keyword
https://read.qxmd.com/read/38583274/behavioral-state-dependent-associations-between-eeg-temporal-correlations-and-depressive-symptoms
#21
JOURNAL ARTICLE
Ruifang Cui, Xinyang Hao, Pei Huang, Mengling He, Weiyi Ma, Diankun Gong, Dezhong Yao
Previous studies have shown abnormal long-range temporal correlations in neuronal oscillations among individuals with Major Depressive Disorders, occurring during both resting states and transitions between resting and task states. However, the understanding of this effect in preclinical individuals with depression remains limited. This study investigated the association between temporal correlations of neuronal oscillations and depressive symptoms during resting and task states in preclinical individuals, specifically focusing on male action video gaming experts...
March 27, 2024: Psychiatry Research. Neuroimaging
https://read.qxmd.com/read/38582295/perceived-stress-and-renewal-the-effects-of-long-term-stress-on-the-renewal-effect
#22
JOURNAL ARTICLE
Borja Nevado, James Byron Nelson
Two online experiments evaluated the relationship between long-term stress, as measured with the Perceived Stress Scale-10, and the Renewal Effect. In the first experiment renewal was assessed with a behavioral suppression task in a science-fiction based video game. Participants learned to suppress mouse clicking during a signal for an upcoming attack to avoid losing points. The signal was first paired with an attack in Context A and extinguished in Context B and tested back in Context A. The contexts were different space galaxies where the gameplay took place...
April 4, 2024: Neurobiology of Learning and Memory
https://read.qxmd.com/read/38580529/sociotropy-and-video-game-playing-massively-multiplayer-online-role-playing-games-versus-other-games
#23
JOURNAL ARTICLE
Cédric Plessis, Alain Guerrien, Emin Altintas
INTRODUCTION: Internet Gaming Disorder (IGD) is associated with several psychiatric disorders. Previous research on IGD has predominantly focused on Massively Multiplayer Online Role-playing Games (MMORPGs), considered to be pro-social games as they foster interpersonal relationships necessary for in-game progress. Sociotropy is a personality trait characterized by a cognitive approach to dealing with interpersonal relationships. Individuals with high sociotropy have a strong desire for approval from others...
April 4, 2024: L'Encéphale
https://read.qxmd.com/read/38578690/effects-of-a-serious-smartphone-game-on-nursing-students-theoretical-knowledge-and-practical-skills-in-adult-basic-life-support-randomized-wait-list-controlled-trial
#24
JOURNAL ARTICLE
Nino Fijačko, Ruth Masterson Creber, Špela Metličar, Matej Strnad, Robert Greif, Gregor Štiglic, Pavel Skok
BACKGROUND: Retention of adult basic life support (BLS) knowledge and skills after professional training declines over time. To combat this, the European Resuscitation Council and the American Heart Association recommend shorter, more frequent BLS sessions. Emphasizing technology-enhanced learning, such as mobile learning, aims to increase out-of-hospital cardiac arrest (OHCA) survival and is becoming more integral in nursing education. OBJECTIVE: The aim of this study was to investigate whether playing a serious smartphone game called MOBICPR at home can improve and retain nursing students' theoretical knowledge of and practical skills in adult BLS...
April 5, 2024: JMIR Serious Games
https://read.qxmd.com/read/38578674/understanding-senior-adults-needs-preferences-and-experiences-of-commercial-exergames-for-health-usability-study
#25
JOURNAL ARTICLE
Yu-Han Wang
BACKGROUND: Many senior adults are at risk of mental and physical disorders due to a lack of sufficient exercise. Therefore, adherent exercise should be urgently promoted to improve senior adults' muscle strength, preventing falls and conditions caused by physical and cognitive decline. However, off-the-shelf exercise games, so-called exergames, are mainly targeted at the younger generation or children, while senior adults are neglected, when this age group strongly needs exercise. Exergames could serve as a health intervention for promoting exercise...
