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Exergaming

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https://www.readbyqxmd.com/read/28333997/learning-better-by-repetition-or-variation-is-transfer-at-odds-with-task-specific-training
#1
Emmanuel Bonney, Lemke Dorothee Jelsma, Gillian D Ferguson, Bouwien C M Smits-Engelsman
OBJECTIVE: Transfer of motor skills is the ultimate goal of motor training in rehabilitation practice. In children with Developmental Coordination Disorder (DCD), very little is known about how skills are transferred from training situations to real life contexts. In this study we examined the influence of two types of practice on transfer of motor skills acquired in a virtual reality (VR) environment. METHOD: One hundred and eleven children with DCD and their typically developing (TD) peers, aged 6-10 years (M = 8...
2017: PloS One
https://www.readbyqxmd.com/read/28330455/exergames-versus-self-regulated-exercises-with-instruction-leaflets-to-improve-adherence-during-geriatric-rehabilitation-a-randomized-controlled-trial
#2
Peter Oesch, Jan Kool, Luis Fernandez-Luque, Ellen Brox, Gunn Evertsen, Anton Civit, Roger Hilfiker, Stefan Bachmann
BACKGROUND: Improving mobility in elderly persons is a primary goal in geriatric rehabilitation. Self-regulated exercises with instruction leaflets are used to increase training volume but adherence is often low. Exergames may improve adherence. This study therefore compared exergames with self-regulated exercise using instruction leaflets. The primary outcome was adherence. Secondary outcomes were enjoyment, motivation and balance during walking. METHODS: Design: single center parallel group non-blinded randomized controlled trial with central stratified randomization...
March 23, 2017: BMC Geriatrics
https://www.readbyqxmd.com/read/28322760/-effects-of-exergames-on-quality-of-life-pain-and-disease-impact-in-women-with-fibromyalgia-a-randomized-controlled-trial
#3
Daniel Collado-Mateo, Francisco Javier Dominguez-Muñoz, Jose Carmelo Adsuar, Miguel Angel Garcia-Gordillo, Narcis Gusi
OBJECTIVE: To evaluate the effects of an exergame-based intervention in a population sample of women with fibromyalgia. DESIGN: This study was a single-blinded, randomized controlled trial for 8-week intervention. SETTING: Fibromyalgia center. PARTICIPANTS: Participants (only women) were divided into two groups: an exercise group (n=42; mean age ± SD, 52.52 ± 9.73) and a control group (n=41; mean age ± SD, 52.47 ± 8...
March 18, 2017: Archives of Physical Medicine and Rehabilitation
https://www.readbyqxmd.com/read/28322649/the-feasibility-of-an-exergaming-program-in-underserved-older-african-americans
#4
Ying-Yu Chao, Rita Musanti, Peijia Zha, Carina Katigbak
The study tested the feasibility and efficacy of an exergaming program in underserved older African American communities. The study is a single-group with pre- and posttest design. Twelve female participants ( M age = 64.17 ± 6.74 years) completed an exergaming program once or twice a week for 24 sessions over 14 weeks. Community health workers implemented the program through coaching and supporting mechanisms to motivate participants to exercise. A mixed-methods analysis was used to assess the intervention...
January 1, 2017: Western Journal of Nursing Research
https://www.readbyqxmd.com/read/28274326/a-systematic-review-and-meta-analysis-of-outcome-measures-to-assess-postural-control-in-older-adults-who-undertake-exergaming
#5
REVIEW
Robin Tahmosybayat, Katherine Baker, Alan Godfrey, Nick Caplan, Gill Barry
Exergaming has been shown to be an effective tool to improve postural control (PC) in older community-dwelling individuals. The outcome measures (OMs) used to assess PC are varied and this could limit the estimation of the effectiveness of the intervention. This systematic review and meta-analysis aims to explore the OMs currently used to assess PC in exergaming interventions, for healthy elderly individuals aged over 60 years. The literature search was conducted across five databases (CINAHL, EMBASE, PubMed, ISI, SPORTdiscus and Science Direct) using a range of search terms and combinations relating to exergaming, balance, exercise, falls and elderly...
