keyword
https://read.qxmd.com/read/38618361/exploring-the-impact-of-gaming-habits-on-sleep-patterns-among-young-adults-in-saudi-arabia-a-cross-sectional-study
#1
JOURNAL ARTICLE
Saba Firdos, Sarah Al-Omar, Farha Aldossary, Taif Alshamrani, Mashael Alhussain, Taif Al-Otaibi, Ibraheem Alhusain
Background Video gaming is increasingly popular among young adults, potentially affecting health and daily routines, especially sleep patterns. In Al-Ahsa, Saudi Arabia, the impact of video gaming on sleep and health among young adults is not well understood. This study aims to explore this relationship, focusing on how video gaming habits influence sleep patterns and associated health outcomes. Methods This cross-sectional survey utilized an adapted online questionnaire to gather data on demographics, video gaming habits, sleep patterns, and body mass index from young adults in Al-Ahsa...
March 2024: Curēus
https://read.qxmd.com/read/38610090/action-video-games-and-posterior-parietal-cortex-neuromodulation-enhance-both-attention-and-reading-in-adults-with-developmental-dyslexia
#2
JOURNAL ARTICLE
Sara Bertoni, Sandro Franceschini, Martina Mancarella, Giovanna Puccio, Luca Ronconi, Gianluca Marsicano, Simone Gori, Gianluca Campana, Andrea Facoetti
The impact of action video games on reading performance has been already demonstrated in individuals with and without neurodevelopmental disorders. The combination of action video games and posterior parietal cortex neuromodulation by a transcranial random noise stimulation could enhance brain plasticity, improving attentional control and reading skills also in adults with developmental dyslexia. In a double blind randomized controlled trial, 20 young adult nonaction video game players with developmental dyslexia were trained for 15 h with action video games...
April 1, 2024: Cerebral Cortex
https://read.qxmd.com/read/38420024/effects-of-active-video-games-on-physical-activity-among-overweight-and-obese-college-students-a-systematic-review
#3
Yue Zhao, Kim Geok Soh, Hazizi Abu Saad, Chunqing Liu, Cong Ding
BACKGROUND: The purpose of this study was to critically review the existing literature on the effects of active video games (AVGs) on physical activity in overweight and obese college students to determine whether AVGs can promote and achieve recommended levels of physical activity. The results should provide constructive input for future research. METHODS: A total of five international databases including PubMed, SCOPUS, Web of Science, CINAHL Plus, and EBSCOhost were searched with keywords related to "active video games," "physical activity," and "obese college students" from July 2022...
2024: Frontiers in Public Health
https://read.qxmd.com/read/38401807/disrupted-inter-brain-synchronization-in-the-prefrontal-cortex-between-adolescents-and-young-adults-with-gaming-disorders-during-the-real-world-cooperating-video-games
#4
JOURNAL ARTICLE
Chuanning Huang, Lei Guo, Yan Sun, Jing Lu, Haidi Shan, Jiang Du, Haifeng Jiang, Shuxin Shao, Mengqiao Deng, Xifeng Wen, Ruiming Zhu, Hang Su, Na Zhong, Min Zhao
BACKGROUND: Gaming disorder (GD) and hazardous gaming (HG) have a high incidence among adolescents and young adults and have caused various negative consequences. Interpersonal interaction deficits are closely related to GD and HG, however, the underlying brain mechanisms are still unclear. METHODS: The current study recruited 46 healthy subjects and 32 subjects with GD/HG. Gaming time and frequency, gaming disorder risks, life events, strengths, and difficulties were measured with scales...
February 22, 2024: Journal of Affective Disorders
https://read.qxmd.com/read/38248263/could-the-construct-of-modern-type-depression-predict-internet-gaming-disorder-in-italian-video-gamers-a-case-control-study
#5
JOURNAL ARTICLE
Laura Orsolini, Giulio Longo, Silvia Bellagamba, Takahiro A Kato, Umberto Volpe
A new postmodern depression type, named "Modern-Type Depression" (MTD), is emerging in Western countries. MTD is often underdiagnosed, mainly due to potentially higher comorbidity with technology-based addictions, including Internet Gaming Disorder (IGD). However, the definition of the relationship between MTD and IGD is still controversial, as few data have been published thus far. In particular, there are no data specifically investigating the prevalence of MTD within Italian young subjects with IGD, as well as their mutual association...
