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https://www.readbyqxmd.com/read/27908844/quittr-the-design-of-a-video-game-to-support-smoking-cessation
#1
Ivan Bindoff, Kristy de Salas, Gregory Peterson, Tristan Ling, Ian Lewis, Lindsay Wells, Peter Gee, Stuart G Ferguson
BACKGROUND: Smoking is recognized as the largest, single, preventable cause of death and disease in the developed world. While the majority of smokers report wanting to quit, and many try each year, smokers find it difficult to maintain long-term abstinence. Behavioral support, such as education, advice, goal-setting, and encouragement, is known to be beneficial in improving the likelihood of succeeding in a quit attempt, but it remains difficult to effectively deliver this behavioral support and keep the patient engaged with the process for a sufficient duration...
December 1, 2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27901311/video-gaming-as-practical-accomplishment-ethnomethodology-conversation-analysis-and-play
#2
Stuart Reeves, Christian Greiffenhagen, Eric Laurier
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) perspective remain relatively scarce. This study collects together an emerging, if scattered, body of research which focuses on the material, practical "work" of video game players. The study offers an example-driven explication of an EMCA perspective on video game play phenomena. The materials are arranged as a "tactical zoom." We start very much "outside" the game, beginning with a wide view of how massive-multiplayer online games are played within dedicated gaming spaces; here, we find multiple players, machines, and many different sorts of activities going on (besides playing the game)...
November 30, 2016: Topics in Cognitive Science
https://www.readbyqxmd.com/read/27901026/perceptual-training-yields-rapid-improvements-in-visually-impaired-youth
#3
Jeffrey B Nyquist, Joseph S Lappin, Ruyuan Zhang, Duje Tadin
Visual function demands coordinated responses to information over a wide field of view, involving both central and peripheral vision. Visually impaired individuals often seem to underutilize peripheral vision, even in absence of obvious peripheral deficits. Motivated by perceptual training studies with typically sighted adults, we examined the effectiveness of perceptual training in improving peripheral perception of visually impaired youth. Here, we evaluated the effectiveness of three training regimens: (1) an action video game, (2) a psychophysical task that combined attentional tracking with a spatially and temporally unpredictable motion discrimination task, and (3) a control video game...
November 30, 2016: Scientific Reports
https://www.readbyqxmd.com/read/27896317/video-game-assisted-physiotherapeutic-scoliosis-specific-exercises-for-idiopathic-scoliosis-case-series-and-introduction-of-a-new-tool-to-increase-motivation-and-precision-of-exercise-performance
#4
Christine Wibmer, Petra Groebl, Alexander Nischelwitzer, Beate Salchinger, Matthias Sperl, Helmut Wegmann, Hans-Peter Holzer, Vinay Saraph
BACKGROUND: It is important to monitor how patients with juvenile and adolescent idiopathic scoliosis comply with their physiotherapeutic scoliosis-specific exercises (PSSE). Physiogame, a newly developed video game using the Game-Trak 3D interactive game controller, combines correct PSSE performance with gaming. It tracks the position of the working limb in 3D space during the exercises as participants aim to hit certain targets and avoid others, and gives direct feedback by stopping the game if the working limb leaves the target 3D space, which is chosen to secure the corrective position according to the Schroth method...
2016: Scoliosis and Spinal Disorders
https://www.readbyqxmd.com/read/27890130/hot-under-the-collar-the-impact-of-heat-on-game-play
#5
Michael E Young, Anthony W McCoy, John P Hutson, Meredith Schlabach, Steven Eckels
High temperatures have been documented to affect behavior in a variety of ways depending on the nature of the task. We extended this prior research by examining the effects of dynamically changing temperature on various aspects of performance in a video game task. In the span of approximately an hour, temperature was gradually increased, stayed constant for a period of time, and gradually decreased to baseline. The gaming task was a variation on one used to assess impulsivity in participants thus allowing the possibility of assessing the effects of temperature on impulsive choice...
