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https://www.readbyqxmd.com/read/28087244/practice-makes-perfect-correlations-between-prior-experience-in-high-level-athletics-and-robotic-surgical-performance-do-not-persist-after-task-repetition
#1
Kevin Shee, Fady M Ghali, Elias S Hyams
OBJECTIVE: Robotic surgical skill development is central to training in urology as well as in other surgical disciplines. Here, we describe a pilot study assessing the relationships between robotic surgery simulator performance and 3 categories of activities, namely, videogames, musical instruments, and athletics. DESIGN: A questionnaire was administered to preclinical medical students for general demographic information and prior experiences in surgery, videogames, musical instruments, and athletics...
January 10, 2017: Journal of Surgical Education
https://www.readbyqxmd.com/read/28076591/urban-versus-rural-lifestyle-in-adolescents-associations-between-environment-physical-activity-levels-and-sedentary-behavior
#2
Manuela Ferreira Regis, Luciano Machado Ferreira Tenório de Oliveira, Ana Raquel Mendes Dos Santos, Ameliane da Conceição Reubens Leonidio, Paula Rejane Beserra Diniz, Clara Maria Silvestre Monteiro de Freitas
Objective: To analyze the levels of physical activity and sedentary behavior in adolescents living in urban and rural areas. Methods: An epidemiological, cross-section study with quantitative design, carried out at the regional level. The sample comprised 6,234 students aged 14 to 19 years, selected using random cluster sampling. The χ2 test and binary logistic regression were used in the analysis. Results: A total of 74.5% of adolescents lived in urban areas...
October 2016: Einstein
https://www.readbyqxmd.com/read/27988020/united-states-adolescents-television-computer-videogame-smartphone-and-tablet-use-associations-with-sugary-drinks-sleep-physical-activity-and-obesity
#3
Erica L Kenney, Steven L Gortmaker
OBJECTIVE: To quantify the relationships between youth use of television (TV) and other screen devices, including smartphones and tablets, and obesity risk factors. STUDY DESIGN: TV and other screen device use, including smartphones, tablets, computers, and/or videogames, was self-reported by a nationally representative, cross-sectional sample of 24 800 US high school students (2013-2015 Youth Risk Behavior Surveys). Students also reported on health behaviors including sugar-sweetened beverage (SSB) intake, physical activity, sleep, and weight and height...
December 9, 2016: Journal of Pediatrics
https://www.readbyqxmd.com/read/27981866/influence-of-videogames-and-musical-instruments-on-performances-at-a-simulator-for-robotic-surgery
#4
Andrea Moglia, Vittorio Perrone, Vincenzo Ferrari, Luca Morelli, Ugo Boggi, Mauro Ferrari, Franco Mosca, Alfred Cuschieri
OBJECTIVE: To assess if exposure to videogames, musical instrument playing, or both influence the psychomotor skills level, assessed by a virtual reality simulator for robot-assisted surgery (RAS). MATERIALS AND METHODS: A cohort of 57 medical students were recruited: playing musical instruments (group 1), videogames (group 2), both (group 3), and no activity (group 4); all students executed four exercises on a virtual simulator for RAS. RESULTS: Subjects from group 3 achieved the best performances on overall score: 527...
December 16, 2016: Minimally Invasive Therapy & Allied Technologies: MITAT
https://www.readbyqxmd.com/read/27915225/development-of-a-novel-virtual-reality-gait-intervention
#5
Anna E Boone, Matthew H Foreman, Jack R Engsberg
INTRODUCTION: Improving gait speed and kinematics can be a time consuming and tiresome process. We hypothesize that incorporating virtual reality videogame play into variable improvement goals will improve levels of enjoyment and motivation and lead to improved gait performance. PURPOSE: To develop a feasible, engaging, VR gait intervention for improving gait variables. METHODS: Completing this investigation involved four steps: 1) identify gait variables that could be manipulated to improve gait speed and kinematics using the Microsoft Kinect and free software, 2) identify free internet videogames that could successfully manipulate the chosen gait variables, 3) experimentally evaluate the ability of the videogames and software to manipulate the gait variables, and 4) evaluate the enjoyment and motivation from a small sample of persons without disability...