January 3, 2024: Brain Sciences
https://read.qxmd.com/read/38237976/leveraging-serious-video-games-to-transform-hiv-prevention-and-care-for-adolescents-and-young-adults-the-case-for-playtest
#6
EDITORIAL
Kathleen Tebb
No abstract text is available yet for this article.
February 2024: Journal of Adolescent Health
https://read.qxmd.com/read/38237001/perspectives-of-adolescents-and-young-adults-with-sickle-cell-disease-and-clinicians-on-improving-transition-readiness-with-a-video-game-intervention
#7
JOURNAL ARTICLE
Paul L Aronson, Sarah A Nolan, Paula Schaeffer, Kimberly D Hieftje, Kortney A Ponce, Cecelia L Calhoun
We aimed to learn the experiences of clinicians and adolescents and young adults with sickle cell disease (AYA-SCD) with managing their disease at home and making medical decisions as they transition from pediatric to adult care, and their perceptions of a video game intervention to positively impact these skills. We conducted individual, semistructured interviews with patients (AYA-SCD ages 15 to 26 years) and clinicians who provide care to AYA-SCD at an urban, quaternary-care hospital. Interviews elicited patients' and clinicians' experiences with AYA-SCD, barriers and facilitators to successful home management, and their perspectives on shared decision-making and a video game intervention...
January 15, 2024: Journal of Pediatric Hematology/oncology
https://read.qxmd.com/read/38197859/adolescent-tobacco-nicotine-use-and-the-potential-role-of-contingency-management-based-interventions
#8
JOURNAL ARTICLE
Anaheed Shirazi, Niloofar Radgoudarzi, Arthur L Brody
The high prevalence of tobacco/nicotine use among youth, including e-cigarettes, is a public health problem in the United States. Early exposure leads to an increased risk of dependence and health consequences in adulthood. We reviewed the literature on current treatment approaches for nicotine/tobacco use in adolescents/young adults and highlighted underexplored areas of treatment research. There are no current Food and Drug Administration-approved medications for treatment of nicotine/tobacco use disorders in adolescents...
January 10, 2024: Journal of Addiction Medicine
https://read.qxmd.com/read/38059929/a-novel-abuse-liability-assessment-of-e-cigarettes-in-young-adults-ii-reinforcement-enhancement-and-follow-up-assessment
#9
JOURNAL ARTICLE
Ari P Kirshenbaum, Virginia Kelsey, Mia Cooper, Anthony E Richardson, John R Hughes
A double-blind study was performed to test the abuse liability of electronic nicotine delivery systems (ENDS) in young adults; in particular, the influence of nicotine on reward sensitivity was assessed. A total of 53 healthy nonusers participated in experimental sessions during which they played a video game made available on a progressive ratio schedule of reinforcement and self-administered nicotine via ENDS. Participants were randomized into one of three groups. Two groups received either a dedicated concentration of nicotine (6 and 12 mg) or a placebo, and whether they received the placebo or their dedicated nicotine dose was randomly determined on a session-by-session basis to mask the sequencing of drug administration...
December 7, 2023: Experimental and Clinical Psychopharmacology
https://read.qxmd.com/read/38032384/order-of-first-play-in-simulated-versus-monetary-gambling
#10
JOURNAL ARTICLE
Alex M T Russell, Nerilee Hing, Philip Newall, Nancy Greer, Cassandra K Dittman, Hannah Thorne, Matthew Rockloff
BACKGROUND AND AIMS: Simulated gambling products, like loot boxes and social casino games, contain gambling elements, but are not classified as gambling. They are available to minors, raising concerns about a "gateway effect" into gambling. This study examined the time course of young people's engagement in simulated and monetary gambling, and associations between simulated gambling and gambling problems and harm. A necessary, although not sufficient, condition for simulated games leading to real money gambling is that simulated play must come first...
