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https://www.readbyqxmd.com/read/29333996/energy-expenditure-and-intensity-of-active-video-games-in-children-and-adolescents
#1
Karina L R Canabrava, Fernanda R Faria, Jorge R P de Lima, Dartagnan P Guedes, Paulo R S Amorim
PURPOSE: This study aimed to compare the energy expenditure and intensity of active video games to that of treadmill walking in children and adolescents. METHOD: Seventy-two boys and girls (aged 8-13 years) were recruited from local public schools. Energy expenditure and heart rate were measured during rest, during 3-km/hr, 4-km/hr, and 5-km/hr walks, and during active games (Adventure, Boxing I, Boxing II, and Dance). During walking and active games, we also assessed physical activity using an accelerometer...
January 15, 2018: Research Quarterly for Exercise and Sport
https://www.readbyqxmd.com/read/29330738/a-video-review-of-multiple-concussion-signs-in-national-rugby-league-match-play
#2
Andrew J Gardner, David R Howell, Grant L Iverson
BACKGROUND: Video review has been introduced in many professional sports worldwide to help recognize concussions. However, to date, there has been very little research on the accuracy of using video analysis to identify signs of concussion and the various combinations of observed signs. METHODS: The objective of the study is to determine the accuracy of combinations of clinical signs of concussion identified using video analysis to identify concussions in the National Rugby League (NRL)...
January 12, 2018: Sports Medicine—Open
https://www.readbyqxmd.com/read/29323401/-efficacy-of-interventions-with-video-games-consoles-in-stroke-patients-a-systematic-review
#3
J H Ortiz-Huerta, M Perez-de-Heredia-Torres, V Guijo-Blanco, M Santamaria-Vazquez
INTRODUCTION: In recent years video games and games consoles have been developed that are potentially useful in rehabilitation, which has led to studies conducted to evaluate the degree of efficacy of these treatments for people following a stroke. AIM: To analyse the literature available related to the effectiveness of applying video games consoles in the functional recovery of the upper extremities in subjects who have survived a stroke. PATIENTS AND METHODS: A review of the literature was conducted in the CINHAL, Medline, PEDro, PsycArticles, PsycInfo, Science Direct, Scopus and Web of Science databases, using the query terms 'video game', 'stroke', 'hemiplegia', 'upper extremity' and 'hemiparesis'...
January 16, 2018: Revista de Neurologia
https://www.readbyqxmd.com/read/29323179/neither-action-nor-phonological-video-games-make-dyslexic-children-read-better
#4
Magdalena Łuniewska, Katarzyna Chyl, Agnieszka Dębska, Agnieszka Kacprzak, Joanna Plewko, Marcin Szczerbiński, Jakub Szewczyk, Anna Grabowska, Katarzyna Jednoróg
The prevalence and long-term consequences of dyslexia make it crucial to look for effective and efficient ways of its therapy. Action video games (AVG) were implied as a possible remedy for difficulties in reading in Italian and English-speaking children. However, the studies examining the effectiveness of AVG application in dyslexia suffered from significant methodological weaknesses such as small sample sizes and lack of a control group with no intervention. In our study, we tested how two forms of training: based on AVG and on phonological non-action video games (PNAVG), affect reading in a group of fifty-four Polish children with dyslexia...
January 11, 2018: Scientific Reports
https://www.readbyqxmd.com/read/29321637/detection-of-american-football-head-impacts-using-biomechanical-features-and-support-vector-machine-classification
#5
Lyndia C Wu, Calvin Kuo, Jesus Loza, Mehmet Kurt, Kaveh Laksari, Livia Z Yanez, Daniel Senif, Scott C Anderson, Logan E Miller, Jillian E Urban, Joel D Stitzel, David B Camarillo
Accumulation of head impacts may contribute to acute and long-term brain trauma. Wearable sensors can measure impact exposure, yet current sensors do not have validated impact detection methods for accurate exposure monitoring. Here we demonstrate a head impact detection method that can be implemented on a wearable sensor for detecting field football head impacts. Our method incorporates a support vector machine classifier that uses biomechanical features from the time domain and frequency domain, as well as model predictions of head-neck motions...
