keyword
https://read.qxmd.com/read/38345848/a-novel-casual-video-game-with-simple-mental-health-and-well-being-concepts-match-emoji-mixed-methods-feasibility-study
#21
JOURNAL ARTICLE
Russell Pine, James Mbinta, Lisa Te Morenga, Theresa Fleming
BACKGROUND: Adolescence is a crucial phase for early intervention and prevention of mental health problems. Casual video games are popular and have promise as a novel mechanism for reaching young people, but this potential has seldom been explored. OBJECTIVE: This study aimed to explore the acceptability, feasibility, and possible indicators of therapeutic changes after playing a purpose-built novel casual video game (Match Emoji) with simple mental health and well-being content among young adolescents...
February 12, 2024: JMIR Serious Games
https://read.qxmd.com/read/38329284/an-augmented-reality-serious-game-for-children-s-optical-science-education-randomized-controlled-trial
#22
JOURNAL ARTICLE
Bo Liu, Xinyue Wan, Xiaofang Li, Dian Zhu, Zhao Liu
BACKGROUND: Knowledge construction in the context of children's science education is an important part of fostering the development of early scientific literacy. Nevertheless, children sometimes struggle to comprehend scientific knowledge due to the presence of abstract notions. OBJECTIVE: This study aimed to evaluate the efficacy of augmented reality (AR) games as a teaching tool for enhancing children's understanding of optical science education. METHODS: A total of 36 healthy Chinese children aged 6-8 years were included in this study...
February 1, 2024: JMIR Serious Games
https://read.qxmd.com/read/38290498/short-and-long-term-changes-in-balance-after-active-video-game-training-in-children-with-and-without-developmental-coordination-disorder-a-randomized-controlled-trial
#23
JOURNAL ARTICLE
Tatiane Targino Gomes Draghi, Bouwien Smits-Engelsman, Daniela Godoi-Jacomassi, Jorge Lopes Cavalcante Neto, Dorothee Jelsma, Eloisa Tudella
Active video games (AVG) have been used as training tools and are known to ameliorate balance performance in children with Developmental Coordination Disorder (DCD). Our aim was to evaluate balance using clinical tests and by measuring body sway using a force plate with a mixed design of vision (eyes open/eyes closed), surface (rigid/soft), and support (stance/semitandem) before, and after, training and 4 months later (follow-up). Thirty-six DCD children and 40 typically developing children participated in the study, of which 50 children (26 DCD; 24 typically developing) were retested after 4 months...
January 30, 2024: Motor Control
https://read.qxmd.com/read/38279861/cross-sectional-study-of-co-occurring-addiction-problems-among-high-school-students-in-tunisia
#24
JOURNAL ARTICLE
Oumayma Mbarki, Rim Ghammem, Nawel Zammit, Sihem Ben Fredj, Jihene Maatoug, Hassen Ghannem
BACKGROUND: Addictive behaviours are a major public health problem, especially among adolescents, who are susceptible to experiencing multiple co-occurring addictions. AIM: To assess the prevalence of addiction problems and co-occurrences of addictive behaviours (substance abuse, problematic video gaming and social media addiction) and disorders among high school students in Sousse, Tunisia. METHODOLOGY: A cross-sectional study was conducted in 2018 in public high schools, in the urban area of Sousse, Tunisia...
December 21, 2023: Eastern Mediterranean Health Journal
https://read.qxmd.com/read/38256309/current-developments-in-the-management-of-amblyopia-with-the-use-of-perceptual-learning-techniques
#25
REVIEW
Konstantinos T Tsaousis, Georgios Mousteris, Vasilios Diakonis, Stergios Chaloulis
Background and Objectives : Amblyopia is a neurodevelopmental disorder caused by interocular suppression of visual input, affecting visual acuity, stereopsis, contrast sensitivity, and other visual functions. Conventional treatment comprises occlusion of the sound eye. In recent years, novel therapies that deploy perceptual learning (PL) principles have been introduced. The purpose of this study is to assess the latest scientific data on this topic. Materials and Methods : For this purpose, we conducted a literature search for relevant studies published during the previous 4 years (2020-2023)...
