keyword
MENU ▼
Read by QxMD icon Read
search

Exergaming

keyword
https://www.readbyqxmd.com/read/29673837/movements-of-older-adults-during-exergaming-interventions-that-are-associated-with-the-systems-framework-for-postural-control-a-systematic-review
#1
REVIEW
Robin Tahmosybayat, Katherine Baker, Alan Godfrey, Nick Caplan, Gill Barry
One in three older adults fall annually, in part due to impairments in the physiological systems that make up the postural control (PC) system. Exercise, particularly balance training, helps to prevent deterioration and even to improve outcomes in the PC system. Exergaming (exercise-gaming) is interactive computer gaming whereby an individual moves the body in response to onscreen cues in a playful format. Exergaming is an alternative method to standard practice for improving PC outcomes, which has been shown to reduce the risk of falling...
May 2018: Maturitas
https://www.readbyqxmd.com/read/29673832/effects-of-physical-training-with-the-nintendo-wii-fit-plus-%C3%A2-and-protein-supplementation-on-musculoskeletal-function-and-the-risk-of-falls-in-pre-frail-older-women-protocol-for-a-randomized-controlled-clinical-trial-the-wiiprotein-study
#2
Audrin Said Vojciechowski, Simone Biesek, Jarbas Melo Filho, Estela Iraci Rabito, Maryelle Paula do Amaral, Anna Raquel Silveira Gomes
BACKGROUND: Frailty is one of the key geriatric syndromes and is related to the loss of functional independence. However, the practice of physical training (PT) combined with protein supplementation (PS) may improve musculoskeletal function (MF). OBJECTIVE: To verify the effect of PT using 'exergames' with or without PS on MF, nutritional status, and risk of falls in pre-frail older women. METHOD: The protocol is for a randomized controlled clinical trial with a sample of pre-frail older women, divided into 5 groups: control group; PT using exergames; PS; PT using exergames combined with PS; PT using exergames combined with isoenergetic supplementation...
May 2018: Maturitas
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
#3
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/29588271/development-of-an-exergame-to-deliver-a-sustained-dose-of-high-intensity-training-formative-pilot-randomized-trial
#4
Thomas McBain, Matthew Weston, Paul Crawshaw, Catherine Haighton, Iain Spears
BACKGROUND: Sport science can play a critical role in reducing health inequalities. The inverse relationship between life expectancy, cardiorespiratory fitness, and socioeconomic status could be addressed by performing high-intensity training (HIT), delivered in a class salient and accessible approach. Commercially available exergames have shown encouraging compliance rates but are primarily designed for entertainment purposes rather than focusing on health-related outcomes. A serious game tailored toward delivering an exercise stimulus, while reducing the aversive protocols associated with HIT, could be beneficial to engage and improve health outcomes in socially deprived males...
March 27, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29566720/recalibrating-disparities-in-perceived-and-actual-balance-abilities-in-older-adults-a-mixed-methods-evaluation-of-a-novel-exergaming-intervention
#5
Toby J Ellmers, Ioannis Th Paraskevopoulos, A Mark Williams, William R Young
BACKGROUND: Published reports suggest a disparity between perceived and actual balance abilities, a trait associated with increased fall-risk in older adults. We investigate whether it is possible to 'recalibrate' these disparities using a novel gaming intervention. METHODS: We recruited 26 older adults for a 4-week intervention in which they participated in 8-sessions using a novel gaming intervention designed to provide explicit, augmented feedback related to postural control...
March 22, 2018: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/29529895/virtual-reality-exergaming-as-adjunctive-therapy-in-a-sub-acute-stroke-rehabilitation-setting-facilitators-and-barriers
#6
Ai-Vi Nguyen, Yau-Lok Austin Ong, Cindy Xin Luo, Thiviya Thuraisingam, Michael Rubino, Mindy F Levin, Franceen Kaizer, Philippe S Archambault
