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https://www.readbyqxmd.com/read/28624230/the-correlation-between-fundamental-characteristics-and-first-time-performance-in-laparoscopic-tasks
#1
Cuan M Harrington, Richard Bresler, Donncha Ryan, Patrick Dicker, Oscar Traynor, Dara O Kavanagh
BACKGROUND: The ability of characteristics to predict first time performance in laparoscopic tasks is not well described. Videogame experience predicts positive performance in laparoscopic experiences but its mechanism and confounding-association with aptitude remains to be elucidated. This study sought to evaluate for innate predictors of laparoscopic performance in surgically naive individuals with minimal videogame exposure. METHODS: Participants with no prior laparoscopic exposure and minimal videogaming experience were recruited consecutively from preclinical years at a medical university...
June 8, 2017: American Journal of Surgery
https://www.readbyqxmd.com/read/28609152/age-related-cognitive-effects-of-videogame-playing-across-the-adult-life-span
#2
Ping Wang, Xing-Ting Zhu, Han-Hui Liu, Yi-Wen Zhang, Yang Hu, Hui-Jie Li, Xi-Nian Zuo
OBJECTIVE: Previous studies found positive influences of videogame playing on cognition. However, the age-related and task-related effects of videogame experience across the adult life span are still unknown. The current study aimed to systematically investigate this question. MATERIALS AND METHODS: The current study used the cross-sectional approach. A total of 166 participants (84 videogame players [VGPs], 82 nonvideogame players [NVGPs]) at the age of 18-80 in the present study were recruited, including 62 young adults aged from 18 to 34 (35 VGPs, 27 NVGPs), 55 middle-aged adults aged between 35 and 59 (24 VGPs, 31 NVGPs), and 49 older adults aged between 60 and 80 (25 VGPs, 24 NVGPs)...
June 13, 2017: Games for Health
https://www.readbyqxmd.com/read/28595830/-negative-perceptions-of-the-risks-associated-with-gaming-in-young-adolescents-an-exploratory-study-to-help-thinking-about-a-prevention-program
#3
C Bonnaire, O Phan
Given the growing use of video games and the growing number of adolescents with Internet gaming disorder (IGD), prevention in this area is necessary. The objective of this study was to investigate the use and most particularly the representations of the risks associated with the use of video games in young adolescents by comparing problematic (PGs) and nonproblematic gamers (NPGs). Gender differences were also explored. Five Parisian middle schools participated in this study and 434 adolescents (231 boys, mage=13...
June 5, 2017: Archives de Pédiatrie: Organe Officiel de la Sociéte Française de Pédiatrie
https://www.readbyqxmd.com/read/28579336/relationship-between-use-of-videogames-and-sexual-health-in-adult-males
#4
Andrea Sansone, Massimiliano Sansone, Marco Proietti, Giacomo Ciocca, Andrea Lenzi, Emmanuele A Jannini, Francesco Romanelli
BACKGROUND: Videogame use is increasingly prevalent in people of all ages, and despite the wide amount of scientific evidence proving a role for electronic entertainment in human health, there is no evidence about the relation between use of videogames and sexual health. AIM: To investigate the association between use of videogames and male sexual health. METHODS: We administered the two validated questionnaires, the Premature Ejaculation Diagnostic Tool (PEDT) and the International Index of Erectile Function (IIEF-15), to men 18 to 50 years old recruited through social networks and specific websites...
June 1, 2017: Journal of Sexual Medicine
https://www.readbyqxmd.com/read/28528804/an-interactive-videogame-for-arm-and-hand-exercise-in-people-with-parkinson-s-disease-a-randomized-controlled-trial
#5
Natalie E Allen, Jooeun Song, Serene S Paul, Stuart Smith, Jonathan O'Duffy, Matthew Schmidt, Rachelle Love, Catherine Sherrington, Colleen G Canning
INTRODUCTION: People with Parkinson's disease (PD) have difficulty performing upper extremity (UE) activities. The aim of this study was to investigate if exergames targeting the UE improve arm and hand activities and impairments and to establish the acceptability and feasibility of these games in people with PD. METHODS: Two tablet-based exergames were developed which were controlled with finger movements or unimanual whole arm movements. Participants with PD were randomized to an exergame (n = 19) or control (n = 19) group...
May 15, 2017: Parkinsonism & related Disorders
https://www.readbyqxmd.com/read/28521249/using-a-videogame-to-facilitate-nursing-and-medical-students-first-visit-to-the-operating-theatre-a-randomized-controlled-trial
#6
Ángel Del Blanco, Javier Torrente, Baltasar Fernández-Manjón, Pedro Ruiz, Manuel Giner
BACKGROUND: First experiences in the operating theatre with real patients are always stressful and intimidating for students. We hypothesized that a game-like simulation could improve perceptions and performance of novices. METHODS: A videogame was developed, combining pictures and short videos, by which students are interactively instructed on acting at the surgical block. Moreover, the game includes detailed descriptive information. After playing, students are given feedback on their performance...
