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https://www.readbyqxmd.com/read/29170705/energy-cost-of-active-and-sedentary-music-video-games-drum-and-handheld-gaming-vs-walking-and-sitting
#1
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
#2
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
#3
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
#4
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
#5
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
#6
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/28655135/home-based-exercise-program-improves-balance-and-fear-of-falling-in-community-dwelling-older-adults-with-mild-alzheimer-s-disease-a-pilot-study
#7
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
#8
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
#9
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
#10
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
https://www.readbyqxmd.com/read/28420973/no-overt-effects-of-a-6-week-exergame-training-on-sensorimotor-and-cognitive-function-in-older-adults-a-preliminary-investigation
#11
Madeleine Ordnung, Maike Hoff, Elisabeth Kaminski, Arno Villringer, Patrick Ragert
Several studies investigating the relationship between physical activity and cognition showed that exercise interventions might have beneficial effects on working memory, executive functions as well as motor fitness in old adults. Recently, movement based video games (exergames) have been introduced to have the capability to improve cognitive function in older adults. Healthy aging is associated with a loss of cognitive, as well as sensorimotor functions. During exergaming, participants are required to perform physical activities while being simultaneously surrounded by a cognitively challenging environment...
2017: Frontiers in Human Neuroscience
https://www.readbyqxmd.com/read/28375682/active-video-gaming-for-children-with-cerebral-palsy-does-a-clinic-based-virtual-reality-component-offer-an-additive-benefit-a-pilot-study
#12
Danielle Levac, Anna McCormick, Mindy F Levin, Marie Brien, Richard Mills, Elka Miller, Heidi Sveistrup
AIMS: To compare changes in gross motor skills and functional mobility between ambulatory children with cerebral palsy who underwent a 1-week clinic-based virtual reality intervention (VR) followed by a 6-week, therapist-monitored home active video gaming (AVG) program and children who completed only the 6-week home AVG program. METHODS: Pilot non-randomized controlled trial. Five children received 1 hour of VR training for 5 days followed by a 6-week home AVG program, supervised online by a physical therapist...
April 4, 2017: Physical & Occupational Therapy in Pediatrics
https://www.readbyqxmd.com/read/28319786/lower-cardiorespiratory-fitness-is-associated-with-more-time-spent-sedentary-in-first-episode-psychosis-a-pilot-study
#13
Davy Vancampfort, Marc De Hert, Inez Myin-Germeys, Ruud van Winkel, Joseph Firth, Tine Van Damme, Michel Probst
Patients with a psychotic disorder show lower cardiorespiratory fitness and higher mortality rates compared to healthy individuals. The aim of this cross-sectional study was to explore whether in patients with first-episode psychosis a low cardiorespiratory fitness is associated with decreased physical activity and increased sedentary levels. Twenty-nine outpatients (21 men; 22.8±5.1 years) performed a maximal exercise test to assess their maximum oxygen uptake (VO2max), wore a Senswear armband for five consecutive days and were assessed with the Positive and Negative Syndrome Scale...
March 14, 2017: Psychiatry Research
https://www.readbyqxmd.com/read/28286543/a-psychometric-tool-for-a-virtual-reality-rehabilitation-approach-for-dyslexia
#14
Elisa Pedroli, Patrizia Padula, Andrea Guala, Maria Teresa Meardi, Giuseppe Riva, Giovanni Albani
Dyslexia is a chronic problem that affects the life of subjects and often influences their life choices. The standard rehabilitation methods all use a classic paper and pencil training format but these exercises are boring and demanding for children who may have difficulty in completing the treatments. It is important to develop a new rehabilitation program that would help children in a funny and engaging way. A Wii-based game was developed to demonstrate that a short treatment with an action video game, rather than phonological or orthographic training, may improve the reading abilities in dyslexic children...
2017: Computational and Mathematical Methods in Medicine
https://www.readbyqxmd.com/read/28263666/balancing-for-gross-motor-ability-in-exergaming-between-youth-with-cerebral-palsy-at-gross-motor-function-classification-system-levels-ii-and-iii
#15
Alexander MacIntosh, Lauren Switzer, Hamilton Hernandez, Susan Hwang, Adrian L Jessup Schneider, Daniel Moran, T C Nicholas Graham, Darcy L Fehlings
OBJECTIVE: To test how three custom-built balancing algorithms minimize differences in game success, time above 40% heart rate reserve (HRR), and enjoyment between youth with cerebral palsy (CP) who have different gross motor function capabilities. Youth at Gross Motor Function Classification System (GMFCS) level II (unassisted walking) and level III (mobility aids needed for walking) competed in a cycling-based exercise video game that tested three balancing algorithms. MATERIALS AND METHODS: Three algorithms: a control (generic-balancing [GB]), a constant non-person specific (One-Speed-For-All [OSFA]), and a person-specific (Target-Cadence [TC]) algorithms were built...
