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Exergames

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https://www.readbyqxmd.com/read/28528804/an-interactive-videogame-for-arm-and-hand-exercise-in-people-with-parkinson-s-disease-a-randomized-controlled-trial
#1
Natalie E Allen, Jooeun Song, Serene S Paul, Stuart Smith, Jonathan O'Duffy, Matthew Schmidt, Rachelle Love, Catherine Sherrington, Colleen G Canning
INTRODUCTION: People with Parkinson's disease (PD) have difficulty performing upper extremity (UE) activities. The aim of this study was to investigate if exergames targeting the UE improve arm and hand activities and impairments and to establish the acceptability and feasibility of these games in people with PD. METHODS: Two tablet-based exergames were developed which were controlled with finger movements or unimanual whole arm movements. Participants with PD were randomized to an exergame (n = 19) or control (n = 19) group...
May 15, 2017: Parkinsonism & related Disorders
https://www.readbyqxmd.com/read/28491483/twelve-weeks-of-dance-exergaming-in-overweight-and-obese-adolescent-girls-transfer-effects-on-physical-activity-screen-time-and-self-efficacy
#2
Amanda E Staiano, Robbie A Beyl, Daniel S Hsia, Peter T Katzmarzyk, Robert L Newton
BACKGROUND: Given the low levels of physical activity (PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA from one context to another context, exergames (i.e., video games that require gross motor activity) may act as a gateway to promote overall PA outside of game play. The purpose of this study was to examine potential transfer effects (i.e., influences on external behaviors and psychological constructs) of a 12-week exergaming intervention on adolescent girls' PA, screen-time, and self-efficacy towards PA, as well as the intrinsic motivation of exergaming...
March 2017: Journal of Sport and Health Science
https://www.readbyqxmd.com/read/28489067/a-study-protocol-for-applying-user-participation-and-co-learning-lessons-learned-from-the-ebalance-project
#3
Anna Cristina Åberg, Kjartan Halvorsen, Ingrid From, Åsa Bergman Bruhn, Lars Oestreicher, Anita Melander-Wikman
The eBalance project is based on the idea that serious exergames-i.e., computer gaming systems with an interface that requires physical exertion to play-that are well adapted to users, can become a substantial part of a solution to recognized problems of insufficient engagement in fall-prevention exercise and the high levels of fall-related injuries among older people. This project is carried out as a collaboration between eight older people who have an interest in balance training and met the inclusion criteria of independence in personal activities of daily living, access to and basic knowledge of a computer, four staff working with the rehabilitation of older adults, and an interdisciplinary group of six research coordinators covering the areas of geriatric care and rehabilitation, as well as information technology and computer science...
May 10, 2017: International Journal of Environmental Research and Public Health
https://www.readbyqxmd.com/read/28479565/enhancing-long-term-motivation-of-cardiac-patients-by-applying-exergaming-in-rehabilitation-training
#4
Joe Volmer, Malte Burkert, Heiko Krumm, Abdurrahman Abodahab, Patrick Dinklage, Marius Feltmann, Chris Kröger, Pernes Panta, Felix Schäfer, David Scheidt, Marcel Sellung, Hauke Singerhoff, Christofer Steingrefer, Thomas Schmidt, Jan-Dirk Hoffmann, Detlev Willemsen, Nils Reiss
Although regular physical activities reduce mortality and increase quality of life many cardiac patients discontinue training due to lack of motivation, lack of time or having health concerns because of a too high training intensity. Therefore, we developed an exergaming based system to enhance long-term motivation in the context of rehabilitation training. We combined different hardware components such as vital sensors, a virtual reality headset, a motion detecting camera, a bicycle ergometer and a motion platform to create an immersive and fun experience for the training user without having to worry about any negative health impact...
2017: Studies in Health Technology and Informatics
https://www.readbyqxmd.com/read/28452070/effect-of-exergames-on-musculoskeletal-pain-a-systematic-review-and-meta-analysis
#5
REVIEW
D Collado-Mateo, E Merellano-Navarro, P R Olivares, J García-Rubio, N Gusi
The main objective was to systematically review the scientific literature about the effects of exergame-based interventions on musculoskeletal pain, as well as to provide directions for the clinical practice. A systematic search was conducted in four electronic databases following PRISMA guidelines. The inclusion criteria were as follows: (a) the subjects were suffering musculoskeletal pain, (b) the study was randomized controlled trial (RCT), (c) intervention was based on exergames, (d) the article was written in English, and (e) the article was not an abstract or summary presented in a congress or conference...
