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https://www.readbyqxmd.com/read/28813966/exergaming-with-a-pediatric-exoskeleton-facilitating-rehabilitation-and-research-in-children-with-cerebral-palsy
#1
Thomas C Bulea, Zachary F Lerner, Andrew J Gravunder, Diane L Damiano
Effective rehabilitation of children with cerebral palsy (CP) requires intensive task-specific exercise but many in this population lack the motor capabilities to complete the desired training tasks. Providing robotic assistance is a potential solution yet the effects of this assistance are unclear. We combined a novel exoskeleton and exercise video game (exergame) to create a new rehabilitation paradigm for children with CP. We incorporated high density electroencephalography (EEG) to assess cortical activity...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28725022/action-video-games-improve-reading-abilities-and-visual-to-auditory-attentional-shifting-in-english-speaking-children-with-dyslexia
#2
Sandro Franceschini, Piergiorgio Trevisan, Luca Ronconi, Sara Bertoni, Susan Colmar, Kit Double, Andrea Facoetti, Simone Gori
Dyslexia is characterized by difficulties in learning to read and there is some evidence that action video games (AVG), without any direct phonological or orthographic stimulation, improve reading efficiency in Italian children with dyslexia. However, the cognitive mechanism underlying this improvement and the extent to which the benefits of AVG training would generalize to deep English orthography, remain two critical questions. During reading acquisition, children have to integrate written letters with speech sounds, rapidly shifting their attention from visual to auditory modality...
July 19, 2017: Scientific Reports
https://www.readbyqxmd.com/read/28724380/the-use-of-entertainment-and-communication-technologies-before-sleep-could-affect-sleep-and-weight-status-a-population-based-study-among-children
#3
Nomathemba Dube, Kaviul Khan, Sarah Loehr, Yen Chu, Paul Veugelers
BACKGROUND: Short sleep duration and poor sleep quality have been demonstrated to be associated with childhood obesity. It has been suggested that electronic entertainment and communication devices (EECDs) including TVs, computers, tablets, video games and cell phones interfere with sleep in children and youth. The aim of this study was to assess the impact that the use of EECDs in the hour before bedtime has on sleep and weight status to inform sleep promotion interventions and programs to prevent childhood obesity...
July 19, 2017: International Journal of Behavioral Nutrition and Physical Activity
https://www.readbyqxmd.com/read/28655049/video-game-rehabilitation-of-velopharyngeal-dysfunction-a-case-series
#4
Gabriel J Cler, Talia Mittelman, Maia N Braden, Geralyn Harvey Woodnorth, Cara E Stepp
Purpose: Video games provide a promising platform for rehabilitation of speech disorders. Although video games have been used to train speech perception in foreign language learners and have been proposed for aural rehabilitation, their use in speech therapy has been limited thus far. We present feasibility results from at-home use in a case series of children with velopharyngeal dysfunction (VPD) using an interactive video game that provided real-time biofeedback to facilitate appropriate nasalization...
June 22, 2017: Journal of Speech, Language, and Hearing Research: JSLHR
https://www.readbyqxmd.com/read/28600111/do-active-video-games-benefit-the-motor-skill-development-of-non-typically-developing-children-and-adolescents-a-systematic-review
#5
REVIEW
Zoey E Page, Stephanie Barrington, Jacqueline Edwards, Lisa M Barnett
OBJECTIVES: The use of interactive video gaming, known as 'exergames' or 'active video games (AVG)' may provide an opportunity for motor skill development. Youth with non-typical patterns of development may have deficits in gross motor skill capacities and are therefore an intervention target. The aim was to determine the effectiveness of AVG use on motor skill development in non-typically developing children and adolescents. DESIGN: Review article. METHODS: The PRISMA protocol was used to conduct a systematic review of EBSCOhost, Embase, Gale Cengage, Informit, Ovid, ProQuest, PubMed, Scopus and Web of Science databases...