March 2017: Applied Ergonomics
https://www.readbyqxmd.com/read/27884551/resting-state-abnormalities-in-heroin-dependent-individuals
#6
REVIEW
Niki Pandria, Leda Kovatsi, Ana B Vivas, Panagiotis D Bamidis
Drug addiction is a major health problem worldwide. Recent neuroimaging studies have shed light into the underlying mechanisms of drug addiction as well as its consequences to the human brain. The most vulnerable, to heroin addiction, brain regions have been reported to be specific prefrontal, parietal, occipital, and temporal regions, as well as, some subcortical regions. The brain regions involved are usually linked with reward, motivation/drive, memory/learning, inhibition as well as emotional control and seem to form circuits that interact with each other...
November 21, 2016: Neuroscience
https://www.readbyqxmd.com/read/27881710/the-role-of-hedonic-behavior-in-reducing-perceived-risk-evidence-from-postearthquake-mobile-app-data
#7
Jayson S Jia, Jianmin Jia, Christopher K Hsee, Baba Shiv
Understanding how human populations naturally respond to and cope with risk is important for fields ranging from psychology to public health. We used geophysical and individual-level mobile-phone data (mobile-apps, telecommunications, and Web usage) of 157,358 victims of the 2013 Ya'an earthquake to diagnose the effects of the disaster and investigate how experiencing real risk (at different levels of intensity) changes behavior. Rather than limiting human activity, higher earthquake intensity resulted in graded increases in usage of communications apps (e...
November 23, 2016: Psychological Science
https://www.readbyqxmd.com/read/27881212/building-machines-that-learn-and-think-like-people
#8
Brenden M Lake, Tomer D Ullman, Joshua B Tenenbaum, Samuel J Gershman
Recent progress in artificial intelligence (AI) has renewed interest in building systems that learn and think like people. Many advances have come from using deep neural networks trained end-to-end in tasks such as object recognition, video games, and board games, achieving performance that equals or even beats humans in some respects. Despite their biological inspiration and performance achievements, these systems differ from human intelligence in crucial ways. We review progress in cognitive science suggesting that truly human-like learning and thinking machines will have to reach beyond current engineering trends in both what they learn, and how they learn it...
November 24, 2016: Behavioral and Brain Sciences
https://www.readbyqxmd.com/read/27876559/non-dominant-hand-quicker-to-insert-peripheral-venous-catheters-under-echographic-guidance-a-randomized-trial
#9
Lucas Durand-Bailloud, Ludwig-Serge Aho, Georges Savoldelli, Fiona Ecarnot, Claude Girard, Mehdi Benkhadra
BACKGROUND: Ultrasound guidance for venous catheter placement requires the use of both hands. An accurate and stable ultrasound image is fundamental for obtaining good quality images, consequently permitting accurate needle placement. We hypothesized that the dominant hand could be used to perform echography, leaving the non-dominant hand available for peripheral venous catheter (PVC) insertion. METHODS: Prospective, open-label, randomized, crossover study. Group 1 inserted the PVC with the dominant hand, and held the probe with the non-dominant hand in a first series of 20 insertions, and vice-versa in a second series of 20 insertions performed 11 days later...
November 19, 2016: Anaesthesia, Critical Care & Pain Medicine
https://www.readbyqxmd.com/read/27869575/self-affirmation-theory-and-performance-feedback-when-scoring-high-makes-you-feel-low
#10
John A Velez, Michael D Hanus
Video games have a wide variety of benefits for players. The current study examines how video games can also increase players' willingness to internalize important but threatening self-information. Research suggests that negative information regarding a valued self-image evokes defensive strategies aimed at dismissing or discrediting the source of information. Self-Affirmation Theory proposes that affirming or bolstering an important self-image unrelated to the previous threat can be an effective strategy for reducing defensiveness...