PURPOSE: To identify the facilitators and barriers perceived by clinicians to using an Exergaming Room as adjunct to conventional therapy. DESIGN: Phenomenological qualitative study using an interpretive description methodology. SUBJECTS: Ten clinicians (four physical therapists, six occupational therapists) from the Stroke Program at the Jewish Rehabilitation Hospital (nine female, one male, age range 25-50 years old) who referred clients to the Exergaming Room...
March 12, 2018: Disability and Rehabilitation. Assistive Technology
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
#7
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/29510972/adapting-the-wii-fit-balance-board-to-enable-active-video-game-play-by-wheelchair-users-user-centered-design-and-usability-evaluation
#8
Mohanraj Thirumalai, William B Kirkland, Samuel R Misko, Sangeetha Padalabalanarayanan, Laurie A Malone
BACKGROUND: Active video game (AVG) playing, also known as "exergaming," is increasingly employed to promote physical activity across all age groups. The Wii Fit Balance Board is a popular gaming controller for AVGs and is used in a variety of settings. However, the commercial off-the-shelf (OTS) design poses several limitations. It is inaccessible to wheelchair users, does not support the use of stabilization assistive devices, and requires the ability to shift the center of balance (COB) in all directions to fully engage in game play...
March 6, 2018: JMIR Rehabilitation and Assistive Technologies
https://www.readbyqxmd.com/read/29461282/a-behavioral-physical-activity-intervention-to-manage-moderate-and-severe-fatigue-among-head-and-neck-cancer-patients-pre-efficacy-study-in-the-national-institutes-of-health-orbit-model
#9
Hsiao-Lan Wang, Susan C McMillan, Nisha Vijayakumar, Sally McDonald, Li-Ting Huang, Clement Gwede, Tapan Padhya, Jeffery Russell, Karen Vondruska, Harleah G Buck, Yangxin Huang, Connie Visovsky
BACKGROUND: Cancer-related fatigue (CRF) reduces head and neck cancer (HNC) survival rates and is the most common, severe, and distressing symptom negatively impacting activities of daily living (ADLs) dependence among HNC patients. These patients remain physically inactive after their cancer treatment, although there is consensus that physical activity mitigates CRF in cancer patients. OBJECTIVE: A home-based personalized behavioral physical activity intervention with fitness graded motion exergames (PAfitME) was evaluated for its intervention components, intervention delivery mode, and intervention contact time/duration with initial assessment of the feasibility, acceptability, safety, and outcomes...
February 15, 2018: Cancer Nursing
https://www.readbyqxmd.com/read/29435333/combining-perceptual-regulation-and-exergaming-for-exercise-prescription-in-low-active-adults-with-and-without-cognitive-impairment
#10
Liam McAuliffe, Gaynor C Parfitt, Roger G Eston, Caitlin Gray, Hannah A D Keage, Ashleigh E Smith
 Background: Exercise adherence in already low-active older adults with and without mild cognitive impairment (MCI) remains low. Perceptual regulation and exergaming may facilitate future exercise behaviour by improving the affective experience, however evidence that this population can perceptually regulate is lacking. To explore this, we investigated 1) perceptual regulation of exercise intensity during either exergaming or regular ergometer cycling and 2) explored affective responses...
2018: BMC Sports Science, Medicine and Rehabilitation
https://www.readbyqxmd.com/read/29406774/photorealistic-avatar-and-teen-physical-activity-feasibility-and-preliminary-efficacy
#11
Deborah I Thompson, Dora Cantu, Chishinga Callender, Yan Liu, Mayur Rajendran, Madhur Rajendran, Yuting Zhang, Zhigang Deng
OBJECTIVE: Exergames played with a photorealistic avatar may enhance motivation to play, in addition to frequency, duration, and intensity of game-play. This article reports the feasibility and preliminary efficacy of an exergame played with a photorealistic avatar on physical activity (PA) intensity in a laboratory-based study. MATERIALS AND METHODS: Teens (12-14 years old) were recruited from a large, metropolitan area of the southwestern United States. Parents provided written informed consent...
February 6, 2018: Games for Health
