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https://www.readbyqxmd.com/read/29161529/developing-a-serious-videogame-for-preteens-to-motivate-hpv-vaccination-decision-making-land-of-secret-gardens
#1
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
https://www.readbyqxmd.com/read/29157590/mechanisms-influencing-older-adolescents-bedtimes-during-videogaming-the-roles-of-game-difficulty-and-flow
#2
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
https://www.readbyqxmd.com/read/29154646/developmental-stability-in-gender-typed-preferences-between-infancy-and-preschool-age
#3
Jillian E Lauer, Sibel D Ilksoy, Stella F Lourenco
Infants exhibit visual preferences for gender-typed objects (e.g., dolls, toy vehicles) that parallel the gender-typed play preferences of preschool-aged children, but the developmental stability of individual differences in early emerging gender-typed preferences has not yet been characterized. In the present study, we examined the longitudinal association between infants' (N = 51) performance on an object-preference task, administered between 6 and 13 months of age, and their play preferences at 4 years of age...
November 20, 2017: Developmental Psychology
https://www.readbyqxmd.com/read/29141019/exploring-the-relationship-between-video-game-expertise-and-fluid-intelligence
#4
Athanasios V Kokkinakis, Peter I Cowling, Anders Drachen, Alex R Wade
Hundreds of millions of people play intellectually-demanding video games every day. What does individual performance on these games tell us about cognition? Here, we describe two studies that examine the potential link between intelligence and performance in one of the most popular video games genres in the world (Multiplayer Online Battle Arenas: MOBAs). In the first study, we show that performance in the popular MOBA League of Legends' correlates with fluid intelligence as measured under controlled laboratory conditions...
2017: PloS One
https://www.readbyqxmd.com/read/29138050/a-systematic-review-on-the-effect-of-serious-games-and-wearable-technology-used-in-rehabilitation-of-patients-with-traumatic-bone-and-soft-tissue-injuries
#5
REVIEW
Henriëtte A W Meijer, Maurits Graafland, J Carel Goslings, Marlies P Schijven
OBJECTIVE: To determine the effects on functional outcomes and treatment adherence of wearable technology and serious games (i.e., interactive computer applications with specific purposes useful in the 'real world') currently applied in physical rehabilitation of patients after traumatic bone and soft tissue injuries. DATA SOURCES: PubMed, Embase, the Cochrane Library and CINAHL were searched without publication date restrictions for the terms 'wearable', 'serious game', 'videogame' or 'mobile application', and 'rehabilitation', 'exercise therapy' or 'physiotherapy'...
November 11, 2017: Archives of Physical Medicine and Rehabilitation
https://www.readbyqxmd.com/read/29127562/impact-of-a-pilot-videogame-based-physical-activity-program-on-walking-speed-in-adults-with-schizophrenia
#6
H Leutwyler, E Hubbard, B A Cooper, G Dowling
The purpose of this report is to describe the impact of a videogame-based physical activity program using the Kinect for Xbox 360 game system (Microsoft, Redmond, WA) on walking speed in adults with schizophrenia. In this randomized controlled trial, 28 participants played either an active videogame for 30 min (intervention group) or played a sedentary videogame for 30 min (control group), once a week for 6 weeks. Walking speed was measured objectively with the Short Physical Performance Battery at enrollment and at the end of the 6-week program...
November 10, 2017: Community Mental Health Journal
https://www.readbyqxmd.com/read/29125389/training-for-vigilance-on-the-move-a-video-game-based-paradigm-for-sustained-attention
#7
J L Szalma, T N Daly, G W L Teo, G M Hancock, P A Hancock
The capacity for superior vigilance can be trained by using knowledge of results (KR). Ourpresent experiments demonstrate the efficacy of such training using a first-person perspective movement videogame-based platform in samples ofstudents and Soldiers.Effectiveness was assessedby manipulating KR during a training phase and withdrawing it in a subsequent transfer phase. Relative to a no KR control condition, KR systematically improved performance for both Soldiers and students. These results build upon our previous findings that demonstrated that a video game-based platform can be used to create a movement-centered sustained attention task with important elements of traditional vigilance...