November 30, 2023: Journal of Behavioral Addictions
https://read.qxmd.com/read/37965289/effects-of-a-single-bout-of-mobile-action-video-game-play-on-attentional-networks
#11
JOURNAL ARTICLE
Biye Wang, Jiahui Jiang, Wei Guo
BACKGROUND: Video game play has been linked to a range of cognitive advantages, and investigations in this domain have predominantly utilized cross-sectional designs or long-term training paradigms. Nevertheless, the specific effects of engaging in a single bout of video game play remain poorly understood. Consequently, the objective of this study is to examine the influence of a single session of mobile action video game (MAVG) play on attentional networks among college students. METHODS: Seventy-two nonvideo game players were assigned randomly into an MAVG and a control game group...
2023: PeerJ
https://read.qxmd.com/read/37761724/gambling-disorder-among-porto-s-university-students
#12
JOURNAL ARTICLE
Nádia Pais Azevedo, Paulo Santos, Luísa Sá
BACKGROUND: Gambling disorder is an emerging problem among young adults and must be researched to provide the necessary support. This study aims to characterise gambling disorders in Porto's university students. METHODS: A cross-sectional study distributed an online questionnaire to Porto's university students. The authors developed a self-administered questionnaire that included the South Oaks Gambling Screen questionnaire-Portuguese Version (SOGS-PV). RESULTS: A total of 1123 responses were included...
September 13, 2023: Healthcare (Basel, Switzerland)
https://read.qxmd.com/read/37731424/exergaming-a-good-exercise-option-during-the-coronavirus-pandemic
#13
JOURNAL ARTICLE
Michael Paalani, Margaret Bredehoft, Susanne Montgomery, Ruben Chipuli, Hildemar Dos Santos
The purpose of this study was to evaluate Wii sports programs as a potential physical activity solution to increasing inactivity among young adults and potentially improving the immune system. An evaluation was done on five Wii Sports games, including tennis, baseball, bowling, golf, and boxing. Measures included caloric expenditure and metabolic equivalents (MET) expended. A total of 16 subjects participated in two interactive video game sessions that took place over a 14-day period, in which their caloric expenditure (based on metabolic equivalents and rate of perceived exertion [RPE]) was compared with accepted reference values associated with playing the actual sports...
August 2023: Curēus
https://read.qxmd.com/read/37636409/higher-working-memory-capacity-and-distraction-resistance-associated-with-strategy-not-action-game-playing-in-younger-adults-but-puzzle-game-playing-in-older-adults
#14
JOURNAL ARTICLE
Joe Cutting, Bethany Copeland, Fiona McNab
Superior attention and Working Memory (WM) have been reported for habitual action video gamers compared to other gamers or non-players. With an online experiment we measured visuo-spatial WM capacity and ability to ignore distraction, and participants listed the video games they played. Categorising the 209 young adult participants (18-30 years) according to the game type they predominantly played revealed superior WM capacity for strategy and action gamers compared to non-players. However, re-categorising the games according to their constituent game types revealed superior WM capacity and distraction resistance associated with strategy but not action game components...
August 2023: Heliyon
https://read.qxmd.com/read/37516683/associations-between-digital-media-use-and-psychotic-experiences-in-young-adults-of-quebec-canada-a-longitudinal-study
#15
JOURNAL ARTICLE
Vincent Paquin, Frederick L Philippe, Holly Shannon, Synthia Guimond, Isabelle Ouellet-Morin, Marie-Claude Geoffroy
PURPOSE: Digital media use has been associated with psychotic experiences in youth from the community, but the direction of association remains unclear. We aimed to examine between- and within-person associations of digital media use and psychotic experiences in youth. METHODS: The sample included 425 participants aged 18-25 years (82.5% female) from the community, followed between May 2021 and January 2022 over 3 time points-of which 263 participants (61.9%) completed at least 2...
July 29, 2023: Social Psychiatry and Psychiatric Epidemiology
https://read.qxmd.com/read/37499213/effectiveness-of-virtual-reality-interventions-of-the-upper-limb-in-children-and-young-adults-with-cerebral-palsy-a-systematic-review-with-meta-analysis
#16
JOURNAL ARTICLE
Simone Burin-Chu, Héloïse Baillet, Pascale Leconte, Laure Lejeune, Régis Thouvarecq, Nicolas Benguigui
OBJECTIVE: To examine the characteristics and the effectiveness of virtual reality systems on upper limb impairments in children and young adults with cerebral palsy. DATA SOURCES: An electronic search was conducted on PubMed, PEDro, Web of Science, Central, and EMBASE. METHODS: The protocol of this review was prospectively registered in the PROSPERO database (CRD42022302271). Randomized controlled trials that tested the effects of virtual reality-based interventions on the upper limb of participants with cerebral palsy were included...
