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"video game" and "children"

Shannon S Block, Trevor R Tooley, Matthew R Nagy, Molly P O'Sullivan, Leah E Robinson, Natalie Colabianchi, Rebecca E Hasson
PURPOSE: The purpose of this study was to compare the acute effects of video game breaks and intermittent exercise breaks, performed at varying intensities, on math performance in preadolescent children. METHODS: A total of 39 children (18 males and 21 females; aged 7-11 y) completed 4 experimental conditions in random order: 8 hours of sitting interrupted with 20 two-minute low-, moderate-, or high-intensity exercise breaks or 20 two-minute sedentary computer game breaks...
February 27, 2018: Pediatric Exercise Science
Nahla Mansour Al-Ali, Hadeel Said Yaghy, Khulood K Shattnawi, Noha M Al-Shdayfat
The current study aimed to assess Jordanian parents' knowledge and beliefs about the effects of violent media on children's aggressive behavior. A sample of 262 parents of children aged 6-11 years completed a Media Quotient questionnaire about children's media habits, media effects, and children's aggressive behavior. Parents reported that their children spend an average of 4.83 h (SD = 2.12) watching TV, 3.20 h (SD = 2.29) playing video games, 1.07 h (SD = 0.88) listening to music, and only 0.52 min (SD = 0...
February 15, 2018: Issues in Mental Health Nursing
XiuYun Wu, Kerry Bastian, Arto Ohinmaa, Paul Veugelers
PURPOSE: Studies among youth suggest that physical inactivity, sedentary behaviors, and poor diet quality are associated with poor mental health. Few population-based studies have investigated these relationships longitudinally. We examined the association between physical activity, sedentary behaviors, and diet quality in childhood and the incidence of internalizing and externalizing disorders throughout adolescence. METHODS: We linked health behavior survey data from 2003 among 10- to 11-year-old children across Nova Scotia, Canada, with administrative health care data from 2003 to 2011...
February 2018: Annals of Epidemiology
Jan Pfetsch
Adolescent Use of Digital Media and Parental Mediation - A Research Review Digital media are wide spread, frequently used, and highly relevant in the lives of children, adolescents and their parents. Because parents aim to reduce or prevent potential risks of media use for their children, many parents apply different strategies of parental mediation of children's media use: restrictive parental mediation, active parental mediation, co-media use, technical monitoring, and participatory learning. These forms of parental mediation have differential impact on children and adolescents...
February 2018: Praxis der Kinderpsychologie und Kinderpsychiatrie
Tsuguhiko Kato, Takashi Yorifuji, Michiyo Yamakawa, Sachiko Inoue
AIM: Cross-sectional studies have shown associations between adolescent sleep problems and the use of electronic devices, such as mobile phones, but longitudinal studies remain scarce. We explored any association between delayed bedtimes at six years old and the excessive use of electronic devices at 12 years of age. Texting was a prime focus. METHODS: We analysed 9,607 adolescents who owned mobile phones in 2013 using the Japanese Longitudinal Survey of Newborns in the 21st Century, which started in 2001...
January 31, 2018: Acta Paediatrica
Karina L R Canabrava, Fernanda R Faria, Jorge R P de Lima, Dartagnan P Guedes, Paulo R S Amorim
PURPOSE: This study aimed to compare the energy expenditure and intensity of active video games to that of treadmill walking in children and adolescents. METHOD: Seventy-two boys and girls (aged 8-13 years) were recruited from local public schools. Energy expenditure and heart rate were measured during rest, during 3-km/hr, 4-km/hr, and 5-km/hr walks, and during active games (Adventure, Boxing I, Boxing II, and Dance). During walking and active games, we also assessed physical activity using an accelerometer...
