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https://www.readbyqxmd.com/read/28231296/cooperation-decision-time-and-culture-online-experiments-with-american-and-indian-participants
#1
Akihiro Nishi, Nicholas A Christakis, David G Rand
Two separate bodies of work have examined whether culture affects cooperation in economic games and whether cooperative or non-cooperative decisions occur more quickly. Here, we connect this work by exploring the relationship between decision time and cooperation in American versus Indian subjects. We use a series of dynamic social network experiments in which subjects play a repeated public goods game: 80 sessions for a total of 1,462 subjects (1,059 from the United States, 337 from India, and 66 from other countries) making 13,560 decisions...
2017: PloS One
https://www.readbyqxmd.com/read/28231260/effects-of-the-skills4genius-sports-based-training-program-in-creative-behavior
#2
Sara Santos, Sergio Jiménez, Jaime Sampaio, Nuno Leite
Team Sports has been suggested as a suitable environment to investigate creative behavior. This study's purpose was two-fold: first, it intended to identify the effects of the Skills4Genius sports-bases training program in thinking, motor, and in-game creative behavior in team sports. Second, it aimed to investigate the relationship between creative thinking and in-game creativity. Forty children from primary school were allocated into control (n = 18, age: 9.2±0.4) and experimental (n = 22, age: 9.5±0.7) groups...
2017: PloS One
https://www.readbyqxmd.com/read/28231024/incorporating-behavioral-techniques-into-a-serious-videogame-for-children
#3
Debbe Thompson
INTRODUCTION: Little is known about how to design serious videogames for children. The purpose of this article is to describe how behavior change techniques promoting self-regulation were incorporated into a serious videogame to help children consume more fruits and vegetables (FVs) and the extent to which these techniques were used by players. A secondary goal is to contribute to the body of scientific knowledge regarding how to design effective serious videogames for children. MATERIALS AND METHODS: This research examines the game play data from an effective 10-episode online serious videogame promoting FV consumption to preadolescent children in the United States (roughly 9-11-year-olds)...
February 23, 2017: Games for Health
https://www.readbyqxmd.com/read/28230257/a-general-framework-for-the-assessment-of-power-system-vulnerability-to-malicious-attacks
#4
R Piccinelli, G Sansavini, R Lucchetti, E Zio
The protection and safe operations of power systems heavily rely on the identification of the causes of damage and service disruption. This article presents a general framework for the assessment of power system vulnerability to malicious attacks. The concept of susceptibility to an attack is employed to quantitatively evaluate the degree of exposure of the system and its components to intentional offensive actions. A scenario with two agents having opposing objectives is proposed, i.e., a defender having multiple alternatives of protection strategies for system elements, and an attacker having multiple alternatives of attack strategies against different combinations of system elements...
February 23, 2017: Risk Analysis: An Official Publication of the Society for Risk Analysis
https://www.readbyqxmd.com/read/28230155/perceived-moral-traits-of-others-differentiate-the-neural-activation-that-underlies-inequity-aversion
#5
Hironori Nakatani, Akitoshi Ogawa, Chisato Suzuki, Takeshi Asamizuya, Kenichi Ueno, Kang Cheng, Kazuo Okanoya
We have a social preference to reduce inequity in the outcomes between oneself and others. Such a preference varies according to others. We performed functional magnetic resonance imaging during an economic game to investigate how the perceived moral traits of others modulate the neural activities that underlie inequity-aversion. The participants unilaterally allocated money to three partners (good, neutral, and bad). During presentation of the good and neutral partners, the anterior region of the rostral medial frontal cortex (arMFC) showed increased functional connectivity with the caudate head and the anterior insula, respectively...
February 23, 2017: Scientific Reports
https://www.readbyqxmd.com/read/28229806/-i-can-t-concentrate-a-feasibility-study-with-young-refugees-in-sweden-on-developing-science-driven-interventions-for-intrusive-memories-related-to-trauma
#6
Emily A Holmes, Ata Ghaderi, Ellinor Eriksson, Klara Olofsdotter Lauri, Olivia M Kukacka, Maya Mamish, Ella L James, Renée M Visser
BACKGROUND: The number of refugees is the highest ever worldwide. Many have experienced trauma in home countries or on their escape which has mental health sequelae. Intrusive memories comprise distressing scenes of trauma which spring to mind unbidden. Development of novel scalable psychological interventions is needed urgently. AIMS: We propose that brief cognitive science-driven interventions should be developed which pinpoint a focal symptom alongside a means to monitor it using behavioural techniques...
