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https://www.readbyqxmd.com/read/28092198/attentional-bias-in-excessive-internet-gamers-experimental-investigations-using-an-addiction-stroop-and-a-visual-probe
#1
Franziska Jeromin, Nele Nyenhuis, Antonia Barke
Background and aims Internet Gaming Disorder is included in the Diagnostic and statistical manual of mental disorders (5(th) edition) as a disorder that merits further research. The diagnostic criteria are based on those for Substance Use Disorder and Gambling Disorder. Excessive gamblers and persons with Substance Use Disorder show attentional biases towards stimuli related to their addictions. We investigated whether excessive Internet gamers show a similar attentional bias, by using two established experimental paradigms...
March 2016: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28089374/epigenetic-information-in-gametes-gaming-from-before-fertilization-comment-on-epigenetic-game-theory-how-to-compute-the-epigenetic-control-of-maternal-to-zygotic-transition-by-qian-wang-et-al
#2
Junchao Shi, Xudong Zhang, Ying Liu, Qi Chen
No abstract text is available yet for this article.
January 6, 2017: Physics of Life Reviews
https://www.readbyqxmd.com/read/28076591/urban-versus-rural-lifestyle-in-adolescents-associations-between-environment-physical-activity-levels-and-sedentary-behavior
#3
Manuela Ferreira Regis, Luciano Machado Ferreira Tenório de Oliveira, Ana Raquel Mendes Dos Santos, Ameliane da Conceição Reubens Leonidio, Paula Rejane Beserra Diniz, Clara Maria Silvestre Monteiro de Freitas
Objective: To analyze the levels of physical activity and sedentary behavior in adolescents living in urban and rural areas. Methods: An epidemiological, cross-section study with quantitative design, carried out at the regional level. The sample comprised 6,234 students aged 14 to 19 years, selected using random cluster sampling. The χ2 test and binary logistic regression were used in the analysis. Results: A total of 74.5% of adolescents lived in urban areas...
October 2016: Einstein
https://www.readbyqxmd.com/read/28071646/reinforcement-learning-accounts-for-moody-conditional-cooperation-behavior-experimental-results
#4
Yutaka Horita, Masanori Takezawa, Keigo Inukai, Toshimasa Kita, Naoki Masuda
In social dilemma games, human participants often show conditional cooperation (CC) behavior or its variant called moody conditional cooperation (MCC), with which they basically tend to cooperate when many other peers have previously cooperated. Recent computational studies showed that CC and MCC behavioral patterns could be explained by reinforcement learning. In the present study, we use a repeated multiplayer prisoner's dilemma game and the repeated public goods game played by human participants to examine whether MCC is observed across different types of game and the possibility that reinforcement learning explains observed behavior...
January 10, 2017: Scientific Reports
https://www.readbyqxmd.com/read/28070464/the-acceptability-of-tv-based-game-platforms-as-an-instrument-to-support-the-cognitive-evaluation-of-senior-adults-at-home
#5
Carlos Rivas Costa, Manuel José Fernández Iglesias, Luis Eulogio Anido Rifón, Miguel Gómez Carballa, Sonia Valladares Rodríguez
INTRODUCTION: The computing capabilities of state-of-the-art television sets and media centres may facilitate the introduction of computer-assisted evaluation at home. This approach would help to overcome the drawbacks of traditional pen-and-paper evaluations administered in clinical facilities, as they could be performed in a more comfortable environment, the subject's home, and they would be more flexible for designing complex environments for the evaluation of neuropsychological constructs that are difficult to assess through traditional testing...
2017: PeerJ
https://www.readbyqxmd.com/read/28056890/the-relationship-between-hours-of-sleep-screen-time-and-frequency-of-food-and-drink-consumption-in-spain%C3%A2-in%C3%A2-the-2011-and-2013-aladino-a-cross-sectional-study
#6
Napoleón Pérez-Farinós, Carmen Villar-Villalba, Ana María López Sobaler, María Ángeles Dal Re Saavedra, Aránzazu Aparicio, Sara Santos Sanz, Teresa Robledo de Dios, José Javier Castrodeza-Sanz, Rosa María Ortega Anta
BACKGROUND: The frequency of intake of food and beverages depends on a number of ill-defined behaviour patterns. The objectives of this study were to evaluate the effects of screen time and sleep duration on food consumption frequency, and to describe frequencies and types of food consumption according to BMI category and parents' level of education. METHODS: We studied 6287 and 2806 children drawn from the 2011 and 2013 cross-sectional ALADINO studies respectively...