November 21, 2016: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/27868367/applying-aspects-of-the-expert-performance-approach-to-better-understand-the-structure-of-skill-and-mechanisms-of-skill-acquisition-in-video-games
#11
Walter R Boot, Anna Sumner, Tyler J Towne, Paola Rodriguez, K Anders Ericsson
Video games are ideal platforms for the study of skill acquisition for a variety of reasons. However, our understanding of the development of skill and the cognitive representations that support skilled performance can be limited by a focus on game scores. We present an alternative approach to the study of skill acquisition in video games based on the tools of the Expert Performance Approach. Our investigation was motivated by a detailed analysis of the behaviors responsible for the superior performance of one of the highest scoring players of the video game Space Fortress (Towne, Boot, & Ericsson, )...
November 20, 2016: Topics in Cognitive Science
https://www.readbyqxmd.com/read/27865063/face-content-and-construct-validation-of-a-low-cost-non-biologic-sinus-surgery-task-trainer-and-knowledge-based-curriculum
#12
Richard A Harbison, Kaalan E Johnson, Craig Miller, Maya G Sardesai, Greg E Davis
BACKGROUND: The purpose of this study was to evaluate face and content validity of a low-cost, low-technology, non-biologic endoscopic sinus surgery (ESS) task trainer and knowledge-based curriculum followed by construct validation of the task trainer. METHODS: A sinus surgery task trainer and curriculum were developed. Attending otolaryngologists were surveyed regarding the utility of the task trainer and curriculum. A cross-sectional construct validation study was performed including medical students, residents, and attending otolaryngologists...
November 16, 2016: International Forum of Allergy & Rhinology
https://www.readbyqxmd.com/read/27863326/understanding-why-an-active-video-game-intervention-did-not-improve-motor-skill-and-physical-activity-in-children-with-developmental-coordination-disorder-a-quantity-or-quality-issue
#13
Erin K Howie, Amity C Campbell, Rebecca A Abbott, Leon M Straker
BACKGROUND: Active video games (AVGs) have been identified as a novel strategy to improve motor skill and physical activity in clinical populations. A recent cross-over randomized trial found AVGs to be ineffective at improving motor skill and physical activity in the home-environment for children with or at-risk for developmental coordination disorder (DCD). AIMS: The study purpose was to better understand why the intervention had been ineffective by examining the quantity and quality of AVG play during an AVG intervention for children with or at-risk for DCD...
November 15, 2016: Research in Developmental Disabilities
https://www.readbyqxmd.com/read/27858676/association-between-home-posture-habits-and-neck-pain-in-high-school-adolescents
#14
Ney Meziat Filho, Gulnar Azevedo E Silva, Evandro Silva Coutinho, Roberta Mendonça, Vivian Santos
BACKGROUND: Neck pain (NP) in adolescence is as frequent as in adulthood. However, the relationship between home posture habits and neck pain is still unknown. OBJECTIVE: To investigate the prevalence of NP and the association with home posture habits (HPH) in adolescents. METHODS: Cross-sectional study with High School adolescents. Students answered questions regarding sociodemographic variables, lifestyle, HPH (illustration in the questionnaire), time (TV, computer, video-game) and the presence of NP...
November 11, 2016: Journal of Back and Musculoskeletal Rehabilitation
https://www.readbyqxmd.com/read/27854536/pok%C3%A3-mon-go-may-increase-physical-activity-and-decrease-sedentary-behaviors
#15
Claudio R Nigg, Desiree Joi Mateo, Jiyoung An
Regular physical activity contributes to the prevention of obesity and chronic diseases(1); however, fewer than half of US adults are regularly active. Video games, computers, television, mobile devices, and sedentary occupations have all contributed to the growth in sedentary behavior and obesity. More recently, technology-based interventions have focused on mobile devices to promote physical activity.(2) About 90% of American adults have a mobile phone,(3) with 64% owning a smartphone. Advantages of technology-based interventions include continual self-monitoring and access, decreasing barriers of transportation and time, and portability (e...
