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Exergames

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https://www.readbyqxmd.com/read/28092144/exergaming-boxing-versus-heavy-bag-boxing-are-these-equipotent-for-individuals-with-spinal-cord-injury
#1
Maziah Mat Rosly, Hadi Mat Rosly, Nazirah Hasnan, Glen M Davis, Ruby Husain
BACKGROUND: Current strategies for increased physical activity and exercise in individuals with spinal cord injury (SCI) face many challenges with regards to maintaining their continuity of participation. Barriers cited often include problems with accessing facilities, mundane, monotonous or boring exercises and expensive equipment that is often not adapted for wheelchair users. AIM: To compare the physiological responses and user preferences between conventional heavy bag boxing against a novel form of video game boxing, known as exergaming boxing...
January 13, 2017: European Journal of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/28077348/user-centered-design-of-serious-games-for-older-adults-following-3-years-of-experience-with-exergames-for-seniors-a-study-design
#2
Ellen Brox, Stathis Th Konstantinidis, Gunn Evertsen
BACKGROUND: Seniors need sufficient balance and strength to manage in daily life, and sufficient physical activity is required to achieve and maintain these abilities. This can be a challenge, but fun and motivational exergames can be of help. However, most commercial games are not suited for this age group for several reasons. Many usability studies and user-centered design (UCD) protocols have been developed and applied, but to the best of our knowledge none of them are focusing on seniors' use of games for physical activity...
January 11, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28068954/cognitively-and-physically-demanding-exergaming-to-improve-executive-functions-of-children-with-attention-deficit-hyperactivity-disorder-a-randomised-clinical-trial
#3
Valentin Benzing, Mirko Schmidt
BACKGROUND: Attention deficit hyperactivity disorder (ADHD) is one of the most common mental disorders observed in childhood and adolescence. Its key symptoms - reduced attention, poor control of impulses as well as increased motor activity - are associated with decreased executive functions performance, finally affecting academic achievement. Although drug treatments usually show some effect, alternative treatments are continually being sought, due to lack of commitment and possible side effects...
January 10, 2017: BMC Pediatrics
https://www.readbyqxmd.com/read/28030542/acute-cognitively-engaging-exergame-based-physical-activity-enhances-executive-functions-in-adolescents
#4
Valentin Benzing, Theda Heinks, Noëmi Eggenberger, Mirko Schmidt
The study aimed to elucidate the influence of cognitive engagement comprised in an acute bout of exergame-based physical activity on executive functions (inhibition, cognitive flexibility) in adolescents. Therefore, the level of cognitive engagement and the intensity of physical activity were systematically varied across three experimental conditions. Sixty-five healthy male adolescents (13-16 years) were randomly assigned to one of three conditions: (a) physical activity with high levels of cognitive engagement during active video gaming, (b) physical activity with low levels of cognitive engagement during active video gaming, (c) sedentary with low levels of cognitive engagement during passive video watching...
2016: PloS One
https://www.readbyqxmd.com/read/28029063/computerized-physical-activity-training-for-persons-with-severe-mental-illness-experiences-from-a-communal-supported-housing-project
#5
Amanda Lundvik Gyllensten, Karl-Anton Forsberg
PURPOSE: To study the effectiveness of Exergames in communal psychiatry for persons with severe mental illness, a randomized cluster study was performed. The hypothesis was to increase physical activity habits to improve somatic health. To identify factors promoting or impeding the use of the Exergames. METHODS: Assessments of BMI, blood pressure, physical fitness, SF36, GAF and social interactions were studied at baseline and 10 months. An integrated methods design using content analysis of focus group interviews was integrated with a statistical analysis...
December 28, 2016: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/28028958/the-effectiveness-of-exergames-in-patients-with-ankylosing-spondylitis-a-randomized-controlled-trial
#6
Ali Yavuz Karahan, Fatih Tok, Pelin Yildirim, Banu Ordahan, Gozde Turkoglu, Nilay Sahin
BACKGROUND: Exergames are a well-known type of game based on a virtual avatar's body movements. This hightech approach promotes an active lifestyle. OBJECTIVES: The aim of this randomized controlled trial was to evaluate the effects of exergames on pain, disease activity, functional capacity and quality of life in patients with ankylosing spondylitis (AS). MATERIAL AND METHODS: The study involved 60 patients, who were randomized into either the exergame group (EG) or the control group (CG)...
