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https://www.readbyqxmd.com/read/29616887/upper-limb-muscle-activation-during-sports-video-gaming-of-persons-with-spinal-cord-injury
#1
Jeffrey P Jaramillo, M Elise Johanson, B Jenny Kiratli
OBJECTIVE: Video gaming as a therapeutic tool has largely been studied within the stroke population with some benefits reported in upper limb motor performance, balance, coordination, and cardiovascular status. To date, muscle activation of upper limb muscles in persons with spinal cord injuries (SCI) has not been studied during video game play. In this paper, we provide descriptive and comparative data for muscle activation and strength during gaming for players with tetraplegia and paraplegia, as well as, compare these results with data from traditional arm exercises (ie, biceps curl and shoulder press) with light weights which are commonly prescribed for a home program...
April 4, 2018: Journal of Spinal Cord Medicine
https://www.readbyqxmd.com/read/29599861/the-effects-of-aerobic-exercise-and-gaming-on-cognitive-performance
#2
Peter C Douris, John P Handrakis, Demitra Apergis, Robert B Mangus, Rima Patel, Jessica Limtao, Svetlana Platonova, Aladino Gregorio, Elliot Luty
The purpose of our study was to investigate the effects of video gaming, aerobic exercise (biking), and the combination of these two activities on the domains of cognitive performance: selective attention, processing speed, and executive functioning. The study was a randomized clinical trial with 40 subjects (mean age 23.7 ± 1.8 years) randomized to one of four thirty-minute conditions: video gaming, biking, simultaneous gaming and biking, and a control condition. Cognitive performance was measured pre and post condition using the Stroop test and Trails B test...
March 2018: Journal of Human Kinetics
https://www.readbyqxmd.com/read/29512476/vestibular-rehabilitation-using-video-gaming-in-adults-with-dizziness-a-pilot-study
#3
RANDOMIZED CONTROLLED TRIAL
J S Phillips, J Fitzgerald, D Phillis, A Underwood, I Nunney, A Bath
OBJECTIVE: To determine the effectiveness of vestibular rehabilitation using the Wii Fit balance platform, in adults with dizziness. METHODS: A single-site prospective clinical trial was conducted in a university hospital in the UK. Forty patients with dizziness, who would normally be candidates for vestibular rehabilitation, were identified and considered as potential participants. Participants were randomised into either the treatment group (the Wii Fit group) or the control group (standard customised vestibular rehabilitation protocol)...
March 2018: Journal of Laryngology and Otology
https://www.readbyqxmd.com/read/29485933/acute-effect-of-intermittent-exercise-and-action-based-video-game-breaks-on-math-performance-in-preadolescent-children
#4
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
https://www.readbyqxmd.com/read/29485524/active-video-games-as-a-training-tool-for-individuals-with-chronic-respiratory-diseases-a-systematic-review
#5
Stacey J Butler, Annemarie L Lee, Roger S Goldstein, Dina Brooks
PURPOSE: Exercise is an effective treatment for reducing symptom severity and improving quality of life for patients with chronic respiratory diseases. Active video games offer a new and enjoyable way to exercise and have gained popularity in a rehabilitation setting. However, it is unclear whether they achieve comparable physiological and clinical effects as traditional exercise training. METHODS: A systematic literature search was performed to identify studies that included an active video game component as a form of exercise training and a comparator group in chronic respiratory disease...
February 26, 2018: Journal of Cardiopulmonary Rehabilitation and Prevention
https://www.readbyqxmd.com/read/29447133/computerised-training-improves-cognitive-performance-in-chronic-pain-a-participant-blinded-randomised-active-controlled-trial-with-remote-supervision
#6
Katharine S Baker, Nellie Georgiou-Karistianis, Amit Lampit, Michael Valenzuela, Stephen J Gibson, Melita J Giummarra
Chronic pain is associated with reduced efficiency of cognitive performance, and few studies have investigated methods of remediation. We trialled a computerised cognitive training protocol to determine whether it could attenuate cognitive difficulties in a chronic pain sample. Thirty-nine adults with chronic pain (mean age = 43.3, 61.5% females) were randomised to an 8-week online course (3 sessions/week from home) of game-like cognitive training exercises, or an active control involving watching documentary videos...
