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https://www.readbyqxmd.com/read/28921103/biofeedback-based-videogame-balance-training-in-autism
#1
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
#2
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
https://www.readbyqxmd.com/read/28892186/investigating-the-impact-of-innate-dexterity-skills-and-visuospatial-aptitude-on-the-performance-of-baseline-laparoscopic-skills-in-veterinary-students
#3
Mathew R A MacCormick, Jessica J Kilkenny, Meagan Walker, Alex Zur Linden, Ameet Singh
OBJECTIVE: To determine if manual dexterity and visuospatial skills can be used to predict baseline laparoscopic surgery skills in veterinary students. STUDY DESIGN: Pilot study. METHODS: Veterinary students (n = 45) from years 1-4 volunteered for this study. An hour-long electronic questionnaire was completed by participants. The first section was used to collect demographics and information about prior nonsurgical experiences. The second section included 3 tests of visuospatial skills, including the Purdue Visualization of Rotations Test, Mental Rotations Test, and Raven's Advanced Progressive Matrices Test...
September 11, 2017: Veterinary Surgery: VS
https://www.readbyqxmd.com/read/28870688/-what-do-virtual-reality-tools-bring-to-child-and-adolescent-psychiatry
#4
S Bioulac, E de Sevin, P Sagaspe, A Claret, P Philip, J A Micoulaud-Franchi, M P Bouvard
Virtual reality is a relatively new technology that enables individuals to immerse themselves in a virtual world. It offers several advantages including a more realistic, lifelike environment that may allow subjects to "forget" they are being assessed, allow a better participation and an increased generalization of learning. Moreover, the virtual reality system can provide multimodal stimuli, such as visual and auditory stimuli, and can also be used to evaluate the patient's multimodal integration and to aid rehabilitation of cognitive abilities...
September 1, 2017: L'Encéphale
https://www.readbyqxmd.com/read/28830552/evaluation-of-cervical-posture-improvement-of-children-with-cerebral-palsy-after-physical-therapy-based-on-head-movements-and-serious-games
#5
Miguel A Velasco, Rafael Raya, Luca Muzzioli, Daniela Morelli, Abraham Otero, Marco Iosa, Febo Cincotti, Eduardo Rocon
BACKGROUND: This paper presents the preliminary results of a novel rehabilitation therapy for cervical and trunk control of children with cerebral palsy (CP) based on serious videogames and physical exercise. MATERIALS: The therapy is based on the use of the ENLAZA Interface, a head mouse based on inertial technology that will be used to control a set of serious videogames with movements of the head. METHODS: Ten users with CP participated in the study...
August 18, 2017: Biomedical Engineering Online
https://www.readbyqxmd.com/read/28816512/the-effects-of-active-videogame-feedback-and-practicing-experience-on-children-s-physical-activity-intensity-and-enjoyment
#6
Han Chen, Haichun Sun
OBJECTIVE: The study aims to explore the effects of receiving active videogame (AVG) feedback and playing experience on individuals' moderate-to-vigorous physical activity (MVPA) and perceived enjoyment. MATERIALS AND METHODS: This was a within-subject design study. The participants included 36 (n = 15 and 21 for boys and girls, respectively) fourth graders enrolled in a rural elementary school in southern Georgia area. The experiment lasted for 6 weeks with each week including three sessions...
August 2017: Games for Health
https://www.readbyqxmd.com/read/28816511/virtual-reality-and-active-videogame-based-practice-learning-needs-and-preferences-a-cross-canada-survey-of-physical-therapists-and-occupational-therapists
#7
Danielle Levac, Stephanie Glegg, Heather Colquhoun, Patricia Miller, Farzad Noubary
OBJECTIVE: Describe the clinical use of virtual reality (VR)/active videogaming (AVG) by physical therapists (PTs) and occupational therapists (OTs) in Canada, identify usage barriers and facilitators, evaluate factors that predict intention to use VR/AVGs, and determine therapists' learning needs. DESIGN: Cross-sectional survey. MATERIALS AND METHODS: Online survey of therapists in Canada who were members of 1 of 26 professional PT or OT colleges or associations using the Assessing Determinants Of Prospective Take-up of Virtual Reality (ADOPT-VR2) Instrument...
