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"video game" and "exercise"

Raquel Pinto Carbonera, Fernanda Maria Vendrusculo, Márcio Vinícius Fagundes Donadio
BACKGROUND: Interactive video games are recently being used as an exercise tool in cystic fibrosis (CF). This study aimed to assess the literature describing whether video games generate a physiological response similar to the exercise intensity needed for training in CF. METHODS: An online search in PubMed, Embase, Cochrane, SciELO, LILACS and PEDro databases was conducted and original studies describing physiological responses of the use of video games as exercise in CF were included...
October 2016: Respiratory Medicine
John Jacob Freiberger, Bruce Derrick, Michael J Natoli, Igor Akushevich, Eric A Schinazi, Carl Parker, Bret W Stolp, Peter B Bennett, Richard D Vann, Sophia A S Dunworth, Richard E Moon
INTRODUCTION: Diving narcosis results from the complex interaction of gases, activities and environmental conditions. We hypothesized these interactions could be separated into their component parts. Where previous studies have tested single cognitive tasks sequentially, we varied inspired partial pressures of CO2, N2 and. O2 in immersed, exercising subjects while assessing multi-tasking performance with the MATB-II flight simulator. METHODS: Cognitive performance was tested under 20 conditions of gas partial pressure and exercise in 42 male subjects meeting US Navy age and fitness profiles...
September 15, 2016: Journal of Applied Physiology
Joshua Robert Zadro, Debra Shirley, Milena Simic, Seyed Javad Mousavi, Dragana Ceprnja, Katherine Maka, Paulo Ferreira
OBJECTIVES: To investigate the feasibility of implementing a video-game exercise programme for older people with chronic low back pain (LBP). DESIGN: Single-centred single-blinded randomised controlled trial (RCT). SETTING: Physiotherapy outpatient department in a public hospital in Western Sydney, Australia. PARTICIPANTS: We will recruit 60 participants over 55 years old with chronic LBP from the waiting list. INTERVENTIONS: Participants will be randomised to receive video-game exercise (n=30) or to remain on the waiting list (n=30) for 8 weeks, with follow up at 3 and 6 months...
June 4, 2016: Physiotherapy
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
David Thivel, Grace OʼMalley
Children and adolescents spend a considerable amount of time engaged in sedentary behaviors that have been shown to favor weight gain and impaired physical fitness. Active video games have been proposed to increase physical activity levels. Although active video games may offer an interesting alternative to reducing sedentary time for children, the present commentary aimed to determine whether there is adequate evidence that compared active video gaming to real-life play and exercise. Given the dearth of data, it is not possible at present to support the use of active video games as substitutes for traditional forms of active play and health-enhancing physical activity...
January 2016: Pediatric Physical Therapy
Maeve Serino, Kyla Cordrey, Laura McLaughlin, Ruth L Milanaik
PURPOSE OF REVIEW: The recent release of Pokémon Go has ushered in a new set of challenges for parents and pediatricians, highlighting the importance of parents setting guidelines for video game use with their children. Within 1 week of its launch, the game attracted over 65 million users, many of whom are young children. Despite the potential benefits of the game described in our article, this location-based game format poses specific threats to the safety and physical wellbeing of children...
October 2016: Current Opinion in Pediatrics
Thais Massetti, Isabela Lopes Trevizan, Claudia Arab, Francis Meire Favero, Denise Cardoso Ribeiro-Papa, Carlos Bandeira de Mello Monteiro
INTRODUCTION: Multiple sclerosis (MS) is an inflammatory disease in which the insulating cover of nerve cells in the brain and spinal cord are damaged. The methods used for motor rehabilitation of patients with neurological problems require the performance of several rehabilitation exercises. Recently, studies related to the use of video game consoles have proliferated in the field of motor rehabilitation. Virtual reality (VR) has been proposed as a potentially useful tool for motoring assessment and rehabilitation...