April 2018: Pain
https://www.readbyqxmd.com/read/29409340/exercise-addiction-in-adolescents-and-emerging-adults-validation-of-a-youth-version-of-the-exercise-addiction-inventory
#7
Mia Beck Lichtenstein, Mark D Griffiths, Simone Daugaard Hemmingsen, René Klinkby Støving
Background Behavioral addictions often onset in adolescence and increase the risk of psychological and social problems later in life. The core symptoms of addiction are tolerance, withdrawal symptoms, lack of control, and compulsive occupation with the behavior. Psychometrically validated tools are required for detection and early intervention. Adolescent screening instruments exist for several behavioral addictions including gambling and video gaming addiction but not for exercise addiction. Given recent empirical and clinical evidence that a minority of teenagers appear to be experiencing exercise addiction, a psychometrically robust screening instrument is required...
February 7, 2018: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/29316273/pilot-project-physiologic-responses-to-a-high-intensity-active-video-game-with-copd-patients-tools-for-home-rehabilitation
#8
Andrée-Anne Parent, Vincent Gosselin-Boucher, Marilyn Houle-Peloquin, Claude Poirier, Alain-Steve Comtois
INTRODUCTION: Chronic obstructive pulmonary disease (COPD) is a respiratory condition that causes a significant deterioration of the quality of life. However, exercise can improve the quality of life for COPD patients and it is for this reason previous study observed the effects of active video games to increase exercise. Using motion capture devices with short bursts of exercise never been tried with COPD patients. OBJECTIVES: The objective was to observe the feasibility of using this device safely and easily with COPD patients...
January 8, 2018: Clinical Respiratory Journal
https://www.readbyqxmd.com/read/29313388/virtual-reality-in-cognitive-and-motor-rehabilitation-facts-fiction-and-fallacies
#9
REVIEW
Gaetano Tieri, Giovanni Morone, Stefano Paolucci, Marco Iosa
Over recent decades many researchers and clinicians have started to use Virtual Reality (VR) as a new technology for implementing innovative rehabilitation treatments in cognitive and motor domains. However, the expression 'VR' has often also been improperly used to refer to video games. Further, VR efficacy, often confused with that of video-game exercises, is still debated. Areas covered: In this review, we provide the scientific rationale for the advantages of using VR systems in rehabilitation and investigate whether the VR could really be a promising technique for the future of rehabilitation of patients, or if it is just an entertainment for scientists...
February 2018: Expert Review of Medical Devices
https://www.readbyqxmd.com/read/29170705/energy-cost-of-active-and-sedentary-music-video-games-drum-and-handheld-gaming-vs-walking-and-sitting
#10
Edwin Miranda, Brittany S Overstreet, William A Fountain, Vincent Gutierrez, Michael Kolankowski, Matthew L Overstreet, Ryan M Sapp, Christopher A Wolff, Scott A Mazzetti
To compare energy expenditure during and after active and handheld video game drumming compared to walking and sitting. Ten experienced, college-aged men performed four protocols (one per week): no-exercise seated control (CTRL), virtual drumming on a handheld gaming device (HANDHELD), active drumming on drum pads (DRUM), and walking on a treadmill at ~30% of VO2max (WALK). Protocols were performed after an overnight fast, and expired air was collected continuously during (30min) and after (30min) exercise...
2017: International Journal of Exercise Science
https://www.readbyqxmd.com/read/29151360/balancing-the-playing-field-collaborative-gaming-for-physical-training
#11
Michael Mace, Nawal Kinany, Paul Rinne, Anthony Rayner, Paul Bentley, Etienne Burdet
BACKGROUND: Multiplayer video games promoting exercise-based rehabilitation may facilitate motor learning, by increasing motivation through social interaction. However, a major design challenge is to enable meaningful inter-subject interaction, whilst allowing for significant skill differences between players. We present a novel motor-training paradigm that allows real-time collaboration and performance enhancement, across a wide range of inter-subject skill mismatches, including disabled vs...
