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https://www.readbyqxmd.com/read/28923788/video-game-intervention-for-sexual-risk-reduction-in-minority-adolescents-randomized-controlled-trial
#1
Lynn E Fiellin, Kimberly D Hieftje, Tyra M Pendergrass, Tassos C Kyriakides, Lindsay R Duncan, James D Dziura, Benjamin G Sawyer, Linda Mayes, Cindy A Crusto, Brian Wc Forsyth, David A Fiellin
BACKGROUND: Human immunodeficiency virus (HIV) disproportionately impacts minority youth. Interventions to decrease HIV sexual risk are needed. OBJECTIVE: We hypothesized that an engaging theory-based digital health intervention in the form of an interactive video game would improve sexual health outcomes in adolescents. METHODS: Participants aged 11 to 14 years from 12 community afterschool, school, and summer programs were randomized 1:1 to play up to 16 hours of an experimental video game or control video games over 6 weeks...
September 18, 2017: Journal of Medical Internet Research
https://www.readbyqxmd.com/read/28921996/treatments-for-internet-gaming-disorder-and-internet-addiction-a-systematic-review
#2
Kristyn Zajac, Meredith K Ginley, Rocio Chang, Nancy M Petry
Problems related to excessive use of the Internet and video games have recently captured the interests of both researchers and clinicians. The goals of this review are to summarize the literature on treatment effectiveness for these problems and to determine whether any treatments meet the minimum requirement of an evidence-based treatment as defined by Chambless et al. (1998). Studies of treatments for Internet gaming disorder (IGD) and Internet addiction were examined separately, as past studies have linked IGD to more severe outcomes...
September 18, 2017: Psychology of Addictive Behaviors: Journal of the Society of Psychologists in Addictive Behaviors
https://www.readbyqxmd.com/read/28920499/tactile-radar-experimenting-a-computer-game-with-visually-disabled
#3
Virgínia Kastrup, Alvaro Cassinelli, Paulo Quérette, Niklas Bergstrom, Eliana Sampaio
BACKGROUND: Visually disabled people increasingly use computers in everyday life, thanks to novel assistive technologies better tailored to their cognitive functioning. Like sighted people, many are interested in computer games - videogames and audio-games. Tactile-games are beginning to emerge. The Tactile Radar is a device through which a visually disabled person is able to detect distal obstacles. In this study, it is connected to a computer running a tactile-game. The game consists in finding and collecting randomly arranged coins in a virtual room...
September 18, 2017: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/28899210/competitive-action-video-game-players-display-rightward-error-bias-during-on-line-video-game-play
#4
Andrew J Roebuck, Aurora J B Dubnyk, David Cochran, Regan L Mandryk, John G Howland, Victoria Harms
Research in asymmetrical visuospatial attention has identified a leftward bias in the general population across a variety of measures including visual attention and line-bisection tasks. In addition, increases in rightward collisions, or bumping, during visuospatial navigation tasks have been demonstrated in real world and virtual environments. However, little research has investigated these biases beyond the laboratory. The present study uses a semi-naturalistic approach and the online video game streaming service Twitch to examine navigational errors and assaults as skilled action video game players (n = 60) compete in Counter Strike: Global Offensive...
September 12, 2017: Laterality
https://www.readbyqxmd.com/read/28890740/public-attitudes-towards-moral-enhancement-evidence-that-means-matter-morally
#5
Jona Specker, Maartje H N Schermer, Peter B Reiner
To gain insight into the reasons that the public may have for endorsing or eschewing pharmacological moral enhancement for themselves or for others, we used empirical tools to explore public attitudes towards these issues. Participants (N = 293) from the United States were recruited via Amazon's Mechanical Turk and were randomly assigned to read one of several contrastive vignettes in which a 13-year-old child is described as bullying another student in school and then is offered an empathy-enhancing program...