March 2017: Behavioural and Cognitive Psychotherapy
https://www.readbyqxmd.com/read/28228738/reduced-cortisol-output-during-public-speaking-stress-in-ostracized-women
#7
Ulrike Weik, Jennifer Ruhweza, Renate Deinzer
Ostracism (being excluded or ignored) is experienced as unpleasant and distressing. In previous studies, an immediate pre-stress experience of ostracism induced by Cyberball, a virtual ball-tossing game, was found to inhibit cortisol reactivity to public speaking stress in female students. The present study examines whether the effect will persist when a 15-min time gap between the Cyberball experience and subsequent psychological stress is introduced. N = 84 women were randomly assigned to Cyberball ostracism vs...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28228102/influence-of-pok%C3%A3-mon-go-on-physical-activity-levels-of-university-players-a-cross-sectional-study
#8
Fiona Y Wong
BACKGROUND: The prevalence of overweight is increasing and the effectiveness of various weight management and exercise programs varied. An augmented reality smartphone game, Pokémon Go, appears to increase activity levels of players. This study assessed the players and ex-players' frequencies and durations of staying outdoors, and walking/jogging before and during the time they played Pokémon Go, evaluated the physical activity levels of players, ex-players and non-players, and investigated the potential factors which determined their play statuses...
February 22, 2017: International Journal of Health Geographics
https://www.readbyqxmd.com/read/28227840/virtual-reality-for-pediatric-neuro-rehabilitation-adaptive-visual-feedback-of-movement-to-engage-the-mirror-neuron-system
#9
Roopeswar Kommalapati, Konstantinos P Michmizos, Roopeswar Kommalapati, Konstantinos P Michmizos, Roopeswar Kommalapati, Konstantinos P Michmizos
Sensorimotor therapy gives optimal results when patients are cognitively engaged into highly repetitive tasks, a goal that most children find hard to pursue. This paper presents the key developments of our ongoing effort to design an interactive rehabilitation environment that motivates physically impaired children throughout their therapy. The continuous motivation is achieved by the system adapting fundamental therapeutic components to the performance of each child. The relevant movement is mirrored to an animated character projected in front of the child...
August 2016: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/28227787/support-and-rehabilitation-of-patients-with-pulmonary-expansion-deficit-by-using-game-therapy
#10
P F S Chacon, C F Schon, V H L A Furtado, G L A M Signoretti, J P P Oliveira, A G Ribeiro, C D V Wanderley, A A R Diniz, H B Soares, P F S Chacon, C F Schon, V H L A Furtado, G L A M Signoretti, J P P Oliveira, A G Ribeiro, C D V Wanderley, A A R Diniz, H B Soares, H B Soares, P F S Chacon, C F Schon, V H L A Furtado, G L A M Signoretti, A G Ribeiro, C D V Wanderley, J P P Oliveira, A A R Diniz
Patients suffering from hypoventilation and pulmonary expansion deficit are at increased risk of developing pulmonary complications such as atelectasis, pneumonia or pleural effusion. These complications can increase the length of stay and spending on health, and generate long-term functional impairment. This study aims to produce a therapeutic alternative to the traditional method of lung re-expansion through incentive spirometry (IS) using the game therapy to build an innovative system. This system makes use of infrared and Bluetooth communication technology to associate the game therapy to EI...
