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Exergames

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https://www.readbyqxmd.com/read/29780318/the-aerobic-and-cognitive-exercise-study-aces-for-community-dwelling-older-adults-with-or-at-risk-for-mild-cognitive-impairment-mci-neuropsychological-neurobiological-and-neuroimaging-outcomes-of-a-randomized-clinical-trial
#1
Cay Anderson-Hanley, Nicole M Barcelos, Earl A Zimmerman, Robert W Gillen, Mina Dunnam, Brian D Cohen, Vadim Yerokhin, Kenneth E Miller, David J Hayes, Paul J Arciero, Molly Maloney, Arthur F Kramer
Prior research has found that cognitive benefits of physical exercise and brain health in older adults may be enhanced when mental exercise is interactive simultaneously, as in exergaming. It is unclear whether the cognitive benefit can be maximized by increasing the degree of mental challenge during exercise. This randomized clinical trial (RCT), the Aerobic and Cognitive Exercise Study (ACES) sought to replicate and extend prior findings of added cognitive benefit from exergaming to those with or at risk for mild cognitive impairment (MCI)...
2018: Frontiers in Aging Neuroscience
https://www.readbyqxmd.com/read/29777115/a-randomized-controlled-pilot-trial-of-game-based-training-in-individuals-with-spinocerebellar-ataxia-type-3
#2
Ray-Yau Wang, Fang-Yi Huang, Bing-Wen Soong, Shih-Fong Huang, Yea-Ru Yang
Exergames are interactive video games used for exercise and may have therapeutic value in people with degenerative ataxia. The purpose of this study was to investigate potential effects of exergaming training on cerebellar ataxia in people with spinocerebellar ataxia type 3 (SCA3). Nine individuals with SCA3 were recruited and randomized to either exergaming or conventional group for a 4-week training period. The severity of ataxia was measured as the primary outcome by the Scale for the Assessment and Rating of Ataxia (SARA) and by the directional control of the limit of stability test...
May 18, 2018: Scientific Reports
https://www.readbyqxmd.com/read/29757774/can-telerehabilitation-games-lead-to-functional-improvement-of-upper-extremities-in-individuals-with-parkinson-s-disease
#3
Imre Cikajlo, Alma Hukić, Irena Dolinšek, Dejana Zajc, Mateja Vesel, Tatjana Krizmanič, Bojan Blažica, Anton Biasizzo, Franc Novak, Karmen Peterlin Potisk
Parkinson's disease (PD) is treated by medication, less with deep brain stimulation and physiotherapy. Different opinions on the clinical meaningfulness of the physiotherapy or recommended intensive physiotherapy were found. Our objectives were to design intensive target-based physiotherapy for upper extremities suitable for telerehabilitation services and examine the clinical meaningfulness of the exergaming at an unchanged medication plan. A telerehabilitation exergaming system using the Kinect sensor was developed; 28 patients with PD participated in the study...
May 4, 2018: International Journal of Rehabilitation Research. Revue Internationale de Recherches de Réadaptation
https://www.readbyqxmd.com/read/29755216/yoga-for-heart-failure-a-review-and-future-research
#4
REVIEW
Paula R Pullen, William S Seffens, Walter R Thompson
Background: Complementary and alternative medicine is a rapidly growing area of biomedical inquiry. Yoga has emerged in the forefront of holistic medical care due to its long history of linking physical, mental, and spiritual well-being. Research in yoga therapy (YT) has associated improved cardiovascular and quality of life (QoL) outcomes for the special needs of heart failure (HF) patients. Aim: The aim of this study is to review yoga intervention studies on HF patients, discuss proposed mechanisms, and examine yoga's effect on physiological systems that have potential benefits for HF patients...
May 2018: International Journal of Yoga
https://www.readbyqxmd.com/read/29724038/reliability-of-using-motion-sensors-to-measure-children-s-physical-activity-levels-in-exergaming
#5
Nan Zeng, Xingyuan Gao, Yuanlong Liu, Jung Eun Lee, Zan Gao
OBJECTIVES: This study examined the reliability of two objective measurement tools in assessing children’s physical activity (PA) levels in an exergaming setting. METHODS: A total of 377 children (190 girls, Mage = 8.39, SD = 1.55) attended the 30-min exergaming class every other day for 18 weeks. Children’s PA levels were concurrently measured by NL-1000 pedometer and ActiGraph GT3X accelerometer, while children’s steps per min and time engaged in sedentary, light, and moderate-to-vigorous PA were estimated, respectively...
