Read by QxMD icon Read


Laurie A Malone, Jennifer L Rowland, Rebecca Rogers, Tapan Mehta, Sangeetha Padalabalanarayanan, Mohanraj Thirumalai, James H Rimmer
OBJECTIVE: For active videogaming (AVG) to be a meaningful, health-enhancing physical activity option for youth with physical disability, factors related to game performance and enjoyment must be understood. The objective was to explore associations between quality of gameplay, controller usage, heart rate (HR), physical function, and enjoyment during AVG play in youth with physical disability. METHODS: Participants (5 girls, 11 boys, mean age 13.8 ± 2.7 years) played four AVGs on three platforms (Nintendo(®) Wii™, Sony PlayStation3 Move, and Microsoft Xbox(®) Kinect), across three sessions...
October 3, 2016: Games for Health
Zan Gao, Jung Eun Lee, Zachary Pope, Dachao Zhang
OBJECTIVE: The purpose of this study was to examine the effect of active videogames (AVGs) on underserved minority children's on-task classroom behavior, academic effort, and fitness. MATERIALS AND METHODS: A one group pre- and posttest repeated measures design was used. In Fall 2013, 95 fourth grade children (57 boys, 38 girls; 96% of minority) from three classes at an underserved urban elementary school participated in teacher-supervised AVG activities (e.g., Wii Sports, Xbox Just Dance)...
September 30, 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
Levent Özgönenel, Sultan Çağırıcı, Murat Çabalar, Gülis Durmuşoğlu
BACKGROUND: Parkinson's disease (PD) predisposes to falls due to postural instability and decreased coordination. Postural and coordination exercises could ameliorate the incoordination and decrease falls. AIMS: In this study, we explored the efficiency of a game console as an adjunct to an exercise program in treating incoordination in patients with PD. STUDY DESIGN: Case-control study. METHODS: In this single-blind, prospective clinical trial, rehabilitation with the Xbox (Microsoft; Washington, USA) game console was used as an adjunct to a standard rehabilitation program...
July 2016: Balkan Medical Journal
Fabiana Rita Camara Machado, Priscilla Pereira Antunes, Jandara De Moura Souza, Antônio Cardoso Dos Santos, Daniela Centenaro Levandowski, Alcyr Alves De Oliveira
The authors aimed to investigate the effects of an intervention based on interactive game set with the movement sensor Kinect on children with cerebral palsy (CP). Twenty-eight participants were recruited. Their age was between 3 and 12 years old, and rated as level I, II, or III on the Gross Motor Function Classification System. They played two games from the Xbox 360 Kinect system and were evaluated using the Gross Motor Function Measure (GMFM) after a period of 8 weeks. The intervention led to significant motor function improvement as increase of the global scores on the GMFM (p < ...
September 3, 2016: Journal of Motor Behavior
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
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
Kimberly Voon, Ilan Silberstein, Aditya Eranki, Michael Phillips, Fiona M Wood, Dale W Edgar
INTRODUCTION: Rehabilitation following burns is integral to improving physical and psychological outcomes. Interactive video game consoles are emerging as therapeutic adjuncts due to their ease of use, affordability, and interactive gameplay. The Xbox Kinect™ has advantage over similar consoles, with controller free interaction utilising three dimensional motion capture software. Player movements during gameplay have been shown to be comparable to completing daily tasks and therefore the Xbox Kinect™ has potential for use as a rehabilitation tool...
July 8, 2016: Burns: Journal of the International Society for Burn Injuries
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
Melissa A Savas, Jeffrey B Taylor, Sara L Arena
No abstract text is available yet for this article.
May 2016: Medicine and Science in Sports and Exercise
Roman P Kuster, Bernd Heinlein, Christoph M Bauer, Eveline S Graf
Motion analysis systems deliver quantitative information, e.g. on the progress of rehabilitation programs aimed at improving range of motion. Markerless systems are of interest for clinical application because they are low-cost and easy to use. The first generation of the Kinect™ sensor showed promising results in validity assessment compared to an established marker-based system. However, no literature is available on the validity of the new 'Kinect™ for Xbox one' (KinectOne) in tracking upper body motion...
June 2016: Gait & Posture
Vandrize Meneghini, Aline Rodrigues Barbosa, Ana Lúcia Schaefer Ferreira de Mello, Albertina Bonetti, Alexsander Vieira Guimarães
Exergames are active video games that monitor body movement and are being used as an alternative to increase the level of physical activity of people from different age groups. This qualitative study investigated the perceptions of the elderly regarding exergaming. The focus group (FG) was conducted after 12 weeks of performing a program ofexergaming-based exercise (50 min, 3 days/week) using electronic games that simulate sports activities (Xbox 360 Kinect Sportstm). Fourteen people (55-77 years of age) participated in the FG, and a trained moderator led each group...
April 2016: Ciência & Saúde Coletiva
Bryant Seamon, Meredith DeFranco, Mary Thigpen
PURPOSE: The purpose of this report is to describe an intervention using the Xbox Kinect virtual gaming system to improve gait, postural control and cognitive awareness in order to reduce falls and improve the quality of life for an individual with Progressive Supranuclear Palsy. METHODS: A 65-year-old woman with a five-year history of PSP and frequent falls presented for physical therapy. Her case was complicated by poor ability to visually track objects, axial rigidity, retropulsion, poor postural control with reaching and declines in cognitive awareness...
