keyword
MENU ▼
Read by QxMD icon Read
search

"Video game"

keyword
https://www.readbyqxmd.com/read/28224404/video-gaming-and-children-s-psychosocial-wellbeing-a-longitudinal-study
#1
Adam Lobel, Rutger C M E Engels, Lisanne L Stone, William J Burk, Isabela Granic
The effects of video games on children's psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27-11.43 years old; male = 98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) competitively; likewise, parents reported their children's psychosocial health. Gaming at time one was associated with increases in emotion problems. Violent gaming was not associated with psychosocial changes. Cooperative gaming was not associated with changes in prosocial behavior...
February 21, 2017: Journal of Youth and Adolescence
https://www.readbyqxmd.com/read/28221065/the-american-psychological-association-task-force-assessment-of-violent-video-games-science-in-the-service-of-public-interest
#2
Sandra L Calvert, Mark Appelbaum, Kenneth A Dodge, Sandra Graham, Gordon C Nagayama Hall, Sherry Hamby, Lauren G Fasig-Caldwell, Martyna Citkowicz, Daniel P Galloway, Larry V Hedges
A task force of experts was convened by the American Psychological Association (APA) to update the knowledge and policy about the impact of violent video game use on potential adverse outcomes. This APA Task Force on Media Violence examined the existing literature, including the meta-analyses in the field, since the last APA report on media violence in 2005. Because the most recent meta-analyses were published in 2010 and reflected work through 2009, the task force conducted a search of the published studies from 2009-2013...
February 2017: American Psychologist
https://www.readbyqxmd.com/read/28217739/grounded-and-embodied-mathematical-cognition-promoting-mathematical-insight-and-proof-using-action-and-language
#3
Mitchell J Nathan, Candace Walkington
We develop a theory of grounded and embodied mathematical cognition (GEMC) that draws on action-cognition transduction for advancing understanding of how the body can support mathematical reasoning. GEMC proposes that participants' actions serve as inputs capable of driving the cognition-action system toward associated cognitive states. This occurs through a process of transduction that promotes valuable mathematical insights by eliciting dynamic depictive gestures that enact spatio-temporal properties of mathematical entities...
2017: Cogn Res Princ Implic
https://www.readbyqxmd.com/read/28215998/photosensitivity-in-generalized-epilepsies
#4
REVIEW
Shervonne Poleon, Jerzy P Szaflarski
Photosensitivity, which is the hallmark of photosensitive epilepsy (PSE), is described as an abnormal EEG response to visual stimuli known as a photoparoxysmal response (PPR). The PPR is a well-recognized phenomenon, occurring in 2-14% of patients with epilepsy but its pathophysiology is not clearly understood. PPR is electrographically described as 2-5Hz spike, spike-wave, or slow wave complexes with frontal and paracentral prevalence. Diagnosis of PPR is confirmed using intermittent photic stimulation (IPS) as well as video monitoring...
February 16, 2017: Epilepsy & Behavior: E&B
https://www.readbyqxmd.com/read/28215265/intrinsic-and-extrinsic-predictors-of-video-gaming-behaviour-and-adolescent-bedtimes-the-relationship-between-flow-states-self-perceived-risk-taking-device-accessibility-parental-regulation-of-media-and-bedtime
#5
Lisa J Smith, Michael Gradisar, Daniel L King, Michelle Short
How computer games affect the time at which adolescents go to bed is of growing research interest; however, the intrinsic individual and extrinsic sociocultural factors mediating the relationship between gaming and sleep have received minimal attention. This paper investigates how gaming duration mediates the relationship between intrinsic factors (perception of risky events and flow) and extrinsic factors (parental regulation and media accessibility) and adolescent bedtime. Adolescents (N = 422; age = 16...
February 2017: Sleep Medicine
https://www.readbyqxmd.com/read/28198637/video-gaming-and-gaming-addiction-in-transgender-people-an-exploratory-study
#6
Jon Arcelus, Walter Pierre Bouman, Bethany Alice Jones, Christina Richards, Susana Jimenez-Murcia, Mark D Griffiths
Background There is anecdotal clinical evidence that transgender people use the online world - such as forums and online video gaming - for the purpose of experiencing their gender identity in a safe, non-threatening, non-alienating, non-stigmatizing, and non-critical environment. Aims To describe gaming behavior, degree of problematic gaming behavior and associated factors with problematic gaming in a comparatively large group of transgender people accessing transgender health services. Methods Every individual referred to a national transgender health service in the United Kingdom during a 12-month period was invited to complete a series of questionnaires to measure gaming behavior, interpersonal functioning, severity of autistic features, and anxiety and depressive symptoms...
February 15, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28183689/game-based-rehabilitation-for-myoelectric-prosthesis-control
#7
Cosima Prahm, Ivan Vujaklija, Fares Kayali, Peter Purgathofer, Oskar C Aszmann
BACKGROUND: A high number of upper extremity myoelectric prosthesis users abandon their devices due to difficulties in prosthesis control and lack of motivation to train in absence of a physiotherapist. Virtual training systems, in the form of video games, provide patients with an entertaining and intuitive method for improved muscle coordination and improved overall control. Complementary to established rehabilitation protocols, it is highly beneficial for this virtual training process to start even before receiving the final prosthesis, and to be continued at home for as long as needed...
