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Exergames

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https://www.readbyqxmd.com/read/29337023/the-effects-of-functional-training-bicycle-exercise-and-exergaming-on-walking-capacity-of-elderly-with-parkinson-s-disease-a-pilot-randomized-controlled-single-blinded-trial
#1
Daniel Dominguez Ferraz, Karen Valadares Trippo, Gabriel Pereira Duarte, Mansueto Gomes Neto, Kionna Oliveira Bernardes Santos, Jamary Oliveira Filho
OBJECTIVES: To compare the effects of functional training, bicycle exercise and exergaming on walking capacity of elderly with Parkinson disease (PD). DESIGN: A pilot randomized controlled single-blinded trial. SETTING: A State Reference Health Care Centre for Elderly, a public reference outpatient clinic for the elderly. PARTICIPANTS: Sixty-two elderly individuals (≥60 years-old) with idiopathic PD (stage 2 to 3 of modified Hoehn and Yahr) according to the London Brain Bank...
January 11, 2018: Archives of Physical Medicine and Rehabilitation
https://www.readbyqxmd.com/read/29335629/a-prospective-randomized-evaluation-of-the-feasibility-of-exergaming-on-patients-undergoing-hematopoietic-stem-cell-transplantation
#2
Helge Schumacher, Sabrina Stüwe, Peter Kropp, Doreen Diedrich, Sebastian Freitag, Nico Greger, Christian Junghanss, Mathias Freund, Inken Hilgendorf
The positive effects of physical and sports therapy for strain dependent physical practice and improved quality of life (QoL) are well known. Nevertheless, the available capacities and problem-oriented therapies in the setting of hematopoietic stem cell transplantation (HSCT) are limited. We conducted a prospective, randomized study among 42 HSCT recipients in order to investigate the influence of exergaming on Nintendo Wii® or classical physiotherapy (PT) on physical fitness and psychological well-being. The trial included evaluation of muscle strength, endurance, physical activity, distress, QoL, anxiety, and depression...
January 15, 2018: Bone Marrow Transplantation
https://www.readbyqxmd.com/read/29324408/assessing-dynamic-balance-performance-during-exergaming-based-on-speed-and-curvature-of-body-movements
#3
Venustiano Soancatl Aguilar, Jasper J van de Gronde, Claudine J C Lamoth, Natasha M Maurits, Jos B T M Roerdink
Improving balance performance among the elderly is of utmost importance because of the increasing number of injuries and fatalities caused by fall incidences. Digital games controlled by body movements (exergames) have been proposed as a way to improve balance among older people. However, the assessment of balance performance in real-time during exergaming remains a challenging task. This assessment could be used to provide instantaneous feedback and automatically adjust the exergame difficulty. Such features could potentially increase the motivation of the player, thus augmenting the effectiveness of exergames...
January 2018: IEEE Transactions on Neural Systems and Rehabilitation Engineering
https://www.readbyqxmd.com/read/29305789/correction-to-effects-of-exergaming-on-cardiovascular-risk-factors-and-adipokine-levels-in-women
#4
Maria Guadalupe Soares Amorim, Maurício Dias de Oliveira, Daiane Santos Soares, Leandro da Silva Borges, Alexandre Dermargos, Elaine Hatanaka
The original article was corrected.
January 5, 2018: Journal of Physiological Sciences: JPS
https://www.readbyqxmd.com/read/29298678/the-brainfit-study-efficacy-of-cognitive-training-and-exergaming-in-pediatric-cancer-survivors-a-randomized-controlled-trial
#5
Valentin Benzing, Noëmi Eggenberger, Janine Spitzhüttl, Valerie Siegwart, Manuela Pastore-Wapp, Claus Kiefer, Nedelina Slavova, Michael Grotzer, Theda Heinks, Mirko Schmidt, Achim Conzelmann, Maja Steinlin, Regula Everts, Kurt Leibundgut
BACKGROUND: Cancer survival comes at a price: pediatric cancer survivors bear a high risk for a wide range of cognitive difficulties. Therefore, interventions targeting these difficulties are required. The aim of the present clinical trial is to extend empirical evidence about efficacy of cognitive and physical training in pediatric cancer survivors. It is hypothesized that early cognitive and physical interventions affect the remediation of pediatric cancer survivors in terms of improved executive functions (primary outcome)...
