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https://www.readbyqxmd.com/read/28056890/the-relationship-between-hours-of-sleep-screen-time-and-frequency-of-food-and-drink-consumption-in-spain%C3%A2-in%C3%A2-the-2011-and-2013-aladino-a-cross-sectional-study
#1
Napoleón Pérez-Farinós, Carmen Villar-Villalba, Ana María López Sobaler, María Ángeles Dal Re Saavedra, Aránzazu Aparicio, Sara Santos Sanz, Teresa Robledo de Dios, José Javier Castrodeza-Sanz, Rosa María Ortega Anta
BACKGROUND: The frequency of intake of food and beverages depends on a number of ill-defined behaviour patterns. The objectives of this study were to evaluate the effects of screen time and sleep duration on food consumption frequency, and to describe frequencies and types of food consumption according to BMI category and parents' level of education. METHODS: We studied 6287 and 2806 children drawn from the 2011 and 2013 cross-sectional ALADINO studies respectively...
January 6, 2017: BMC Public Health
https://www.readbyqxmd.com/read/28043935/the-association-between-electronic-media-and-emotional-and-behavioural-problems-in-late-childhood
#2
Lisa K Mundy, Louise Canterford, Timothy Olds, Nicholas B Allen, George C Patton
OBJECTIVE: There is growing concern that rising rates of electronic media use may be harmful. Yet the extent to which different types of electronic media use may be associated with emotional and behavioural problems is unclear. This study examined associations between emotional and behavioural problems and electronic media use during late childhood, in a large community sample. METHODS: Participants were 876 8-9 year olds taking part in the Childhood to Adolescence Transition Study in Australia...
December 30, 2016: Academic Pediatrics
https://www.readbyqxmd.com/read/28033714/scholars-open-debate-paper-on-the-world-health-organization-icd-11-gaming-disorder-proposal
#3
Espen Aarseth, Anthony M Bean, Huub Boonen, Michelle Colder Carras, Mark Coulson, Dimitri Das, Jory Deleuze, Elza Dunkels, Johan Edman, Christopher J Ferguson, Maria C Haagsma, Karin Helmersson Bergmark, Zaheer Hussain, Jeroen Jansz, Daniel Kardefelt-Winther, Lawrence Kutner, Patrick Markey, Rune Kristian Lundedal Nielsen, Nicole Prause, Andrew Przybylski, Thorsten Quandt, Adriano Schimmenti, Vladan Starcevic, Gabrielle Stutman, Jan Van Looy, Antonius J Van Rooij
Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming...
December 30, 2016: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/27982409/the-batman-effect-improving-perseverance-in-young-children
#4
Rachel E White, Emily O Prager, Catherine Schaefer, Ethan Kross, Angela L Duckworth, Stephanie M Carlson
This study investigated the benefits of self-distancing (i.e., taking an outsider's view of one's own situation) on young children's perseverance. Four- and 6-year-old children (N = 180) were asked to complete a repetitive task for 10 min while having the option to take breaks by playing an extremely attractive video game. Six-year-olds persevered longer than 4-year-olds. Nonetheless, across both ages, children who impersonated an exemplar other-in this case a character, such as Batman-spent the most time working, followed by children who took a third-person perspective on the self, or finally, a first-person perspective...
December 16, 2016: Child Development
https://www.readbyqxmd.com/read/27929727/television-video-games-in-the-treatment-of-amblyopia-in-children-aged-4-7-years
#5
Subhash Dadeya, Sonal Dangda
AIM: To investigate the role of television video games in childhood amblyopia treatment. METHOD: This prospective, randomized, interventional study included 40 patients between 4-7 years of age, with unilateral amblyopia (visual acuity in amblyopic eye between 1-0.6 LogMAR equivalents) attending the squint clinic at a tertiary eye hospital. All patients were prescribed optimal spectacle correction and occlusion therapy, i.e. full time patching according to patient's age, was initiated after six weeks...
