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https://www.readbyqxmd.com/read/28429636/differences-in-game-reading-between-selected-and-non-selected-youth-soccer-players
#1
Ruud J R Den Hartigh, Steffie Van Der Steen, Bas Hakvoort, Wouter G P Frencken, Koen A P M Lemmink
Applying an established theory of cognitive development-Skill Theory-the current study compares the game-reading skills of youth players selected for a soccer school of a professional soccer club (n = 49) and their non-selected peers (n = 38). Participants described the actions taking place in videos of soccer game plays, and their verbalisations were coded using Skill Theory. Compared to the non-selected players, the selected players generally demonstrated higher levels of complexity in their game-reading, and structured the information of game elements-primarily the player, teammate and field-at higher complexity levels...
April 21, 2017: Journal of Sports Sciences
https://www.readbyqxmd.com/read/28425777/self-reported-dependence-on-mobile-phones-in-young-adults-a-european-cross-cultural-empirical-survey
#2
Olatz Lopez-Fernandez, Daria J Kuss, Lucia Romo, Yannick Morvan, Laurence Kern, Pierluigi Graziani, Amélie Rousseau, Hans-Jürgen Rumpf, Anja Bischof, Ann-Kathrin Gässler, Adriano Schimmenti, Alessia Passanisi, Niko Männikkö, Maria Kääriänen, Zsolt Demetrovics, Orsolya Király, Mariano Chóliz, Juan José Zacarés, Emilia Serra, Mark D Griffiths, Halley M Pontes, Bernadeta Lelonek-Kuleta, Joanna Chwaszcz, Daniele Zullino, Lucien Rochat, Sophia Achab, Joël Billieux
Background and aims Despite many positive benefits, mobile phone use can be associated with harmful and detrimental behaviors. The aim of this study was twofold: to examine (a) cross-cultural patterns of perceived dependence on mobile phones in ten European countries, first, grouped in four different regions (North: Finland and UK; South: Spain and Italy; East: Hungary and Poland; West: France, Belgium, Germany, and Switzerland), and second by country, and (b) how socio-demographics, geographic differences, mobile phone usage patterns, and associated activities predicted this perceived dependence...
April 20, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28425691/health-implications-of-new-age-technologies
#3
Zaid Bilgrami, Laura McLaughlin, Ruth Milanaik, Andrew Adesman
New age technologies are ubiquitous in the lives of adolescents. Recent trends in media use suggest that adolescents are spending more time than ever engaging with technologies, and are able to do so in virtually all settings at any time. Given that new age technologies are so heavily integrated within the daily life of adolescents, the health risks and benefits they offer must be closely examined. In this systematic review, we present recent literature related to the implications of new age technologies on adolescent health...
April 20, 2017: Minerva Pediatrica
https://www.readbyqxmd.com/read/28420973/no-overt-effects-of-a-6-week-exergame-training-on-sensorimotor-and-cognitive-function-in-older-adults-a-preliminary-investigation
#4
Madeleine Ordnung, Maike Hoff, Elisabeth Kaminski, Arno Villringer, Patrick Ragert
Several studies investigating the relationship between physical activity and cognition showed that exercise interventions might have beneficial effects on working memory, executive functions as well as motor fitness in old adults. Recently, movement based video games (exergames) have been introduced to have the capability to improve cognitive function in older adults. Healthy aging is associated with a loss of cognitive, as well as sensorimotor functions. During exergaming, participants are required to perform physical activities while being simultaneously surrounded by a cognitively challenging environment...
2017: Frontiers in Human Neuroscience
https://www.readbyqxmd.com/read/28420601/what-older-people-like-to-play-genre-preferences-and-acceptance-of-casual-games
#5
Alvin Chesham, Patric Wyss, René Martin Müri, Urs Peter Mosimann, Tobias Nef
BACKGROUND: In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-person shooter (FPS) action video games, subsequent studies found that older adults dislike this type of game and generally prefer casual video games (CVGs), which are a subtype of video games that are easy to learn and use simple rules and interfaces. Like other video games, CVGs are organized into genres (eg, puzzle games) based on the rule-directed interaction with the game...
