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https://www.readbyqxmd.com/read/28636838/searching-for-affective-and-cognitive-restoration-examining-the-restorative-effects-of-casual-video-game-play
#1
Michael A Rupp, Richard Sweetman, Alejandra E Sosa, Janan A Smither, Daniel S McConnell
OBJECTIVE: We investigated the effects of a passive break, relaxation activity, and casual video game on affect, stress, engagement, and cognitive performance. BACKGROUND: Reducing stress and improving cognitive performance is critical across many domains. Previous studies investigated taking a break, relaxation techniques, or playing a game; however, these methods have not been compared within a single experiment. METHOD: Participants completed a baseline affective and cognitive assessment (ACA), which included the Positive and Negative Affect Schedule, shortened version of the Dundee Stress State Questionnaire, and backward digit-span...
June 1, 2017: Human Factors
https://www.readbyqxmd.com/read/28623186/assessment-of-active-video-gaming-using-adapted-controllers-by-individuals-with-physical-disabilities-a-protocol
#2
Laurie A Malone, Sangeetha Padalabalanarayanan, Justin McCroskey, Mohanraj Thirumalai
BACKGROUND: Individuals with disabilities are typically more sedentary and less fit compared to their peers without disabilities. Furthermore, engaging in physical activity can be extremely challenging due to physical impairments associated with disability and fewer opportunities to participate. One option for increasing physical activity is playing active video games (AVG), a category of video games that requires much more body movement for successful play than conventional push-button or joystick actions...
June 16, 2017: JMIR Research Protocols
https://www.readbyqxmd.com/read/28622759/catching-audiovisual-interactions-with-a-first-person-fisherman-video-game
#3
Yile Sun, Timothy J Hickey, Barbara Shinn-Cunningham, Robert Sekuler
The human brain is excellent at integrating information from different sources across multiple sensory modalities. To examine one particularly important form of multisensory interaction, we manipulated the temporal correlation between visual and auditory stimuli in a first-person fisherman video game. Subjects saw rapidly swimming fish whose size oscillated, either at 6 or 8 Hz. Subjects categorized each fish according to its rate of size oscillation, while trying to ignore a concurrent broadband sound seemingly emitted by the fish...
July 2017: Perception
https://www.readbyqxmd.com/read/28608176/late-bedtimes-short-sleeping-time-and-longtime-video-game-playing-are-associated-with-low-back-pain-in-school-aged-athletes
#4
Yutaka Yabe, Yoshihiro Hagiwara, Takuya Sekiguchi, Haruki Momma, Masahiro Tsuchiya, Kaoru Kuroki, Kenji Kanazawa, Masashi Koide, Nobuyuki Itaya, Eiji Itoi, Ryoichi Nagatomi
PURPOSE: Low back pain is a significant problem for school-aged athletes. Although some risk factors relating to sports activities have been reported, the effect of lifestyles on low back pain in school-aged athletes is not clear. The purpose of this study was to elucidate the association between lifestyles, such as wake-up time, bedtime, sleeping time, and TV-viewing or video-game-playing time per day and low back pain of school-aged athletes. METHODS: A cross-sectional study was conducted with school-aged athletes (aged 6-15 years, n = 6441) using a self-reported questionnaire and multivariate logistic regression models were used for analyses...
June 12, 2017: European Spine Journal
https://www.readbyqxmd.com/read/28602529/-the-use-of-social-media-modifies-teenagers-sleep-related-behavior
#5
S Royant-Parola, V Londe, S Tréhout, S Hartley
OBJECTIVE: Modification of sleep behaviors in teenagers has been observed over the past 30years with a reduction in overall sleep time and an increasing number of teenagers suffering from sleep deprivation. Sleep deprivation is linked to physical problems such as obesity but also to change in performance at school and mood disorders. Changes have been associated with the use of screens, cell phones, Internet and social media. Use of screens has been shown to delay sleep onset and melatonin secretion and stimulation of wake systems by interaction with social media may exacerbate these effects...
