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"Video game"

Marina Cujzek, Andrea Vranic
This research aimed at investigating the utility of a computerized version of a cognitively stimulating activity as a video game intervention for elderly. The study focused on the effect of a 6-week extensive practice intervention on aspects of cognitive functioning (vigilance, working memory (WM), inhibition, reasoning) of old-old participants (N = 29), randomly assigned to trained or active control group. The difference between groups was in the content of the extended video game practice - cognitively complex card game for trained and computerized version of a simple dice-game of chance for control participants...
October 24, 2016: Neuropsychology, Development, and Cognition. Section B, Aging, Neuropsychology and Cognition
Thiago Strahler Rivero, Lina Maria Herrera Núñez, Emmy Uehara Pires, Orlando Francisco Amodeo Bueno
[This corrects the article on p. 151 in vol. 6, PMID: 26557098.].
2016: Frontiers in Psychiatry
Susann Weihrauch-Blüher, Stefanie Koormann, Jana Brauchmann, Susanna Wiegand
BACKGROUND: The increasing prevalence of childhood obesity is - amongst other factors - due to changed leisure time habits with decreased physical activity and increased media consumption. However, electronic media such as tablets and smartphones might also provide a novel intervention approach to prevent obesity in childhood and adolescence. OBJECTIVES: A summary of interventions applying electronic media to prevent childhood obesity is provided to investigate short term effects as well as long term results of these interventions...
October 18, 2016: Bundesgesundheitsblatt, Gesundheitsforschung, Gesundheitsschutz
María Martín-Fernández, Josep Lluís Matalí, Sara García-Sánchez, Marta Pardo, María Lleras, Carmina Castellano-Tejedor
Demand for treatment for problems related to the use of video games have increased significantly in adolescents. Most cases have a comorbid mental disorder that jeopardises both pathologies. The aim of this study is to describe profiles of adolescents with Internet Gaming Disorder (IGD) according to comorbidity and analyze treatment response at 3 and 6 months. A sample of 86 patients which consulted in the Addictive Behavior Unit of a hospital was assessed with diagnostic criteria for IGD, the interview K-SADS-PL for mental disorders and the Clinical Global Impression (CGI) to treatment progress...
September 29, 2016: Adicciones
María T Gonzálvez, José P Espada, Ricardo Tejeiro
Problem use of video games is an increasing risk behaviour. High exposure of adolescents to video games has been linked to a variety of disorders, but the relationship between problem video game playing and emotional welfare is unknown. The aim of the study is to analyse problem video game playing in a sample of adolescents and to determine whether there are differences between online and offline players, in addition to examining its relationship with anxiety and depressive symptomatology. A sample of adolescents (N = 380) completed self-reports measuring video game use and symptoms of anxiety and depression...
September 29, 2016: Adicciones
Shikha Jain Goodwin, Derek Dziobek
Ever since video games were available to the general public, they have intrigued brain researchers for many reasons. There is an enormous amount of diversity in the video game research, ranging from types of video games used, the amount of time spent playing video games, the definition of video gamer versus non-gamer to the results obtained after playing video games. In this paper, our goal is to provide a critical discussion of these issues, along with some steps towards generalization using the discussion of an article published by Clemenson and Stark (2005) as the starting point...
September 2016: Postdoc Journal: a Journal of Postdoctoral Research and Postdoctoral Affairs
Amy Shirong Lu, Tom Baranowski, S Lee Hong, Richard Buday, Debbe Thompson, Alicia Beltran, Hafza Razak Dadabhoy, Tzu-An Chen
BACKGROUND: Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influence behaviors. OBJECTIVE: The objective of this study was to test the hypothesis that a narrative would motivate increased AVG play, though a feasibility study that investigated the motivational effect of adding a previously developed narrative cutscene to an originally nonnarrative AVG, Nintendo Wii Sports Resort: Swordplay Showdown...
October 14, 2016: Journal of Medical Internet Research
Harris Hyun-Soo Kim, Sun Joo Grace Ahn
The main objective of our study is to assess the relationship between playing online video games and mental wellbeing of adolescents based on a nationally representative sample. Data come from the Korean Children and Youth Panel Survey (KCYPS), a government-funded multiyear research project. Through a secondary analysis of W2 and W3 of data collected in 2011 and 2012, we examine the extent to which time spent playing online games is related to depression, as measured by a battery of items modeled after the abridged version of Center for Epidemiologic Studies Depression Scale Revised (CESD-R)...
October 2016: Cyberpsychology, Behavior and Social Networking
Meryem Yilmaz Soylu, Roger H Bruning
This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne's model of self-regulation (Winne, 2001) guided the study. The main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students about their game playing frequency, habits, and use of self-regulation. Data analysis indicated that while playing recreational video games, expert gamers self-regulated more than moderately expert and non-expert players and moderately expert players used more processes of self-regulation than non-experts...
2016: Frontiers in Psychology
Mia A Papas, Jillian C Trabulsi, Michelle Axe, James H Rimmer
BACKGROUND: Childhood obesity is a major public health concern. Children with disabilities have a higher prevalence of obesity. OBJECTIVE: We examined factors associated with obesity within a cross-sectional study of US adolescents with and without disabilities. METHODS: Data were obtained from the 2011 Youth Risk Behavior Survey. Logistic regression models were fitted to assess effects of dietary habits, physical activity, and unhealthy weight control behaviors on obesity...