December 27, 2023: Medicina
https://read.qxmd.com/read/38255348/advances-in-pediatric-surgery-simulation-based-training
#26
REVIEW
Laquanda T Knowlin, Nicholas M B Laskay, Nehemie P Jules, Jakub Godzik, Todd P Chang, Ryan G Spurrier
Pediatric surgery is the diagnostic, operative, and postoperative surgical care of children with congenital and acquired anomalies and diseases. The early history of the specialty followed the classic "see one, do one, teach one" philosophy of training but has since evolved to modern methods including simulation-based training (SBT). Current trainees in pediatric surgery face numerous challenges, such as the decreasing incidence of congenital disease and reduced work hours. SBT consists of several modalities that together assist in the acquisition of technical skills and improve performance in the operating room...
December 28, 2023: Children
https://read.qxmd.com/read/38235982/a-home-based-exercise-program-with-active-video-games-for-balance-motor-proficiency-foot-and-ankle-ability-and-intrinsic-motivation-in-children-with-chronic-ankle-instability-feasibility-randomized-controlled-trial
#27
JOURNAL ARTICLE
Janya Chuadthong, Raweewan Lekskulchai, Claire Hiller, Amornpan Ajjimaporn
BACKGROUND: Children with chronic ankle instability (CAI) frequently experience ankle unsteadiness, causing trips, falls, and ankle sprain injuries resulting in poor quality of life. A specific exercise program focused on physical and psychological purposes in children with CAI is needed. OBJECTIVE: The purpose of this study was to investigate the feasibility of a 4-week home-based exercise training program using active video games (AVGs) for balance, motor proficiency, foot and ankle ability, and intrinsic motivation in children with CAI...
December 20, 2023: JMIR Serious Games
https://read.qxmd.com/read/38234943/gaming-on-an-immersive-virtual-reality-platform-to-ameliorate-the-level-of-anxiety-in-patients-undergoing-congenital-heart-disease
#28
Mansee Dangare, Vaishnavi Yadav
The double outlet right ventricle (DORV) is an unusual cardiovascular abnormality that is present at birth. The pulmonary artery and the aorta, the cardiovascular system's two major arteries, link to the right ventricle in the DORV. The coronary artery links to the right ventricular, while in an ideal heart, the aorta connects to the left ventricle. DORV is an issue as the right ventricle delivers blood that is low in oxygen, subsequently distributed all around the human being. DORV is always connected with a further cardiac ailment known as a ventricular septal defect (VSD)...
December 2023: Curēus
https://read.qxmd.com/read/38229021/do-girls-wash-dishes-and-boys-play-sports-gender-inequalities-in-physical-activity-and-in-the-use-of-screen-based-devices-among-schoolchildren-from-urban-and-rural-areas-in-brazil
#29
JOURNAL ARTICLE
Gilmar Mercês de Jesus, Lizziane Andrade Dias, Anna Karolina Cerqueira Barros, Lara Daniele Matos Dos Santos Araujo, Mayva Mayana Ferreira Schrann
OBJECTIVE: The aim of the study was to analyze gender inequalities in types of physical activity (PA) and in the use of screen-based devices among schoolchildren from both urban and rural areas in Brazil. METHODS: Data from two population-based surveys conducted in 2019 (urban areas: n = 2,479; 52.6% girls; age = 9.2 ± 1.51 years) and 2022 (rural areas: n = 979; 42.6% girls; age = 9.4 ± 1...
January 16, 2024: BMC Public Health
https://read.qxmd.com/read/38193394/digital-rhythm-training-improves-reading-fluency-in-children
#30
JOURNAL ARTICLE
Theodore P Zanto, Anastasia Giannakopoulou, Courtney L Gallen, Avery E Ostrand, Jessica W Younger, Roger Anguera-Singla, Joaquin A Anguera, Adam Gazzaley
Musical instrument training has been linked to improved academic and cognitive abilities in children, but it remains unclear why this occurs. Moreover, access to instrument training is not always feasible, thereby leaving less fortunate children without opportunity to benefit from such training. Although music-based video games may be more accessible to a broader population, research is lacking regarding their benefits on academic and cognitive performance. To address this gap, we assessed a custom-designed, digital rhythm training game as a proxy for instrument training to evaluate its ability to engender benefits in math and reading abilities...