April 5, 2024: JMIR Serious Games
https://read.qxmd.com/read/38575381/internet-video-gaming-the-relevance-of-a-new-phenomenon-in-the-youth
#26
JOURNAL ARTICLE
Nada Pop-Jordanova
The high level of technological growth in contemporary society, beside benefits, provokes different kinds of damages, especially among the worldwide youth population. World statistics have recognized that video and internet game addiction is a growing problem. In this context, it is supposed that 0.3 to 1.0 percent of the general population might be qualified as a potential sufferer of internet gaming disorder. However, youth between 18-34 years are the highest risk population. New research has shown the need of early identification of at-risk young people for internet addiction...
March 1, 2024: Prilozi (Makedonska Akademija Na Naukite i Umetnostite. Oddelenie za Medicinski Nauki)
https://read.qxmd.com/read/38572090/evaluation-of-a-virtual-reality-based-open-educational-resource-software
#27
JOURNAL ARTICLE
Silvia Würstle, Lisa-Marie Spanke, Niklas Mehlhase, Gail Stanley, Jonathan Koff, Stavros Dimitriadis, Sarah König, Alexander Hann
OBJECTIVES: Virtual reality (VR) teaching methods have potential to support medical students acquire increasing amounts of knowledge. EVENT (Easy VR EducatioN Tool) is an open educational resource software for immersive VR environments, which is designed for use without programming skills. In this work, EVENT was used in a medical student VR course on pancreatic cancer. METHODS: Medical students were invited to participate in the course. Before and after VR simulation, participants completed a multiple-choice knowledge assessment, with a maximum score of 10, and a VR experience questionnaire...
2024: Journal of Medical Education and Curricular Development
https://read.qxmd.com/read/38571884/the-relationship-between-game-genre-monetization-strategy-and-symptoms-of-gaming-disorder-in-a-clinical-sample-of-adolescents
#28
JOURNAL ARTICLE
Frida André, Per Bore, Theo Toresson, Mitchell Andersson, Emma Claesdotter-Knutsson
BACKGROUND: Gaming disorder (GD) has been introduced as a new diagnosis in the International Classification of Disease 11 (ICD-11). Currently, there's limited understanding of how various video games may differentially contribute to the risk of developing GD. The main aim of this study was to examine the relationship between individuals' game genre preferences, their preferred games' monetization strategies, and GD Symptoms. METHODS: A total of 85 patients undergoing treatment for GD at a child and youth psychiatric clinic were included in the study...
2024: Upsala Journal of Medical Sciences
https://read.qxmd.com/read/38568951/serious-games-are-more-than-just-games
#29
JOURNAL ARTICLE
Santiago de Matos Lima, Paula Otero
Serious games (SG) or educational games are complete games designed for a specific purpose that fulfill both their classic function of entertainment and promote the learning of specific concepts or skills and optimize health care in general. In the pediatric setting, these games combine strategies to educate about health issues, promote healthy behaviors, provide therapy or medical treatment. SG have been shown to promote adherence to treatment in children with chronic diseases, reduce anxiety in those undergoing invasive medical procedures, and stimulate the development of cognitive, emotional, or psychomotor skills...
April 11, 2024: Archivos Argentinos de Pediatría
https://read.qxmd.com/read/38566060/correction-evaluating-the-effect-of-action-like-video-game-play-and-of-casual-video-game-play-on-anxiety-in-adolescents-with-elevated-anxiety-protocol-for-a-multi-center-parallel-group-assessor-blind-randomized-controlled-trial
#30
Naïma Gradi, Adrien Chopin, Daphné Bavelier, Tomer Shechner, Swann Pichon
No abstract text is available yet for this article.
April 2, 2024: BMC Psychiatry
https://read.qxmd.com/read/38564585/video-game-addiction-is-associated-with-early-stage-of-inhibitory-control-problems-an-event-related-potential-study-using-cued-go-nogo-task
#31
JOURNAL ARTICLE
Mazyar Fathi, Ali Mohammad Pourrahimi, Ahmad Poormohammad, Sara Sardari, Mohammad Amin Rajizadeh, Shahrzad Mazhari, Donya Pourkand
Video game addiction (VGA) is associated with cognitive problems, particularly deficits in inhibitory control. The present study aimed to investigate behavioural responses and event-related potential associated with specific response inhibition using the cued Go/NoGo task to examine the effects of VGA on brain activity related to response inhibition. Twenty-five individuals addicted to video games (action video games) and 25 matched healthy controls participated in the study. The results showed that the VGA group had significantly more commission error in the NoGo trials and faster reaction time in the Go trials compared with the control group...
