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https://www.readbyqxmd.com/read/28885359/sustained-dysfunctional-information-processing-in-patients-with-internet-gaming-disorder-6-month-follow-up-erp-study
#1
Minkyung Park, Yeon Jin Kim, Dai Jin Kim, Jung-Seok Choi
Internet gaming disorder (IGD), defined as an inability to control Internet-based game play, leads to serious impairment in psychological and social functioning, but few studies have identified the neurophysiological characteristics of patients with IGD. The aim of this study was to determine neurophysiological markers of P300 components associated with changes in symptoms after outpatient management with pharmacotherapy in patients with IGD. The present prospective longitudinal study included 18 patients with IGD and 29 healthy controls...
September 2017: Medicine (Baltimore)
https://www.readbyqxmd.com/read/28878702/stigma-stop-a-serious-game-against-the-stigma-toward-mental-health-in-educational-settings
#2
Adolfo J Cangas, Noelia Navarro, José M A Parra, Juan J Ojeda, Diego Cangas, Jose A Piedra, Jose Gallego
This paper presents the results from the application of a serious game called Stigma-Stop among a group of high school students with the aim of reducing the stigma toward mental illnesses. The video game features characters with various mental disorders (schizophrenia, depression, bipolar disorder, and panic disorder with agoraphobia) and provides information about these problems. Additionally, the game asks players about whether they have ever felt the same as the characters, if they believe the characters are psychologically well, and if they think they could help these individuals...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28874111/the-fall-in-older-adults-physical-and-cognitive-problems
#3
Bernard Demanze Laurence, Lacour Michel
BACKGROUND: The aging of posture and balance function alters the quality of life in older people and causes serious problems in terms of public health and socio-economic costs for our modern societies. METHOD: This article reviews the various causes of imbalance and dizziness in the elderly, and considers how to prevent falls, and how to rehabilitate a faller subject in order to regain a good quality of life. Two effective ways of intervention are discussed, emphasizing the crucial role of physical activity and cognitive stimulation, classic or using the latest technical advances in virtual reality and video games...
2017: Current Aging Science
https://www.readbyqxmd.com/read/28873888/can-automated-facial-expression-analysis-show-differences-between-autism-and-typical-functioning
#4
Zsófia Borsos, Miklos Gyori
Exploratory analyses of emotional expressions using a commercially available facial expression recognition software are reported, from the context of a serious game for screening purposes. Our results are based on a comparative analysis of two matched groups of kindergarten-age children (high-functioning children with autism spectrum condition: n=13; typically developing children: n=13). Results indicate that this technology has the potential to identify autism-specific emotion expression features, and may play a role in affective diagnostic and assistive technologies...
2017: Studies in Health Technology and Informatics
https://www.readbyqxmd.com/read/28860875/extraglottic-airway-devices-technology-update
#5
REVIEW
Bimla Sharma, Chand Sahai, Jayashree Sood
Extraglottic airway devices (EADs) have revolutionized the field of airway management. The invention of the laryngeal mask airway was a game changer, and since then, there have been several innovations to improve the EADs in design, functionality, safety and construction material. These have ranged from changes in the shape of the mask, number of cuffs and material used, like rubber, polyvinylchloride and latex. Phthalates, which were added to the construction material in order to increase device flexibility, were later omitted when this chemical was found to have serious adverse reproductive outcomes...
2017: Medical Devices: Evidence and Research
https://www.readbyqxmd.com/read/28842292/using-game-authoring-platforms-to-develop-screen-based-simulated-functional-assessments-in-persons-with-executive-dysfunction-following-traumatic-brain-injury
#6
David Martínez-Pernía, Javier Núñez-Huasaf, Ángel Del Blanco, Amparo Ruiz-Tagle, Juan Velásquez, Mariela Gomez, Carl Robert Blesius, Agustin Ibañez, Baltasar Fernández-Manjón, Andrea Slachevsky
The assessment of functional status is a critical component of clinical neuropsychological evaluations used for both diagnostic and therapeutic purposes in patients with cognitive brain disorders. There are, however, no widely adopted neuropsychological tests that are both ecologically valid and easily administered in daily clinical practice. This discrepancy is a roadblock to the widespread adoption of functional assessments. In this paper, we propose a novel approach using a serious game authoring platform (eAdventure) for creating screen-based simulated functional assessments...
August 22, 2017: Journal of Biomedical Informatics
https://www.readbyqxmd.com/read/28830552/evaluation-of-cervical-posture-improvement-of-children-with-cerebral-palsy-after-physical-therapy-based-on-head-movements-and-serious-games
#7
Miguel A Velasco, Rafael Raya, Luca Muzzioli, Daniela Morelli, Abraham Otero, Marco Iosa, Febo Cincotti, Eduardo Rocon
BACKGROUND: This paper presents the preliminary results of a novel rehabilitation therapy for cervical and trunk control of children with cerebral palsy (CP) based on serious videogames and physical exercise. MATERIALS: The therapy is based on the use of the ENLAZA Interface, a head mouse based on inertial technology that will be used to control a set of serious videogames with movements of the head. METHODS: Ten users with CP participated in the study...