April 18, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28414517/internet-addiction-psychological-distress-and-coping-responses-among-adolescents-and-adults
#6
Michelle L McNicol, Einar B Thorsteinsson
As Internet use grows, so do the benefits and also the risks. Thus, it is important to identify when individuals' Internet use is problematic. In the present study, 449 participants aged from 16 to 71 years of age were sourced from a wide range of English-speaking Internet forums, including social media and self-help groups. Of these, 68.9% were classified as nonproblematic users, 24.4% as problematic users, and 6.7% as addictive Internet users. High use of discussion forums, high rumination levels, and low levels of self-care were the main contributing factors to Internet addiction (IA) among adolescents...
April 17, 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28414007/pok%C3%A3-mon-go-digital-health-interventions-to-reduce-cardiovascular-risk
#7
Chayakrit Krittanawong, Mehmet Aydar, Takeshi Kitai
Physical activity is associated with a lower risk of coronary heart disease/cardiovascular disease mortality, and current guidelines recommend physical activity for primary prevention in healthy individuals and secondary prevention in patients with coronary heart disease/cardiovascular disease. Over the last decade, playing classic video games has become one of the most popular leisure activities in the world, but is associated with a sedentary lifestyle. In the new era of rapidly evolving augmented reality technology, Pokémon Go, a well-known augmented reality game, may promote physical activity and prevent cardiovascular disease risks - that is, diabetes, obesity, and hypertension...
April 17, 2017: Cardiology in the Young
https://www.readbyqxmd.com/read/28412723/can-video-game-dynamics-identify-orthopaedic-surgery-residents-who-will-succeed-in-training
#8
Kenneth A Egol, Ran Schwarzkopf, John Funge, Jeremy Gray, Christopher Chabris, Thomas E Jerde, Eric J Strauss
No abstract text is available yet for this article.
April 13, 2017: International Journal of Medical Education
https://www.readbyqxmd.com/read/28408891/video-games-exposure-and-sexism-in-a-representative-sample-of-adolescents
#9
Laurent Bègue, Elisa Sarda, Douglas A Gentile, Clementine Bry, Sebastian Roché
Research has indicated that many video games are saturated with stereotypes of women and that these contents may cultivate sexism. The purpose of this study was to assess the relationship between video game exposure and sexism for the first time in a large and representative sample. Our aim was also to measure the strength of this association when two other significant and well-studied sources of sexism, television exposure and religiosity, were also included in a multivariate model. A representative sample of 13520 French youth aged 11-19 years completed a survey measuring weekly video game and television exposure, religiosity, and sexist attitudes toward women...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28407758/school-grade-and-sex-differences-in-domain-specific-sedentary-behaviors-among-japanese-elementary-school-children-a-cross-sectional-study
#10
Kaori Ishii, Ai Shibata, Minoru Adachi, Yoshiyuki Mano, Koichiro Oka
BACKGROUND: It is vital to reduce the proportion of sedentary behavior in children. Understanding the duration and behavioral context is needed. The present study examined school-grade and sex differences in domain-specific sedentary times and concurrence with screen-time guidelines among Japanese elementary school children. METHODS: A total of 625 children (330 boys) were surveyed in 2010 and 2014. Using a questionnaire, data regarding participants' grade (first through third grades: lower grades; fourth through six grades: higher grades), sex, weight, and height were collected in addition to the time spent per day engaging in each specific sedentary behavior separately: (1) reading or listening to music, (2) TV or video viewing, (3) TV game use, (4) internet use excluding class, (5) homework, and (6) car travel...
