keyword
MENU ▼
Read by QxMD icon Read
search

Videogame

keyword
https://www.readbyqxmd.com/read/27911621/exergaming-for-health-a-randomized-study-of-community-based-exergaming-curriculum-in-pediatric-weight-management
#1
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 2, 2016: Games for Health
https://www.readbyqxmd.com/read/27906522/educating-executive-function
#2
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...
December 1, 2016: 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
#3
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...
November 28, 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
#4
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
#5
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...
November 17, 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
#6
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
#7
Gilbert E Franco
No abstract text is available yet for this article.
2016: Frontiers in Psychology
https://www.readbyqxmd.com/read/27808562/online-and-offline-video-game-use-in-adolescents-measurement-invariance-and-problem-severity
#8
Máté Smohai, Róbert Urbán, Mark D Griffiths, Orsolya Király, Zsuzsanna Mirnics, András Vargha, Zsolt Demetrovics
BACKGROUND: Despite the increasing popularity of video game playing, little is known about the similarities and differences between online and offline video game players. OBJECTIVES: The aims of this study were (i) to test the applicability and the measurement invariance of the previously developed Problematic Online Gaming Questionnaire (POGQ) in both online and offline gamers and to (ii) examine the differences in these groups. METHODS: Video game use habits and POGQ were assessed in a sample of 1,964 (71% male) adolescent videogame players...
November 3, 2016: American Journal of Drug and Alcohol Abuse
https://www.readbyqxmd.com/read/27782022/interactive-games-for-home-delivery-of-exercise-and-rehabilitation-interventions-for-older-adults-an-australian-perspective
#9
Stuart Trevor Smith, Marie-Louise Bird
Over the past few decades there has been a wealth of published scientific evidence for the physical, cognitive and social health-related benefits of increased physical activity, especially in older adults and people living with chronic disease. Despite the clear evidence base demonstrating the health-related benefits of physical activity, uptake and adherence is often disappointing. Therefore, methods for remote delivery of guided exercise programs are required, both to maximise the reach of physical activity promotion initiatives and programs across the older community and to minimise attrition once people begin to be physically active...
2016: Studies in Health Technology and Informatics
https://www.readbyqxmd.com/read/27756405/binocular-treatment-of-amblyopia-using-videogames-bravo-study-protocol-for-a-randomised-controlled-trial
#10
Cindy X Guo, Raiju J Babu, Joanna M Black, William R Bobier, Carly S Y Lam, Shuan Dai, Tina Y Gao, Robert F Hess, Michelle Jenkins, Yannan Jiang, Lionel Kowal, Varsha Parag, Jayshree South, Sandra Elfride Staffieri, Natalie Walker, Angela Wadham, Benjamin Thompson
BACKGROUND: Amblyopia is a common neurodevelopmental disorder of vision that is characterised by visual impairment in one eye and compromised binocular visual function. Existing evidence-based treatments for children include patching the nonamblyopic eye to encourage use of the amblyopic eye. Currently there are no widely accepted treatments available for adults with amblyopia. The aim of this trial is to assess the efficacy of a new binocular, videogame-based treatment for amblyopia in older children and adults...
October 18, 2016: Trials
https://www.readbyqxmd.com/read/27696899/active-videogaming-in-youth-with-physical-disability-gameplay-and-enjoyment
#11
Laurie A Malone, Jennifer L Rowland, Rebecca Rogers, Tapan Mehta, Sangeetha Padalabalanarayanan, Mohanraj Thirumalai, James H Rimmer
OBJECTIVE: For active videogaming (AVG) to be a meaningful, health-enhancing physical activity option for youth with physical disability, factors related to game performance and enjoyment must be understood. The objective was to explore associations between quality of gameplay, controller usage, heart rate (HR), physical function, and enjoyment during AVG play in youth with physical disability. METHODS: Participants (5 girls, 11 boys, mean age 13.8 ± 2.7 years) played four AVGs on three platforms (Nintendo(®) Wii™, Sony PlayStation3 Move, and Microsoft Xbox(®) Kinect), across three sessions...
October 3, 2016: Games for Health
https://www.readbyqxmd.com/read/27689945/effect-of-active-videogames-on-underserved-children-s-classroom-behaviors-effort-and-fitness
#12
Zan Gao, Jung Eun Lee, Zachary Pope, Dachao Zhang
OBJECTIVE: The purpose of this study was to examine the effect of active videogames (AVGs) on underserved minority children's on-task classroom behavior, academic effort, and fitness. MATERIALS AND METHODS: A one group pre- and posttest repeated measures design was used. In Fall 2013, 95 fourth grade children (57 boys, 38 girls; 96% of minority) from three classes at an underserved urban elementary school participated in teacher-supervised AVG activities (e.g., Wii Sports, Xbox Just Dance)...
September 30, 2016: Games for Health
https://www.readbyqxmd.com/read/27676909/effectiveness-of-power-wheelchair-simulator-training-delivered-at-home-on-wheelchair-driving-skills
#13
Philippe Archambault, Dany Gagnon, François Routhier, William Miller
OBJECTIVE: Use of a power wheelchair (PW) can improve quality of life and participation in individuals with mobility impairments. PW skills training is generally seen as insufficient by both clinicians and PW users. A virtual reality (VR) simulator may be helpful in improving PW driving skills, when used in addition to regular training. In previous work, challenging PW driving activities have been identified through interviews with expert clinicians and PW users and were then integrated in the McGill immersive wheelchair simulator (miWe)...
September 2016: Annals of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/27661265/effect-of-exergaming-on-physiological-response-and-enjoyment-during-recess-in-elementary-school-aged-children-a-pilot-study
#14
Srikant Vallabhajosula, Jessica B Holder, Elizabeth K Bailey
