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"video game" and "young adult"

Georges Elias Khalil, Ivan L Beale, Minxing Chen, Alexander V Prokhorov
BACKGROUND: Risky behaviors tend to increase drastically during the transition into young adulthood. This increase may ultimately facilitate the initiation of carcinogenic processes at a young age, highlighting a serious public health problem. By promoting information seeking behavior (ISB), young adults may become aware of cancer risks and potentially take preventive measures. OBJECTIVE: Based on the protection motivation theory, the current study seeks to evaluate the impact of challenge in a fully automated video game called Re-Mission on young adult college students' tendency to perceive the severity of cancer, feel susceptible to cancer, and engage in ISB...
2016: JMIR Serious Games
Paul J C Adachi, Teena Willoughby
The longitudinal association between competitive video game play and aggression among young adults and adolescents was examined. Young adults (N = 1,132; Mage  = 19 years) were surveyed annually over 4 years about their video game play and aggression, and data from a 4-year longitudinal study of adolescents (N = 1,492; Mage  = 13 years) was reanalyzed. The results demonstrated a longitudinal association between competitive video game play and aggressive behavior among both age groups. In addition, competitive video game play predicted higher levels of aggressive affect over time, which, in turn, predicted higher levels of aggressive behavior over time, suggesting that aggressive affect was a mechanism of this link...
June 27, 2016: Child Development
José F Guzmán, Jesús López-García
The purpose of the present study was to examine the acute effects of resting, aerobic exercise practised alone, and aerobic exercise with active video games (AVG), on complex reaction time (CRT) and the post-exercise acute rate of perceived exertion (RPE) in young healthy adults. The experimental group was composed of 92 healthy young adults, 78 males and 13 females (age M = 21.9 ± 2.7 years) who completed two sessions, A and B. In session A, participants rode 30 min on an ergometer, while in session B they exercised for 30 min on an ergometer while playing an AVG on a Wii...
November 2016: European Journal of Sport Science
Nicole M Mullins, Kathryn A Tessmer, Michele L McCarroll, Brian P Peppel
Physically active video gaming (AVG) provides a technologically-modern, convenient means of increasing physical activity (PA). This study examined cardiovascular, metabolic, and perceptual responses in young adult (AP) and older adult (OP) participants engaging in Wii Fit(TM) AVG play, and compared PA levels during play to recommended PA levels. Heart rate (HR), percent heart rate reserve (%HRR), oxygen consumption (VO2), energy expenditure (EE), rating of perceived exertion (RPE), enjoyment level (EL), and step count data were obtained from 10 YP and 10 OP during 15 minutes of rest and four 15-minute bouts of Wii Fit(TM) activities (yoga, balance, aerobics, strength)...
2012: International Journal of Exercise Science
Christiane Eichenberg, Gloria Grabmayer, Nikos Green
BACKGROUND: Serious games are computer or video games that contain elements that are specifically designed for the purpose of education or training. Serious games are increasingly being used within healthcare, but their introduction into and application in psychotherapeutic settings as an e-mental health treatment modality raises questions for both patients and therapists. Current research demonstrates the potential role and effectiveness of serious games within a psychotherapeutic context...
April 5, 2016: Telemedicine Journal and E-health: the Official Journal of the American Telemedicine Association
Shuyan Liu, Daniel J Schad, Maxim S Kuschpel, Michael A Rapp, Andreas Heinz
Different systems for habitual versus goal-directed control are thought to underlie human decision-making. Working memory is known to shape these decision-making systems and their interplay, and is known to support goal-directed decision making even under stress. Here, we investigated if and how decision systems are differentially influenced by breaks filled with diverse everyday life activities known to modulate working memory performance. We used a within-subject design where young adults listened to music and played a video game during breaks interleaved with trials of a sequential two-step Markov decision task, designed to assess habitual as well as goal-directed decision making...
2016: PloS One
Emmanuel Stip, Alexis Thibault, Alexis Beauchamp-Chatel, Steve Kisely
Computers, video games, and technological devices are part of young people's everyday lives. Hikikomori is a Japanese word describing a condition that mainly affects adolescents or young adults who live isolated from the world, cloistered within their parents' homes, locked in their bedrooms for days, months, or even years on end, and refusing to communicate even with their family. These patients use the Internet profusely, and only venture out to deal with their most imperative bodily needs. Although first described in Japan, cases have been described from around the world...
