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https://www.readbyqxmd.com/read/29686977/a-prototype-exercise-empowerment-mobile-video-game-for-children-with-cancer-and-its-usability-assessment-developing-digital-empowerment-interventions-for-pediatric-diseases
#1
Carol S Bruggers, Sabrina Baranowski, Mathew Beseris, Rachel Leonard, Derek Long, Elizabeth Schulte, Ashton Shorter, Rowan Stigner, Clinton C Mason, Alisa Bedrov, Ian Pascual, Grzegorz Bulaj
Background: Medical advances continue to improve morbidity and mortality of serious pediatric diseases, including cancer, driving research addressing diminished physical and psychological quality of life in children with these chronic conditions. Empowerment enhances resilience and positively influences health, disease, and therapy understanding. We describe the development and usability assessment of a prototype Empower Stars! mobile video game grounded in behavioral and exercise theories with the purpose of coupling physical exercise with empowerment over disease in children with cancer...
2018: Frontiers in Pediatrics
https://www.readbyqxmd.com/read/29672232/a-multimethodological-study-of-preschoolers-preferences-for-aggressive-television-and-video-games
#2
Matthew R Jamnik, Lisabeth F DiLalla
The association between aggressive media and related behavior is complicated, and the role of underlying genetics has not been adequately explored. A better understanding of the role of genetics on the relationship between aggressive media and behavior, especially in young children, is critical. Using a twin/triplets sample (N = 184 children), the authors investigated the association between preschoolers' preferred media choices and their aggressive behaviors. A multimeasure methodology was utilized, examining children's reports of their preferred media games and shows, observed child negativity and aggression in the lab, and parent reports of their own and their children's aggressive behaviors...
April 19, 2018: Journal of Genetic Psychology
https://www.readbyqxmd.com/read/29573063/pattern-of-video-game-use-in-children-with-adhd-and-typical-development
#3
Tanyawan Kietglaiwansiri, Weerasak Chonchaiya
BACKGROUND: Video game playing is a favorite leisure activity amongst children worldwide. Individuals with attention-deficit/hyperactivity disorder (ADHD) often lack of self-control which make them at risk for substance abuse and game addiction. However, there have been conflicting results between studies on the pattern of video gaming and game addiction between those with ADHD and healthy controls. We therefore compared the pattern of video game use and game addiction in Thai children with ADHD with healthy controls...
March 23, 2018: Pediatrics International: Official Journal of the Japan Pediatric Society
https://www.readbyqxmd.com/read/29569997/patterns-of-physical-activity-and-screen-time-among-brazilian-children
#4
Lia Grego Muniz de Araújo, Bruna Camilo Turi, Bruna Locci, Camila Angélica Asahi Mesquita, Natália Bonicontro Fonsati, Henrique Luiz Monteiro
OBJECTIVE: To investigate the patterns of physical activity (PA) and screen time among children and adolescents attended by the Brazilian National Health System. METHODS: This cross-sectional study was conducted in the city of Bauru, São Paulo, Brazil. The sample was composed of 270 children and adolescents attending 5 basic health care units. PA and screen time were assessed through a questionnaire. Economic status, sex, and body composition variables were used as covariates...
March 23, 2018: Journal of Physical Activity & Health
https://www.readbyqxmd.com/read/29569992/revisiting-factors-associated-with-screen-time-media-use-a-structural-study-among-school-aged-adolescents
#5
Marcus Ngantcha, Eric Janssen, Emmanuelle Godeau, Virginie Ehlinger, Olivier Le-Nezet, François Beck, Stanislas Spilka
BACKGROUND: Screen-based media overuse has been related to harmful consequences especially among children and adolescents. Given their complex interrelationships, predictors of screen time (ST) should be analyzed simultaneously rather than individually to avoid incomplete conclusions. METHODS: Structural equation models were conducted to examine associations between media ST (television, video games, and computers) along with harmful consequences in adolescents' well-being, such as underweight and overweight, depression, and school failure...
