keyword
https://read.qxmd.com/read/38580529/sociotropy-and-video-game-playing-massively-multiplayer-online-role-playing-games-versus-other-games
#1
JOURNAL ARTICLE
Cédric Plessis, Alain Guerrien, Emin Altintas
INTRODUCTION: Internet Gaming Disorder (IGD) is associated with several psychiatric disorders. Previous research on IGD has predominantly focused on Massively Multiplayer Online Role-playing Games (MMORPGs), considered to be pro-social games as they foster interpersonal relationships necessary for in-game progress. Sociotropy is a personality trait characterized by a cognitive approach to dealing with interpersonal relationships. Individuals with high sociotropy have a strong desire for approval from others...
April 4, 2024: L'Encéphale
https://read.qxmd.com/read/38539650/the-long-and-winding-road-to-real-life-experiments-remote-assessment-of-executive-functions-with-computerized-games-results-from-8-years-of-naturalistic-interventions
#2
JOURNAL ARTICLE
Melina Vladisauskas, Gabriel O Paz, Verónica Nin, Jesús A Guillén, Laouen Belloli, Hernán Delgado, Martín A Miguel, Daniela Macario Cabral, Diego E Shalom, Anna Forés, Alejandra Carboni, Diego Fernández-Slezak, Andrea P Goldin
Mate Marote is an open-access cognitive training software aimed at children between 4 and 8 years old. It consists of a set of computerized games specifically tailored to train and evaluate Executive Functions (EF), a class of processes critical for purposeful, goal-directed behavior, including working memory, planning, flexibility, and inhibitory control. Since 2008, several studies were performed with this software at children's own schools in interventions supervised in-person by cognitive scientists. After 2015, we incorporated naturalistic, yet controlled, interventions with children's own teachers' help...
March 7, 2024: Brain Sciences
https://read.qxmd.com/read/38534909/validation-of-the-gaming-skills-questionnaire-in-adolescence-effects-of-gaming-skills-on-cognitive-and-affective-functioning
#3
JOURNAL ARTICLE
Triantafyllia Zioga, Chrysanthi Nega, Petros Roussos, Panagiotis Kourtesis
Given the widespread popularity of videogames, research attempted to assess their effects on cognitive and affective abilities, especially in children and adolescents. Despite numerous correlational studies, robust evidence on the causal relationship between videogames and cognition remains scarce, hindered by the absence of a comprehensive assessment tool for gaming skills across various genres. In a sample of 347 adolescents, this study aimed to develop and validate the Gaming Skill Questionnaire (GSQ) and assess the impact of gaming skills in six different genres (sport, first-person shooters, role-playing games, action-adventure, strategy, and puzzle games) on cognitive and affective abilities of adolescents...
March 19, 2024: European journal of investigation in health, psychology and education
https://read.qxmd.com/read/38466529/do-patterns-of-adolescent-participation-in-arts-culture-and-entertainment-activities-predict-later-wellbeing-a-latent-class-analysis
#4
JOURNAL ARTICLE
Emma Thornton, Kimberly Petersen, Jose Marquez, Neil Humphrey
Participation in arts, culture, and entertainment (PACE) activities may promote adolescent wellbeing. However, little is known about how such activities cluster together, and previous research has used small samples, cross-sectional designs, focused on single activities, and/or has not considered the influence of socio-demographic factors on participation. Using latent class analysis, the aims of this study were to establish: (i) classes of adolescent PACE activities; (ii) associations between socio-demographic characteristics and PACE classification; and, (iii) whether PACE classification predicts later wellbeing...
March 11, 2024: Journal of Youth and Adolescence
https://read.qxmd.com/read/38403731/virtual-reality-and-serious-videogame-based-instruments-for-assessing-spatial-navigation-in-alzheimer-s-disease-a-systematic-review-of-psychometric-properties
#5
REVIEW
Juan Pablo Sánchez-Escudero, Ana María Galvis-Herrera, David Sánchez-Trujillo, Laura Cristina Torres-López, Cole J Kennedy, Daniel Camilo Aguirre-Acevedo, Mauricio A Garcia-Barrera, Natalia Trujillo
Over the past decade, research using virtual reality and serious game-based instruments for assessing spatial navigation and spatial memory in at-risk and AD populations has risen. We systematically reviewed the literature since 2012 to identify and evaluate the methodological quality and risk of bias in the analyses of the psychometric properties of VRSG-based instruments. The search was conducted primarily in July-December 2022 and updated in November 2023 in eight major databases. The quality of instrument development and study design were analyzed in all studies...