July 2016: Multiple Sclerosis and related Disorders
Su-Yi Hsu, Te-Yung Fang, Shih-Ching Yeh, Mu-Chun Su, Pa-Chun Wang, Victoria Y Wang
PURPOSES: The purpose of this study was to evaluate a three-dimensional, virtual reality system for vestibular rehabilitation in patients with intractable Ménière's disease and chronic vestibular dysfunction. METHODS: We included 70 patients (36 for study, 34 as control) with a chronic imbalance problem caused by uncompensated Ménière's disease. The virtual reality vestibular rehabilitation comprised four training tasks (modified Cawthorne-Cooksey exercises: eye, head, extension, and coordination exercises) performed in six training sessions (in 4 weeks)...
July 15, 2016: Disability and Rehabilitation
Kimberly Voon, Ilan Silberstein, Aditya Eranki, Michael Phillips, Fiona M Wood, Dale W Edgar
INTRODUCTION: Rehabilitation following burns is integral to improving physical and psychological outcomes. Interactive video game consoles are emerging as therapeutic adjuncts due to their ease of use, affordability, and interactive gameplay. The Xbox Kinect™ has advantage over similar consoles, with controller free interaction utilising three dimensional motion capture software. Player movements during gameplay have been shown to be comparable to completing daily tasks and therefore the Xbox Kinect™ has potential for use as a rehabilitation tool...
July 8, 2016: Burns: Journal of the International Society for Burn Injuries
Hildemar Dos Santos, Margaret Dinhluu Bredehoft, Frecia M Gonzalez, Susanne Montgomery
The aim of this article was to investigate the use of exergaming in promoting exercise behavior among children and to examine the impact of the intervention on participants' exercise self-efficacy, in addition to assessing physiological changes. A sample of 55 children enrolled in the Family Fit program, where participants were categorized into 2 groups: healthy weight and overweight. Measures were taken at baseline, after the 7-week program, at the 12-week follow-up, and at the 24-month follow-up. Positive changes in exercise self-efficacy were significant for the overweight group, while the healthy weight group maintained their exercise self-efficacy...
2016: Global Pediatric Health
Mariya Shiyko, Sean Hallinan, Magy Seif El-Nasr, Shree Subramanian, Carmen Castaneda-Sceppa
BACKGROUND: Obesity and weight gain is a critical public health concern. Serious digital games are gaining popularity in the context of health interventions. They use persuasive and fun design features to engage users in health-related behaviors in a non-game context. As a young field, research about effectiveness and acceptability of such games for weight loss is sparse. OBJECTIVE: The goal of this study was to evaluate real-world play patterns of SpaPlay and its impact on body mass index (BMI) and nutritional knowledge...
2016: JMIR Serious Games
José F Guzmán, Jesús López-García
The purpose of the present study was to examine the acute effects of resting, aerobic exercise practised alone, and aerobic exercise with active video games (AVG), on complex reaction time (CRT) and the post-exercise acute rate of perceived exertion (RPE) in young healthy adults. The experimental group was composed of 92 healthy young adults, 78 males and 13 females (age M = 21.9 ± 2.7 years) who completed two sessions, A and B. In session A, participants rode 30 min on an ergometer, while in session B they exercised for 30 min on an ergometer while playing an AVG on a Wii...
November 2016: European Journal of Sport Science
Slavko Rogan, Lorenz Radlinger, Heiner Baur, Dietmar Schmidtbleicher, Rob A de Bie, Eling D de Bruin
BACKGROUND: This study evaluated the effects of a combined innovative training regime consisting of stochastic resonance whole-body vibration (SR-WBV) and a dance video game (DVG) on physical performance and muscle strength in long-term-care dwelling elderly. METHODS: Thirthy long-term-care elderly were randomly allocated to an intervention group (IG; n = 16) receiving combined SR-WBV training and DVG, or a sham group (SG; n = 14). IG performed five sets one minute of SR-WBV, with one minute rest between sets (base frequency 3 Hz up to 6 Hz, Noise 4) during the first five weeks on three days per week...
2016: European Review of Aging and Physical Activity
Patrick Eggenberger, Martin Wolf, Martina Schumann, Eling D de Bruin
Different types of exercise training have the potential to induce structural and functional brain plasticity in the elderly. Thereby, functional brain adaptations were observed during cognitive tasks in functional magnetic resonance imaging studies that correlated with improved cognitive performance. This study aimed to investigate if exercise training induces functional brain plasticity during challenging treadmill walking and elicits associated changes in cognitive executive functions. Forty-two elderly participants were recruited and randomly assigned to either interactive cognitive-motor video game dancing (DANCE) or balance and stretching training (BALANCE)...
