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https://www.readbyqxmd.com/read/29160331/primum-non-nocere-or-primum-facere-meliorem-hacking-the-brain-in-the-21st-century
#1
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
#2
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
#3
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
#4
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
#5
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/29149304/tobacco-content-in-video-games-categorization-of-tobacco-typologies-and-gamer-recall
#6
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
#7
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
#8
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
#9
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
#10
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
#11
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
#12
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
#13
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
#14
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/29125789/video-game-acceptance-a-meta-analysis-of-the-extended-technology-acceptance-model
#15
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
https://www.readbyqxmd.com/read/29125389/training-for-vigilance-on-the-move-a-video-game-based-paradigm-for-sustained-attention
#16
J L Szalma, T N Daly, G W L Teo, G M Hancock, P A Hancock
The capacity for superior vigilance can be trained by using knowledge of results (KR). Ourpresent experiments demonstrate the efficacy of such training using a first-person perspective movement videogame-based platform in samples ofstudents and Soldiers.Effectiveness was assessedby manipulating KR during a training phase and withdrawing it in a subsequent transfer phase. Relative to a no KR control condition, KR systematically improved performance for both Soldiers and students. These results build upon our previous findings that demonstrated that a video game-based platform can be used to create a movement-centered sustained attention task with important elements of traditional vigilance...
November 10, 2017: Ergonomics
https://www.readbyqxmd.com/read/29121059/effects-of-decades-of-physical-driving-on-body-movement-and-motion-sickness-during-virtual-driving
#17
Thomas A Stoffregen, Chih-Hui Chang, Fu-Chen Chen, Wei-Jhong Zeng
We investigated relations between experience driving physical automobiles and motion sickness during the driving of virtual automobiles. Middle-aged individuals drove a virtual automobile in a driving video game. Drivers were individuals who had possessed a driver's license for approximately 30 years, and who drove regularly, while non-drivers were individuals who had never held a driver's license, or who had not driven for more than 15 years. During virtual driving, we monitored movement of the head and torso...
2017: PloS One
https://www.readbyqxmd.com/read/29119131/bedtime-use-of-technology-and-associated-sleep-problems-in-children
#18
Caitlyn Fuller, Eric Lehman, Steven Hicks, Marsha B Novick
Children comprise one of the largest consumer groups of technology. Sleep is fundamental to optimal functioning during childhood, including health and behavior. The purpose of this study was to explore bedtime electronic use and its impact on 3 health consequences-sleep quantity and quality, inattention, and body mass index. Parents of 234 children, ages 8 to 17 years, were surveyed to quantify hours of technology use (computer, video games, cell phone, and television), hours of sleep, and inattentive behaviors...
2017: Global Pediatric Health
https://www.readbyqxmd.com/read/29112869/hearing-the-future-of-sensory-rehabilitation
#19
Erika Skoe
A new randomized, double-blind controlled study has found that playing a video game modeled from sensory foraging behavior can improve the aging brain's ability to hear complex signals hidden in background noise.
November 6, 2017: Current Biology: CB
https://www.readbyqxmd.com/read/29111226/marketing-food-and-beverages-to-youth-through-sports
#20
REVIEW
Marie A Bragg, Christina A Roberto, Jennifer L Harris, Kelly D Brownell, Brian Elbel
Food and beverage marketing has been identified as a major driver of obesity yet sports sponsorship remains common practice and represents millions of dollars in advertising expenditures. Research shows that food and beverage products associated with sports (e.g., M&M's with National Association for Stock Car Auto Racing logo) generate positive feelings, excitement, and a positive self-image among adults and children. Despite this, self-regulatory pledges made by food companies to limit exposure of unhealthy products to children have not improved the nutritional quality of foods marketed to children...
October 27, 2017: Journal of Adolescent Health: Official Publication of the Society for Adolescent Medicine
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