April 2017: Maturitas
https://www.readbyqxmd.com/read/28268277/an-exergame-system-based-on-force-platforms-and-body-key-point-detection-for-balance-training
#6
Marcos D Lavarda, Pedro A de Borba, Matheus R Oliveira, Gustavo B Borba, Mauren A de Souza, Humberto R Gamba
Postural instability affects a large number of people and can compromise even simple activities of the daily routine. Therapies for balance training can strongly benefit from auxiliary devices specially designed for this purpose. In this paper, we present a system for balance training that uses the metaphor of a game, what contributes to the motivation and engagement of the patients during a treatment. Such approach is usually named exergame, in which input devices for posturographic assessment and a visual output perform the interaction with the subject...
August 2016: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/28264717/mobile-exergaming-for-health-effects-of-a-serious-game-application-for-smartphones-on-physical-activity-and-exercise-adherence-in-type-2-diabetes-mellitus-study-protocol-for-a-randomized-controlled-trial
#7
Christoph Höchsmann, Steffen P Walz, Juliane Schäfer, Jussi Holopainen, Henner Hanssen, Arno Schmidt-Trucksäss
BACKGROUND: Exergaming is a novel approach to increase motivation for regular physical activity (PA) among sedentary individuals such as patients with type 2 diabetes mellitus (T2DM). Because existing exergames do not offer fitness-level adjusted, individualized workouts and are normally stationary (TV bound), thus not enabling PA anywhere and at any time, we developed a smartphone-based, game-like software application (MOBIGAME) specifically designed for middle-aged T2DM patients to induce a healthier, more active lifestyle as part of successful T2DM treatment and management...
March 6, 2017: Trials
https://www.readbyqxmd.com/read/28263666/balancing-for-gross-motor-ability-in-exergaming-between-youth-with-cerebral-palsy-at-gross-motor-function-classification-system-levels-ii-and-iii
#8
Alexander MacIntosh, Lauren Switzer, Hamilton Hernandez, Susan Hwang, Adrian L Jessup Schneider, Daniel Moran, T C Nicolas Graham, Darcy L Fehlings
OBJECTIVE: To test how three custom-built balancing algorithms minimize differences in game success, time above 40% heart rate reserve (HRR), and enjoyment between youth with cerebral palsy (CP) who have different gross motor function capabilities. Youth at Gross Motor Function Classification System (GMFCS) level II (unassisted walking) and level III (mobility aids needed for walking) competed in a cycling-based exercise video game that tested three balancing algorithms. MATERIALS AND METHODS: Three algorithms: a control (generic-balancing [GB]), a constant non-person specific (One-Speed-For-All [OSFA]), and a person-specific (Target-Cadence [TC]) algorithms were built...
March 6, 2017: Games for Health
https://www.readbyqxmd.com/read/28226434/an-exergame-system-based-on-force-platforms-and-body-key-point-detection-for-balance-training
#9
Marcos D Lavarda, Pedro A de Borba, Matheus R Oliveira, Gustavo B Borba, Mauren A de Souza, Humberto R Gamba, Marcos D Lavarda, Pedro A de Borba, Matheus R Oliveira, Gustavo B Borba, Mauren A de Souza, Humberto R Gamba, Gustavo B Borba, Mauren A de Souza, Marcos D Lavarda, Matheus R Oliveira, Pedro A De Borba, Humberto R Gamba
Postural instability affects a large number of people and can compromise even simple activities of the daily routine. Therapies for balance training can strongly benefit from auxiliary devices specially designed for this purpose. In this paper, we present a system for balance training that uses the metaphor of a game, what contributes to the motivation and engagement of the patients during a treatment. Such approach is usually named exergame, in which input devices for posturographic assessment and a visual output perform the interaction with the subject...