August 18, 2017: Biomedical Engineering Online
https://www.readbyqxmd.com/read/28828214/diffusion-tensor-imaging-of-the-structural-integrity-of-white-matter-correlates-with-impulsivity-in-adolescents-with-internet-gaming-disorder
#8
Xin Du, Linlin Liu, Yongxin Yang, Xin Qi, Peihong Gao, Yang Zhang, Jiyu Zhu, Guijin Du, Shouping Dai, Xiaodong Li, Quan Zhang
INTRODUCTION: Internet gaming disorder (IGD) is usually defined as the inability of an individual to control internet gaming resulting in serious negative consequences, and trait impulsivity has been viewed as a hallmark feature of IGD. Recent studies have suggested that the structural integrity of the white matter (WM) plays an important role in the neuromediation of an individual's impulsivity. However, no study has examined the association between WM integrity and impulsivity in IGD adolescents...
August 2017: Brain and Behavior
https://www.readbyqxmd.com/read/28816518/balancing-between-prejudice-and-fact-for-gaming-disorder-does-the-existence-of-alcohol-use-disorder-stigmatize-healthy-drinkers-or-impede-scientific-research
#9
Seung-Yup Lee, Hyekyung Choo, Hae Kook Lee
The inclusion of Gaming Disorder (GD) criteria in the 11th Revision of the International Classification of Diseases (ICD-11) beta draft was recently criticized, and an argument was made for its removal to "avoid a waste of public resources." However, these misleading statements are believed to be based on under estimation of this ever-growing problem. Such claims may endanger public health and the psychosocial well-being of affected individuals. Thus, the seriousness of the problem was briefly emphasized in our response paper...
August 17, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28816501/problematic-gaming-exists-and-is-an-example-of-disordered-gaming
#10
Mark D Griffiths, Daria J Kuss, Olatz Lopez-Fernandez, Halley M Pontes
Background The recent paper by Aarseth et al. (2016) questioned whether problematic gaming should be considered a new disorder particularly because "Gaming Disorder" (GD) has been identified as a disorder to be included in the next (11th) revision of the World Health Organization's International Classification of Diseases (ICD-11). Methods This study uses contemporary literature to argue why GD should be included in the ICD-11. Results Aarseth and colleagues acknowledge that there is much literature (including papers by some of the authors themselves) that some individuals experience serious problems with video gaming...
August 17, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28813967/integration-of-serious-games-and-wearable-haptic-interfaces-for-neuro-rehabilitation-of-children-with-movement-disorders-a-feasibility-study
#11
Ilaria Bortone, Daniele Leonardis, Massimiliano Solazzi, Caterina Procopio, Alessandra Crecchi, Luca Bonfiglio, Antonio Frisoli
The past decade has seen the emergence of rehabilitation treatments using virtual reality environments. One of the advantages in using this technology is the potential to create positive motivation, by means of engaging environments and tasks shaped in the form of serious games. In this work, we propose a novel Neuro Rehabilitation System for children with movement disorders, that is based on serious games in immersive virtual reality with haptic feedback. The system design aims to enhance involvement and engagement of patients, to provide congruent multi-sensory afferent feedback during motor exercises, and to benefit from the flexibility of virtual reality in adapting exercises to the patient's needs...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813928/difficulty-adaptation-in-a-competitive-arm-rehabilitation-game-using-real-time-control-of-arm-electromyogram-and-respiration
#12
A Darzi, M Gorsic, D Novak
Rehabilitation robots are often combined with serious games that motivate patients and keep them exercising at high intensities. A promising type of game are competitive rehabilitation games, but few difficulty adaptation algorithms have been presented for them. This paper thus presents the adaptation of difficulty in a competitive arm rehabilitation game based on two physiological signals: respiration and electromyography of the posterior deltoid. It consists of three smaller studies: an open-loop respiration study, a closed-loop respiration study (where a controller attempts to maintain respiration rate at preset levels), and a closed-loop electromyogram study (where a controller attempts to keep the electromyogram at preset levels)...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813920/compensating-for-telecommunication-delays-during-robotic-telerehabilitation
#13
Leonardo J Consoni, Adriano A G Siqueira, Hermano I Krebs
Rehabilitation robotic systems may afford better care and telerehabilitation may extend the use and benefits of robotic therapy to the home. Data transmissions over distance are bound by intrinsic communication delays which can be significant enough to deem the activity unfeasible. Here we describe an approach that combines unilateral robotic telerehabilitation and serious games. This approach has a modular and distributed design that permits different types of robots to interact without substantial code changes...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813863/comparison-of-kinematic-and-emg-parameters-between-unassisted-fixed-and-adaptive-stiffness-robotic-assisted-ankle-movements-in-post-stroke-subjects
#14
