keyword
MENU ▼
Read by QxMD icon Read
search

Exergaming

keyword
https://www.readbyqxmd.com/read/28813966/exergaming-with-a-pediatric-exoskeleton-facilitating-rehabilitation-and-research-in-children-with-cerebral-palsy
#1
Thomas C Bulea, Zachary F Lerner, Andrew J Gravunder, Diane L Damiano
Effective rehabilitation of children with cerebral palsy (CP) requires intensive task-specific exercise but many in this population lack the motor capabilities to complete the desired training tasks. Providing robotic assistance is a potential solution yet the effects of this assistance are unclear. We combined a novel exoskeleton and exercise video game (exergame) to create a new rehabilitation paradigm for children with CP. We incorporated high density electroencephalography (EEG) to assess cortical activity...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28812419/the-effects-of-exergaming-and-treadmill-training-on-gait-balance-and-cognition-in-a-person-with-parkinson-s-disease-a-case-study
#2
Srikant Vallabhajosula, Amy K McMillion, Jane E Freund
BACKGROUND: Parkinson's disease (PD) commonly impairs posture, gait, and cognition. Exercise in the form of aerobic activity as well as exergaming may improve motor ability and cognition in persons with PD. Exergaming and treadmill training can be a practical form of exercise within the home; however, there is minimal research on this combined multimodal intervention for persons with PD. OBJECTIVE: We investigated the effects of this combined intervention on cognition, balance, and gait in a person with PD through supervised lab sessions augmented by home-based sessions...
August 16, 2017: Physiotherapy Theory and Practice
https://www.readbyqxmd.com/read/28790945/recommendations-for-the-use-of-serious-games-in-neurodegenerative-disorders-2016-delphi-panel
#3
Valeria Manera, Grégory Ben-Sadoun, Teun Aalbers, Hovannes Agopyan, Florence Askenazy, Michel Benoit, David Bensamoun, Jérémy Bourgeois, Jonathan Bredin, Francois Bremond, Carlos Crispim-Junior, Renaud David, Bob De Schutter, Eric Ettore, Jennifer Fairchild, Pierre Foulon, Adam Gazzaley, Auriane Gros, Stéphanie Hun, Frank Knoefel, Marcel Olde Rikkert, Minh K Phan Tran, Antonios Politis, Anne S Rigaud, Guillaume Sacco, Sylvie Serret, Susanne Thümmler, Marie L Welter, Philippe Robert
The use of Serious Games (SG) in the health domain is expanding. In the field of neurodegenerative disorders (ND) such as Alzheimer's disease, SG are currently employed both to support and improve the assessment of different functional and cognitive abilities, and to provide alternative solutions for patients' treatment, stimulation, and rehabilitation. As the field is quite young, recommendations on the use of SG in people with ND are still rare. In 2014 we proposed some initial recommendations (Robert et al...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28745063/home-based-step-training-using-videogame-technology-in-people-with-parkinson-s-disease-a-single-blinded-randomised-controlled-trial
#4
Jooeun Song, Serene S Paul, Maria Joana D Caetano, Stuart Smith, Leland E Dibble, Rachelle Love, Daniel Schoene, Jasmine C Menant, Cathie Sherrington, Stephen R Lord, Colleen G Canning, Natalie E Allen
OBJECTIVES: To determine whether 12-week home-based exergame step training can improve stepping performance, gait and complementary physical and neuropsychological measures associated with falls in Parkinson's disease. DESIGN: A single-blinded randomised controlled trial. SETTING: Community (experimental intervention), university laboratory (outcome measures). SUBJECTS: Sixty community-dwelling people with Parkinson's disease...
July 1, 2017: Clinical Rehabilitation
https://www.readbyqxmd.com/read/28744033/the-effect-of-cognitive-motor-dual-task-training-with-the-biorescue-force-platform-on-cognition-balance-and-dual-task-performance-in-institutionalized-older-adults-a-randomized-controlled-trial
#5
Tom Delbroek, Wietse Vermeylen, Joke Spildooren
[Purpose] This study investigates whether cognition, balance and dual task performance in institutionalized older adults improves by a virtual reality dual task training. [Subjects and Methods] Randomized controlled trial; Twenty institutionalized older adults with mild cognitive impairment (13 female, 7 male; average age, 87.2 ± 5.96 years) were randomized to the intervention (i.e. Virtual reality dual-task training using the BioRescue) or control group (no additional training). The intervention group took part in a 6-week training program while the elderly in the control group maintained their daily activities...