November 14, 2016: Gait & Posture
https://www.readbyqxmd.com/read/27911621/exergaming-for-health-a-randomized-study-of-community-based-exergaming-curriculum-in-pediatric-weight-management
#6
Amy L Christison, Tyler A Evans, Brandon B Bleess, Huaping Wang, Jean C Aldag, Helen J Binns
OBJECTIVE: To evaluate the effectiveness and sustainable impact of a multifaceted community-based weight intervention program for children, including exergaming curriculum. METHODS: Eighty overweight or obese children, aged 8-12 years, were randomly assigned in a 2:1 ratio to an Exergaming for Health intervention group, comprising both exergaming and classroom curriculum, or to a control group with classroom curriculum alone. Outcome measures included body mass index (BMI), z-score change, and shuttle runs to assess cardiorespiratory endurance...
December 2016: Games for Health
https://www.readbyqxmd.com/read/27906522/educating-executive-function
#7
REVIEW
Clancy Blair
Executive functions are thinking skills that assist with reasoning, planning, problem solving, and managing one's life. The brain areas that underlie these skills are interconnected with and influenced by activity in many different brain areas, some of which are associated with emotion and stress. One consequence of the stress-specific connections is that executive functions, which help us to organize our thinking, tend to be disrupted when stimulation is too high and we are stressed out, or too low when we are bored and lethargic...
January 2017: Wiley Interdisciplinary Reviews. Cognitive Science
https://www.readbyqxmd.com/read/27893289/solitary-active-videogame-play-improves-executive-functioning-more-than-collaborative-play-for-children-with-special-needs
#8
Rachel M Flynn, Nirmaliz Colon
OBJECTIVE: This pilot study examined the impact of playing an active videogame on executive functioning (EF) skills for children with special needs, who typically have lower EF skills. MATERIALS AND METHODS: Acute EF change was measured in 36 children with a range of special needs, including mental health disorders and developmental disabilities. Participants were assigned to one of two active videogame conditions: playing alone and playing with a peer. Two different EF tasks were conducted pre- and postplay...
December 2016: Games for Health
https://www.readbyqxmd.com/read/27866351/social-referencing-gaze-behavior-during-a-videogame-task-eye-tracking-evidence-from-children-with-and-without-asd
#9
Erinn H Finke, Krista M Wilkinson, Benjamin D Hickerson
The purpose of this study was to understand the social referencing behaviors of children with and without autism spectrum disorder (ASD) while visually attending to a videogame stimulus depicting both the face of the videogame player and the videogame play action. Videogames appear to offer a uniquely well-suited environment for the emergence of friendships, but it is not known if children with and without ASD attend to and play videogames similarly. Eyetracking technology was used to investigate visual attention of participants matched based on chronological age...
November 19, 2016: Journal of Autism and Developmental Disorders
https://www.readbyqxmd.com/read/27855265/a-randomized-controlled-trial-of-school-based-active-videogame-intervention-on-chinese-children-s-aerobic-fitness-physical-activity-level-and-psychological-correlates
#10
Patrick Wing Chung Lau, Jing Jing Wang, Ralph Maddison
OBJECTIVE: Active videogames (AVGs) that require body movements to play offer a novel opportunity to turn a traditionally sedentary behavior into a physically active one. We sought to determine the effect of a school-based AVG intervention on Chinese children's aerobic fitness, physical activity (PA) level, and PA-related psychological correlates. MATERIALS AND METHODS: Eighty 8-11-year-old Chinese children (55 males) were recruited from one Hong Kong primary school and were allocated at random to either an AVG intervention or control group...
