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https://www.readbyqxmd.com/read/29318375/action-compatibility-in-spatial-knowledge-developed-through-virtual-navigation
#1
Qi Wang, Holly A Taylor, Tad T Brunyé
Action-compatibility effects (ACEs) arise due to incongruity between perceptuo-motor traces stored in memory and the perceptuo-motor demands of a retrieval task. Recent research has suggested that ACEs arising during spatial memory retrieval are additionally modulated by individual differences in how experienced participants are with a college campus environment. However, the extent and nature of experience with a real-world environment is difficult to assess and control, and characteristics of the retrieval task itself might modulate ACEs during spatial memory retrieval...
January 9, 2018: Psychological Research
https://www.readbyqxmd.com/read/29304448/reinstatement-of-instrumental-actions-in-humans-possible-mechanisms-and-their-implications-to-prevent-it
#2
A Matías Gámez, Rodolfo Bernal-Gamboa
The study of post-extinction recovery effects in humans has received significant attention. For instance, research on reinstatement has increased in the last decade. However, most of the studies focus on the return of fear responses. In the present experiments, we used a videogame task to explore the reinstatement of operant behavior in human participants. In Experiment 1, after participants learned to shoot at enemies, they received an extinction procedure that eliminated the shooting behavior. However, the mere reintroduction of the outcome reinstated the original response...
January 2, 2018: Acta Psychologica
https://www.readbyqxmd.com/read/29302694/effectiveness-of-a-binocular-video-game-vs-placebo-video-game-for-improving-visual-functions-in-older-children-teenagers-and-adults-with-amblyopia-a-randomized-clinical-trial
#3
Tina Y Gao, Cindy X Guo, Raiju J Babu, Joanna M Black, William R Bobier, Arijit Chakraborty, Shuan Dai, Robert F Hess, Michelle Jenkins, Yannan Jiang, Lisa S Kearns, Lionel Kowal, Carly S Y Lam, Peter C K Pang, Varsha Parag, Roberto Pieri, Rajkumar Nallour Raveendren, Jayshree South, Sandra Elfride Staffieri, Angela Wadham, Natalie Walker, Benjamin Thompson
Importance: Binocular amblyopia treatment using contrast-rebalanced stimuli showed promise in laboratory studies and requires clinical trial investigation in a home-based setting. Objective: To compare the effectiveness of a binocular video game with a placebo video game for improving visual functions in older children and adults. Design, Setting, and Participants: The Binocular Treatment of Amblyopia Using Videogames clinical trial was a multicenter, double-masked, randomized clinical trial...
January 4, 2018: JAMA Ophthalmology
https://www.readbyqxmd.com/read/29276499/usability-of-videogame-based-dexterity-training-in-the-early-rehabilitation-phase-of-stroke-patients-a-pilot-study
#4
Tim Vanbellingen, Suzanne J Filius, Thomas Nyffeler, Erwin E H van Wegen
Background: Approximately 70-80% of stroke survivors have limited activities of daily living, mainly due to dexterous problems. Videogame-based training (VBT) along with virtual reality seems to be beneficial to train upper limb function. Objective: To evaluate the usability of VBT using the Leap Motion Controller (LMC) to train fine manual dexterity in the early rehabilitation phase of stroke patients as an add-on to conventional therapy. Additionally, this study aimed to estimate the feasibility and potential efficacy of the VBT...
2017: Frontiers in Neurology
https://www.readbyqxmd.com/read/29232347/gaming-in-nursing-education-a-literature-review
#5
Leeanne Pront, Amanda Müller, Adam Koschade, Alison Hutton
AIM: The aim of this research was to investigate videogame-based learning in nursing education and establish how videogames are currently employed and how they link to the development of decision-making, motivation, and other benefits. BACKGROUND: Although digital game-based learning potentially offers a safe and convenient environment that can support nursing students developing essential skills, nurse educators are typically slow to adopt such resources. METHOD: A comprehensive search of electronic databases was conducted, followed by a thematic analysis of the literature...
