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Exergaming

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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
#1
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
#2
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...
December 11, 2017: Games for Health
https://www.readbyqxmd.com/read/29189992/effects-of-exergaming-on-cardiovascular-risk-factors-and-adipokine-levels-in-women
#3
Maria Guadalupe Soares Amorim, Maurício Dias de Oliveira, Daiane Santos Soares, Leandro da Silva Borges, Alexandre Dermargos, Elaine Hatanaka
The aim of this study was to examine the effects of exergaming on the cardiovascular risk factors and adipokine levels of women engaged in the music video game Just Dance using the Xbox 360 Kinect console. Triglycerides, total cholesterol, HDL, LDL, FFA, CRP, TNF-α, Il-1β, IL-6, leptin, and resistin were measured in sedentary women before and 1 month after the practice of exergaming. We also evaluated anthropometric parameters. Our results indicate that total serum cholesterol, triglycerides, and LDL were reduced by 64, 29, and 12%, respectively...
November 30, 2017: Journal of Physiological Sciences: JPS
https://www.readbyqxmd.com/read/29189579/physical-demands-of-exergaming-in-healthy-young-adults
#4
Aaron M J Tietjen, Gavin R Devereux
Tietjen, AMJ and Devereux, GR. Physical demands of exergaming in healthy young adults. J Strength Cond Res XX(X): 000-000, 2017-The efficacy of whole-body exergaming (WBE) in healthy young adults remains largely unknown. This study aimed to: (a) compare the physical demands of WBE in healthy adults with traditional exercise; (b) determine whether the physical demands of WBE were reproducible. Twenty-five healthy adults (age: 22.9 ± 6.4 years; height: 1.7 ± 0.1 m; mass: 69.1 ± 12.2 kg) completed two 10-minute experimental conditions (WBE on the Xbox Kinect and treadmill walking) in a randomized cross-over design study...
November 16, 2017: Journal of Strength and Conditioning Research
https://www.readbyqxmd.com/read/29173102/mokey-a-versatile-exergame-creator-for-everyday-usage
#5
Martina Eckert, Marcos López, Carlos Lázaro, Juan Meneses
Currently, virtual applications for physical exercises are highly appreciated as rehabilitation instruments. This paper presents a middleware called "MoKey" (Motion Keyboard), which converts standard off-the-shelf software into exergames (exercise games). A configurable set of gestures, captured by a motion capture camera, is translated into the key strokes required by the chosen software. The present study assessed the tool regarding usability and viability on a heterogeneous group of 11 participants, aged 5-51, with moderate to severe disabilities, and mostly bound to a wheelchair...
November 27, 2017: Assistive Technology: the Official Journal of RESNA
https://www.readbyqxmd.com/read/29168787/fred-exergame-to-prevent-dependence-and-functional-deterioration-associated-with-ageing-a-pilot-three-week-randomized-controlled-clinical-trial
#6
Iranzu Mugueta-Aguinaga, Begonya Garcia-Zapirain
Introduction: Frailty syndrome and advanced age may decrease the acceptance of illness and quality of life, and worsen patients' existing health conditions, as well as leading to an increase in health care expenses. Purpose: The purpose of this study is to reduce frailty risk via the use of a FRED game which has been expressly designed and put together for the study. Materials and methods: A total of 40 frail volunteers with a score of <10 points in the short physical performance battery (SPPB) took part in a feasibility study in order to validate the FRED game...
November 23, 2017: International Journal of Environmental Research and Public Health
https://www.readbyqxmd.com/read/29143266/-measuring-physical-literacy-and-related-constructs-a-systematic-review-of-empirical-findings
#7
REVIEW
Lowri C Edwards, Anna S Bryant, Richard J Keegan, Kevin Morgan, Stephen-Mark Cooper, Anwen M Jones
BACKGROUND: The concept of physical literacy has received increased research and international attention recently. Where intervention programs and empirical research are gaining momentum, their operationalizations differ significantly. OBJECTIVE: The objective of this study was to inform practice in the measure/assessment of physical literacy via a systematic review of research that has assessed physical literacy (up to 14 June, 2017). METHODS: Five databases were searched using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses for Protocols guidelines, with 32 published articles meeting the inclusion criteria...
November 15, 2017: Sports Medicine
https://www.readbyqxmd.com/read/29131678/exergames-designed-for-older-adults-a-pilot-evaluation-on-psychosocial-well-being
#8
Jinhui Li, Xuexin Xu, Pham Tan Phat, Yin-Leng Theng, Niina Katajapuu, Mika Luimula
OBJECTIVE: Exergames are increasingly been used in the primary healthcare domain for older adults who are 65 years and above. However, most of the exergames on current market are not designed for the aging population. The current study introduced five new exergames developed for elderly and evaluated their benefits. METHODS: Five new exergames were developed by researchers from Finland, Singapore, and Japan, in which the game topics, difficulties, and user interface were designed particularly for older adults...