June 8, 2017: L'Encéphale
https://www.readbyqxmd.com/read/28600111/do-active-video-games-benefit-the-motor-skill-development-of-non-typically-developing-children-and-adolescents-a-systematic-review
#6
REVIEW
Zoey E Page, Stephanie Barrington, Jacqueline Edwards, Lisa M Barnett
OBJECTIVES: The use of interactive video gaming, known as 'exergames' or 'active video games (AVG)' may provide an opportunity for motor skill development. Youth with non-typical patterns of development may have deficits in gross motor skill capacities and are therefore an intervention target. The aim was to determine the effectiveness of AVG use on motor skill development in non-typically developing children and adolescents. DESIGN: Review article. METHODS: The PRISMA protocol was used to conduct a systematic review of EBSCOhost, Embase, Gale Cengage, Informit, Ovid, ProQuest, PubMed, Scopus and Web of Science databases...
May 18, 2017: Journal of Science and Medicine in Sport
https://www.readbyqxmd.com/read/28595830/-negative-perceptions-of-the-risks-associated-with-gaming-in-young-adolescents-an-exploratory-study-to-help-thinking-about-a-prevention-program
#7
C Bonnaire, O Phan
Given the growing use of video games and the growing number of adolescents with Internet gaming disorder (IGD), prevention in this area is necessary. The objective of this study was to investigate the use and most particularly the representations of the risks associated with the use of video games in young adolescents by comparing problematic (PGs) and nonproblematic gamers (NPGs). Gender differences were also explored. Five Parisian middle schools participated in this study and 434 adolescents (231 boys, mage=13...
June 5, 2017: Archives de Pédiatrie: Organe Officiel de la Sociéte Française de Pédiatrie
https://www.readbyqxmd.com/read/28595611/video-game-rehabilitation-for-outpatient-stroke-vigorous-protocol-for-a-multi-center-comparative-effectiveness-trial-of-in-home-gamified-constraint-induced-movement-therapy-for-rehabilitation-of-chronic-upper-extremity-hemiparesis
#8
Lynne V Gauthier, Chelsea Kane, Alexandra Borstad, Nancy Strahl, Gitendra Uswatte, Edward Taub, David Morris, Alli Hall, Melissa Arakelian, Victor Mark
BACKGROUND: Constraint-Induced Movement therapy (CI therapy) is shown to reduce disability, increase use of the more affected arm/hand, and promote brain plasticity for individuals with upper extremity hemiparesis post-stroke. Randomized controlled trials consistently demonstrate that CI therapy is superior to other rehabilitation paradigms, yet it is available to only a small minority of the estimated 1.2 million chronic stroke survivors with upper extremity disability. The current study aims to establish the comparative effectiveness of a novel, patient-centered approach to rehabilitation utilizing newly developed, inexpensive, and commercially available gaming technology to disseminate CI therapy to underserved individuals...
June 8, 2017: BMC Neurology
https://www.readbyqxmd.com/read/28592394/social-media-use-and-access-to-digital-technology-in-us-young-adults-in-2016
#9
Andrea C Villanti, Amanda L Johnson, Vinu Ilakkuvan, Megan A Jacobs, Amanda L Graham, Jessica M Rath
BACKGROUND: In 2015, 90% of US young adults with Internet access used social media. Digital and social media are highly prevalent modalities through which young adults explore identity formation, and by extension, learn and transmit norms about health and risk behaviors during this developmental life stage. OBJECTIVE: The purpose of this study was to provide updated estimates of social media use from 2014 to 2016 and correlates of social media use and access to digital technology in data collected from a national sample of US young adults in 2016...
June 7, 2017: Journal of Medical Internet Research
https://www.readbyqxmd.com/read/28590810/worth-the-wait-leisure-can-be-just-as-enjoyable-with-work-left-undone
#10
Ed O'Brien, Ellen Roney
Four studies reveal that (a) people hold a robust intuition about the order of work and leisure and that (b) this intuition is sometimes mistaken. People prefer saving leisure for last, believing they would otherwise be distracted by looming work (Study 1). In controlled experiments, however, although subjects thought their enjoyment would be spoiled when they played a game before rather than after a laborious problem-solving task, got a massage before rather than after midterms, and consumed snacks and watched videos before rather than after a stressful performance, in reality these experiences were similarly enjoyable regardless of order (Studies 2 through 4)...
