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https://www.readbyqxmd.com/read/29683984/effects-of-progressive-addition-lens-wear-on-digital-work-in-pre-presbyopes
#1
Chea-Su Kee, Tsz Wing Leung, Ka-Hung Kan, Christie Hang-I Lam
SIGNIFICANCE: Growing popularity of handheld digital devices imposes significant challenges to our visual system and clinical management. This study aimed to determine the effects of lens design on parameters that may influence the refractive management of pre-presbyopic adult computer users. PURPOSE: To determine the effects of wearing conventional single-vision lenses (SVL) versus progressive addition lenses (PAL) on the working distance and refractive status...
April 20, 2018: Optometry and Vision Science: Official Publication of the American Academy of Optometry
https://www.readbyqxmd.com/read/29683459/the-modified-temptation-resistance-task-a-paradigm-to-elicit-children-s-strategic-lie-telling
#2
Lamei Wang, Zhenlin Wang
The protocol for the temptation resistance paradigm was designed to elicit 2- to 8-year-old children's strategic lie-telling behaviors. The reward of transgression was intended to be too tempting to resist, so that children's spontaneous lie-telling behavior in the presence of irreversible evidence due to the transgression could be observed. Conducted in a developmental psychology laboratory behind a one-way mirror and video recorded with a hidden camcorder, the protocol starts with a guessing game where the child is given three trials to guess the identities of hidden objects under an upside down cup...
April 6, 2018: Journal of Visualized Experiments: JoVE
https://www.readbyqxmd.com/read/29683078/is-sexual-objectification-and-victimization-of-females-in-video-games-associated-with-victim-blaming-or-victim-empathy
#3
Victoria Beck, Chris Rose
The goal of this study was to investigate whether the sexual objectification and virtual violence against females in video games increases negative attitudes toward females, when addressing a variety of noted methodological issues. Study participants were randomly assigned to a control group, where participants played Madden NFL 12, or an experimental group, where participants played Grand Theft Auto. In the experimental group, participants played the game with a confederate, who exposed participants to sexual objectification and violence against females...
April 1, 2018: Journal of Interpersonal Violence
https://www.readbyqxmd.com/read/29683047/using-media-while-interacting-face-to-face-is-associated-with-psychosocial-well-being-and-personality-traits
#4
Mindy Lee, Karen Murphy, Glenda Andrews
Positive face-to-face human interactions are known to benefit well-being. Drawing upon previous work regarding the interference of media (via technological devices or print) in social interaction, the aim of this study was to identify whether using media during face-to-face interaction could potentially limit the positive effect of interaction on well-being. Participants were 437 university students who completed an online survey which assessed media multitasking behaviors, well-being (trait depression, trait anxiety, social anxiety, empathy, and psychological well-being), and personality traits (Big-5 and narcissism)...
January 1, 2018: Psychological Reports
https://www.readbyqxmd.com/read/29672557/simulating-direct-shear-tests-with-the-bullet-physics-library-a-validation-study
#5
Ehsan Izadi, Adam Bezuijen
This study focuses on the possible uses of physics engines, and more specifically the Bullet physics library, to simulate granular systems. Physics engines are employed extensively in the video gaming, animation and movie industries to create physically plausible scenes. They are designed to deliver a fast, stable, and optimal simulation of certain systems such as rigid bodies, soft bodies and fluids. This study focuses exclusively on simulating granular media in the context of rigid body dynamics with the Bullet physics library...
2018: PloS One
https://www.readbyqxmd.com/read/29672232/a-multimethodological-study-of-preschoolers-preferences-for-aggressive-television-and-video-games
#6
Matthew R Jamnik, Lisabeth F DiLalla
The association between aggressive media and related behavior is complicated, and the role of underlying genetics has not been adequately explored. A better understanding of the role of genetics on the relationship between aggressive media and behavior, especially in young children, is critical. Using a twin/triplets sample (N = 184 children), the authors investigated the association between preschoolers' preferred media choices and their aggressive behaviors. A multimeasure methodology was utilized, examining children's reports of their preferred media games and shows, observed child negativity and aggression in the lab, and parent reports of their own and their children's aggressive behaviors...
April 19, 2018: Journal of Genetic Psychology
https://www.readbyqxmd.com/read/29666566/-enheduanna-a-manifesto-of-falling-live-brain-computer-cinema-performance-performer-and-audience-participation-cognition-and-emotional-engagement-using-multi-brain-bci-interaction
#7
Polina Zioga, Frank Pollick, Minhua Ma, Paul Chapman, Kristian Stefanov
The fields of neural prosthetic technologies and Brain-Computer Interfaces (BCIs) have witnessed in the past 15 years an unprecedented development, bringing together theories and methods from different scientific fields, digital media, and the arts. More in particular, artists have been amongst the pioneers of the design of relevant applications since their emergence in the 1960s, pushing the boundaries of applications in real-life contexts. With the new research, advancements, and since 2007, the new low-cost commercial-grade wireless devices, there is a new increasing number of computer games, interactive installations, and performances that involve the use of these interfaces, combining scientific, and creative methodologies...