2017: Neuroethics
https://www.readbyqxmd.com/read/28890529/factors-relating-to-the-feeling-of-school-avoidance-among-elementary-school-children-results-from-the-mext-ministry-of-education-culture-sports-science-and-education-super-shokuiku-school-project
#6
Masahiro Akimoto, Michikazu Sekine, Masaaki Yamada, Takashi Tatsuse
Purpose This study aims to evaluate whether lifestyle factors including media use and social and family environments are associated with elementary school children's feeling of school avoidance.Methods Total study population for this study was 2,057 children in 5 elementary schools in Takaoka city, Toyama prefecture, which participated in the MEXT Super Shokuiku School Project. A questionnaire survey was conducted in July 2014 and 1,936 students responded (Response rate: 94.1%). Of those who responded, data from 1,698 respondents were relevant for this study...
2017: [Nihon Kōshū Eisei Zasshi] Japanese Journal of Public Health
https://www.readbyqxmd.com/read/28883160/user-experience-evaluations-in-rehabilitation-video-games-for-children-a-systematic-mapping-of-the-literature
#7
Carolina Rico-Olarte, Diego M López, Bernd Blobel, Sara Kepplinger
BACKGROUND: In recent years, the interest in user experience (UX) evaluation methods for assessing technology solutions, especially in health systems for children with special needs like cognitive disabilities, has increased. OBJECTIVE: Conduct a systematic mapping study to provide an overview in the field of UX evaluations in rehabilitation video games for children. METHODS: The definition of research questions, the search for primary studies and the extraction of those studies by inclusion and exclusion criteria lead to the mapping of primary papers according to a classification scheme...
2017: Studies in Health Technology and Informatics
https://www.readbyqxmd.com/read/28878702/stigma-stop-a-serious-game-against-the-stigma-toward-mental-health-in-educational-settings
#8
Adolfo J Cangas, Noelia Navarro, José M A Parra, Juan J Ojeda, Diego Cangas, Jose A Piedra, Jose Gallego
This paper presents the results from the application of a serious game called Stigma-Stop among a group of high school students with the aim of reducing the stigma toward mental illnesses. The video game features characters with various mental disorders (schizophrenia, depression, bipolar disorder, and panic disorder with agoraphobia) and provides information about these problems. Additionally, the game asks players about whether they have ever felt the same as the characters, if they believe the characters are psychologically well, and if they think they could help these individuals...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28875797/some-video-games-can-shrink-the-brain-while-others-may-enlarge-it
#9
(no author information available yet)
Playing violent video games causes the brain to shrink, while puzzle games have the opposite effect, a small study suggests.
September 6, 2017: Nursing Standard
https://www.readbyqxmd.com/read/28874111/the-fall-in-older-adults-physical-and-cognitive-problems
#10
Bernard Demanze Laurence, Lacour Michel
BACKGROUND: The aging of posture and balance function alters the quality of life in older people and causes serious problems in terms of public health and socio-economic costs for our modern societies. METHOD: This article reviews the various causes of imbalance and dizziness in the elderly, and considers how to prevent falls, and how to rehabilitate a faller subject in order to regain a good quality of life. Two effective ways of intervention are discussed, emphasizing the crucial role of physical activity and cognitive stimulation, classic or using the latest technical advances in virtual reality and video games...
2017: Current Aging Science
https://www.readbyqxmd.com/read/28871901/associations-between-sedentary-behaviors-sleep-patterns-and-bmi-in-young-dancers-attending-a-summer-intensive-dance-training-program
#11
Andrea Stracciolini, Cynthia J Stein, Susan Kinney, Tara McCrystal, Michael J Pepin, William P Meehan Iii
The purpose of this study was to investigate associations between sedentary behaviors, sleep hours, and body mass index (BMI) in 12- to 17-year-old dancers. This was a cross sectional survey in which bivariate correlation and simple linear regression were used to determine associations between self-reported components. One hundred fifteen dancers were queried, 91.3% of whom were female. The mean BMI was 19.6 ± 2.3 kg/m2. Two-thirds of dancers fell below the 50th percentile for age-adjusted BMI, and 30.4% fell below the 25th percentile...
