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Keywords "video game" and "aerobic exer...

"video game" and "aerobic exercise"

https://read.qxmd.com/read/37159253/the-effects-of-exergaming-on-attention-in-children-with-attention-deficit-hyperactivity-disorder-randomized-controlled-trial
#1
JOURNAL ARTICLE
HongQing Ji, Shanshan Wu, Junyeon Won, Shiyang Weng, Sujin Lee, Sangmin Seo, Jung-Jun Park
BACKGROUND: Despite growing evidence showing the effects of exercise and cognitive trainings on enhancing attention, little is known about the combined effects of exergame on attention in children with attention deficit/hyperactivity disorder (ADHD). Exergame, a form of exercise using a video game, has both cognitive stimulation and physical activity components and has been shown to improve cognitive function in children. OBJECTIVE: The purpose of this study was to investigate the effect of exergaming on attention and to compare the effect induced by exergaming with the effect of aerobic exercise on attention in children with ADHD...
May 9, 2023: JMIR Serious Games
https://read.qxmd.com/read/36544309/the-effect-of-therapeutic-exercise-on-depressive-symptoms-in-people-with-multiple-sclerosis-a-systematic-review
#2
REVIEW
Georgios Marios Kyriakatis, Thomas Besios, Prokopia Mirka Lykou
BACKGROUND: The prevalence of depressive symptoms in people with Multiple Sclerosis (MS) is around 25 - 50% and affects their daily life and general quality of life. Several studies investigating therapeutic exercise have shown highly beneficial effects in preventing or reducing depressive symptoms. The present systematic review was conducted to investigate randomized controlled trials on the effectiveness of therapeutic exercise programs on depressive symptoms in people with MS. METHODS: A search was performed in PubMed, Scopus, APA Psychnet and ResearchGate...
December 2022: Multiple Sclerosis and related Disorders
https://read.qxmd.com/read/36462181/a-combined-intervention-of-aerobic-exercise-and-video-game-in-older-adults-the-efficacy-and-neural-basis-on-improving-mnemonic-discrimination
#3
JOURNAL ARTICLE
Xiaoyu Cui, Wenjun Gui, Jingwen Miao, Xiaomei Liu, Xinyi Zhu, Zhiwei Zheng, Wenyu Wan, Qi Shao, Jutta Kray, Yang Jiang, Juan Li
BACKGROUND: Mnemonic discrimination is very vulnerable to aging. Previous studies have reported that aerobic exercise and enriched cognitive stimulation (e.g., video game) could improve mnemonic discrimination in older adults. The animal model suggested that combining the two training methods could result in a larger improvement. However, there is limited evidence on the potential superior efficacy of combined intervention with human subjects. Moreover, the neural basis of this potential superior is poorly understood...
December 3, 2022: Journals of Gerontology. Series A, Biological Sciences and Medical Sciences
https://read.qxmd.com/read/33389108/enhancement-of-aerobic-fitness-improves-social-functioning-in-individuals-with-schizophrenia
#4
JOURNAL ARTICLE
D Kimhy, C Tay, J Vakhrusheva, K Beck-Felts, L H Ospina, C Ifrah, M Parvaz, J J Gross, M N Bartels
Individuals with schizophrenia display substantial deficits in social functioning (SF), characterized by chronic, lifelong presentations. Yet, at present there are few effective interventions to enhance SF in this population. Emerging evidence from studies of clinical populations that display similar SF deficits suggests that aerobic exercise (AE) may improve social skills. However, this putative impact has not been investigated in schizophrenia. Employing a single-blind, randomized clinical trial design, 33 individuals with schizophrenia were randomized to receive 12 weeks of Treatment-As-Usual (TAU; n = 17) or TAU + AE (n = 16) utilizing active-play video games (Xbox 360 Kinect) and traditional AE equipment...