February 26, 2024: Neuropsychology Review
https://read.qxmd.com/read/38339621/non-immersive-virtual-reality-based-therapy-applied-in-cardiac-rehabilitation-a-systematic-review-with-meta-analysis
#6
REVIEW
Ana Belén Peinado-Rubia, Alberto Verdejo-Herrero, Esteban Obrero-Gaitán, María Catalina Osuna-Pérez, Irene Cortés-Pérez, Héctor García-López
BACKGROUND: The aim of this systematic review with meta-analysis was to assess the effectiveness of non-immersive virtual reality (niVR) active videogames in patients who underwent cardiac rehabilitation (CR). METHODS: A systematic review with meta-analysis, according to the PRISMA guidelines and previously registered in PROSPERO (CRD42023485240), was performed through a literature search in PubMed (Medline), SCOPUS, WOS, and PEDro since inception to 21 November 2023...
January 30, 2024: Sensors
https://read.qxmd.com/read/38291407/stress-and-suicide-risk-among-adolescents-the-role-of-problematic-internet-use-gaming-disorder-and-emotional-regulation
#7
JOURNAL ARTICLE
Andrés Chamarro, Adrian Díaz-Moreno, Ivan Bonilla, Ramon Cladellas, Mark D Griffiths, Maria José Gómez-Romero, Joaquín T Limonero
BACKGROUND: Previous studies have associated videogame playing and social media use with suicidal behaviors together with lower stress coping or poor emotion regulation strategies. Due to the inconclusive evidence regarding the factors associated with suicidal behavior, the present study aimed to overcome the limitations of previous research and explored the relationship between adolescent stress, problematic internet use (PIU), gaming disorder (GD), and emotional regulation (ER) in a cross-section design...
January 30, 2024: BMC Public Health
https://read.qxmd.com/read/38247912/virtual-reality-for-the-rehabilitation-of-acquired-cognitive-disorders-a-narrative-review
#8
REVIEW
Valentina Catania, Francesco Rundo, Simonetta Panerai, Raffaele Ferri
This review article explores the use of Virtual Reality (VR) technology in cognitive rehabilitation for individuals with neurological conditions, such as stroke, traumatic brain injury, and neurodegenerative diseases. The introduction highlights the challenges posed by cognitive impairments and the limitations of traditional rehabilitation methods. VR is presented as a transformative tool that immerses individuals in interactive environments, offering promising opportunities for enhancing cognitive functions and improving quality of life...
December 28, 2023: Bioengineering
https://read.qxmd.com/read/38236002/eating-and-lifestyle-habits-and-primary-school-health-related-programs-a-survey-involving-italian-children-and-teachers
#9
JOURNAL ARTICLE
Mattia Acito, Giovanni Cangelosi, Fabio Petrelli, Massimo Moretti, Milena Villarini, Anna Celestino, Eleonora Sordoni, Iolanda Grappasonni
BACKGROUND: Childhood overweight and obesity represent serious public health concerns in several countries worldwide, including Italy, where the highest prevalence in Europe of overweight and obesity among primary school children was recorded. Among others, primary schools represent suitable social environments for health education projects. In this perspective, to optimize resources and plan successful activities, it is necessary, first of all, to analyze the context of the intervention...
January 18, 2024: Annali di Igiene: Medicina Preventiva e di Comunità
https://read.qxmd.com/read/38229021/do-girls-wash-dishes-and-boys-play-sports-gender-inequalities-in-physical-activity-and-in-the-use-of-screen-based-devices-among-schoolchildren-from-urban-and-rural-areas-in-brazil
#10
JOURNAL ARTICLE
Gilmar Mercês de Jesus, Lizziane Andrade Dias, Anna Karolina Cerqueira Barros, Lara Daniele Matos Dos Santos Araujo, Mayva Mayana Ferreira Schrann
OBJECTIVE: The aim of the study was to analyze gender inequalities in types of physical activity (PA) and in the use of screen-based devices among schoolchildren from both urban and rural areas in Brazil. METHODS: Data from two population-based surveys conducted in 2019 (urban areas: n = 2,479; 52.6% girls; age = 9.2 ± 1.51 years) and 2022 (rural areas: n = 979; 42.6% girls; age = 9.4 ± 1...
