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Andrea Moglia, Luca Morelli, Vincenzo Ferrari, Mauro Ferrari, Franco Mosca, Alfred Cuschieri
BACKGROUND: There is an increasing interest for a test assessing objectively the innate aptitude for surgery as a craft specialty to complement the current selection process of surgical residents. The aim of this study was to quantify the size of individuals with high, average, and low level of innate psychomotor skills among medical students. METHODS: A volunteer sample of 155 medical students, without prior experience with surgical simulator, executed five tasks at a virtual simulator for robot-assisted surgery...
March 14, 2018: Surgical Endoscopy
M Parra-Moreno, J J Rodríguez-Juan, J D Ruiz-Cárdenas
INTRODUCTION: Commercial video games are considered an effective tool to improve postural balance in different populations. However, the effectiveness of these video games for patients with multiple sclerosis (MS) is unclear. OBJECTIVES: To analyse existing evidence on the effects of commercial video games on postural balance in patients with MS. MATERIAL AND METHOD: We conducted a systematic literature search on 11 databases (Academic-Search Complete, AMED, CENTRAL, CINAHL, WoS, IBECS, LILACS, Pubmed/Medline, Scielo, SPORTDiscus, and Science Direct) using the following terms: "multiple sclerosis", videogames, "video games", exergam*, "postural balance", posturography, "postural control", balance...
March 7, 2018: Neurología: Publicación Oficial de la Sociedad Española de Neurología
Jory Deleuze, Jiang Long, Tie-Qiao Liu, Pierre Maurage, Joël Billieux
A criticism of current diagnostic approaches to gaming disorder is that they fail to take into account that high and repeated engagement is not problematic per se, nor is it necessarily associated with adverse consequences. To tackle this controversy, we used Confirmatory Factor Analysis (CFA) to test, in regular gamers (N = 268), whether high (but healthy) engagement can be distinguished from problematic engagement by using the Addiction-Engagement Questionnaire (Charlton & Danforth, 2007). We then tested whether differential relationships exist between the engagement and addiction constructs, DSM-5 criteria for Internet gaming disorder (IGD), and psychological factors linked to gaming use and misuse (self-reported impulsivity, motives to play, and depression)...
February 27, 2018: Addictive Behaviors
Grégory Ben-Sadoun, Valeria Manera, Julian Alvarez, Guillaume Sacco, Philippe Robert
The use of Serious Games (SG) in the health domain is expanding. In the field of Neurodegenerative Diseases (ND) such as Alzheimer's Disease, SG are currently employed to provide alternative solutions for patients' treatment, stimulation, and rehabilitation. The design of SG for people with ND implies collaborations between professionals in ND and professionals in SG design. As the field is quite young, professionals specialized in both ND and SG are still rare, and recommendations for the design of SG for people with ND are still missing...
2018: Frontiers in Aging Neuroscience
Lindsay R Duncan, Kimberly D Hieftje, Tyra M Pendergrass, Benjamin G Sawyer, Lynn E Fiellin
BACKGROUND: Videogames are becoming increasingly popular to deliver health interventions; however, their role in the primary prevention of cigarette and marijuana use has not yet been evaluated. The purpose of this study was to conduct a preliminary test of the efficacy of a role-playing videogame prototype, smokeSCREEN, aimed at developing knowledge and behavioral skills associated with primary prevention of cigarette and marijuana use. We also explored participants' gameplay experience...
February 9, 2018: Substance Abuse
Daniela Villani, Claudia Carissoli, Stefano Triberti, Antonella Marchetti, Gabriella Gilli, Giuseppe Riva
INTRODUCTION: Emotion regulation (ER) supports multiple individual functions and promotes mental health and wellbeing. Among the tools that may be used to help people in managing their affective states, videogames are reaching attention and are showing positive effects. Yet, little is known about their effectiveness. OBJECTIVE: This study aims to assess the amount and quality of studies investigating the effects and modalities of the use of videogames for ER. MATERIALS AND METHODS: A systematic literature search according to PRISMA guidelines was performed...
February 9, 2018: Games for Health
Christopher N Burrows, Hart Blanton
OBJECTIVE: Prior research has demonstrated that psychological immersion (or "transportation") into virtual gaming worlds can heighten influence from health-promotion messages embedded in the backgrounds of gaming scenes. However, research to date has only studied the effectiveness of embedding graphic, fear-based messages in the background of violent, first-person videogames. This study sought to examine whether transportation into a nonviolent videogame can heighten persuasion from low-fear, nongraphic health messages...