December 2016: Strabismus
https://www.readbyqxmd.com/read/27918425/the-influence-of-health-behaviours-in-childhood-on-attention-deficit-and-hyperactivity-disorder-in-adolescence
#6
Xiuyun Wu, Arto Ohinmaa, Paul J Veugelers
Attention-deficit and hyperactivity disorder (ADHD) in children and adolescents is a global public health burden. Identification of health-related behavioral risk factors including diet quality and physical and sedentary activities for ADHD is important for prioritizing behavioral intervention strategies to improve mental health. This study aimed to examine the association of diet quality, physical activity, and sedentary behaviours in childhood with ADHD throughout adolescence. We linked data from grade five students aged primarily 10 and 11 years old who participated in a population-based lifestyle survey in the Canadian province of Nova Scotia with their administrative health care data...
December 2, 2016: Nutrients
https://www.readbyqxmd.com/read/27863326/understanding-why-an-active-video-game-intervention-did-not-improve-motor-skill-and-physical-activity-in-children-with-developmental-coordination-disorder-a-quantity-or-quality-issue
#7
Erin K Howie, Amity C Campbell, Rebecca A Abbott, Leon M Straker
BACKGROUND: Active video games (AVGs) have been identified as a novel strategy to improve motor skill and physical activity in clinical populations. A recent cross-over randomized trial found AVGs to be ineffective at improving motor skill and physical activity in the home-environment for children with or at-risk for developmental coordination disorder (DCD). AIMS: The study purpose was to better understand why the intervention had been ineffective by examining the quantity and quality of AVG play during an AVG intervention for children with or at-risk for DCD...
January 2017: Research in Developmental Disabilities
https://www.readbyqxmd.com/read/27852247/education-on-tick-bite-and-lyme-borreliosis-prevention-aimed-at-schoolchildren-in-the-netherlands-comparing-the-effects-of-an-online-educational-video-game-versus-a-leaflet-or-no-intervention
#8
D J M A Beaujean, F Gassner, A Wong, J E Steenbergen, R Crutzen, D Ruwaard
BACKGROUND: Lyme disease or Lyme borreliosis (LB) is the most common tick-borne disease both in the United States and Europe. Children, in particular, are at high risk of contracting LB. Since child-specific educational tools on ticks, tick bites and LB are lacking, we developed an online educational video game. In this study, we compared the effectiveness of an online educational video game versus a newly developed leaflet aimed to improve prevention of tick bites and LB among Dutch schoolchildren...
November 16, 2016: BMC Public Health
https://www.readbyqxmd.com/read/27846366/wii-based-interactive-video-games-as-a-supplement-to-conventional-therapy-for-rehabilitation-of-children-with-cerebral-palsy-a-pilot-randomized-controlled-trial
#9
Jane Elizabeth Sajan, Judy Ann John, Pearlin Grace, Sneha Sara Sabu, George Tharion
OBJECTIVE: To assess the effect of interactive video gaming (IVG) with Nintendo Wii (Wii) supplemented to conventional therapy in rehabilitation of children with cerebral palsy (CP). DESIGN: Randomized, controlled, assessor-blinded study. PARTICIPANTS: Children with CP; 10 children each in the control and intervention groups. INTERVENTION: IVG using Wii, given as a supplement to conventional therapy, for 45 min per day, 6 days a week for 3 weeks...
November 15, 2016: Developmental Neurorehabilitation
https://www.readbyqxmd.com/read/27757512/-electronic-media-in-obesity-prevention-in-childhood-and-adolescence
#10
Susann Weihrauch-Blüher, Stefanie Koormann, Jana Brauchmann, Susanna Wiegand
BACKGROUND: The increasing prevalence of childhood obesity is - amongst other factors - due to changed leisure time habits with decreased physical activity and increased media consumption. However, electronic media such as tablets and smartphones might also provide a novel intervention approach to prevent obesity in childhood and adolescence. OBJECTIVES: A summary of interventions applying electronic media to prevent childhood obesity is provided to investigate short term effects as well as long term results of these interventions...