April 27, 2017: Scandinavian Journal of Medicine & Science in Sports
https://www.readbyqxmd.com/read/28448175/gaming-your-way-to-health-a-systematic-review-of-exergaming-programs-to-increase-health-and-exercise-behaviors-in-adults
#6
Tamara D Street, Sarah J Lacey, Rebecca R Langdon
OBJECTIVE: Adults who are not engaged by traditional exercise methods require a strategy to achieve and maintain sufficient physical activity for health benefits. Exergames, or active videogames, may motivate some adults to engage in physical activity. This review explored the use of exergaming to promote physical activity behaviors and health in adults. MATERIALS AND METHODS: A systematic literature review of the use of exergaming was conducted. The review included experimental studies with a nonclinical adult population, which measured changes in physical activity behaviors and changes in anthropometric healthy weight indicators...
April 27, 2017: Games for Health
https://www.readbyqxmd.com/read/28446376/comparison-of-virtual-reality-exergaming-and-home-exercise-programs-in-patients-with-subacromial-impingement-syndrome-and-scapular-dyskinesis-short-term-effect
#7
Nihan Ozunlu Pekyavas, Nevin Ergun
OBJECTIVE: The aim of this study was to compare the short term effects of home exercise program and virtual reality exergaming in patients with subacromial impingement syndrome (SAIS). METHODS: A total of 30 patients with SAIS were randomized into two groups which are Home Exercise Program (EX Group) (mean age: 40.6 ± 11.7 years) and Virtual Reality Exergaming Program (WII Group) (mean age: 40.33 ± 13.2 years). Subjects were assessed at the first session, at the end of the treatment (6 weeks) and at 1 month follow-up...
April 24, 2017: Acta Orthopaedica et Traumatologica Turcica
https://www.readbyqxmd.com/read/28444660/effects-of-cycling-and-exergaming-on-neurotrophic-factors-in-elderly-type-2-diabetic-men-a-preliminary-investigation
#8
Christian Brinkmann, Leonie Schäfer, Magd Masoud, Joachim Latsch, Daniel Lay, Wilhelm Bloch, Klara Brixius
Patients with type 2 diabetes mellitus (T2DM) are at increased risk of developing neurodegenerative diseases. There is growing evidence that repeated exercise-induced transient increases in neurotrophic factors can augment neurogenesis and neuroplasticity. This pilot study compares the effects of 30-min submaximal cycling with those of exergaming (combining exercise and video gaming) at the same duration and same rating of perceived exertion (BORG RPE: 14-15) on serum neurotrophic factors in 8 elderly non-insulin-dependent T2DM patients (71±4 years) (2×2 crossover design)...
April 25, 2017: Experimental and Clinical Endocrinology & Diabetes
https://www.readbyqxmd.com/read/28442405/the-effect-of-active-video-games-on-cognitive-functioning-in-clinical-and-non-clinical-populations-a-meta-analysis-of-randomized-controlled-trials
#9
REVIEW
Emma Stanmore, Brendon Stubbs, Davy Vancampfort, Eling D de Bruin, Joseph Firth
Physically-active video games ('exergames') have recently gained popularity for leisure and entertainment purposes. Using exergames to combine physical activity and cognitively-demanding tasks may offer a novel strategy to improve cognitive functioning. Therefore, this systematic review and meta-analysis was performed to establish effects of exergames on overall cognition and specific cognitive domains in clinical and non-clinical populations. We identified 17 eligible RCTs with cognitive outcome data for 926 participants...
April 23, 2017: Neuroscience and Biobehavioral Reviews
https://www.readbyqxmd.com/read/28439471/exergames-for-women-with-fibromyalgia-a-randomised-controlled-trial-to-evaluate-the-effects-on-mobility-skills-balance-and-fear-of-falling
#10
Daniel Collado-Mateo, Francisco J Dominguez-Muñoz, Jose C Adsuar, Eugenio Merellano-Navarro, Narcis Gusi
BACKGROUND: Exergames are a new form of rehabilitation that combine the characteristics of physical exercise and the benefits of non-immersive virtual reality (VR). Effects of this novel therapy in women fibromyalgia are still unknown. The objective was to evaluate the effects of exergame-based intervention on mobility skills, balance and fear of falling in women with fibromyalgia. METHODS: This study was a randomized controlled trial with concealed allocation. Seventy-six women with fibromyalgia were divided into two groups: the exercise group received an eight week intervention based on exergames, while the control group continued their usual activities...
