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https://www.readbyqxmd.com/read/28437120/mindfulness-oriented-recovery-enhancement-for-internet-gaming-disorder-in-u-s-adults-a-stage-i-randomized-controlled-trial
#1
Wen Li, Eric L Garland, Patricia McGovern, Jennifer E O'Brien, Christine Tronnier, Matthew O Howard
Empirical studies have identified increasing rates of Internet gaming disorder (IGD) and associated adverse consequences. However, very few evidence-based interventions have been evaluated for IGD or problematic video gaming behaviors. This study evaluated Mindfulness-Oriented Recovery Enhancement (MORE) as a treatment for IGD. Thirty adults (Mage = 25.0, SD = 5.4) with IGD or problematic video gaming behaviors were randomized to 8 weeks of group-based MORE or 8 weeks of a support group (SG) control condition...
April 24, 2017: Psychology of Addictive Behaviors: Journal of the Society of Psychologists in Addictive Behaviors
https://www.readbyqxmd.com/read/28425777/self-reported-dependence-on-mobile-phones-in-young-adults-a-european-cross-cultural-empirical-survey
#2
Olatz Lopez-Fernandez, Daria J Kuss, Lucia Romo, Yannick Morvan, Laurence Kern, Pierluigi Graziani, Amélie Rousseau, Hans-Jürgen Rumpf, Anja Bischof, Ann-Kathrin Gässler, Adriano Schimmenti, Alessia Passanisi, Niko Männikkö, Maria Kääriänen, Zsolt Demetrovics, Orsolya Király, Mariano Chóliz, Juan José Zacarés, Emilia Serra, Mark D Griffiths, Halley M Pontes, Bernadeta Lelonek-Kuleta, Joanna Chwaszcz, Daniele Zullino, Lucien Rochat, Sophia Achab, Joël Billieux
Background and aims Despite many positive benefits, mobile phone use can be associated with harmful and detrimental behaviors. The aim of this study was twofold: to examine (a) cross-cultural patterns of perceived dependence on mobile phones in ten European countries, first, grouped in four different regions (North: Finland and UK; South: Spain and Italy; East: Hungary and Poland; West: France, Belgium, Germany, and Switzerland), and second by country, and (b) how socio-demographics, geographic differences, mobile phone usage patterns, and associated activities predicted this perceived dependence...
April 20, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28425691/health-implications-of-new-age-technologies
#3
Zaid Bilgrami, Laura McLaughlin, Ruth Milanaik, Andrew Adesman
New age technologies are ubiquitous in the lives of adolescents. Recent trends in media use suggest that adolescents are spending more time than ever engaging with technologies, and are able to do so in virtually all settings at any time. Given that new age technologies are so heavily integrated within the daily life of adolescents, the health risks and benefits they offer must be closely examined. In this systematic review, we present recent literature related to the implications of new age technologies on adolescent health...
April 20, 2017: Minerva Pediatrica
https://www.readbyqxmd.com/read/28420973/no-overt-effects-of-a-6-week-exergame-training-on-sensorimotor-and-cognitive-function-in-older-adults-a-preliminary-investigation
#4
Madeleine Ordnung, Maike Hoff, Elisabeth Kaminski, Arno Villringer, Patrick Ragert
Several studies investigating the relationship between physical activity and cognition showed that exercise interventions might have beneficial effects on working memory, executive functions as well as motor fitness in old adults. Recently, movement based video games (exergames) have been introduced to have the capability to improve cognitive function in older adults. Healthy aging is associated with a loss of cognitive, as well as sensorimotor functions. During exergaming, participants are required to perform physical activities while being simultaneously surrounded by a cognitively challenging environment...
2017: Frontiers in Human Neuroscience
https://www.readbyqxmd.com/read/28420601/what-older-people-like-to-play-genre-preferences-and-acceptance-of-casual-games
#5
Alvin Chesham, Patric Wyss, René Martin Müri, Urs Peter Mosimann, Tobias Nef
BACKGROUND: In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-person shooter (FPS) action video games, subsequent studies found that older adults dislike this type of game and generally prefer casual video games (CVGs), which are a subtype of video games that are easy to learn and use simple rules and interfaces. Like other video games, CVGs are organized into genres (eg, puzzle games) based on the rule-directed interaction with the game...
April 18, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28414517/internet-addiction-psychological-distress-and-coping-responses-among-adolescents-and-adults
#6
Michelle L McNicol, Einar B Thorsteinsson
As Internet use grows, so do the benefits and also the risks. Thus, it is important to identify when individuals' Internet use is problematic. In the present study, 449 participants aged from 16 to 71 years of age were sourced from a wide range of English-speaking Internet forums, including social media and self-help groups. Of these, 68.9% were classified as nonproblematic users, 24.4% as problematic users, and 6.7% as addictive Internet users. High use of discussion forums, high rumination levels, and low levels of self-care were the main contributing factors to Internet addiction (IA) among adolescents...