December 21, 2017: Scientific Reports
https://www.readbyqxmd.com/read/29321095/sexual-content-in-video-games-an-analysis-of-the-entertainment-software-rating-board-classification-from-1994-to-2013
#6
Dèsirée Vidaña-Pérez, Ariela Braverman-Bronstein, Ana Basto-Abreu, Inti Barrientos-Gutierrez, Rainer Hilscher, Tonatiuh Barrientos-Gutierrez
Background: Video games are widely used by children and adolescents and have become a significant source of exposure to sexual content. Despite evidence of the important role of media in the development of sexual attitudes and behaviours, little attention has been paid to monitor sexual content in video games. Methods: Data was obtained about sexual content and rating for 23722 video games from 1994 to 2013 from the Entertainment Software Rating Board database; release dates and information on the top 100 selling video games was also obtained...
January 11, 2018: Sexual Health
https://www.readbyqxmd.com/read/29320334/body-weight-and-bullying-victimization-among-us-adolescents
#7
Claudia Wang, Yin Li, Kaigang Li, Dong-Chul Seo
OBJECTIVE: We examined the association between body weight status at all levels (including underweight, normal weight, overweight, and obesity) and bullying victimization among US ado- lescents using a nationally representative data. METHODS: We used logistic regression to exam- ine the association between bullying victimization and body weight status by sex with the data from the 2013 Youth Risk Behavior Survey (YRBS) (N = 11,825), controlling for demographics, selected behavioral confounders, and complex survey design...
January 1, 2018: American Journal of Health Behavior
https://www.readbyqxmd.com/read/29318375/action-compatibility-in-spatial-knowledge-developed-through-virtual-navigation
#8
Qi Wang, Holly A Taylor, Tad T Brunyé
Action-compatibility effects (ACEs) arise due to incongruity between perceptuo-motor traces stored in memory and the perceptuo-motor demands of a retrieval task. Recent research has suggested that ACEs arising during spatial memory retrieval are additionally modulated by individual differences in how experienced participants are with a college campus environment. However, the extent and nature of experience with a real-world environment is difficult to assess and control, and characteristics of the retrieval task itself might modulate ACEs during spatial memory retrieval...
January 9, 2018: Psychological Research
https://www.readbyqxmd.com/read/29316273/pilot-project-physiologic-responses-to-a-high-intensity-active-video-game-with-copd-patients-tools-for-home-rehabilitation
#9
Andrée-Anne Parent, Vincent Gosselin-Boucher, Marilyn Houle-Peloquin, Claude Poirier, Alain-Steve Comtois
INTRODUCTION: Chronic Obstructive Pulmonary Disease (COPD) is a respiratory condition that causes a significant deterioration of the quality of life. However, exercise can improve the quality of life for COPD patients and it is for this reason previous study observed the effects of active video games to increase exercise. Using motion capture devices with short bursts of exercise never been tried with COPD patients. OBJECTIVES: The objective was to observe the feasibility of using this device safely and easily with COPD patients...
January 8, 2018: Clinical Respiratory Journal
https://www.readbyqxmd.com/read/29313731/the-effectiveness-of-a-parental-guide-for-prevention-of-problematic-video-gaming-in-children-a-public-health-randomized-controlled-intervention-study
#10
Elfrid Krossbakken, Torbjørn Torsheim, Rune Aune Mentzoni, Daniel Luke King, Bjørn Bjorvatn, Ingjerd Meen Lorvik, Ståle Pallesen
Background and aims Excessive use of video games among children and adolescents is a growing concern. The aim of this study was to investigate the effectiveness of a brief parental guide with advices and strategies for regulating video gaming in children. Methods A random sample of guardians of children between the age of 8-12 years old (N = 5,864) was drawn from the Norwegian Population Registry and equally randomized into an intervention and a control condition. A parental guide based on clinical and research literature was distributed by postal mail to those in the intervention condition...