2016: Frontiers in Psychiatry
Yuichiro Yano, Hongyan Ning, Jared P Reis, Cora E Lewis, Lenore J Launer, R Nick Bryan, Kristine Yaffe, Stephen Sidney, Emiliano Albanese, Philip Greenland, Donald Lloyd-Jones, Kiang Liu
BACKGROUND: The classic view of blood pressure (BP) reactivity to psychological stress in relation to cardiovascular risks assumes that excess reactivity is worse and lower reactivity is better. Evidence addressing how stress-induced BP reactivity in young adults is associated with midlife cognitive function is sparse. METHODS AND RESULTS: We assessed BP reactivity during a star tracing task and a video game in adults aged 20 to 32 years. Twenty-three years later, cognitive function was assessed with use of the Digit Symbol Substitution Test (a psychomotor speed test), the Rey Auditory Verbal Learning Test (a verbal memory test), and the modified Stroop test (an executive function test)...
January 2016: Journal of the American Heart Association
Gregory D Clemenson, Craig E L Stark
UNLABELLED: The positive effects of environmental enrichment and their neural bases have been studied extensively in the rodent (van Praag et al., 2000). For example, simply modifying an animal's living environment to promote sensory stimulation can lead to (but is not limited to) enhancements in hippocampal cognition and neuroplasticity and can alleviate hippocampal cognitive deficits associated with neurodegenerative diseases and aging. We are interested in whether these manipulations that successfully enhance cognition (or mitigate cognitive decline) have similar influences on humans...
December 9, 2015: Journal of Neuroscience: the Official Journal of the Society for Neuroscience
Wei Peng, Karin A Pfeiffer, Brian Winn, Jih-Hsuan Lin, Darijan Suton
OBJECTIVE: Active video games (AVGs) transform the sedentary screen time of video gaming into active screen time and have great potential to serve as a "gateway" tool to a more active lifestyle for the least active individuals. This pilot randomized trial was conducted to explore the potential of theory-guided active video games in increasing moderate-to-vigorous physical activity (MVPA) among young adults. METHOD: In this pilot 4-week intervention, participants were randomly assigned to 1 of the following groups: an AVG group with all the self determination theory (SDT)-based game features turned off, an AVG group with all the SDT-based game features turned on, a passive gameplay group with all the SDT-based game features turned on, and a control group...
December 2015: Health Psychology: Official Journal of the Division of Health Psychology, American Psychological Association
Maxim S Kuschpel, Shuyan Liu, Daniel J Schad, Stephan Heinzel, Andreas Heinz, Michael A Rapp
The interruption of learning processes by breaks filled with diverse activities is common in everyday life. We investigated the effects of active computer gaming and passive relaxation (rest and music) breaks on working memory performance. Young adults were exposed to breaks involving (i) eyes-open resting, (ii) listening to music and (iii) playing the video game "Angry Birds" before performing the n-back working memory task. Based on linear mixed-effects modeling, we found that playing the "Angry Birds" video game during a short learning break led to a decline in task performance over the course of the task as compared to eyes-open resting and listening to music, although overall task performance was not impaired...
2015: Frontiers in Psychology
Leandro A Diehl, Pedro A Gordan, Roberto Z Esteves, Izabel C M M Coelho
OBJECTIVE: We report the preliminary assessment of InsuOnline©, a serious game designed for medical education on insulin therapy. MATERIALS AND METHODS: We conducted a pilot study with 41 undergraduate medical students and Internal Medicine residents to assess the educational effectiveness of InsuOnline©, as compared to a traditional educational activity (lecture, cases discussion). Knowledge, skills and beliefs on insulin therapy were evaluated by a questionnaire applied before, immediately after, and 3 months after both interventions...
October 2015: Archives of Endocrinology and Metabolism
Attila Körmendi
INTRODUCTION: Among our technological gadgets smartphones play the most important role, new generation devices offer other functions beyond calling (internet availability, computer games, music player, camera functions etc.) In everydays can be experienced that youth spend more and more time with their smartphones and despite the actuality of this issue there are no studies on the excessive smartphone usage in Hungary and we can find only a few international studies. AIM: Our goal is to examine smartphone usage in primary and secondary schools in Hajdu-Bihar county, Hungary and its relationship with personality traits...