November 2016: Bundesgesundheitsblatt, Gesundheitsforschung, Gesundheitsschutz
https://www.readbyqxmd.com/read/27742605/the-narrative-impact-of-active-video-games-on-physical-activity-among-children-a-feasibility-study
#11
Amy Shirong Lu, Tom Baranowski, S Lee Hong, Richard Buday, Debbe Thompson, Alicia Beltran, Hafza Razak Dadabhoy, Tzu-An Chen
BACKGROUND: Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influence behaviors. OBJECTIVE: The objective of this study was to test the hypothesis that a narrative would motivate increased AVG play, though a feasibility study that investigated the motivational effect of adding a previously developed narrative cutscene to an originally nonnarrative AVG, Nintendo Wii Sports Resort: Swordplay Showdown...
October 14, 2016: Journal of Medical Internet Research
https://www.readbyqxmd.com/read/27732076/how-does-neighborhood-quality-moderate-the-association-between-online-video-game-play-and-depression-a-population-level-analysis-of-korean-students
#12
Harris Hyun-Soo Kim, Sun Joo Grace Ahn
The main objective of our study is to assess the relationship between playing online video games and mental wellbeing of adolescents based on a nationally representative sample. Data come from the Korean Children and Youth Panel Survey (KCYPS), a government-funded multiyear research project. Through a secondary analysis of W2 and W3 of data collected in 2011 and 2012, we examine the extent to which time spent playing online games is related to depression, as measured by a battery of items modeled after the abridged version of Center for Epidemiologic Studies Depression Scale Revised (CESD-R)...
October 2016: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/27714868/predictors-of-obesity-in-a-us-sample-of-high-school-adolescents-with-and-without-disabilities
#13
Mia A Papas, Jillian C Trabulsi, Michelle Axe, James H Rimmer
BACKGROUND: Childhood obesity is a major public health concern. Children with disabilities have a higher prevalence of obesity. OBJECTIVE: We examined factors associated with obesity within a cross-sectional study of US adolescents with and without disabilities. METHODS: Data were obtained from the 2011 Youth Risk Behavior Survey. Logistic regression models were fitted to assess effects of dietary habits, physical activity, and unhealthy weight control behaviors on obesity...
November 2016: Journal of School Health
https://www.readbyqxmd.com/read/27648915/characterizing-cognitive-control-abilities-in-children-with-16p11-2-deletion-using-adaptive-video-game-technology-a-pilot-study
#14
J A Anguera, A N Brandes-Aitken, C E Rolle, S N Skinner, S S Desai, J D Bower, W E Martucci, W K Chung, E H Sherr, E J Marco
Assessing cognitive abilities in children is challenging for two primary reasons: lack of testing engagement can lead to low testing sensitivity and inherent performance variability. Here we sought to explore whether an engaging, adaptive digital cognitive platform built to look and feel like a video game would reliably measure attention-based abilities in children with and without neurodevelopmental disabilities related to a known genetic condition, 16p11.2 deletion. We assessed 20 children with 16p11.2 deletion, a genetic variation implicated in attention deficit/hyperactivity disorder and autism, as well as 16 siblings without the deletion and 75 neurotypical age-matched children...
2016: Translational Psychiatry
https://www.readbyqxmd.com/read/27565361/increased-screen-time-implications-for-early-childhood-development-and-behavior
#15
REVIEW
Jenny S Radesky, Dimitri A Christakis
The authors review trends in adoption of new digital technologies (eg, mobile and interactive media) by families with young children (ages 0-8 years), continued use of television and video games, and the evidence for learning from digital versus hands-on play. The authors also discuss continued concerns about health and developmental/behavioral risks of excessive media use for child cognitive, language, literacy, and social-emotional development. This evidence is then applied to clinical care in terms of the screening questions providers can use, tools available to providers and parents, and changes in anticipatory guidance...
