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Debbe Thompson, Dora Cantu, Madhur Rajendran, Mayur Rajendran, Tanay Bhargava, Yuting Zhang, Cheng Chen, Yan Liu, Zhigang Deng
INTRODUCTION: Exergames require body movement to play and may be an effective method for enhancing teen physical activity (PA). However, results have been mixed. Innovative methods are needed to develop Exergames that increase and maintain PA. Self-representational avatars, or avatars created from a digital image of an individual, may increase PA (e.g., intensity, duration) during Exergame play. This article addresses this novel idea by describing the development of an Exergame played with a self-representational avatar...
September 28, 2016: Games for Health
Srikant Vallabhajosula, Jessica B Holder, Elizabeth K Bailey
OBJECTIVE: With an increasing rate of childhood obesity, it is critical to find fun and effective ways of providing children with opportunities to be physically active while at school to mediate this outcome. Using games as a mode of exercise (Exergaming) could be one such way. We aimed to compare the physiologic response and enjoyment of elementary school children when playing Xbox(®) Kinect(®) versus participating in regular activities during recess. MATERIALS AND METHODS: Twenty-four children participated individually once in Kinect and once in regular activity sessions on separate days during recess for the allotted time...
September 23, 2016: Games for Health
Meng-Che Shih, Ray-Yau Wang, Shih-Jung Cheng, Yea-Ru Yang
BACKGROUND: The present study examined the effects of a balance-based exergaming intervention using the Kinect sensor on postural stability and balance in people with Parkinson's disease (PD). METHODS: We conducted a subject-blinded, randomized controlled study. Twenty people with PD (Hoehn and Yahr stages I through III) were recruited and randomly assigned to either a balance-based exergaming group (N = 10) or a balance training group (N = 10) for an 8-week balance training period...
2016: Journal of Neuroengineering and Rehabilitation
May O Lwin, Shirley S Ho, Jung Younbo, Theng Yin Leng, Reidinar J Wardoyo, Kim Hyo Jung
Although interventions targeting the health of students in schools are becoming common, few studies have examined how health messages operate at the group level in school environments. This study examines the effects of message-based health interventions (extrinsic vs. intrinsic goal framing) in group environments (exergame competitive vs. exergame noncompetitive) on eliciting attitudes and intentions toward physical activity among children and adolescents. We conducted a 7-week school-based intervention program involving 336 children and 259 adolescents in Singapore in which pre- and post-intervention responses were recorded...
September 2016: Journal of Health Communication
Gillian Barry, Paul van Schaik, Alasdair MacSween, John Dixon, Denis Martin
BACKGROUND: The use of exergaming is a potential alternative to traditional methods of balance training, which can be repetitive and somewhat monotonous. The purpose of this study was to assess the effects of exergaming using XBOX Kinect™ versus traditional gym-based exercise with no virtual stimuli (TGB) on postural control, technology acceptance, flow experience and exercise intensity, in young healthy adults. METHODS: Fifty healthy active adults (age: 33.8 ± 12...
2016: BMC Sports Science, Medicine and Rehabilitation
Judy Robertson, Ruth Jepson, Andrew Macvean, Stuart Gray
Many public health interventions are less effective than expected in 'real life settings', yet little work is undertaken to understand the reasons why. The effectiveness of complex public health interventions can often be traced back to a robust programme theory (how and why an intervention brings about a change in outcome(s)) and assumptions that are made about the context in which it is implemented. Understanding whether effectiveness (or lack thereof) is due to the intervention or the context is hugely helpful in decisions about whether to a) modify the intervention; b) modify the context; c) stop providing the intervention...
2016: PloS One
Nan Zeng, Zan Gao
Although exergaming has been used as a physical activity modality among various populations, the evidence regarding its effectiveness on health-related outcomes in overweight/obese individuals remains unclear. The current study systematically reviewed literature and summarized findings of exergame-based interventions in overweight/obese populations with the goal of clarifying the current perspectives on exergaming and obesity. The initial search yielded 202 articles from six databases; 12 studies were included after evaluating for inclusion criteria and removing duplicates...
2016: International Journal of General Medicine
Bruno Bonnechère, Bart Jansen, Lubos Omelina, Serge Van Sint Jan
The aim of this paper was to investigate the effect of commercial video games (VGs) in physical rehabilitation of motor functions. Several databases were screened (Medline, SAGE Journals Online, and ScienceDirect) using combinations of the following free-text terms: commercial games, video games, exergames, serious gaming, rehabilitation games, PlayStation, Nintendo, Wii, Wii Fit, Xbox, and Kinect. The search was limited to peer-reviewed English journals. The beginning of the search time frame was not restricted and the end of the search time frame was 31 December 2015...
August 9, 2016: International Journal of Rehabilitation Research. Revue Internationale de Recherches de Réadaptation
B Fosty, G Ben-Sadoun, G Sacco, A König, V Manera, P Foulon, J Brisswalter, P H Robert, F Bremond
AIM: RGB-D cameras (Red Green Blue+Depth) are widely employed in exergames designed to physically stimulate elderly people. Nevertheless, the intensity of the physical activity reached with the existing solutions is rarely sufficient to obtain a real impact on the physical fitness and thus on the health status of this population. In this context, a Point Cloud Based System (PCBS) has been developed to interface ordinary motorized treadmills with exergames through a simple RGB-D camera, to induce players to perform physical activities at higher intensities...