September 2016: Advances in Clinical and Experimental Medicine: Official Organ Wroclaw Medical University
https://www.readbyqxmd.com/read/27992237/a-community-based-exergaming-physical-activity-program-improves-readiness-to-change-and-self-efficacy-among-rural-residing-older-adults
#7
Ashleigh J Sowle, Sarah L Francis, Jennifer A Margrett, Mark C Shelley, Warren D Franke
Rural-residing older adults (OA) are not meeting physical activity (PA) recommendations, such that identifying methods of increasing PA among OA remains an ongoing challenge. This study evaluated the effect of a community-based exergaming program on PA readiness-to-change and self-efficacy among rural-residing OA (n=265). There was a significant (p=.008) increase in readiness-to-change classification from PRE to POST. Significant increases in self-efficacy, or confidence in their ability to be physically active for a prescribed period of time, were detected for 35 (p=...
December 19, 2016: Journal of Aging and Physical Activity
https://www.readbyqxmd.com/read/27976953/improving-psychosocial-well-being-of-older-adults-through-exergaming-the-moderation-effects-of-intergenerational-communication-and-age-cohorts
#8
Xuexin Xu, Jinhui Li, Tan Phat Pham, Charles T Salmon, Yin-Leng Theng
OBJECTIVE: Exergaming is one way to foster social interaction among older adults and to improve their psychosocial well-being, which is a crucial component of healthy aging. This study examined how exergaming affects older adults' social anxiousness, sociability, and loneliness, and it further analyzed differences in the exergaming effects across different types of game play and between different aging cohorts. METHOD: A 2 (pre-test vs. post-test) × 2 (young-old vs...
December 2016: Games for Health
https://www.readbyqxmd.com/read/27973919/effectiveness-of-technology-based-distance-physical-rehabilitation-interventions-on-physical-activity-and-walking-in-multiple-sclerosis-a-systematic-review-and-meta-analysis-of-randomized-controlled-trials
#9
Aki Rintala, Sanna Hakala, Jaana Paltamaa, Ari Heinonen, Juha Karvanen, Tuulikki Sjögren
OBJECTIVE: To determine the effectiveness of technology-based distance physical rehabilitation interventions in multiple sclerosis (MS) on physical activity and walking. DATA SOURCES: A systematic literature search was conducted in seven databases from January 2000 to September 2016. Randomized controlled trials of technology-based distance physical rehabilitation interventions on physical activity and walking outcome measures were included. METHODS: Methodological quality of the studies was determined and a meta-analysis was performed...
December 15, 2016: Disability and Rehabilitation
https://www.readbyqxmd.com/read/27965570/combining-exergame-training-with-omega-3-fatty-acid-supplementation-protocol-for-a-randomized-controlled-study-assessing-the-effect-on-neuronal-structure-function-in-the-elderly-brain
#10
Alexandra Schättin, Eling D de Bruin
A common problem in the older population is the risk of falling and related injury, immobility, and reduced survival. Age-related neuronal changes, e.g., decline in gray-and white-matter, affect neuronal, cognitive, and motor functioning. The improvement of these factors might decrease fall events in elderly. Studies showed that administration of video game-based physical exercise, a so-called exergame, or omega-3 fatty acid (FA) may improve motor and/or cognitive functioning through neuronal changes in the brain of older adults...
2016: Frontiers in Aging Neuroscience
https://www.readbyqxmd.com/read/27941237/disentangling-the-health-benefits-of-walking-from-increased-exposure-to-falls-in-older-people-using-remote-gait-monitoring-and-multi-dimensional-analysis
#11
Matthew A Brodie, Yoshiro Okubo, Janneke Annegarn, Rainer Wieching, Stephen R Lord, Kim Delbaere
Falls and physical deconditioning are two major health problems for older people. Recent advances in remote physiological monitoring provide new opportunities to investigate why walking exercise, with its many health benefits, can both increase and decrease fall rates in older people. In this paper we combine remote wearable device monitoring of daily gait with non-linear multi-dimensional pattern recognition analysis; to disentangle the complex associations between walking, health and fall rates. One week of activities of daily living (ADL) were recorded with a wearable device in 96 independent living older people prior to completing 6 months of exergaming interventions...