April 2024: Addiction Biology
https://read.qxmd.com/read/38563038/screen-time-and-child-behavioral-disorders-during-covid-19-pandemic-a-systematic-review
#32
REVIEW
Maryam Abdoli, Mohadeseh Khoshgoftar, Hosin Jadidi, Seyede Shahrbanoo Daniali, Roya Kelishadi
BACKGROUND: The extensive use of various electronic games and communication devices, particularly among children and adolescents, has raised concerns, particularly during the COVID-19 pandemic. This study investigated the link between screen time and internalizing disorders, such as anxiety and depression, among individuals aged ≤18 during the global COVID-19 pandemic. METHODS: This systematic review aims to summarize scientific publications from 2019 to early 2022 by searching databases, including the Cochrane Library, PubMed, Web of Science, Scopus, and PsycINFO, to identify suitable studies...
2024: International Journal of Preventive Medicine
https://read.qxmd.com/read/38557083/measuring-risky-loot-box-use-an-item-response-theory-analysis-of-the-risky-loot-box-index-among-adolescents
#33
JOURNAL ARTICLE
Caterina Primi, Francesco Sanson, Maria Anna Donati
OBJECTIVE: Loot boxes (LBs) are virtual items embedded within video games that contain randomly generated in-game prizes. LB use can become risky, so it is important to have good measurement instruments, especially among adolescents, who are particularly involved in video gaming and LB purchasing. The present study analyses the adequacy of the Risky Loot Box Index (RLI; Brooks & Clark, 2019) by applying item response theory (IRT). METHOD: Participants were 2,443 (59% males, mean age = 16...
April 1, 2024: Psychology of Addictive Behaviors
https://read.qxmd.com/read/38553053/mixed-methods-feasibility-outcomes-for-a-novel-act-based-video-game-acting-minds-to-support-mental-health
#34
JOURNAL ARTICLE
Tom C Gordon, Andrew H Kemp, Darren J Edwards
OBJECTIVES: To determine the feasibility and acceptability of 'ACTing Minds', a novel single-player adventure video game based on acceptance and commitment therapy (ACT). DESIGN: A single-arm, mixed-methods repeated measures feasibility study. SETTING: Intervention and questionnaires were completed at home by participants. Semistructured interviews were also conducted at home via the Zoom platform. PARTICIPANTS: Thirty-six participants were recruited into the study, 29 completed all phases of the feasibility design...
March 29, 2024: BMJ Open
https://read.qxmd.com/read/38551635/impact-of-virtual-reality-based-group-activities-on-activity-level-and-well-being-among-older-adults-in-nursing-homes-longitudinal-exploratory-study
#35
JOURNAL ARTICLE
Yijun Li, Carlotta Wilke, Irina Shiyanov, Beate Muschalla
BACKGROUND: In addition to illness, inactivity is a risk factor for high mortality in nursing homes. Using innovative technology, such as virtual reality (VR), for meaningful group activities could provide new opportunities for solving this problem. VR interventions have already been approved as a promising method for enhancing the health of older adults. OBJECTIVE: In this study, we examined whether VR-based group activities can have a positive impact on activity level and group interaction among older adults living in nursing homes...