Juan C Perez-Ibarra, Adriano A G Siqueira
In this paper, we present an assist-as-needed scheme that effectively adapted the assistance provided by an ankle rehabilitation robot according to patient's participation and performance during therapeutic movements. We performed an error-based estimation of the ankle impedance as a valid measure of the patient participation. Then, we computed the amount of robotic assistance by three steps: normalization of the combined patient-robot stiffness, optimization of patientrobot interaction, and finally, adaptation of the level of the robotic assistance according to patient's performance while playing a serious game...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28798717/identifying-features-of-bodily-expression-as-indicators-of-emotional-experience-during-multimedia-learning
#15
Valentin Riemer, Julian Frommel, Georg Layher, Heiko Neumann, Claudia Schrader
The importance of emotions experienced by learners during their interaction with multimedia learning systems, such as serious games, underscores the need to identify sources of information that allow the recognition of learners' emotional experience without interrupting the learning process. Bodily expression is gaining in attention as one of these sources of information. However, to date, the question of how bodily expression can convey different emotions has largely been addressed in research relying on acted emotion displays...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28790945/recommendations-for-the-use-of-serious-games-in-neurodegenerative-disorders-2016-delphi-panel
#16
Valeria Manera, Grégory Ben-Sadoun, Teun Aalbers, Hovannes Agopyan, Florence Askenazy, Michel Benoit, David Bensamoun, Jérémy Bourgeois, Jonathan Bredin, Francois Bremond, Carlos Crispim-Junior, Renaud David, Bob De Schutter, Eric Ettore, Jennifer Fairchild, Pierre Foulon, Adam Gazzaley, Auriane Gros, Stéphanie Hun, Frank Knoefel, Marcel Olde Rikkert, Minh K Phan Tran, Antonios Politis, Anne S Rigaud, Guillaume Sacco, Sylvie Serret, Susanne Thümmler, Marie L Welter, Philippe Robert
The use of Serious Games (SG) in the health domain is expanding. In the field of neurodegenerative disorders (ND) such as Alzheimer's disease, SG are currently employed both to support and improve the assessment of different functional and cognitive abilities, and to provide alternative solutions for patients' treatment, stimulation, and rehabilitation. As the field is quite young, recommendations on the use of SG in people with ND are still rare. In 2014 we proposed some initial recommendations (Robert et al...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28771379/the-effect-of-a-virtual-reality-game-intervention-on-balance-for-patients-with-stroke-a-randomized-controlled-trial
#17
Hsin-Chieh Lee, Chia-Lin Huang, Sui-Hua Ho, Wen-Hsu Sung
OBJECTIVE: The aim of this study was to investigate the effects of virtual reality (VR) balance training conducted using Kinect for Xbox® games on patients with chronic stroke. MATERIALS AND METHODS: Fifty patients with mild to moderate motor deficits were recruited and randomly assigned to two groups: VR plus standard treatment group and standard treatment (ST) group. In total, 12 training sessions (90 minutes a session, twice a week) were conducted in both groups, and performance was assessed at three time points (pretest, post-test, and follow-up) by a blinded assessor...
August 3, 2017: Games for Health
https://www.readbyqxmd.com/read/28765100/pacing-conventional-physical-activity-and-active-video-games-to-increase-physical-activity-for-adults-with-myalgic-encephalomyelitis-chronic-fatigue-syndrome-protocol-for-a-pilot-randomized-controlled-trial
#18
Katia Elizabeth Ferrar, Ashleigh E Smith, Kade Davison
BACKGROUND: Myalgic encephalomyelitis/chronic fatigue syndrome (ME/CFS) is a serious illness of biological origin characterized by profound physical and cognitive exhaustion and postexertion malaise. Pacing is a common strategy used to manage available energy and complete activities of daily living; yet little research has investigated this as a strategy to increase physical activity levels. Typically, people living with ME/CFS are faced by unique barriers to physical activity participation and are less physically active than healthy peers...
August 1, 2017: JMIR Research Protocols
https://www.readbyqxmd.com/read/28760730/designing-serious-computer-games-for-people-with-moderate-and-advanced-dementia-interdisciplinary-theory-driven-pilot-study
#19
Chariklia Tziraki, Rakel Berenbaum, Daniel Gross, Judith Abikhzer, Boaz M Ben-David
BACKGROUND: The field of serious games for people with dementia (PwD) is mostly driven by game-design principals typically applied to games created by and for younger individuals. Little has been done developing serious games to help PwD maintain cognition and to support functionality. OBJECTIVES: We aimed to create a theory-based serious game for PwD, with input from a multi-disciplinary team familiar with aging, dementia, and gaming theory, as well as direct input from end users (the iterative process)...
July 31, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28755670/evidence-appraisal-of-paim-cpp-goldmeier-s-development-of-an-educational-game-to-set-up-surgical-instruments-on-the-mayo-stand-or-back-table-applied-research-in-production-technology-jmir-serious-games-2017-5-1-e1-doi-10-2196-games-6048
#20
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