March 23, 2018: Journal of Physical Activity & Health
https://www.readbyqxmd.com/read/29561065/esports-children-stimulants-and-video-gaming-induced-inactivity
#6
John T Holden, Anastasios Kaburakis, Ryan M Rodenberg
No abstract text is available yet for this article.
March 21, 2018: Journal of Paediatrics and Child Health
https://www.readbyqxmd.com/read/29548507/selling-violent-video-game-solutions-a-look-inside-the-apa-s-internal-notes-leading-to-the-creation-of-the-apa-s-2005-resolution-on-violence-in-video-games-and-interactive-media
#7
Allen Copenhaver, Christopher J Ferguson
For decades politicians, parent groups, researchers, media outlets, professionals in various fields, and laymen have debated the effects playing violent video games have on children and adolescents. In academia, there also exists a divide as to whether violent video games cause children and adolescents to be aggressive, violent, and even engage in criminal behavior. Given inconsistencies in the data, it may be important to understand the ways and the reasons why professional organizations take a stance on the violent video game effects debate which may reflect greater expressed certitude than data can support...
March 2018: International Journal of Law and Psychiatry
https://www.readbyqxmd.com/read/29485933/acute-effect-of-intermittent-exercise-and-action-based-video-game-breaks-on-math-performance-in-preadolescent-children
#8
Shannon S Block, Trevor R Tooley, Matthew R Nagy, Molly P O'Sullivan, Leah E Robinson, Natalie Colabianchi, Rebecca E Hasson
PURPOSE: The purpose of this study was to compare the acute effects of video game breaks and intermittent exercise breaks, performed at varying intensities, on math performance in preadolescent children. METHODS: A total of 39 children (18 males and 21 females; aged 7-11 y) completed 4 experimental conditions in random order: 8 hours of sitting interrupted with 20 two-minute low-, moderate-, or high-intensity exercise breaks or 20 two-minute sedentary computer game breaks...
February 27, 2018: Pediatric Exercise Science
https://www.readbyqxmd.com/read/29446662/parents-knowledge-and-beliefs-about-the-impact-of-exposure-to-media-violence-on-children-s-aggression
#9
Nahla Mansour Al-Ali, Hadeel Said Yaghy, Khulood K Shattnawi, Noha M Al-Shdayfat
The current study aimed to assess Jordanian parents' knowledge and beliefs about the effects of violent media on children's aggressive behavior. A sample of 262 parents of children aged 6-11 years completed a Media Quotient questionnaire about children's media habits, media effects, and children's aggressive behavior. Parents reported that their children spend an average of 4.83 h (SD = 2.12) watching TV, 3.20 h (SD = 2.29) playing video games, 1.07 h (SD = 0.88) listening to music, and only 0.52 min (SD = 0...
February 15, 2018: Issues in Mental Health Nursing
https://www.readbyqxmd.com/read/29439784/influence-of-physical-activity-sedentary-behavior-and-diet-quality-in-childhood-on-the-incidence-of-internalizing-and-externalizing-disorders-during-adolescence-a-population-based-cohort-study
#10
XiuYun Wu, Kerry Bastian, Arto Ohinmaa, Paul Veugelers
PURPOSE: Studies among youth suggest that physical inactivity, sedentary behaviors, and poor diet quality are associated with poor mental health. Few population-based studies have investigated these relationships longitudinally. We examined the association between physical activity, sedentary behaviors, and diet quality in childhood and the incidence of internalizing and externalizing disorders throughout adolescence. METHODS: We linked health behavior survey data from 2003 among 10- to 11-year-old children across Nova Scotia, Canada, with administrative health care data from 2003 to 2011...
February 2018: Annals of Epidemiology
https://www.readbyqxmd.com/read/29417904/-adolescent-use-of-digital-media-and-parental-mediation-a-research-review
#11
Jan Pfetsch
Adolescent Use of Digital Media and Parental Mediation - A Research Review Digital media are wide spread, frequently used, and highly relevant in the lives of children, adolescents and their parents. Because parents aim to reduce or prevent potential risks of media use for their children, many parents apply different strategies of parental mediation of children's media use: restrictive parental mediation, active parental mediation, co-media use, technical monitoring, and participatory learning. These forms of parental mediation have differential impact on children and adolescents...