OBJECTIVE: With an increasing rate of childhood obesity, it is critical to find fun and effective ways of providing children with opportunities to be physically active while at school to mediate this outcome. Using games as a mode of exercise (Exergaming) could be one such way. We aimed to compare the physiologic response and enjoyment of elementary school children when playing Xbox(®) Kinect(®) versus participating in regular activities during recess. MATERIALS AND METHODS: Twenty-four children participated individually once in Kinect and once in regular activity sessions on separate days during recess for the allotted time...
September 23, 2016: Games for Health
https://www.readbyqxmd.com/read/27599620/an-interactive-videogame-designed-to-improve-respiratory-navigator-efficiency-in-children-undergoing-cardiovascular-magnetic-resonance
#15
Sean M Hamlet, Christopher M Haggerty, Jonathan D Suever, Gregory J Wehner, Jonathan D Grabau, Kristin N Andres, Moriel H Vandsburger, David K Powell, Vincent L Sorrell, Brandon K Fornwalt
BACKGROUND: Advanced cardiovascular magnetic resonance (CMR) acquisitions often require long scan durations that necessitate respiratory navigator gating. The tradeoff of navigator gating is reduced scan efficiency, particularly when the patient's breathing patterns are inconsistent, as is commonly seen in children. We hypothesized that engaging pediatric participants with a navigator-controlled videogame to help control breathing patterns would improve navigator efficiency and maintain image quality...
2016: Journal of Cardiovascular Magnetic Resonance
https://www.readbyqxmd.com/read/27507089/correlation-between-videogame-mechanics-and-executive-functions-through-eeg-analysis
#16
Tania Mondéjar, Ramón Hervás, Esperanza Johnson, Carlos Gutierrez, José Miguel Latorre
This paper addresses a different point of view of videogames, specifically serious games for health. This paper contributes to that area with a multidisciplinary perspective focus on neurosciences and computation. The experiment population has been pre-adolescents between the ages of 8 and 12 without any cognitive issues. The experiment consisted in users playing videogames as well as performing traditional psychological assessments; during these tasks the frontal brain activity was evaluated. The main goal was to analyse how the frontal lobe of the brain (executive function) works in terms of prominent cognitive skills during five types of game mechanics widely used in commercial videogames...
August 6, 2016: Journal of Biomedical Informatics
https://www.readbyqxmd.com/read/27487462/cancer-survivors-who-play-recreational-computer-games-motivations-for-playing-and-associations-with-beneficial-psychological-outcomes
#17
Maria Leonora G Comello, Diane B Francis, Laura Heisner Marshall, Deanna R Puglia
OBJECTIVE: Playing recreational videogames is a common activity, yet little is known about its role in the lives of people who are coping with serious illness. These individuals may experience depression and isolation and may turn to games to help alleviate negative experiences and support well-being. We explored these possibilities in the context of cancer survivors. The study aimed to discover motivations underlying game play and the extent to which motivations are associated with psychological health and well-being...
August 2016: Games for Health
https://www.readbyqxmd.com/read/27471487/videogames-and-therapy-a-narrative-review-of-recent-publication-and-application-to-treatment
#18
REVIEW
Gilbert E Franco
Individuals who play videogames can interact with virtual worlds, resulting in emotional and intellectual connections that have therapeutic implications in the hands of a skilled and informed therapist. There is research available in the literature that suggests that videogames are a viable option in psychotherapy. The present article provides a review of the literature available in the use of videogames in treatment, discusses the importance of disseminating the findings in the literature, and discusses the integration of videogames in treatment...
2016: Frontiers in Psychology
https://www.readbyqxmd.com/read/27462290/experimental-but-not-sex-differences-of-a-mental-rotation-training-program-on-adolescents
#19
Antonio Rodán, María José Contreras, M Rosa Elosúa, Patricia Gimeno
Given the importance of visuospatial processing in areas related to the STEM (Science, Technology, Engineering, and Mathematics) disciplines, where there is still a considerable gap in the area of sex differences, the interest in the effects of visuospatial skills training continues to grow. Therefore, we have evaluated the visuospatial improvement of adolescents after performing a computerized mental rotation training program, as well as the relationship of this visuospatial ability with other cognitive, emotional factors and those factors based on the experience with videogames...
2016: Frontiers in Psychology
https://www.readbyqxmd.com/read/27404766/moving-evidence-into-practice-cost-analysis-and-assessment-of-macaques-sustained-behavioral-engagement-with-videogames-and-foraging-devices
#20
Allyson J Bennett, Chaney M Perkins, Parker D Tenpas, Alma L Reinebach, Peter J Pierre
Environmental enrichment plans for captive nonhuman primates often include provision of foraging devices. The rationale for using foraging devices is to promote species-typical activity patterns that encourage physical engagement and provide multi-sensory stimulation. However, these devices have been shown to be ineffective at sustaining manipulation over long periods of time, and often produce minimal cognitive engagement. Here we use an evidence-based approach to directly compare the amount of object-directed behavior with a foraging device and a computer-based videogame system...
July 12, 2016: American Journal of Primatology
keyword
keyword
10939
1
2
Fetch more papers »
Fetching more papers... Fetching...
Read by QxMD. Sign in or create an account to discover new knowledge that matter to you.
Remove bar
Read by QxMD icon Read
×

Search Tips

Use Boolean operators: AND/OR

diabetic AND foot
diabetes OR diabetic

Exclude a word using the 'minus' sign

Virchow -triad

Use Parentheses

water AND (cup OR glass)

Add an asterisk (*) at end of a word to include word stems

Neuro* will search for Neurology, Neuroscientist, Neurological, and so on

Use quotes to search for an exact phrase

"primary prevention of cancer"
(heart or cardiac or cardio*) AND arrest -"American Heart Association"