January 9, 2024: Developmental Science
https://read.qxmd.com/read/38165466/problematic-video-gaming-is-negatively-associated-with-bone-mineral-density-in-adolescents
#31
JOURNAL ARTICLE
Melis Pehlivanturk Kizilkan, Sinem Akgul, Nuray Kanbur, Orhan Gungoren, Orhan Derman
Adolescent bone health may be negatively impacted by problematic video gaming (PVG) due to factors such as prolonged screen time, poor sleep quality, and increased depression. Although sedentary behaviors have been linked to decreased bone mass, there is limited research on how PVG impacts bone health. We aimed to evaluate the association between PVG and bone mineral density (BMD) in adolescents by comparing the BMD z-scores of adolescents with and without PVG and by identifying PVG-related risk factors that may affect low BMD scores...
January 2, 2024: European Journal of Pediatrics
https://read.qxmd.com/read/38154112/correction-effects-of-commercial-exergames-and-conventional-exercises-on-improving-executive-functions-in-children-and-adolescents-meta-analysis-of-randomized-controlled-trials
#32
Jinlong Wu, Zhuang Xu, Haowei Liu, Xiaoke Chen, Li Huang, Qiuqiong Shi, Linman Weng, Yemeng Ji, Hao Zeng, Li Peng
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December 28, 2023: JMIR Serious Games
https://read.qxmd.com/read/38131745/cognitive-patterns-and-problematic-use-of-video-games-in-adolescents-a-cluster-analysis
#33
JOURNAL ARTICLE
Ignacio Fernández-Arias, Marta Labrador, Mónica Bernaldo-de-Quirós, Francisco J Estupiñá, Marina Vallejo-Achón, Iván Sanchez-Iglesias, María González-Álvarez, Francisco J Labrador
BACKGROUND: Video game playing (VGP) is an increasingly common leisure activity among children and adolescents, although in some cases, it is accompanied by problems due to misuse. METHOD: A sample of 2884 children and adolescents aged between 12 and 20, representative of the Community of Madrid (Spain), were studied using a cluster analysis to explore the existence of cognitive patterns associated with engagement, attitudes, and concurrent cognitions. We also explored the relationship between these patterns and problematic VGP, using the 2173 gamers as a reference...
December 18, 2023: International Journal of Environmental Research and Public Health
https://read.qxmd.com/read/38131707/video-game-playing-and-internet-gaming-disorder-a-profile-of-young-adolescents
#34
JOURNAL ARTICLE
Marta Labrador, Iván Sánchez-Iglesias, Mónica Bernaldo-de-Quirós, Francisco J Estupiñá, Ignacio Fernandez-Arias, Marina Vallejo-Achón, Francisco J Labrador
In recent times, growing concern has arisen regarding the utilization of technology, video games, and the emergence of internet gaming disorder (IGD), particularly among young adolescents. This worry arises from the ambiguity in distinguishing between "normal" and "problematic" video game behavior, despite efforts to establish clear criteria for defining both. The goal of this study is to outline distinct profiles of adolescent video game players and identify variables associated with their gaming practices that correlate with problematic gaming...
December 8, 2023: International Journal of Environmental Research and Public Health
https://read.qxmd.com/read/38065433/gamification-and-neurological-motor-rehabilitation-in-children-and-adolescents-a-systematic-review
#35
REVIEW
M Pimentel-Ponce, R P Romero-Galisteo, R Palomo-Carrión, E Pinero-Pinto, J Antonio Merchán-Baeza, M Ruiz-Muñoz, J Oliver-Pece, M González-Sánchez
INTRODUCTION: Gamification consists of the use of games in non-playful contexts. It is widely employed in the motor rehabilitation of neurological diseases, but mainly in adult patients. The objective of this review was to describe the use of gamification in the rehabilitation of children and adolescents with neuromotor impairment. METHODS: We performed a systematic review of clinical trials published to date on the MEDLINE (PubMed), Scielo, SCOPUS, Dialnet, CINAHL, and PEDro databases, following the PRISMA protocol...
December 6, 2023: Neurología
https://read.qxmd.com/read/38064216/screen-time-and-autism-spectrum-disorder-a-systematic-review-and-meta-analysis
#36
JOURNAL ARTICLE
Yaakov Ophir, Hananel Rosenberg, Refael Tikochinski, Shani Dalyot, Yuliya Lipshits-Braziler
IMPORTANCE: Contemporary studies raise concerns regarding the implications of excessive screen time on the development of autism spectrum disorder (ASD). However, the existing literature consists of mixed and unquantified findings. OBJECTIVE: To conduct a systematic review and meta-analyis of the association between screen time and ASD. DATA SOURCES: A search was conducted in the PubMed, PsycNET, and ProQuest Dissertation & Theses Global databases for studies published up to May 1, 2023...
