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https://www.readbyqxmd.com/read/29456287/gamers-insights-into-the-phenomenology-of-normal-gaming-and-game-addiction-a-mixed-methods-study
#1
Michelle Colder Carras, Anne Marie Porter, Antonius J Van Rooij, Daniel King, Amanda Lange, Matthew Carras, Alain Labrique
In response to calls for further research into the phenomenology of Internet gaming disorder (IGD), we used a community-engaged consensus development approach to evaluate how members of the "gamer culture" describe problematic gaming and the relationship of these descriptions to the proposed IGD criteria. Two focus groups of gamers were recruited at a video game convention. Participants were asked to submit suggestions for signs of game "addiction". Participants discussed and ranked the criteria in order of conceptual importance...
February 2018: Computers in Human Behavior
https://www.readbyqxmd.com/read/29451742/real-time-monitoring-prefrontal-activities-during-online-video-game-playing-by-functional-near-infrared-spectroscopy
#2
Yue Li, Lei Zhang, Kehong Long, Hui Gong, Hao Lei
A growing body of literature has suggested that video game playing can induce functional and structural plasticity of the brain. The underlying mechanisms, however, remain poorly understood. In this study, functional near-infrared spectroscopy (fNIRS) was used to record prefrontal activities in 24 experienced game players when they played a massively multiplayer online battle arena (MOBA) video game, League of Legends (LOL), under naturalistic conditions. It was observed that game onset was associated with significant activations in the ventrolateral prefrontal cortex (VLPFC) and concomitant deactivations in the dorsolateral prefrontal cortex (DLPFC) and frontal pole area (FPA)...
February 16, 2018: Journal of Biophotonics
https://www.readbyqxmd.com/read/29450245/video-game-addiction-and-psychological-distress-among-expatriate-adolescents-in-saudi-arabia
#3
Nazmus Saquib, Juliann Saquib, AbdulWaris Wahid, Abdulrahman Akmal Ahmed, Hamad Emad Dhuhayr, Mohamed Saddik Zaghloul, Mohammed Ewid, Abdulrahman Al-Mazrou
Introduction: Few studies have estimated screen time among Arab adolescents, and no studies, to date, have published data on addiction to video games or Internet games among Arab adolescents. This study aimed to assess the prevalence of addiction to video games and its correlation with mental health in a sample of expatriate high school students from the Al-Qassim region of Saudi Arabia. Methods: The survey was conducted in 2016 among 276 students enrolled in ninth through twelfth grades in the International Schools in Buraidah, Al-Qassim...
December 2017: Addictive Behaviors Reports
https://www.readbyqxmd.com/read/29449203/influencing-the-conversation-about-masculinity-and-suicide-evaluation-of-the-man-up-multimedia-campaign-using-twitter-data
#4
Marisa Schlichthorst, Kylie King, Jackie Turnure, Suku Sukunesan, Andrea Phelps, Jane Pirkis
BACKGROUND: It has been suggested that some dominant aspects of traditional masculinity are contributing to the high suicide rates among Australian men. We developed a three-episode documentary called Man Up, which explores the complex relationship between masculinity and suicide and encourages men to question socially imposed rules about what it means to be a man and asks them to open up, express difficult emotions, and seek help if and when needed. We ran a three-phase social media campaign alongside the documentary using 5 channels (Twitter, Facebook, Instagram, YouTube, and Tumblr)...
February 15, 2018: JMIR Mental Health
https://www.readbyqxmd.com/read/29447133/computerised-training-improves-cognitive-performance-in-chronic-pain-a-participant-blinded-randomised-active-controlled-trial-with-remote-supervision
#5
Katharine S Baker, Nellie Georgiou-Karistianis, Amit Lampit, Michael Valenzuela, Stephen J Gibson, Melita J Giummarra
Chronic pain is associated with reduced efficiency of cognitive performance, and few studies have investigated methods of remediation. We trialled a computerised cognitive training protocol to determine whether it could attenuate cognitive difficulties in a chronic pain sample. Thirty-nine adults with chronic pain (mean age = 43.3, 61.5% females) were randomised to an 8-week online course (3 sessions/week from home) of game-like cognitive training exercises, or an active control involving watching documentary videos...