2017: PeerJ
https://www.readbyqxmd.com/read/28422516/exergaming-through-the-eyes-of-patients-with-heart-failure-a-qualitative-content-analysis-study
#11
Leonie Klompstra, Tiny Jaarsma, Jan Mårtensson, Anna Strömberg
OBJECTIVE: Exergaming appears to be a promising tool to increase exercise capacity in patients with chronic heart failure (HF). Therefore, it is important to obtain more in-depth knowledge about preferences, attitudes, use, and abilities in regard to exergaming. The aim of this study was to describe the experiences of patients with HF when using an exergame platform at home. MATERIALS AND METHODS: A qualitative descriptive study using content analysis was conducted on interviews with 14 patients with HF (6 women, ages ranging between 56 and 81 years)...
April 19, 2017: Games for Health
https://www.readbyqxmd.com/read/28420973/no-overt-effects-of-a-6-week-exergame-training-on-sensorimotor-and-cognitive-function-in-older-adults-a-preliminary-investigation
#12
Madeleine Ordnung, Maike Hoff, Elisabeth Kaminski, Arno Villringer, Patrick Ragert
Several studies investigating the relationship between physical activity and cognition showed that exercise interventions might have beneficial effects on working memory, executive functions as well as motor fitness in old adults. Recently, movement based video games (exergames) have been introduced to have the capability to improve cognitive function in older adults. Healthy aging is associated with a loss of cognitive, as well as sensorimotor functions. During exergaming, participants are required to perform physical activities while being simultaneously surrounded by a cognitively challenging environment...
2017: Frontiers in Human Neuroscience
https://www.readbyqxmd.com/read/28418751/influence-of-exergaming-on-the-perception-of-cancer-related-fatigue
#13
Ricardo da Silva Alves, Denise Hollanda Iunes, Isabela Carvalho Pereira, Juliana Bassalobre Carvalho Borges, Denismar Alves Nogueira, Andreia Maria Silva, Daniel Ferreira Moreira Lobato, Leonardo Cesar Carvalho
OBJECTIVE: Exercise is recommended for cancer patients to reduce fatigue and improve quality of life. This study's aim is to evaluate the influence of an exergaming protocol on cancer-related fatigue, muscle fatigue, and muscle strength in cancer patients. MATERIALS AND METHODS: We conducted a quasi-experimental control study using exergaming in all groups through an Xbox360 Kinect™ console, two to three times per week, for 20 sessions. Three groups were created: cancer patients in chemotherapy and/or radiotherapy group (CRG; n:15), cancer patients after chemotherapy and/or radiotherapy (CAG; n:15), and a control group (CG; n:15)...
April 2017: Games for Health
https://www.readbyqxmd.com/read/28394215/impact-of-playing-exergames-on-mood-states-a-randomized-controlled-trial
#14
Han-Chung Huang, May-Kuen Wong, Ya-Hui Yang, Hsin-Ying Chiu, Ching-I Teng
To examine how playing exergames impacts the mood states of university students and staff, and whether such an impact depends on gender and players' previous exercise time. This study was designed as a randomized controlled trial. It enrolled 337 participants and randomly assigned them to an intervention group (n = 168) or a control group (n = 167). A 2-week exergame program was designed for the participants in the intervention group. They were required to play exergames for 30 consecutive minutes each week for 2 weeks and respond to the items measuring vigor, happiness, and perceived stress...
April 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28382812/cognitive-effects-of-weight-shifting-controlled-exergames-in-patients-with-chronic-stroke-a-pilot-randomized-comparison-trial
#15
Jen-Wen Hung, Chiung-Xia Chou, Hsueh-Feng Chang, Wen-Chi Wu, Yen-Wei Hsieh, Po-Chih Chen, Min-Yuan Yu, Chiung-Chih Chang, Jr-Rung Lin
BACKGROUND: The exergaming training involves motor as well as cognitive stimulation. Although exergame studies have been reported to have benefits in motor function, the effects of exergames on improving cognitive function remain inconclusive. Moreover, no study has been reported in stroke patients. AIM: The objective of this study was to compare the cognitive effects of 2 weight-shifting controlled exergaming systems and conventional weight- shifting training in patients with chronic stroke...
