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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
#1
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
#2
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...
May 12, 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
#3
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
#4
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
#5
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...
April 27, 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
#6
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
#7
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
#8
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
#9
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
#10
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...
March 28, 2017: Parkinsonism & related Disorders
https://www.readbyqxmd.com/read/28350640/in-class-active-videogame-supplementation-and-adherence-to-cardiac-rehabilitation
#11
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
#12
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
#13
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
#14
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
#15
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
#16
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
#17
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...
April 2017: Neuroscience and Biobehavioral Reviews
https://www.readbyqxmd.com/read/28141763/use-of-video-games-for-the-treatment-of-amblyopia
#18
REVIEW
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...
May 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
#19
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
#20
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
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