January 16, 2024: BMC Public Health
https://read.qxmd.com/read/38222306/screen-time-is-negatively-associated-with-sleep-quality-and-duration-only-in-insufficiently-active-adolescents-a-brazilian-cross-sectional-school-based-study
#11
JOURNAL ARTICLE
Amanda B Dos Santos, Wagner L Prado, William R Tebar, Jared Ingles, Gerson Ferrari, Priscila K Morelhão, Luan O Borges, Raphael M Ritti Dias, Victor S Beretta, Diego G D Christofaro
BACKGROUND: Time spent on screen devices affects sleep quality and duration leading to several health impairments in youth. Although physical activity (PA) benefits sleep patterns and decreases screen time in adolescents, it is unclear whether the relationship between sleep quality/duration and screen time could be influenced by PA levels. OBJECTIVE: To analyze the association between sleep quality and duration with screen time in Brazilian adolescents according PA levels...
January 2024: Preventive Medicine Reports
https://read.qxmd.com/read/38218416/food-and-non-alcoholic-beverage-marketing-via-fortnite-streamers-on-twitch-a-content-analysis
#12
JOURNAL ARTICLE
Rebecca Evans, Paul Christiansen, Travis Masterson, Georgia Barlow, Emma Boyland
Food and non-alcoholic beverage (hereafter: food) marketing is prevalent in digital media and predominantly for foods high in fats, sugar and salt (HFSS). However, little is known about food marketing in videogame livestreaming platforms - a hybridisation of social and gaming media where individuals can watch influencers (i.e., streamers) play videogames. No studies have explored food cues within the streamed content or content likely to be viewed by adolescents. The current study analysed the food cues in Twitch (the leading videogame livestreaming platform) videos (n = 52, 52h) uploaded to the platform during October 2020-September 2021 by influencers likely to be popular with adolescents...
January 11, 2024: Appetite
https://read.qxmd.com/read/38180537/factorial-structure-of-the-internet-gaming-disorder-questionnaire-in-the-italian-setting-a-single-factored-ailment-or-a-multifaceted-condition
#13
JOURNAL ARTICLE
Luca Milani, Douglas A Gentile
INTRODUCTION: Internet Gaming Disorder (IGD) according to DSM-5 is a behavioral addiction needing additional study. IGD in youth is correlated with anxiety, depression, attention problems, interpersonal problems, social phobia, behavior problems and low academic achievement. The aim of the present research is to contribute to the understanding of the disorder, by providing preliminary data on the factorial structure of the IGD Questionnaire in the Italian version. PARTICIPANTS: 612 Italian students (323 females), mean of age = 13...
January 5, 2024: European Child & Adolescent Psychiatry
https://read.qxmd.com/read/38149224/from-game-engagement-to-craving-responses-the-role-of-gratification-and-compensation-experiences-during-video-gaming-in-casual-and-at-risk-gamers
#14
JOURNAL ARTICLE
S Antons, M Liebherr, M Brand, A Brandtner
INTRODUCTION: Although playing videogames is a common leisure activity some individuals develop problematic gaming behaviors or even symptoms of a gaming disorder. Game engagement may be involved in reinforcement learning that may result in experiences of craving, an important feature of gaming disorder. In the following study we aimed to approach the question which aspects contribute to increased craving for gaming. METHODS: Overall, 439 individuals participated in an online survey, answering questionnaires on game engagement, experience of gratification and compensation, craving, and symptoms of gaming disorder...
December 2023: Addictive Behaviors Reports
https://read.qxmd.com/read/38116387/the-impact-of-videogames-on-the-mood-of-amateur-youth-players-during-consecutive-games
#15
JOURNAL ARTICLE
Adrián Mateo-Orcajada, Raquel Vaquero-Cristóbal, Ana María Gallardo-Guerrero, Lucía Abenza-Cano
INTRODUCTION: Esports have experienced tremendous growth in recent years. In the scientific field, previous research has shown the determining role of psychology in competitive performance, but little is known about the factors that may be more determinant. In addition, in the amateur field, where fun and enjoyment are the most important factors, it has been observed that players can see their psychological state altered due to different factors, but it is not known if the outcome of the game (win or lose) can be influential...
