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https://www.readbyqxmd.com/read/29166250/differences-by-sex-in-association-of-mental-health-with-video-gaming-or-other-nonacademic-computer-use-among-us-adolescents
#1
Hogan H Lee, Jung Hye Sung, Ji-Young Lee, Jae Eun Lee
INTRODUCTION: Although numerous studies have examined the association between playing video games and cognitive skills, aggression, and depression, few studies have examined how these associations differ by sex. The objective of our study was to determine differences by sex in association between video gaming or other nonacademic computer use and depressive symptoms, suicidal behavior, and being bullied among adolescents in the United States. METHODS: We used data from the 2015 Youth Risk Behavior Survey on 15,624 US high school students...
November 22, 2017: Preventing Chronic Disease
https://www.readbyqxmd.com/read/29163136/effects-of-video-game-training-on-measures-of-selective-attention-and-working-memory-in-older-adults-results-from-a-randomized-controlled-trial
#2
Soledad Ballesteros, Julia Mayas, Antonio Prieto, Eloísa Ruiz-Marquez, Pilar Toril, José M Reales
Video game training with older adults potentially enhances aspects of cognition that decline with aging and could therefore offer a promising training approach. Although, previous published studies suggest that training can produce transfer, many of them have certain shortcomings. This randomized controlled trial (RCT; Clinicaltrials.gov ID: NCT02796508) tried to overcome some of these limitations by incorporating an active control group and the assessment of motivation and expectations. Seventy-five older volunteers were randomly assigned to the experimental group trained for 16 sessions with non-action video games from Lumosity, a commercial platform (http://www...
2017: Frontiers in Aging Neuroscience
https://www.readbyqxmd.com/read/29162618/tackler-s-head-position-relative-to-the-ball-carrier-is-highly-correlated-with-head-and-neck-injuries-in-rugby
#3
Shogo Sobue, Takayuki Kawasaki, Yoshinori Hasegawa, Yuki Shiota, Chihiro Ohta, Takeshi Yoneda, Shigeyuki Tahara, Nobukazu Maki, Takahiro Matsuura, Masahiro Sekiguchi, Yoshiaki Itoigawa, Tomohiko Tateishi, Kazuo Kaneko
OBJECTIVES: To characterise the tackler's head position during one-on-one tackling in rugby and to determine the incidence of head, neck and shoulder injuries through analysis of game videos, injury records and a questionnaire completed by the tacklers themselves. METHODS: We randomly selected 28 game videos featuring two university teams in competitions held in 2015 and 2016. Tackles were categorised according to tackler's head position. The 'pre-contact phase' was defined; its duration and the number of steps taken by the ball carrier prior to a tackle were evaluated...
November 21, 2017: British Journal of Sports Medicine
https://www.readbyqxmd.com/read/29160331/primum-non-nocere-or-primum-facere-meliorem-hacking-the-brain-in-the-21st-century
#4
Lucas Borrione, Andre R Brunoni
Transcranial direct current stimulation (tDCS) is a non-invasive brain stimulation technique that modulates cortical excitability. It is devoid of serious adverse events and exerts variable effects on cognition, with several research findings suggesting that it can improve memory, verbal and mathematical skills. Because tDCS devices are low-cost, portable and relatively easy to assemble, they have become available outside of the medical setting and used for non-medical ("cosmetic") purposes by laypersons. In this sense, tDCS has become a popular technique aiming to improve cognition and the achievement of a better performance not only at work, but also in other fields such as sports, leisure activities (video games) and even the military...
November 13, 2017: Trends in Psychiatry and Psychotherapy
https://www.readbyqxmd.com/read/29157163/taking-risks-for-personal-gain-an-investigation-of-self-construal-and-testosterone-responses-to-competition
#5
Keith M Welker, Ashlin R K Roy, Shawn Geniole, Shinobu Kitayama, Justin M Carré
Recent research on testosterone and risk-taking behavior is beginning to focus on the role of context-dependent changes in testosterone. Extending this research, our study investigated the association between testosterone reactivity to competitive outcomes and risk-taking in the context of a video game based competition. The study also examined whether self-construal moderated this relationship. Results indicated that a rise in testosterone during competition did not predict subsequent risk-taking behavior...
