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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
#1
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/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
#2
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
#3
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/27757512/-electronic-media-in-obesity-prevention-in-childhood-and-adolescence
#4
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
https://www.readbyqxmd.com/read/27742605/the-narrative-impact-of-active-video-games-on-physical-activity-among-children-a-feasibility-study
#5
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
https://www.readbyqxmd.com/read/27732076/how-does-neighborhood-quality-moderate-the-association-between-online-video-game-play-and-depression-a-population-level-analysis-of-korean-students
#6
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
https://www.readbyqxmd.com/read/27714868/predictors-of-obesity-in-a-us-sample-of-high-school-adolescents-with-and-without-disabilities
#7
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
https://www.readbyqxmd.com/read/27648915/characterizing-cognitive-control-abilities-in-children-with-16p11-2-deletion-using-adaptive-video-game-technology-a-pilot-study
#8
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
https://www.readbyqxmd.com/read/27565361/increased-screen-time-implications-for-early-childhood-development-and-behavior
#9
REVIEW
Jenny S Radesky, Dimitri A Christakis
The authors review trends in adoption of new digital technologies (eg, mobile and interactive media) by families with young children (ages 0-8 years), continued use of television and video games, and the evidence for learning from digital versus hands-on play. The authors also discuss continued concerns about health and developmental/behavioral risks of excessive media use for child cognitive, language, literacy, and social-emotional development. This evidence is then applied to clinical care in terms of the screening questions providers can use, tools available to providers and parents, and changes in anticipatory guidance...
October 2016: Pediatric Clinics of North America
https://www.readbyqxmd.com/read/27561862/problematic-use-of-video-games-and-substance-abuse-in-early-adolescence-a-cross-sectional-study
#10
Luigi Gallimberti, Alessandra Buja, Sonia Chindamo, Andrea Rabensteiner, Alberto Terraneo, Elena Marini, Luis Javier Gómez Pérez, Vincenzo Baldo
OBJECTIVES: Problematic use of video games (PUVG) is associated with substance use in middle school students. The aim of our study was to examine the association between PUVG and substance abuse in children and young adolescents. METHODS: A survey was conducted during the 2014-2015 school year in Padua (northeastern Italy). The sample consisted of 1156 students in grades 6 to 8. A multivariate logistic regression model was applied to seek associations between PUVG (dependent variable) and independent variables...
September 2016: American Journal of Health Behavior
https://www.readbyqxmd.com/read/27548504/understanding-the-importance-of-context-a-qualitative-study-of-a-location-based-exergame-to-enhance-school-childrens-physical-activity
#11
Judy Robertson, Ruth Jepson, Andrew Macvean, Stuart Gray
Many public health interventions are less effective than expected in 'real life settings', yet little work is undertaken to understand the reasons why. The effectiveness of complex public health interventions can often be traced back to a robust programme theory (how and why an intervention brings about a change in outcome(s)) and assumptions that are made about the context in which it is implemented. Understanding whether effectiveness (or lack thereof) is due to the intervention or the context is hugely helpful in decisions about whether to a) modify the intervention; b) modify the context; c) stop providing the intervention...
2016: PloS One
https://www.readbyqxmd.com/read/27547019/an-educational-video-game-for-nutrition-of-young-people-theory-and-design
#12
Tracey Ledoux, Melissa Griffith, Debbe Thompson, Nga Nguyen, Kathy Watson, Janice Baranowski, Richard Buday, Dina Abdelsamad, Tom Baranowski
BACKGROUND: Playing Escape from DIAB (DIAB) and Nanoswarm (NANO), epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10-12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance. 95-100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition. AIM: This article describes the process of designing and developing the educational mini-games...
August 2016: Simulation & Gaming
https://www.readbyqxmd.com/read/27540566/interactive-vs-passive-screen-time-and-nighttime-sleep-duration-among-school-aged-children
#13
Jennifer Yland, Stanford Guan, Erin Emanuele, Lauren Hale
BACKGROUND: Insufficient sleep among school-aged children is a growing concern, as numerous studies have shown that chronic short sleep duration increases the risk of poor academic performance and specific adverse health outcomes. We examined the association between weekday nighttime sleep duration and 3 types of screen exposure: television, computer use, and video gaming. METHODS: We used age 9 data from an ethnically diverse national birth cohort study, the Fragile Families and Child Wellbeing Study, to assess the association between screen time and sleep duration among 9-year-olds, using screen time data reported by both the child (n = 3269) and by the child's primary caregiver (n= 2770)...
September 2015: Sleep Health
https://www.readbyqxmd.com/read/27496020/does-home-equipment-contribute-to-socioeconomic-gradients-in-australian-children-s-physical-activity-sedentary-time-and-screen-time
#14
Dot Dumuid, Timothy S Olds, Lucy K Lewis, Carol Maher
BACKGROUND: Activity behaviours (physical activity, sedentary time and screen time) have been linked to health outcomes in childhood. Furthermore, socioeconomic disparities have been observed in both children's activity behaviours and health outcomes. Children's physical home environments may play a role in these relationships. This study aimed to examine the associations and interactions between children's physical home environment, socioeconomic status and moderate-to-vigorous physical activity, sedentary time and screen time...