December 9, 2017: Nursing Education Perspectives
https://www.readbyqxmd.com/read/29227162/electromyography-biofeedback-exergames-to-enhance-grip-strength-and-motivation
#6
Nadia Garcia-Hernandez, Karen Garza-Martinez, Vicente Parra-Vega
BACKGROUND: Hand strength weakness affects the performance of most activities of daily living. This study aims to design, develop, and test an electromyography (EMG) biofeedback training system based on serious games to promote motivation and synchronization and proper work intensity in grip exercises for improving hand strength. MATERIALS AND METHODS: An EMG surface sensor, soft balls with different stiffness and three exergames, conforms the system to drive videogame clues in response to EMG-inferred grip strength, while overseeing motivation...
December 11, 2017: Games for Health
https://www.readbyqxmd.com/read/29161529/developing-a-serious-videogame-for-preteens-to-motivate-hpv-vaccination-decision-making-land-of-secret-gardens
#7
Joan R Cates, Bernard F Fuemmeler, Sandra J Diehl, Laurie L Stockton, Jeannette Porter, Chioma Ihekweazu, Arshya S Gurbani, Tamera Coyne-Beasley
INTRODUCTION: Vaccination against human papillomavirus (HPV) is routinely recommended for ages 11-12, yet in 2016 only 49.5% of women and 37.5% of men had completed the three-dose series in the United States. Offering information and cues to action through a serious videogame for preteens may foster HPV vaccination awareness, information seeking, and communication. MATERIALS AND METHODS: An iterative process was used to develop an interactive videogame, Land of Secret Gardens...
November 21, 2017: Games for Health
https://www.readbyqxmd.com/read/29157590/mechanisms-influencing-older-adolescents-bedtimes-during-videogaming-the-roles-of-game-difficulty-and-flow
#8
Lisa J Smith, Daniel L King, Cele Richardson, Brandy M Roane, Michael Gradisar
A relationship between evening technology use and sleep has been established, and models suggest various mechanisms to explain this relationship. Recent updates to these models also suggest the influence of individual difference factors, such that the relationship between technology and sleep varies between young people. Flow is an experience of immersion and time distortion that could vary between adolescents when using technology. The aim of the present study was to investigate the effects of flow on the self-selected bedtimes of adolescents when videogaming...
November 2017: Sleep Medicine
https://www.readbyqxmd.com/read/29154646/developmental-stability-in-gender-typed-preferences-between-infancy-and-preschool-age
#9
Jillian E Lauer, Sibel D Ilksoy, Stella F Lourenco
Infants exhibit visual preferences for gender-typed objects (e.g., dolls, toy vehicles) that parallel the gender-typed play preferences of preschool-aged children, but the developmental stability of individual differences in early emerging gender-typed preferences has not yet been characterized. In the present study, we examined the longitudinal association between infants' (N = 51) performance on an object-preference task, administered between 6 and 13 months of age, and their play preferences at 4 years of age...
November 20, 2017: Developmental Psychology
https://www.readbyqxmd.com/read/29141019/exploring-the-relationship-between-video-game-expertise-and-fluid-intelligence
#10
Athanasios V Kokkinakis, Peter I Cowling, Anders Drachen, Alex R Wade
Hundreds of millions of people play intellectually-demanding video games every day. What does individual performance on these games tell us about cognition? Here, we describe two studies that examine the potential link between intelligence and performance in one of the most popular video games genres in the world (Multiplayer Online Battle Arenas: MOBAs). In the first study, we show that performance in the popular MOBA League of Legends' correlates with fluid intelligence as measured under controlled laboratory conditions...