November 20, 2017: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/29045949/effectiveness-of-a-home-based-active-video-game-programme-in-young-cystic-fibrosis-patients
#12
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/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
#13
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/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/28733118/the-benefits-of-being-a-video-gamer-in-laparoscopic-surgery
#15
Matthew Sammut, Mark Sammut, Predrag Andrejevic
INTRODUCTION: Video games are mainly considered to be of entertainment value in our society. Laparoscopic surgery and video games are activities similarly requiring eye-hand and visual-spatial skills. Previous studies have not conclusively shown a positive correlation between video game experience and improved ability to accomplish visual-spatial tasks in laparoscopic surgery. This study was an attempt to investigate this relationship. AIM: The aim of the study was to investigate whether previous video gaming experience affects the baseline performance on a laparoscopic simulator trainer...
September 2017: International Journal of Surgery
https://www.readbyqxmd.com/read/28664435/video-analysis-in-basic-skills-training-a-way-to-expand-the-value-and-use-of-blackbox-training
#16
Ninos Oussi, Constantinos Loukas, Ann Kjellin, Vasileios Lahanas, Konstantinos Georgiou, Lars Henningsohn, Li Felländer-Tsai, Evangelos Georgiou, Lars Enochsson
BACKGROUND: Basic skills training in laparoscopic high-fidelity simulators (LHFS) improves laparoscopic skills. However, since LHFS are expensive, their availability is limited. The aim of this study was to assess whether automated video analysis of low-cost BlackBox laparoscopic training could provide an alternative to LHFS in basic skills training. METHODS: Medical students volunteered to participate during their surgical semester at the Karolinska University Hospital...
January 2018: Surgical Endoscopy
https://www.readbyqxmd.com/read/28655135/home-based-exercise-program-improves-balance-and-fear-of-falling-in-community-dwelling-older-adults-with-mild-alzheimer-s-disease-a-pilot-study
#17
Kalpana P Padala, Prasad R Padala, Shelly Y Lensing, Richard A Dennis, Melinda M Bopp, Paula K Roberson, Dennis H Sullivan
BACKGROUND/OBJECTIVE: Balance problems are common in older adults with Alzheimer's disease (AD). The objective was to study the effects of a Wii-Fit interactive video-game-led physical exercise program to a walking program on measures of balance in older adults with mild AD. METHODS: A prospective randomized controlled parallel-group trial (Wii-Fit versus walking) was conducted in thirty community-dwelling older adults (73±6.2 years) with mild AD. Home-based exercises were performed under caregiver supervision for 8 weeks...
2017: Journal of Alzheimer's Disease: JAD
https://www.readbyqxmd.com/read/28467004/chances-and-limitations-of-video-games-in-the-fight-against-childhood-obesity-a-systematic-review
#18
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...
July 2017: European Eating Disorders Review: the Journal of the Eating Disorders Association
https://www.readbyqxmd.com/read/28459835/energy-expenditure-and-affect-responses-to-different-types-of-active-video-game-and-exercise
#19
RANDOMIZED CONTROLLED TRIAL
Javier Monedero, Enda E Murphy, Donal J O'Gorman
BACKGROUND: The purpose of this study was to compare entertainment-themed active video game (AVG) and fitness-themed AVG play with traditional exercise to examine the interaction between physiological and psychological responses. METHODS: Participants (N = 23) were randomly assigned to 30-min of (i) self-selected intensity exercise (SS-EX), (ii) moderate intensity exercise (MOD-EX), (iii) entertainment-themed video game (ET-VG) and (iv) fitness-themed video game (FT-VG)...
2017: PloS One
https://www.readbyqxmd.com/read/28444660/effects-of-cycling-and-exergaming-on-neurotrophic-factors-in-elderly-type-2-diabetic-men-a-preliminary-investigation
#20
Christian Brinkmann, Leonie Schäfer, Magd Masoud, Joachim Latsch, Daniel Lay, Wilhelm Bloch, Klara Brixius
Patients with type 2 diabetes mellitus (T2DM) are at increased risk of developing neurodegenerative diseases. There is growing evidence that repeated exercise-induced transient increases in neurotrophic factors can augment neurogenesis and neuroplasticity. This pilot study compares the effects of 30-min submaximal cycling with those of exergaming (combining exercise and video gaming) at the same duration and same rating of perceived exertion (BORG RPE: 14-15) on serum neurotrophic factors in 8 elderly non-insulin-dependent T2DM patients (71±4 years) (2×2 crossover design)...
July 2017: Experimental and Clinical Endocrinology & Diabetes
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