April 4, 2017: European Journal of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/28381393/who-is-still-playing-pok%C3%A3-mon-go-a-web-based-survey
#16
Peter Rasche, Anna Schlomann, Alexander Mertens
BACKGROUND: Poor physical activity is one of the major health care problems in Western civilizations. Various digital gadgets aiming to increase physical activity, such as activity trackers or fitness apps, have been introduced over recent years. The newest products are serious games that incorporate real-life physical activity into their game concept. Recent studies have shown that such games increase the physical activity of their users over the short term. OBJECTIVE: In this study, we investigated the motivational effects of the digital game "Pokémon Go" leading to continued use or abandonment of the game...
April 5, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28365204/individualized-exergame-training-improves-postural-control-in-advanced-degenerative-spinocerebellar-ataxia-a-rater-blinded-intra-individually-controlled-trial
#17
Cornelia Schatton, Matthis Synofzik, Zofia Fleszar, Martin A Giese, Ludger Schöls, Winfried Ilg
BACKGROUND: Treatment options are rare in degenerative ataxias, especially in advanced, multisystemic disease. Exergame training might offer a novel treatment strategy, but its effectiveness has not been investigated in advanced stages. METHODS: We examined the effectiveness of a 12-week home-based training with body-controlled videogames in 10 young subjects with advanced degenerative ataxia unable or barely able to stand. Training was structured in two 6-weeks phases, allowing to adapt the training according to individual training progress...
March 28, 2017: Parkinsonism & related Disorders
https://www.readbyqxmd.com/read/28333997/learning-better-by-repetition-or-variation-is-transfer-at-odds-with-task-specific-training
#18
Emmanuel Bonney, Lemke Dorothee Jelsma, Gillian D Ferguson, Bouwien C M Smits-Engelsman
OBJECTIVE: Transfer of motor skills is the ultimate goal of motor training in rehabilitation practice. In children with Developmental Coordination Disorder (DCD), very little is known about how skills are transferred from training situations to real life contexts. In this study we examined the influence of two types of practice on transfer of motor skills acquired in a virtual reality (VR) environment. METHOD: One hundred and eleven children with DCD and their typically developing (TD) peers, aged 6-10 years (M = 8...
2017: PloS One
https://www.readbyqxmd.com/read/28330455/exergames-versus-self-regulated-exercises-with-instruction-leaflets-to-improve-adherence-during-geriatric-rehabilitation-a-randomized-controlled-trial
#19
Peter Oesch, Jan Kool, Luis Fernandez-Luque, Ellen Brox, Gunn Evertsen, Anton Civit, Roger Hilfiker, Stefan Bachmann
BACKGROUND: Improving mobility in elderly persons is a primary goal in geriatric rehabilitation. Self-regulated exercises with instruction leaflets are used to increase training volume but adherence is often low. Exergames may improve adherence. This study therefore compared exergames with self-regulated exercise using instruction leaflets. The primary outcome was adherence. Secondary outcomes were enjoyment, motivation and balance during walking. METHODS: Design: single center parallel group non-blinded randomized controlled trial with central stratified randomization...
March 23, 2017: BMC Geriatrics
https://www.readbyqxmd.com/read/28322760/-effects-of-exergames-on-quality-of-life-pain-and-disease-impact-in-women-with-fibromyalgia-a-randomized-controlled-trial
#20
Daniel Collado-Mateo, Francisco Javier Dominguez-Muñoz, Jose Carmelo Adsuar, Miguel Angel Garcia-Gordillo, Narcis Gusi
OBJECTIVE: To evaluate the effects of an exergame-based intervention in a population sample of women with fibromyalgia. DESIGN: This study was a single-blinded, randomized controlled trial for 8-week intervention. SETTING: Fibromyalgia center. PARTICIPANTS: Participants (only women) were divided into two groups: an exercise group (n=42; mean age ± SD, 52.52 ± 9.73) and a control group (n=41; mean age ± SD, 52.47 ± 8...
March 18, 2017: Archives of Physical Medicine and Rehabilitation
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