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Exergaming

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https://www.readbyqxmd.com/read/29021913/exergaming-can-be-an-innovative-way-of-enjoyable-high-intensity-interval-training
#1
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
#2
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
#3
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
#4
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
#5
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 2, 2017: Games for Health
https://www.readbyqxmd.com/read/28946996/motion-rehab-ave-3d-a-vr-based-exergame-for-post-stroke-rehabilitation
#6
Mateus Trombetta, Patrícia Paula Bazzanello Henrique, Manoela Rogofski Brum, Eliane Lucia Colussi, Ana Carolina Bertoletti De Marchi, Rafael Rieder
BACKGROUND AND OBJECTIVE: Recent researches about games for post-stroke rehabilitation have been increasing, focusing in upper limb, lower limb and balance situations, and showing good experiences and results. With this in mind, this paper presents Motion Rehab AVE 3D, a serious game for post-stroke rehabilitation of patients with mild stroke. The aim is offer a new technology in order to assist the traditional therapy and motivate the patient to execute his/her rehabilitation program, under health professional supervision...
November 2017: Computer Methods and Programs in Biomedicine
https://www.readbyqxmd.com/read/28882467/muscle-activation-behavior-in-a-swimming-exergame-differences-by-experience-and-gaming-velocity
#7
Pooya Soltani, Pedro Figueiredo, Ricardo J Fernandes, João Paulo Vilas-Boas
The effects of playing intensity and prior exergame and sport experience on the activation patterns of upper limb muscles during a swimming exergame were investigated. Surface electromyography of Biceps Brachii, Triceps Brachii, Latissimus Dorsi, Upper Trapezius, and Erector Spinae of twenty participants was recorded, and the game play was divided into normal and fast. Mean muscle activation, normalized to maximum voluntary isometric contraction (MVIC), ranged from 4.9 to 95.2%MVIC and differed between normal and fast swimming for all techniques (p<0...
November 1, 2017: Physiology & Behavior
https://www.readbyqxmd.com/read/28854939/weight-supported-training-of-the-upper-extremity-in-children-with-cerebral-palsy-a-motor-learning-study
#8
Jeffrey W Keller, Hubertus J A van Hedel
BACKGROUND: Novel neurorehabilitation technologies build upon treatment principles derived from motor learning studies. However, few studies have investigated motor learning with assistive devices in children and adolescents with Cerebral Palsy (CP). The aim of this study was to investigate whether children with CP who trained with weight support in a playful, virtual environment would improve upper extremity task performance (i.e. skill acquisition), transfer, and retention, three aspects that indicate whether motor learning might have occurred or not...
August 30, 2017: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/28842390/user-perspectives-on-exergames-designed-to-explore-the-hemineglected-space-for-stroke-patients-with-visuospatial-neglect-usability-study
#9
Bernadette C Tobler-Ammann, Elif Surer, Ruud H Knols, N Alberto Borghese, Eling D de Bruin
BACKGROUND: Visuospatial neglect due to stroke is characterized by the inability to perceive stimuli emerging in the area opposite to the side of brain damage. Besides adopting conventional rehabilitation methods to treat neglect symptoms, the use of virtual reality (VR) is becoming increasingly popular. We designed a series of 9 exergames aimed to improve exploration of the neglected side of space. When new VR interventions are designed, it is important to assess the usability aspects of such management strategies within the target population...
August 25, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28842388/exergames-encouraging-exploration-of-hemineglected-space-in-stroke-patients-with-visuospatial-neglect-a-feasibility-study
#10
Bernadette C Tobler-Ammann, Elif Surer, Eling D de Bruin, Marco Rabuffetti, N Alberto Borghese, Renato Mainetti, Michele Pirovano, Lia Wittwer, Ruud H Knols
BACKGROUND: Use of exergames can complement conventional therapy and increase the amount and intensity of visuospatial neglect (VSN) training. A series of 9 exergames-games based on therapeutic principles-aimed at improving exploration of the neglected space for patients with VSN symptoms poststroke was developed and tested for its feasibility. OBJECTIVES: The goal was to determine the feasibility of the exergames with minimal supervision in terms of (1) implementation of the intervention, including adherence, attrition and safety, and (2) limited efficacy testing, aiming to document possible effects on VSN symptoms in a case series of patients early poststroke...
August 25, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28837353/the-psychological-effects-of-playing-exergames-a-systematic-review
#11
Seungmin Lee, Wonkyung Kim, Taiwoo Park, Wei Peng
Successful exergames should lead players not only to achieve enough level of energy expenditure but also to engage in the play itself. The aim of this study is to review studies that explored the psychological effects of playing exergames, from the viewpoint of player engagement. Peer-reviewed journal articles in English collected via database search (Science Direct, Web of Science, ACM Digital Library) from 2011 to 2015 were considered, and 45 experimental studies were selected out of 911 studies. The results show that a variety of psychological effects of engagement including enjoyment, immersion, and flow were measured in the exergame studies...
September 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28813966/exergaming-with-a-pediatric-exoskeleton-facilitating-rehabilitation-and-research-in-children-with-cerebral-palsy
#12
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
#13
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
#14
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
#15
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
#16
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
#17
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
#18
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
#19
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
#20
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
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