November 20, 2017: Social Neuroscience
https://www.readbyqxmd.com/read/29156493/virtual-reality-for-stroke-rehabilitation
#6
REVIEW
Kate E Laver, Belinda Lange, Stacey George, Judith E Deutsch, Gustavo Saposnik, Maria Crotty
BACKGROUND: Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation with commercial gaming consoles in particular, being rapidly adopted in clinical settings. This is an update of a Cochrane Review published first in 2011 and then again in 2015. OBJECTIVES: Primary objective: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity...
November 20, 2017: Cochrane Database of Systematic Reviews
https://www.readbyqxmd.com/read/29155369/virtual-rehabilitation-with-children-challenges-for-clinical-adoption-from-the-field
#7
Stephanie Glegg
Virtual, augmented, and mixed reality environments are increasingly being developed and used to address functional rehabilitation goals related to physical, cognitive, social, and psychological impairments. For example, a child with an acquired brain injury may participate in virtual rehabilitation to address impairments in balance, attention, turn taking, and engagement in therapy. The trend toward virtual rehabilitation first gained momentum with the adoption of commercial off-the-shelf active video gaming consoles (e...
November 2017: IEEE Pulse
https://www.readbyqxmd.com/read/29151360/balancing-the-playing-field-collaborative-gaming-for-physical-training
#8
Michael Mace, Nawal Kinany, Paul Rinne, Anthony Rayner, Paul Bentley, Etienne Burdet
BACKGROUND: Multiplayer video games promoting exercise-based rehabilitation may facilitate motor learning, by increasing motivation through social interaction. However, a major design challenge is to enable meaningful inter-subject interaction, whilst allowing for significant skill differences between players. We present a novel motor-training paradigm that allows real-time collaboration and performance enhancement, across a wide range of inter-subject skill mismatches, including disabled vs...
November 20, 2017: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/29151194/highly-immersive-virtual-reality-laparoscopy-simulation-development-and-future-aspects
#9
Tobias Huber, Tom Wunderling, Markus Paschold, Hauke Lang, Werner Kneist, Christian Hansen
PURPOSE: Virtual reality (VR) applications with head-mounted displays (HMDs) have had an impact on information and multimedia technologies. The current work aimed to describe the process of developing a highly immersive VR simulation for laparoscopic surgery. METHODS: We combined a VR laparoscopy simulator (LapSim) and a VR-HMD to create a user-friendly VR simulation scenario. Continuous clinical feedback was an essential aspect of the development process. We created an artificial VR (AVR) scenario by integrating the simulator video output with VR game components of figures and equipment in an operating room...
November 18, 2017: International Journal of Computer Assisted Radiology and Surgery
https://www.readbyqxmd.com/read/29149304/tobacco-content-in-video-games-categorization-of-tobacco-typologies-and-gamer-recall
#10
Susan R Forsyth, Ruth E Malone
Introduction: Tobacco content has been identified in popular video games played by adolescents. To date, there are no established instruments for categorizing tobacco content. We describe development and demonstrate the use of an instrument to categorize types of tobacco content. Methods: Interviews were conducted with 61 participants: 20 adolescents (mean age 17.7), and 41 adults (mean age 23.9), who discussed favorite games and recalled tobacco content. All games mentioned were examined for tobacco content by watching movies of game play on YouTube, examining individual game Wiki sites, and reviewing content descriptors provided by the Entertainment Software Rating Board (ESRB), Common Sense Media and the Internet Movie Database (IMDb)...