February 9, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28176483/using-video-game-telemetry-data-to-research-motor-chunking-action-latencies-and-complex-cognitive-motor-skill-learning
#8
Joseph J Thompson, C M McColeman, Ekaterina R Stepanova, Mark R Blair
Many theories of complex cognitive-motor skill learning are built on the notion that basic cognitive processes group actions into easy-to-perform sequences. The present work examines predictions derived from laboratory-based studies of motor chunking and motor preparation using data collected from the real-time strategy video game StarCraft 2. We examined 996,163 action sequences in the telemetry data of 3,317 players across seven levels of skill. As predicted, the latency to the first action (thought to be the beginning of a chunked sequence) is delayed relative to the other actions in the group...
February 7, 2017: Topics in Cognitive Science
https://www.readbyqxmd.com/read/28170312/problem-video-gaming-among-children-enrolled-in-tertiary-weight-management-programs
#9
Sam Stubblefield, George Datto, Thao-Ly T Phan, Lloyd N Werk, Kristin Stackpole, Robert Siegel, William Stratbucker, Jared M Tucker, Amy L Christison, Jobayer Hossain, Douglas A Gentile
Prior studies show seven percent to nine percent of children demonstrate gaming behaviors that affect a child's ability to function (e.g., problem gaming), but none have examined the association between problem gaming and weight status. The objective of this study was to determine the prevalence of problem gaming among children enrolled in tertiary weight management programs. We administered a computer-based survey to a convenience sample of children aged 11-17 years enrolled in five geographically diverse pediatric weight management (PWM) programs in the COMPASS (Childhood Obesity Multi-Program Analysis and Study System) network...
February 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28168778/clinical-and-psychological-effects-of-excessive-screen-time-on-children
#10
REVIEW
Sophie Domingues-Montanari
Over recent years, screen time has become a more complicated concept, with an ever-expanding variety of electronic media devices available throughout the world. Television remains the predominant type of screen-based activity among children. However, computer use, video games and ownership of devices, such as tablets and smart phones, are occurring from an increasingly young age. Screen time, in particular, television viewing, has been negatively associated with the development of physical and cognitive abilities, and positively associated with obesity, sleep problems, depression and anxiety...
February 6, 2017: Journal of Paediatrics and Child Health
https://www.readbyqxmd.com/read/28165689/media-violence-effects-on-children-adolescents-and-young-adults
#11
Craig A Anderson
I killed my first Klingon in 1979. It took place in the computer center at Stanford University, where I was playing a new video game based on the Star Trek television series. I was an "early adopter" of the new technology of video games, and continued to be so for many years, first as a fan of this entertainment medium, and later as a researcher interested in the question of what environmental factors influence aggressive and violent behavior.
July 2016: Health Progress
https://www.readbyqxmd.com/read/28158994/impact-of-communities-health-and-emotional-related-factors-on-smoking-use-comparison-of-joint-modeling-of-mean-and-dispersion-and-bayes-hierarchical-models-on-add-health-survey
#12
Jie Pu, Di Fang, Jeffrey R Wilson
BACKGROUND: The analysis of correlated binary data is commonly addressed through the use of conditional models with random effects included in the systematic component as opposed to generalized estimating equations (GEE) models that addressed the random component. Since the joint distribution of the observations is usually unknown, the conditional distribution is a natural approach. Our objective was to compare the fit of different binary models for correlated data in Tabaco use. We advocate that the joint modeling of the mean and dispersion may be at times just as adequate...
February 3, 2017: BMC Medical Research Methodology
https://www.readbyqxmd.com/read/28158937/investigating-laparoscopic-psychomotor-skills-in-veterinarians-and-veterinary-technicians
#13
Jessica Kilkenny, Amanda Santarossa, Victoria Mrotz, Meagan Walker, Dominique Monaghan, Ameet Singh
OBJECTIVES: To determine the influence of age, year of graduation, and video game experience on baseline laparoscopic psychomotor skills. STUDY DESIGN: Cross-sectional. SAMPLE POPULATION: Licensed veterinarians (n = 38) and registered veterinary technicians (VTs) (n = 49). METHODS: A laparoscopic box trainer was set up at the 2016 Ontario Veterinary Medical Association (OVMA) and the 2016 Ontario Association of Veterinary Technicians (OAVT) conferences held in Toronto, Ontario, Canada...
February 3, 2017: Veterinary Surgery: VS
https://www.readbyqxmd.com/read/28157565/variable-training-does-not-lead-to-better-motor-learning-compared-to-repetitive-training-in-children-with-and-without-dcd-when-exposed-to-active-video-games
#14
Emmanuel Bonney, Dorothee Jelsma, Gillian Ferguson, Bouwien Smits-Engelsman
BACKGROUND: Little is known about the influence of practice schedules on motor learning and skills transfer in children with and without developmental coordination disorder (DCD). Understanding how practice schedules affect motor learning is necessary for motor skills development and rehabilitation. AIMS: The study investigated whether active video games (exergames) training delivered under variable practice led to better learning and transfer than repetitive practice...