February 2018: Praxis der Kinderpsychologie und Kinderpsychiatrie
https://www.readbyqxmd.com/read/29385278/national-data-showed-that-delayed-sleep-in-six-year-old-children-was-associated-with-excessive-use-of-electronic-devices-at-12-years
#12
Tsuguhiko Kato, Takashi Yorifuji, Michiyo Yamakawa, Sachiko Inoue
AIM: Cross-sectional studies have shown associations between adolescent sleep problems and the use of electronic devices, such as mobile phones, but longitudinal studies remain scarce. We explored any association between delayed bedtimes at six years old and the excessive use of electronic devices at 12 years of age. Texting was a prime focus. METHODS: We analysed 9,607 adolescents who owned mobile phones in 2013 using the Japanese Longitudinal Survey of Newborns in the 21st Century, which started in 2001...
January 31, 2018: Acta Paediatrica
https://www.readbyqxmd.com/read/29333996/energy-expenditure-and-intensity-of-active-video-games-in-children-and-adolescents
#13
Karina L R Canabrava, Fernanda R Faria, Jorge R P de Lima, Dartagnan P Guedes, Paulo R S Amorim
PURPOSE: This study aimed to compare the energy expenditure and intensity of active video games to that of treadmill walking in children and adolescents. METHOD: Seventy-two boys and girls (aged 8-13 years) were recruited from local public schools. Energy expenditure and heart rate were measured during rest, during 3-km/hr, 4-km/hr, and 5-km/hr walks, and during active games (Adventure, Boxing I, Boxing II, and Dance). During walking and active games, we also assessed physical activity using an accelerometer...
March 2018: Research Quarterly for Exercise and Sport
https://www.readbyqxmd.com/read/29323179/neither-action-nor-phonological-video-games-make-dyslexic-children-read-better
#14
Magdalena Łuniewska, Katarzyna Chyl, Agnieszka Dębska, Agnieszka Kacprzak, Joanna Plewko, Marcin Szczerbiński, Jakub Szewczyk, Anna Grabowska, Katarzyna Jednoróg
The prevalence and long-term consequences of dyslexia make it crucial to look for effective and efficient ways of its therapy. Action video games (AVG) were implied as a possible remedy for difficulties in reading in Italian and English-speaking children. However, the studies examining the effectiveness of AVG application in dyslexia suffered from significant methodological weaknesses such as small sample sizes and lack of a control group with no intervention. In our study, we tested how two forms of training: based on AVG and on phonological non-action video games (PNAVG), affect reading in a group of fifty-four Polish children with dyslexia...
January 11, 2018: Scientific Reports
https://www.readbyqxmd.com/read/29321095/sexual-content-in-video-games-an-analysis-of-the-entertainment-software-rating-board-classification-from-1994-to-2013
#15
Dèsirée Vidaña-Pérez, Ariela Braverman-Bronstein, Ana Basto-Abreu, Inti Barrientos-Gutierrez, Rainer Hilscher, Tonatiuh Barrientos-Gutierrez
Background: Video games are widely used by children and adolescents and have become a significant source of exposure to sexual content. Despite evidence of the important role of media in the development of sexual attitudes and behaviours, little attention has been paid to monitor sexual content in video games. Methods: Data was obtained about sexual content and rating for 23722 video games from 1994 to 2013 from the Entertainment Software Rating Board database; release dates and information on the top 100 selling video games was also obtained...