March 23, 2016: Disability and Rehabilitation
Melitta A McNarry, Kelly A Mackintosh
OBJECTIVE: The literature remains equivocal as to whether exergames elicit energy expenditure (EE) commensurate with physical activity guidelines. Such discrepancies may be attributable to a reliance on absolute exercise intensities, which fail to account for differences in cardiorespiratory fitness levels. MATERIALS AND METHODS: Thirty-four prepubertal children (20 boys, 14 girls; 10.8 ± 1.0 years old) completed a 30-minute exergame (two 15-minute games from "Kinect Adventures! Xbox 360" [Microsoft, Redmond, WA]) and an incremental treadmill test to determine peak oxygen uptake ( [Formula: see text]) throughout which breath-by-breath gas exchange was measured...
April 2016: Games for Health
Ali Yavuz Karahan, Fatih Tok, Halil Taşkın, Seher Kuçuksaraç, Aynur Başaran, Pelin Yıldırım
AIM: To compare the effects of exergames (EGs) using the Xbox Kinect™ device and home exercise (HE) on balance, functional mobility, and quality of life of individuals aged 65 years or older. METHOD: One hundred participants who met the inclusion criteria were randomized to the EG or HE group. The EG group took part in a 6-week programme using the Xbox360Kinect™ device, and the HE group took part in a 6-week balance exercise programme at home 5 days a week. The Berg Balance Scale (BBS) was used to assess balance, the Timed Up and Go (TUG) test was used to evaluate functional walking, and the Short Form 36 (SF-36) was used to assess quality of life...
November 2015: Central European Journal of Public Health
Ryan M Hulteen, Tara M Johnson, Nicola D Ridgers, Robin R Mellecker, Lisa M Barnett
Active video games (AVGs) may be useful for movement skill practice. This study examined children's skill execution while playing Xbox Kinect™ and during movement skill assessment. Nineteen children (10 boys, 9 girls; M age=7.9 yr., SD=1.4) had their skills assessed before AVG play and then were observed once a week for 6 wk. while playing AVGs for 50 min. While AVG play showed evidence of correct skill performance (at least 30-50% of the time when playing table tennis, tennis, and baseball), nearly all skills were more correctly performed during skill assessment (generally more than 50% of the time)...
December 2015: Perceptual and Motor Skills
Gillian Barry, Daniel Tough, Phillip Sheerin, Oliver Mattinson, Rachael Dawe, Elisabeth Board
OBJECTIVES: The aims of this study were twofold: (1) to compare the physiological costs of active videogames (AVGs) and sedentary videogames (SVGs) and (2) to compare the exercise intensities attained during AVGs with the exercise intensity criteria for moderate and vigorous physical activity, as stated in current physical activity recommendations for improving public health. MATERIALS AND METHODS: Nineteen young males participated in the study (age, 23 ± 3 years; height, 178 ± 6 cm; weight, 78 ± 15 kg)...
February 2016: Games for Health
J P Chaput, A Tremblay, B Pereira, Y Boirie, M Duclos, D Thivel
Although a few data are available regarding the impact of video games on energy intake (EI) in lean adolescents, there is no evidence on the effect of passive and active video gaming on food intake in both lean and obese youth. It is also unknown whether isoenergetic active video games and exercise differently affect food consumption in youth. In all, twelve lean and twelve obese adolescent boys (12-15 years old) had to complete four 1-h sessions in a cross-over design study: control (CON; sitting), passive video game (PVG; boxing game on Xbox 360), active video game (AVG; boxing game on Xbox Kinect 360) and exercise (EX; cycling)...
February 14, 2016: British Journal of Nutrition
Diana Pagliari, Livio Pinto
In recent years, the videogame industry has been characterized by a great boost in gesture recognition and motion tracking, following the increasing request of creating immersive game experiences. The Microsoft Kinect sensor allows acquiring RGB, IR and depth images with a high frame rate. Because of the complementary nature of the information provided, it has proved an attractive resource for researchers with very different backgrounds. In summer 2014, Microsoft launched a new generation of Kinect on the market, based on time-of-flight technology...
2015: Sensors
Daniel M Shafer, Corey P Carbonara
OBJECTIVE: This study investigated the processes leading to enjoyment of casual videogames on both mobile devices and console systems. Building upon a foundation in mental models theory and the psychology of play, the study focuses on how performance and experience-based variables impact enjoyment of casual videogames played on mobile devices and console devices. The grounding assumption of this research is that playing videogames produces enjoyment that contributes to mental health in the form of a brief distraction from the stress of daily life, social connections with family and friends through casual gameplay, and, in some cases, a compelling reason to engage in physical activity...
December 2015: Games for Health
Fetch more papers »
Fetching more papers... Fetching...
Read by QxMD. Sign in or create an account to discover new knowledge that matter to you.
Remove bar
Read by QxMD icon Read

Search Tips

Use Boolean operators: AND/OR

diabetic AND foot
diabetes OR diabetic

Exclude a word using the 'minus' sign

Virchow -triad

Use Parentheses

water AND (cup OR glass)

Add an asterisk (*) at end of a word to include word stems

Neuro* will search for Neurology, Neuroscientist, Neurological, and so on

Use quotes to search for an exact phrase

"primary prevention of cancer"
(heart or cardiac or cardio*) AND arrest -"American Heart Association"