January 3, 2018: BMC Cancer
https://www.readbyqxmd.com/read/29288962/assessing-dynamic-postural-control-during-exergaming-in-older-adults-a-probabilistic-approach
#6
V Soancatl Aguilar, C J C Lamoth, N M Maurits, J B T M Roerdink
Digital games controlled by body movements (exergames) have been proposed as a way to improve postural control among older adults. Exergames are meant to be played at home in an unsupervised way. However, only few studies have investigated the effect of unsupervised home-exergaming on postural control. Moreover, suitable methods to dynamically assess postural control during exergaming are still scarce. Dynamic postural control (DPC) assessment could be used to provide both meaningful feedback and automatic adjustment of exergame difficulty...
December 16, 2017: Gait & Posture
https://www.readbyqxmd.com/read/29234277/investigating-the-usability-and-acute-effects-of-a-bedside-video-console-to-prefrontal-cortical-activity-alterations-a-preclinical-study-in-healthy-elderly
#7
Ruud H Knols, Jaap Swanenburg, Dino De Bon, Federico Gennaro, Martin Wolf, Bernard Krüger, Dominique Bettex, Eling D de Bruin
Elderly people at risk of developing cognitive decline; e.g., following surgery, may benefit from structured, challenging, and repetitive cognitive video training. This study assessed usability and acute effects of a newly developed bedside console (COPHYCON). Fifteen healthy elderly individuals performed a one-time 80-min intervention, including cognitive video games aimed at improving awareness and selective attention. Perceived usefulness and perceived ease of use (Technology Acceptance Model) were assessed together with measures of the achieved game level, reaction times, (in-) correct responses during ALERT and SELECT game play...
2017: Frontiers in Systems Neuroscience
https://www.readbyqxmd.com/read/29227162/electromyography-biofeedback-exergames-to-enhance-grip-strength-and-motivation
#8
Nadia Garcia-Hernandez, Karen Garza-Martinez, Vicente Parra-Vega
BACKGROUND: Hand strength weakness affects the performance of most activities of daily living. This study aims to design, develop, and test an electromyography (EMG) biofeedback training system based on serious games to promote motivation and synchronization and proper work intensity in grip exercises for improving hand strength. MATERIALS AND METHODS: An EMG surface sensor, soft balls with different stiffness and three exergames, conforms the system to drive videogame clues in response to EMG-inferred grip strength, while overseeing motivation...
December 11, 2017: Games for Health
https://www.readbyqxmd.com/read/29189992/effects-of-exergaming-on-cardiovascular-risk-factors-and-adipokine-levels-in-women
#9
Maria Guadalupe Soares Amorim, Maurício Dias de Oliveira, Daiane Santos Soares, Leandro da Silva Borges, Alexandre Dermargos, Elaine Hatanaka
The aim of this study was to examine the effects of exergaming on the cardiovascular risk factors and adipokine levels of women engaged in the music video game Just Dance using the Xbox 360 Kinect console. Triglycerides, total cholesterol, HDL, LDL, FFA, CRP, TNF-α, Il-1β, IL-6, leptin, and resistin were measured in sedentary women before and 1 month after the practice of exergaming. We also evaluated anthropometric parameters. Our results indicate that total serum cholesterol, triglycerides, and LDL were reduced by 64, 29, and 12%, respectively...
November 30, 2017: Journal of Physiological Sciences: JPS
https://www.readbyqxmd.com/read/29189579/physical-demands-of-exergaming-in-healthy-young-adults
#10
Aaron M J Tietjen, Gavin R Devereux
Tietjen, AMJ and Devereux, GR. Physical demands of exergaming in healthy young adults. J Strength Cond Res XX(X): 000-000, 2017-The efficacy of whole-body exergaming (WBE) in healthy young adults remains largely unknown. This study aimed to: (a) compare the physical demands of WBE in healthy adults with traditional exercise; (b) determine whether the physical demands of WBE were reproducible. Twenty-five healthy adults (age: 22.9 ± 6.4 years; height: 1.7 ± 0.1 m; mass: 69.1 ± 12.2 kg) completed two 10-minute experimental conditions (WBE on the Xbox Kinect and treadmill walking) in a randomized cross-over design study...
