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"Children" and "video game"

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https://www.readbyqxmd.com/read/28326536/risk-factors-for-obesity-in-preschool-aged-children-in-china
#1
Jyu-Lin Chen, Jill Howie Esquivel, Jia Guo, Catherine A Chesla, Siyuan Tang
AIMS: To examine the relationship between child, mother, and environmental factors and increased body mass index in preschool-aged children in China. BACKGROUND: There are about 120 million children in China are classified as overweight or obese. Understanding the key factors associated with childhood obesity (i.e. child, mother and environment) is the first step in combating the growing obesity epidemic in China, as well as in the global community, where large numbers of Chinese immigrants can be found...
March 21, 2017: International Nursing Review
https://www.readbyqxmd.com/read/28321702/association-between-level-of-urinary-trace-heavy-metals-and-obesity-among-children-aged-6-19%C3%A2-years-nhanes-1999-2011
#2
Wentao Shao, Qian Liu, Xiaowei He, Hui Liu, Aihua Gu, Zhaoyan Jiang
Global prevalence of obesity has been increasing dramatically in all ages. Although traditional causes for obesity development have been studied widely, it is unclear whether environmental exposure of substances such as trace heavy metals affects obesity development among children and adolescents so far. Data from the National Health and Nutrition Examination Survey (1999-2011) were retrieved, and 6602 US children were analyzed in this study. Urinary level of nine trace heavy metals, including barium, cadmium, cobalt, cesium, molybdenum, lead, antimony, thallium, and tungsten, was analyzed for their association with the prevalence of obesity among children aged 6-19 years...
March 21, 2017: Environmental Science and Pollution Research International
https://www.readbyqxmd.com/read/28320073/a-model-linking-video-gaming-sleep-quality-sweet-drinks-consumption-and-obesity-among-children-and-youth
#3
O Turel, A Romashkin, K M Morrison
There is a growing need to curb paediatric obesity. The aim of this study is to untangle associations between video-game-use attributes and obesity as a first step towards identifying and examining possible interventions. Cross-sectional time-lagged cohort study was employed using parent-child surveys (t1) and objective physical activity and physiological measures (t2) from 125 children/adolescents (mean age = 13.06, 9-17-year-olds) who play video games, recruited from two clinics at a Canadian academic children's hospital...
March 20, 2017: Clinical Obesity
https://www.readbyqxmd.com/read/28301968/lost-in-the-chaos-flawed-literature-should-not-generate-new-disorders
#4
Antonius J Van Rooij, Daniel Kardefelt-Winther
The paper by Kuss, Griffiths, and Pontes (2016) titled "Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field" examines issues relating to the concept of Internet Gaming Disorder. We agree that there are serious issues and extend their arguments by suggesting that the field lacks basic theory, definitions, patient research, and properly validated and standardized assessment tools. As most studies derive data from survey research in functional populations, they exclude people with severe functional impairment and provide only limited information on the hypothesized disorder...
March 17, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28286543/a-psychometric-tool-for-a-virtual-reality-rehabilitation-approach-for-dyslexia
#5
Elisa Pedroli, Patrizia Padula, Andrea Guala, Maria Teresa Meardi, Giuseppe Riva, Giovanni Albani
Dyslexia is a chronic problem that affects the life of subjects and often influences their life choices. The standard rehabilitation methods all use a classic paper and pencil training format but these exercises are boring and demanding for children who may have difficulty in completing the treatments. It is important to develop a new rehabilitation program that would help children in a funny and engaging way. A Wii-based game was developed to demonstrate that a short treatment with an action video game, rather than phonological or orthographic training, may improve the reading abilities in dyslexic children...
2017: Computational and Mathematical Methods in Medicine
https://www.readbyqxmd.com/read/28241506/influencing-factors-of-the-body-mass-index-of-elementary-students-in-southern-taiwan
#6
Li-Na Chou, Min-Li Chen
The body mass index (BMI) of school children in Taiwan is markedly increasing. According to statistical data from the Taiwan Ministry of Education, the prevalence of obesity in school children from the southern part of the country is the highest in Taiwan. Thus, exploring the factors influencing BMI in elementary school children from southern Taiwan is crucial. This study investigated the influencing factors including physical activity levels, sedentary behaviors, dietary habits, and perceived body shape on the BMIs of elementary school children from southern Taiwan...
February 23, 2017: International Journal of Environmental Research and Public Health
https://www.readbyqxmd.com/read/28224404/video-gaming-and-children-s-psychosocial-wellbeing-a-longitudinal-study
#7
Adam Lobel, Rutger C M E Engels, Lisanne L Stone, William J Burk, Isabela Granic
The effects of video games on children's psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27-11.43 years old; male = 98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) competitively; likewise, parents reported their children's psychosocial health. Gaming at time one was associated with increases in emotion problems. Violent gaming was not associated with psychosocial changes. Cooperative gaming was not associated with changes in prosocial behavior...