November 15, 2017: Nicotine & Tobacco Research: Official Journal of the Society for Research on Nicotine and Tobacco
https://www.readbyqxmd.com/read/29148827/for-video-games-bad-news-is-good-news-news-reporting-of-violent-video-game-studies
#11
Allen Copenhaver, Oana Mitrofan, Christopher J Ferguson
News coverage of video game violence studies has been critiqued for focusing mainly on studies supporting negative effects and failing to report studies that did not find evidence for such effects. These concerns were tested in a sample of 68 published studies using child and adolescent samples. Contrary to our hypotheses, study effect size was not a predictor of either newspaper coverage or publication in journals with a high-impact factor. However, a relationship between poorer study quality and newspaper coverage approached significance...
November 17, 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29145402/specific-effects-of-working-memory-training-on-the-reading-skills-of-chinese-children-with-developmental-dyslexia
#12
Juanhua Yang, Jun Peng, Dake Zhang, Liling Zheng, Lei Mo
Most research on working memory (WM) training for children with developmental dyslexia (DD) has focused on western alphabetical languages. Moreover, most of these studies used a combination of training tasks targeting a variety of WM components, making it difficult to determine whether WM training generates a general improvement in overall reading, or improves specific cognitive skills corresponding to the WM components that are targeted in training. We tested the general and specific effects of WM training on the reading skills of 45 Chinese children with DD, grades 3 to 5...
2017: PloS One
https://www.readbyqxmd.com/read/29141019/exploring-the-relationship-between-video-game-expertise-and-fluid-intelligence
#13
Athanasios V Kokkinakis, Peter I Cowling, Anders Drachen, Alex R Wade
Hundreds of millions of people play intellectually-demanding video games every day. What does individual performance on these games tell us about cognition? Here, we describe two studies that examine the potential link between intelligence and performance in one of the most popular video games genres in the world (Multiplayer Online Battle Arenas: MOBAs). In the first study, we show that performance in the popular MOBA League of Legends' correlates with fluid intelligence as measured under controlled laboratory conditions...
2017: PloS One
https://www.readbyqxmd.com/read/29139575/developmental-links-between-gaming-and-depressive-symptoms
#14
Jakub Mikuška, Alexander T Vazsonyi
The current longitudinal study tested the reciprocal relationships between video game play and depressive symptoms among 9,421 adolescents from the Add Health (Mage  = 16.15 years, SD = 1.64, 55% female), over 11 years (Waves 2, 3, and 4), ages 16 to 27. Based on structural equation modeling as well as latent growth models, findings indicated that (1) excessive gaming was largely transient over time, from adolescence to early adulthood; (2) excessive gaming predicted increases in depressive symptoms; and (3) in turn, depressive symptoms predicted decreases in gaming over time...
November 15, 2017: Journal of Research on Adolescence: the Official Journal of the Society for Research on Adolescence
https://www.readbyqxmd.com/read/29136270/60-seconds-to-survival-a-pilot-study-of-a-disaster-triage-video-game-for-prehospital-providers
#15
Mark X Cicero, Travis Whitfill, Kevin Munjal, Manu Madhok, Maria Carmen G Diaz, Daniel J Scherzer, Barbara M Walsh, Angela Bowen, Michael Redlener, Scott A Goldberg, Nadine Symons, James Burkett, Joseph C Santos, David Kessler, Ryan N Barnicle, Geno Paesano, Marc A Auerbach
INTRODUCTION: Disaster triage training for emergency medical service (EMS) providers is not standardized. Simulation training is costly and time-consuming. In contrast, educational video games enable low-cost and more time-efficient standardized training. We hypothesized that players of the video game "60 Seconds to Survival" (60S) would have greater improvements in disaster triage accuracy compared to control subjects who did not play 60S. METHODS: Participants recorded their demographics and highest EMS training level and were randomized to play 60S (intervention) or serve as controls...