November 16, 2017: Journal of Strength and Conditioning Research
https://www.readbyqxmd.com/read/29173102/mokey-a-versatile-exergame-creator-for-everyday-usage
#11
Martina Eckert, Marcos López, Carlos Lázaro, Juan Meneses
Currently, virtual applications for physical exercises are highly appreciated as rehabilitation instruments. This paper presents a middleware called "MoKey" (Motion Keyboard), which converts standard off-the-shelf software into exergames (exercise games). A configurable set of gestures, captured by a motion capture camera, is translated into the key strokes required by the chosen software. The present study assessed the tool regarding usability and viability on a heterogeneous group of 11 participants, aged 5-51, with moderate to severe disabilities, and mostly bound to a wheelchair...
November 27, 2017: Assistive Technology: the Official Journal of RESNA
https://www.readbyqxmd.com/read/29168787/fred-exergame-to-prevent-dependence-and-functional-deterioration-associated-with-ageing-a-pilot-three-week-randomized-controlled-clinical-trial
#12
Iranzu Mugueta-Aguinaga, Begonya Garcia-Zapirain
Introduction: Frailty syndrome and advanced age may decrease the acceptance of illness and quality of life, and worsen patients' existing health conditions, as well as leading to an increase in health care expenses. Purpose: The purpose of this study is to reduce frailty risk via the use of a FRED game which has been expressly designed and put together for the study. Materials and methods: A total of 40 frail volunteers with a score of <10 points in the short physical performance battery (SPPB) took part in a feasibility study in order to validate the FRED game...
November 23, 2017: International Journal of Environmental Research and Public Health
https://www.readbyqxmd.com/read/29143266/-measuring-physical-literacy-and-related-constructs-a-systematic-review-of-empirical-findings
#13
REVIEW
Lowri C Edwards, Anna S Bryant, Richard J Keegan, Kevin Morgan, Stephen-Mark Cooper, Anwen M Jones
BACKGROUND: The concept of physical literacy has received increased research and international attention recently. Where intervention programs and empirical research are gaining momentum, their operationalizations differ significantly. OBJECTIVE: The objective of this study was to inform practice in the measure/assessment of physical literacy via a systematic review of research that has assessed physical literacy (up to 14 June, 2017). METHODS: Five databases were searched using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses for Protocols guidelines, with 32 published articles meeting the inclusion criteria...
November 15, 2017: Sports Medicine
https://www.readbyqxmd.com/read/29131678/exergames-designed-for-older-adults-a-pilot-evaluation-on-psychosocial-well-being
#14
Jinhui Li, Xuexin Xu, Pham Tan Phat, Yin-Leng Theng, Niina Katajapuu, Mika Luimula
OBJECTIVE: Exergames are increasingly been used in the primary healthcare domain for older adults who are 65 years and above. However, most of the exergames on current market are not designed for the aging population. The current study introduced five new exergames developed for elderly and evaluated their benefits. METHODS: Five new exergames were developed by researchers from Finland, Singapore, and Japan, in which the game topics, difficulties, and user interface were designed particularly for older adults...
November 13, 2017: Games for Health
https://www.readbyqxmd.com/read/29112939/serious-games-for-arm-rehabilitation-of-persons-with-multiple-sclerosis-a-randomized-controlled-pilot-study
#15
Johanna Jonsdottir, Rita Bertoni, Michael Lawo, Angelo Montesano, Thomas Bowman, Silvia Gabrielli
OBJECTIVES: The feasibility and preliminary evidence for efficacy of a serious games platform compared to exergame using the Wii for arm rehabilitation in persons with multiple sclerosis (MS) was investigated. METHODS: A pilot single-blind randomized (2:1) controlled in clinic trial was carried out. Sixteen persons with MS participated (age years 56.8 (SD 12.3), MS-onset years 19.4 (SD 12.3), EDSS 6.5). Ten participants used a serious games platform (Rehab@Home) while 6 participants played with the commercial Wii platform, for four weeks (40min, 12 sessions/4 weeks)...