April 2017: Journal of Youth and Adolescence
https://www.readbyqxmd.com/read/28170312/problem-video-gaming-among-children-enrolled-in-tertiary-weight-management-programs
#8
Sam Stubblefield, George Datto, Thao-Ly T Phan, Lloyd N Werk, Kristin Stackpole, Robert Siegel, William Stratbucker, Jared M Tucker, Amy L Christison, Jobayer Hossain, Douglas A Gentile
Prior studies show seven percent to nine percent of children demonstrate gaming behaviors that affect a child's ability to function (e.g., problem gaming), but none have examined the association between problem gaming and weight status. The objective of this study was to determine the prevalence of problem gaming among children enrolled in tertiary weight management programs. We administered a computer-based survey to a convenience sample of children aged 11-17 years enrolled in five geographically diverse pediatric weight management (PWM) programs in the COMPASS (Childhood Obesity Multi-Program Analysis and Study System) network...
February 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28168778/clinical-and-psychological-effects-of-excessive-screen-time-on-children
#9
REVIEW
Sophie Domingues-Montanari
Over recent years, screen time has become a more complicated concept, with an ever-expanding variety of electronic media devices available throughout the world. Television remains the predominant type of screen-based activity among children. However, computer use, video games and ownership of devices, such as tablets and smart phones, are occurring from an increasingly young age. Screen time, in particular, television viewing, has been negatively associated with the development of physical and cognitive abilities, and positively associated with obesity, sleep problems, depression and anxiety...
February 6, 2017: Journal of Paediatrics and Child Health
https://www.readbyqxmd.com/read/28165689/media-violence-effects-on-children-adolescents-and-young-adults
#10
Craig A Anderson
I killed my first Klingon in 1979. It took place in the computer center at Stanford University, where I was playing a new video game based on the Star Trek television series. I was an "early adopter" of the new technology of video games, and continued to be so for many years, first as a fan of this entertainment medium, and later as a researcher interested in the question of what environmental factors influence aggressive and violent behavior.
July 2016: Health Progress
https://www.readbyqxmd.com/read/28158994/impact-of-communities-health-and-emotional-related-factors-on-smoking-use-comparison-of-joint-modeling-of-mean-and-dispersion-and-bayes-hierarchical-models-on-add-health-survey
#11
Jie Pu, Di Fang, Jeffrey R Wilson
BACKGROUND: The analysis of correlated binary data is commonly addressed through the use of conditional models with random effects included in the systematic component as opposed to generalized estimating equations (GEE) models that addressed the random component. Since the joint distribution of the observations is usually unknown, the conditional distribution is a natural approach. Our objective was to compare the fit of different binary models for correlated data in Tabaco use. We advocate that the joint modeling of the mean and dispersion may be at times just as adequate...
February 3, 2017: BMC Medical Research Methodology
https://www.readbyqxmd.com/read/28157565/variable-training-does-not-lead-to-better-motor-learning-compared-to-repetitive-training-in-children-with-and-without-dcd-when-exposed-to-active-video-games
#12
Emmanuel Bonney, Dorothee Jelsma, Gillian Ferguson, Bouwien Smits-Engelsman
BACKGROUND: Little is known about the influence of practice schedules on motor learning and skills transfer in children with and without developmental coordination disorder (DCD). Understanding how practice schedules affect motor learning is necessary for motor skills development and rehabilitation. AIMS: The study investigated whether active video games (exergames) training delivered under variable practice led to better learning and transfer than repetitive practice...
March 2017: Research in Developmental Disabilities
https://www.readbyqxmd.com/read/28149708/social-correlates-of-leisure-time-sedentary-behaviours-in-canadian-adults
#13
S Huffman, M Szafron
Research on the correlates of sedentary behaviour among adults is needed to design health interventions to modify this behaviour. This study explored the associations of social correlates with leisure-time sedentary behaviour of Canadian adults, and whether these associations differ between different types of sedentary behaviour. A sample of 12,021 Canadian adults was drawn from the 2012 Canadian Community Health Survey, and analyzed using binary logistic regression to model the relationships that marital status, the presence of children in the household, and social support have with overall time spent sitting, using a computer, playing video games, watching television, and reading during leisure time...