January 11, 2018: Pain
https://www.readbyqxmd.com/read/29446662/parents-knowledge-and-beliefs-about-the-impact-of-exposure-to-media-violence-on-children-s-aggression
#6
Nahla Mansour Al-Ali, Hadeel Said Yaghy, Khulood K Shattnawi, Noha M Al-Shdayfat
The current study aimed to assess Jordanian parents' knowledge and beliefs about the effects of violent media on children's aggressive behavior. A sample of 262 parents of children aged 6-11 years completed a Media Quotient questionnaire about children's media habits, media effects, and children's aggressive behavior. Parents reported that their children spend an average of 4.83 h (SD = 2.12) watching TV, 3.20 h (SD = 2.29) playing video games, 1.07 h (SD = 0.88) listening to music, and only 0.52 min (SD = 0...
February 15, 2018: Issues in Mental Health Nursing
https://www.readbyqxmd.com/read/29445864/playing-to-your-skills-a-randomised-controlled-trial-evaluating-a-dedicated-video-game-for-minimally-invasive-surgery
#7
Cuan M Harrington, Vishwa Chaitanya, Patrick Dicker, Oscar Traynor, Dara O Kavanagh
BACKGROUND: Video gaming demands elements of visual attention, hand-eye coordination and depth perception which may be contiguous with laparoscopic skill development. General video gaming has demonstrated altered cortical plasticity and improved baseline/acquisition of minimally invasive skills. The present study aimed to evaluate for skill acquisition associated with a commercially available dedicated laparoscopic video game (Underground) and its unique (laparoscopic-like) controller for the Nintendo®Wii U™ console...
February 14, 2018: Surgical Endoscopy
https://www.readbyqxmd.com/read/29439784/influence-of-physical-activity-sedentary-behavior-and-diet-quality-in-childhood-on-the-incidence-of-internalizing-and-externalizing-disorders-during-adolescence-a-population-based-cohort-study
#8
XiuYun Wu, Kerry Bastian, Arto Ohinmaa, Paul Veugelers
PURPOSE: Studies among youth suggest that physical inactivity, sedentary behaviors, and poor diet quality are associated with poor mental health. Few population-based studies have investigated these relationships longitudinally. We examined the association between physical activity, sedentary behaviors, and diet quality in childhood and the incidence of internalizing and externalizing disorders throughout adolescence. METHODS: We linked health behavior survey data from 2003 among 10- to 11-year-old children across Nova Scotia, Canada, with administrative health care data from 2003 to 2011...
February 2018: Annals of Epidemiology
https://www.readbyqxmd.com/read/29435449/video-games-and-other-online-activities-may-improve-health-in-ageing
#9
Marios Kyriazis, Elisavet Kiourti
No abstract text is available yet for this article.
2018: Frontiers in Medicine
https://www.readbyqxmd.com/read/29423135/altered-reward-system-reactivity-for-personalized-circumscribed-interests-in-autism
#10
Gregor Kohls, Ligia Antezana, Maya G Mosner, Robert T Schultz, Benjamin E Yerys
Background: Neurobiological research in autism spectrum disorders (ASD) has paid little attention on brain mechanisms that cause and maintain restricted and repetitive behaviors and interests (RRBIs). Evidence indicates an imbalance in the brain's reward system responsiveness to social and non-social stimuli may contribute to both social deficits and RRBIs. Thus, this study's central aim was to compare brain responsiveness to individual RRBI (i.e., circumscribed interests), with social rewards (i...
