keyword
MENU ▼
Read by QxMD icon Read
search

"video game" and "children"

keyword
https://www.readbyqxmd.com/read/29148827/for-video-games-bad-news-is-good-news-news-reporting-of-violent-video-game-studies
#1
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
https://www.readbyqxmd.com/read/29145402/specific-effects-of-working-memory-training-on-the-reading-skills-of-chinese-children-with-developmental-dyslexia
#2
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
https://www.readbyqxmd.com/read/29119131/bedtime-use-of-technology-and-associated-sleep-problems-in-children
#3
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
https://www.readbyqxmd.com/read/29111226/marketing-food-and-beverages-to-youth-through-sports
#4
REVIEW
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
https://www.readbyqxmd.com/read/29109424/enhancing-reading-performance-through-action-video-games-the-role-of-visual-attention-span
#5
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
https://www.readbyqxmd.com/read/29045949/effectiveness-of-a-home-based-active-video-game-programme-in-young-cystic-fibrosis-patients
#6
Tamara Del Corral, Maria Àngels Cebrià I Iranzo, Ibai López-de-Uralde-Villanueva, Roberto Martínez-Alejos, Isabel Blanco, Jordi Vilaró
BACKGROUND: Exercise-based rehabilitation is already a part of cystic fibrosis (CF) treatment; however, patient adherence is low. OBJECTIVES: To assess the effectiveness of a home exercise programme using active video games (AVGs) as a training modality for children and adolescents with CF. METHODS: Thirty-nine children with CF were randomised to a control group (CG, n = 20, age 11 ± 6 years; FEV1 86.2 ± 20.5% of predicted) or a training group (AVGG, n = 19, age 13 ± 3 years; FEV1 82...
October 19, 2017: Respiration; International Review of Thoracic Diseases
https://www.readbyqxmd.com/read/29042344/mommio-s-recipe-box-assessment-of-the-cooking-habits-of-mothers-of-preschoolers-and-their-perceptions-of-recipes-for-a-video-game
#7
Maciel Ugalde, Leah Brand, Alicia Beltran, Hafza Dadabhoy, Tzu-An Chen, Teresia M O'Connor, Sheryl O Hughes, Tom Baranowski, Richard Buday, Theresa A Nicklas, Janice Baranowski
BACKGROUND: Vegetables are an important part of a healthy diet because they help prevent several chronic diseases. Mothers of preschoolers reported difficulty getting their young children to eat vegetables, and many did not know how to cook child-pleasing recipes. OBJECTIVE: The cooking habits of mothers of preschoolers, their perceptions of recipes designed for their children, and the involvement of their children in food preparation were assessed to inform a food parenting video game called Mommio...
October 17, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/29042250/eating-breakfast-and-snacks-while-television-viewing-are-associated-with-some-cardio-metabolic-risk-factors-among-iranian-children
#8
Saeed Ghobadi, Shiva Faghih
AIM: We aimed to investigate the association of eating meals while television viewing (TVV) and screen-based behaviors with cardio metabolic risk factors (CRFs) among school-aged children in Shiraz. MATERIALS AND METHODS: This cross-sectional study was done on 409 primary school children (217 boys), aged 6-9 years. Physical activity, time spent on screen-based behaviors and frequency of eating meals while TVV were measured using a questionnaire. Anthropometric indices, fasting blood sugar (FBS), blood lipids, blood pressure (BP), dietary intakes and physical activity were assessed...
September 22, 2017: Diabetes & Metabolic Syndrome
https://www.readbyqxmd.com/read/28957032/the-influence-of-parental-health-literacy-status-on-reach-attendance-retention-and-outcomes-in-a-family-based-childhood-obesity-treatment-program-virginia-2013-2015
#9
Jamie M Zoellner, Jennie Hill, Wen You, Donna Brock, Madlyn Frisard, Ramine Alexander, Fabiana Silva, Bryan Price, Ruby Marshall, Paul A Estabrooks
INTRODUCTION: Few interventions have evaluated the influence of parent health literacy (HL) status on weight-related child outcomes. This study explores how parent HL affects the reach, attendance, and retention of and outcomes in a 3-month multicomponent family-based program to treat childhood obesity (iChoose). METHODS: This pre-post, quasiexperimental trial occurred in the Dan River Region, a federally designated medically underserved area. iChoose research protocol and intervention strategies were designed using an HL universal precautions approach...
September 28, 2017: Preventing Chronic Disease
https://www.readbyqxmd.com/read/28945440/bedroom-media-one-risk-factor-for-development
