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Games for Health

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https://www.readbyqxmd.com/read/28051899/serious-games-for-health-the-potential-of-metadata
#1
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...
January 4, 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
#2
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...
January 4, 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
#3
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)...
January 4, 2017: Games for Health
https://www.readbyqxmd.com/read/28026985/getting-research-on-games-for-health-funded
#4
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.
December 27, 2016: Games for Health
https://www.readbyqxmd.com/read/28026984/examining-changes-to-center-of-pressure-during-the-first-trials-of-wii-gameplay
#5
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...
December 27, 2016: 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
#6
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...
December 19, 2016: Games for Health
https://www.readbyqxmd.com/read/27976955/interactive-digital-e-health-game-for-heart-failure-self-management-a-feasibility-study
#7
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
#8
(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
#9
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
#10
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
#11
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
#12
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
#13
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
#14
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
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
#15
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...
December 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
#16
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
#17
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
#18
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/27680385/development-of-a-teen-focused-exergame
#19
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
#20
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
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