March 29, 2024: JMIR Serious Games
https://read.qxmd.com/read/38541755/economic-cost-of-rehabilitation-with-robotic-and-virtual-reality-systems-in-people-with-neurological-disorders-a-systematic-review
#36
REVIEW
Roberto Cano-de-la-Cuerda, Aitor Blázquez-Fernández, Selena Marcos-Antón, Patricia Sánchez-Herrera-Baeza, Pilar Fernández-González, Susana Collado-Vázquez, Carmen Jiménez-Antona, Sofía Laguarta-Val
Background : The prevalence of neurological disorders is increasing worldwide. In recent decades, the conventional rehabilitation for people with neurological disorders has been often reinforced with the use of technological devices (robots and virtual reality). The aim of this systematic review was to identify the evidence on the economic cost of rehabilitation with robotic and virtual reality devices for people with neurological disorders through a review of the scientific publications over the last 15 years...
March 7, 2024: Journal of Clinical Medicine
https://read.qxmd.com/read/38540511/sedentary-behaviors-and-eating-habits-in-active-and-inactive-individuals-a-cross-sectional-study-in-a-population-from-southern-italy
#37
JOURNAL ARTICLE
Patrizia Calella, Mirella Di Dio, Concetta Paola Pelullo, Gabriella Di Giuseppe, Fabrizio Liguori, Giovanna Paduano, Giuliana Valerio, Giorgio Liguori, Francesca Gallè
The aim of this study was to analyze sedentary behaviors and dietary habits assumed by individuals regularly practicing exercise in a gym, sports athletes and inactive individuals. The Sedentary Behavior Questionnaire and the Healthy Dietary Habits Index were administered online to evaluate the time spent in sedentary activities during the week and the habits of food consumption among adult individuals from the Campania region, in the south of Italy. Of the 411 participants, 25% were inactive, 34% were gym practitioners and 41% practiced different sport disciplines...
March 5, 2024: Behavioral Sciences
https://read.qxmd.com/read/38539381/health-related-quality-of-life-in-relation-to-health-behaviour-patterns-among-canadian-children
#38
JOURNAL ARTICLE
Xiuyun Wu, Arto Ohinmaa, Paul J Veugelers, Katerina Maximova
Poor health behaviours in childhood, including sedentary behaviour, low physical activity levels, inadequate sleep, and unhealthy diet, are established risk factors for both chronic diseases and mental illness. Scant studies have examined the importance of such health behaviour patterns for health-related quality of life (HRQoL). This study aimed to examine the association of health behaviour patterns with HRQoL among Canadian children. Data from 2866 grade five students were collected through a provincially representative school-based survey of the 2014 Raising Healthy Eating and Active Living Kids in Alberta study...
March 14, 2024: Children
https://read.qxmd.com/read/38535731/acute-hemodynamic-metabolic-and-hormonal-responses-to-a-boxing-exergame-with-and-without-blood-flow-restriction-in-non-athlete-young-individuals
#39
JOURNAL ARTICLE
Zohreh Karimi, Zeynabalsadat Mousavi, Michael Nordvall, Alexei Wong, Reza Bagheri, Frederic Dutheil
BACKGROUND: This study aimed to compare acute hemodynamic, metabolic (glucose and blood lactate concentrations), hormonal (growth hormone and normetanephrine), heart rate variability (HRV), and rating of perceived exertion (RPE) responses before and after bouts of a boxing exergame with and without blood flow restriction (BFR) in non-athlete young individuals. METHODS: Fourteen participants (age: 30 ± 10 y; BMI: 21 ± 3 kg.m-2 ) participated in two sessions of a 20 min boxing exergame...
February 23, 2024: Sports
https://read.qxmd.com/read/38533741/the-lived-experiences-of-play-and-the-perspectives-of-disabled-children-and-their-parents-surrounding-brain-computer-interfaces
#40
JOURNAL ARTICLE
Carina Siu, Manar Aoude, John Andersen, Kim D Adams
Brain-computer interfaces (BCI) offer promise to the play of children with significant physical impairments, as BCI technology can enable disabled children to control computer devices, toys, and robots using only their brain signals. However, there is little research on the unique needs of disabled children when it comes to BCI-enabled play. Thus, this paper explored the lived experiences of play for children with significant physical impairments and examined how BCI could potentially be implemented into disabled children's play experiences by applying a social model of childhood disability...
March 27, 2024: Disability and Rehabilitation. Assistive Technology
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