January 6, 2017: BMC Public Health
https://www.readbyqxmd.com/read/28052471/can-oral-health-education-be-delivered-to-high-caries-risk-children-and-their-parents-using-a-computer-game-a-randomised-controlled-trial
#7
Ahmad Aljafari, Jennifer Elizabeth Gallagher, Marie Therese Hosey
BACKGROUND: Families of children undergoing general anaesthesia (GA) for caries management requested that oral health advice is delivered using audio-visual media. OBJECTIVE: To compare an oral health education computer game to one-to-one education. DESIGN: A blind randomised controlled trial of 4- to 10-year-old children scheduled for GA due to caries. Primary outcome measures were (1) parent and child satisfaction with education method; (2) improvements in child's dietary knowledge; and (3) changes in child's diet and toothbrushing habits...
January 4, 2017: International Journal of Paediatric Dentistry
https://www.readbyqxmd.com/read/28051877/improving-children-s-mental-health-with-a-digital-social-skills-development-game-a-randomized-controlled-efficacy-trial-of-adventures-aboard-the-s-s-grin
#8
Rebecca Sanchez, Emily Brown, Kelly Kocher, Melissa DeRosier
OBJECTIVE: The purpose of this study was to investigate whether a computer-based game to improve social skills and mental health in children with social skills deficits would be efficacious. The program, Adventures aboard the S.S. GRIN, translates a proven in-person intervention into a nine-episode interactive online adventure game that provides opportunity for knowledge acquisition and skill practice. MATERIALS AND METHODS: Participants (children aged 7-11 years with social skills challenges) were randomly assigned to immediate treatment group (n = 33) or waitlist control group (n = 36)...
January 4, 2017: Games for Health
https://www.readbyqxmd.com/read/28043957/computational-modelling-of-traumatic-brain-injury-predicts-the-location-of-chronic-traumatic-encephalopathy-pathology
#9
Mazdak Ghajari, Peter J Hellyer, David J Sharp
Traumatic brain injury can lead to the neurodegenerative disease chronic traumatic encephalopathy. This condition has a clear neuropathological definition but the relationship between the initial head impact and the pattern of progressive brain pathology is poorly understood. We test the hypothesis that mechanical strain and strain rate are greatest in sulci, where neuropathology is prominently seen in chronic traumatic encephalopathy, and whether human neuroimaging observations converge with computational predictions...
January 2, 2017: Brain: a Journal of Neurology
https://www.readbyqxmd.com/read/28043935/the-association-between-electronic-media-and-emotional-and-behavioural-problems-in-late-childhood
#10
Lisa K Mundy, Louise Canterford, Timothy Olds, Nicholas B Allen, George C Patton
OBJECTIVE: There is growing concern that rising rates of electronic media use may be harmful. Yet the extent to which different types of electronic media use may be associated with emotional and behavioural problems is unclear. This study examined associations between emotional and behavioural problems and electronic media use during late childhood, in a large community sample. METHODS: Participants were 876 8-9 year olds taking part in the Childhood to Adolescence Transition Study in Australia...
December 30, 2016: Academic Pediatrics
https://www.readbyqxmd.com/read/28026711/sedentary-behaviours-among-adults-across-canada
#11
Katya M Herman, Travis J Saunders
 OBJECTIVES: While cross-Canada variations in physical activity and weight status have been illustrated, less is known about sedentary behaviour (SB). The aim of this study was to describe various SBs and their correlates among Canadian adults. METHODS: Cross-sectional data from the 2011-2012 Canadian Community Health Survey included 92,918 respondents aged 20-75+ years, representative of >22 million Canadian adults. TV/video viewing, computer, video game playing and reading time were self-reported. Associations with socio-demographic, health and health behaviour variables were examined...
December 27, 2016: Canadian Journal of Public Health. Revue Canadienne de Santé Publique
https://www.readbyqxmd.com/read/28018278/the-anatomy-of-action-systems-task-differentiation-when-learning-an-emg-controlled-game
#12
Ludger van Dijk, Anniek Heerschop, Corry K van der Sluis, Raoul M Bongers
This study aims to determine to what extent the task for an action system in its initial development relies on functional and anatomical components. Fifty-two able-bodied participants were randomly assigned to one of three experimental groups or to a control group. As a pre- and post-test all groups performed a computer game with the same goal and using the same musculature. One experimental group also trained to perform this test, while the other two experimental groups learned to perform a game that differed either in its goal or in the musculature used...
2016: Frontiers in Psychology
https://www.readbyqxmd.com/read/28011003/pre-meal-screen-time-activities-increase-subjective-emotions-but-not-food-intake-in-young-girls
#13
Julia O Totosy de Zepetnek, Damion Pollard, Jo M Welch, Melissa Rossiter, Shiva Faghih, Nick Bellissimo
PURPOSE: To determine the effect of pre-meal screen-time activities on subjective emotions, subjective appetite, and food intake (FI) in 9-14 year-old girls. METHODS: In this clinical study, 31 girls completed four 45-min treatment conditions of television viewing (TVV), video game playing (VGP), a challenging computer task (CT), and sitting without screen exposure (control) in a randomized order. Each treatment condition was followed immediately by an ad libitum pizza lunch, and FI was calculated from the weight of the consumed pizza...
