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https://www.readbyqxmd.com/read/29709618/an-action-video-game-for-the-treatment-of-amblyopia-in-children-a-feasibility-study
#1
Christina Gambacorta, Mor Nahum, Indu Vedamurthy, Jessica Bayliss, Josh Jordan, Daphne Bavelier, Dennis M Levi
The gold-standard treatment for childhood amblyopia remains patching or penalizing the fellow eye, resulting in an average of about a one line (0.1 logMAR) improvement in visual acuity following ≈ 120 hours of patching (Stewart, Moseley, Stephens, & Fielder, 2004; Stewart, Stephens, Fielder, Moseley, & Cooperative, 2007) in children 3 to 8 years old. However, compliance with patching and other treatment options is often poor. In contrast, fast-paced action video games can be highly engaging, and have been shown to yield broad-based improvements in vision and attention in adult amblyopia...
April 27, 2018: Vision Research
https://www.readbyqxmd.com/read/29688819/family-exergaming-correlates-and-preferences
#2
Ryan E Rhodes, Nnenna Nwachukwu, Alison Quinlan
OBJECTIVES: The family home is an important environment for reducing sedentary behavior and increasing physical activity (PA). Exergames are gaining attention as a possible modality for increasing energy expenditure within the home setting. The purpose of this study was to explore the use, correlates, and preferences of family exergaming. METHODS: An online survey of exergame preferences, social cognition (theory of planned behavior), and behaviors that parents perceive as displaced during exergaming was conducted among a representative sample of 483 Canadian parents with a child between the ages of 6 and 14 years of age who own a videogame platform in their family home...
April 24, 2018: Games for Health
https://www.readbyqxmd.com/read/29680419/a-randomised-controlled-trial-of-bright-light-therapy-and-morning-activity-for-adolescents-and-young-adults-with-delayed-sleep-wake-phase-disorder
#3
C Richardson, N Cain, K Bartel, G Micic, B Maddock, M Gradisar
A randomised controlled trial evaluated bright light therapy and morning activity for the treatment of Delayed Sleep-Wake Phase Disorder (DSWPD) in young people. 60 adolescents and young adults (range = 13-24 years, mean = 15.9 ± 2.2 y, 63% f) diagnosed with DSWPD were randomised to receive three weeks of post-awakening Green Bright Light Therapy (∼507 nm) and Sedentary Activity (sitting, watching TV), Green Bright Light Therapy and Morning Activity (standing, playing motion-sensing videogame), Red Light Therapy (∼643 nm) and Sedentary Activity or Red Light Therapy and Morning Activity...
May 2018: Sleep Medicine
https://www.readbyqxmd.com/read/29674988/a-virtual-object-location-task-for-children-gender-and-videogame-experience-influence-navigation-age-impacts-memory-and-completion-time
#4
David Rodriguez-Andres, Magdalena Mendez-Lopez, M-Carmen Juan, Elena Perez-Hernandez
The use of virtual reality-based tasks for studying memory has increased considerably. Most of the studies that have looked at child population factors that influence performance on such tasks have been focused on cognitive variables. However, little attention has been paid to the impact of non-cognitive skills. In the present paper, we tested 52 typically-developing children aged 5-12 years in a virtual object-location task. The task assessed their spatial short-term memory for the location of three objects in a virtual city...
2018: Frontiers in Psychology
https://www.readbyqxmd.com/read/29669458/effects-of-dance-exergaming-on-depressive-symptoms-fear-of-falling-and-musculoskeletal-function-in-fallers-and-non-fallers-community-dewlling-older-women
#5
Elisângela Valevein Rodrigues, Luiza Herminia Gallo, Ana Tereza Bittencourt Guimarães, Jarbas Melo Filho, Bruna Cavon Luna, Anna Raquel Silveira Gomes
The aim of this study was to evaluate the effects of a pop dance exergaming protocol on fall risk factors-depressive symptoms, fear of falling and musculoskeletal function-in community-dwelling, older female fallers and non-fallers. There were 47 community-dwelling older women assigned to the Intervention Group [fallers (n=10, 69.8 ± 4.3 years); non-fallers (n = 12, 68.9 ± 3.3 years)] or the Control Group [fallers (n = 12, 73.6 ± 5.4 years); non-fallers (n = 13, 68.7 ± 4.8 years)]. The Control Group maintained their lifestyle and the Intervention Group performed a videogame dance training three times per week for 12 weeks...
April 19, 2018: Rejuvenation Research
https://www.readbyqxmd.com/read/29652524/smoking-adhd-and-problematic-video-game-use-a-structural-modeling-approach
#6
Hyo Jin Lee, Denise D Tran, Holly E R Morrell
Problematic video game use (PVGU), or addiction-like use of video games, is associated with physical and mental health problems and problems in social and occupational functioning. Possible correlates of PVGU include frequency of play, cigarette smoking, and attention deficit hyperactivity disorder (ADHD). The aim of the current study was to explore simultaneously the relationships among these variables as well as test whether two separate measures of PVGU measure the same construct, using a structural modeling approach...