October 28, 2017: Multiple Sclerosis and related Disorders
https://www.readbyqxmd.com/read/29104712/design-and-real-world-evaluation-of-eyes-free-yoga-an-exergame-for-blind-and-low-vision-exercise
#16
Kyle Rector, Roger Vilardaga, Leo Lansky, Kellie Lu, Cynthia L Bennett, Richard E Ladner, Julie A Kientz
People who are blind or low vision may have a harder time participating in exercise due to inaccessibility or lack of encouragement. To address this, we developed Eyes-Free Yoga using the Microsoft Kinect that acts as a yoga instructor and has personalized auditory feedback based on skeletal tracking. We conducted two different studies on two different versions of Eyes-Free Yoga: (1) a controlled study with 16 people who are blind or low vision to evaluate the feasibility of a proof-of-concept and (2) an 8-week in-home deployment study with 4 people who are blind or low vision, with a fully functioning exergame containing four full workouts and motivational techniques...
April 2017: ACM Transactions on Accessible Computing
https://www.readbyqxmd.com/read/29098087/exergame-grading-scheme-concept-development-and-preliminary-psychometric-evaluations-in-cancer-survivors
#17
Hsiao-Lan Wang, Chiung-Ju Liu, Marcus Kilpatrick, Heather Jim, Susan McMillan, Nisha Vijayakumar, Sally McDonald, Tapan Padhya, Jeffery Russell, Karen Vondruska, Constance Visovsky
The challenge of using exergames to promote physical activity among cancer survivors lies in the selection of the exergames that match their fitness level. There is a need for a standardized grading scheme by which to judge an exergame's capacity to address specific physical fitness attributes with different levels of physical engagement. The study aimed to develop an Exergame Grading Scheme and preliminarily evaluate its psychometric properties. Fourteen (14) items were created from the human movement and exergame literature...
2017: Rehabilitation Research and Practice
https://www.readbyqxmd.com/read/29077484/anxiolytic-effects-of-a-single-session-of-the-exergame-zumba-%C3%A2-fitness-on-healthy-young-women
#18
Ricardo Borges Viana, Claudia Lima Alves, Carlos Alexandre Vieira, Rodrigo Luiz Vancini, Mario Hebling Campos, Paulo Gentil, Marília Santos Andrade, Claudio Andre Barbosa de Lira
OBJECTIVE: Exergames appear to be a promising tool to increase energy expenditure and physical fitness. However, less is known about the effect of a single session of an exergame on anxiety state. Thus, the aim of this study was to evaluate the effects of a single session of the exergame Zumba(®) Fitness (Xbox 360 Kinect(®)) on the anxiety state of healthy young women. MATERIALS AND METHODS: Forty healthy young women (22.9 ± 3.7 years; 62.43 ± 8.75 kg; 1...
October 27, 2017: Games for Health
https://www.readbyqxmd.com/read/29072042/active-exergames-to-improve-cognitive-functioning-in-neurological-disabilities-a-systematic-review-and-meta-analysis
#19
Gioia Mura, Mauro G Carta, Federica Sancassiani, Sergio Machado, Luca Prosperini
INTRODUCTION: Exergames represent a way to perform physical activity through active video games, serving as potentially useful tool in the field of neurorehabilitation. However, little is known regarding the possible role of exergames in improving cognitive functions in persons suffering from neurological disabilities. EVIDENCE ACQUISITION: A search for relevant articles was carried out on PubMed/Medline, Scopus, PEDro, and Google Scholar. Only randomized controlled studies and non-randomized but controlled studies were retained...
October 25, 2017: European Journal of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/29066423/examining-motivations-to-play-pok%C3%A3-mon-go-and-their-influence-on-perceived-outcomes-and-physical-activity
#20
Oriol Marquet, Claudia Alberico, Deepti Adlakha, J Aaron Hipp
BACKGROUND: Pokémon GO is the most played augmented reality game in history. With more than 44 million players at the peak of its popularity, the game has sparked interest on its effects on the young population's health. OBJECTIVE: This pilot study examined motivations to start playing Pokémon GO among a sample of US college students, and how motivations were associated with perceived outcomes of the playing experience and physical activity derived while playing...
October 24, 2017: JMIR Serious Games
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