2018: Frontiers in Neuroscience
https://www.readbyqxmd.com/read/29661748/virtual-reality-cue-refusal-video-game-for-alcohol-and-cigarette-recovery-support-summative-study
#8
Mary Metcalf, Karen Rossie, Katie Stokes, Christina Tallman, Bradley Tanner
BACKGROUND: New technologies such as virtual reality, augmented reality, and video games hold promise to support and enhance individuals in addiction treatment and recovery. Quitting or decreasing cigarette or alcohol use can lead to significant health improvements for individuals, decreasing heart disease risk and cancer risks (for both nicotine and alcohol use), among others. However, remaining in recovery from use is a significant challenge for most individuals. OBJECTIVE: We developed and assessed the Take Control game, a partially immersive Kinect for Windows platform game that allows users to counter substance cues through active movements (hitting, kicking, etc)...
April 16, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29652562/serious-gaming-a-tool-to-educate-health-care-providers-about-domestic-violence
#9
Robin Mason, Linda Turner
Due to the adverse health effects, victims of domestic violence are frequently seen in the health care system. Yet, health care providers may lack the training to assist them. Online curricula can be an effective instructional tool. Our competency-based, serious video game, Responding to Domestic Violence in Clinical Settings, was designed to address health care providers' knowledge gaps through 17 modules, each a half hour in length. Nearly 9,000 participants completed at least one module; nursing students completed the most modules, approximately five hours of instruction...
April 13, 2018: Health Care for Women International
https://www.readbyqxmd.com/read/29652524/smoking-adhd-and-problematic-video-game-use-a-structural-modeling-approach
#10
Hyo Jin Lee, Denise D Tran, Holly E R Morrell
Problematic video game use (PVGU), or addiction-like use of video games, is associated with physical and mental health problems and problems in social and occupational functioning. Possible correlates of PVGU include frequency of play, cigarette smoking, and attention deficit hyperactivity disorder (ADHD). The aim of the current study was to explore simultaneously the relationships among these variables as well as test whether two separate measures of PVGU measure the same construct, using a structural modeling approach...
April 13, 2018: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29650484/identification-of-new-tools-to-predict-surgical-performance-of-novices-using-a-plastic-surgery-simulator
#11
Roy Kazan, Alex Viezel-Mathieu, Shantale Cyr, Thomas M Hemmerling, Samuel J Lin, Mirko S Gilardino
OBJECTIVE: To identify new tools capable of predicting surgical performance of novices on an augmentation mammoplasty simulator. The pace of technical skills acquisition varies between residents and may necessitate more time than that allotted by residency training before reaching competence. Identifying applicants with superior innate technical abilities might shorten learning curves and the time to reach competence. The objective of this study is to identify new tools that could predict surgical performance of novices on a mammoplasty simulator...
April 9, 2018: Journal of Surgical Education
https://www.readbyqxmd.com/read/29627881/public-stigma-across-addictive-behaviors-casino-gambling-esports-gambling-and-internet-gaming
#12
Samuel C Peter, Qian Li, Rory A Pfund, James P Whelan, Andrew W Meyers
The negative psychological effects of public stigma on disordered gamblers have been well documented. Public stigma deters treatment-seeking and other help-seeking behaviors, and negatively impacts individuals' view of themselves. Different types of disordered gambling activities may attract different degrees of stigma. One increasingly popular form of gambling involves placing bets on the outcomes of competitive video games, also called eSports gambling. This activity shares characteristics with Internet gaming and gambling...
April 7, 2018: Journal of Gambling Studies
https://www.readbyqxmd.com/read/29622057/a-longitudinal-study-on-psychosocial-causes-and-consequences-of-internet-gaming-disorder-in-adolescence
#13
Lutz Wartberg, Levente Kriston, Matthias Zieglmeier, Tania Lincoln, Rudolf Kammerl
BACKGROUND: In 2013, Internet gaming disorder (IGD) was incorporated in the current version of the DSM-5. IGD refers to a problematic use of video games. Longitudinal studies on the etiology of IGD are lacking. Furthermore, it is currently unclear to which extent associated psychopathological problems are causes or consequences of IGD. In the present survey, longitudinal associations between IGD and adolescent and parental mental health were investigated for the first time, as well as the temporal stability of IGD...
April 6, 2018: Psychological Medicine
https://www.readbyqxmd.com/read/29616887/upper-limb-muscle-activation-during-sports-video-gaming-of-persons-with-spinal-cord-injury
#14
Jeffrey P Jaramillo, M Elise Johanson, B Jenny Kiratli
OBJECTIVE: Video gaming as a therapeutic tool has largely been studied within the stroke population with some benefits reported in upper limb motor performance, balance, coordination, and cardiovascular status. To date, muscle activation of upper limb muscles in persons with spinal cord injuries (SCI) has not been studied during video game play. In this paper, we provide descriptive and comparative data for muscle activation and strength during gaming for players with tetraplegia and paraplegia, as well as, compare these results with data from traditional arm exercises (ie, biceps curl and shoulder press) with light weights which are commonly prescribed for a home program...