2023: Frontiers in sports and active living
https://read.qxmd.com/read/38076382/a-resuscitation-educational-tool-with-a-smartphone-videogame-cartoon-character
#16
JOURNAL ARTICLE
Yosuke Homma
No abstract text is available yet for this article.
March 2024: Resuscitation plus
https://read.qxmd.com/read/38047945/distortions-in-time-perception-related-to-videogames-pornography-and-tv-series-exposure-an-experimental-study-in-three-independent-samples
#17
JOURNAL ARTICLE
Verónica Cervigón-Carrasco, Rafael Ballester-Arnal, Joël Billieux, Beatriz Gil-Juliá, Cristina Giménez-García, Jesús Castro-Calvo
BACKGROUND AND AIMS: Time perception is a cognitive process involving both the ability to estimate the duration of an event (time estimation, TE) and the subjective perception of its passage (time passage, TP). Studies show that alteration in TE/TP is associated with substance use disorders. However, little is known about the impact of these alterations in potentially problematic online behaviors. We explore TE and TP while participants were exposed to cues related to videogames, pornography, and TV series, and the relationship of TE and TP with scores from instruments that measure problematic gaming (PG), problematic pornography use (PPU), and problematic binge-watching (BW)...
December 4, 2023: Journal of Behavioral Addictions
https://read.qxmd.com/read/37956184/acceptability-and-playability-of-an-organization-training-videogame-for-young-adolescents-with-adhd-the-development-of-athemos
#18
JOURNAL ARTICLE
Brandon K Schultz, Steven W Evans, John Bowditch, Kaitlynn Carter, Emma E Rogers, Jennifer Donelan, Allison Dembowski
An estimated 8.7% to 9.8% of school-age children in the United States have attention deficit hyperactivity disorder (ADHD), affecting 4.3 to 4.9 million public school students. ADHD is a costly disorder that often goes untreated, especially among adolescents. Accessible computer-based programs have emerged to address the neurocognitive deficits of ADHD, but results to date have been disappointing. In this study, we tested the acceptability, playability, and user satisfaction of a novel planning/organization skills training game, called "ATHEMOS," based on an established psychosocial treatment package (i...
November 2023: PLOS Digit Health
https://read.qxmd.com/read/37921851/a-video-game-intervention-to-prevent-opioid-misuse-among-older-adolescents-development-and-preimplementation-study
#19
JOURNAL ARTICLE
Kammarauche Aneni, Claudia-Santi F Fernandes, Lily A Hoerner, Claire Szapary, Tyra M Pendergrass Boomer, Lynn E Fiellin
BACKGROUND: Opioid misuse and mental disorders are highly comorbid conditions. The ongoing substance misuse and mental health crises among adolescents in the United States underscores the importance of widely scalable substance misuse preventive interventions that also address mental health risks. Serious video games offer an engaging, widely scalable method for delivering and implementing preventive interventions. However, there are no video game interventions that focus on preventing opioid misuse among older adolescents, and there are limited existing video game interventions that address mental health...
November 3, 2023: JMIR Serious Games
https://read.qxmd.com/read/37910557/open-design-of-a-reproducible-videogame-controller-for-mri-and-meg
#20
JOURNAL ARTICLE
Yann Harel, André Cyr, Julie Boyle, Basile Pinsard, Jeremy Bernard, Marie-France Fourcade, Himanshu Aggarwal, Ana Fernanda Ponce, Bertrand Thirion, Karim Jerbi, Pierre Bellec
Videogames are emerging as a promising experimental paradigm in neuroimaging. Acquiring gameplay in a scanner remains challenging due to the lack of a scanner-compatible videogame controller that provides a similar experience to standard, commercial devices. In this paper, we introduce a videogame controller designed for use in the functional magnetic resonance imaging as well as magnetoencephalography. The controller is made exclusively of 3D-printed and commercially available parts. We evaluated the quality of our controller by comparing it to a non-MRI compatible controller that was kept outside the scanner...
2023: PloS One
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