May 2, 2018: Journal of Clinical Medicine
https://www.readbyqxmd.com/read/29709226/physical-activity-and-sociodemographic-correlates-of-adolescent-exergamers
#6
Daheia J Barr-Anderson, Brian Cook, Katie Loth, Dianne Neumark-Sztainer
PURPOSE: Exergame use (or active video games that promote physical activity [PA]) has the potential to increase PA in youth, but there is a scarcity of information about PA of youth who are current exergamers. The current study examined PA behaviors in exergamers versus nonexergamers. METHODS: Adolescents (N = 2,793; mean age = 14.4 ± 2.0 years) participating in EAT 2010 (Eating and Activity in Teens) self-reported sociodemographic characteristics and exergaming and PA behavior...
May 2018: Journal of Adolescent Health: Official Publication of the Society for Adolescent Medicine
https://www.readbyqxmd.com/read/29708775/moderator-roles-of-optimism-and-weight-control-on-the-impact-of-playing-exergames-on-happiness-the-perspective-of-social-cognitive-theory-using-a-randomized-controlled-trial
#7
Huynh Van Nguyen, Han-Chung Huang, May-Kuen Wong, Ya-Hui Yang, Tzu-Ling Huang, Ching-I Teng
OBJECTIVE: The literature on exergames has examined their impact on user-perceived psychological health (i.e., user-perceived happiness), but little is known about whether such an impact depends on user characteristics. Therefore, this study used the perspective of social cognitive theory (SCT) to identify potential moderators (i.e., whether the user is optimistic or attempting to control his or her weight) of the impact of playing exergames on user-perceived happiness. MATERIALS AND METHODS: This large-scale randomized controlled trial recruited 337 college students (of whom 57...
April 30, 2018: Games for Health
https://www.readbyqxmd.com/read/29706705/the-feasibility-of-using-exergames-as-a-rehabilitation-tool-the-attitudes-awareness-opinions-and-experiences-of-physiotherapists-and-older-people-towards-exergames
#8
Abdullah Tobaigy, Mansour Abdullah Alshehri, Suzanne Timmons, Omar Farouk Helal
[Purpose] The aim of this study was to investigate the feasibility of using exergames as a rehabilitation tool by determining the attitudes, awareness, opinions and experiences of physiotherapists, and older people towards exergames. [Subjects and Methods] A cross-sectional study was conducted and two short self-developed questionnaires (for physiotherapists and older people) were distributed in three hospitals in Cork (Ireland) to assess the attitudes towards and familiarity with exergames among physiotherapists and older people...
April 2018: Journal of Physical Therapy Science
https://www.readbyqxmd.com/read/29697780/new-horizons-in-fall-prevention
#9
Stephen R Lord, Jacqueline C T Close
Falls pose a major threat to the well-being and quality of life of older people. Falls can result in fractures and other injuries, disability and fear and can trigger a decline in physical function and loss of autonomy. This article synthesises recent published findings on fall risk and mobility assessments and fall prevention interventions and considers how this field of research may evolve in the future. Fall risk topics include the utility of remote monitoring using wearable sensors and recent work investigating brain activation and gait adaptability...
April 25, 2018: Age and Ageing
https://www.readbyqxmd.com/read/29695069/mobile-exergaming-in-adolescents-everyday-life-contextual-design-of-where-when-with-whom-and-how-the-smartlife-case
#10
Ayla Schwarz, Ann DeSmet, Greet Cardon, Sebastien Chastin, Ruben Costa, António Grilo, Josue Ferri, Jorge Domenech, Jeroen Stragier
Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gameplay for mobile exergaming in adolescents’ everyday life to inform game design and the integration of gameplay into everyday life...