April 2017: American Journal of Disaster Medicine
https://www.readbyqxmd.com/read/29131826/an-interactive-sports-video-game-as-an-intervention-for-rehabilitation-of-community-living-patients-with-schizophrenia-a-controlled-single-blind-crossover-study
#16
Nobuko Shimizu, Tomohiro Umemura, Masahiro Matsunaga, Takayoshi Hirai
Hypofrontality is a state of decreased cerebral blood flow in the prefrontal cortex during executive function performance; it is commonly observed in patients with schizophrenia. Cognitive dysfunction, as well as the psychological symptoms of schizophrenia, influences the ability of patients to reintegrate into society. The current study investigated the effects of an interactive sports video game (IVG; Nintendo Wii™ Sports Resort) on frontal lobe function of patients with schizophrenia. A sample of eight patients (6 male and 2 female; mean age = 46...
2017: PloS One
https://www.readbyqxmd.com/read/29131386/education-school-type-and-screen-time-were-associated-with-overweight-and-obesity-in-2-930-adolescents
#17
Dieter Furthner, Margit Ehrenmueller, Roland Lanzersdorfer, Gerhard Halmerbauer, Klaus Schmitt, Ariane Biebl
AIM: This cross-sectional study analysed the influence of socioeconomic factors on screen time, overweight and obesity. METHODS: We asked adolescents aged 10, 14 and 17 from 10 school types in urban and rural regions in Upper Austria to complete questionnaires from December 2012 to February 2013. Their parents were also asked to complete questionnaires. RESULTS: The questionnaires were completed by 2,930 adolescents and 2,209 parents. Total weekend screen time was significantly associated with a higher body mass index (BMI) in 10-year-old boys (p<0...
November 13, 2017: Acta Paediatrica
https://www.readbyqxmd.com/read/29130328/established-risk-factors-for-addiction-fail-to-discriminate-between-healthy-gamers-and-gamers-endorsing-dsm-5-internet-gaming-disorder
#18
Jory Deleuze, Filip Nuyens, Lucien Rochat, Stéphane Rothen, Pierre Maurage, Joël Billieux
Background and aims The DSM-5 includes criteria for diagnosing Internet gaming disorder (IGD) that are adapted from substance abuse and widely used in research and clinical contexts, although evidence supporting their validity remains scarce. This study compared online gamers who do or do not endorse IGD criteria regarding self-control-related abilities (impulsivity, inhibitory control, and decision-making), considered the hallmarks of addictive behaviors. Method A double approach was adopted to distinguish pathological from recreational gamers: The first is the classic DSM-5 approach (≥5 criteria required to endorse the IGD diagnosis), and the second consists in using latent class analysis (LCA) for IGD criteria to distinguish gamers' subgroups...
November 13, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/29125791/a-virtual-reality-game-to-assess-obsessive-compulsive-disorder
#19
Martine J van Bennekom, M Soemiati Kasanmoentalib, Pelle P de Koning, Damiaan Denys
The retrospective and subjective nature of clinical interviews is an important shortcoming of current psychiatric diagnosis. Consequently, there is a clear need for objective and standardized tools. Virtual reality (VR) can be used to achieve controlled symptom provocation, which allows direct assessment for the clinician. We developed a video VR game to provoke and assess obsessive-compulsive disorder (OCD) symptoms in a standardized and controlled environment. The first objective was to evaluate if the VR game is capable of provoking symptoms in OCD patients as opposed to healthy controls...
November 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29125789/video-game-acceptance-a-meta-analysis-of-the-extended-technology-acceptance-model
#20
Xiaohui Wang, Dion Hoe-Lian Goh
The current study systematically reviews and summarizes the existing literature of game acceptance, identifies the core determinants, and evaluates the strength of the relationships in the extended technology acceptance model. Moreover, this study segments video games into two categories: hedonic and utilitarian and examines player acceptance of these two types separately. Through a meta-analysis of 50 articles, we find that perceived ease of use (PEOU), perceived usefulness (PU), and perceived enjoyment (PE) significantly associate with attitude and behavioral intention...
November 2017: Cyberpsychology, Behavior and Social Networking
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