April 13, 2018: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29610898/-to-be-quite-honest-if-it-wasn-t-for-videogames-i-wouldn-t-have-a-social-life-at-all-motivations-of-young-adults-with-autism-spectrum-disorder-for-playing-videogames-as-leisure
#7
Erinn H Finke, Benjamin D Hickerson, Jennifer M D Kremkow
Purpose: Leisure activities are underutilized as a context for intervention in the field of speech-language pathology despite the fact that leisure can be an important context for skill development. The current study investigated the perceptions of individuals with autism spectrum disorder (ASD) who play videogames as their primary leisure activity regarding the role of videogames in their lives and their motivations for playing videogames. Method: Qualitative interview methodology was used to investigate the experiences of 10 18-24-year-olds with ASD...
April 2, 2018: American Journal of Speech-language Pathology
https://www.readbyqxmd.com/read/29608078/how-do-task-characteristics-affect-learning-and-performance-the-roles-of-variably-mapped-and-dynamic-tasks
#8
Brooke N Macnamara, David J Frank
For well over a century, scientists have investigated individual differences in performance. The majority of studies have focused on either differences in practice, or differences in cognitive resources. However, the predictive ability of either practice or cognitive resources varies considerably across tasks. We are the first to examine task characteristics' impact on learning and performance in a complex task while controlling for other task characteristics. In 2 experiments we test key theoretical task characteristic thought to moderate the relationship between practice, cognitive resources, and performance...
April 2, 2018: Journal of Experimental Psychology. Learning, Memory, and Cognition
https://www.readbyqxmd.com/read/29600919/-motion-sickness-in-motion-from-carsickness-to-cybersickness
#9
J E Bos, R B van Leeuwen, T D Bruintjes
- Motion sickness is not a disorder, but a normal response to a non-normal situation in which movement plays a central role, such as car travel, sailing, flying, or virtual reality.- Almost anyone can suffer from motion sickness, as long as at least one of the organs of balance functions. If neither of the organs of balance functions the individual will not suffer from carsickness, seasickness, airsickness, nor from cybersickness. - 'Cybersickness' is a form of motion sickness that is stimulated by artificial moving images such as in videogames...
2018: Nederlands Tijdschrift Voor Geneeskunde
https://www.readbyqxmd.com/read/29573891/adolescents-perceptions-of-flavored-tobacco-products-including-e-cigarettes-a-qualitative-study-to-inform-fda-tobacco-education-efforts-through-videogames
#10
D R Camenga, L E Fiellin, T Pendergrass, Erica Miller, M A Pentz, K Hieftje
INTRODUCTION: Flavored tobacco products have been shown to appeal to youth, however tobacco control strategies have traditionally not focused on these products. To inform the adaptation of an existing videogame to focus on the prevention of flavored tobacco product use, this study explored adolescents' perceptions, beliefs, and social norms surrounding these products, including flavored e-cigarettes. METHODS: We conducted and analyzed transcripts from seven focus groups with 11-17-year-old adolescents (n = 33) from after-school programs in CT and CA in 2016...
July 2018: Addictive Behaviors
https://www.readbyqxmd.com/read/29565694/application-of-commercial-games-for-home-based-rehabilitation-for-people-with-hemiparesis-challenges-and-lessons-learned
#11
Bulmaro A Valdés, Stephanie M N Glegg, Navid Lambert-Shirzad, Andrea N Schneider, Jonathan Marr, Renee Bernard, Keith Lohse, Alison M Hoens, H F Machiel Van der Loos
OBJECTIVE: To identify the factors that influence the use of an at-home virtual rehabilitation gaming system from the perspective of therapists, engineers, and adults and adolescents with hemiparesis secondary to stroke, brain injury, and cerebral palsy. MATERIALS AND METHODS: This study reports on qualitative findings from a study, involving seven adults (two female; mean age: 65 ± 8 years) and three adolescents (one female; mean age: 15 ± 2 years) with hemiparesis, evaluating the feasibility and clinical effectiveness of a home-based custom-designed virtual rehabilitation system over 2 months...
March 22, 2018: Games for Health
https://www.readbyqxmd.com/read/29541863/distribution-of-innate-psychomotor-skills-recognized-as-important-for-surgical-specialization-in-unconditioned-medical-undergraduates
#12
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
https://www.readbyqxmd.com/read/29525396/use-of-commercial-video-games-to-improve-postural-balance-in-patients-with-multiple-sclerosis-a-systematic-review-and-meta-analysis-of-randomised-controlled-clinical-trials
#13
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
https://www.readbyqxmd.com/read/29522932/passion-or-addiction-correlates-of-healthy-versus-problematic-use-of-videogames-in-a-sample-of-french-speaking-regular-players
#14
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)...
July 2018: Addictive Behaviors
https://www.readbyqxmd.com/read/29456501/recommendations-for-the-design-of-serious-games-in-neurodegenerative-diseases
#15
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
https://www.readbyqxmd.com/read/29425481/preliminary-investigation-of-a-videogame-prototype-for-cigarette-and-marijuana-prevention-in-adolescents
#16
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. The authors also explored participants' gameplay experience...
February 9, 2018: Substance Abuse
https://www.readbyqxmd.com/read/29424555/videogames-for-emotion-regulation-a-systematic-review
#17
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...
April 2018: Games for Health
https://www.readbyqxmd.com/read/29420056/in-game-health-communication-delivering-low-fear-health-messages-in-a-low-fear-videogame
#18
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
https://www.readbyqxmd.com/read/29394108/participant-outcomes-from-methods-of-recruitment-for-videogame-research
#19
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
https://www.readbyqxmd.com/read/29392522/virtual-reality-as-an-educational-and-training-tool-for-medicine
#20
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
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