July 2017: Journal of Physical Therapy Science
https://www.readbyqxmd.com/read/28701720/physiological-demands-of-a-swimming-based-video-game-influence-of-gender-swimming-background-and-exergame-experience
#6
Pooya Soltani, Pedro Figueiredo, João Ribeiro, Ricardo J Fernandes, João Paulo Vilas-Boas
Active video games (exergames) may provide short-term increase in energy expenditure. We explored the effects of gender and prior experience on aerobic and anaerobic energy systems contributions, and the activity profiles of 40 participants playing with a swimming exergame. We recorded oxygen consumption and assessed blood lactate after each swimming technique. We also filmed participants' gameplays, divided them into different phases and tagged them as active or inactive. Anaerobic pathway accounted for 8...
July 12, 2017: Scientific Reports
https://www.readbyqxmd.com/read/28684385/motivational-determinants-of-exergame-participation-for-older-people-in-assisted-living-facilities-mixed-methods-study
#7
Wytske Meekes, Emma Kate Stanmore
BACKGROUND: Exergames (exercise-based videogames) for delivering strength and balance exercise for older people are growing in popularity with the emergence of new Kinect-based technologies; however, little is known about the factors affecting their uptake and usage by older people. OBJECTIVE: The aim of this study was to determine the factors that may influence the motivation of older people to use exergames to improve their physical function and reduce fall risk...
July 6, 2017: Journal of Medical Internet Research
https://www.readbyqxmd.com/read/28667228/pathway-i-design-and-rationale-for-the-investigation-of-the-feasibility-clinical-effectiveness-and-cost-effectiveness-of-a-technology-enabled-cardiac-rehabilitation-platform
#8
Jomme Claes, Roselien Buys, Catherine Woods, Andrew Briggs, Claudia Geue, Moira Aitken, Niall Moyna, Kieran Moran, Noel McCaffrey, Ioanna Chouvarda, Deirdre Walsh, Werner Budts, Dimitris Filos, Andreas Triantafyllidis, Nicos Maglaveras, Véronique A Cornelissen
INTRODUCTION: Exercise-based cardiac rehabilitation (CR) independently alters the clinical course of cardiovascular diseases resulting in a significant reduction in all-cause and cardiac mortality. However, only 15%-30% of all eligible patients participate in a phase 2 ambulatory programme. The uptake rate of community-based programmes following phase 2 CR and adherence to long-term exercise is extremely poor. Newer care models, involving telerehabilitation programmes that are delivered remotely, show considerable promise for increasing adherence...
June 30, 2017: BMJ Open
https://www.readbyqxmd.com/read/28661725/-i-wanna-be-the-very-best-agreeableness-and-perseverance-predict-sustained-playing-to-pok%C3%A3-mon-go-a-longitudinal-study
#9
Fanny Lalot, Oulmann Zerhouni, Mathieu Pinelli
OBJECTIVE: The smartphone game Pokémon Go™ has attracted much scientific attention regarding its potential health-related outcomes. Most studies, however, limited their investigation to short-term outcomes. The aim of the present study is to investigate the role of personality traits in predicting sustained playing to the game on a 6-month period as well as related health outcomes in terms of distance walked per day. MATERIALS AND METHODS: Pokémon Go players from 10 countries were recruited through social media and answered an online questionnaire...
June 29, 2017: Games for Health
https://www.readbyqxmd.com/read/28631101/stationary-cycling-exergame-use-among-inactive-children-in-the-family-home-a-randomized-trial
#10
Ryan E Rhodes, Chris M Blanchard, Shannon S D Bredin, Mark R Beauchamp, Ralph Maddison, Darren E R Warburton
Exergames may be one way to increase child physical activity, but long term adherence has seen little research attention. The primary objective of this study was to evaluate the usage of an exergame bike in comparison to a stationary bike in front of a TV across 3-months within a family home environment among children aged 10-14 years old. Seventy-three inactive children were recruited through advertisements and randomized to either the exergame condition (n = 39) or the standard bike condition (n = 34)...