April 13, 2017: BMC Public Health
https://www.readbyqxmd.com/read/28405369/game-based-situation-awareness-training-for-child-and-adult-cyclists
#11
Esko Lehtonen, Jasmiina Airaksinen, Kaisa Kanerva, Anna Rissanen, Riikka Ränninranta, Veera Åberg
Safe cycling requires situation awareness (SA), which is the basis for recognizing and anticipating hazards. Children have poorer SA than adults, which may put them at risk. This study investigates whether cyclists' SA can be trained with a video-based learning game. The effect of executive working memory on SA was also studied. Thirty-six children (9-10 years) and 22 adults (21-48 years) played the game. The game had 30 video clips filmed from a cyclist's perspective. Each clip was suddenly masked and two or three locations were presented...
March 2017: Royal Society Open Science
https://www.readbyqxmd.com/read/28398175/interactive-design-of-patient-oriented-video-games-for-rehabilitation-concept-and-application
#12
Giorgia Lupinacci, Gianluca Gatti, Corrado Melegari, Saverio Fontana
PURPOSE: Serious video-games are innovative tools used to train the motor skills of subjects affected by neurological disorders. They are often developed to train a specific type of patients and the rules of the game are standardly defined. A system that allows the therapist to design highly patient-oriented video-games, without specific informatics skills, is proposed. METHOD: The system consists of one personal computer, two screens, a Kinect™ sensor and a specific software developed here for the design of the video-games...
April 11, 2017: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/28398138/examining-human-behavior-in-video-games-the-development-of-a-computational-model-to-measure-aggression
#13
Richard Lamb, Leonard Annetta, Douglas Hoston, Marina Shapiro, Benjamin Matthews
Video games with violent content have raised considerable concern in popular media and within academia. Recently, there has been considerable attention regarding the claim of the relationship between aggression and video game play. The authors of this study propose the use of a new class of tools developed via computational models to allow examination of the question; is there is a relationship between violent video games and aggression. The purpose of this study is to computationally model and compare the General Aggression Model with the Diathesis Mode of Aggression related to the play of violent content in video games...
April 11, 2017: Social Neuroscience
https://www.readbyqxmd.com/read/28391798/story-immersion-may-be-effective-in-promoting-diet-and-physical-activity-in-chinese-children
#14
Jing Jing Wang, Tom Baranowski, Patrick W C Lau, Richard Buday, Yang Gao
OBJECTIVE: To evaluate the effect of playing a health video game embedded with story immersion, Escape from Diab (Diab), on children's diet and physical activity (PA) and to explore whether children immersed in Diab had greater positive outcomes. DESIGN: Two groups, nonrandomized; 3 outcome assessments: at baseline, immediately after the game (post 1), and 8-10 weeks after the game (post 2). PARTICIPANTS: A total of 179 Chinese children aged 8-12 years...
April 2017: Journal of Nutrition Education and Behavior
https://www.readbyqxmd.com/read/28390054/virtual-patients-in-a-behavioral-medicine-massive-open-online-course-mooc-a-qualitative-and-quantitative-analysis-of-participants-perceptions
#15
Anne H Berman, Gabriele Biguet, Natalia Stathakarou, Beata Westin-Hägglöf, Kerstin Jeding, Cormac McGrath, Nabil Zary, Andrzej A Kononowicz
OBJECTIVE: The purpose of this article is to explore learners' perceptions of using virtual patients in a behavioral medicine Massive Open Online Course (MOOCs) and thereby describe innovative ways of disseminating knowledge in health-related areas. METHODS: A 5-week MOOC on behavioral medicine was hosted on the edX platform. The authors developed two branched virtual patients consisting of video recordings of a live standardized patient, with multiple clinical decision points and narration unfolding depending on learners' choices...