January 9, 2018: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/29313720/beyond-access-and-exposure-implications-of-sneaky-media-use-for-preschoolers-sleep-behavior
#11
Jessica D Moorman, Kristen Harrison
Greater consumption of and access to screen media are known correlates of unhealthy sleep behavior in preschoolers. What remains unknown, however, is the role a child's media use plays in this association. Parents and guardians of U.S. preschoolers (N = 278, average child age 56 months) provided information about their child's nightly duration of sleep, daily duration of nap, quantity of screen media use, sneaky media use, and the presence of a screen media device in the bedroom. We assessed four media: television, DVD/VCRs, video games, and computer/Internet...
January 9, 2018: Health Communication
https://www.readbyqxmd.com/read/29313388/virtual-reality-in-cognitive-and-motor-rehabilitation-facts-fiction-and-fallacies
#12
Gaetano Tieri, Giovanni Morone, Stefano Paolucci, Marco Iosa
Over recent decades many researchers and clinicians have started to use Virtual Reality (VR) as a new technology for implementing innovative rehabilitation treatments in cognitive and motor domains. However, the expression "VR" has often also been improperly used to refer to video games. Further, VR efficacy, often confused with that of video-game exercises, is still debated. Areas covered: In this review, we provide the scientific rationale for the advantages of using VR systems in rehabilitation and investigate whether the VR could really be a promising technique for the future of rehabilitation of patients, or if it is just an entertainment for scientists...
January 9, 2018: Expert Review of Medical Devices
https://www.readbyqxmd.com/read/29308981/neural-correlates-of-enhanced-visual-attentional-control-in-action-video-game-players-an-event-related-potential-study
#13
Julia Föcker, Matin Mortazavi, Wayne Khoe, Steven A Hillyard, Daphne Bavelier
Action video game players (AVGPs) outperform non-action video game players (NAVGPs) on a range of perceptual and attentional tasks. Although several studies have reported neuroplastic changes within the frontoparietal networks of attention in AVGPs, little is known about possible changes in attentional modulation in low-level visual areas. To assess the contribution of these different levels of neural processing to the perceptual and attentional enhancements noted in AVGPs, visual event-related potentials (ERPs) were recorded from 14 AVGPs and 14 NAVGPs during a target discrimination task that required participants to attend to rapid sequences of Gabor patches under either focused or divided attention conditions...
January 8, 2018: Journal of Cognitive Neuroscience
https://www.readbyqxmd.com/read/29306100/nursing-students-perceptions-of-a-video-based-serious-game-s-educational-value-a-pilot-study
#14
Hege M Johnsen, Mariann Fossum, Pirashanthie Vivekananda-Schmidt, Ann Fruhling, Åshild Slettebø
BACKGROUND: Despite an increasing number of serious games (SGs) in nursing education, few evaluation studies specifically address their educational value in terms of face, content, and construct validity. OBJECTIVES: To assess nursing students' perceptions of a video-based SG in terms of face, content, and construct validity. In addition, the study assessed perceptions of usability, individual factors, and preferences regarding future use. DESIGN: A pilot study was conducted...
December 28, 2017: Nurse Education Today
https://www.readbyqxmd.com/read/29304288/correlates-of-active-video-game-use-in-children
#15
Kristin L Schneider, Jocelyn Smith Carter, Cynthia Putnam, Jacey Keeney, Draycen D DeCator, Daniel Kern, Laura Aylward
OBJECTIVES: Active video games (AVGs) could provide a novel approach to increasing physical activity and decreasing sedentary activity in children, but little is known about which children are likely to use AVGs. This study examined whether youth demographics, social support, and AVG engagement influence use of AVGs and physical activity. MATERIALS AND METHODS: A diverse sample of youth participants (42.4% non-Hispanic white), aged 8-14 years (n = 85), who owned an AVG console, completed surveys, wore an activity monitor, and logged AVG use for 1 week...