June 19, 2017: Journal of Behavioral Medicine
https://www.readbyqxmd.com/read/28628383/cardiovascular-response-of-an-acute-exergame-session-in-prepubertal-obese-children
#11
Herikson Araújo Costa, Antonio Carlos Silva-Filho, Carlos José Dias, Vicenilma Andrade Martins, Thiago Mendes, André Rabelo, Francisco Navarro, Emerson Silami-Garcia, Cristiano Mostarda, Mario Sevílio
PURPOSE: We aimed to analyze the acute autonomic response of obese and eutrophic prepubertal boys to an exergame (EXG) session. MATERIALS AND METHOD: Nine eutrophic (8.89 ± 2.71 years of age and 16.42% ± 6.30% body fat) and nine obese boys (8.70 ± 1.16 years of age and 40.76% ± 4.2% body fat) participated. Nutritional state was determined using World Health Organization guidelines. Variables were collected at rest, immediately post (IP), and 60 minutes after a 20 minutes EXG session...
June 2017: Games for Health
https://www.readbyqxmd.com/read/28600111/do-active-video-games-benefit-the-motor-skill-development-of-non-typically-developing-children-and-adolescents-a-systematic-review
#12
REVIEW
Zoey E Page, Stephanie Barrington, Jacqueline Edwards, Lisa M Barnett
OBJECTIVES: The use of interactive video gaming, known as 'exergames' or 'active video games (AVG)' may provide an opportunity for motor skill development. Youth with non-typical patterns of development may have deficits in gross motor skill capacities and are therefore an intervention target. The aim was to determine the effectiveness of AVG use on motor skill development in non-typically developing children and adolescents. DESIGN: Review article. METHODS: The PRISMA protocol was used to conduct a systematic review of EBSCOhost, Embase, Gale Cengage, Informit, Ovid, ProQuest, PubMed, Scopus and Web of Science databases...
May 18, 2017: Journal of Science and Medicine in Sport
https://www.readbyqxmd.com/read/28585394/wii-based-exercise-program-to-improve-physical-fitness-motor-proficiency-and-functional-mobility-in-adults-with-down-syndrome
#13
V Silva, C Campos, A Sá, M Cavadas, J Pinto, P Simões, S Machado, E Murillo-Rodríguez, N Barbosa-Rocha
BACKGROUND: People with Down syndrome (DS) usually display reduced physical fitness (aerobic capacity, muscle strength and abnormal body composition), motor proficiency impairments (balance and postural control) and physical functional limitations. Exergames can be an appealing alternative to enhance exercise engagement and compliance, whilst improving physical fitness and motor function. This study aims to analyse the effects of a Wii-based exercise program on physical fitness, functional mobility and motor proficiency of adults with DS...
August 2017: Journal of Intellectual Disability Research: JIDR
https://www.readbyqxmd.com/read/28528804/an-interactive-videogame-for-arm-and-hand-exercise-in-people-with-parkinson-s-disease-a-randomized-controlled-trial
#14
Natalie E Allen, Jooeun Song, Serene S Paul, Stuart Smith, Jonathan O'Duffy, Matthew Schmidt, Rachelle Love, Catherine Sherrington, Colleen G Canning
INTRODUCTION: People with Parkinson's disease (PD) have difficulty performing upper extremity (UE) activities. The aim of this study was to investigate if exergames targeting the UE improve arm and hand activities and impairments and to establish the acceptability and feasibility of these games in people with PD. METHODS: Two tablet-based exergames were developed which were controlled with finger movements or unimanual whole arm movements. Participants with PD were randomized to an exergame (n = 19) or control (n = 19) group...
May 15, 2017: Parkinsonism & related Disorders
https://www.readbyqxmd.com/read/28491483/twelve-weeks-of-dance-exergaming-in-overweight-and-obese-adolescent-girls-transfer-effects-on-physical-activity-screen-time-and-self-efficacy
#15
Amanda E Staiano, Robbie A Beyl, Daniel S Hsia, Peter T Katzmarzyk, Robert L Newton
BACKGROUND: Given the low levels of physical activity (PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA from one context to another context, exergames (i.e., video games that require gross motor activity) may act as a gateway to promote overall PA outside of game play. The purpose of this study was to examine potential transfer effects (i.e., influences on external behaviors and psychological constructs) of a 12-week exergaming intervention on adolescent girls' PA, screen-time, and self-efficacy towards PA, as well as the intrinsic motivation of exergaming...