January 3, 2021: European Archives of Psychiatry and Clinical Neuroscience
https://read.qxmd.com/read/33300418/physiological-responses-during-active-video-games-in-spinal-cord-injury-a-preliminary-study
#5
JOURNAL ARTICLE
Amanda Barboza Tosi, Julio Cesar Silva de Sousa, Cláudia Lúcia de Moraes Forjaz, Camila Torriani-Pasin
Objectives : Investigate the physiological responses to active video games (AVG) in individuals with spinal cord injury by comparing oxygen consumption (VO2 ) and heart rate (HR) during an AVG session and at the ventilatory thresholds (i.e., anaerobic threshold and respiratory compensation point); and by calculating the session energy expenditure (EE). Method : Eight paraplegic individuals with spinal cord injury underwent cardiopulmonary exercise tests in an arm cycle ergometer to determine ventilatory thresholds...
December 10, 2020: Physiotherapy Theory and Practice
https://read.qxmd.com/read/33207670/effects-of-virtual-reality-on-cardiac-rehabilitation-programs-for-ischemic-heart-disease-a-randomized-pilot-clinical-trial
#6
JOURNAL ARTICLE
Sara García-Bravo, Roberto Cano-de-la-Cuerda, Joaquín Domínguez-Paniagua, Raquel Campuzano-Ruiz, Estrella Barreñada-Copete, María Jesús López-Navas, Aurora Araujo-Narváez, Cristina García-Bravo, Mariano Florez-Garcia, Javier Botas-Rodríguez, Alicia Cuesta-Gómez
(1) Background: The aim of the present study was to determine the effects of a virtual reality (VR) program, as a complementary tool to a conventional cardiac rehabilitation (CR) program in phase II of patients with ischemic heart disease compared to a conventional treatment group. (2) Methods: A single blinded randomized clinical trial was conducted. The patients were randomized to a control group (CG) or an experimental group (EG). The EG carried out a training based on VR of aerobic exercise using the XBOX ONE console and Kinect sensor...
November 16, 2020: International Journal of Environmental Research and Public Health
https://read.qxmd.com/read/33176381/exergaming-and-aquatic-exercises-affect-lung-function-and-weight-loss-in-obese-children
#7
JOURNAL ARTICLE
Khadijah Irandoust, Morteza Taheri, Cyrine H'mida, Gabriel Rodrigues Neto, Khaled Trabelsi, Achraf Ammar, Nizar Souissi, Hamdi Chtourou, Pantelis T Nikolaidis, Thomas Rosemann, Beat Knechtle
We investigated the effect of exergames and aquatic exercises on lung function and weight loss in obese children. Sixty-one obese male primary-school children were randomly allocated to video game, aquatic exercise, and control groups. Lung functions and anthropometric variables were measured before and after the intervention and after one month (follow-up). In the video game group, an Xbox Kinect game was played for 60 min during three sessions a week. The aquatic aerobic exercise was performed three times per week and consisted of a warm-up, main exercises, and a cool down phase...
November 11, 2020: International Journal of Sports Medicine
https://read.qxmd.com/read/31076287/videogame-assisted-exercise-training-in-patients-with-chronic-obstructive-pulmonary-disease-a-preliminary-study
#8
JOURNAL ARTICLE
Y S Sutanto, D N Makhabah, J Aphridasari, M Doewes, Suradi, N Ambrosino
BACKGROUND: Exercise training is key to the comprehensive management of patients with chronic obstructive pulmonary disease (COPD). Interactive game-based systems have been proposed to improve effectiveness and compliance with exercise training. AIM: To evaluate the effectiveness of Wii Fit balance board as an additional tool for exercise training in patients with COPD. As a secondary aim we will evaluate the costs. METHODS: In a randomized controlled trial, patients were divided into experimental (EG) and control (CG) groups...
May 7, 2019: Pulmonology
https://read.qxmd.com/read/30765918/mini-trampoline-enhances-cardiovascular-responses-during-a-stationary-running-exergame-in-adults
#9
JOURNAL ARTICLE
Gusthavo A A Rodrigues, Priscila C Rodrigues, Fabiano F da Silva, Priscila M Nakamura, Wonder P Higino, Renato A de Souza
A new class of video game called exergame (EXG) has been used to promote physical activity and cardiovascular fitness, but EXGs are not as efficient as traditional aerobic exercises. However, auxiliary tools, such as the mini trampoline (MT), may enhance the physiological responses obtained by the EXG. The aim of this study was to compare the metabolic and cardiovascular responses of a stationary running EXG with and without an MT. Nineteen healthy males performed a treadmill test for the determination of VO2 max and HRmax...