April 2017: Games for Health
https://www.readbyqxmd.com/read/28261500/efficacy-of-wii-fit-on-static-and-dynamic-balance-in-community-dwelling-older-veterans-a-randomized-controlled-pilot-trial
#16
Kalpana P Padala, Prasad R Padala, Shelly Y Lensing, Richard A Dennis, Melinda M Bopp, Christopher M Parkes, Mark K Garrison, Patricia M Dubbert, Paula K Roberson, Dennis H Sullivan
Background/Objectives. Balance problems are well-established modifiable risk factors for falls, which are common in older adults. The objective of this study was to establish the efficacy of a Wii-Fit interactive video-game-led physical exercise program to improve balance in older Veterans. Methods. A prospective randomized controlled parallel-group trial was conducted at Veterans Affairs Medical Center. Thirty community dwelling Veterans aged 68 (±6.7) years were randomized to either the exercise or control groups...
2017: Journal of Aging Research
https://www.readbyqxmd.com/read/28158937/investigating-laparoscopic-psychomotor-skills-in-veterinarians-and-veterinary-technicians
#17
Jessica Kilkenny, Amanda Santarossa, Victoria Mrotz, Meagan Walker, Dominique Monaghan, Ameet Singh
OBJECTIVES: To determine the influence of age, year of graduation, and video game experience on baseline laparoscopic psychomotor skills. STUDY DESIGN: Cross-sectional. SAMPLE POPULATION: Licensed veterinarians (n = 38) and registered veterinary technicians (VTs) (n = 49). METHODS: A laparoscopic box trainer was set up at the 2016 Ontario Veterinary Medical Association (OVMA) and the 2016 Ontario Association of Veterinary Technicians (OAVT) conferences held in Toronto, Ontario, Canada...
April 2017: Veterinary Surgery: VS
https://www.readbyqxmd.com/read/28149509/music-therapy-is-a-potential-intervention-for-cognition-of-alzheimer-s-disease-a-mini-review
#18
REVIEW
Rong Fang, Shengxuan Ye, Jiangtao Huangfu, David P Calimag
Alzheimer's Disease (AD) is a global health issue given the increasing prevalence rate and the limitations of drug effects. As a consequent, non-pharmacological interventions are of importance. Music therapy (MT) is a non-pharmacological way with a long history of use and a fine usability for dementia patients. In this review, we will summarize different techniques, diverse clinical trials, and the mechanisms of MT as it is helpful to the cognition in AD, providing reference for future research. Many articles have demonstrated that MT can reduce cognitive decline especially in autobiographical and episodic memories, psychomotor speed, executive function domains, and global cognition...
2017: Translational Neurodegeneration
https://www.readbyqxmd.com/read/28092144/exergaming-boxing-versus-heavy-bag-boxing-are-these-equipotent-for-individuals-with-spinal-cord-injury
#19
Maziah Mat Rosly, Hadi Mat Rosly, Nazirah Hasnan, Glen M Davis, Ruby Husain
BACKGROUND: Current strategies for increased physical activity and exercise in individuals with spinal cord injury (SCI) face many challenges with regards to maintaining their continuity of participation. Barriers cited often include problems with accessing facilities, mundane, monotonous or boring exercises and expensive equipment that is often not adapted for wheelchair users. AIM: To compare the physiological responses and user preferences between conventional heavy bag boxing against a novel form of video game boxing, known as exergaming boxing...
January 13, 2017: European Journal of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/27965570/combining-exergame-training-with-omega-3-fatty-acid-supplementation-protocol-for-a-randomized-controlled-study-assessing-the-effect-on-neuronal-structure-function-in-the-elderly-brain
#20
Alexandra Schättin, Eling D de Bruin
A common problem in the older population is the risk of falling and related injury, immobility, and reduced survival. Age-related neuronal changes, e.g., decline in gray-and white-matter, affect neuronal, cognitive, and motor functioning. The improvement of these factors might decrease fall events in elderly. Studies showed that administration of video game-based physical exercise, a so-called exergame, or omega-3 fatty acid (FA) may improve motor and/or cognitive functioning through neuronal changes in the brain of older adults...
2016: Frontiers in Aging Neuroscience
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