2018: Molecular Autism
https://www.readbyqxmd.com/read/29421781/the-myth-of-blunted-gamers-no-evidence-for-desensitization-in-empathy-for-pain-after-a-violent-video-game-intervention-in-a-longitudinal-fmri-study-on-non-gamers
#11
Simone Kühn, Dimitrij Kugler, Katharina Schmalen, Markus Weichenberger, Charlotte Witt, Jürgen Gallinat
BACKGROUND/AIMS: It is a common concern in the research field and the community that habitual violent video gaming reduces empathy for pain in its players. However, previous fMRI studies have only compared habitual game players against control participants cross-sectionally. However the observed pattern of results may be due to a priori differences in people who become gamers and who not. In order to derive the causal conclusion that violent video game play causes desensitisation, longitudinal studies are needed...
January 31, 2018: Neuro-Signals
https://www.readbyqxmd.com/read/29417904/-adolescent-use-of-digital-media-and-parental-mediation-a-research-review
#12
Jan Pfetsch
Adolescent Use of Digital Media and Parental Mediation - A Research Review Digital media are wide spread, frequently used, and highly relevant in the lives of children, adolescents and their parents. Because parents aim to reduce or prevent potential risks of media use for their children, many parents apply different strategies of parental mediation of children's media use: restrictive parental mediation, active parental mediation, co-media use, technical monitoring, and participatory learning. These forms of parental mediation have differential impact on children and adolescents...
February 2018: Praxis der Kinderpsychologie und Kinderpsychiatrie
https://www.readbyqxmd.com/read/29417433/brief-report-effects-of-video-based-group-instruction-on-spontaneous-social-interaction-of-adolescents-with-autism-spectrum-disorders
#13
Joshua B Plavnick, Ana D Dueñas
Four adolescents with autism spectrum disorder (ASD) were taught to interact with peers by asking social questions or commenting about others during game play or group activities. Participants were shown a video model and then given an opportunity to perform the social behavior depicted in the model when playing a game with one another. All participants demonstrated an increase in both social interaction skills, replicating previous research on video-based group instruction for adolescents with ASD. The results suggest the procedure may be useful for teaching social skills that occur under natural conditions...
February 7, 2018: Journal of Autism and Developmental Disorders
https://www.readbyqxmd.com/read/29413431/evaluating-the-evidence-for-motor-based-interventions-in-developmental-coordination-disorder-a-systematic-review-and-meta-analysis
#14
REVIEW
Bouwien Smits-Engelsman, Sabine Vinçon, Rainer Blank, Virgínia H Quadrado, Helene Polatajko, Peter H Wilson
BACKGROUND: As part of the process of creating an update of the clinical practice guidelines for developmental coordination disorder (DCD) (Blank, Smits-Engelsman, Polatajko, & Wilson, 2012), a systematic review of intervention studies, published since the last guidelines statement was conducted. AIM: The aim of this study was to 1) systematically review the evidence published from January 2012 to February 2017 regarding the effectiveness of motor based interventions in individuals with DCD, 2) quantify treatment effects using a meta-analysis, 3) examine the available information on different aspects of delivery including use of group intervention, duration and frequency of therapy, and 4) identify gaps in the literature and make recommendations for future intervention research...
January 24, 2018: Research in Developmental Disabilities
https://www.readbyqxmd.com/read/29409340/exercise-addiction-in-adolescents-and-emerging-adults-validation-of-a-youth-version-of-the-exercise-addiction-inventory
#15
Mia Beck Lichtenstein, Mark D Griffiths, Simone Daugaard Hemmingsen, René Klinkby Støving
Background Behavioral addictions often onset in adolescence and increase the risk of psychological and social problems later in life. The core symptoms of addiction are tolerance, withdrawal symptoms, lack of control, and compulsive occupation with the behavior. Psychometrically validated tools are required for detection and early intervention. Adolescent screening instruments exist for several behavioral addictions including gambling and video gaming addiction but not for exercise addiction. Given recent empirical and clinical evidence that a minority of teenagers appear to be experiencing exercise addiction, a psychometrically robust screening instrument is required...