August 2017: Games for Health
https://www.readbyqxmd.com/read/28798554/development-and-validation-of-videogame-addiction-scale-for-children-vasc
#8
Eyüp Yılmaz, Mark D Griffiths, Adnan Kan
The aim of the present study was to develop a valid and reliable Videogame Addiction Scale for Children (VASC). The data were derived from 780 children who completed the Videogame Addiction Scale (405 girls and 375 boys; 48.1% ranging in age from 9 to 12 years). The sample was randomly split into two different sub-samples (sample 1, n = 400; sample 2, n = 380). Sample 1 was used to perform exploratory factor analysis (EFA) to define the factorial structure of VASC. As a result of EFA, a four-factor structure comprising 21 items was obtained and explained 55% of the total variance (the four factors being "self-control," "reward/reinforcement," "problems," and "involvement")...
2017: International Journal of Mental Health and Addiction
https://www.readbyqxmd.com/read/28762860/intensive-strength-and-balance-training-with-the-kinect-console-xbox-360-in-a-patient-with-cmt1a
#9
Emanuela Pagliano, Maria Foscan, Alessia Marchi, Alice Corlatti, Giorgia Aprile, Daria Riva
BACKGROUND: Effective drugs for type 1A Charcot-Marie-Tooth (CMT1A) disease are not available. Various forms of moderate exercise are beneficial, but few data are available on the effectiveness of exercise in CMT1A children. AIM: To investigate the feasibility and effectiveness of exercises to improve ankle strength and limb function in a child with CMT1A. SETTING: Outpatient clinic. POPULATION: Nine-year-old boy with CMT1A...
August 1, 2017: Developmental Neurorehabilitation
https://www.readbyqxmd.com/read/28745063/home-based-step-training-using-videogame-technology-in-people-with-parkinson-s-disease-a-single-blinded-randomised-controlled-trial
#10
Jooeun Song, Serene S Paul, Maria Joana D Caetano, Stuart Smith, Leland E Dibble, Rachelle Love, Daniel Schoene, Jasmine C Menant, Cathie Sherrington, Stephen R Lord, Colleen G Canning, Natalie E Allen
OBJECTIVES: To determine whether 12-week home-based exergame step training can improve stepping performance, gait and complementary physical and neuropsychological measures associated with falls in Parkinson's disease. DESIGN: A single-blinded randomised controlled trial. SETTING: Community (experimental intervention), university laboratory (outcome measures). SUBJECTS: Sixty community-dwelling people with Parkinson's disease...
July 1, 2017: Clinical Rehabilitation
https://www.readbyqxmd.com/read/28740440/haphop-physio-a-computer-game-to-support-cognitive-therapies-in-children
#11
Carolina Rico-Olarte, Diego M López, Santiago Narváez, Charic D Farinango, Peter S Pharow
BACKGROUND: Care and support of children with physical or mental disabilities are accompanied with serious concerns for parents, families, healthcare institutions, schools, and their communities. Recent studies and technological innovations have demonstrated the feasibility of providing therapy and rehabilitation services to children supported by computer games. OBJECTIVE: The aim of this paper is to present HapHop-Physio, an innovative computer game that combines exercise with fun and learning, developed to support cognitive therapies in children...
2017: Psychology Research and Behavior Management
https://www.readbyqxmd.com/read/28708879/real-and-virtual-worlds-alike-adolescents-psychopathology-is-reflected-in-their-videogame-virtual-behaviors
#12
Aviv Segev, Hila Gabay-Weschler, Yossi Naar, Hagai Maoz, Yuval Bloch
Current research refers to videogames as a constant variable. However, games today are designed to be highly interactive and versatile: two players may be using the same videogame, but as a result of different using patterns, the game will not necessarily encompass the same content and gameplay. The current study examined the possible relationship between psychopathology and in-game playing patterns. We hypothesized that adolescents would play videogames differently, in a manner that would reflect their particular psychopathologies...
2017: PloS One
https://www.readbyqxmd.com/read/28704978/evidences-from-rewarding-system-frn-and-p300-effect-in-internet-addiction-in-young-people-short-title-rewarding-system-and-eeg-in-internet-addiction
#13
Michela Balconi, Irene Venturella, Roberta Finocchiaro
The present research explored rewarding bias and attentional deficits in Internet addiction (IA) based on the IAT (Internet Addiction Test) construct, during an attentional inhibitory task (Go/NoGo task). Event-related Potentials (ERPs) effects (Feedback Related Negativity (FRN) and P300) were monitored in concomitance with Behavioral Activation System (BAS) modulation. High-IAT young participants showed specific responses to IA-related cues (videos representing online gambling and videogames) in terms of cognitive performance (decreased Response Times, RTs; and Error Rates, ERs) and ERPs modulation (decreased FRN and increased P300)...