August 2016: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/28225644/a-narrative-synthesis-of-nintendo-wii-fit-gaming-protocol-in-addressing-balance-among-healthy-older-adults-what-system-works
#10
Donald G Manlapaz, Gisela Sole, Prasath Jayakaran, Cathy M Chapple
BACKGROUND: Balance is crucial in performing functional tasks particularly among older adults. Exergaming is gaining attention as a novel approach to enhance balance in a number of clinical populations. OBJECTIVES: The aim of this review was to synthesize and present published evidence for Nintendo Wii Fit™ gaming system protocols. These include game preference, intervention setting, and exercise dosage for improving balance in healthy older adults. Commonly used outcome measures were also identified...
February 22, 2017: Games for Health
https://www.readbyqxmd.com/read/28208682/new-approaches-to-exciting-exergame-experiences-for-people-with-motor-function-impairments
#11
Martina Eckert, Ignacio Gómez-Martinho, Juan Meneses, José-Fernán Martínez
The work presented here suggests new ways to tackle exergames for physical rehabilitation and to improve the players' immersion and involvement. The primary (but not exclusive) purpose is to increase the motivation of children and adolescents with severe physical impairments, for doing their required exercises while playing. The proposed gaming environment is based on the Kinect sensor and the Blender Game Engine. A middleware has been implemented that efficiently transmits the data from the sensor to the game...
February 12, 2017: Sensors
https://www.readbyqxmd.com/read/28192034/physiological-and-perceived-responses-in-different-levels-of-exergames-in-elite-athletes
#12
Louisa Ming Yan Chung, Feng Hua Sun, Chris Tsz Man Cheng
OBJECTIVE: Exergames have been suggested to increase the public's physical activity and to benefit cardiovascular health, particularly among the youth. However, not many studies compared the physiological and perceived responses between exergames and the authentic sports especially for elite athletes. This study aimed to investigate the physiological and perceived responses in different levels of Nintendo(®) Wii Fit™ U rowing exergames in one group of elite rowing athletes. MATERIALS AND METHODS: All participants were asked to perform the authentic rowing on the indoor rowing machine on the first day and to play the rowing exergames on the second day, in three levels with 1 hour rest between levels...
February 2017: Games for Health
https://www.readbyqxmd.com/read/28190675/effectiveness-of-exergaming-in-improving-functional-balance-fatigue-and-quality-of-life-in-parkinson-s-disease-a-pilot-randomized-controlled-trial
#13
REVIEW
Camila Gemin Ribas, Letícia Alves da Silva, Marina Ribas Corrêa, Hélio Ghizone Teive, Silvia Valderramas
Although motor symptoms in Parkinson's disease (PD) are well established, few studies have described the effects of exergaming on the clinical and functional outcomes of PD. OBJECTIVES: To analyze the effectiveness of exergaming in improving functional balance, fatigue, functional exercise capacity and quality of life in PD. METHODS: The study population consisted of 20 patients (12 males and 8 females) aged 61 ± 9.11 years allocated into two groups: an exergaming group (EGG) (n = 10) and a conventional exercise, or control, group (CG) (n = 10)...
February 7, 2017: Parkinsonism & related Disorders
https://www.readbyqxmd.com/read/28157565/variable-training-does-not-lead-to-better-motor-learning-compared-to-repetitive-training-in-children-with-and-without-dcd-when-exposed-to-active-video-games
#14
Emmanuel Bonney, Dorothee Jelsma, Gillian Ferguson, Bouwien Smits-Engelsman
BACKGROUND: Little is known about the influence of practice schedules on motor learning and skills transfer in children with and without developmental coordination disorder (DCD). Understanding how practice schedules affect motor learning is necessary for motor skills development and rehabilitation. AIMS: The study investigated whether active video games (exergames) training delivered under variable practice led to better learning and transfer than repetitive practice...