November 17, 2016: American Journal of Public Health
https://www.readbyqxmd.com/read/27853947/prior-video-game-utilization-is-associated-with-improved-performance-on-a-robotic-skills-simulator
#16
Andrew C Harbin, Kumar S Nadhan, James H Mooney, Daohai Yu, Joshua Kaplan, Nora McGinley-Hence, Andrew Kim, Yiming Gu, Daniel D Eun
Laparoscopic surgery and robotic surgery, two forms of minimally invasive surgery (MIS), have recently experienced a large increase in utilization. Prior studies have shown that video game experience (VGE) may be associated with improved laparoscopic surgery skills; however, similar data supporting a link between VGE and proficiency on a robotic skills simulator (RSS) are lacking. The objective of our study is to determine whether volume or timing of VGE had any impact on RSS performance. Pre-clinical medical students completed a comprehensive questionnaire detailing previous VGE across several time periods...
November 16, 2016: Journal of Robotic Surgery
https://www.readbyqxmd.com/read/27853384/ehealth-technologies-to-support-nutrition-and-physical-activity-behaviors-in-diabetes-self-management
#17
REVIEW
Megan E Rollo, Elroy J Aguiar, Rebecca L Williams, Katie Wynne, Michelle Kriss, Robin Callister, Clare E Collins
Diabetes is a chronic, complex condition requiring sound knowledge and self-management skills to optimize glycemic control and health outcomes. Dietary intake and physical activity are key diabetes self-management (DSM) behaviors that require tailored education and support. Electronic health (eHealth) technologies have a demonstrated potential for assisting individuals with DSM behaviors. This review provides examples of technologies used to support nutrition and physical activity behaviors in the context of DSM...
2016: Diabetes, Metabolic Syndrome and Obesity: Targets and Therapy
https://www.readbyqxmd.com/read/27852247/education-on-tick-bite-and-lyme-borreliosis-prevention-aimed-at-schoolchildren-in-the-netherlands-comparing-the-effects-of-an-online-educational-video-game-versus-a-leaflet-or-no-intervention
#18
D J M A Beaujean, F Gassner, A Wong, J E Steenbergen, R Crutzen, D Ruwaard
BACKGROUND: Lyme disease or Lyme borreliosis (LB) is the most common tick-borne disease both in the United States and Europe. Children, in particular, are at high risk of contracting LB. Since child-specific educational tools on ticks, tick bites and LB are lacking, we developed an online educational video game. In this study, we compared the effectiveness of an online educational video game versus a newly developed leaflet aimed to improve prevention of tick bites and LB among Dutch schoolchildren...
November 16, 2016: BMC Public Health
https://www.readbyqxmd.com/read/27846366/wii-based-interactive-video-games-as-a-supplement-to-conventional-therapy-for-rehabilitation-of-children-with-cerebral-palsy-a-pilot-randomized-controlled-trial
#19
Jane Elizabeth Sajan, Judy Ann John, Pearlin Grace, Sneha Sara Sabu, George Tharion
OBJECTIVE: To assess the effect of interactive video gaming (IVG) with Nintendo Wii (Wii) supplemented to conventional therapy in rehabilitation of children with cerebral palsy (CP). DESIGN: Randomized, controlled, assessor-blinded study. PARTICIPANTS: Children with CP; 10 children each in the control and intervention groups. INTERVENTION: IVG using Wii, given as a supplement to conventional therapy, for 45 min per day, 6 days a week for 3 weeks...
November 15, 2016: Developmental Neurorehabilitation
https://www.readbyqxmd.com/read/27835981/testing-a-videogame-intervention-to-recalibrate-physician-heuristics-in-trauma-triage-study-protocol-for-a-randomized-controlled-trial
#20
Deepika Mohan, Matthew R Rosengart, Baruch Fischhoff, Derek C Angus, Coreen Farris, Donald M Yealy, David J Wallace, Amber E Barnato
BACKGROUND: Between 30 and 40 % of patients with severe injuries receive treatment at non-trauma centers (under-triage), largely because of physician decision making. Existing interventions to improve triage by physicians ignore the role that intuition (heuristics) plays in these decisions. One such heuristic is to form an initial impression based on representativeness (how typical does a patient appear of one with severe injuries). We created a video game (Night Shift) to recalibrate physician's representativeness heuristic in trauma triage...
November 11, 2016: BMC Emergency Medicine
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