May 9, 2017: Nurse Education Today
https://www.readbyqxmd.com/read/28505037/getting-ready-for-the-first-robotic-prostatectomy-from-basics-to-real-practice
#7
Christian Wagner, Victor Srougi, Rafael Sanchez-Salas
PURPOSE OF REVIEW: Robot-assisted radical prostatectomy (RARP) has been embraced by urologists and has become a treatment standard in many countries already. Learning how to perform a RARP is challenging and has not yet been standardized. The current review summarizes the latest concepts regarding the most effective way of training for RARP. RECENT FINDINGS: The strategy to learn RARP should comprise didactic activities, skills lab training, participating in surgeries and mentorship...
July 2017: Current Opinion in Urology
https://www.readbyqxmd.com/read/28492955/the-association-of-self-concept-with-substance-abuse-and-problematic-use-of-video-games-in-university-students-a-structural-equation-model
#8
Ramón Chacón Cuberos, Félix Zurita Ortega, Manuel Castro Sánchez, Tamara Espejo Garcés, Asunción Martínez Martínez, Gerardo Ruiz-Rico Ruiz
This study aims to define and contrast an explanatory model of consumption of alcohol, tobacco consumption, and problematic use of video games based on self-concept and its dimensions in a sample of university students. The research was conducted with a sample of 490 students from the province of Granada (Spain), aged between 20 and 29 years (M = 22.80 ± 3.63), with a homogeneous distribution by gender. The instruments used were the Self-concept Form-5 Questionnaire (García & Musitu, 1999), the Alcohol Use Disorders Identification Test (Saunders, Aasland, Babor, De la Fuente, & Grant, 1993), the Fagerström Test for Nicotine Dependence (Heatherton, Kozlowski, Frecker, & Fagerström, 1991) and the Questionnaire for Experiences Related to Video Games (Chamarro et al...
April 12, 2017: Adicciones
https://www.readbyqxmd.com/read/28462567/screen-time-by-different-devices-in-adolescents-association-with-physical-inactivity-domains-and-eating-habits
#9
Leandro D Delfino, Diego A Dos Santos Silva, William R Tebar, Edner F Zanuto, Jamile S Codogno, Rômulo A Fernandes, Diego G Christofaro
BACKGROUND: Sedentary behaviors in adolescents are associated with using screen devices, analyzed as the total daily time in television viewing, using the computer and video game. However, an independent and clustered analysis of devices allows greater understanding of associations with physical inactivity domains and eating habits in adolescents. METHODS: Sample of adolescents aged 10-17 years (n=1011) from public and private schools, randomly selected. The use of screen devices was measured by hours per week spent in each device: TV, computer, videogames and mobile phone/tablet...
April 28, 2017: Journal of Sports Medicine and Physical Fitness
https://www.readbyqxmd.com/read/28448175/gaming-your-way-to-health-a-systematic-review-of-exergaming-programs-to-increase-health-and-exercise-behaviors-in-adults
#10
Tamara D Street, Sarah J Lacey, Rebecca R Langdon
OBJECTIVE: Adults who are not engaged by traditional exercise methods require a strategy to achieve and maintain sufficient physical activity for health benefits. Exergames, or active videogames, may motivate some adults to engage in physical activity. This review explored the use of exergaming to promote physical activity behaviors and health in adults. MATERIALS AND METHODS: A systematic literature review of the use of exergaming was conducted. The review included experimental studies with a nonclinical adult population, which measured changes in physical activity behaviors and changes in anthropometric healthy weight indicators...
June 2017: Games for Health
https://www.readbyqxmd.com/read/28418752/a-pilot-study-of-the-attractive-features-of-active-videogames-among-chinese-primary-school-children
#11
Patrick W C Lau, Erica Y Lau, Jing Jing Wang, Cheong-Rak Choi, Chang Gyun Kim
OBJECTIVE: The present study (1) explored the attractive features that affect Chinese primary school children's preferences of active videogames (AVGs) and (2) contrasted these findings with those in the Western literature. PARTICIPANTS AND METHODS: A total of 22 Chinese primary school children were recruited and interviewed. Four AVGs (Wii "Boxing," "Wii Fit™ Plus Obstacle Run"; "EyeToy Knockout", "EyeToy Keep ups") from two commercial consoles (Nintendo® Wii™ and Sony PlayStation(®) 2 "EyeToy(®)") were employed...