August 2016: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/28227786/a-tunable-digital-ishihara-plate-for-pre-school-aged-children
#11
Orazio Gambino, Ester Minafo, Roberto Pirrone, Edoardo Ardizzone, Orazio Gambino, Ester Minafo, Roberto Pirrone, Edoardo Ardizzone, Ester Minafo, Edoardo Ardizzone, Roberto Pirrone, Orazio Gambino
Colors play a fundamental role for children, both in the everyday life and in education. They recognize the surrounding world, and play games making a large use of colors. They learn letters and numbers by means of colors. As a consequence, early diagnosis of color blindness is an crucial to support an individual affected by this visual perception alteration at the initial phase of his/her life. The diagnosis of red-green color deficiencies (protanopia or deuteranopia) is commonly accomplished by means of the Ishihara test, which consists of plates showing dots with different sizes where some of them compose numbers within a gamut of colors while the ones composing the background have different colors...
August 2016: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/28227620/routing-over-multi-hop-fading-wireless-body-area-networks-with-reliability-considerations
#12
Hussein Moosavi, Francis Minhthang Bui, Hussein Moosavi, Francis Minhthang Bui, Francis Minhthang Bui, Hussein Moosavi
Optimal reliable routing is studied in the context of fading wireless body area networks (WBANs). A non-cooperative game is proposed to model and analyze the strategic interactions among body-worn health-care devices when each seeks to find the most reliable path to the hub. A distributed algorithm based on the proposed game is provided and proved to converge to a multi-hop Pareto-dominant Nash topology. The game-theoretic framework is evaluated through numerical simulations in conditions approximating actual deployment of a moving ultra wideband WBAN...
August 2016: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/28227603/data-fusion-of-multiple-kinect-sensors-for-a-rehabilitation-system
#13
Huibin Du, Yiwen Zhao, Jianda Han, Zheng Wang, Guoli Song, Huibin Du, Yiwen Zhao, Jianda Han, Zheng Wang, Guoli Song, Guoli Song, Yiwen Zhao, Huibin Du, Jianda Han, Zheng Wang
Kinect-like depth sensors have been widely used in rehabilitation systems. However, single depth sensor processes limb-blocking, data loss or data error poorly, making it less reliable. This paper focus on using two Kinect sensors and data fusion method to solve these problems. First, two Kinect sensors capture the motion data of the healthy arm of the hemiplegic patient; Second, merge the data using the method of Set-Membership-Filter (SMF); Then, mirror this motion data by the Middle-Plane; In the end, control the wearable robotic arm driving the patient's paralytic arm so that the patient can interactively and initiatively complete a variety of recovery actions prompted by computer with 3D animation games...
August 2016: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/28227559/design-and-pilot-evaluation-of-competitive-and-cooperative-exercise-games-for-arm-rehabilitation-at-home
#14
Maja Gorsic, Domen Novak, Maja Gorsic, Domen Novak, Domen Novak, Maja Gorsic
People with chronic arm impairment should exercise intensely at home after completing their clinical rehabilitation program, but frequently lack motivation. To address this issue, we present a home rehabilitation system that motivates patients by allowing them to perform arm exercises together with friends or relatives in competitive and cooperative games. Inertial sensors are used to track the patient's arm and control the game. The system was tested with seven adults with arm impairment as well as their friends or spouses...
August 2016: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/28226907/exploring-various-orientation-measurement-approaches-applied-to-a-serious-game-system-for-functional-rehabilitation
#15
Halim Tannous, Dan Istrate, Aziz Benlarbi-Delai, Julien Sarrazin, Mohamad Idriss, Marie-Christine Ho Ba Tho, Tien Tuan Dao, Halim Tannous, Dan Istrate, Aziz Benlarbi-Delai, Julien Sarrazin, Mohamad Idriss, Marie-Christine Ho Ba Tho, Tien Tuan Dao, Tien Tuan Dao, Halim Tannous, Julien Sarrazin, Marie-Christine Ho Ba Tho, Mohamad Idriss, Dan Istrate, Aziz Benlarbi-Delai
Serious games have been established as a complementary tool for conventional rehabilitation. This trend proved to be beneficial for both experts and patients since the first are able to assign and monitor virtual reality games for their patients to be executed at home, and the latter are greatly motivated by the challenges of these games rather than the repeatable and boring rehabilitation movements. In a previous work, we proposed a serious game for lower limb rehabilitation of the musculoskeletal system using the Microsoft Kinect(TM) camera and a virtual environment...