May 18, 2017: Journal of Science and Medicine in Sport
https://www.readbyqxmd.com/read/28542867/use-of-active-video-gaming-in-children-with-neuromotor-dysfunction-a-systematic-review
#6
REVIEW
Robbin Hickman, Lisa Popescu, Robert Manzanares, Brendan Morris, Szu-Ping Lee, Janet S Dufek
AIM: To examine current evidence on use of active video gaming (AVG) to improve motor function in children with movement disorders including cerebral palsy, developmental coordination disorder, and Down syndrome. METHOD: Scopus, MEDLINE, Cochrane Library, EMBASE, and CINAHL were searched. Included papers studied the use of AVG for improving movement-related outcomes in these populations. Parameters studied included health condition, strength of evidence, AVG delivery methods, capacity for individualizing play, outcomes addressed, effectiveness for achieving outcomes, and challenges/limitations...
May 19, 2017: Developmental Medicine and Child Neurology
https://www.readbyqxmd.com/read/28528341/sociocultural-influence-on-obesity-and-lifestyle-in-children-a-study-of-daily-activities-leisure-time-behavior-motor-skills-and-weight-status
#7
Martin Hilpert, Konrad Brockmeier, Sigrid Dordel, Benjamin Koch, Verena Weiß, Nina Ferrari, Walter Tokarski, Christine Graf
BACKGROUND: Juvenile overweight is increasing, and effective preventive measures are needed. After years of arbitrarily assigning these measures disregarding socioeconomic and/or cultural differences, it has become necessary to tailor interventions more specific to these target groups. Providing data for such an intervention is the objective of this study. METHODS: Influencing variables on children's weight status, motor skills and lifestyle have been analyzed among 997 first graders (53...
2017: Obesity Facts
https://www.readbyqxmd.com/read/28510773/evaluation-of-the-role-of-monocular-video-game-play-as-an-adjuvant-to-occlusion-therapy-in-the-management-of-anisometropic-amblyopia
#8
Archita Singh, Pradeep Sharma, Rohit Saxena
PURPOSE: To evaluate the role of monocular video game play as an adjuvant to occlusion therapy in the treatment of anisometropic amblyopia. METHODS: In a prospective randomized study design, 68 children with ages ranging from 6 to 14 years who had anisometropic amblyopia with a best corrected visual acuity (BCVA) in the amblyopic eye of better than 6/36 and worse than 6/12 and no manifest strabismus were recruited. They were randomly allocated into two groups: 34 children received 1 hour per day of video game play for the first month plus 6 hours per day of occlusion therapy (video game and occlusion group) and 34 children received 6 hours per day of occlusion therapy alone (occlusion only group)...
May 15, 2017: Journal of Pediatric Ophthalmology and Strabismus
https://www.readbyqxmd.com/read/28498008/spatial-orientation-and-navigation-in-children-with-perinatal-stroke
#9
Kara Murias, Adam Kirton, Sana Tariq, Adrian Gil Castillejo, Andrea Moir, Giuseppe Iaria
As a focal injury in an otherwise healthy child, perinatal stroke provides a clinical model of developmental brain plasticity. In this study, we report evidence that children with perinatal periventricular venous infarcts perform as well as control children on a video game that tests navigation abilities. In addition, children with a history of perinatal arterial strokes overcame initial deficits in navigation performance after additional practice. These findings lend support to the hypothesis that a complex cognitive skill dependent on a distributed neural network with prolonged maturation, such as navigation, may demonstrate resilience after early brain injury...
May 12, 2017: Developmental Neuropsychology
https://www.readbyqxmd.com/read/28467004/chances-and-limitations-of-video-games-in-the-fight-against-childhood-obesity-a-systematic-review
#10
REVIEW
Isabelle Mack, Carolin Bayer, Norbert Schäffeler, Nadine Reiband, Ellen Brölz, Guido Zurstiege, Fernando Fernandez-Aranda, Caterina Gawrilow, Stephan Zipfel
OBJECTIVE AND METHOD: A systematic literature search was conducted to assess the chances and limitations of video games to combat and prevent childhood obesity. This search included studies with video or computer games targeting nutrition, physical activity and obesity for children between 7 and 15 years of age. RESULTS: The study distinguished between games that aimed to (i) improve knowledge about nutrition, eating habits and exercise; (ii) increase physical activity; or (iii) combine both approaches...