December 2016: Games for Health
https://www.readbyqxmd.com/read/27835981/testing-a-videogame-intervention-to-recalibrate-physician-heuristics-in-trauma-triage-study-protocol-for-a-randomized-controlled-trial
#11
Deepika Mohan, Matthew R Rosengart, Baruch Fischhoff, Derek C Angus, Coreen Farris, Donald M Yealy, David J Wallace, Amber E Barnato
BACKGROUND: Between 30 and 40 % of patients with severe injuries receive treatment at non-trauma centers (under-triage), largely because of physician decision making. Existing interventions to improve triage by physicians ignore the role that intuition (heuristics) plays in these decisions. One such heuristic is to form an initial impression based on representativeness (how typical does a patient appear of one with severe injuries). We created a video game (Night Shift) to recalibrate physician's representativeness heuristic in trauma triage...
November 11, 2016: BMC Emergency Medicine
https://www.readbyqxmd.com/read/27826277/videogames-as-a-therapeutic-tool-in-the-context-of-narrative-therapy
#12
Gilbert E Franco
No abstract text is available yet for this article.
2016: Frontiers in Psychology
https://www.readbyqxmd.com/read/27808562/online-and-offline-video-game-use-in-adolescents-measurement-invariance-and-problem-severity
#13
Máté Smohai, Róbert Urbán, Mark D Griffiths, Orsolya Király, Zsuzsanna Mirnics, András Vargha, Zsolt Demetrovics
BACKGROUND: Despite the increasing popularity of video game playing, little is known about the similarities and differences between online and offline video game players. OBJECTIVES: The aims of this study were (i) to test the applicability and the measurement invariance of the previously developed Problematic Online Gaming Questionnaire (POGQ) in both online and offline gamers and to (ii) examine the differences in these groups. METHODS: Video game use habits and POGQ were assessed in a sample of 1,964 (71% male) adolescent videogame players...
November 3, 2016: American Journal of Drug and Alcohol Abuse
https://www.readbyqxmd.com/read/27782022/interactive-games-for-home-delivery-of-exercise-and-rehabilitation-interventions-for-older-adults-an-australian-perspective
#14
Stuart Trevor Smith, Marie-Louise Bird
Over the past few decades there has been a wealth of published scientific evidence for the physical, cognitive and social health-related benefits of increased physical activity, especially in older adults and people living with chronic disease. Despite the clear evidence base demonstrating the health-related benefits of physical activity, uptake and adherence is often disappointing. Therefore, methods for remote delivery of guided exercise programs are required, both to maximise the reach of physical activity promotion initiatives and programs across the older community and to minimise attrition once people begin to be physically active...
2016: Studies in Health Technology and Informatics
https://www.readbyqxmd.com/read/27756405/binocular-treatment-of-amblyopia-using-videogames-bravo-study-protocol-for-a-randomised-controlled-trial
#15
Cindy X Guo, Raiju J Babu, Joanna M Black, William R Bobier, Carly S Y Lam, Shuan Dai, Tina Y Gao, Robert F Hess, Michelle Jenkins, Yannan Jiang, Lionel Kowal, Varsha Parag, Jayshree South, Sandra Elfride Staffieri, Natalie Walker, Angela Wadham, Benjamin Thompson
BACKGROUND: Amblyopia is a common neurodevelopmental disorder of vision that is characterised by visual impairment in one eye and compromised binocular visual function. Existing evidence-based treatments for children include patching the nonamblyopic eye to encourage use of the amblyopic eye. Currently there are no widely accepted treatments available for adults with amblyopia. The aim of this trial is to assess the efficacy of a new binocular, videogame-based treatment for amblyopia in older children and adults...