January 15, 2018: Research Quarterly for Exercise and Sport
Magdalena Łuniewska, Katarzyna Chyl, Agnieszka Dębska, Agnieszka Kacprzak, Joanna Plewko, Marcin Szczerbiński, Jakub Szewczyk, Anna Grabowska, Katarzyna Jednoróg
The prevalence and long-term consequences of dyslexia make it crucial to look for effective and efficient ways of its therapy. Action video games (AVG) were implied as a possible remedy for difficulties in reading in Italian and English-speaking children. However, the studies examining the effectiveness of AVG application in dyslexia suffered from significant methodological weaknesses such as small sample sizes and lack of a control group with no intervention. In our study, we tested how two forms of training: based on AVG and on phonological non-action video games (PNAVG), affect reading in a group of fifty-four Polish children with dyslexia...
January 11, 2018: Scientific Reports
Dèsirée Vidaña-Pérez, Ariela Braverman-Bronstein, Ana Basto-Abreu, Inti Barrientos-Gutierrez, Rainer Hilscher, Tonatiuh Barrientos-Gutierrez
Background: Video games are widely used by children and adolescents and have become a significant source of exposure to sexual content. Despite evidence of the important role of media in the development of sexual attitudes and behaviours, little attention has been paid to monitor sexual content in video games. Methods: Data was obtained about sexual content and rating for 23722 video games from 1994 to 2013 from the Entertainment Software Rating Board database; release dates and information on the top 100 selling video games was also obtained...
January 11, 2018: Sexual Health
Elfrid Krossbakken, Torbjørn Torsheim, Rune Aune Mentzoni, Daniel Luke King, Bjørn Bjorvatn, Ingjerd Meen Lorvik, Ståle Pallesen
Background and aims Excessive use of video games among children and adolescents is a growing concern. The aim of this study was to investigate the effectiveness of a brief parental guide with advices and strategies for regulating video gaming in children. Methods A random sample of guardians of children between the age of 8-12 years old (N = 5,864) was drawn from the Norwegian Population Registry and equally randomized into an intervention and a control condition. A parental guide based on clinical and research literature was distributed by postal mail to those in the intervention condition...
January 9, 2018: Journal of Behavioral Addictions
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
Tina Y Gao, Cindy X Guo, Raiju J Babu, Joanna M Black, William R Bobier, Arijit Chakraborty, Shuan Dai, Robert F Hess, Michelle Jenkins, Yannan Jiang, Lisa S Kearns, Lionel Kowal, Carly S Y Lam, Peter C K Pang, Varsha Parag, Roberto Pieri, Rajkumar Nallour Raveendren, Jayshree South, Sandra Elfride Staffieri, Angela Wadham, Natalie Walker, Benjamin Thompson
Importance: Binocular amblyopia treatment using contrast-rebalanced stimuli showed promise in laboratory studies and requires clinical trial investigation in a home-based setting. Objective: To compare the effectiveness of a binocular video game with a placebo video game for improving visual functions in older children and adults. Design, Setting, and Participants: The Binocular Treatment of Amblyopia Using Videogames clinical trial was a multicenter, double-masked, randomized clinical trial...
January 4, 2018: JAMA Ophthalmology
Corinne Huntington, Christina Liossi, Ana Nora Donaldson, Jonathan Timothy Newton, Patricia A Reynolds, Reham Alharatani, Marie Therese Hosey
BACKGROUND: Family-centered interactive on-line games are increasingly popular in healthcare, but their effectiveness for preoperative preparation needs further research. is the new on-line version of a proven nonweb-based game for children and parents/caregivers. AIMS: The aim of this study was to evaluate if improved children's anxiety and families' satisfaction compared with controls. METHODS: In this phase III double-blind randomized controlled trial, children/parents/caregivers received (i) www...
December 27, 2017: Paediatric Anaesthesia
Giovanni Sala, Fernand Gobet
Chess masters and expert musicians appear to be, on average, more intelligent than the general population. Some researchers have thus claimed that playing chess or learning music enhances children's cognitive abilities and academic attainment. We here present two meta-analyses assessing the effect of chess and music instruction on children's cognitive and academic skills. A third meta-analysis evaluated the effects of working memory training-a cognitive skill correlated with music and chess expertise-on the same variables...