March 2017: Preventive Medicine Reports
https://www.readbyqxmd.com/read/28056890/the-relationship-between-hours-of-sleep-screen-time-and-frequency-of-food-and-drink-consumption-in-spain%C3%A2-in%C3%A2-the-2011-and-2013-aladino-a-cross-sectional-study
#14
Napoleón Pérez-Farinós, Carmen Villar-Villalba, Ana María López Sobaler, María Ángeles Dal Re Saavedra, Aránzazu Aparicio, Sara Santos Sanz, Teresa Robledo de Dios, José Javier Castrodeza-Sanz, Rosa María Ortega Anta
BACKGROUND: The frequency of intake of food and beverages depends on a number of ill-defined behaviour patterns. The objectives of this study were to evaluate the effects of screen time and sleep duration on food consumption frequency, and to describe frequencies and types of food consumption according to BMI category and parents' level of education. METHODS: We studied 6287 and 2806 children drawn from the 2011 and 2013 cross-sectional ALADINO studies respectively...
January 6, 2017: BMC Public Health
https://www.readbyqxmd.com/read/28043935/the-association-between-electronic-media-and-emotional-and-behavioural-problems-in-late-childhood
#15
Lisa K Mundy, Louise Canterford, Timothy Olds, Nicholas B Allen, George C Patton
OBJECTIVE: There is growing concern that rising rates of electronic media use may be harmful. Yet the extent to which different types of electronic media use may be associated with emotional and behavioural problems is unclear. This study examined associations between emotional and behavioural problems and electronic media use during late childhood, in a large community sample. METHODS: Participants were 876 8-9 year olds taking part in the Childhood to Adolescence Transition Study in Australia...
December 30, 2016: Academic Pediatrics
https://www.readbyqxmd.com/read/28033714/scholars-open-debate-paper-on-the-world-health-organization-icd-11-gaming-disorder-proposal
#16
Espen Aarseth, Anthony M Bean, Huub Boonen, Michelle Colder Carras, Mark Coulson, Dimitri Das, Jory Deleuze, Elza Dunkels, Johan Edman, Christopher J Ferguson, Maria C Haagsma, Karin Helmersson Bergmark, Zaheer Hussain, Jeroen Jansz, Daniel Kardefelt-Winther, Lawrence Kutner, Patrick Markey, Rune Kristian Lundedal Nielsen, Nicole Prause, Andrew Przybylski, Thorsten Quandt, Adriano Schimmenti, Vladan Starcevic, Gabrielle Stutman, Jan Van Looy, Antonius J Van Rooij
Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming...
December 30, 2016: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/27982409/the-batman-effect-improving-perseverance-in-young-children
#17
Rachel E White, Emily O Prager, Catherine Schaefer, Ethan Kross, Angela L Duckworth, Stephanie M Carlson
This study investigated the benefits of self-distancing (i.e., taking an outsider's view of one's own situation) on young children's perseverance. Four- and 6-year-old children (N = 180) were asked to complete a repetitive task for 10 min while having the option to take breaks by playing an extremely attractive video game. Six-year-olds persevered longer than 4-year-olds. Nonetheless, across both ages, children who impersonated an exemplar other-in this case a character, such as Batman-spent the most time working, followed by children who took a third-person perspective on the self, or finally, a first-person perspective...
December 16, 2016: Child Development
https://www.readbyqxmd.com/read/27929727/television-video-games-in-the-treatment-of-amblyopia-in-children-aged-4-7-years
#18
Subhash Dadeya, Sonal Dangda
AIM: To investigate the role of television video games in childhood amblyopia treatment. METHOD: This prospective, randomized, interventional study included 40 patients between 4-7 years of age, with unilateral amblyopia (visual acuity in amblyopic eye between 1-0.6 LogMAR equivalents) attending the squint clinic at a tertiary eye hospital. All patients were prescribed optimal spectacle correction and occlusion therapy, i.e. full time patching according to patient's age, was initiated after six weeks...
December 2016: Strabismus
https://www.readbyqxmd.com/read/27918425/the-influence-of-health-behaviours-in-childhood-on-attention-deficit-and-hyperactivity-disorder-in-adolescence
#19
Xiuyun Wu, Arto Ohinmaa, Paul J Veugelers
Attention-deficit and hyperactivity disorder (ADHD) in children and adolescents is a global public health burden. Identification of health-related behavioral risk factors including diet quality and physical and sedentary activities for ADHD is important for prioritizing behavioral intervention strategies to improve mental health. This study aimed to examine the association of diet quality, physical activity, and sedentary behaviours in childhood with ADHD throughout adolescence. We linked data from grade five students aged primarily 10 and 11 years old who participated in a population-based lifestyle survey in the Canadian province of Nova Scotia with their administrative health care data...
December 2, 2016: Nutrients
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
#20
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...
January 2017: Research in Developmental Disabilities
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