October 18, 2016: Trials
https://www.readbyqxmd.com/read/27696899/active-videogaming-in-youth-with-physical-disability-gameplay-and-enjoyment
#16
Laurie A Malone, Jennifer L Rowland, Rebecca Rogers, Tapan Mehta, Sangeetha Padalabalanarayanan, Mohanraj Thirumalai, James H Rimmer
OBJECTIVE: For active videogaming (AVG) to be a meaningful, health-enhancing physical activity option for youth with physical disability, factors related to game performance and enjoyment must be understood. The objective was to explore associations between quality of gameplay, controller usage, heart rate (HR), physical function, and enjoyment during AVG play in youth with physical disability. METHODS: Participants (5 girls, 11 boys, mean age 13.8 ± 2.7 years) played four AVGs on three platforms (Nintendo(®) Wii™, Sony PlayStation3 Move, and Microsoft Xbox(®) Kinect), across three sessions...
October 3, 2016: Games for Health
https://www.readbyqxmd.com/read/27689945/effect-of-active-videogames-on-underserved-children-s-classroom-behaviors-effort-and-fitness
#17
Zan Gao, Jung Eun Lee, Zachary Pope, Dachao Zhang
OBJECTIVE: The purpose of this study was to examine the effect of active videogames (AVGs) on underserved minority children's on-task classroom behavior, academic effort, and fitness. MATERIALS AND METHODS: A one group pre- and posttest repeated measures design was used. In Fall 2013, 95 fourth grade children (57 boys, 38 girls; 96% of minority) from three classes at an underserved urban elementary school participated in teacher-supervised AVG activities (e.g., Wii Sports, Xbox Just Dance)...
September 30, 2016: Games for Health
https://www.readbyqxmd.com/read/27676909/effectiveness-of-power-wheelchair-simulator-training-delivered-at-home-on-wheelchair-driving-skills
#18
Philippe Archambault, Dany Gagnon, François Routhier, William Miller
OBJECTIVE: Use of a power wheelchair (PW) can improve quality of life and participation in individuals with mobility impairments. PW skills training is generally seen as insufficient by both clinicians and PW users. A virtual reality (VR) simulator may be helpful in improving PW driving skills, when used in addition to regular training. In previous work, challenging PW driving activities have been identified through interviews with expert clinicians and PW users and were then integrated in the McGill immersive wheelchair simulator (miWe)...
September 2016: Annals of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/27661265/effect-of-exergaming-on-physiological-response-and-enjoyment-during-recess-in-elementary-school-aged-children-a-pilot-study
#19
Srikant Vallabhajosula, Jessica B Holder, Elizabeth K Bailey
OBJECTIVE: With an increasing rate of childhood obesity, it is critical to find fun and effective ways of providing children with opportunities to be physically active while at school to mediate this outcome. Using games as a mode of exercise (Exergaming) could be one such way. We aimed to compare the physiologic response and enjoyment of elementary school children when playing Xbox(®) Kinect(®) versus participating in regular activities during recess. MATERIALS AND METHODS: Twenty-four children participated individually once in Kinect and once in regular activity sessions on separate days during recess for the allotted time...
September 23, 2016: Games for Health
https://www.readbyqxmd.com/read/27599620/an-interactive-videogame-designed-to-improve-respiratory-navigator-efficiency-in-children-undergoing-cardiovascular-magnetic-resonance
#20
Sean M Hamlet, Christopher M Haggerty, Jonathan D Suever, Gregory J Wehner, Jonathan D Grabau, Kristin N Andres, Moriel H Vandsburger, David K Powell, Vincent L Sorrell, Brandon K Fornwalt
BACKGROUND: Advanced cardiovascular magnetic resonance (CMR) acquisitions often require long scan durations that necessitate respiratory navigator gating. The tradeoff of navigator gating is reduced scan efficiency, particularly when the patient's breathing patterns are inconsistent, as is commonly seen in children. We hypothesized that engaging pediatric participants with a navigator-controlled videogame to help control breathing patterns would improve navigator efficiency and maintain image quality...
2016: Journal of Cardiovascular Magnetic Resonance
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