2015: Psychiatria Hungarica: A Magyar Pszichiátriai Társaság Tudományos Folyóirata
H Su, Y-K Chang, Y-J Lin, I-H Chu
AIM: The aim of this paper was to examine the effects of training using Xbox Kinect on agility and balance in healthy young adults. METHODS: Forty-three healthy adults (aged 20 to 30 years) were randomized to either an intervention or control group. The intervention group played Xbox Kinect 3 times per week, for an average of 20 minutes per session for 6 weeks. The control group did not play Xbox Kinect. All the participants completed assessments of agility and balance at baseline, 2, 4, and 6 weeks...
September 2015: Journal of Sports Medicine and Physical Fitness
Michael J Stroud, Susan Krauss Whitbourne
Three experiments examined the attentional components of the popular match-3 casual video game, Bejeweled Blitz (BJB). Attentionally demanding, BJB is highly popular among adults, particularly those in middle and later adulthood. In experiment 1, 54 older adults (Mage = 70.57) and 33 younger adults (Mage = 19.82) played 20 rounds of BJB, and completed online tasks measuring reaction time, simple visual search, and conjunction visual search. Prior experience significantly predicted BJB scores for younger adults, but for older adults, both prior experience and simple visual search task scores predicted BJB performance...
November 2015: Cyberpsychology, Behavior and Social Networking
Shuyan Liu, Maxim S Kuschpel, Daniel J Schad, Andreas Heinz, Michael A Rapp
The interruption of learning processes by breaks filled with diverse activities is common in everyday life. This study investigated the effects of active computer gaming and passive relaxation (rest and music) breaks on auditory versus visual memory performance. Young adults were exposed to breaks involving (a) open eyes resting, (b) listening to music, and (c) playing a video game, immediately after memorizing auditory versus visual stimuli. To assess learning performance, words were recalled directly after the break (an 8:30 minute delay) and were recalled and recognized again after 7 days...
November 2015: Cyberpsychology, Behavior and Social Networking
Neil E Peterson, John R Sirard, Pamela A Kulbok, Mark D DeBoer, Jeanne M Erickson
Sedentary behavior (SB) is a major contributor to obesity and significant morbidity and mortality in adolescence and adulthood, yet measurement of SB is still evolving. The purpose of this study was to assess the degree of construct validity of the inclinometer function and single-axis and vector magnitude accelerometry metrics of the ActiGraph GT3X+ in objectively measuring SB and physical activity in 28 young adult university students who performed nine semi-structured activities, each for five minutes: lying, sitting, reading, seated video gaming, video watching, seated conversation, standing, stationary biking, and treadmill walking...
December 2015: Research in Nursing & Health
Yumie Ono, Jack Adam Noah, Xian Zhang, Yasunori Nomoto, Tatsuya Suzuki, Sotaro Shimada, Atsumichi Tachibana, Shaw Bronner, Joy Hirsch
OBJECTIVE: Prefrontal hemodynamic responses are observed during performance of motor tasks. Using a dance video game (DVG), a complex motor task that requires temporally accurate footsteps with given visual and auditory cues, we investigated whether 20 h of DVG training modified hemodynamic responses of the prefrontal cortex in six healthy young adults. APPROACH: Fronto-temporal activity during actual DVG play was measured using functional near-infrared spectroscopy (fNIRS) pre- and post-training...
December 2015: Journal of Neural Engineering
Ståle Pallesen, Ingjerd Meen Lorvik, Eli Hellandsjø Bu, Helge Molde
This study investigated the effects of a manualized therapy for video game addiction in 12 males, ages 14-18 yr. The manual was based on cognitive-behavioral therapy, short-term strategic family therapy, solution-focused therapy, and motivational interviewing. Treatment response was reported by the patients, their mothers, and the therapists. The patients reported moderate (but statistically non-significant) improvement from pre- to post-treatment. The mothers, however, reported large effects and statistically significant improvement from pre- to post-treatment...
October 2015: Psychological Reports
Sara Thomée, Lauren Lissner, Mats Hagberg, Anna Grimby-Ekman
BACKGROUND: The prevalence of overweight among Swedish young adults has nearly doubled since the 1980s. The weight increase has been paralleled by the increased use of computers at work, at school, and at leisure time. The aim was to examine leisure time computer use for gaming, and for emailing/chatting, in relation to overweight development in young adults. METHODS: A prospective cohort study with Swedish young adults (20-24 years at baseline) who responded to a questionnaire at baseline (n = 6735), and after 1 year (n = 3928) and 5 years (n = 2593)...
2015: BMC Public Health
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