January 2017: Physiological Measurement
https://www.readbyqxmd.com/read/27932975/adaptations-of-prefrontal-brain-activity-executive-functions-and-gait-in-healthy-elderly-following-exergame-and-balance-training-a-randomized-controlled-study
#12
Alexandra Schättin, Rendel Arner, Federico Gennaro, Eling D de Bruin
During aging, the prefrontal cortex (PFC) undergoes age-dependent neuronal changes influencing cognitive and motor functions. Motor-learning interventions are hypothesized to ameliorate motor and cognitive deficits in older adults. Especially, video game-based physical exercise might have the potential to train motor in combination with cognitive abilities in older adults. The aim of this study was to compare conventional balance training with video game-based physical exercise, a so-called exergame, on the relative power (RP) of electroencephalographic (EEG) frequencies over the PFC, executive function (EF), and gait performance...
2016: Frontiers in Aging Neuroscience
https://www.readbyqxmd.com/read/27923177/the-effect-of-exergaming-on-knee-proprioception-in-older-men-a-randomized-controlled-trial
#13
Hassan Sadeghi, Mohammad Nazrul Hakim, Tengku Aizan Hamid, Saidon Bin Amri, Mohsen Razeghi, Mohammadreza Farazdaghi, Elham Shakoor
BACKGROUND: Proprioception is the ability to sense the body position, muscle sense, joint stability and posture. As balance decreases during the process of aging, knee proprioception has a critical role in body balance and daily activities. Exergaming has shown to be a potentially effective and more enjoyable form of exercise delivery. OBJECTIVE: The purpose of this study was to determine the effect of an 8-week Xbox Kinect exercise program on knee proprioception in healthy older adults...
March 2017: Archives of Gerontology and Geriatrics
https://www.readbyqxmd.com/read/27911621/exergaming-for-health-a-randomized-study-of-community-based-exergaming-curriculum-in-pediatric-weight-management
#14
Amy L Christison, Tyler A Evans, Brandon B Bleess, Huaping Wang, Jean C Aldag, Helen J Binns
OBJECTIVE: To evaluate the effectiveness and sustainable impact of a multifaceted community-based weight intervention program for children, including exergaming curriculum. METHODS: Eighty overweight or obese children, aged 8-12 years, were randomly assigned in a 2:1 ratio to an Exergaming for Health intervention group, comprising both exergaming and classroom curriculum, or to a control group with classroom curriculum alone. Outcome measures included body mass index (BMI), z-score change, and shuttle runs to assess cardiorespiratory endurance...
December 2016: Games for Health
https://www.readbyqxmd.com/read/27866346/comparing-the-effects-of-an-acute-bout-of-physical-exercise-with-an-acute-bout-of-interactive-mental-and-physical-exercise-on-electrophysiology-and-executive-functioning-in-younger-and-older-adults
#15
Julia Dimitrova, Michael Hogan, Patrick Khader, Denis O'Hora, Liam Kilmartin, Jane C Walsh, Richard Roche, Cay Anderson-Hanley
BACKGROUND: Physical exercise has been shown to improve cognitive and neural functioning in older adults. AIMS AND METHODS: The current study compared the effects of an acute bout of physical exercise with a bout of interactive mental and physical exercise (i.e., "exergaming") on executive (Stroop) task performance and event-related potential (ERP) amplitudes in younger and older adults. RESULTS: Results revealed enhanced executive task performance in younger and older adults after exercise, with no differences in performance between exercise conditions...