June 1, 2017: Psychological Science
https://www.readbyqxmd.com/read/28588464/neural-basis-of-video-gaming-a-systematic-review
#11
REVIEW
Marc Palaus, Elena M Marron, Raquel Viejo-Sobera, Diego Redolar-Ripoll
Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass...
2017: Frontiers in Human Neuroscience
https://www.readbyqxmd.com/read/28582651/do-family-environment-factors-play-a-role-in-adolescents-involvement-in-organized-activities
#12
Petr Badura, Andrea Madarasova Geckova, Dagmar Sigmundova, Erik Sigmund, Jitse P van Dijk, Sijmen A Reijneveld
The study assessed the association of family environment factors with adolescents' participation in organized leisure-time activities (OLTA). We used data on 10,472 Czech adolescents aged 11-15 years (49.2% boys) from the 2013/2014 Health Behaviour in School-aged Children study. The associations of family support, the presence of parental screen-time rules and joint family activities with participation in at least one OLTA were assessed using logistic regression. High family support and the presence of parental screen-time rules were associated with higher odds of OLTA participation...
June 2, 2017: Journal of Adolescence
https://www.readbyqxmd.com/read/28567070/the-cutting-edge-training-modalities-and-educational-platforms-for-accredited-surgical-training-a-systematic-review
#13
REVIEW
Antonello Forgione, Salman Y Guraya
BACKGROUND: Historically, operating room (OR) has always been considered as a stand-alone trusted platform for surgical education and training. However, concerns about financial constraints, quality control, and patient safety have urged the surgical educators to develop more cost-effective, surgical educational platforms that can be employed outside the OR. Furthermore, trained surgeons need to regularly update their surgical skills to keep abreast with the emerging surgical technologies...
2017: Journal of Research in Medical Sciences: the Official Journal of Isfahan University of Medical Sciences
https://www.readbyqxmd.com/read/28545933/extracting-multidimensional-stimulus-response-correlations-using-hybrid-encoding-decoding-of-neural-activity
#14
REVIEW
Jacek P Dmochowski, Jason Ki, Paul DeGuzman, Paul Sajda, Lucas C Parra
In neuroscience, stimulus-response relationships have traditionally been analyzed using either encoding or decoding models. Here we propose a hybrid approach that decomposes neural activity into multiple components, each representing a portion of the stimulus. The technique is implemented via canonical correlation analysis (CCA) by temporally filtering the stimulus (encoding) and spatially filtering the neural responses (decoding) such that the resulting components are maximally correlated. In contrast to existing methods, this approach recovers multiple correlated stimulus-response pairs, and thus affords a richer, multidimensional analysis of neural representations...
May 22, 2017: NeuroImage
https://www.readbyqxmd.com/read/28543718/introduction-of-a-new-instrument-to-measure-motivation-for-gaming-the-electronic-gaming-motives-questionnaire
#15
Helga Myrseth, Guy Notelaers, Leif Åge Strand, Einar Kristian Borud, Olav Kjellevold Olsen
AIMS: To adapt the four-dimensional Gambling Motives Questionnaire-Revised (GMQ-R) to measure the motivation for engaging in electronic gaming, and to validate the internal structure and investigate the criterion validity of the new Electronic Gaming Motives Questionnaire (EGMQ). DESIGN AND SETTING: The GMQ-R was adapted to measure motivation for playing video games and the new instrument was tested on a sample of Norwegian conscripts selected randomly from the pool of conscripts who started their military service between 2013 and 2015...