December 21, 2016: Appetite
https://www.readbyqxmd.com/read/27989255/a-randomised-controlled-trial-of-repeated-filmed-social-contact-on-reducing-mental-illness-related-stigma-in-young-adults
#14
S Koike, S Yamaguchi, Y Ojio, K Ohta, T Shimada, K Watanabe, G Thornicroft, S Ando
AIMS: Public stigma alters attitudes towards people with mental illness, and is a particular concern for young people since most mental health problems occur in adolescence and young adulthood. However, little is known about the long-term effects of repeated filmed social contact (FSC) on reducing mental health-related stigma among young adults in the general population, compared with self-instructional Internet search (INS) and control interventions. METHODS: This study is a parallel-group randomised controlled trial over 12 months conducted in Tokyo, Japan...
December 19, 2016: Epidemiology and Psychiatric Sciences
https://www.readbyqxmd.com/read/27984481/gamification-in-physical-therapy-more-than-using-games
#15
Joep Janssen, Olaf Verschuren, Willem Jan Renger, Jose Ermers, Marjolijn Ketelaar, Raymond van Ee
The implementation of computer games in physical therapy is motivated by characteristics such as attractiveness, motivation, and engagement, but these do not guarantee the intended therapeutic effect of the interventions. Yet, these characteristics are important variables in physical therapy interventions because they involve reward-related dopaminergic systems in the brain that are known to facilitate learning through long-term potentiation of neural connections. In this perspective we propose a way to apply game design approaches to therapy development by "designing" therapy sessions in such a way as to trigger physical and cognitive behavioral patterns required for treatment and neurological recovery...
January 2017: Pediatric Physical Therapy
https://www.readbyqxmd.com/read/27980876/development-of-a-pediatric-visual-field-test
#16
Marco A Miranda, David B Henson, Cecilia Fenerty, Susmito Biswas, Tariq Aslam
PURPOSE: We describe a pediatric visual field (VF) test based on a computer game where software and hardware combine to provide an enjoyable test experience. METHODS: The test software consists of a platform-based computer game presented to the central VF. A storyline was created around the game as was a structure surrounding the computer monitor to enhance patients' experience. The patient is asked to help the central character collect magic coins (stimuli). To collect these coins a series of obstacles need to be overcome...
December 2016: Translational Vision Science & Technology
https://www.readbyqxmd.com/read/27966010/-computer-games-for-prevention-of-delirium
#17
R Püllen
No abstract text is available yet for this article.
December 13, 2016: Zeitschrift Für Gerontologie und Geriatrie
https://www.readbyqxmd.com/read/27965566/on-shapley-ratings-in-brain-networks
#18
Marieke Musegaas, Bas J Dietzenbacher, Peter E M Borm
We consider the problem of computing the influence of a neuronal structure in a brain network. Abraham et al. (2006) computed this influence by using the Shapley value of a coalitional game corresponding to a directed network as a rating. Kötter et al. (2007) applied this rating to large-scale brain networks, in particular to the macaque visual cortex and the macaque prefrontal cortex. Our aim is to improve upon the above technique by measuring the importance of subgroups of neuronal structures in a different way...
2016: Frontiers in Neuroinformatics
https://www.readbyqxmd.com/read/27942434/micros-a-morphable-intelligent-and-collective-robot-operating-system
#19
Xuejun Yang, Huadong Dai, Xiaodong Yi, Yanzhen Wang, Shaowu Yang, Bo Zhang, Zhiyuan Wang, Yun Zhou, Xuefeng Peng
Robots are developing in much the same way that personal computers did 40 years ago, and robot operating system is the critical basis. Current robot software is mainly designed for individual robots. We present in this paper the design of micROS, a morphable, intelligent and collective robot operating system for future collective and collaborative robots. We first present the architecture of micROS, including the distributed architecture for collective robot system as a whole and the layered architecture for every single node...
2016: Robotics and Biomimetics
https://www.readbyqxmd.com/read/27936814/neural-substrates-and-social-consequences-of-interpersonal-gratitude-intention-matters
#20
Hongbo Yu, Qiang Cai, Bo Shen, Xiaoxue Gao, Xiaolin Zhou
Voluntary help during a time of need fosters interpersonal gratitude, which has positive social and personal consequences such as improved social relationships, increased reciprocity, and decreased distress. In a behavioral and a functional magnetic resonance imaging (fMRI) experiment, participants played a multiround interactive game where they received pain stimulation. An anonymous partner interacted with the participants and either intentionally or unintentionally (i.e., determined by a computer program) bore part of the participants' pain...
December 12, 2016: Emotion
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