February 7, 2018: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/29395400/virtual-reality-in-the-treatment-of-burn-patients-a-systematic-review
#16
REVIEW
Soliane Scapin, Maria Elena Echevarría-Guanilo, Paulo Roberto Boeira Fuculo Junior, Natália Gonçalves, Patrícia Kuerten Rocha, Rebeca Coimbra
AIM: To identify studies that approach immersive virtual realities and its main effects in the treatment of burn patients in the context of the scientific world of literature. METHODS: A systematic review following the steps of Cochrane. The search was conducted in eight databases between May and August 2016. RESULTS: 34 studies were analyzed, including 23 randomized clinical trials. VR was applied using three-dimensional features and video games...
January 29, 2018: Burns: Journal of the International Society for Burn Injuries
https://www.readbyqxmd.com/read/29386170/a-social-media-based-acute-alcohol-consumption-behavior-neknomination-case-series-in-italian-emergency-departments
#17
Stefania Barbieri, Paolo Feltracco, Vittorio Lucchetta, Rosa Maria Gaudio, Alberto Tredese, Mauro Bergamini, Gianna Vettore, Vincenzo Pietrantonio, Francesco Maria Avato, Daniele Donato, Deris Gianni Boemo, Maria Vittoria Nesoti, Rossella Snenghi
BACKGROUND: NekNomination, also known as NekNominate, Neck and Nominate, or Neck Nomination, is a social network-based drinking game which is thought to have originated in Australia and spread all over the world between 2013 and 2014. Individuals record videos of themselves while rapidly drinking excessive quantities of alcoholic drinks (necking) and then nominate friends to outdo them within 24 hours; the videos are then posted on social media such as Facebook or YouTube. The consequences of this drinking game have been very dangerous; at least 5 people under age 30 years have died after drinking deadly cocktails, and many others have suffered from alcohol intoxication...
January 31, 2018: Interactive Journal of Medical Research
https://www.readbyqxmd.com/read/29385278/national-data-showed-that-delayed-sleep-in-six-year-old-children-was-associated-with-excessive-use-of-electronic-devices-at-12-years
#18
Tsuguhiko Kato, Takashi Yorifuji, Michiyo Yamakawa, Sachiko Inoue
AIM: Cross-sectional studies have shown associations between adolescent sleep problems and the use of electronic devices, such as mobile phones, but longitudinal studies remain scarce. We explored any association between delayed bedtimes at six years old and the excessive use of electronic devices at 12 years of age. Texting was a prime focus. METHODS: We analysed 9,607 adolescents who owned mobile phones in 2013 using the Japanese Longitudinal Survey of Newborns in the 21st Century, which started in 2001...
January 31, 2018: Acta Paediatrica
https://www.readbyqxmd.com/read/29385164/the-specificity-of-attentional-biases-by-type-of-gambling-an-eye-tracking-study
#19
Daniel S McGrath, Amadeus Meitner, Christopher R Sears
A growing body of research indicates that gamblers develop an attentional bias for gambling-related stimuli. Compared to research on substance use, however, few studies have examined attentional biases in gamblers using eye-gaze tracking, which has many advantages over other measures of attention. In addition, previous studies of attentional biases in gamblers have not directly matched type of gambler with personally-relevant gambling cues. The present study investigated the specificity of attentional biases for individual types of gambling using an eye-gaze tracking paradigm...
2018: PloS One
https://www.readbyqxmd.com/read/29381171/pilot-study-of-educational-gaming-to-improve-adherence-to-an-end-tidal-carbon-dioxide-monitoring-protocol
#20
Taylore D Jansen, Sonja Stutzman, Christine Yu, David Parry, DaiWai M Olson
BACKGROUND: End-tidal carbon dioxide (ETCO2) monitoring is an important part of patient care. Understanding and interpreting ETCO2 wavelengths can be a challenge. This pilot study explored the efficacy of a novel approach to educating clinicians on ETCO2 monitoring via game theory. METHOD: A video game application for ETCO2 monitoring was developed. Clinicians were encouraged to play the game over a 3-month period. Compliance with the ETCO2 protocol was compared in a random selection of patients admitted before, during, and after the intervention...
February 1, 2018: Journal of Continuing Education in Nursing
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