December 2018: Biology of Sport
https://read.qxmd.com/read/30247715/video-game-based-exercises-for-older-people-with-chronic-low-back-pain-a-randomized-controlledtable-trial-gameback
#10
RANDOMIZED CONTROLLED TRIAL
Joshua R Zadro, Debra Shirley, Milena Simic, Seyed J Mousavi, Dragana Ceprnja, Katherine Maka, Jennie Sung, Paulo Ferreira
Background: Video game technology increases adherence to home exercise and could support self-management for older people with chronic low back pain (LBP). Objective: The objective was to investigate the effects of home-based video game exercises on pain self-efficacy and care-seeking in older people with chronic LBP. Design: The study was a randomized controlled trial. Setting: The setting was a community and waiting list...
January 1, 2019: Physical Therapy
https://read.qxmd.com/read/29599861/the-effects-of-aerobic-exercise-and-gaming-on-cognitive-performance
#11
JOURNAL ARTICLE
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://read.qxmd.com/read/29170705/energy-cost-of-active-and-sedentary-music-video-games-drum-and-handheld-gaming-vs-walking-and-sitting
#12
JOURNAL ARTICLE
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://read.qxmd.com/read/27239681/acute-effects-of-exercise-and-active-video-games-on-adults-reaction-time-and-perceived-exertion
#13
JOURNAL ARTICLE
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
https://read.qxmd.com/read/26513387/cardiorespiratory-exertion-while-playing-video-game-exercises-in-elderly-individuals-with-type-2-diabetes
#14
JOURNAL ARTICLE
Christoph Höchsmann, Nicole Zürcher, Andrea Stamm, Arno Schmidt-Trucksäss
OBJECTIVE: To evaluate the suitability of the Wii Fit Plus exergame as a tool to improve cardiorespiratory fitness in individuals with type 2 diabetes. DESIGN: Experimental cross-sectional study. SETTING: Controlled laboratory. PARTICIPANTS: Twelve type 2 diabetic patients (10 male and 2 female; age, 60.2 ± 7.7 years; body mass index, 30.9 ± 6.2 kg/m). INTERVENTIONS: At baseline, all participants underwent an all-out cardiopulmonary exercise test on a treadmill to assess peak and average oxygen consumption (V[Combining Dot Above]O2peak and V[Combining Dot Above]O2mean)...
July 2016: Clinical Journal of Sport Medicine
https://read.qxmd.com/read/26423100/use-of-active-play-video-games-to-enhance-aerobic-fitness-in-schizophrenia-feasibility-safety-and-adherence
#15
RANDOMIZED CONTROLLED TRIAL
David Kimhy, Samira Khan, Lindsey Ayanrouh, Rachel W Chang, Marie C Hansen, Amanda Lister, Jacob S Ballon, Julia Vakhrusheva, Hilary F Armstrong, Matthew N Bartels, Richard P Sloan
OBJECTIVE: Active-play video games have been used to enhance aerobic fitness in various clinical populations, but their use among individuals with schizophrenia has been limited. METHODS: Feasibility, acceptability, safety, and adherence data were obtained for use of aerobic exercise (AE) equipment by 16 individuals with schizophrenia during a 12-week AE program consisting of three one-hour exercise sessions per week. Equipment included exercise video games for Xbox 360 with Kinect motion sensing devices and traditional exercise equipment...