August 2016: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/28226434/an-exergame-system-based-on-force-platforms-and-body-key-point-detection-for-balance-training
#16
Marcos D Lavarda, Pedro A de Borba, Matheus R Oliveira, Gustavo B Borba, Mauren A de Souza, Humberto R Gamba, Marcos D Lavarda, Pedro A de Borba, Matheus R Oliveira, Gustavo B Borba, Mauren A de Souza, Humberto R Gamba, Gustavo B Borba, Mauren A de Souza, Marcos D Lavarda, Matheus R Oliveira, Pedro A De Borba, Humberto R Gamba
Postural instability affects a large number of people and can compromise even simple activities of the daily routine. Therapies for balance training can strongly benefit from auxiliary devices specially designed for this purpose. In this paper, we present a system for balance training that uses the metaphor of a game, what contributes to the motivation and engagement of the patients during a treatment. Such approach is usually named exergame, in which input devices for posturographic assessment and a visual output perform the interaction with the subject...
August 2016: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/28225816/bayesian-prediction-of-placebo-analgesia-in-an-instrumental-learning-model
#17
Won-Mo Jung, Ye-Seul Lee, Christian Wallraven, Younbyoung Chae
Placebo analgesia can be primarily explained by the Pavlovian conditioning paradigm in which a passively applied cue becomes associated with less pain. In contrast, instrumental conditioning employs an active paradigm that might be more similar to clinical settings. In the present study, an instrumental conditioning paradigm involving a modified trust game in a simulated clinical situation was used to induce placebo analgesia. Additionally, Bayesian modeling was applied to predict the placebo responses of individuals based on their choices...
2017: PloS One
https://www.readbyqxmd.com/read/28225644/a-narrative-synthesis-of-nintendo-wii-fit-gaming-protocol-in-addressing-balance-among-healthy-older-adults-what-system-works
#18
Donald G Manlapaz, Gisela Sole, Prasath Jayakaran, Cathy M Chapple
BACKGROUND: Balance is crucial in performing functional tasks particularly among older adults. Exergaming is gaining attention as a novel approach to enhance balance in a number of clinical populations. OBJECTIVES: The aim of this review was to synthesize and present published evidence for Nintendo Wii Fit™ gaming system protocols. These include game preference, intervention setting, and exercise dosage for improving balance in healthy older adults. Commonly used outcome measures were also identified...
February 22, 2017: Games for Health
https://www.readbyqxmd.com/read/28225525/effects-of-game-performance-on-softball-pitchers-and-catchers
#19
Gretchen D Oliver, Hillary A Plummer, Jessie Washington, Wendi H Weimar, Allison Brambeck
The purpose of this study was to examine the effects of game exposure on pitchers and catchers' hip and glenohumeral range of motion (ROM), isometric strength, and vertical jump performance and power. Five college female softball pitchers (174.24 ± 7.53 cm; 82.10 ± 11.27 kg; 20 ± 1.82 years) and four catchers (165.10 ± 9.04 kg; 68.61 ± 3.87 cm; 20 ± 1.41 years) participated. Hip and glenohumeral rotational ROM; hip and glenohumeral rotational isometric strength; hip abduction and adduction strength; and vertical jump height were assessed pre and post-game exposure...
February 21, 2017: Journal of Strength and Conditioning Research
https://www.readbyqxmd.com/read/28225502/associations-between-prospective-symptom-changes-and-slow-wave-activity-in-patients-with-internet-gaming-disorder-a-resting-state-eeg-study
#20
Yeon Jin Kim, Jun-Young Lee, Sohee Oh, Minkyung Park, Hee Yeon Jung, Bo Kyung Sohn, Sam-Wook Choi, Dai Jin Kim, Jung-Seok Choi
The identification of the predictive factors and biological markers associated with treatment-related changes in the symptoms of Internet gaming disorder (IGD) may provide a better understanding of the pathophysiology underlying this condition. Thus, the present study aimed to identify neurophysiological markers associated with symptom changes in IGD patients and to identify factors that may predict symptom improvements following outpatient treatment with pharmacotherapy. The present study included 20 IGD patients (mean age: 22...
February 2017: Medicine (Baltimore)
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