July 12, 2017: Brain Sciences
https://www.readbyqxmd.com/read/28704072/effects-of-active-videogame-and-sports-play-and-active-recreation-for-kids-physical-education-on-children-s-health-related-fitness-and-enjoyment
#14
Han Chen, Haichun Sun
OBJECTIVE: The purpose of the study was to compare the effects of a Kinect active videogame (AVG) and the Sports, Play, and Active Recreation for Kids (SPARK) intervention in improving children's health-related fitness and physical activity (PA) enjoyment. MATERIALS AND METHODS: A total of 65 students from both third and fourth grade in a rural elementary school participated in the study. The third graders (N = 29, mean age = 9.1 years, 10 boys, mean body mass index [BMI] = 20...
July 13, 2017: Games for Health
https://www.readbyqxmd.com/read/28695445/parental-and-child-factors-associated-with-under-estimation-of-children-with-excess-weight-in-spain
#15
Ingrid de Ruiter, Rocío Olmedo-Requena, José Juan Jiménez-Moleón
Objective Understanding obesity misperception and associated factors can improve strategies to increase obesity identification and intervention. We investigate underestimation of child excess weight with a broader perspective, incorporating perceptions, views, and psychosocial aspects associated with obesity. Methods This study used cross-sectional data from the Spanish National Health Survey in 2011-2012 for children aged 2-14 years who are overweight or obese. Percentages of parental misperceived excess weight were calculated...
July 10, 2017: Maternal and Child Health Journal
https://www.readbyqxmd.com/read/28692490/the-future-of-digital-games-for-hiv-prevention-and-care
#16
Lisa B Hightow-Weidman, Kathryn E Muessig, José A Bauermeister, Sara LeGrand, Lynn E Fiellin
PURPOSE OF REVIEW: Although there has been a significant increase in mHealth interventions addressing the HIV prevention and care continuum, interventions using game mechanics have been less explored. Digital games are rapidly becoming an important tool for improving health behaviors and supporting the delivery of care and education. The purpose of this review is to provide a historical context for the use of gamification and videogames (including those using virtual reality) used in technology-based HIV interventions and to review new research in the field...
September 2017: Current Opinion in HIV and AIDS
https://www.readbyqxmd.com/read/28684385/motivational-determinants-of-exergame-participation-for-older-people-in-assisted-living-facilities-mixed-methods-study
#17
Wytske Meekes, Emma Kate Stanmore
BACKGROUND: Exergames (exercise-based videogames) for delivering strength and balance exercise for older people are growing in popularity with the emergence of new Kinect-based technologies; however, little is known about the factors affecting their uptake and usage by older people. OBJECTIVE: The aim of this study was to determine the factors that may influence the motivation of older people to use exergames to improve their physical function and reduce fall risk...
July 6, 2017: Journal of Medical Internet Research
https://www.readbyqxmd.com/read/28674767/use-of-time-and-health-related-quality-of-life-in-10-to-13-year-old-children-not-all-screen-time-or-physical-activity-minutes-are-the-same
#18
Margarita D Tsiros, Michelle G Samaras, Alison M Coates, Timothy Olds
PURPOSE: To investigate associations between aspects of time use and health-related quality of life (HRQoL) in youth. METHODS: 239 obese and healthy-weight 10- to 13-year-old Australian children completed the Pediatric Quality of Life Inventory (PedsQL™) quantifying their health-related quality of life. Time use was evaluated over four days using the Multimedia Activity Recall for Children and Adolescents (MARCA), a validated 24 h recall tool. The average number of minutes/day spent in physical activity (divided into sport, active transport and play), screen time (divided into television, videogames and computer use), and sleep were calculated...
July 3, 2017: Quality of Life Research
https://www.readbyqxmd.com/read/28654316/active-gaming-as-a-form-of-exercise-to-induce-hypoalgesia
#19
Christopher Carey, Keith E Naugle, Dania Aqeel, Thomas Ohlman, Kelly M Naugle
OBJECTIVE: An acute bout of moderate-to-vigorous exercise temporarily reduces pain sensitivity in healthy adults. Recently, active gaming has been rising in popularity as a means of light-to-moderate exercise and may be particularly suitable for deconditioned individuals. Whether the physical activity elicited in active games can produce a hypoalgesic effect remains unknown. The purpose of this study was to determine whether active videogames can reduce pressure and heat pain sensitivity in healthy adults...
June 27, 2017: Games for Health
https://www.readbyqxmd.com/read/28624230/the-correlation-between-fundamental-characteristics-and-first-time-performance-in-laparoscopic-tasks
#20
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
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