2016: BMC Public Health
https://www.readbyqxmd.com/read/27487974/pediatric-obesity-is-there-room-for-active-video-games-in-prevention-or-management
#15
David Thivel, Grace OʼMalley
Children and adolescents spend a considerable amount of time engaged in sedentary behaviors that have been shown to favor weight gain and impaired physical fitness. Active video games have been proposed to increase physical activity levels. Although active video games may offer an interesting alternative to reducing sedentary time for children, the present commentary aimed to determine whether there is adequate evidence that compared active video gaming to real-life play and exercise. Given the dearth of data, it is not possible at present to support the use of active video games as substitutes for traditional forms of active play and health-enhancing physical activity...
January 2016: Pediatric Physical Therapy
https://www.readbyqxmd.com/read/27479151/pok%C3%A3-mon-go-and-augmented-virtual-reality-games-a-cautionary-commentary-for-parents-and-pediatricians
#16
Maeve Serino, Kyla Cordrey, Laura McLaughlin, Ruth L Milanaik
PURPOSE OF REVIEW: The recent release of Pokémon Go has ushered in a new set of challenges for parents and pediatricians, highlighting the importance of parents setting guidelines for video game use with their children. Within 1 week of its launch, the game attracted over 65 million users, many of whom are young children. Despite the potential benefits of the game described in our article, this location-based game format poses specific threats to the safety and physical wellbeing of children...
October 2016: Current Opinion in Pediatrics
https://www.readbyqxmd.com/read/27468400/health-behaviours-body-weight-and-self-esteem-among-grade-five-students-in-canada
#17
Xiuyun Wu, Sara F L Kirk, Arto Ohinmaa, Paul Veugelers
PURPOSE: This study sought to identify the principal components of self-esteem and the health behavioural determinants of these components among grade five students. METHODS: We analysed data from a population-based survey among 4918 grade five students, who are primarily 10 and 11 years of age, and their parents in the Canadian province of Nova Scotia. The survey comprised the Harvard Youth and Adolescent Questionnaire, parental reporting of students' physical activity (PA) and time spent watching television or using computer/video games...
2016: SpringerPlus
https://www.readbyqxmd.com/read/27463843/video-gaming-in-school-children-how-much-is-enough
#18
Jesus Pujol, Raquel Fenoll, Joan Forns, Ben J Harrison, Gerard Martínez-Vilavella, Dídac Macià, Mar Alvarez-Pedrerol, Laura Blanco-Hinojo, Sofía González-Ortiz, Joan Deus, Jordi Sunyer
OBJECTIVE: Despite extensive debate, the proposed benefits and risks of video gaming in young people remain to be empirically clarified, particularly as regards an optimal level of use. METHODS: In 2,442 children aged 7 to 11 years, we investigated relationships between weekly video game use, selected cognitive abilities, and conduct-related problems. A large subgroup of these children (n = 260) was further examined with magnetic resonance imaging approximately 1 year later to assess the impact of video gaming on brain structure and function...
September 2016: Annals of Neurology
https://www.readbyqxmd.com/read/27442437/development-of-a-kinect-software-tool-to-classify-movements-during-active-video-gaming
#19
Michael Rosenberg, Ashleigh L Thornton, Brendan S Lay, Brodie Ward, David Nathan, Daniel Hunt, Rebecca Braham
While it has been established that using full body motion to play active video games results in increased levels of energy expenditure, there is little information on the classification of human movement during active video game play in relationship to fundamental movement skills. The aim of this study was to validate software utilising Kinect sensor motion capture technology to recognise fundamental movement skills (FMS), during active video game play. Two human assessors rated jumping and side-stepping and these assessments were compared to the Kinect Action Recognition Tool (KART), to establish a level of agreement and determine the number of movements completed during five minutes of active video game play, for 43 children (m = 12 years 7 months ± 1 year 6 months)...
2016: PloS One
https://www.readbyqxmd.com/read/27440200/promoting-physical-activity-with-a-school-based-dance-mat-exergaming-intervention-qualitative-findings-from-a-natural-experiment
#20
Duika Burges Watson, Jean Adams, Liane B Azevedo, Catherine Haighton
BACKGROUND: Physical activity is critical to improving health and well-being in children. Quantitative studies have found a decline in activity in the transition from primary to secondary education. Exergames (active video games) might increase physical activity in adolescents. In January 2011 exergame dance mat systems were introduced in to all secondary schools across two local authority districts in the UK. We performed a quasi-experimental evaluation of a natural experiment using a mixed methods design...
2016: BMC Public Health
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