April 17, 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28414007/pok%C3%A3-mon-go-digital-health-interventions-to-reduce-cardiovascular-risk
#7
Chayakrit Krittanawong, Mehmet Aydar, Takeshi Kitai
Physical activity is associated with a lower risk of coronary heart disease/cardiovascular disease mortality, and current guidelines recommend physical activity for primary prevention in healthy individuals and secondary prevention in patients with coronary heart disease/cardiovascular disease. Over the last decade, playing classic video games has become one of the most popular leisure activities in the world, but is associated with a sedentary lifestyle. In the new era of rapidly evolving augmented reality technology, Pokémon Go, a well-known augmented reality game, may promote physical activity and prevent cardiovascular disease risks - that is, diabetes, obesity, and hypertension...
April 17, 2017: Cardiology in the Young
https://www.readbyqxmd.com/read/28412723/can-video-game-dynamics-identify-orthopaedic-surgery-residents-who-will-succeed-in-training
#8
Kenneth A Egol, Ran Schwarzkopf, John Funge, Jeremy Gray, Christopher Chabris, Thomas E Jerde, Eric J Strauss
No abstract text is available yet for this article.
April 13, 2017: International Journal of Medical Education
https://www.readbyqxmd.com/read/28408891/video-games-exposure-and-sexism-in-a-representative-sample-of-adolescents
#9
Laurent Bègue, Elisa Sarda, Douglas A Gentile, Clementine Bry, Sebastian Roché
Research has indicated that many video games are saturated with stereotypes of women and that these contents may cultivate sexism. The purpose of this study was to assess the relationship between video game exposure and sexism for the first time in a large and representative sample. Our aim was also to measure the strength of this association when two other significant and well-studied sources of sexism, television exposure and religiosity, were also included in a multivariate model. A representative sample of 13520 French youth aged 11-19 years completed a survey measuring weekly video game and television exposure, religiosity, and sexist attitudes toward women...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28398175/interactive-design-of-patient-oriented-video-games-for-rehabilitation-concept-and-application
#10
Giorgia Lupinacci, Gianluca Gatti, Corrado Melegari, Saverio Fontana
PURPOSE: Serious video-games are innovative tools used to train the motor skills of subjects affected by neurological disorders. They are often developed to train a specific type of patients and the rules of the game are standardly defined. A system that allows the therapist to design highly patient-oriented video-games, without specific informatics skills, is proposed. METHOD: The system consists of one personal computer, two screens, a Kinect™ sensor and a specific software developed here for the design of the video-games...
April 11, 2017: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/28398138/examining-human-behavior-in-video-games-the-development-of-a-computational-model-to-measure-aggression
#11
Richard Lamb, Leonard Annetta, Douglas Hoston, Marina Shapiro, Benjamin Matthews
Video games with violent content have raised considerable concern in popular media and within academia. Recently, there has been considerable attention regarding the claim of the relationship between aggression and video game play. The authors of this study propose the use of a new class of tools developed via computational models to allow examination of the question of whether there is a relationship between violent video games and aggression. The purpose of this study is to computationally model and compare the General Aggression Model with the Diathesis Mode of Aggression related to the play of violent content in video games...
April 24, 2017: Social Neuroscience
https://www.readbyqxmd.com/read/28391798/story-immersion-may-be-effective-in-promoting-diet-and-physical-activity-in-chinese-children
#12
Jing Jing Wang, Tom Baranowski, Patrick W C Lau, Richard Buday, Yang Gao
OBJECTIVE: To evaluate the effect of playing a health video game embedded with story immersion, Escape from Diab (Diab), on children's diet and physical activity (PA) and to explore whether children immersed in Diab had greater positive outcomes. DESIGN: Two groups, nonrandomized; 3 outcome assessments: at baseline, immediately after the game (post 1), and 8-10 weeks after the game (post 2). PARTICIPANTS: A total of 179 Chinese children aged 8-12 years...
April 2017: Journal of Nutrition Education and Behavior
https://www.readbyqxmd.com/read/28380078/multiagent-cooperation-and-competition-with-deep-reinforcement-learning
#13
Ardi Tampuu, Tambet Matiisen, Dorian Kodelja, Ilya Kuzovkin, Kristjan Korjus, Juhan Aru, Jaan Aru, Raul Vicente
Evolution of cooperation and competition can appear when multiple adaptive agents share a biological, social, or technological niche. In the present work we study how cooperation and competition emerge between autonomous agents that learn by reinforcement while using only their raw visual input as the state representation. In particular, we extend the Deep Q-Learning framework to multiagent environments to investigate the interaction between two learning agents in the well-known video game Pong. By manipulating the classical rewarding scheme of Pong we show how competitive and collaborative behaviors emerge...