April 2017: Games for Health
https://www.readbyqxmd.com/read/28406474/daily-touchscreen-use-in-infants-and-toddlers-is-associated-with-reduced-sleep-and-delayed-sleep-onset
#12
Celeste H M Cheung, Rachael Bedford, Irati R Saez De Urabain, Annette Karmiloff-Smith, Tim J Smith
Traditional screen time (e.g. TV and videogaming) has been linked to sleep problems and poorer developmental outcomes in children. With the advent of portable touchscreen devices, this association may be extending down in age to disrupt the sleep of infants and toddlers, an age when sleep is essential for cognitive development. However, this association has not been demonstrated empirically. This study aims to examine whether frequency of touchscreen use is associated with sleep in infants and toddlers between 6 and 36 months of age...
April 13, 2017: Scientific Reports
https://www.readbyqxmd.com/read/28375644/physical-activity-levels-in-children-with-and-without-autism-spectrum-disorder-when-playing-active-and-sedentary-xbox-kinect-videogames
#13
Daphne Golden, Nancy Getchell
OBJECTIVE: We compare physical activity during bouts of sedentary videogaming (SVG), active videogaming (AVG), and paced walking in children with and without autism spectrum disorder (ASD) to determine the effectiveness of AVG in providing moderate-to-vigorous physical activity. MATERIALS AND METHOD: Participants included nine males (8-11 years old) with ASD and eight age-matched males who were typically developing. Both groups had anthropometric and motor proficiency (Movement Assessment Battery for Children II) measures taken before testing...
April 2017: Games for Health
https://www.readbyqxmd.com/read/28365563/pedestrian-inattention-blindness-while-playing-pok%C3%A3-mon-go-as-an-emerging-health-risk-behavior-a-case-report
#14
Stefania Barbieri, Gianna Vettore, Vincenzo Pietrantonio, Rossella Snenghi, Alberto Tredese, Mauro Bergamini, Sara Previato, Armando Stefanati, Rosa Maria Gaudio, Paolo Feltracco
BACKGROUND: Cases of trauma resulting from the use of mobile phones while driving motor vehicles have become quite common in recent years. Road injuries incurred by people playing video games on mobile phones (or other media devices) while walking have also become a cause for concern. Pokémon Go has been the world's most popular game since it was launched in July 2016, with more than 15 million players trying to catch all Pokémon available in the game; however, the case detailed here is the first reported accident in the medical literature caused by a pedestrian distracted by the game while crossing a street...
April 1, 2017: Journal of Medical Internet Research
https://www.readbyqxmd.com/read/28365204/individualized-exergame-training-improves-postural-control-in-advanced-degenerative-spinocerebellar-ataxia-a-rater-blinded-intra-individually-controlled-trial
#15
Cornelia Schatton, Matthis Synofzik, Zofia Fleszar, Martin A Giese, Ludger Schöls, Winfried Ilg
BACKGROUND: Treatment options are rare in degenerative ataxias, especially in advanced, multisystemic disease. Exergame training might offer a novel treatment strategy, but its effectiveness has not been investigated in advanced stages. METHODS: We examined the effectiveness of a 12-week home-based training with body-controlled videogames in 10 young subjects with advanced degenerative ataxia unable or barely able to stand. Training was structured in two 6-weeks phases, allowing to adapt the training according to individual training progress...
June 2017: Parkinsonism & related Disorders
https://www.readbyqxmd.com/read/28350640/in-class-active-videogame-supplementation-and-adherence-to-cardiac-rehabilitation
#16
Jorge Manuel Arsénio Dos Santos Ruivo, Kay Karim, Roisin OʼShea, Rosa Celeste Santos Oliveira, Louis Keary, Claire OʼBrien, John Patrick Gormley
PURPOSE: The application of active videogames (AVGs) during cardiac rehabilitation (CR) sessions could potentially facilitate patient adherence. The feasibility, safety, and efficacy of in-class AVG supplementation as an alternative to conventional phase 2 programs were investigated. METHODS: A pilot, evaluator-blinded, intention-to-treat, randomized controlled trial recruited 32 low-moderate risk CR participants and allocated them to conventional or AVG-supplemented exercise...
March 24, 2017: Journal of Cardiopulmonary Rehabilitation and Prevention
https://www.readbyqxmd.com/read/28268675/effects-of-prefrontal-anodal-transcranial-direct-current-stimulation-on-working-memory-and-reaction-time
#17
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
#18
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
#19
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 gameplay data from an effective 10-episode online serious videogame promoting FV consumption to preadolescent children in the United States (roughly 9-11-year-olds)...
April 2017: Games for Health
https://www.readbyqxmd.com/read/28226859/effects-of-prefrontal-anodal-transcranial-direct-current-stimulation-on-working-memory-and-reaction-time
#20
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
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