November 13, 2017: Games for Health
https://www.readbyqxmd.com/read/29112939/serious-games-for-arm-rehabilitation-of-persons-with-multiple-sclerosis-a-randomized-controlled-pilot-study
#9
Johanna Jonsdottir, Rita Bertoni, Michael Lawo, Angelo Montesano, Thomas Bowman, Silvia Gabrielli
OBJECTIVES: The feasibility and preliminary evidence for efficacy of a serious games platform compared to exergame using the Wii for arm rehabilitation in persons with multiple sclerosis (MS) was investigated. METHODS: A pilot single-blind randomized (2:1) controlled in clinic trial was carried out. Sixteen persons with MS participated (age years 56.8 (SD 12.3), MS-onset years 19.4 (SD 12.3), EDSS 6.5). Ten participants used a serious games platform (Rehab@Home) while 6 participants played with the commercial Wii platform, for four weeks (40min, 12 sessions/4 weeks)...
October 28, 2017: Multiple Sclerosis and related Disorders
https://www.readbyqxmd.com/read/29104712/design-and-real-world-evaluation-of-eyes-free-yoga-an-exergame-for-blind-and-low-vision-exercise
#10
Kyle Rector, Roger Vilardaga, Leo Lansky, Kellie Lu, Cynthia L Bennett, Richard E Ladner, Julie A Kientz
People who are blind or low vision may have a harder time participating in exercise due to inaccessibility or lack of encouragement. To address this, we developed Eyes-Free Yoga using the Microsoft Kinect that acts as a yoga instructor and has personalized auditory feedback based on skeletal tracking. We conducted two different studies on two different versions of Eyes-Free Yoga: (1) a controlled study with 16 people who are blind or low vision to evaluate the feasibility of a proof-of-concept and (2) an 8-week in-home deployment study with 4 people who are blind or low vision, with a fully functioning exergame containing four full workouts and motivational techniques...
April 2017: ACM Transactions on Accessible Computing
https://www.readbyqxmd.com/read/29098087/exergame-grading-scheme-concept-development-and-preliminary-psychometric-evaluations-in-cancer-survivors
#11
Hsiao-Lan Wang, Chiung-Ju Liu, Marcus Kilpatrick, Heather Jim, Susan McMillan, Nisha Vijayakumar, Sally McDonald, Tapan Padhya, Jeffery Russell, Karen Vondruska, Constance Visovsky
The challenge of using exergames to promote physical activity among cancer survivors lies in the selection of the exergames that match their fitness level. There is a need for a standardized grading scheme by which to judge an exergame's capacity to address specific physical fitness attributes with different levels of physical engagement. The study aimed to develop an Exergame Grading Scheme and preliminarily evaluate its psychometric properties. Fourteen (14) items were created from the human movement and exergame literature...
2017: Rehabilitation Research and Practice
https://www.readbyqxmd.com/read/29077484/anxiolytic-effects-of-a-single-session-of-the-exergame-zumba-%C3%A2-fitness-on-healthy-young-women
#12
Ricardo Borges Viana, Claudia Lima Alves, Carlos Alexandre Vieira, Rodrigo Luiz Vancini, Mario Hebling Campos, Paulo Gentil, Marília Santos Andrade, Claudio Andre Barbosa de Lira
OBJECTIVE: Exergames appear to be a promising tool to increase energy expenditure and physical fitness. However, less is known about the effect of a single session of an exergame on anxiety state. Thus, the aim of this study was to evaluate the effects of a single session of the exergame Zumba(®) Fitness (Xbox 360 Kinect(®)) on the anxiety state of healthy young women. MATERIALS AND METHODS: Forty healthy young women (22.9 ± 3.7 years; 62.43 ± 8.75 kg; 1...
October 27, 2017: Games for Health
https://www.readbyqxmd.com/read/29072042/active-exergames-to-improve-cognitive-functioning-in-neurological-disabilities-a-systematic-review-and-meta-analysis
#13
Gioia Mura, Mauro G Carta, Federica Sancassiani, Sergio Machado, Luca Prosperini
INTRODUCTION: Exergames represent a way to perform physical activity through active video games, serving as potentially useful tool in the field of neurorehabilitation. However, little is known regarding the possible role of exergames in improving cognitive functions in persons suffering from neurological disabilities. EVIDENCE ACQUISITION: A search for relevant articles was carried out on PubMed/Medline, Scopus, PEDro, and Google Scholar. Only randomized controlled studies and non-randomized but controlled studies were retained...
October 25, 2017: European Journal of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/29066423/examining-motivations-to-play-pok%C3%A3-mon-go-and-their-influence-on-perceived-outcomes-and-physical-activity
#14
Oriol Marquet, Claudia Alberico, Deepti Adlakha, J Aaron Hipp
BACKGROUND: Pokémon GO is the most played augmented reality game in history. With more than 44 million players at the peak of its popularity, the game has sparked interest on its effects on the young population's health. OBJECTIVE: This pilot study examined motivations to start playing Pokémon GO among a sample of US college students, and how motivations were associated with perceived outcomes of the playing experience and physical activity derived while playing...