2017: PloS One
https://www.readbyqxmd.com/read/29138050/a-systematic-review-on-the-effect-of-serious-games-and-wearable-technology-used-in-rehabilitation-of-patients-with-traumatic-bone-and-soft-tissue-injuries
#11
REVIEW
Henriëtte A W Meijer, Maurits Graafland, J Carel Goslings, Marlies P Schijven
OBJECTIVE: To determine the effects on functional outcomes and treatment adherence of wearable technology and serious games (i.e., interactive computer applications with specific purposes useful in the 'real world') currently applied in physical rehabilitation of patients after traumatic bone and soft tissue injuries. DATA SOURCES: PubMed, Embase, the Cochrane Library and CINAHL were searched without publication date restrictions for the terms 'wearable', 'serious game', 'videogame' or 'mobile application', and 'rehabilitation', 'exercise therapy' or 'physiotherapy'...
November 11, 2017: Archives of Physical Medicine and Rehabilitation
https://www.readbyqxmd.com/read/29127562/impact-of-a-pilot-videogame-based-physical-activity-program-on-walking-speed-in-adults-with-schizophrenia
#12
H Leutwyler, E Hubbard, B A Cooper, G Dowling
The purpose of this report is to describe the impact of a videogame-based physical activity program using the Kinect for Xbox 360 game system (Microsoft, Redmond, WA) on walking speed in adults with schizophrenia. In this randomized controlled trial, 28 participants played either an active videogame for 30 min (intervention group) or played a sedentary videogame for 30 min (control group), once a week for 6 weeks. Walking speed was measured objectively with the Short Physical Performance Battery at enrollment and at the end of the 6-week program...
November 10, 2017: Community Mental Health Journal
https://www.readbyqxmd.com/read/29125389/training-for-vigilance-on-the-move-a-video-game-based-paradigm-for-sustained-attention
#13
J L Szalma, T N Daly, G W L Teo, G M Hancock, P A Hancock
The capacity for superior vigilance can be trained by using knowledge of results (KR). Ourpresent experiments demonstrate the efficacy of such training using a first-person perspective movement videogame-based platform in samples ofstudents and Soldiers.Effectiveness was assessedby manipulating KR during a training phase and withdrawing it in a subsequent transfer phase. Relative to a no KR control condition, KR systematically improved performance for both Soldiers and students. These results build upon our previous findings that demonstrated that a video game-based platform can be used to create a movement-centered sustained attention task with important elements of traditional vigilance...
November 10, 2017: Ergonomics
https://www.readbyqxmd.com/read/29107799/central-theta-amplitude-as-a-negative-correlate-of-performance-proficiency-in-a-dynamic-visuospatial-task
#14
Fernando Cross-Villasana, Peter Gröpel, Felix Ehrlenspiel, Jürgen Beckmann
Dynamic visuospatial tasks, requiring continuous engagement of attention over long time periods, have been little studied with the electroencephalogram. Specifically, the role of the theta band in these tasks is unclear, with task-related theta enhancements improving performance in some studies, and hindering it in others. In this study, 30 participants performed the Pong videogame as a dynamic visuospatial task to analyze the influence of theta and alpha amplitude as well as alpha asymmetry on performance...
October 28, 2017: Biological Psychology
https://www.readbyqxmd.com/read/29073392/screen-and-nonscreen-sedentary-behavior-and-sleep-in-adolescents
#15
Vanessa C Brunetti, Erin K O'Loughlin, Jennifer O'Loughlin, Evelyn Constantin, Étienne Pigeon
OBJECTIVE: This study examined the associations between screen (computer, videogame, TV) and nonscreen (talking on the phone, doing homework, reading) sedentary time, and sleep in adolescents. PARTICIPANTS: Data were drawn from AdoQuest, a prospective investigation of 1843 grade 5 students aged 10-12 years at inception in the greater Montreal (Canada) area. METHODS: Data for this cross-sectional analysis on screen and nonscreen sedentary time, sleep duration, and daytime sleepiness were collected in 2008-2009 from 1233 participants (67% of 1843) aged 14-16 years...
