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https://www.readbyqxmd.com/read/28268675/effects-of-prefrontal-anodal-transcranial-direct-current-stimulation-on-working-memory-and-reaction-time
#1
Ines S Verissimo, Isabel M Barradas, Tiago T Santos, Pedro C Miranda, Hugo A Ferreira
Transcranial direct current stimulation (tDCS) has proven to be a useful tool in the scientific research community, particularly for clinical investigation purposes. Neuroimaging studies indicate that there is a connection between the prefrontal cortex (PFC) and working memory (WM), as well as between the primary motor cortex and reaction time (RT). Thus, our goal was to evaluate the effect of anodal stimulation of the PFC, with respect to WM and RT. We tested 20 healthy subjects randomized into two groups - half received active stimulation and the other half sham stimulation...
August 2016: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/28237935/biopad-leveraging-off-the-shelf-video-games-for-stress-self-regulation
#2
Zelun Wang, Avinash Parnandi, Ricardo Gutierrez-Osuna
This paper presents an approach to use commercial videogames for biofeedback training. It consists of intercepting signals from the game controller and adapting them in real-time based on physiological measurements from the player. We present three sample implementations and a case study for teaching stress self-regulation via an immersive car racing game. We use a crossover gaming device to manipulate controller signals, and a respiratory sensor to monitor the players' breathing rate. We then alter the speed of the car to encourage slow, deep breathing, in this way allowing players to reduce their arousal while playing the game...
February 20, 2017: IEEE Journal of Biomedical and Health Informatics
https://www.readbyqxmd.com/read/28231024/incorporating-behavioral-techniques-into-a-serious-videogame-for-children
#3
Debbe Thompson
INTRODUCTION: Little is known about how to design serious videogames for children. The purpose of this article is to describe how behavior change techniques promoting self-regulation were incorporated into a serious videogame to help children consume more fruits and vegetables (FVs) and the extent to which these techniques were used by players. A secondary goal is to contribute to the body of scientific knowledge regarding how to design effective serious videogames for children. MATERIALS AND METHODS: This research examines the game play data from an effective 10-episode online serious videogame promoting FV consumption to preadolescent children in the United States (roughly 9-11-year-olds)...
February 23, 2017: Games for Health
https://www.readbyqxmd.com/read/28226859/effects-of-prefrontal-anodal-transcranial-direct-current-stimulation-on-working-memory-and-reaction-time
#4
Ines S Verissimo, Isabel M Barradas, Tiago T Santos, Pedro C Miranda, Hugo A Ferreira, Ines S Verissimo, Isabel M Barradas, Tiago T Santos, Pedro C Miranda, Hugo A Ferreira, Pedro C Miranda, Ines S Verissimo, Tiago T Santos, Isabel M Barradas, Hugo A Ferreira
Transcranial direct current stimulation (tDCS) has proven to be a useful tool in the scientific research community, particularly for clinical investigation purposes. Neuroimaging studies indicate that there is a connection between the prefrontal cortex (PFC) and working memory (WM), as well as between the primary motor cortex and reaction time (RT). Thus, our goal was to evaluate the effect of anodal stimulation of the PFC, with respect to WM and RT. We tested 20 healthy subjects randomized into two groups - half received active stimulation and the other half sham stimulation...
August 2016: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/28211549/review-of-health-and-risk-behaviours-mental-health-problems-and-suicidal-behaviours-in-young-europeans-on-the-basis-of-the-results-from-the-eu-funded-saving-and-empowering-young-lives-in-europe-seyle-study
#5
REVIEW
Danuta Wasserman
An estimated 800 000 suicide deaths occur worldwide. The global suicide rate is 11.4 per 100 000 population; 15.0/100 000 for males and 8.0/100 000 for females. Globally, suicide is the second leading cause of death in 15-29 year olds. In a collaborative effort to reduce the high rates of suicide and mental health problems among youth across Europe, the European Union 7th Framework funded the Saving and Empowering Young Lives in Europe (SEYLE) project. SEYLE is a randomized controlled trial (RCT) aimed to promote mental health and healthy lifestyles, while preventing psychopathology and suicidal behaviours among adolescents...
December 23, 2016: Psychiatria Polska
https://www.readbyqxmd.com/read/28193454/new-developments-in-brain-research-of-internet-and-gaming-disorder
#6
REVIEW
Aviv Weinstein, Abigail Livny, Abraham Weizman
There is evidence that the neural mechanisms underlying Internet Gaming Disorder (IGD) resemble those of drug addiction. Functional Magnetic Resonance Imaging (fMRI) studies of the resting state and measures of gray matter volume have shown that Internet game playing was associated with changes to brain regions responsible for attention and control, impulse control, motor function, emotional regulation, sensory-motor coordination. Furthermore, Internet game playing was associated with lower white matter density in brain regions that are involved in decision-making, behavioral inhibition and emotional regulation...
February 11, 2017: Neuroscience and Biobehavioral Reviews
https://www.readbyqxmd.com/read/28141763/use-of-video-games-for-the-treatment-of-amblyopia
#7
Alexander J E Foss
PURPOSE OF REVIEW: To review the literature up to recent for the use of videos, videogames and dichoptic stimulation as a treatment for amblyopia. RECENT FINDINGS: There have been three strategies explored. The first is to use videos and videogames monocularly with the normal eye covered. The second is dichoptic stimulation with a common background presented to both eyes and an enriched foreground to the amblyopic eye. The third are games specifically designed to generate stereopsis...
January 30, 2017: Current Opinion in Ophthalmology
https://www.readbyqxmd.com/read/28135114/videogame-related-illness-and-injury-a-review-of-the-literature-and-predictions-for-pok%C3%A3-mon-go
#8
Ali Pourmand, Kevin Lombardi, Evan Kuhl, Francis O'Connell
OBJECTIVE: Reports of videogame-related illness and injury soon emerged in the literature with the inception of videogame systems and subsequent development of novel gaming platforms and technologies. In an effort to better detail the impacts of these phenomena and provide recommendations for injury prevention as it relates to Pokémon Go and the larger world of augmented reality games, we conducted an extensive systems-based review of past trends in videogame-related illness and injury from the literature...
February 2017: Games for Health
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
#9
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
#10
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
#11
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...
March 2017: Journal of Pediatrics
https://www.readbyqxmd.com/read/27981866/influence-of-videogames-and-musical-instruments-on-performances-at-a-simulator-for-robotic-surgery
#12
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
#13
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
#14
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
#15
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
#16
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
#17
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
#18
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
#19
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
#20
Gilbert E Franco
No abstract text is available yet for this article.
2016: Frontiers in Psychology
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