May 20, 2017: Addiction
https://www.readbyqxmd.com/read/28542867/use-of-active-video-gaming-in-children-with-neuromotor-dysfunction-a-systematic-review
#16
REVIEW
Robbin Hickman, Lisa Popescu, Robert Manzanares, Brendan Morris, Szu-Ping Lee, Janet S Dufek
AIM: To examine current evidence on use of active video gaming (AVG) to improve motor function in children with movement disorders including cerebral palsy, developmental coordination disorder, and Down syndrome. METHOD: Scopus, MEDLINE, Cochrane Library, EMBASE, and CINAHL were searched. Included papers studied the use of AVG for improving movement-related outcomes in these populations. Parameters studied included health condition, strength of evidence, AVG delivery methods, capacity for individualizing play, outcomes addressed, effectiveness for achieving outcomes, and challenges/limitations...
May 19, 2017: Developmental Medicine and Child Neurology
https://www.readbyqxmd.com/read/28541813/video-analysis-verification-of-head-impact-events-measured-by-wearable-sensors
#17
Nelson Cortes, Andrew E Lincoln, Gregory D Myer, Lisa Hepburn, Michael Higgins, Margot Putukian, Shane V Caswell
BACKGROUND: Wearable sensors are increasingly used to quantify the frequency and magnitude of head impact events in multiple sports. There is a paucity of evidence that verifies head impact events recorded by wearable sensors. PURPOSE: To utilize video analysis to verify head impact events recorded by wearable sensors and describe the respective frequency and magnitude. STUDY DESIGN: Cohort study (diagnosis); Level of evidence, 2. METHODS: Thirty male (mean age, 16...
May 1, 2017: American Journal of Sports Medicine
https://www.readbyqxmd.com/read/28535475/relationships-between-parental-attitudes-family-functioning-and-internet-gaming-disorder-in-adolescents-attending-school
#18
Céline Bonnaire, Olivier Phan
While recent data suggest a high prevalence of adolescent with Internet gaming disorder, little is known about interpersonal factors that contributes or protect to this disorder. Thus, the aim of this study was to examine the relationships between parental attitudes, adolescent perception of family functioning and Internet gaming disorder (IGD) and explore gender differences. From a sample of 434 adolescents attending school (n =434; age 13.2 years), 383 non-problematic gamers (NPG, 196 males; 187 females) were compared with 37 problematic gamers (PG, 29 males; 8 females)...
May 17, 2017: Psychiatry Research
https://www.readbyqxmd.com/read/28528341/sociocultural-influence-on-obesity-and-lifestyle-in-children-a-study-of-daily-activities-leisure-time-behavior-motor-skills-and-weight-status
#19
Martin Hilpert, Konrad Brockmeier, Sigrid Dordel, Benjamin Koch, Verena Weiß, Nina Ferrari, Walter Tokarski, Christine Graf
BACKGROUND: Juvenile overweight is increasing, and effective preventive measures are needed. After years of arbitrarily assigning these measures disregarding socioeconomic and/or cultural differences, it has become necessary to tailor interventions more specific to these target groups. Providing data for such an intervention is the objective of this study. METHODS: Influencing variables on children's weight status, motor skills and lifestyle have been analyzed among 997 first graders (53...
May 20, 2017: Obesity Facts
https://www.readbyqxmd.com/read/28522259/assessing-the-effects-of-manual-dexterity-and-playing-computer-games-on-catheter-wire-manipulation-for-inexperienced-operators
#20
Z Alsafi, Y Hameed, P Amin, S Shamsad, U Raja, A Alsafi, M S Hamady
AIM: To investigate the effect of playing computer games and manual dexterity on catheter-wire manipulation in a mechanical aortic model. MATERIAL AND METHODS: Medical student volunteers filled in a preprocedure questionnaire assessing their exposure to computer games. Their manual dexterity was measured using a smartphone game. They were then shown a video clip demonstrating renal artery cannulation and were asked to reproduce this. All attempts were timed. Two-tailed Student's t-test was used to compare continuous data, while Fisher's exact test was used for categorical data...
May 15, 2017: Clinical Radiology
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