#10
Douglas A Gentile, Olivia N Berch, Hyekyung Choo, Angeline Khoo, David A Walsh
Mass media have numerous effects on children, ranging from influencing school performance to increased or reduced aggression. What we do not know, however, is how media availability in the bedroom moderates these effects. Although several researchers have suggested that bedroom media may influence outcomes by displacing other activities (the displacement hypothesis) or by changing the content of media consumed (the content hypothesis), these have rarely been tested directly. This study tested both hypotheses using several outcomes that are associated with bedroom media and some of the underlying mediating mechanisms...
September 25, 2017: Developmental Psychology
https://www.readbyqxmd.com/read/28890740/public-attitudes-towards-moral-enhancement-evidence-that-means-matter-morally
#11
Jona Specker, Maartje H N Schermer, Peter B Reiner
To gain insight into the reasons that the public may have for endorsing or eschewing pharmacological moral enhancement for themselves or for others, we used empirical tools to explore public attitudes towards these issues. Participants (N = 293) from the United States were recruited via Amazon's Mechanical Turk and were randomly assigned to read one of several contrastive vignettes in which a 13-year-old child is described as bullying another student in school and then is offered an empathy-enhancing program...
2017: Neuroethics
https://www.readbyqxmd.com/read/28890529/factors-relating-to-the-feeling-of-school-avoidance-among-elementary-school-children-results-from-the-mext-ministry-of-education-culture-sports-science-and-education-super-shokuiku-school-project
#12
Masahiro Akimoto, Michikazu Sekine, Masaaki Yamada, Takashi Tatsuse
Purpose This study aims to evaluate whether lifestyle factors including media use and social and family environments are associated with elementary school children's feeling of school avoidance.Methods Total study population for this study was 2,057 children in 5 elementary schools in Takaoka city, Toyama prefecture, which participated in the MEXT Super Shokuiku School Project. A questionnaire survey was conducted in July 2014 and 1,936 students responded (Response rate: 94.1%). Of those who responded, data from 1,698 respondents were relevant for this study...
2017: [Nihon Kōshū Eisei Zasshi] Japanese Journal of Public Health
https://www.readbyqxmd.com/read/28883160/user-experience-evaluations-in-rehabilitation-video-games-for-children-a-systematic-mapping-of-the-literature
#13
Carolina Rico-Olarte, Diego M López, Bernd Blobel, Sara Kepplinger
BACKGROUND: In recent years, the interest in user experience (UX) evaluation methods for assessing technology solutions, especially in health systems for children with special needs like cognitive disabilities, has increased. OBJECTIVE: Conduct a systematic mapping study to provide an overview in the field of UX evaluations in rehabilitation video games for children. METHODS: The definition of research questions, the search for primary studies and the extraction of those studies by inclusion and exclusion criteria lead to the mapping of primary papers according to a classification scheme...
2017: Studies in Health Technology and Informatics
https://www.readbyqxmd.com/read/28813966/exergaming-with-a-pediatric-exoskeleton-facilitating-rehabilitation-and-research-in-children-with-cerebral-palsy
#14
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
#15
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
#16
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
#17
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
#18
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
#19
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...
September 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
#20
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
keyword
keyword
102546
1
2
Fetch more papers »
Fetching more papers... Fetching...
Read by QxMD. Sign in or create an account to discover new knowledge that matter to you.
Remove bar
Read by QxMD icon Read
×

Search Tips

Use Boolean operators: AND/OR

diabetic AND foot
diabetes OR diabetic

Exclude a word using the 'minus' sign

Virchow -triad

Use Parentheses

water AND (cup OR glass)

Add an asterisk (*) at end of a word to include word stems

Neuro* will search for Neurology, Neuroscientist, Neurological, and so on

Use quotes to search for an exact phrase

"primary prevention of cancer"
(heart or cardiac or cardio*) AND arrest -"American Heart Association"