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https://www.readbyqxmd.com/read/28694338/no-effect-of-commercial-cognitive-training-on-brain-activity-choice-behavior-or-cognitive-performance
#1
Joseph W Kable, M Kathleen Caulfield, Mary Falcone, Mairead McConnell, Leah Bernardo, Trishala Parthasarathi, Nicole Cooper, Rebecca Ashare, Janet Audrain-McGovern, Robert Hornik, Paul Diefenbach, Frank J Lee, Caryn Lerman
Increased preference for immediate over delayed rewards and for risky over certain rewards has been associated with unhealthy behavioral choices. Motivated by evidence that enhanced cognitive control can shift choice behavior away from immediate and risky rewards, we tested whether training executive cognitive function could influence choice behavior and brain responses. In this randomized controlled trial, 128 young adults (71 male, 57 female) participated in 10 weeks of training with either a commercial web-based cognitive training program or web-based video games that do not specifically target executive function or adapt the level of difficulty throughout training...
August 2, 2017: Journal of Neuroscience: the Official Journal of the Society for Neuroscience
https://www.readbyqxmd.com/read/28592394/social-media-use-and-access-to-digital-technology-in-us-young-adults-in-2016
#2
Andrea C Villanti, Amanda L Johnson, Vinu Ilakkuvan, Megan A Jacobs, Amanda L Graham, Jessica M Rath
BACKGROUND: In 2015, 90% of US young adults with Internet access used social media. Digital and social media are highly prevalent modalities through which young adults explore identity formation, and by extension, learn and transmit norms about health and risk behaviors during this developmental life stage. OBJECTIVE: The purpose of this study was to provide updated estimates of social media use from 2014 to 2016 and correlates of social media use and access to digital technology in data collected from a national sample of US young adults in 2016...
June 7, 2017: Journal of Medical Internet Research
https://www.readbyqxmd.com/read/28425777/self-reported-dependence-on-mobile-phones-in-young-adults-a-european-cross-cultural-empirical-survey
#3
Olatz Lopez-Fernandez, Daria J Kuss, Lucia Romo, Yannick Morvan, Laurence Kern, Pierluigi Graziani, Amélie Rousseau, Hans-Jürgen Rumpf, Anja Bischof, Ann-Kathrin Gässler, Adriano Schimmenti, Alessia Passanisi, Niko Männikkö, Maria Kääriänen, Zsolt Demetrovics, Orsolya Király, Mariano Chóliz, Juan José Zacarés, Emilia Serra, Mark D Griffiths, Halley M Pontes, Bernadeta Lelonek-Kuleta, Joanna Chwaszcz, Daniele Zullino, Lucien Rochat, Sophia Achab, Joël Billieux
Background and aims Despite many positive benefits, mobile phone use can be associated with harmful and detrimental behaviors. The aim of this study was twofold: to examine (a) cross-cultural patterns of perceived dependence on mobile phones in ten European countries, first, grouped in four different regions (North: Finland and UK; South: Spain and Italy; East: Hungary and Poland; West: France, Belgium, Germany, and Switzerland), and second by country, and (b) how socio-demographics, geographic differences, mobile phone usage patterns, and associated activities predicted this perceived dependence...
June 1, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28365563/pedestrian-inattention-blindness-while-playing-pok%C3%A3-mon-go-as-an-emerging-health-risk-behavior-a-case-report
#4
Stefania Barbieri, Gianna Vettore, Vincenzo Pietrantonio, Rossella Snenghi, Alberto Tredese, Mauro Bergamini, Sara Previato, Armando Stefanati, Rosa Maria Gaudio, Paolo Feltracco
BACKGROUND: Cases of trauma resulting from the use of mobile phones while driving motor vehicles have become quite common in recent years. Road injuries incurred by people playing video games on mobile phones (or other media devices) while walking have also become a cause for concern. Pokémon Go has been the world's most popular game since it was launched in July 2016, with more than 15 million players trying to catch all Pokémon available in the game; however, the case detailed here is the first reported accident in the medical literature caused by a pedestrian distracted by the game while crossing a street...