December 2017: Current Directions in Psychological Science
Xiu Yun Wu, Sara F L Kirk, Arto Ohinmaa, Paul J Veugelers
BACKGROUND: Poor mental health constitutes a considerable global public health burden with approximately half of all cases of poor mental health having their onset before the age of 14 years. The identification of modifiable risk factors early in life is therefore essential to prevention, however, there are presently very few longitudinal studies on health behaviours for mental health to inform public health decision makers and to justify preventive action. We examined the importance of diet quality, physical activity (PA) and sedentary behaviours in childhood for internalizing disorder throughout adolescence...
December 12, 2017: BMC Psychology
Stephanie Glegg
Virtual, augmented, and mixed reality environments are increasingly being developed and used to address functional rehabilitation goals related to physical, cognitive, social, and psychological impairments. For example, a child with an acquired brain injury may participate in virtual rehabilitation to address impairments in balance, attention, turn taking, and engagement in therapy. The trend toward virtual rehabilitation first gained momentum with the adoption of commercial off-the-shelf active video gaming consoles (e...
November 2017: IEEE Pulse
Allen Copenhaver, Oana Mitrofan, Christopher J Ferguson
News coverage of video game violence studies has been critiqued for focusing mainly on studies supporting negative effects and failing to report studies that did not find evidence for such effects. These concerns were tested in a sample of 68 published studies using child and adolescent samples. Contrary to our hypotheses, study effect size was not a predictor of either newspaper coverage or publication in journals with a high-impact factor. However, a relationship between poorer study quality and newspaper coverage approached significance...
November 17, 2017: Cyberpsychology, Behavior and Social Networking
Juanhua Yang, Jun Peng, Dake Zhang, Liling Zheng, Lei Mo
Most research on working memory (WM) training for children with developmental dyslexia (DD) has focused on western alphabetical languages. Moreover, most of these studies used a combination of training tasks targeting a variety of WM components, making it difficult to determine whether WM training generates a general improvement in overall reading, or improves specific cognitive skills corresponding to the WM components that are targeted in training. We tested the general and specific effects of WM training on the reading skills of 45 Chinese children with DD, grades 3 to 5...
2017: PloS One
Caitlyn Fuller, Eric Lehman, Steven Hicks, Marsha B Novick
Children comprise one of the largest consumer groups of technology. Sleep is fundamental to optimal functioning during childhood, including health and behavior. The purpose of this study was to explore bedtime electronic use and its impact on 3 health consequences-sleep quantity and quality, inattention, and body mass index. Parents of 234 children, ages 8 to 17 years, were surveyed to quantify hours of technology use (computer, video games, cell phone, and television), hours of sleep, and inattentive behaviors...
2017: Global Pediatric Health
Marie A Bragg, Christina A Roberto, Jennifer L Harris, Kelly D Brownell, Brian Elbel
Food and beverage marketing has been identified as a major driver of obesity yet sports sponsorship remains common practice and represents millions of dollars in advertising expenditures. Research shows that food and beverage products associated with sports (e.g., M&M's with National Association for Stock Car Auto Racing logo) generate positive feelings, excitement, and a positive self-image among adults and children. Despite this, self-regulatory pledges made by food companies to limit exposure of unhealthy products to children have not improved the nutritional quality of foods marketed to children...
October 27, 2017: Journal of Adolescent Health: Official Publication of the Society for Adolescent Medicine
A Antzaka, M Lallier, S Meyer, J Diard, M Carreiras, S Valdois
Recent studies reported that Action Video Game-AVG training improves not only certain attentional components, but also reading fluency in children with dyslexia. We aimed to investigate the shared attentional components of AVG playing and reading, by studying whether the Visual Attention (VA) span, a component of visual attention that has previously been linked to both reading development and dyslexia, is improved in frequent players of AVGs. Thirty-six French fluent adult readers, matched on chronological age and text reading proficiency, composed two groups: frequent AVG players and non-players...
November 6, 2017: Scientific Reports
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