April 4, 2018: Journal of Spinal Cord Medicine
https://www.readbyqxmd.com/read/29615743/attentional-advantages-in-video-game-experts-are-not-related-to-perceptual-tendencies
#15
Nicole H L Wong, Dorita H F Chang
Previous studies have suggested that extensive action video gaming may enhance perceptual and attentional capacities. Here, we probed whether attentional differences between video-game experts and non-experts hold when attention is selectively directed at global or local structures. We measured performance on a modified attentional-blink task using hierarchically structured stimuli that consisted of global and local elements. Stimuli carried congruent or incongruent information. In two experiments, we asked observers to direct their attention globally (Experiment 1) or locally (Experiment 2)...
April 3, 2018: Scientific Reports
https://www.readbyqxmd.com/read/29614877/a-video-game-group-intervention-experiences-and-perceptions-of-adults-with-chronic-stroke-and-their-therapists-intervention-de-groupe-%C3%A3-l-aide-de-jeux-vid%C3%A3-o-exp%C3%A3-riences-et-perceptions-d-adultes-en-phase-chronique-d-un-accident-vasculaire-c%C3%A3-r%C3%A3-bral-et-de
#16
Debbie Rand, Noa Givon, Michal Avrech Bar
BACKGROUND: Ongoing physical activity is important for maintaining the functional level of individuals with chronic stroke. Video games in a group setting might be a cost-effective way for providing mobility and preventing physical inactivity. PURPOSE: This study explores the experiences and perceptions of individuals with chronic stroke who participated in a novel community-based video-game group intervention and their therapists. METHOD: A qualitative study, nested in a randomized controlled trial, was conducted using semistructured interviews with eight individuals with chronic stroke (four men and four women) ages 29 to 69 and a focus group of their three occupational therapists, following a video-game intervention...
January 1, 2018: Canadian Journal of Occupational Therapy. Revue Canadienne D'ergothérapie
https://www.readbyqxmd.com/read/29614059/association-between-internet-gaming-disorder-or-pathological-video-game-use-and-comorbid-psychopathology-a-comprehensive-review
#17
REVIEW
Vega González-Bueso, Juan José Santamaría, Daniel Fernández, Laura Merino, Elena Montero, Joan Ribas
The addictive use of video games is recognized as a problem with clinical relevance and is included in international diagnostic manuals and classifications of diseases. The association between "Internet addiction" and mental health has been well documented across a range of investigations. However, a major drawback of these studies is that no controls have been placed on the type of Internet use investigated. The aim of this study is to review systematically the current literature in order to explore the association between Internet Gaming Disorder (IGD) and psychopathology...
April 3, 2018: International Journal of Environmental Research and Public Health
https://www.readbyqxmd.com/read/29611045/sages-mini-med-school-inspiring-high-school-students-through-exposure-to-the-field-of-surgery
#18
James C Rosser, Timothy B Legare, Charles Jacobs, Katherine M Choi, Jeffrey P Fleming, Jamie Nakagiri
OBJECTIVE: The SAGES Mini Med School (SMMS) was designed to expose high school students to the field of surgery through mentoring, knowledge transfer, and hands-on experience with simulation. The objective of this paper is to profile the evolutionary development, performance metrics, and satisfaction queries of this innovative effort. METHODS: Sixty-one high school students, grades 9-12, took part in the (SMMS) program during the 2015 SAGES Annual Congress. The students completed a surgical skills lab session where they attempted tasks associated with the development of open surgical and laparoscopic skills...
April 2, 2018: Surgical Endoscopy
https://www.readbyqxmd.com/read/29602274/blackouts-as-a-moderator-of-young-adult-veteran-response-to-personalized-normative-feedback-for-heavy-drinking
#19
Mary Beth Miller, Angelo M DiBello, Kate B Carey, Eric R Pedersen
BACKGROUND: Blackouts - or periods of alcohol-induced amnesia for all or part of a drinking event - have been identified as independent predictors of alcohol-related harm that may be used to identify individuals who would benefit from intervention. However, little is known about the prevalence and impact of blackouts among Veterans. This study examined blackouts as a moderator of young adult Veteran response to a brief, online personalized normative feedback (PNF) intervention for heavy drinking...
March 30, 2018: Alcoholism, Clinical and Experimental Research
https://www.readbyqxmd.com/read/29599861/the-effects-of-aerobic-exercise-and-gaming-on-cognitive-performance
#20
Peter C Douris, John P Handrakis, Demitra Apergis, Robert B Mangus, Rima Patel, Jessica Limtao, Svetlana Platonova, Aladino Gregorio, Elliot Luty
The purpose of our study was to investigate the effects of video gaming, aerobic exercise (biking), and the combination of these two activities on the domains of cognitive performance: selective attention, processing speed, and executive functioning. The study was a randomized clinical trial with 40 subjects (mean age 23.7 ± 1.8 years) randomized to one of four thirty-minute conditions: video gaming, biking, simultaneous gaming and biking, and a control condition. Cognitive performance was measured pre and post condition using the Stroop test and Trails B test...
March 2018: Journal of Human Kinetics
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