April 1, 2017: Journal of Medical Internet Research
https://www.readbyqxmd.com/read/28165689/media-violence-effects-on-children-adolescents-and-young-adults
#5
Craig A Anderson
I killed my first Klingon in 1979. It took place in the computer center at Stanford University, where I was playing a new video game based on the Star Trek television series. I was an "early adopter" of the new technology of video games, and continued to be so for many years, first as a fan of this entertainment medium, and later as a researcher interested in the question of what environmental factors influence aggressive and violent behavior.
July 2016: Health Progress
https://www.readbyqxmd.com/read/27939260/the-effects-of-active-video-games-on-patients-rehabilitative-outcomes-a-meta-analysis
#6
REVIEW
Zachary Pope, Nan Zeng, Zan Gao
A meta-analysis on Active Video Games (AVG) as a rehabilitative tool does not appear to be available. This meta-analytic review synthesizes the effectiveness of AVGs on patients' rehabilitative outcomes. Ninety-eight published studies on AVGs and rehabilitation were obtained in late 2015 with 14 meeting the following inclusion criteria: 1) data-based English articles; 2) randomized-controlled trials investigating AVG's effect on rehabilitative outcome(s); and 3) ≥1 comparison present in each study. Data extraction for comparisons was completed for three age categories: 1) youth/young adults (5-25years-old); 2) middle-aged adults (40-65years-old); and 3) older adults (≥65years-old)...
December 6, 2016: Preventive Medicine
https://www.readbyqxmd.com/read/27470927/a-video-game-promoting-cancer-risk-perception-and-information-seeking-behavior-among-young-adult-college-students-a-randomized-controlled-trial
#7
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
https://www.readbyqxmd.com/read/27346428/the-longitudinal-association-between-competitive-video-game-play-and%C3%A2-aggression-among-adolescents-and-young-adults
#8
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
https://www.readbyqxmd.com/read/27239681/acute-effects-of-exercise-and-active-video-games-on-adults-reaction-time-and-perceived-exertion
#9
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
https://www.readbyqxmd.com/read/27182377/physiological-and-perceptual-responses-to-nintendo%C3%A2-wii-fit%C3%A2-in-young-and-older-adults
#10
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
https://www.readbyqxmd.com/read/27045452/acceptance-of-serious-games-in-psychotherapy-an-inquiry-into-the-stance-of-therapists-and-patients
#11
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
https://www.readbyqxmd.com/read/26982326/music-and-video-gaming-during-breaks-influence-on-habitual-versus-goal-directed-decision-making
#12
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
https://www.readbyqxmd.com/read/26973544/internet-addiction-hikikomori-syndrome-and-the-prodromal-phase-of-psychosis
#13
REVIEW
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
https://www.readbyqxmd.com/read/26764414/blood-pressure-reactivity-to-psychological-stress-in-young-adults-and-cognition-in-midlife-the-coronary-artery-risk-development-in-young-adults-cardia-study
#14
MULTICENTER STUDY
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 13, 2016: Journal of the American Heart Association
https://www.readbyqxmd.com/read/26658864/virtual-environmental-enrichment-through-video-games-improves-hippocampal-associated-memory
#15
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
https://www.readbyqxmd.com/read/26651464/a-pilot-randomized-controlled-trial-of-an-active-video-game-physical-activity-intervention
#16
RANDOMIZED CONTROLLED TRIAL
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
https://www.readbyqxmd.com/read/26579055/differential-effects-of-wakeful-rest-music-and-video-game-playing-on-working-memory-performance-in-the-n-back-task
#17
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
https://www.readbyqxmd.com/read/26537410/effectiveness-of-a-serious-game-for-medical-education-on-insulin-therapy-a-pilot-study
#18
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
https://www.readbyqxmd.com/read/26471031/-smartphone-usage-among-adolescents
#19
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
https://www.readbyqxmd.com/read/26470635/effects-of-training-using-an-active-video-game-on-agility-and-balance
#20
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
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