November 19, 2016: Aging Clinical and Experimental Research
https://www.readbyqxmd.com/read/27862145/nonphysical-effects-of-exergames-on-child-and-adolescent-well-being-a-comprehensive-systematic-review
#16
REVIEW
Katja Joronen, Anna Aikasalo, Anne Suvitie
BACKGROUND: Exergames have the potential to promote physical activity among children and adolescents. They also have other important benefits, but knowledge about other than the physical effects of exergaming remains thin. AIM: To report the findings of a review of ten studies on the nonphysical effects of exergames on child and adolescent well-being. DATA SOURCES: A broad search strategy was employed to identify relevant studies in CINAHL Ebsco Host, Ovid MEDLINE, Psycinfo ProQuest, Eric ProQuest, Scopus and Cochrane Library...
November 16, 2016: Scandinavian Journal of Caring Sciences
https://www.readbyqxmd.com/read/27860515/a-bespoke-kinect-stepping-exergame-for-improving-physical-and-cognitive-function-in-older-people-a-pilot-study
#17
Jaime A Garcia, Daniel Schoene, Stephen R Lord, Kim Delbaere, Trinidad Valenzuela, Karla Felix Navarro
BACKGROUND: Systematic review evidence has shown that step training reduces the number of falls in older people by half. This study investigated the feasibility and effectiveness of a bespoke Kinect stepping exergame in an unsupervised home-based setting. MATERIALS AND METHODS: An uncontrolled pilot trial was conducted in 12 community-dwelling older adults (mean age 79.3 ± 8.7 years, 10 females). The stepping game comprised rapid stepping, attention, and response inhibition...
December 2016: Games for Health
https://www.readbyqxmd.com/read/27854288/a-new-multi-sensor-fusion-scheme-to-improve-the-accuracy-of-knee-flexion-kinematics-for-functional-rehabilitation-movements
#18
Halim Tannous, Dan Istrate, Aziz Benlarbi-Delai, Julien Sarrazin, Didier Gamet, Marie Christine Ho Ba Tho, Tien Tuan Dao
Exergames have been proposed as a potential tool to improve the current practice of musculoskeletal rehabilitation. Inertial or optical motion capture sensors are commonly used to track the subject's movements. However, the use of these motion capture tools suffers from the lack of accuracy in estimating joint angles, which could lead to wrong data interpretation. In this study, we proposed a real time quaternion-based fusion scheme, based on the extended Kalman filter, between inertial and visual motion capture sensors, to improve the estimation accuracy of joint angles...
November 15, 2016: Sensors
https://www.readbyqxmd.com/read/27842603/simulated-partners-and-collaborative-exercise-space-to-boost-motivation-for-astronauts-study-protocol
#19
Deborah L Feltz, Lori Ploutz-Snyder, Brian Winn, Norbert L Kerr, James M Pivarnik, Alison Ede, Christopher Hill, Stephen Samendinger, William Jeffery
BACKGROUND: Astronauts may have difficulty adhering to exercise regimens at vigorous intensity levels during long space missions. Vigorous exercise is important for aerobic and musculoskeletal health during space missions and afterwards. A key impediment to maintaining vigorous exercise is motivation. Finding ways to motivate astronauts to exercise at levels necessary to mitigate reductions in musculoskeletal health and aerobic capacity have not been explored. The focus of Simulated Partners and Collaborative Exercise (SPACE) is to use recently documented motivation gains in task groups to heighten the exercise experience for participants, similar in age and fitness to astronauts, for vigorous exercise over a 6-month exercise regimen...
November 14, 2016: BMC Psychology
https://www.readbyqxmd.com/read/27825723/exergame-technology-and-interactive-interventions-for-elderly-fall-prevention-a-systematic-literature-review
#20
Sang D Choi, Liangjie Guo, Donghun Kang, Shuping Xiong
Training balance and promoting physical activities in the elderly can contribute to fall-prevention. Due to the low adherence of conventional physical therapy, fall interventions through exergame technologies are emerging. The purpose of this review study is to synthesize the available research reported on exergame technology and interactive interventions for fall prevention in the older population. Twenty-five relevant papers retrieved from five major databases were critically reviewed and analyzed. Results showed that the most common exergaming device for fall intervention was Nintendo Wii, followed by Xbox Kinect...
November 5, 2016: Applied Ergonomics
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