December 2016: Sleep Health
https://www.readbyqxmd.com/read/29016200/analysis-of-movement-acceleration-of-down-s-syndrome-teenagers-playing-computer-games
#16
Daniela Carrogi-Vianna, Paulo Batista Lopes, Raquel Cymrot, Jefferson Jesus Hengles Almeida, Marcos Lomonaco Yazaki, Silvana Maria Blascovi-Assis
OBJECTIVE: This study aimed to evaluate movement acceleration characteristics in adolescents with Down syndrome (DS) and typical development (TD), while playing bowling and golf videogames on the Nintendo(®) Wii™. MATERIALS AND METHODS: The sample comprised 21 adolescents diagnosed with DS and 33 with TD of both sexes, between 10 and 14 years of age. The arm swing accelerations of the dominant upper limb were collected as measures during the bowling and the golf games...
October 10, 2017: Games for Health
https://www.readbyqxmd.com/read/29016199/ability-based-balancing-using-the-gross-motor-function-measure-in-exergaming-for-youth-with-cerebral-palsy
#17
Alexander MacIntosh, Lauren Switzer, Susan Hwang, Adrian L Jessup Schneider, Daniel Clarke, T C Nicholas Graham, Darcy L Fehlings
OBJECTIVE: To test if the gross motor function measure (GMFM) could be used to improve game balancing allowing youth with cerebral palsy (CP) with different physical abilities to play a cycling-based exercise videogame together. Our secondary objective determined if exergaming with the GMFM Ability-Based algorithm was enjoyable. MATERIALS AND METHODS: Eight youth with CP, 8-14 years of age, GMFM scores between 25.2% and 87.4% (evenly distributed between Gross Motor Function Classification System levels II and III), competed against each other in head-to-head races, totaling 28 unique race dyads...
October 10, 2017: Games for Health
https://www.readbyqxmd.com/read/28970538/a-moving-story-whole-body-motor-training-selectively-improves-the-appraisal-of-action-meanings-in-naturalistic-narratives
#18
Piergiorgio Trevisan, Lucas Sedeño, Agustina Birba, Agustín Ibáñez, Adolfo M García
This study examined whether systematic whole-body stimulation and increased attention to visuospatial motion patterns can enhance the appraisal of action meanings evoked by naturalistic texts. Participants listened to action and neutral (non-action) narratives before and after videogame-based bodily training, and responded to questions on information realized by verbs (denoting abstract and action processes) and circumstances (conveying locative or temporal details, for example). Strategically, we worked with dyslexic children, whose potential comprehension deficits could give room to post-training improvements...
October 2, 2017: Scientific Reports
https://www.readbyqxmd.com/read/28921103/biofeedback-based-videogame-balance-training-in-autism
#19
Brittany G Travers, Andrea H Mason, Leigh Ann Mrotek, Anthony Ellertson, Douglas C Dean, Courtney Engel, Andres Gomez, Olga I Dadalko, Kristine McLaughlin
The present study examined the effects of a visual-based biofeedback training on improving balance challenges in autism spectrum disorder (ASD). Twenty-nine youth with ASD (7-17 years) completed an intensive 6-week biofeedback-based videogame balance training. Participants exhibited training-related balance improvements that significantly accounted for postural-sway improvements outside of training. Participants perceived the training as beneficial and enjoyable. Significant moderators of training included milder stereotyped and ritualistic behaviors and better starting balance...
September 18, 2017: Journal of Autism and Developmental Disorders
https://www.readbyqxmd.com/read/28920499/tactile-radar-experimenting-a-computer-game-with-visually-disabled
#20
Virgínia Kastrup, Alvaro Cassinelli, Paulo Quérette, Niklas Bergstrom, Eliana Sampaio
BACKGROUND: Visually disabled people increasingly use computers in everyday life, thanks to novel assistive technologies better tailored to their cognitive functioning. Like sighted people, many are interested in computer games - videogames and audio-games. Tactile-games are beginning to emerge. The Tactile Radar is a device through which a visually disabled person is able to detect distal obstacles. In this study, it is connected to a computer running a tactile-game. The game consists in finding and collecting randomly arranged coins in a virtual room...
September 18, 2017: Disability and Rehabilitation. Assistive Technology
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