehensive sex education programs specifically designed for adolescents and young adults that take into account gender norms and cultural background have shown promise as a means of countering the high sexually transmitted infection rate in young people. Recently, digital gaming interventions delivered on computers or mobile devices have emerged as another way to promote safer sex behavior in a young population. Tailoring these computer-based interventions to their target population has been recognized to increase positive behavior outcomes...
September 28, 2016: Games for Health
https://www.readbyqxmd.com/read/27680385/development-of-a-teen-focused-exergame
#10
Debbe Thompson, Dora Cantu, Madhur Rajendran, Mayur Rajendran, Tanay Bhargava, Yuting Zhang, Cheng Chen, Yan Liu, Zhigang Deng
INTRODUCTION: Exergames require body movement to play and may be an effective method for enhancing teen physical activity (PA). However, results have been mixed. Innovative methods are needed to develop Exergames that increase and maintain PA. Self-representational avatars, or avatars created from a digital image of an individual, may increase PA (e.g., intensity, duration) during Exergame play. This article addresses this novel idea by describing the development of an Exergame played with a self-representational avatar...
September 28, 2016: Games for Health
https://www.readbyqxmd.com/read/27661265/effect-of-exergaming-on-physiological-response-and-enjoyment-during-recess-in-elementary-school-aged-children-a-pilot-study
#11
Srikant Vallabhajosula, Jessica B Holder, Elizabeth K Bailey
OBJECTIVE: With an increasing rate of childhood obesity, it is critical to find fun and effective ways of providing children with opportunities to be physically active while at school to mediate this outcome. Using games as a mode of exercise (Exergaming) could be one such way. We aimed to compare the physiologic response and enjoyment of elementary school children when playing Xbox(®) Kinect(®) versus participating in regular activities during recess. MATERIALS AND METHODS: Twenty-four children participated individually once in Kinect and once in regular activity sessions on separate days during recess for the allotted time...
September 23, 2016: Games for Health
https://www.readbyqxmd.com/read/27623532/task-oriented-training-with-computer-games-for-people-with-rheumatoid-arthritis-or-hand-osteoarthritis-a-feasibility-randomized-controlled-trial
#12
Cynthia Swarnalatha Srikesavan, Barbara Shay, Tony Szturm
OBJECTIVES: To examine the feasibility of a clinical trial on a novel, home-based task-oriented training with conventional hand exercises in people with rheumatoid arthritis or hand osteoarthritis. To explore the experiences of participants who completed their respective home exercise programmes. MATERIALS AND METHODS: Thirty volunteer participants aged between 30 and 60 years and diagnosed with rheumatoid arthritis or hand osteoarthritis were proposed for a single-center, assessor-blinded, randomized controlled trial ( ClinicalTrials...
September 13, 2016: Games for Health
https://www.readbyqxmd.com/read/27525347/pok%C3%A3-mon-go-go-go-gone
#13
Tom Baranowski
No abstract text is available yet for this article.
August 15, 2016: Games for Health
https://www.readbyqxmd.com/read/27487462/cancer-survivors-who-play-recreational-computer-games-motivations-for-playing-and-associations-with-beneficial-psychological-outcomes
#14
Maria Leonora G Comello, Diane B Francis, Laura Heisner Marshall, Deanna R Puglia
OBJECTIVE: Playing recreational videogames is a common activity, yet little is known about its role in the lives of people who are coping with serious illness. These individuals may experience depression and isolation and may turn to games to help alleviate negative experiences and support well-being. We explored these possibilities in the context of cancer survivors. The study aimed to discover motivations underlying game play and the extent to which motivations are associated with psychological health and well-being...
August 2016: Games for Health
https://www.readbyqxmd.com/read/27427972/types-of-articles-for-publishing-your-g4h
#15
Tom Baranowski
No abstract text is available yet for this article.
August 2016: Games for Health
https://www.readbyqxmd.com/read/27336205/if-we-build-it-will-they-come-a-qualitative-study-of-key-stakeholder-opinions-on-the-implementation-of-a-videogame-intervention-for-risk-reduction-in-adolescents
#16
Tyra M Pendergrass, Kimberly Hieftje, Cindy A Crusto, Erika Montanaro, Lynn E Fiellin
OBJECTIVE: Serious games are emerging as important tools that offer an innovative approach to teach adolescents behavioral skills to avoid risky situations. PlayForward: Elm City Stories, an interactive videogame targeting risk reduction, is currently undergoing evaluation. Collecting stakeholder data on its acceptability and real-life implementation strategies is critical for successful dissemination. MATERIALS AND METHODS: We collected interview data from four stakeholder groups regarding incorporating PlayForward into settings with adolescents...
August 2016: Games for Health
https://www.readbyqxmd.com/read/27304882/diabetic-mario-designing-and-evaluating-mobile-games-for-diabetes-education
#17
Nilufar Baghaei, David Nandigam, John Casey, Artur Direito, Ralph Maddison
Traditionally, diabetes education has relied on written materials, with limited resources available for children with diabetes. Mobile games can be effective and motivating tools for the promotion of children's health. In our earlier work, we proposed a novel approach for designing computer games aimed at educating children with diabetes. In this article, we apply our game design to a mobile Android game (Mario Brothers). We also introduce four heuristics that are specifically designed for evaluating the mobile game, by adapting traditional usability heuristics...
August 2016: Games for Health
https://www.readbyqxmd.com/read/27304677/a-feasibility-study-on-the-effectiveness-of-a-full-body-videogame-intervention-for-decreasing-attention-deficit-hyperactivity-disorder-symptoms
#18
Joanneke Weerdmeester, Maaike Cima, Isabela Granic, Yasaman Hashemian, Marientina Gotsis
OBJECTIVE: The current study assessed the feasibility and effectiveness of a full-body-driven intervention videogame targeted at decreasing attention deficit hyperactivity disorder (ADHD) symptoms, specifically inattention, hyperactivity, impulsivity, and motor deficiency. MATERIALS AND METHODS: The game was tested in a Dutch sample (N = 73) of school-aged children with elevated ADHD symptoms. Children assigned to the intervention condition played "Adventurous Dreaming Highflying Dragon," and those in the control condition played a comparable full-body-driven game without ADHD-focused training components...
August 2016: Games for Health
https://www.readbyqxmd.com/read/27259090/enhancing-aerobic-exercise-with-a-novel-virtual-exercise-buddy-based-on-the-k%C3%A3-hler-effect
#19
Emery J Max, Stephen Samendinger, Brian Winn, Norbert L Kerr, Karin A Pfeiffer, Deborah L Feltz
OBJECTIVE: Research on active videogames (AVGs) has demonstrated the motivation-boosting power of the Köhler effect (a motivating force for "weak links" in groups based on group principles of upward social comparison and indispensability) with software-generated partners (SGPs), but the effect has yet to be examined over time. We tested the viability of the Köhler effect in an AVG with an SGP over 12 exercise sessions using a cycle ergometer and whether a fatiguing partner (FP) could further boost the effect...
August 2016: Games for Health
https://www.readbyqxmd.com/read/27192473/smartkuber-a-serious-game-for-cognitive-health-screening-of-elderly-players
#20
Costas Boletsis, Simon McCallum
OBJECTIVE: The goal of this study was to design and develop a serious game for cognitive health screening of the elderly, namely Smartkuber, and evaluate its construct, criteria (concurrent and predictive), and content validity, assessing its relationship with the Montreal Cognitive Assessment (MoCA) test. Furthermore, the study aims to evaluate the elderly players' game experience with Smartkuber. SUBJECTS AND METHODS: Thirteen older adults were enrolled in the study...
August 2016: Games for Health
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