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https://www.readbyqxmd.com/read/28210344/differences-in-movement-speed-before-and-after-a-split-step-between-professional-and-junior-tennis-players
#1
Aleš Filipčič, Bojan Leskošek, Goran Munivrana, Gabriela Ochiana, Tjaša Filipčič
This study investigated tennis players' speed before, during and after the split-step, deceleration before and acceleration after the split-step in four different stroke groups in three age categories. Seven male professional, eleven male and ten female junior tennis players were recorded with video cameras at official tournaments. Using the SAGIT system, we gathered data on 8,545 split-steps. Tennis players performed a split-step in 82.9% of cases. A tennis player's speed, deceleration and acceleration were measured 0...
January 1, 2017: Journal of Human Kinetics
https://www.readbyqxmd.com/read/28210342/split-step-timing-of-professional-and-junior-tennis-players
#2
Ales Filipcic, Bojan Leskosek, Tjasa Filipcic
The purpose of the study was to determine the timing of a split-step in three categories of tennis players in four groups of strokes. Subjects were divided into three groups: male and female junior, and male professional tennis players. During two tournaments, all matches were recorded with two fixed video cameras. For every stroke, the timing of the split-step between the opponent's impact point when hitting the ball and the player's split-step was measured. A two-way analysis of variance (ANOVA) was used to determine the differences between groups of strokes, players and the interaction Player x Stroke Group...
January 1, 2017: Journal of Human Kinetics
https://www.readbyqxmd.com/read/28198637/video-gaming-and-gaming-addiction-in-transgender-people-an-exploratory-study
#3
Jon Arcelus, Walter Pierre Bouman, Bethany Alice Jones, Christina Richards, Susana Jimenez-Murcia, Mark D Griffiths
Background There is anecdotal clinical evidence that transgender people use the online world - such as forums and online video gaming - for the purpose of experiencing their gender identity in a safe, non-threatening, non-alienating, non-stigmatizing, and non-critical environment. Aims To describe gaming behavior, degree of problematic gaming behavior and associated factors with problematic gaming in a comparatively large group of transgender people accessing transgender health services. Methods Every individual referred to a national transgender health service in the United Kingdom during a 12-month period was invited to complete a series of questionnaires to measure gaming behavior, interpersonal functioning, severity of autistic features, and anxiety and depressive symptoms...
February 15, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28193271/demographic-correlates-of-screen-time-and-objectively-measured-sedentary-time-and-physical-activity-among-toddlers-a-cross-sectional-study
#4
Valerie Carson, Nicholas Kuzik
BACKGROUND: Determining the most important demographic correlates of sedentary behavior and physical activity will help identify the groups of children that are most in need of intervention. Little is known in regards to the demographic correlates of sedentary behavior and physical activity in toddlers (aged 12-35 months), where long-term behavioral patterns may initially be formed. Therefore, the objective of this study was to examine the associations between demographic correlates and specific types of sedentary behavior and physical activity in this age group...
February 13, 2017: BMC Public Health
https://www.readbyqxmd.com/read/28183689/game-based-rehabilitation-for-myoelectric-prosthesis-control
#5
Cosima Prahm, Ivan Vujaklija, Fares Kayali, Peter Purgathofer, Oskar C Aszmann
BACKGROUND: A high number of upper extremity myoelectric prosthesis users abandon their devices due to difficulties in prosthesis control and lack of motivation to train in absence of a physiotherapist. Virtual training systems, in the form of video games, provide patients with an entertaining and intuitive method for improved muscle coordination and improved overall control. Complementary to established rehabilitation protocols, it is highly beneficial for this virtual training process to start even before receiving the final prosthesis, and to be continued at home for as long as needed...
February 9, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28176483/using-video-game-telemetry-data-to-research-motor-chunking-action-latencies-and-complex-cognitive-motor-skill-learning
#6
Joseph J Thompson, C M McColeman, Ekaterina R Stepanova, Mark R Blair
Many theories of complex cognitive-motor skill learning are built on the notion that basic cognitive processes group actions into easy-to-perform sequences. The present work examines predictions derived from laboratory-based studies of motor chunking and motor preparation using data collected from the real-time strategy video game StarCraft 2. We examined 996,163 action sequences in the telemetry data of 3,317 players across seven levels of skill. As predicted, the latency to the first action (thought to be the beginning of a chunked sequence) is delayed relative to the other actions in the group...