February 8, 2018: Games for Health
Courtney Ryan, Hafza Dadabhoy, Tom Baranowski
OBJECTIVE: The most productive methods of recruitment for a videogame for health (G4H) trial are not known. Success or failure of recruitment methods has been reported for a variety of clinical trials, but few specifically for G4H trials. This study's goal was to recruit 444 overweight or obese (body mass index percentile between the 84.5th-99.4th percentiles) children between the ages of 10-12 years. The article reports the results of different methods of participant recruitment. MATERIALS AND METHODS: Participants had to agree to three fasting blood samples (baseline, immediately after, and 2 months later); be willing to wear an accelerometer for 7 days at each assessment; read and speak English fluently (because the games were in English); have no history of any condition that would affect what he/she could eat or how much physical activity he/she could get; and have an eligible home computer purchased in the last 5 years with high-speed internet...
February 2018: Games for Health
Santiago González Izard, Juan A Juanes, Francisco J García Peñalvo, Jesús Mª Gonçalvez Estella, Mª José Sánchez Ledesma, Pablo Ruisoto
Until very recently, we considered Virtual Reality as something that was very close, but it was still science fiction. However, today Virtual Reality is being integrated into many different areas of our lives, from videogames to different industrial use cases and, of course, it is starting to be used in medicine. There are two great general classifications for Virtual Reality. Firstly, we find a Virtual Reality in which we visualize a world completely created by computer, three-dimensional and where we can appreciate that the world we are visualizing is not real, at least for the moment as rendered images are improving very fast...
February 1, 2018: Journal of Medical Systems
César Iván Ayala-Guzmán, Norma Ramos-Ibáñez, Luis Ortiz-Hernández
BACKGROUND: An accurate assessment of physical activity in schoolchildren is necessary to implement strategies that promote active lifestyles. The objective of this study was to validate a self-administered questionnaire to assess physical activity and sedentary behaviors and to analyze differences in the validity according to nutritional status in Mexican schoolchildren. METHODS: Schoolchildren of 8-12 years of age answered a self-report physical activity and sedentary behaviors questionnaire to evaluate sedentary and light physical activity (SLPA) and moderate to vigorous physical activity (MVPA)...
July 2017: Boletín Médico del Hospital Infantil de México
Magdalen G Schluter, David C Hodgins, Jody Wolfe, T Cameron Wild
BACKGROUND AND AIMS: There is currently no well-validated measure that assesses a broad spectrum of substance-related and behavioural addictions in general populations. This study aimed to develop a brief self-attribution Screener for Substance and Behavioural Addictions (SSBA) to screen for 4 substances and 6 behaviours, and to compare its performance with established individual-behaviour screening instruments. DESIGN: A small, psychometrically optimal set of items to assess self-attributed indicators of addiction across alcohol, tobacco, cannabis, cocaine, gambling, shopping, videogaming, overeating, sexual activity, and over-working were identified from a broader pool that was developed using a lay epidemiology qualitative approach...
January 22, 2018: Addiction
Tina Y Gao, Nicola Anstice, Raiju J Babu, Joanna M Black, William R Bobier, Shuan Dai, Cindy X Guo, Robert F Hess, Michelle Jenkins, Yannan Jiang, Lisa Kearns, Lionel Kowal, Carly S Y Lam, Peter C K Pang, Varsha Parag, Jayshree South, Sandra Elfride Staffieri, Angela Wadham, Natalie Walker, Benjamin Thompson
PURPOSE: Optical treatment alone can improve visual acuity (VA) in children with amblyopia, thus clinical trials investigating additional amblyopia therapies (such as patching or videogames) for children require a preceding optical treatment phase. Emerging therapies for adult patients are entering clinical trials. It is unknown whether optical treatment is effective for adults with amblyopia and whether an optical correction phase is required for trials involving adults. METHODS: We examined participants who underwent optical treatment in the Binocular Treatment for Amblyopia using Videogames (BRAVO) clinical trial (ANZCTR ID: ACTRN12613001004752)...
January 22, 2018: Ophthalmic & Physiological Optics: the Journal of the British College of Ophthalmic Opticians (Optometrists)
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
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
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
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
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...
January 2018: Nursing Education Perspectives
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...
February 2018: Games for Health
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
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
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