February 2016: Psychiatric Services: a Journal of the American Psychiatric Association
https://read.qxmd.com/read/26301706/active-video-game-exercise-training-improves-the-clinical-control-of-asthma-in-children-randomized-controlled-trial
#16
RANDOMIZED CONTROLLED TRIAL
Evelim L F D Gomes, Celso R F Carvalho, Fabiana Sobral Peixoto-Souza, Etiene Farah Teixeira-Carvalho, Juliana Fernandes Barreto Mendonça, Roberto Stirbulov, Luciana Maria Malosá Sampaio, Dirceu Costa
OBJECTIVE: The aim of the present study was to determine whether aerobic exercise involving an active video game system improved asthma control, airway inflammation and exercise capacity in children with moderate to severe asthma. DESIGN: A randomized, controlled, single-blinded clinical trial was carried out. Thirty-six children with moderate to severe asthma were randomly allocated to either a video game group (VGG; N = 20) or a treadmill group (TG; n = 16). Both groups completed an eight-week supervised program with two weekly 40-minute sessions...
2015: PloS One
https://read.qxmd.com/read/26162004/enrichment-effects-on-adult-cognitive-development-can-the-functional-capacity-of-older-adults-be-preserved-and-enhanced
#17
JOURNAL ARTICLE
Christopher Hertzog, Arthur F Kramer, Robert S Wilson, Ulman Lindenberger
In this monograph, we ask whether various kinds of intellectual, physical, and social activities produce cognitive enrichment effects-that is, whether they improve cognitive performance at different points of the adult life span, with a particular emphasis on old age. We begin with a theoretical framework that emphasizes the potential of behavior to influence levels of cognitive functioning. According to this framework, the undeniable presence of age-related decline in cognition does not invalidate the view that behavior can enhance cognitive functioning...
October 2008: Psychological Science in the Public Interest: a Journal of the American Psychological Society
https://read.qxmd.com/read/25805886/the-impact-of-aerobic-exercise-on-brain-derived-neurotrophic-factor-and-neurocognition-in-individuals-with-schizophrenia-a-single-blind-randomized-clinical-trial
#18
RANDOMIZED CONTROLLED TRIAL
David Kimhy, Julia Vakhrusheva, Matthew N Bartels, Hilary F Armstrong, Jacob S Ballon, Samira Khan, Rachel W Chang, Marie C Hansen, Lindsey Ayanruoh, Amanda Lister, Eero Castrén, Edward E Smith, Richard P Sloan
Individuals with schizophrenia display substantial neurocognitive deficits for which available treatments offer only limited benefits. Yet, findings from studies of animals, clinical and nonclinical populations have linked neurocognitive improvements to increases in aerobic fitness (AF) via aerobic exercise training (AE). Such improvements have been attributed to up-regulation of brain-derived neurotrophic factor (BDNF). However, the impact of AE on neurocognition, and the putative role of BDNF, have not been investigated in schizophrenia...
July 2015: Schizophrenia Bulletin
https://read.qxmd.com/read/23550473/acute-hernial-strangulation-following-wii-fit-exercises
#19
JOURNAL ARTICLE
O A Khan, A C Parvaiz, D J Vassallo
The Wii Fit is one the most popular fitness games on the market. Although this device has been linked to a number of injuries, the vast majority of these have been relatively minor musculo-skeletal complaints. We present a case of a patient who presented with an acute strangulation of a pre-existing asymptomatic paraumbilical hernia after completing a series of aerobic exercises on her Wii Fit. She required laparotomy and small bowel resection for infarcted bowel. Although a number of minor mechanical and orthopaedic injurieshave been reported with the Wii Fit, this represents the first case of a life-threatening complication associated with the use of this device...
January 2013: Acta Chirurgica Belgica
https://read.qxmd.com/read/23027721/the-effects-of-aerobic-exercise-on-psychosocial-functioning-of-adolescents-who-are-overweight-or-obese
#20
RANDOMIZED CONTROLLED TRIAL
Gary S Goldfield, Kristi B Adamo, Jane Rutherford, Marisa Murray
OBJECTIVES: To evaluate effects of stationary cycling to music versus interactive video game cycling on psychosocial functioning in obese adolescents. METHODS: 30 obese adolescents aged 12-17 years were randomized to twice weekly laboratory-based sessions of stationary cycling to music or interactive video game cycling for a 10-week trial. Participant's self-reported measures of scholastic competence, social competence, athletic competence, body image, and self-esteem were obtained...
November 2012: Journal of Pediatric Psychology
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