February 7, 2017: Topics in Cognitive Science
https://www.readbyqxmd.com/read/28170312/problem-video-gaming-among-children-enrolled-in-tertiary-weight-management-programs
#7
Sam Stubblefield, George Datto, Thao-Ly T Phan, Lloyd N Werk, Kristin Stackpole, Robert Siegel, William Stratbucker, Jared M Tucker, Amy L Christison, Jobayer Hossain, Douglas A Gentile
Prior studies show seven percent to nine percent of children demonstrate gaming behaviors that affect a child's ability to function (e.g., problem gaming), but none have examined the association between problem gaming and weight status. The objective of this study was to determine the prevalence of problem gaming among children enrolled in tertiary weight management programs. We administered a computer-based survey to a convenience sample of children aged 11-17 years enrolled in five geographically diverse pediatric weight management (PWM) programs in the COMPASS (Childhood Obesity Multi-Program Analysis and Study System) network...
February 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28169150/no-relationship-exists-between-urinary-nt-probnp-and-gps-technology-in-professional-rugby-union
#8
Angus Lindsay, John G Lewis, Nicholas Gill, Nick Draper, Steven P Gieseg
OBJECTIVES: We investigated the level of cardiovascular stress associated with professional rugby union and whether these changes could be explained through external workload systems like GPS and video analysis. DESIGN: Urine samples (14 in game one and 13 in game two) were collected from professional rugby players before, immediately post- and 36h post-play in two consecutive games. METHODS: Urine was analysed for NT-proBNP by ELISA. Comparison with GPS (player-load and distance covered at specific speed bands) and video analysis (total impacts) were conducted...
January 24, 2017: Journal of Science and Medicine in Sport
https://www.readbyqxmd.com/read/28168778/clinical-and-psychological-effects-of-excessive-screen-time-on-children
#9
REVIEW
Sophie Domingues-Montanari
Over recent years, screen time has become a more complicated concept, with an ever-expanding variety of electronic media devices available throughout the world. Television remains the predominant type of screen-based activity among children. However, computer use, video games and ownership of devices, such as tablets and smart phones, are occurring from an increasingly young age. Screen time, in particular, television viewing, has been negatively associated with the development of physical and cognitive abilities, and positively associated with obesity, sleep problems, depression and anxiety...
February 6, 2017: Journal of Paediatrics and Child Health
https://www.readbyqxmd.com/read/28165689/media-violence-effects-on-children-adolescents-and-young-adults
#10
Craig A Anderson
I killed my first Klingon in 1979. It took place in the computer center at Stanford University, where I was playing a new video game based on the Star Trek television series. I was an "early adopter" of the new technology of video games, and continued to be so for many years, first as a fan of this entertainment medium, and later as a researcher interested in the question of what environmental factors influence aggressive and violent behavior.
July 2016: Health Progress
https://www.readbyqxmd.com/read/28158994/impact-of-communities-health-and-emotional-related-factors-on-smoking-use-comparison-of-joint-modeling-of-mean-and-dispersion-and-bayes-hierarchical-models-on-add-health-survey
#11
Jie Pu, Di Fang, Jeffrey R Wilson
BACKGROUND: The analysis of correlated binary data is commonly addressed through the use of conditional models with random effects included in the systematic component as opposed to generalized estimating equations (GEE) models that addressed the random component. Since the joint distribution of the observations is usually unknown, the conditional distribution is a natural approach. Our objective was to compare the fit of different binary models for correlated data in Tabaco use. We advocate that the joint modeling of the mean and dispersion may be at times just as adequate...
February 3, 2017: BMC Medical Research Methodology
https://www.readbyqxmd.com/read/28158937/investigating-laparoscopic-psychomotor-skills-in-veterinarians-and-veterinary-technicians
#12
Jessica Kilkenny, Amanda Santarossa, Victoria Mrotz, Meagan Walker, Dominique Monaghan, Ameet Singh
OBJECTIVES: To determine the influence of age, year of graduation, and video game experience on baseline laparoscopic psychomotor skills. STUDY DESIGN: Cross-sectional. SAMPLE POPULATION: Licensed veterinarians (n = 38) and registered veterinary technicians (VTs) (n = 49). METHODS: A laparoscopic box trainer was set up at the 2016 Ontario Veterinary Medical Association (OVMA) and the 2016 Ontario Association of Veterinary Technicians (OAVT) conferences held in Toronto, Ontario, Canada...
February 3, 2017: Veterinary Surgery: VS
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
#13
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/28155732/-video-games-internet-and-social-networks-160-a-study-among-french-school-students
#14
Lionel Dany, Laure Moreau, Clémentine Guillet, Carmelo Franchina
Differences in the use of video games or social networks raise the general issue of gender differences in society. This study indicates the need for more specific preventive interventions for screen-based media use. The addictive “nature” of certain practices needs to be studied in more detail.</ce:para>.