April 24, 2018: International Journal of Environmental Research and Public Health
https://www.readbyqxmd.com/read/29689716/effects-of-exergaming-in-people-with-dementia-results-of-a-systematic-literature-review
#11
Joeke van Santen, Rose-Marie Dröes, Marije Holstege, Olivier Blanson Henkemans, Annelies van Rijn, Ralph de Vries, Annemieke van Straten, Franka Meiland
BACKGROUND: Physical exercise benefits functioning, health, and well-being. However, people living with dementia in particular hardly engage in exercise. Exergaming (exercise and gaming) is an innovative, fun, and relatively safe way of exercising in a virtual reality or gaming environment. It may help people living with dementia overcome barriers they can experience regarding regular exercise activities. OBJECTIVE: This systematic literature review aims to provide an overview of the cost-effectiveness of exergaming and its effects on physical, cognitive, emotional, and social functioning, as well as the quality of life in people living with dementia...
April 17, 2018: Journal of Alzheimer's Disease: JAD
https://www.readbyqxmd.com/read/29688819/family-exergaming-correlates-and-preferences
#12
Ryan E Rhodes, Nnenna Nwachukwu, Alison Quinlan
OBJECTIVES: The family home is an important environment for reducing sedentary behavior and increasing physical activity (PA). Exergames are gaining attention as a possible modality for increasing energy expenditure within the home setting. The purpose of this study was to explore the use, correlates, and preferences of family exergaming. METHODS: An online survey of exergame preferences, social cognition (theory of planned behavior), and behaviors that parents perceive as displaced during exergaming was conducted among a representative sample of 483 Canadian parents with a child between the ages of 6 and 14 years of age who own a videogame platform in their family home...
April 24, 2018: Games for Health
https://www.readbyqxmd.com/read/29673837/movements-of-older-adults-during-exergaming-interventions-that-are-associated-with-the-systems-framework-for-postural-control-a-systematic-review
#13
REVIEW
Robin Tahmosybayat, Katherine Baker, Alan Godfrey, Nick Caplan, Gill Barry
One in three older adults fall annually, in part due to impairments in the physiological systems that make up the postural control (PC) system. Exercise, particularly balance training, helps to prevent deterioration and even to improve outcomes in the PC system. Exergaming (exercise-gaming) is interactive computer gaming whereby an individual moves the body in response to onscreen cues in a playful format. Exergaming is an alternative method to standard practice for improving PC outcomes, which has been shown to reduce the risk of falling...
May 2018: Maturitas
https://www.readbyqxmd.com/read/29673832/effects-of-physical-training-with-the-nintendo-wii-fit-plus-%C3%A2-and-protein-supplementation-on-musculoskeletal-function-and-the-risk-of-falls-in-pre-frail-older-women-protocol-for-a-randomized-controlled-clinical-trial-the-wiiprotein-study
#14
Audrin Said Vojciechowski, Simone Biesek, Jarbas Melo Filho, Estela Iraci Rabito, Maryelle Paula do Amaral, Anna Raquel Silveira Gomes
BACKGROUND: Frailty is one of the key geriatric syndromes and is related to the loss of functional independence. However, the practice of physical training (PT) combined with protein supplementation (PS) may improve musculoskeletal function (MF). OBJECTIVE: To verify the effect of PT using 'exergames' with or without PS on MF, nutritional status, and risk of falls in pre-frail older women. METHOD: The protocol is for a randomized controlled clinical trial with a sample of pre-frail older women, divided into 5 groups: control group; PT using exergames; PS; PT using exergames combined with PS; PT using exergames combined with isoenergetic supplementation...
May 2018: Maturitas
https://www.readbyqxmd.com/read/29669458/effects-of-dance-exergaming-on-depressive-symptoms-fear-of-falling-and-musculoskeletal-function-in-fallers-and-non-fallers-community-dewlling-older-women
#15
Elisângela Valevein Rodrigues, Luiza Herminia Gallo, Ana Tereza Bittencourt Guimarães, Jarbas Melo Filho, Bruna Cavon Luna, Anna Raquel Silveira Gomes
The aim of this study was to evaluate the effects of a pop dance exergaming protocol on fall risk factors-depressive symptoms, fear of falling and musculoskeletal function-in community-dwelling, older female fallers and non-fallers. There were 47 community-dwelling older women assigned to the Intervention Group [fallers (n=10, 69.8 ± 4.3 years); non-fallers (n = 12, 68.9 ± 3.3 years)] or the Control Group [fallers (n = 12, 73.6 ± 5.4 years); non-fallers (n = 13, 68.7 ± 4.8 years)]. The Control Group maintained their lifestyle and the Intervention Group performed a videogame dance training three times per week for 12 weeks...
