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Exergaming

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https://www.readbyqxmd.com/read/28226434/an-exergame-system-based-on-force-platforms-and-body-key-point-detection-for-balance-training
#1
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
#2
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
#3
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
#4
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
#5
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
#6
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...
January 31, 2017: Research in Developmental Disabilities
https://www.readbyqxmd.com/read/28135284/visual-data-exploration-for-balance-quantification-in-real-time-during-exergaming
#7
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
#8
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
#9
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
#10
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
#11
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
#12
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
https://www.readbyqxmd.com/read/28030542/acute-cognitively-engaging-exergame-based-physical-activity-enhances-executive-functions-in-adolescents
#13
Valentin Benzing, Theda Heinks, Noëmi Eggenberger, Mirko Schmidt
The study aimed to elucidate the influence of cognitive engagement comprised in an acute bout of exergame-based physical activity on executive functions (inhibition, cognitive flexibility) in adolescents. Therefore, the level of cognitive engagement and the intensity of physical activity were systematically varied across three experimental conditions. Sixty-five healthy male adolescents (13-16 years) were randomly assigned to one of three conditions: (a) physical activity with high levels of cognitive engagement during active video gaming, (b) physical activity with low levels of cognitive engagement during active video gaming, (c) sedentary with low levels of cognitive engagement during passive video watching...
2016: PloS One
https://www.readbyqxmd.com/read/28029063/computerized-physical-activity-training-for-persons-with-severe-mental-illness-experiences-from-a-communal-supported-housing-project
#14
Amanda Lundvik Gyllensten, Karl-Anton Forsberg
PURPOSE: To study the effectiveness of Exergames in communal psychiatry for persons with severe mental illness, a randomized cluster study was performed. The hypothesis was to increase physical activity habits to improve somatic health. To identify factors promoting or impeding the use of the Exergames. METHODS: Assessments of BMI, blood pressure, physical fitness, SF36, GAF and social interactions were studied at baseline and 10 months. An integrated methods design using content analysis of focus group interviews was integrated with a statistical analysis...
December 28, 2016: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/28028958/the-effectiveness-of-exergames-in-patients-with-ankylosing-spondylitis-a-randomized-controlled-trial
#15
Ali Yavuz Karahan, Fatih Tok, Pelin Yildirim, Banu Ordahan, Gozde Turkoglu, Nilay Sahin
BACKGROUND: Exergames are a well-known type of game based on a virtual avatar's body movements. This hightech approach promotes an active lifestyle. OBJECTIVES: The aim of this randomized controlled trial was to evaluate the effects of exergames on pain, disease activity, functional capacity and quality of life in patients with ankylosing spondylitis (AS). MATERIAL AND METHODS: The study involved 60 patients, who were randomized into either the exergame group (EG) or the control group (CG)...
September 2016: Advances in Clinical and Experimental Medicine: Official Organ Wroclaw Medical University
https://www.readbyqxmd.com/read/27992237/a-community-based-exergaming-physical-activity-program-improves-readiness-to-change-and-self-efficacy-among-rural-residing-older-adults
#16
Ashleigh J Sowle, Sarah L Francis, Jennifer A Margrett, Mark C Shelley, Warren D Franke
Rural-residing older adults (OA) are not meeting physical activity (PA) recommendations, such that identifying methods of increasing PA among OA remains an ongoing challenge. This study evaluated the effect of a community-based exergaming program on PA readiness-to-change and self-efficacy among rural-residing OA (n=265). There was a significant (p=.008) increase in readiness-to-change classification from PRE to POST. Significant increases in self-efficacy, or confidence in their ability to be physically active for a prescribed period of time, were detected for 35 (p=...
December 19, 2016: Journal of Aging and Physical Activity
https://www.readbyqxmd.com/read/27976953/improving-psychosocial-well-being-of-older-adults-through-exergaming-the-moderation-effects-of-intergenerational-communication-and-age-cohorts
#17
Xuexin Xu, Jinhui Li, Tan Phat Pham, Charles T Salmon, Yin-Leng Theng
OBJECTIVE: Exergaming is one way to foster social interaction among older adults and to improve their psychosocial well-being, which is a crucial component of healthy aging. This study examined how exergaming affects older adults' social anxiousness, sociability, and loneliness, and it further analyzed differences in the exergaming effects across different types of game play and between different aging cohorts. METHOD: A 2 (pre-test vs. post-test) × 2 (young-old vs...
December 2016: Games for Health
https://www.readbyqxmd.com/read/27973919/effectiveness-of-technology-based-distance-physical-rehabilitation-interventions-on-physical-activity-and-walking-in-multiple-sclerosis-a-systematic-review-and-meta-analysis-of-randomized-controlled-trials
#18
Aki Rintala, Sanna Hakala, Jaana Paltamaa, Ari Heinonen, Juha Karvanen, Tuulikki Sjögren
OBJECTIVE: To determine the effectiveness of technology-based distance physical rehabilitation interventions in multiple sclerosis (MS) on physical activity and walking. DATA SOURCES: A systematic literature search was conducted in seven databases from January 2000 to September 2016. Randomized controlled trials of technology-based distance physical rehabilitation interventions on physical activity and walking outcome measures were included. METHODS: Methodological quality of the studies was determined and a meta-analysis was performed...
December 15, 2016: Disability and Rehabilitation
https://www.readbyqxmd.com/read/27965570/combining-exergame-training-with-omega-3-fatty-acid-supplementation-protocol-for-a-randomized-controlled-study-assessing-the-effect-on-neuronal-structure-function-in-the-elderly-brain
#19
Alexandra Schättin, Eling D de Bruin
A common problem in the older population is the risk of falling and related injury, immobility, and reduced survival. Age-related neuronal changes, e.g., decline in gray-and white-matter, affect neuronal, cognitive, and motor functioning. The improvement of these factors might decrease fall events in elderly. Studies showed that administration of video game-based physical exercise, a so-called exergame, or omega-3 fatty acid (FA) may improve motor and/or cognitive functioning through neuronal changes in the brain of older adults...
2016: Frontiers in Aging Neuroscience
https://www.readbyqxmd.com/read/27941237/disentangling-the-health-benefits-of-walking-from-increased-exposure-to-falls-in-older-people-using-remote-gait-monitoring-and-multi-dimensional-analysis
#20
Matthew A Brodie, Yoshiro Okubo, Janneke Annegarn, Rainer Wieching, Stephen R Lord, Kim Delbaere
Falls and physical deconditioning are two major health problems for older people. Recent advances in remote physiological monitoring provide new opportunities to investigate why walking exercise, with its many health benefits, can both increase and decrease fall rates in older people. In this paper we combine remote wearable device monitoring of daily gait with non-linear multi-dimensional pattern recognition analysis; to disentangle the complex associations between walking, health and fall rates. One week of activities of daily living (ADL) were recorded with a wearable device in 96 independent living older people prior to completing 6 months of exergaming interventions...
January 2017: Physiological Measurement
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