https://www.readbyqxmd.com/read/29394109/a-multi-week-assessment-of-a-mobile-exergame-intervention-in-an-elementary-school
#12
Ainara Garde, Manil Chowdhury, Aryannah U Rollinson, Mika Johnson, Paul Prescod, Jean Pierre Chanoine, John Mark Ansermino, Guy A Dumont
BACKGROUND: Exergaming is potentially useful to promote physical activity in children; however, long-term effectiveness is unclear. MobileKids Monster Manor (MKMM) is a mobile exergame developed with the help of young advisors. The game wirelessly transmits physical activity data from an accelerometer to a mobile device. Players' steps are redeemed for in-game rewards, for example, new characters. OBJECTIVE: First, to evaluate whether increased physical activity previously observed in a 1-week intervention is sustained over a 2-week intervention and 1-week follow-up, and second, to compare impact in schools within different socioeconomic environments...
February 2018: Games for Health
https://www.readbyqxmd.com/read/29337023/the-effects-of-functional-training-bicycle-exercise-and-exergaming-on-walking-capacity-of-elderly-patients-with-parkinson-disease-a-pilot-randomized-controlled-single-blinded-trial
#13
Daniel Dominguez Ferraz, Karen Valadares Trippo, Gabriel Pereira Duarte, Mansueto Gomes Neto, Kionna Oliveira Bernardes Santos, Jamary Oliveira Filho
OBJECTIVES: To compare the effects of functional training, bicycle exercise, and exergaming on walking capacity of elderly with Parkinson disease (PD). DESIGN: A pilot randomized, controlled, single-blinded trial. SETTING: A state reference health care center for elderly, a public reference outpatient clinic for the elderly. PARTICIPANTS: Elderly individuals (≥60 years of age; N=62) with idiopathic PD (stage 2 to 3 of modified Hoehn and Yahr staging scale) according to the London Brain Bank...
January 11, 2018: Archives of Physical Medicine and Rehabilitation
https://www.readbyqxmd.com/read/29335629/a-prospective-randomized-evaluation-of-the-feasibility-of-exergaming-on-patients-undergoing-hematopoietic-stem-cell-transplantation
#14
Helge Schumacher, Sabrina Stüwe, Peter Kropp, Doreen Diedrich, Sebastian Freitag, Nico Greger, Christian Junghanss, Mathias Freund, Inken Hilgendorf
The positive effects of physical and sports therapy for strain dependent physical practice and improved quality of life (QoL) are well known. Nevertheless, the available capacities and problem-oriented therapies in the setting of hematopoietic stem cell transplantation (HSCT) are limited. We conducted a prospective, randomized study among 42 HSCT recipients in order to investigate the influence of exergaming on Nintendo Wii® or classical physiotherapy (PT) on physical fitness and psychological well-being. The trial included evaluation of muscle strength, endurance, physical activity, distress, QoL, anxiety, and depression...
January 15, 2018: Bone Marrow Transplantation
https://www.readbyqxmd.com/read/29324408/assessing-dynamic-balance-performance-during-exergaming-based-on-speed-and-curvature-of-body-movements
#15
Venustiano Soancatl Aguilar, Jasper J van de Gronde, Claudine J C Lamoth, Natasha M Maurits, Jos B T M Roerdink
Improving balance performance among the elderly is of utmost importance because of the increasing number of injuries and fatalities caused by fall incidences. Digital games controlled by body movements (exergames) have been proposed as a way to improve balance among older people. However, the assessment of balance performance in real-time during exergaming remains a challenging task. This assessment could be used to provide instantaneous feedback and automatically adjust the exergame difficulty. Such features could potentially increase the motivation of the player, thus augmenting the effectiveness of exergames...
January 2018: IEEE Transactions on Neural Systems and Rehabilitation Engineering
https://www.readbyqxmd.com/read/29305789/correction-to-effects-of-exergaming-on-cardiovascular-risk-factors-and-adipokine-levels-in-women
#16
Maria Guadalupe Soares Amorim, Maurício Dias de Oliveira, Daiane Santos Soares, Leandro da Silva Borges, Alexandre Dermargos, Elaine Hatanaka
The original article was corrected.
January 5, 2018: Journal of Physiological Sciences: JPS