September 15, 2017: Journal of Dance Medicine & Science
https://www.readbyqxmd.com/read/28865963/can-shoulder-range-of-movement-be-measured-accurately-using-the-microsoft-kinect-sensor%C3%A2-plus-medical-interactive-recovery-assistant-software
#12
James D Wilson, Jennifer Khan-Perez, Dominic Marley, Susan Buttress, Michael Walton, Baihua Li, Bibhas Roy
BACKGROUND: This study compared the accuracy of measuring shoulder range of movement (ROM) with a simple laptop-sensor combination vs. trained observers (shoulder physiotherapists and shoulder surgeons) using motion capture (MoCap) laboratory equipment as the gold standard. METHODS: The Microsoft Kinect sensor (Microsoft Corp., Redmond, WA, USA) tracks 3-dimensional human motion. Ordinarily used with an Xbox (Microsoft Corp.) video game console, Medical Interactive Recovery Assistant (MIRA) software (MIRA Rehab Ltd...
August 30, 2017: Journal of Shoulder and Elbow Surgery
https://www.readbyqxmd.com/read/28859487/policy-responses-to-problematic-video-game-use-a-systematic-review-of-current-measures-and-future-possibilities
#13
Orsolya Király, Mark D Griffiths, Daniel L King, Hae-Kook Lee, Seung-Yup Lee, Fanni Bányai, Ágnes Zsila, Zsofia K Takacs, Zsolt Demetrovics
Background and aims Empirical research into problematic video game playing suggests that overuse might cause functional and psychological impairments for a minority of gamers. Therefore, the need for regulation in the case of video games (whether governmental or self-imposed) has arisen but has only been implemented in a few countries around the world, and predominantly in Asia. This paper provides a systematic review of current and potential policies addressing problematic gaming. Methods After conducting a systematic search in the areas of prevention, treatment, and policy measures relating to problematic Internet and video game use, papers were selected that targeted problematic gaming policies (N = 12; six in English and six in Korean)...
September 1, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28852230/sleep-pattern-and-sleep-hygiene-practices-among-nigerian-schooling-adolescents
#14
Igoche David Peter, Halima Adamu, Mustafa O Asani, Ibrahim Aliyu, Umar A Sabo, Umar I Umar
BACKGROUND: Sleep problems, especially in the adolescent stage of development, may be associated with excessive daytime sleepiness, impaired neurocognitive function, and a host of others leading to suboptimal performance. OBJECTIVES: To determine the pattern of sleep problems in school-going adolescents based on the bedtime problems; excessive daytime sleepiness; awakenings during the night and problems falling back asleep; regularity and duration of sleep; sleep-disordered breathing (BEARS) sleep screening algorithm...
July 2017: Indian Journal of Psychological Medicine
https://www.readbyqxmd.com/read/28845381/an-overview-of-structural-characteristics-in-problematic-video-game-playing
#15
REVIEW
Mark D Griffiths, Filip Nuyens
PURPOSE OF REVIEW: There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e., the structure, elements, and components of the video games themselves). Much of the research examining the structural characteristics of video games was initially based on research and theorizing from the gambling studies field. The present review briefly overviews the key papers in the field to date...
2017: Current Addiction Reports
https://www.readbyqxmd.com/read/28843974/acute-effects-of-video-game-playing-versus-television-viewing-on-stress-markers-and-food-intake-in-overweight-and-obese-young-men-a-randomised-controlled-trial
#16
Mario Siervo, Jason Gan, Mary S Fewtrell, Mario Cortina-Borja, Jonathan C K Wells
BACKGROUND: Sedentary or near-sedentary activities are associated with overweight/obesity in epidemiological studies. This has traditionally been attributed to physical activity displacement. A little-explored area is whether behavioural stresses alter sensations of appetite and eating behaviour. We examined whether behaviours conducted seated (television viewing, video gaming) induce different eating patterns, associated with differential levels of stress response. METHODS AND FINDINGS: We conducted a randomized controlled trial in 72 overweight/obese adult males, assigned to three groups (24 per group): (i) non-violent television (control group); (ii) non-violent game (FIFA); (iii) violent game (Call of Duty)...