November 10, 2017: Ergonomics
https://www.readbyqxmd.com/read/29107799/central-theta-amplitude-as-a-negative-correlate-of-performance-proficiency-in-a-dynamic-visuospatial-task
#8
Fernando Cross-Villasana, Peter Gröpel, Felix Ehrlenspiel, Jürgen Beckmann
Dynamic visuospatial tasks, requiring continuous engagement of attention over long time periods, have been little studied with the electroencephalogram. Specifically, the role of the theta band in these tasks is unclear, with task-related theta enhancements improving performance in some studies, and hindering it in others. In this study, 30 participants performed the Pong videogame as a dynamic visuospatial task to analyze the influence of theta and alpha amplitude as well as alpha asymmetry on performance...
October 28, 2017: Biological Psychology
https://www.readbyqxmd.com/read/29073392/screen-and-nonscreen-sedentary-behavior-and-sleep-in-adolescents
#9
Vanessa C Brunetti, Erin K O'Loughlin, Jennifer O'Loughlin, Evelyn Constantin, Étienne Pigeon
OBJECTIVE: This study examined the associations between screen (computer, videogame, TV) and nonscreen (talking on the phone, doing homework, reading) sedentary time, and sleep in adolescents. PARTICIPANTS: Data were drawn from AdoQuest, a prospective investigation of 1843 grade 5 students aged 10-12 years at inception in the greater Montreal (Canada) area. METHODS: Data for this cross-sectional analysis on screen and nonscreen sedentary time, sleep duration, and daytime sleepiness were collected in 2008-2009 from 1233 participants (67% of 1843) aged 14-16 years...
December 2016: Sleep Health
https://www.readbyqxmd.com/read/29016200/analysis-of-movement-acceleration-of-down-s-syndrome-teenagers-playing-computer-games
#10
Daniela Carrogi-Vianna, Paulo Batista Lopes, Raquel Cymrot, Jefferson Jesus Hengles Almeida, Marcos Lomonaco Yazaki, Silvana Maria Blascovi-Assis
OBJECTIVE: This study aimed to evaluate movement acceleration characteristics in adolescents with Down syndrome (DS) and typical development (TD), while playing bowling and golf videogames on the Nintendo(®) Wii™. MATERIALS AND METHODS: The sample comprised 21 adolescents diagnosed with DS and 33 with TD of both sexes, between 10 and 14 years of age. The arm swing accelerations of the dominant upper limb were collected as measures during the bowling and the golf games...
October 10, 2017: Games for Health
https://www.readbyqxmd.com/read/29016199/ability-based-balancing-using-the-gross-motor-function-measure-in-exergaming-for-youth-with-cerebral-palsy
#11
Alexander MacIntosh, Lauren Switzer, Susan Hwang, Adrian L Jessup Schneider, Daniel Clarke, T C Nicholas Graham, Darcy L Fehlings
OBJECTIVE: To test if the gross motor function measure (GMFM) could be used to improve game balancing allowing youth with cerebral palsy (CP) with different physical abilities to play a cycling-based exercise videogame together. Our secondary objective determined if exergaming with the GMFM Ability-Based algorithm was enjoyable. MATERIALS AND METHODS: Eight youth with CP, 8-14 years of age, GMFM scores between 25.2% and 87.4% (evenly distributed between Gross Motor Function Classification System levels II and III), competed against each other in head-to-head races, totaling 28 unique race dyads...
October 10, 2017: Games for Health
https://www.readbyqxmd.com/read/28970538/a-moving-story-whole-body-motor-training-selectively-improves-the-appraisal-of-action-meanings-in-naturalistic-narratives
#12
Piergiorgio Trevisan, Lucas Sedeño, Agustina Birba, Agustín Ibáñez, Adolfo M García
This study examined whether systematic whole-body stimulation and increased attention to visuospatial motion patterns can enhance the appraisal of action meanings evoked by naturalistic texts. Participants listened to action and neutral (non-action) narratives before and after videogame-based bodily training, and responded to questions on information realized by verbs (denoting abstract and action processes) and circumstances (conveying locative or temporal details, for example). Strategically, we worked with dyslexic children, whose potential comprehension deficits could give room to post-training improvements...
October 2, 2017: Scientific Reports
https://www.readbyqxmd.com/read/28921103/biofeedback-based-videogame-balance-training-in-autism
#13
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
#14
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
#15
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
#16
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
#17
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
#18
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
#19
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
#20
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
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