March 2017: Journal of Sport and Health Science
https://www.readbyqxmd.com/read/28489067/a-study-protocol-for-applying-user-participation-and-co-learning-lessons-learned-from-the-ebalance-project
#16
Anna Cristina Åberg, Kjartan Halvorsen, Ingrid From, Åsa Bergman Bruhn, Lars Oestreicher, Anita Melander-Wikman
The eBalance project is based on the idea that serious exergames-i.e., computer gaming systems with an interface that requires physical exertion to play-that are well adapted to users, can become a substantial part of a solution to recognized problems of insufficient engagement in fall-prevention exercise and the high levels of fall-related injuries among older people. This project is carried out as a collaboration between eight older people who have an interest in balance training and met the inclusion criteria of independence in personal activities of daily living, access to and basic knowledge of a computer, four staff working with the rehabilitation of older adults, and an interdisciplinary group of six research coordinators covering the areas of geriatric care and rehabilitation, as well as information technology and computer science...
May 10, 2017: International Journal of Environmental Research and Public Health
https://www.readbyqxmd.com/read/28479565/enhancing-long-term-motivation-of-cardiac-patients-by-applying-exergaming-in-rehabilitation-training
#17
Joe Volmer, Malte Burkert, Heiko Krumm, Abdurrahman Abodahab, Patrick Dinklage, Marius Feltmann, Chris Kröger, Pernes Panta, Felix Schäfer, David Scheidt, Marcel Sellung, Hauke Singerhoff, Christofer Steingrefer, Thomas Schmidt, Jan-Dirk Hoffmann, Detlev Willemsen, Nils Reiss
Although regular physical activities reduce mortality and increase quality of life many cardiac patients discontinue training due to lack of motivation, lack of time or having health concerns because of a too high training intensity. Therefore, we developed an exergaming based system to enhance long-term motivation in the context of rehabilitation training. We combined different hardware components such as vital sensors, a virtual reality headset, a motion detecting camera, a bicycle ergometer and a motion platform to create an immersive and fun experience for the training user without having to worry about any negative health impact...
2017: Studies in Health Technology and Informatics
https://www.readbyqxmd.com/read/28452070/effect-of-exergames-on-musculoskeletal-pain-a-systematic-review-and-meta-analysis
#18
REVIEW
D Collado-Mateo, E Merellano-Navarro, P R Olivares, J García-Rubio, N Gusi
The main objective was to systematically review the scientific literature about the effects of exergame-based interventions on musculoskeletal pain, as well as to provide directions for the clinical practice. A systematic search was conducted in four electronic databases following PRISMA guidelines. The inclusion criteria were as follows: (a) the subjects were suffering musculoskeletal pain, (b) the study was randomized controlled trial (RCT), (c) intervention was based on exergames, (d) the article was written in English, and (e) the article was not an abstract or summary presented in a congress or conference...
April 27, 2017: Scandinavian Journal of Medicine & Science in Sports
https://www.readbyqxmd.com/read/28448175/gaming-your-way-to-health-a-systematic-review-of-exergaming-programs-to-increase-health-and-exercise-behaviors-in-adults
#19
Tamara D Street, Sarah J Lacey, Rebecca R Langdon
OBJECTIVE: Adults who are not engaged by traditional exercise methods require a strategy to achieve and maintain sufficient physical activity for health benefits. Exergames, or active videogames, may motivate some adults to engage in physical activity. This review explored the use of exergaming to promote physical activity behaviors and health in adults. MATERIALS AND METHODS: A systematic literature review of the use of exergaming was conducted. The review included experimental studies with a nonclinical adult population, which measured changes in physical activity behaviors and changes in anthropometric healthy weight indicators...
June 2017: Games for Health
https://www.readbyqxmd.com/read/28446376/comparison-of-virtual-reality-exergaming-and-home-exercise-programs-in-patients-with-subacromial-impingement-syndrome-and-scapular-dyskinesis-short-term-effect
#20
Nihan Ozunlu Pekyavas, Nevin Ergun
OBJECTIVE: The aim of this study was to compare the short term effects of home exercise program and virtual reality exergaming in patients with subacromial impingement syndrome (SAIS). METHODS: A total of 30 patients with SAIS were randomized into two groups which are Home Exercise Program (EX Group) (mean age: 40.6 ± 11.7 years) and Virtual Reality Exergaming Program (WII Group) (mean age: 40.33 ± 13.2 years). Subjects were assessed at the first session, at the end of the treatment (6 weeks) and at 1 month follow-up...
April 24, 2017: Acta Orthopaedica et Traumatologica Turcica
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"