April 19, 2018: Rejuvenation Research
https://www.readbyqxmd.com/read/29588271/development-of-an-exergame-to-deliver-a-sustained-dose-of-high-intensity-training-formative-pilot-randomized-trial
#16
Thomas McBain, Matthew Weston, Paul Crawshaw, Catherine Haighton, Iain Spears
BACKGROUND: Sport science can play a critical role in reducing health inequalities. The inverse relationship between life expectancy, cardiorespiratory fitness, and socioeconomic status could be addressed by performing high-intensity training (HIT), delivered in a class salient and accessible approach. Commercially available exergames have shown encouraging compliance rates but are primarily designed for entertainment purposes rather than focusing on health-related outcomes. A serious game tailored toward delivering an exercise stimulus, while reducing the aversive protocols associated with HIT, could be beneficial to engage and improve health outcomes in socially deprived males...
March 27, 2018: JMIR Serious Games
https://www.readbyqxmd.com/read/29566720/recalibrating-disparities-in-perceived-and-actual-balance-abilities-in-older-adults-a-mixed-methods-evaluation-of-a-novel-exergaming-intervention
#17
Toby J Ellmers, Ioannis Th Paraskevopoulos, A Mark Williams, William R Young
BACKGROUND: Published reports suggest a disparity between perceived and actual balance abilities, a trait associated with increased fall-risk in older adults. We investigate whether it is possible to 'recalibrate' these disparities using a novel gaming intervention. METHODS: We recruited 26 older adults for a 4-week intervention in which they participated in 8-sessions using a novel gaming intervention designed to provide explicit, augmented feedback related to postural control...
March 22, 2018: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/29529895/virtual-reality-exergaming-as-adjunctive-therapy-in-a-sub-acute-stroke-rehabilitation-setting-facilitators-and-barriers
#18
Ai-Vi Nguyen, Yau-Lok Austin Ong, Cindy Xin Luo, Thiviya Thuraisingam, Michael Rubino, Mindy F Levin, Franceen Kaizer, Philippe S Archambault
PURPOSE: To identify the facilitators and barriers perceived by clinicians to using an Exergaming Room as adjunct to conventional therapy. DESIGN: Phenomenological qualitative study using an interpretive description methodology. SUBJECTS: Ten clinicians (four physical therapists, six occupational therapists) from the Stroke Program at the Jewish Rehabilitation Hospital (nine female, one male, age range 25-50 years old) who referred clients to the Exergaming Room...
March 12, 2018: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/29525396/use-of-commercial-video-games-to-improve-postural-balance-in-patients-with-multiple-sclerosis-a-systematic-review-and-meta-analysis-of-randomised-controlled-clinical-trials
#19
M Parra-Moreno, J J Rodríguez-Juan, J D Ruiz-Cárdenas
INTRODUCTION: Commercial video games are considered an effective tool to improve postural balance in different populations. However, the effectiveness of these video games for patients with multiple sclerosis (MS) is unclear. OBJECTIVES: To analyse existing evidence on the effects of commercial video games on postural balance in patients with MS. MATERIAL AND METHOD: We conducted a systematic literature search on 11 databases (Academic-Search Complete, AMED, CENTRAL, CINAHL, WoS, IBECS, LILACS, Pubmed/Medline, Scielo, SPORTDiscus, and Science Direct) using the following terms: "multiple sclerosis", videogames, "video games", exergam*, "postural balance", posturography, "postural control", balance...
March 7, 2018: Neurología: Publicación Oficial de la Sociedad Española de Neurología
https://www.readbyqxmd.com/read/29510972/adapting-the-wii-fit-balance-board-to-enable-active-video-game-play-by-wheelchair-users-user-centered-design-and-usability-evaluation
#20
Mohanraj Thirumalai, William B Kirkland, Samuel R Misko, Sangeetha Padalabalanarayanan, Laurie A Malone
BACKGROUND: Active video game (AVG) playing, also known as "exergaming," is increasingly employed to promote physical activity across all age groups. The Wii Fit Balance Board is a popular gaming controller for AVGs and is used in a variety of settings. However, the commercial off-the-shelf (OTS) design poses several limitations. It is inaccessible to wheelchair users, does not support the use of stabilization assistive devices, and requires the ability to shift the center of balance (COB) in all directions to fully engage in game play...
March 6, 2018: JMIR Rehabilitation and Assistive Technologies
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