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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
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
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
Hsiao-Lan Wang, Susan C McMillan, Nisha Vijayakumar, Sally McDonald, Li-Ting Huang, Clement Gwede, Tapan Padhya, Jeffery Russell, Karen Vondruska, Harleah G Buck, Yangxin Huang, Connie Visovsky
BACKGROUND: Cancer-related fatigue (CRF) reduces head and neck cancer (HNC) survival rates and is the most common, severe, and distressing symptom negatively impacting activities of daily living (ADLs) dependence among HNC patients. These patients remain physically inactive after their cancer treatment, although there is consensus that physical activity mitigates CRF in cancer patients. OBJECTIVE: A home-based personalized behavioral physical activity intervention with fitness graded motion exergames (PAfitME) was evaluated for its intervention components, intervention delivery mode, and intervention contact time/duration with initial assessment of the feasibility, acceptability, safety, and outcomes...
February 15, 2018: Cancer Nursing
Liam McAuliffe, Gaynor C Parfitt, Roger G Eston, Caitlin Gray, Hannah A D Keage, Ashleigh E Smith
 Background: Exercise adherence in already low-active older adults with and without mild cognitive impairment (MCI) remains low. Perceptual regulation and exergaming may facilitate future exercise behaviour by improving the affective experience, however evidence that this population can perceptually regulate is lacking. To explore this, we investigated 1) perceptual regulation of exercise intensity during either exergaming or regular ergometer cycling and 2) explored affective responses...
2018: BMC Sports Science, Medicine and Rehabilitation
Deborah I Thompson, Dora Cantu, Chishinga Callender, Yan Liu, Mayur Rajendran, Madhur Rajendran, Yuting Zhang, Zhigang Deng
OBJECTIVE: Exergames played with a photorealistic avatar may enhance motivation to play, in addition to frequency, duration, and intensity of game-play. This article reports the feasibility and preliminary efficacy of an exergame played with a photorealistic avatar on physical activity (PA) intensity in a laboratory-based study. MATERIALS AND METHODS: Teens (12-14 years old) were recruited from a large, metropolitan area of the southwestern United States. Parents provided written informed consent...
February 6, 2018: Games for Health
Ainara Garde, Manil Chowdhury, Aryannah U Rollinson, Mika Johnson, Paul Prescod, Jean Pierre Chanoine, John Mark Ansermino, Guy A Dumont
BACKGROUND: Exergaming is potentially useful to promote physical activity in children; however, long-term effectiveness is unclear. MobileKids Monster Manor (MKMM) is a mobile exergame developed with the help of young advisors. The game wirelessly transmits physical activity data from an accelerometer to a mobile device. Players' steps are redeemed for in-game rewards, for example, new characters. OBJECTIVE: First, to evaluate whether increased physical activity previously observed in a 1-week intervention is sustained over a 2-week intervention and 1-week follow-up, and second, to compare impact in schools within different socioeconomic environments...
February 2018: Games for Health
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
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
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
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
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
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
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
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...
February 2018: Games for Health
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
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
Martina Eckert, Marcos López, Carlos Lázaro, Juan Meneses
Currently, virtual applications for physical exercises are highly appreciated as rehabilitation instruments. This article 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 assesses the tool regarding usability and viability on a heterogeneous group of 11 participants, aged 5 to 51, with moderate to severe disabilities, and mostly bound to a wheelchair...
November 27, 2017: Assistive Technology: the Official Journal of RESNA
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
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
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