January 31, 2017: Research in Developmental Disabilities
https://www.readbyqxmd.com/read/28155732/-video-games-internet-and-social-networks-160-a-study-among-french-school-students
#15
Lionel Dany, Laure Moreau, Clémentine Guillet, Carmelo Franchina
Differences in the use of video games or social networks raise the general issue of gender differences in society. This study indicates the need for more specific preventive interventions for screen-based media use. The addictive “nature” of certain practices needs to be studied in more detail.</ce:para>.
November 25, 2016: Santé Publique: Revue Multidisciplinaire Pour la Recherche et L'action
https://www.readbyqxmd.com/read/28150962/passive-restraint-reduces-visually-induced-motion-sickness-in-older-adults
#16
Behrang Keshavarz, Alison C Novak, Lawrence J Hettinger, Thomas A Stoffregen, Jennifer L Campos
Virtual environments such as those used in video games and driving/flight simulators are used for entertainment and training, but are often associated with visually induced motion sickness (VIMS). In this study, we asked whether passive restraint of the head and torso could reduce VIMS in younger and older adults. Twenty-one younger (18-35 years) and 16 older (65 + years) healthy adults engaged in a simulated driving task using a console video game while seated. On different days, participants completed 2 conditions: (a) in the unrestrained condition, participants were seated in a chair without a backrest and were free to move and (b) in the restrained condition, participants' head and torso were passively restrained to the backrest and headrest of the seat using tense elastic strips...
February 2, 2017: Journal of Experimental Psychology. Applied
https://www.readbyqxmd.com/read/28149708/social-correlates-of-leisure-time-sedentary-behaviours-in-canadian-adults
#17
S Huffman, M Szafron
Research on the correlates of sedentary behaviour among adults is needed to design health interventions to modify this behaviour. This study explored the associations of social correlates with leisure-time sedentary behaviour of Canadian adults, and whether these associations differ between different types of sedentary behaviour. A sample of 12,021 Canadian adults was drawn from the 2012 Canadian Community Health Survey, and analyzed using binary logistic regression to model the relationships that marital status, the presence of children in the household, and social support have with overall time spent sitting, using a computer, playing video games, watching television, and reading during leisure time...
March 2017: Preventive Medicine Reports
https://www.readbyqxmd.com/read/28149509/music-therapy-is-a-potential-intervention-for-cognition-of-alzheimer-s-disease-a-mini-review
#18
REVIEW
Rong Fang, Shengxuan Ye, Jiangtao Huangfu, David P Calimag
Alzheimer's Disease (AD) is a global health issue given the increasing prevalence rate and the limitations of drug effects. As a consequent, non-pharmacological interventions are of importance. Music therapy (MT) is a non-pharmacological way with a long history of use and a fine usability for dementia patients. In this review, we will summarize different techniques, diverse clinical trials, and the mechanisms of MT as it is helpful to the cognition in AD, providing reference for future research. Many articles have demonstrated that MT can reduce cognitive decline especially in autobiographical and episodic memories, psychomotor speed, executive function domains, and global cognition...
2017: Translational Neurodegeneration
https://www.readbyqxmd.com/read/28146562/hip-hop-dance-experience-linked-to-sociocognitive-ability
#19
Justin W Bonny, Jenna C Lindberg, Marc C Pacampara
Expertise within gaming (e.g., chess, video games) and kinesthetic (e.g., sports, classical dance) activities has been found to be linked with specific cognitive skills. Some of these skills, working memory, mental rotation, problem solving, are linked to higher performance in science, technology, math, and engineering (STEM) disciplines. In the present study, we examined whether experience in a different activity, hip hop dance, is also linked to cognitive abilities connected with STEM skills as well as social cognition ability...
2017: PloS One
https://www.readbyqxmd.com/read/28141763/use-of-video-games-for-the-treatment-of-amblyopia
#20
Alexander J E Foss
PURPOSE OF REVIEW: To review the literature up to recent for the use of videos, videogames and dichoptic stimulation as a treatment for amblyopia. RECENT FINDINGS: There have been three strategies explored. The first is to use videos and videogames monocularly with the normal eye covered. The second is dichoptic stimulation with a common background presented to both eyes and an enriched foreground to the amblyopic eye. The third are games specifically designed to generate stereopsis...
January 30, 2017: Current Opinion in Ophthalmology
keyword
keyword
49697
1
2
Fetch more papers »
Fetching more papers... Fetching...
Read by QxMD. Sign in or create an account to discover new knowledge that matter to you.
Remove bar
Read by QxMD icon Read
×

Search Tips

Use Boolean operators: AND/OR

diabetic AND foot
diabetes OR diabetic

Exclude a word using the 'minus' sign

Virchow -triad

Use Parentheses

water AND (cup OR glass)

Add an asterisk (*) at end of a word to include word stems

Neuro* will search for Neurology, Neuroscientist, Neurological, and so on

Use quotes to search for an exact phrase

"primary prevention of cancer"
(heart or cardiac or cardio*) AND arrest -"American Heart Association"