October 24, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/29059227/exergaming-feels-good-despite-working-harder
#15
Kate Glen, Roger Eston, Tobias Loetscher, Gaynor Parfitt
Strategies to encourage exercise have led to research on cycle ergometer 'exergaming', as a means of enhancing exercise enjoyment. This research has typically prescribed the exercise intensity and used one exercise mode. The aim of this study was to compare self-selected exercise intensity on a cycle ergometer with and without exergaming modes activated. A total of 20 participants aged between 18-40 years (M = 24.2 ± 5.9) completed a sub-maximal exercise test. Participants returned two days later to complete one 45 minute session of self-selected exercise with 15 minutes in each of 'control' (standard ergometer), 'track', and 'game' modes, with order randomized...
2017: PloS One
https://www.readbyqxmd.com/read/29021913/exergaming-can-be-an-innovative-way-of-enjoyable-high-intensity-interval-training
#16
Trine Moholdt, Stian Weie, Konstantinos Chorianopoulos, Alf Inge Wang, Kristoffer Hagen
OBJECTIVES: Exergames can replace sedentary time spent on computer gaming with physical activity. Previous research has found exergaming to elicit light-to-moderate exercise intensity. Our primary aim was to examine the exercise intensity of a newly developed biking exergame. METHODS: Eight males (23.9±0.6 years) played the exergame (PLAY) and walked (WALK) on three separate occasions, with the condition counterbalanced and in random sequence within each day. They were asked to PLAY and WALK for a minimum of 15 min and then continue for as long as they wanted...
2017: BMJ Open Sport & Exercise Medicine
https://www.readbyqxmd.com/read/29016199/ability-based-balancing-using-the-gross-motor-function-measure-in-exergaming-for-youth-with-cerebral-palsy
#17
Alexander MacIntosh, Lauren Switzer, Susan Hwang, Adrian L Jessup Schneider, Daniel Clarke, T C Nicholas Graham, Darcy L Fehlings
OBJECTIVE: To test if the gross motor function measure (GMFM) could be used to improve game balancing allowing youth with cerebral palsy (CP) with different physical abilities to play a cycling-based exercise videogame together. Our secondary objective determined if exergaming with the GMFM Ability-Based algorithm was enjoyable. MATERIALS AND METHODS: Eight youth with CP, 8-14 years of age, GMFM scores between 25.2% and 87.4% (evenly distributed between Gross Motor Function Classification System levels II and III), competed against each other in head-to-head races, totaling 28 unique race dyads...
October 10, 2017: Games for Health
https://www.readbyqxmd.com/read/28984486/exergames-vs-traditional-exercise-investigating-the-influencing-mechanism-of-platform-effect-on-subthreshold-depression-among-older-adults
#18
Jinhui Li, Yin-Leng Theng, Schubert Foo, Xuexin Xu
OBJECTIVE: This study aimed to examine the influencing mechanism of exercise platform effect on subthreshold depression among older adults by comparing exergames and traditional exercise. METHOD: One hundred and two Singaporean older adults were assigned to either playing Wii exergames or performing traditional exercise programs once a week, for six weeks. RESULTS: Results confirmed a direct negative platform effect on subthreshold depression and further supported the mediation role of positive emotions in the platform effect...
October 6, 2017: Aging & Mental Health
https://www.readbyqxmd.com/read/28977134/exergames-as-a-tool-for-the-acquisition-and-development-of-motor-skills-and-abilities-a-systematic-review
#19
Pâmella de Medeiros, Renata Capistrano, Marcela Almeida Zequinão, Siomara Aparecida da Silva, Thais Silva Beltrame, Fernando Luiz Cardoso
OBJECTIVE: To analyze the literature on the effectiveness of exergames in physical education classes and in the acquisition and development of motor skills and abilities. DATA SOURCE: The analyses were carried out by two independent evaluators, limited to English and Portuguese, in four databases: Web of Science, Science Direct, Scopus and PubMed, without restrictions related with year. The keywords used were: "Exergames and motor learning and motor skill" and "Exergames and motor skill and physical education"...
September 21, 2017: Revista Paulista de Pediatria: Orgão Oficial da Sociedade de Pediatria de São Paulo
https://www.readbyqxmd.com/read/28968153/exergaming-for-individuals-with-spinal-cord-injury-a-pilot-study
#20
Maziah Mat Rosly, Mark Halaki, Hadi Mat Rosly, Victor Cuesta, Nazirah Hasnan, Glen M Davis, Ruby Husain
OBJECTIVE: Commercially available exergames that are for wheelchair-bound individuals with spinal cord injury (SCI) are scarce. This study sought to identify exergames for individuals with SCI that are "dose-potent" for health benefits. MATERIALS AND METHODS: Six participants with SCI were recruited for a pilot study to investigate the exercise intensity of selected exergames (Move Tennis, Move Boxing, and Move Gladiator Duel) for the potential to improve health...
October 2017: Games for Health
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