January 2024: Clinical Rehabilitation
https://read.qxmd.com/read/37342172/covid-19-related-anxiety-and-the-role-of-social-media-among-canadian-youth
#17
JOURNAL ARTICLE
Soyeon Kim, Kimberly D Belfry, Jennifer Crawford, Arlene MacDougall, Nathan J Kolla
BACKGROUND: Current literature indicates that safety measures, including lockdowns during the COVID-19 pandemic, severely disrupted our lifestyle, marked by increased screen time. The increased screen time is mostly associated with exacerbated physical and mental wellbeing. However, the studies that examine the relationship between specific types of screen time and COVID-19-related anxiety among youth are limited. METHODS: We examined the usage of passive watching, social media, video games, and educational screen time and COVID-19-related anxiety at the 5-time points (Early-Spring 2021, Late-Spring 2021, Fall 2021, Winter 2022, and Spring 2022) among youth in Southern Ontario, Canada ( N = 117, mean age = 16...
2023: Frontiers in Psychiatry
https://read.qxmd.com/read/37200214/regularly-playing-first-person-shooter-videogames-improves-dynamic-visual-acuity
#18
JOURNAL ARTICLE
Marc Argilés, Graham Erickson, Lluïsa Quevedo-Junyent
SIGNIFICANCE: This study investigated the dynamic visual acuity (DVA) in young adults that play action video games regularly compared with non-action video games players and those without regular experience in videogame play. The results indicate better performance in some measurements of DVA in action video game players. PURPOSE: This study aims to provide new insights about performance on DVA assessments in young adults who play action video games regularly. SWMETHODS: A cross-sectional study was conducted between action video game and non-action video game players with 47 participants, range from 20 to 30 years old...
May 19, 2023: Optometry and Vision Science: Official Publication of the American Academy of Optometry
https://read.qxmd.com/read/37186677/novel-energy-drink-improves-cognitive-function-and-mood-without-influencing-myocardial-oxygen-demand-or-ventricular-repolarization-in-adult-gamers-a-randomized-double-blind-placebo-controlled-crossover-trial
#19
JOURNAL ARTICLE
Laura E Schwager, Nathaniel J Helwig, Emily M Rogers, Nile F Banks, Justin P Alpers, Sydni L Schulte, Christopher M Lockwood, Nathaniel D M Jenkins
OBJECTIVES: To examine the efficacy of acute consumption of a novel energy drink (C4S) versus placebo for improving cognitive and gaming performance and mood. Secondarily, we examined the cardiovascular safety profile of acute C4S consumption. METHODS: Forty-five healthy, young adult video gamers completed two experimental visits in randomized order where they consumed either C4S or a placebo and then completed a validated battery of neurocognitive tests, played five video games, and completed a mood state survey...
May 15, 2023: J Am Nutr Assoc
https://read.qxmd.com/read/37093628/effectiveness-of-a-personalized-chess-based-training-serious-video-game-in-the-treatment-of-adolescents-and-young-adults-with-attention-deficit-hyperactivity-disorder-randomized-controlled-trial
#20
JOURNAL ARTICLE
María Rodrigo-Yanguas, Marina Martín-Moratinos, Carlos González-Tardón, Fernando Sanchez-Sanchez, Ana Royuela, Marcos Bella-Fernández, Hilario Blasco-Fontecilla
BACKGROUND: Compared with traditional approaches, gaming strategies are promising interventions for the treatment of attention-deficit/hyperactivity disorder (ADHD). We developed a serious game, The Secret Trail of Moon (TSTM), for ADHD treatment. OBJECTIVE: The main objective of this clinical trial was to demonstrate the effectiveness of an add-on, either TSTM or Therapeutic Chess (TC), in previously optimally drug-titrated, clinically stable patients with ADHD...
April 24, 2023: JMIR Serious Games
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