https://www.readbyqxmd.com/read/29298678/the-brainfit-study-efficacy-of-cognitive-training-and-exergaming-in-pediatric-cancer-survivors-a-randomized-controlled-trial
#17
Valentin Benzing, Noëmi Eggenberger, Janine Spitzhüttl, Valerie Siegwart, Manuela Pastore-Wapp, Claus Kiefer, Nedelina Slavova, Michael Grotzer, Theda Heinks, Mirko Schmidt, Achim Conzelmann, Maja Steinlin, Regula Everts, Kurt Leibundgut
BACKGROUND: Cancer survival comes at a price: pediatric cancer survivors bear a high risk for a wide range of cognitive difficulties. Therefore, interventions targeting these difficulties are required. The aim of the present clinical trial is to extend empirical evidence about efficacy of cognitive and physical training in pediatric cancer survivors. It is hypothesized that early cognitive and physical interventions affect the remediation of pediatric cancer survivors in terms of improved executive functions (primary outcome)...
January 3, 2018: BMC Cancer
https://www.readbyqxmd.com/read/29288962/assessing-dynamic-postural-control-during-exergaming-in-older-adults-a-probabilistic-approach
#18
V Soancatl Aguilar, C J C Lamoth, N M Maurits, J B T M Roerdink
Digital games controlled by body movements (exergames) have been proposed as a way to improve postural control among older adults. Exergames are meant to be played at home in an unsupervised way. However, only few studies have investigated the effect of unsupervised home-exergaming on postural control. Moreover, suitable methods to dynamically assess postural control during exergaming are still scarce. Dynamic postural control (DPC) assessment could be used to provide both meaningful feedback and automatic adjustment of exergame difficulty...
February 2018: Gait & Posture
https://www.readbyqxmd.com/read/29234277/investigating-the-usability-and-acute-effects-of-a-bedside-video-console-to-prefrontal-cortical-activity-alterations-a-preclinical-study-in-healthy-elderly
#19
Ruud H Knols, Jaap Swanenburg, Dino De Bon, Federico Gennaro, Martin Wolf, Bernard Krüger, Dominique Bettex, Eling D de Bruin
Elderly people at risk of developing cognitive decline; e.g., following surgery, may benefit from structured, challenging, and repetitive cognitive video training. This study assessed usability and acute effects of a newly developed bedside console (COPHYCON). Fifteen healthy elderly individuals performed a one-time 80-min intervention, including cognitive video games aimed at improving awareness and selective attention. Perceived usefulness and perceived ease of use (Technology Acceptance Model) were assessed together with measures of the achieved game level, reaction times, (in-) correct responses during ALERT and SELECT game play...
2017: Frontiers in Systems Neuroscience
https://www.readbyqxmd.com/read/29227162/electromyography-biofeedback-exergames-to-enhance-grip-strength-and-motivation
#20
Nadia Garcia-Hernandez, Karen Garza-Martinez, Vicente Parra-Vega
BACKGROUND: Hand strength weakness affects the performance of most activities of daily living. This study aims to design, develop, and test an electromyography (EMG) biofeedback training system based on serious games to promote motivation and synchronization and proper work intensity in grip exercises for improving hand strength. MATERIALS AND METHODS: An EMG surface sensor, soft balls with different stiffness and three exergames, conforms the system to drive videogame clues in response to EMG-inferred grip strength, while overseeing motivation...
February 2018: Games for Health
keyword
keyword
31641
1
2
Fetch more papers »
Fetching more papers... Fetching...
Read by QxMD. Sign in or create an account to discover new knowledge that matter to you.
Remove bar
Read by QxMD icon Read
×

Search Tips

Use Boolean operators: AND/OR

diabetic AND foot
diabetes OR diabetic

Exclude a word using the 'minus' sign

Virchow -triad

Use Parentheses

water AND (cup OR glass)

Add an asterisk (*) at end of a word to include word stems

Neuro* will search for Neurology, Neuroscientist, Neurological, and so on

Use quotes to search for an exact phrase

"primary prevention of cancer"
(heart or cardiac or cardio*) AND arrest -"American Heart Association"