August 24, 2017: Appetite
https://www.readbyqxmd.com/read/28842270/games-people-play-how-video-games-improve-probabilistic-learning
#17
Sabrina Schenk, Robert K Lech, Boris Suchan
Recent research suggests that video game playing is associated with many cognitive benefits. However, little is known about the neural mechanisms mediating such effects, especially with regard to probabilistic categorization learning, which is a widely unexplored area in gaming research. Therefore, the present study aimed to investigate the neural correlates of probabilistic classification learning in video gamers in comparison to non-gamers. Subjects were scanned in a 3T magnetic resonance imaging (MRI) scanner while performing a modified version of the weather prediction task...
August 24, 2017: Behavioural Brain Research
https://www.readbyqxmd.com/read/28841491/video-game-addiction-in-emerging-adulthood-cross-sectional-evidence-of-pathology-in-video-game-addicts-as-compared-to-matched-healthy-controls
#18
Laura Stockdale, Sarah M Coyne
BACKGROUND: The Internet Gaming Disorder Scale (IGDS) is a widely used measure of video game addiction, a pathology affecting a small percentage of all people who play video games. Emerging adult males are significantly more likely to be video game addicts. Few researchers have examined how people who qualify as video game addicts based on the IGDS compared to matched controls based on age, gender, race, and marital status. METHOD: The current study compared IGDS video game addicts to matched non-addicts in terms of their mental, physical, social-emotional health using self-report, survey methods...
August 18, 2017: Journal of Affective Disorders
https://www.readbyqxmd.com/read/28841437/new-insights-into-olivo-cerebellar-circuits-for-learning-from-a-small-training-sample
#19
REVIEW
Isao T Tokuda, Huu Hoang, Mitsuo Kawato
Artificial intelligence such as deep neural networks exhibited remarkable performance in simulated video games and 'Go'. In contrast, most humanoid robots in the DARPA Robotics Challenge fell down to ground. The dramatic contrast in performance is mainly due to differences in the amount of training data, which is huge and small, respectively. Animals are not allowed with millions of the failed trials, which lead to injury and death. Humans fall only several thousand times before they balance and walk. We hypothesize that a unique closed-loop neural circuit formed by the Purkinje cells, the cerebellar deep nucleus and the inferior olive in and around the cerebellum and the highest density of gap junctions, which regulate synchronous activities of the inferior olive nucleus, are computational machinery for learning from a small sample...
August 19, 2017: Current Opinion in Neurobiology
https://www.readbyqxmd.com/read/28836184/grand-theft-auto-is-a-sandbox-game-but-there-are-weapons-criminals-and-prostitutes-in-the-sandbox-response-to-ferguson-and-donnellan-2017
#20
EDITORIAL
Alessandro Gabbiadini, Brad J Bushman, Paolo Riva, Luca Andrighetto, Chiara Volpato
In this issue, (Ferguson, C. J., & Donnellan, B. D., Journal of Youth and and Adolescence, published online 21 June 2017) criticize one of our studies (Gabbiadini, A., Riva, P., Andrighetto, L., Volpato, C., & Bushman, B. J., PLoS ONE, 11: 1-14, 2016) that found violent sexist video games can reduce empathy for female violence victims in male players who identify with violent male game characters, and do so by increasing masculine beliefs. Their main criticism is a "straw person" argument built on a claim that we never made (i...
August 23, 2017: Journal of Youth and Adolescence
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