January 11, 2018: Sexual Health
https://www.readbyqxmd.com/read/29313731/the-effectiveness-of-a-parental-guide-for-prevention-of-problematic-video-gaming-in-children-a-public-health-randomized-controlled-intervention-study
#16
Elfrid Krossbakken, Torbjørn Torsheim, Rune Aune Mentzoni, Daniel Luke King, Bjørn Bjorvatn, Ingjerd Meen Lorvik, Ståle Pallesen
Background and aims Excessive use of video games among children and adolescents is a growing concern. The aim of this study was to investigate the effectiveness of a brief parental guide with advices and strategies for regulating video gaming in children. Methods A random sample of guardians of children between the age of 8-12 years old (N = 5,864) was drawn from the Norwegian Population Registry and equally randomized into an intervention and a control condition. A parental guide based on clinical and research literature was distributed by postal mail to those in the intervention condition...
March 1, 2018: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/29304288/correlates-of-active-videogame-use-in-children
#17
Kristin L Schneider, Jocelyn Smith Carter, Cynthia Putnam, Jacey Keeney, Draycen D DeCator, Daniel Kern, Laura Aylward
OBJECTIVES: Active videogames (AVGs) could provide a novel approach to increasing physical activity and decreasing sedentary activity in children, but little is known about which children are likely to use AVGs. This study examined whether youth demographics, social support, and AVG engagement influence use of AVGs and physical activity. MATERIALS AND METHODS: A diverse sample of youth participants (42.4% non-Hispanic white), aged 8-14 years (n = 85), who owned an AVG console, completed surveys, wore an activity monitor, and logged AVG use for 1 week...
April 2018: Games for Health
https://www.readbyqxmd.com/read/29302694/effectiveness-of-a-binocular-video-game-vs-placebo-video-game-for-improving-visual-functions-in-older-children-teenagers-and-adults-with-amblyopia-a-randomized-clinical-trial
#18
Tina Y Gao, Cindy X Guo, Raiju J Babu, Joanna M Black, William R Bobier, Arijit Chakraborty, Shuan Dai, Robert F Hess, Michelle Jenkins, Yannan Jiang, Lisa S Kearns, Lionel Kowal, Carly S Y Lam, Peter C K Pang, Varsha Parag, Roberto Pieri, Rajkumar Nallour Raveendren, Jayshree South, Sandra Elfride Staffieri, Angela Wadham, Natalie Walker, Benjamin Thompson
Importance: Binocular amblyopia treatment using contrast-rebalanced stimuli showed promise in laboratory studies and requires clinical trial investigation in a home-based setting. Objective: To compare the effectiveness of a binocular video game with a placebo video game for improving visual functions in older children and adults. Design, Setting, and Participants: The Binocular Treatment of Amblyopia Using Videogames clinical trial was a multicenter, double-masked, randomized clinical trial...
February 1, 2018: JAMA Ophthalmology
https://www.readbyqxmd.com/read/29280239/on-line-preparatory-information-for-children-and-their-families-undergoing-dental-extractions-under-general-anesthesia-a-phase-iii-randomized-controlled-trial
#19
Corinne Huntington, Christina Liossi, Ana Nora Donaldson, Jonathan Timothy Newton, Patricia A Reynolds, Reham Alharatani, Marie Therese Hosey
BACKGROUND: Family-centered interactive on-line games are increasingly popular in healthcare, but their effectiveness for preoperative preparation needs further research. www.scottga.org is the new on-line version of a proven nonweb-based game for children and parents/caregivers. AIMS: The aim of this study was to evaluate if www.scottga.org improved children's anxiety and families' satisfaction compared with controls. METHODS: In this phase III double-blind randomized controlled trial, children/parents/caregivers received (i) www...
February 2018: Paediatric Anaesthesia
https://www.readbyqxmd.com/read/29276344/does-far-transfer-exist-negative-evidence-from-chess-music-and-working-memory-training
#20
Giovanni Sala, Fernand Gobet
Chess masters and expert musicians appear to be, on average, more intelligent than the general population. Some researchers have thus claimed that playing chess or learning music enhances children's cognitive abilities and academic attainment. We here present two meta-analyses assessing the effect of chess and music instruction on children's cognitive and academic skills. A third meta-analysis evaluated the effects of working memory training-a cognitive skill correlated with music and chess expertise-on the same variables...
December 2017: Current Directions in Psychological Science
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