October 2016: Pediatric Clinics of North America
https://www.readbyqxmd.com/read/27561862/problematic-use-of-video-games-and-substance-abuse-in-early-adolescence-a-cross-sectional-study
#16
Luigi Gallimberti, Alessandra Buja, Sonia Chindamo, Andrea Rabensteiner, Alberto Terraneo, Elena Marini, Luis Javier Gómez Pérez, Vincenzo Baldo
OBJECTIVES: Problematic use of video games (PUVG) is associated with substance use in middle school students. The aim of our study was to examine the association between PUVG and substance abuse in children and young adolescents. METHODS: A survey was conducted during the 2014-2015 school year in Padua (northeastern Italy). The sample consisted of 1156 students in grades 6 to 8. A multivariate logistic regression model was applied to seek associations between PUVG (dependent variable) and independent variables...
September 2016: American Journal of Health Behavior
https://www.readbyqxmd.com/read/27548504/understanding-the-importance-of-context-a-qualitative-study-of-a-location-based-exergame-to-enhance-school-childrens-physical-activity
#17
Judy Robertson, Ruth Jepson, Andrew Macvean, Stuart Gray
Many public health interventions are less effective than expected in 'real life settings', yet little work is undertaken to understand the reasons why. The effectiveness of complex public health interventions can often be traced back to a robust programme theory (how and why an intervention brings about a change in outcome(s)) and assumptions that are made about the context in which it is implemented. Understanding whether effectiveness (or lack thereof) is due to the intervention or the context is hugely helpful in decisions about whether to a) modify the intervention; b) modify the context; c) stop providing the intervention...
2016: PloS One
https://www.readbyqxmd.com/read/27547019/an-educational-video-game-for-nutrition-of-young-people-theory-and-design
#18
Tracey Ledoux, Melissa Griffith, Debbe Thompson, Nga Nguyen, Kathy Watson, Janice Baranowski, Richard Buday, Dina Abdelsamad, Tom Baranowski
BACKGROUND: Playing Escape from DIAB (DIAB) and Nanoswarm (NANO), epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10-12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance. 95-100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition. AIM: This article describes the process of designing and developing the educational mini-games...
August 2016: Simulation & Gaming
https://www.readbyqxmd.com/read/27540566/interactive-vs-passive-screen-time-and-nighttime-sleep-duration-among-school-aged-children
#19
Jennifer Yland, Stanford Guan, Erin Emanuele, Lauren Hale
BACKGROUND: Insufficient sleep among school-aged children is a growing concern, as numerous studies have shown that chronic short sleep duration increases the risk of poor academic performance and specific adverse health outcomes. We examined the association between weekday nighttime sleep duration and 3 types of screen exposure: television, computer use, and video gaming. METHODS: We used age 9 data from an ethnically diverse national birth cohort study, the Fragile Families and Child Wellbeing Study, to assess the association between screen time and sleep duration among 9-year-olds, using screen time data reported by both the child (n = 3269) and by the child's primary caregiver (n= 2770)...
September 2015: Sleep Health
https://www.readbyqxmd.com/read/27496020/does-home-equipment-contribute-to-socioeconomic-gradients-in-australian-children-s-physical-activity-sedentary-time-and-screen-time
#20
Dot Dumuid, Timothy S Olds, Lucy K Lewis, Carol Maher
BACKGROUND: Activity behaviours (physical activity, sedentary time and screen time) have been linked to health outcomes in childhood. Furthermore, socioeconomic disparities have been observed in both children's activity behaviours and health outcomes. Children's physical home environments may play a role in these relationships. This study aimed to examine the associations and interactions between children's physical home environment, socioeconomic status and moderate-to-vigorous physical activity, sedentary time and screen time...
August 5, 2016: BMC Public Health
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