November 25, 2016: Santé Publique: Revue Multidisciplinaire Pour la Recherche et L'action
https://www.readbyqxmd.com/read/28150962/passive-restraint-reduces-visually-induced-motion-sickness-in-older-adults
#15
Behrang Keshavarz, Alison C Novak, Lawrence J Hettinger, Thomas A Stoffregen, Jennifer L Campos
Virtual environments such as those used in video games and driving/flight simulators are used for entertainment and training, but are often associated with visually induced motion sickness (VIMS). In this study, we asked whether passive restraint of the head and torso could reduce VIMS in younger and older adults. Twenty-one younger (18-35 years) and 16 older (65 + years) healthy adults engaged in a simulated driving task using a console video game while seated. On different days, participants completed 2 conditions: (a) in the unrestrained condition, participants were seated in a chair without a backrest and were free to move and (b) in the restrained condition, participants' head and torso were passively restrained to the backrest and headrest of the seat using tense elastic strips...
February 2, 2017: Journal of Experimental Psychology. Applied
https://www.readbyqxmd.com/read/28149708/social-correlates-of-leisure-time-sedentary-behaviours-in-canadian-adults
#16
S Huffman, M Szafron
Research on the correlates of sedentary behaviour among adults is needed to design health interventions to modify this behaviour. This study explored the associations of social correlates with leisure-time sedentary behaviour of Canadian adults, and whether these associations differ between different types of sedentary behaviour. A sample of 12,021 Canadian adults was drawn from the 2012 Canadian Community Health Survey, and analyzed using binary logistic regression to model the relationships that marital status, the presence of children in the household, and social support have with overall time spent sitting, using a computer, playing video games, watching television, and reading during leisure time...
March 2017: Preventive Medicine Reports
https://www.readbyqxmd.com/read/28149509/music-therapy-is-a-potential-intervention-for-cognition-of-alzheimer-s-disease-a-mini-review
#17
REVIEW
Rong Fang, Shengxuan Ye, Jiangtao Huangfu, David P Calimag
Alzheimer's Disease (AD) is a global health issue given the increasing prevalence rate and the limitations of drug effects. As a consequent, non-pharmacological interventions are of importance. Music therapy (MT) is a non-pharmacological way with a long history of use and a fine usability for dementia patients. In this review, we will summarize different techniques, diverse clinical trials, and the mechanisms of MT as it is helpful to the cognition in AD, providing reference for future research. Many articles have demonstrated that MT can reduce cognitive decline especially in autobiographical and episodic memories, psychomotor speed, executive function domains, and global cognition...
2017: Translational Neurodegeneration
https://www.readbyqxmd.com/read/28149371/physiological-responses-and-match-characteristics-in-professional-tennis-players-during-a-one-hour-simulated-tennis-match
#18
Bülent Kilit, Ömer Şenel, Erşan Arslan, Sema Can
The purpose of this study was to investigate the effects of serve and return game situations on physiological responses and match characteristics in professional male tennis players during one hour-long simulated singles tennis matches. Ten internationally ranked tennis players (age 22.2 ± 2.8 years; body height 180.7 ± 4.4 cm; body mass 75.9 ± 8.9 kg) participated in this study. Their physiological responses were measured using two portable analyzers during indoor hard court matches. Ratings of perceived exertion were also determined at the end of the game...
June 1, 2016: Journal of Human Kinetics
https://www.readbyqxmd.com/read/28148296/comparative-effectiveness-of-a-serious-game-and-an-e-module-to-support-patient-safety-knowledge-and-awareness
#19
Mary E W Dankbaar, Olivier Richters, Cor J Kalkman, Gerrie Prins, Olle T J Ten Cate, Jeroen J G van Merrienboer, Stephanie C E Schuit
BACKGROUND: Serious games have the potential to teach complex cognitive skills in an engaging way, at relatively low costs. Their flexibility in use and scalability makes them an attractive learning tool, but more research is needed on the effectiveness of serious games compared to more traditional formats such e-modules. We investigated whether undergraduate medical students developed better knowledge and awareness and were more motivated after learning about patient-safety through a serious game than peers who studied the same topics using an e-module...
February 2, 2017: BMC Medical Education
https://www.readbyqxmd.com/read/28146562/hip-hop-dance-experience-linked-to-sociocognitive-ability
#20
Justin W Bonny, Jenna C Lindberg, Marc C Pacampara
Expertise within gaming (e.g., chess, video games) and kinesthetic (e.g., sports, classical dance) activities has been found to be linked with specific cognitive skills. Some of these skills, working memory, mental rotation, problem solving, are linked to higher performance in science, technology, math, and engineering (STEM) disciplines. In the present study, we examined whether experience in a different activity, hip hop dance, is also linked to cognitive abilities connected with STEM skills as well as social cognition ability...
2017: PloS One
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