May 3, 2017: European Eating Disorders Review: the Journal of the Eating Disorders Association
https://www.readbyqxmd.com/read/28453067/-systematic-review-on-the-physical-activity-level-and-nutritional-status-of-brazilian-children
#11
Gisele Graziele Bento, Franciele Cascaes da Silva, Elizandra Gonçalves, Patrícia Domingos Dos Santos, Rudney da Silva
Objective To systematically review the literature on the prevalence and the factors associated with physical activity level and nutritional status of Brazilian children. Methods The electronic database MEDLINE (via PubMed), SciELO, SCOPUS and Web of Science were selected. The search strategy included the descriptors proposed in the Medical Subject Headings (MeSH): "Motor Activity", "Activities", "Nutritional Status", "Overweight", "Obesity", "Body Mass Index", "Child", "Brazil". Results The search allowed the identification of 141 articles, of which 16 studies were considered potentially relevant and were included in the review...
August 2016: Revista de Salud Pública
https://www.readbyqxmd.com/read/28391798/story-immersion-may-be-effective-in-promoting-diet-and-physical-activity-in-chinese-children
#12
Jing Jing Wang, Tom Baranowski, Patrick W C Lau, Richard Buday, Yang Gao
OBJECTIVE: To evaluate the effect of playing a health video game embedded with story immersion, Escape from Diab (Diab), on children's diet and physical activity (PA) and to explore whether children immersed in Diab had greater positive outcomes. DESIGN: Two groups, nonrandomized; 3 outcome assessments: at baseline, immediately after the game (post 1), and 8-10 weeks after the game (post 2). PARTICIPANTS: A total of 179 Chinese children aged 8-12 years...
April 2017: Journal of Nutrition Education and Behavior
https://www.readbyqxmd.com/read/28380053/effect-and-process-evaluation-of-a-kindergarten-based-family-involved-intervention-with-a-randomized-cluster-design-on-sedentary-behaviour-in-4-to-6-year-old-european-preschool-children-the-toybox-study
#13
Julie Latomme, Greet Cardon, Ilse De Bourdeaudhuij, Violeta Iotova, Berthold Koletzko, Piotr Socha, Luis Moreno, Odysseas Androutsos, Yannis Manios, Marieke De Craemer
BACKGROUND: The aim of the present study evaluated the effect and process of the ToyBox-intervention on proxy-reported sedentary behaviours in 4- to 6-year-old preschoolers from six European countries. METHODS: In total, 2434 preschoolers' parents/primary caregivers (mean age: 4.7±0.4 years, 52.2% boys) filled out a questionnaire, assessing preschoolers' sedentary behaviours (TV/DVD/video viewing, computer/video games use and quiet play) on weekdays and weekend days...
2017: PloS One
https://www.readbyqxmd.com/read/28375682/active-video-gaming-for-children-with-cerebral-palsy-does-a-clinic-based-virtual-reality-component-offer-an-additive-benefit-a-pilot-study
#14
Danielle Levac, Anna McCormick, Mindy F Levin, Marie Brien, Richard Mills, Elka Miller, Heidi Sveistrup
AIMS: To compare changes in gross motor skills and functional mobility between ambulatory children with cerebral palsy who underwent a 1-week clinic-based virtual reality intervention (VR) followed by a 6-week, therapist-monitored home active video gaming (AVG) program and children who completed only the 6-week home AVG program. METHODS: Pilot non-randomized controlled trial. Five children received 1 hour of VR training for 5 days followed by a 6-week home AVG program, supervised online by a physical therapist...
April 4, 2017: Physical & Occupational Therapy in Pediatrics
https://www.readbyqxmd.com/read/28353291/problematic-technology-use-in-a-clinical-sample-of-children-and-adolescents-personality-and-behavioral-problems-associated
#15
Cristina Alonso, Estrella Romero
INTRODUCTION: In parallel to the rapid growth of access to new technologies (NT) there has been an increase in the problematic use of the same, especially among children and adolescents. Although research in this field is increasing, the studies have mainly been developed in the community, and the characteristics associated with the problematic use of NT are unknown in samples that require clinical care. Therefore, the aim of this study is to analyze the relationship between problematic use of video games (UPV) and Internet (UPI) and personality traits and behavior problems in a clinical sample of children and adolescents...