April 7, 2017: Academic Psychiatry
https://www.readbyqxmd.com/read/28380078/multiagent-cooperation-and-competition-with-deep-reinforcement-learning
#16
Ardi Tampuu, Tambet Matiisen, Dorian Kodelja, Ilya Kuzovkin, Kristjan Korjus, Juhan Aru, Jaan Aru, Raul Vicente
Evolution of cooperation and competition can appear when multiple adaptive agents share a biological, social, or technological niche. In the present work we study how cooperation and competition emerge between autonomous agents that learn by reinforcement while using only their raw visual input as the state representation. In particular, we extend the Deep Q-Learning framework to multiagent environments to investigate the interaction between two learning agents in the well-known video game Pong. By manipulating the classical rewarding scheme of Pong we show how competitive and collaborative behaviors emerge...
2017: PloS One
https://www.readbyqxmd.com/read/28380053/effect-and-process-evaluation-of-a-kindergarten-based-family-involved-intervention-with-a-randomized-cluster-design-on-sedentary-behaviour-in-4-to-6-year-old-european-preschool-children-the-toybox-study
#17
Julie Latomme, Greet Cardon, Ilse De Bourdeaudhuij, Violeta Iotova, Berthold Koletzko, Piotr Socha, Luis Moreno, Odysseas Androutsos, Yannis Manios, Marieke De Craemer
BACKGROUND: The aim of the present study evaluated the effect and process of the ToyBox-intervention on proxy-reported sedentary behaviours in 4- to 6-year-old preschoolers from six European countries. METHODS: In total, 2434 preschoolers' parents/primary caregivers (mean age: 4.7±0.4 years, 52.2% boys) filled out a questionnaire, assessing preschoolers' sedentary behaviours (TV/DVD/video viewing, computer/video games use and quiet play) on weekdays and weekend days...
2017: PloS One
https://www.readbyqxmd.com/read/28379202/television-viewing-and-its-association-with-sedentary-behaviors-self-rated-heath-and-academic-performance-among-secondary-school-students-in-peru
#18
Bimala Sharma, Rosemary Cosme Chavez, Ae Suk Jeong, Eun Woo Nam
The study assessed television viewing >2 h a day and its association with sedentary behaviors, self-rated health, and academic performance among secondary school adolescents. A cross-sectional survey was conducted among randomly selected students in Lima in 2015. We measured self-reported responses of students using a standard questionnaire, and conducted in-depth interviews with 10 parents and 10 teachers. Chi-square test, correlation and multivariate logistic regression analysis were performed among 1234 students, and thematic analysis technique was used for qualitative information...
April 5, 2017: International Journal of Environmental Research and Public Health
https://www.readbyqxmd.com/read/28377445/can-visible-signs-predict-concussion-diagnosis-in-the-national-hockey-league
#19
Ruben J Echemendia, Jared M Bruce, Willem Meeuwisse, Michael G Hutchison, Paul Comper, Mark Aubry
BACKGROUND: Early identification and evaluation of concussions is critical. We examined the utility of using visible signs (VS) of concussion in predicting subsequent diagnosis of concussion in NHL players. METHODS: VS of concussion were identified through video review. Coders were trained to detect and record specific visual signs while viewing videos of NHL regular season games. 2460 games were reviewed by at least two independent coders across two seasons. The reliability, sensitivity and specificity of these VS were examined...
April 4, 2017: British Journal of Sports Medicine
https://www.readbyqxmd.com/read/28376971/clustering-of-un-healthy-behaviors-in-adolescents-from-dunedin-new-zealand
#20
Sandra Mandic, Enrique García Bengoechea, Kirsten J Coppell, John C Spence
OBJECTIVES: Healthy lifestyle habits set the stage for healthy behaviors in adulthood. We examined clustering of health behaviors (physical activity [PA], screen time, fruit and vegetable [F&V] intake) and weight status in New Zealand adolescents. METHODS: Adolescents from Dunedin, New Zealand (N = 1300; 49.0% male; 15.3±1.4 years) completed a questionnaire about PA, screen time (TV/computer/video games), and F&V intake. Height and weight were measured. A 2-step cluster analysis was completed...
May 1, 2017: American Journal of Health Behavior
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