2017: PloS One
https://www.readbyqxmd.com/read/28380053/effect-and-process-evaluation-of-a-kindergarten-based-family-involved-intervention-with-a-randomized-cluster-design-on-sedentary-behaviour-in-4-to-6-year-old-european-preschool-children-the-toybox-study
#14
Julie Latomme, Greet Cardon, Ilse De Bourdeaudhuij, Violeta Iotova, Berthold Koletzko, Piotr Socha, Luis Moreno, Odysseas Androutsos, Yannis Manios, Marieke De Craemer
BACKGROUND: The aim of the present study evaluated the effect and process of the ToyBox-intervention on proxy-reported sedentary behaviours in 4- to 6-year-old preschoolers from six European countries. METHODS: In total, 2434 preschoolers' parents/primary caregivers (mean age: 4.7±0.4 years, 52.2% boys) filled out a questionnaire, assessing preschoolers' sedentary behaviours (TV/DVD/video viewing, computer/video games use and quiet play) on weekdays and weekend days...
2017: PloS One
https://www.readbyqxmd.com/read/28379202/television-viewing-and-its-association-with-sedentary-behaviors-self-rated-heath-and-academic-performance-among-secondary-school-students-in-peru
#15
Bimala Sharma, Rosemary Cosme Chavez, Ae Suk Jeong, Eun Woo Nam
The study assessed television viewing >2 h a day and its association with sedentary behaviors, self-rated health, and academic performance among secondary school adolescents. A cross-sectional survey was conducted among randomly selected students in Lima in 2015. We measured self-reported responses of students using a standard questionnaire, and conducted in-depth interviews with 10 parents and 10 teachers. Chi-square test, correlation and multivariate logistic regression analysis were performed among 1234 students, and thematic analysis technique was used for qualitative information...
April 5, 2017: International Journal of Environmental Research and Public Health
https://www.readbyqxmd.com/read/28376971/clustering-of-un-healthy-behaviors-in-adolescents-from-dunedin-new-zealand
#16
Sandra Mandic, Enrique García Bengoechea, Kirsten J Coppell, John C Spence
OBJECTIVES: Healthy lifestyle habits set the stage for healthy behaviors in adulthood. We examined clustering of health behaviors (physical activity [PA], screen time, fruit and vegetable [F&V] intake) and weight status in New Zealand adolescents. METHODS: Adolescents from Dunedin, New Zealand (N = 1300; 49.0% male; 15.3±1.4 years) completed a questionnaire about PA, screen time (TV/computer/video games), and F&V intake. Height and weight were measured. A 2-step cluster analysis was completed...
May 1, 2017: American Journal of Health Behavior
https://www.readbyqxmd.com/read/28375682/active-video-gaming-for-children-with-cerebral-palsy-does-a-clinic-based-virtual-reality-component-offer-an-additive-benefit-a-pilot-study
#17
Danielle Levac, Anna McCormick, Mindy F Levin, Marie Brien, Richard Mills, Elka Miller, Heidi Sveistrup
AIMS: To compare changes in gross motor skills and functional mobility between ambulatory children with cerebral palsy who underwent a 1-week clinic-based virtual reality intervention (VR) followed by a 6-week, therapist-monitored home active video gaming (AVG) program and children who completed only the 6-week home AVG program. METHODS: Pilot non-randomized controlled trial. Five children received 1 hour of VR training for 5 days followed by a 6-week home AVG program, supervised online by a physical therapist...
April 4, 2017: Physical & Occupational Therapy in Pediatrics
https://www.readbyqxmd.com/read/28370328/modern-warfare-video-game-playing-and-posttraumatic-symptoms-in-veterans
#18
Darryl Etter, Charles Kamen, Kelly Etter, Cheryl Gore-Felton
Many of the current generation of veterans grew up with video games, including military first-person shooter (MFPS) video games. In MFPS games, players take the role of soldiers engaged in combat in environments modeled on real-life warzones. Exposure to trauma-congruent game content may either serve to exacerbate or to ameliorate posttraumatic symptoms. The current study examined the relationship between MFPS and other shooter video game playing and posttraumatic stress disorder (PTSD) symptoms among current and former members of the military (N = 111)...
April 3, 2017: Journal of Traumatic Stress
https://www.readbyqxmd.com/read/28365563/pedestrian-inattention-blindness-while-playing-pok%C3%A3-mon-go-as-an-emerging-health-risk-behavior-a-case-report
#19
Stefania Barbieri, Gianna Vettore, Vincenzo Pietrantonio, Rossella Snenghi, Alberto Tredese, Mauro Bergamini, Sara Previato, Armando Stefanati, Rosa Maria Gaudio, Paolo Feltracco
BACKGROUND: Cases of trauma resulting from the use of mobile phones while driving motor vehicles have become quite common in recent years. Road injuries incurred by people playing video games on mobile phones (or other media devices) while walking have also become a cause for concern. Pokémon Go has been the world's most popular game since it was launched in July 2016, with more than 15 million players trying to catch all Pokémon available in the game; however, the case detailed here is the first reported accident in the medical literature caused by a pedestrian distracted by the game while crossing a street...
April 1, 2017: Journal of Medical Internet Research
https://www.readbyqxmd.com/read/28360296/video-games-the-bad-the-ugly-and-the-potentially-good
#20
Michaela Jarvis
No abstract text is available yet for this article.
March 31, 2017: Science
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