March 2017: Actas Españolas de Psiquiatría
https://www.readbyqxmd.com/read/28326536/risk-factors-for-obesity-in-preschool-aged-children-in-china
#16
Jyu-Lin Chen, Jill Howie Esquivel, Jia Guo, Catherine A Chesla, Siyuan Tang
AIMS: To examine the relationship between child, mother, and environmental factors and increased body mass index in preschool-aged children in China. BACKGROUND: There are about 120 million children in China are classified as overweight or obese. Understanding the key factors associated with childhood obesity (i.e. child, mother and environment) is the first step in combating the growing obesity epidemic in China, as well as in the global community, where large numbers of Chinese immigrants can be found...
March 21, 2017: International Nursing Review
https://www.readbyqxmd.com/read/28321702/association-between-level-of-urinary-trace-heavy-metals-and-obesity-among-children-aged-6-19%C3%A2-years-nhanes-1999-2011
#17
Wentao Shao, Qian Liu, Xiaowei He, Hui Liu, Aihua Gu, Zhaoyan Jiang
Global prevalence of obesity has been increasing dramatically in all ages. Although traditional causes for obesity development have been studied widely, it is unclear whether environmental exposure of substances such as trace heavy metals affects obesity development among children and adolescents so far. Data from the National Health and Nutrition Examination Survey (1999-2011) were retrieved, and 6602 US children were analyzed in this study. Urinary level of nine trace heavy metals, including barium, cadmium, cobalt, cesium, molybdenum, lead, antimony, thallium, and tungsten, was analyzed for their association with the prevalence of obesity among children aged 6-19 years...
April 2017: Environmental Science and Pollution Research International
https://www.readbyqxmd.com/read/28320073/a-model-linking-video-gaming-sleep-quality-sweet-drinks-consumption-and-obesity-among-children-and-youth
#18
O Turel, A Romashkin, K M Morrison
There is a growing need to curb paediatric obesity. The aim of this study is to untangle associations between video-game-use attributes and obesity as a first step towards identifying and examining possible interventions. Cross-sectional time-lagged cohort study was employed using parent-child surveys (t1) and objective physical activity and physiological measures (t2) from 125 children/adolescents (mean age = 13.06, 9-17-year-olds) who play video games, recruited from two clinics at a Canadian academic children's hospital...
August 2017: Clinical Obesity
https://www.readbyqxmd.com/read/28301968/lost-in-the-chaos-flawed-literature-should-not-generate-new-disorders
#19
Antonius J Van Rooij, Daniel Kardefelt-Winther
The paper by Kuss, Griffiths, and Pontes (2016) titled "Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field" examines issues relating to the concept of Internet Gaming Disorder. We agree that there are serious issues and extend their arguments by suggesting that the field lacks basic theory, definitions, patient research, and properly validated and standardized assessment tools. As most studies derive data from survey research in functional populations, they exclude people with severe functional impairment and provide only limited information on the hypothesized disorder...
June 1, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28286543/a-psychometric-tool-for-a-virtual-reality-rehabilitation-approach-for-dyslexia
#20
Elisa Pedroli, Patrizia Padula, Andrea Guala, Maria Teresa Meardi, Giuseppe Riva, Giovanni Albani
Dyslexia is a chronic problem that affects the life of subjects and often influences their life choices. The standard rehabilitation methods all use a classic paper and pencil training format but these exercises are boring and demanding for children who may have difficulty in completing the treatments. It is important to develop a new rehabilitation program that would help children in a funny and engaging way. A Wii-based game was developed to demonstrate that a short treatment with an action video game, rather than phonological or orthographic training, may improve the reading abilities in dyslexic children...
2017: Computational and Mathematical Methods in Medicine
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