2016: Frontiers in Aging Neuroscience
Fatma Duman, Mehmet Hanifi Kokaçya, Esra Doğru, Nihan Katayıfcı, Özden Canbay, Fatma Aman
OBJECTIVE: The aim of this study was to determine the effects of active video games and music-accompanied aerobic and callisthenic exercises on body mass index (BMI), body fat ratio, physical performance tests, psychosocial status, and self-respect in overweight and obese adolescents. METHODS: Fifty (21 males and 29 females) slightly overweight and obese participants with no chronic disorder and of an average age of 12.16±0.99 years were included in the study. The percentile values for BMI, triceps skinfold thickness, waist circumference measurements, and physical performance tests were evaluated...
September 1, 2016: Journal of Clinical Research in Pediatric Endocrinology
Vandrize Meneghini, Aline Rodrigues Barbosa, Ana Lúcia Schaefer Ferreira de Mello, Albertina Bonetti, Alexsander Vieira Guimarães
Exergames are active video games that monitor body movement and are being used as an alternative to increase the level of physical activity of people from different age groups. This qualitative study investigated the perceptions of the elderly regarding exergaming. The focus group (FG) was conducted after 12 weeks of performing a program ofexergaming-based exercise (50 min, 3 days/week) using electronic games that simulate sports activities (Xbox 360 Kinect Sportstm). Fourteen people (55-77 years of age) participated in the FG, and a trained moderator led each group...
April 2016: Ciência & Saúde Coletiva
Bruno Bonnechère, Bart Jansen, Lubos Omelina, Victor Sholukha, Serge Van Sint Jan
BACKGROUND: Balance and posture can be affected in various conditions or become decreased with aging. A diminution of balance control induces an increase of fall's risk. INTRODUCTION: The Nintendo Wii Balance Board™ (WBB) is used in rehabilitation to perform balance exercises (using commercial video games). The WBB has also been validated to assess balance and posture in static conditions. However, there is currently no study investigating the use of WBB to assess balance during the realization of balance exercises using this device...
September 2016: Telemedicine Journal and E-health: the Official Journal of the American Telemedicine Association
Júlio Alberto Agante Fernandes, Caio Vitor Dos Santos Genebra, Nicoly Machado Maciel, Alexandre Fiorelli, Marta Helena Souza de Conti, Alberto De Vitta
OBJECTIVE: To determine the prevalence of low back pain in children and its relationship with gender, age, exercise practice and sedentary activities (time on TV and on computer and/or video game). METHODS: We conducted a cross-sectional study with a sample of 1,461 students, being 754 males and 707 females enrolled in the 5(th) to 8(th) grades of all five local elementary schools of urban Ourinhos, SP, Brasil, aged 10-14 years old, from whom sociodemographic data, time spent on sedentary activities such as TV and computer and/or video game were collected...
September 2015: Acta Ortopedica Brasileira
Lynne M Taylor, Ngaire Kerse, Tara Frakking, Ralph Maddison
BACKGROUND AND PURPOSE: Participation in regular physical activity is associated with better physical function in older people (>65 years); however, older people are the least active of all age groups. Exercise-based active video games (AVGs) offer an alternative to traditional exercise programs aimed at maintaining or enhancing physical performance measures in older people. This review systematically evaluated whether AVGs could improve measures of physical performance in older people...
March 11, 2016: Journal of Geriatric Physical Therapy
Zan Gao, Senlin Chen, Charles C Huang, David F Stodden, Ping Xiang
The purpose of the study was to quantify the contributions of physical education, exergaming (active video games that also are a type of exercise), recess, lunch break and after-school time segments to children's daily physical activity and sedentary behaviours. Participants were 138 second and third graders (71 girls) who attended 20-min recess and 75-min lunch time daily, 25-min regular physical education or exergaming-based classes being alternated daily. The after-school period was defined as 3:20-10:00pm...
March 7, 2016: Journal of Sports Sciences
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