July 2016: Gait & Posture
Nina Skjæret-Maroni, Elise K Vonstad, Espen A F Ihlen, Xiang-Chun Tan, Jorunn L Helbostad, Beatrix Vereijken
Despite frequent use of exergames in intervention studies to improve physical function in older adults, we lack knowledge about the movements performed during exergaming. This causes difficulties for interpreting results of intervention studies and drawing conclusions about the efficacy of exergames to exercise specific functions important for the elderly population. The aim of the current study was to investigate whether game and game level affect older adults' stepping and upper body movements while playing stepping exergames...
2016: Frontiers in Psychology
Duika Burges Watson, Jean Adams, Liane B Azevedo, Catherine Haighton
BACKGROUND: Physical activity is critical to improving health and well-being in children. Quantitative studies have found a decline in activity in the transition from primary to secondary education. Exergames (active video games) might increase physical activity in adolescents. In January 2011 exergame dance mat systems were introduced in to all secondary schools across two local authority districts in the UK. We performed a quasi-experimental evaluation of a natural experiment using a mixed methods design...
2016: BMC Public Health
Stefanie Wiloth, Nele Lemke, Christian Werner, Klaus Hauer
BACKGROUND: Exergames often used for training purpose can also be applied to create assessments based on quantitative data derived from the game. A number of studies relate to these use functionalities developing specific assessment tasks by using the game software and provided good data on psychometric properties. However, (1) assessments often include tasks other than the original game task used for training and therefore relate to similar but not to identical or integrated performances trained, (2) people with diagnosed dementia have insufficiently been addressed in validation studies, and (3) studies did commonly not present validation data such as sensitivity to change, although this is a paramount objective for validation to evaluate responsiveness in intervention studies...
2016: JMIR Serious Games
Bouwien C M Smits-Engelsman, L Dorothee Jelsma, Gillian D Ferguson
Children with Developmental Coordination Disorder (DCD) are physically less active, preferring more sedentary behavior and are at risk of developing health problems or becoming overweight. 18 children (age 6-10years) with lower levels of motor coordination attending a primary school in a low-income community in South Africa (score on Movement Assessment Battery for Children Second edition equal to or below the 5th percentile) were selected to participate in the study and were age-matched with typically developing peers (TD)...
July 13, 2016: Human Movement Science
Jourdin Barkman, Karin Pfeiffer, Allie Diltz, Wei Peng
BACKGROUND: Replacing sedentary time with physical activity through new generation exergames (eg, XBOX Kinect) is a potential intervention strategy. The study's purpose was to compare youth energy expenditure while playing different exergames in single- vs. multiplayer mode. METHODS: Participants (26 male, 14 female) were 10 to 13 years old. They wore a portable metabolic analyzer while playing 4 XBOX Kinect games for 15 minutes each (2 single-, 2 multiplayer). Repeated-measures ANOVA (with Bonferroni correction) was used to examine player mode differences, controlling for age group, sex, weight status, and game...
June 2016: Journal of Physical Activity & Health
Yasunori Nagano, Kenji Ishida, Toshikazu Tani, Motohiro Kawasaki, Masahiko Ikeuchi
OBJECTIVE: Exergaming has been introduced in safe and beneficial intervention for the elderly. However, no study has examined exergaming-based interventions for the elderly that last several years. Therefore, we investigated the effectiveness and safety of a 12-week intervention using step training with exergaming for the elderly (12-week study). Moreover, we conducted an exergaming-based intervention for 3 years (3-year study). MATERIALS AND METHODS: 12-week study: Forty-two elderly persons participated in this study...
2016: SpringerPlus
Grégory Ben-Sadoun, Guillaume Sacco, Valeria Manera, Jérémy Bourgeois, Alexandra König, Pierre Foulon, Baptiste Fosty, François Bremond, Fabienne d'Arripe-Longueville, Philippe Robert
BACKGROUND: The use of Serious exerGames (SeG) as enriched environments (EE), which promotes cognitive simulation with physical activity in a positive emotional context, has been proposed to represent a powerful method to slow down the decline due to neurodegenerative diseases (ND), such as Alzheimer's disease (AD). However, so far, no SeG targeting EE has been tested in ND subjects. OBJECTIVE: This study aimed at evaluating the usability and short-term training effects of X-Torp, an action SeG designed for elderly ND subjects with mild cognitive impairment (MCI) and AD...
June 30, 2016: Journal of Alzheimer's Disease: JAD
Nan Zeng, Jung Eun Lee, Zachary Pope, Xianxiong Li, Zan Gao
No abstract text is available yet for this article.
May 2016: Medicine and Science in Sports and Exercise
Zachary Pope, Jung E Lee, Xianxiong Li, Zan Gao
No abstract text is available yet for this article.
May 2016: Medicine and Science in Sports and Exercise
Jordan Cruz, Sidney Merryweather, Benjamin B Roush, Caleb Johnson, James Tidwell, Michael Bohne, Steven F Namanny, Ellis B Jensen
No abstract text is available yet for this article.
May 2016: Medicine and Science in Sports and Exercise
Ellis B Jensen, Dalton Brady, Matthew Thomson, Ty Davis, Kevin Rodriguez, Kevin Hagood, Steven Randall, Steven F Namanny
No abstract text is available yet for this article.
May 2016: Medicine and Science in Sports and Exercise
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