March 2017: Research in Developmental Disabilities
https://www.readbyqxmd.com/read/28135284/visual-data-exploration-for-balance-quantification-in-real-time-during-exergaming
#15
Venustiano Soancatl Aguilar, Jasper J van de Gronde, Claudine J C Lamoth, Mike van Diest, Natasha M Maurits, Jos B T M Roerdink
Unintentional injuries are among the ten leading causes of death in older adults; falls cause 60% of these deaths. Despite their effectiveness to improve balance and reduce the risk of falls, balance training programs have several drawbacks in practice, such as lack of engaging elements, boring exercises, and the effort and cost of travelling, ultimately resulting in low adherence. Exergames, that is, digital games controlled by body movements, have been proposed as an alternative to improve balance. One of the main challenges for exergames is to automatically quantify balance during game-play in order to adapt the game difficulty according to the skills of the player...
2017: PloS One
https://www.readbyqxmd.com/read/28113566/moving-real-exergaming-engines-on-the-web-the-webfitforall-case-study-in-an-active-and-healthy-ageing-living-lab-environment
#16
Evdokimos Konstantinidis, Giorgos Bamparopoulos, Panagiotis Bamidis
Exergames have been the subject of research and technology innovations for a number of years. Different devices and technologies have been utilized to train the body and the mind of senior people or different patient groups. In the past we presented FitForAll, the protocol efficacy of which was proven through widely taken (controlled) pilots with more than 116 seniors for a period of two months. The current piece of work, expands this and, presents the first truly web exergaming platform, which is solely based on HTML5 and JavaScript without any browser plugin requirements...
April 27, 2016: IEEE Journal of Biomedical and Health Informatics
https://www.readbyqxmd.com/read/28103811/study-protocol-effect-of-playful-training-on-functional-abilities-of-older-adults-a-randomized-controlled-trial
#17
Jari Due Jessen, Henrik Hautop Lund
BACKGROUND: Loss of functional capabilities due to inactivity is one of the most common reasons for fall accidents, and it has been well established that loss of capabilities can be effectively reduced by physical activity. Pilot studies indicate a possible improvement in functional abilities of community dwelling elderly as a result of short-term playing with an exergame system in the form of interactive modular tiles. Such playful training may be motivational to perform and viewed by the subjects to offer life-fulfilling quality, while providing improvement in physical abilities, e...
January 19, 2017: BMC Geriatrics
https://www.readbyqxmd.com/read/28092144/exergaming-boxing-versus-heavy-bag-boxing-are-these-equipotent-for-individuals-with-spinal-cord-injury
#18
Maziah Mat Rosly, Hadi Mat Rosly, Nazirah Hasnan, Glen M Davis, Ruby Husain
BACKGROUND: Current strategies for increased physical activity and exercise in individuals with spinal cord injury (SCI) face many challenges with regards to maintaining their continuity of participation. Barriers cited often include problems with accessing facilities, mundane, monotonous or boring exercises and expensive equipment that is often not adapted for wheelchair users. AIM: To compare the physiological responses and user preferences between conventional heavy bag boxing against a novel form of video game boxing, known as exergaming boxing...
January 13, 2017: European Journal of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/28077348/user-centered-design-of-serious-games-for-older-adults-following-3-years-of-experience-with-exergames-for-seniors-a-study-design
#19
Ellen Brox, Stathis Th Konstantinidis, Gunn Evertsen
BACKGROUND: Seniors need sufficient balance and strength to manage in daily life, and sufficient physical activity is required to achieve and maintain these abilities. This can be a challenge, but fun and motivational exergames can be of help. However, most commercial games are not suited for this age group for several reasons. Many usability studies and user-centered design (UCD) protocols have been developed and applied, but to the best of our knowledge none of them are focusing on seniors' use of games for physical activity...
January 11, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28068954/cognitively-and-physically-demanding-exergaming-to-improve-executive-functions-of-children-with-attention-deficit-hyperactivity-disorder-a-randomised-clinical-trial
#20
Valentin Benzing, Mirko Schmidt
BACKGROUND: Attention deficit hyperactivity disorder (ADHD) is one of the most common mental disorders observed in childhood and adolescence. Its key symptoms - reduced attention, poor control of impulses as well as increased motor activity - are associated with decreased executive functions performance, finally affecting academic achievement. Although drug treatments usually show some effect, alternative treatments are continually being sought, due to lack of commitment and possible side effects...
January 10, 2017: BMC Pediatrics
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