December 1, 2023: JAMA Network Open
https://read.qxmd.com/read/38010811/a-systematic-review-of-telehealth-based-pediatric-cancer-rehabilitation-interventions-on-disability
#37
JOURNAL ARTICLE
Meghan B Skiba, Stephanie J Wells, Rachelle Brick, Lynn Tanner, Kelly Rock, Victoria Marchese, Nashwa Khalil, Darcy Raches, Kristin Thomas, Kate J Krause, Maria C Swartz
Background: Telehealth is an emerging method which may overcome barriers to rehabilitation access for pediatric cancer survivors (aged ≤19 years). This systematic review aimed to examine telehealth-based rehabilitation interventions aimed at preventing, maintaining, or improving disability in pediatric cancer survivors. Methods: We performed systematic searches in Ovid MEDLINE, Ovid EMBASE, Cochrane Library, SCOPUS, Web of Science, and CINAHL Plus between 1994 and 2022. Eligible studies included telehealth-based interventions assessing disability outcomes in pediatric cancers...
October 23, 2023: Telemedicine Journal and E-health
https://read.qxmd.com/read/38002901/effects-of-smartphone-activities-on-postural-balance-in-adolescents-with-intellectual-disabilities
#38
JOURNAL ARTICLE
Ghada Jouira, Cristina Ioana Alexe, Julien Narcis Herlo, Cristina Elena Moraru, Mihaela Bogdan, Dan Iulian Alexe, Gabriel Mareș, Sonia Sahli
Considering the rising prevalence of smartphone usage among adolescents with intellectual disabilities and their frequent motor challenges, understanding its impact on their physical well-being is important. This study aims to investigate the impact of smartphone activities on postural balance in adolescents with intellectual disabilities. Two groups of adolescents participated in the study: an intellectual disability group (IDG) ( n = 16) and atypical development group (TDG) ( n = 12). Static postural balance, using a stabilometric platform on firm and foam surfaces, and dynamic balance, using the Timed Up-and-Go Test (TUGT), were performed under various conditions, such as playing a game, watching videos, video calls, and listening to music...
November 14, 2023: Children
https://read.qxmd.com/read/37990809/effectiveness-of-a-5-week-virtual-reality-telerehabilitation-program-for-children-with-duchenne-and-becker-muscular-dystrophy-prospective-quasi-experimental-study
#39
JOURNAL ARTICLE
María Rosa Baeza-Barragán, Maria Teresa Labajos Manzanares, Mercedes Cristina Amaya-Álvarez, Fabián Morales Vega, Judit Rodriguez Ruiz, Rocío Martín-Valero
BACKGROUND: Duchenne muscular dystrophy (DMD) and Becker muscular dystrophy (BMD) are neuromuscular diseases. DMD is the most prevalent in children. It affects dystrophin production, reducing the patient's mobility and quality of life. New technologies have become a part of physical therapy in DMD and BMD. During the COVID-19 pandemic, conducting telerehabilitation through virtual reality-based games could help these children maintain their physical abilities. OBJECTIVE: This study examined if the use of a virtual platform in a multimodal intervention program changes the results of the 6-minute walk test (6MWT) in children with DMD and BMD...
November 15, 2023: JMIR Serious Games
https://read.qxmd.com/read/37965362/assessment-of-hazardous-gaming-in-children-and-its-dissimilarities-and-overlaps-with-internet-gaming-disorder
#40
JOURNAL ARTICLE
Sonja Kewitz, Katharina Leo, Florian Rehbein, Katajun Lindenberg
BACKGROUND AND AIMS: Children have been vastly overlooked in Internet Gaming Disorder (IGD) and Hazardous Gaming research so far. The diagnoses are listed in different ICD-11 chapters (addiction vs. problematic health condition) and are thus considered as distinct constructs. However, screening tools for children do not exist yet. We aimed to investigate the psychometric properties of an existing IGD screening tool modified to also assess Hazardous Gaming in children. Further, we aimed to compare the dissimilarity and overlap between (subclinical) IGD and Hazardous Gaming in children...
2023: Frontiers in Psychiatry
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