January 5, 2018: Games for Health
https://www.readbyqxmd.com/read/29302694/effectiveness-of-a-binocular-video-game-vs-placebo-video-game-for-improving-visual-functions-in-older-children-teenagers-and-adults-with-amblyopia-a-randomized-clinical-trial
#16
Tina Y Gao, Cindy X Guo, Raiju J Babu, Joanna M Black, William R Bobier, Arijit Chakraborty, Shuan Dai, Robert F Hess, Michelle Jenkins, Yannan Jiang, Lisa S Kearns, Lionel Kowal, Carly S Y Lam, Peter C K Pang, Varsha Parag, Roberto Pieri, Rajkumar Nallour Raveendren, Jayshree South, Sandra Elfride Staffieri, Angela Wadham, Natalie Walker, Benjamin Thompson
Importance: Binocular amblyopia treatment using contrast-rebalanced stimuli showed promise in laboratory studies and requires clinical trial investigation in a home-based setting. Objective: To compare the effectiveness of a binocular video game with a placebo video game for improving visual functions in older children and adults. Design, Setting, and Participants: The Binocular Treatment of Amblyopia Using Videogames clinical trial was a multicenter, double-masked, randomized clinical trial...
January 4, 2018: JAMA Ophthalmology
https://www.readbyqxmd.com/read/29301311/analysis-of-gambling-in-the-media-related-to-screens-immersion-as-a-predictor-of-excessive-use
#17
Jean-Jacques Rémond, Lucia Romo
This study investigates the intricacies between the player interface proposed by the screens, (in particular on smartphone applications or in video games) and gambling. Recent research indicates connections between "immersion" and excessive screen practice. We want to understand the causal-effects between online gambling and the "immersion" variable and understand their relationship and its contingencies. This article empirically investigates whether and how it is possible to observe immersion with its sub-dimensions in gambling on different screens...
January 2, 2018: International Journal of Environmental Research and Public Health
https://www.readbyqxmd.com/read/29301261/detection-of-craving-for-gaming-in-adolescents-with-internet-gaming-disorder-using-multimodal-biosignals
#18
Hodam Kim, Jihyeon Ha, Won-Du Chang, Wanjoo Park, Laehyun Kim, Chang-Hwan Im
The increase in the number of adolescents with internet gaming disorder (IGD), a type of behavioral addiction is becoming an issue of public concern. Teaching adolescents to suppress their craving for gaming in daily life situations is one of the core strategies for treating IGD. Recent studies have demonstrated that computer-aided treatment methods, such as neurofeedback therapy, are effective in relieving the symptoms of a variety of addictions. When a computer-aided treatment strategy is applied to the treatment of IGD, detecting whether an individual is currently experiencing a craving for gaming is important...
January 1, 2018: Sensors
https://www.readbyqxmd.com/read/29300015/the-research-hardware-in-your-video-game-system
#19
Anna Nowogrodzki
No abstract text is available yet for this article.
January 4, 2018: Nature
https://www.readbyqxmd.com/read/29284294/sex-ed-to-go-a-content-analysis-of-comprehensive-sexual-education-apps
#20
Kerstin M Kalke, Tamar Ginossar, Sayyed Fawad Ali Shah, Andrew J West
Mobile applications ("apps") designed for sexual health education have the potential to reach teens and young adults that are hard to reach through traditional platforms; however, little is known about availability of these apps and their adherence to existing guidelines. Following a search on the two major app stores, data from 2,693 apps were analyzed. Only 697 (25%) addressed sexual health, and only 15 (1%) of apps met inclusion criteria for comprehensive programs and their content was further analyzed. The content of most of these apps narrowly focused on sexually transmitted infections and pregnancy prevention and lacked information on puberty, sexual identity, and personal safety...
December 1, 2017: Health Education & Behavior: the Official Publication of the Society for Public Health Education
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