November 2016: Journal of School Health
Christina J Howard, Robert Wilding, Duncan Guest
There is mixed evidence that video game players (VGPs) may demonstrate better performance in perceptual and attentional tasks than non-VGPs (NVGPs). The rapid serial visual presentation task is one such case, where observers respond to two successive targets embedded within a stream of serially presented items. We tested light VGPs (LVGPs) and NVGPs on this task. LVGPs were better at correct identification of second targets whether they were also attempting to respond to the first target. This performance benefit seen for LVGPs suggests enhanced visual processing for briefly presented stimuli even with only very moderate game play...
October 3, 2016: Perception
Raquel Pinto Carbonera, Fernanda Maria Vendrusculo, Márcio Vinícius Fagundes Donadio
BACKGROUND: Interactive video games are recently being used as an exercise tool in cystic fibrosis (CF). This study aimed to assess the literature describing whether video games generate a physiological response similar to the exercise intensity needed for training in CF. METHODS: An online search in PubMed, Embase, Cochrane, SciELO, LILACS and PEDro databases was conducted and original studies describing physiological responses of the use of video games as exercise in CF were included...
October 2016: Respiratory Medicine
Charlotte Thoresen Wittek, Turi Reiten Finserås, Ståle Pallesen, Rune Aune Mentzoni, Daniel Hanss, Mark D Griffiths, Helge Molde
Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway (N = 3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers...
2016: International Journal of Mental Health and Addiction
T Achjian, O Tapisiz, M Borahay, C Jasso-Garcia, G S Kilic
No abstract text is available yet for this article.
November 2015: Journal of Minimally Invasive Gynecology
K Simpson, A Tanaka, C Graddy, M Perez, M Truong, R Smith
No abstract text is available yet for this article.
November 2015: Journal of Minimally Invasive Gynecology
Guillaume Descamps, Ann d'Alcantara
BACKGROUND: This work presents the experience of an Emancipatory action research led at the Therapeutic Center for Adolescents (CThA) at Saint Luc's Clinics (UCL). SUBJECT AND METHODS: This research focuses on the practice effects of "Pixels" and "Passerelle" workshops at CThA. It is about the use of video games as a therapeutic tool, mobilizing of the symptomatology of the teenager. RESULTS: "Pixels" workshops use playing according to three specific forms: the paper role-play game, the video game, and the cards playing game...
September 2016: Psychiatria Danubina
Andrew Krantz, Vipul Shukla, Michele Knox, Karyssa Schrouder
Violent video game (VVG) use has repeatedly been found to be associated with hostile expectations about others, desensitization to violence, decreased empathy and prosocial behavior, and aggressive thoughts and behaviors. Although these research findings have been widely publicized, VVGs remain the most extensively played games and represent a multi-billion dollar industry. Although VVGs are typically rated "mature," indicating they are not suitable for youths, they are often purchased for youths. This may be in part because there is currently no system available to consumers that thoroughly describes the content of video games, and much of the public is unaware of the types of violence that characterize game play...
September 23, 2016: Journal of Psychology
Marie Cécile Fevre, Caroline Vincent, Julien Picard, Arnaud Vighetti, Claire Chapuis, Maxime Detavernier, Benoit Allenet, Jean François Payen, Jean Luc Bosson, Pierre Albaladejo
Ultrasound (US) guided needle positioning is safer than anatomical landmark techniques for central venous access. Hand-eye coordination and execution time depend on the professional's ability, previous training and personal skills. Needle Guidance Positioning Systems (GPS) may theoretically reduce execution time and facilitate needle positioning in specific targets, thus improving patient comfort and safety. Three groups of healthcare professionals (41 anaesthesiologists and intensivists, 41 residents in anaesthesiology and intensive care, 39 nurse anaesthetists) were included and required to perform 3 tasks (positioning the tip of a needle in three different targets in a silicon phantom) by using successively a conventional US-guided needle positioning and a needle GPS...
September 19, 2016: Anaesthesia, Critical Care & Pain Medicine
Chien-Hua Huang, Chun Pei, Tien-Lung Sun
BACKGROUND: Numerous studies have confirmed the feasibility of active video games for clinical rehabilitation. To maximize training effectiveness, a personal program is necessary; however, little evidence is available to guide individualized game design for rehabilitation. This study assessed the perspectives and kinematic and temporal parameters of a participant's postural control in an interactive-visual virtual environment. METHODS: Twenty-four healthy participants performed one-leg standing by leg lifting when a posture frame appeared either in a first- or third-person perspective of a virtual environment...
2016: PloS One
J A Anguera, A N Brandes-Aitken, C E Rolle, S N Skinner, S S Desai, J D Bower, W E Martucci, W K Chung, E H Sherr, E J Marco
Assessing cognitive abilities in children is challenging for two primary reasons: lack of testing engagement can lead to low testing sensitivity and inherent performance variability. Here we sought to explore whether an engaging, adaptive digital cognitive platform built to look and feel like a video game would reliably measure attention-based abilities in children with and without neurodevelopmental disabilities related to a known genetic condition, 16p11.2 deletion. We assessed 20 children with 16p11.2 deletion, a genetic variation implicated in attention deficit/hyperactivity disorder and autism, as well as 16 siblings without the deletion and 75 neurotypical age-matched children...
2016: Translational Psychiatry
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