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https://www.readbyqxmd.com/read/28092144/exergaming-boxing-versus-heavy-bag-boxing-are-these-equipotent-for-individuals-with-spinal-cord-injury
#1
Maziah Mat Rosly, Hadi Mat Rosly, Nazirah Hasnan, Glen M Davis, Ruby Husain
BACKGROUND: Current strategies for increased physical activity and exercise in individuals with spinal cord injury (SCI) face many challenges with regards to maintaining their continuity of participation. Barriers cited often include problems with accessing facilities, mundane, monotonous or boring exercises and expensive equipment that is often not adapted for wheelchair users. AIM: To compare the physiological responses and user preferences between conventional heavy bag boxing against a novel form of video game boxing, known as exergaming boxing...
January 13, 2017: European Journal of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/28091853/does-emotional-arousal-influence-swearing-fluency
#2
Richard Stephens, Amy Zile
This study assessed the effect of experimentally manipulated emotional arousal on swearing fluency. We hypothesised that swear word generation would be increased with raised emotional arousal. The emotional arousal of 60 participants was manipulated by having them play a first-person shooter video game or, as a control, a golf video game, in a randomised order. A behavioural measure of swearing fluency based on the Controlled Oral Word Association Test was employed. Successful experimental manipulation was indicated by raised State Hostility Questionnaire scores after playing the shooter game...
January 16, 2017: Journal of Psycholinguistic Research
https://www.readbyqxmd.com/read/28080150/motives-matter-motives-for-playing-pok%C3%A3-mon-go-and-implications-for-well-being
#3
Chia-Chen Yang, Dong Liu
Mobile games such as Pokémon Go have become a major form of entertainment, and yet little is known about why people play the games and how their motives associate with well-being. Although literature on motives for playing video and online games is informative, the findings may not reflect the full spectrum of mobile gaming motives due to some unique affordances of mobile games (e.g., mobility). To catch up with the evolving gaming context, a popular mobile game, Pokémon Go, was taken as an example to explore individuals' mobile gaming motives...
January 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28076591/urban-versus-rural-lifestyle-in-adolescents-associations-between-environment-physical-activity-levels-and-sedentary-behavior
#4
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/28066867/physical-activity-levels-frequency-and-type-among-adolescents-with-and-without-autism-spectrum-disorder
#5
Heidi I Stanish, Carol Curtin, Aviva Must, Sarah Phillips, Melissa Maslin, Linda G Bandini
We compared time spent in moderate and vigorous physical activity (MVPA), type, and frequency of participation in physical activities between adolescents with ASD (n = 35) and typically developing (TD) adolescents (n = 60). Accelerometers measured MVPA and participants were interviewed about engagement in physical activities. Adolescents with ASD spent less time in MVPA compared to TD adolescents (29 min/day vs. 50 min/day, p < 0.001) and fewer met the Physical Activity Guidelines for Americans (14 vs...
January 9, 2017: Journal of Autism and Developmental Disorders
https://www.readbyqxmd.com/read/28062389/internet-based-hiv-prevention-with-at-home-sexually-transmitted-infection-testing-for-young-men-having-sex-with-men-study-protocol-of-a-randomized-controlled-trial-of-keep-it-up-2-0
#6
Brian Mustanski, Krystal Madkins, George J Greene, Jeffrey T Parsons, Brent A Johnson, Patrick Sullivan, Michael Bass, Rebekah Abel
BACKGROUND: Human immunodeficiency virus (HIV) infections are increasing among young men who have sex with men (YMSM), yet few HIV prevention programs have studied this population. Keep It Up! (KIU!), an online HIV prevention program tailored to diverse YMSM, was developed to fill this gap. The KIU! 2.0 randomized controlled trial (RCT) was launched to establish intervention efficacy. OBJECTIVE: The objective of the KIU! study is to advance scientific knowledge of technology-based behavioral HIV prevention, as well as improve public health by establishing the efficacy of an innovative electronic health (eHealth) prevention program for ethnically and racially diverse YMSM...
January 7, 2017: JMIR Research Protocols
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
#7
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/28056179/descriptive-characteristics-of-concussions-in-national-football-league-games-2010-2011-to-2013-2014
#8
Michael D Clark, Breton M Asken, Stephen W Marshall, Kevin M Guskiewicz
BACKGROUND: Despite a high reported incidence rate of concussion, little is known about the on-field characteristics of injurious head impacts in National Football League (NFL) games. PURPOSE: To characterize on-field features (location, player position, and time during game) and biomechanical features (anticipation status, closing distance, impact location and type) associated with concussions in NFL games over a 4-season period (2010-2011 to 2013-2014). STUDY DESIGN: Descriptive epidemiology study...
December 1, 2017: American Journal of Sports Medicine
https://www.readbyqxmd.com/read/28054817/imagining-wrong-fictitious-contexts-mitigate-condemnation-of-harm-more-than-impurity
#9
John S Sabo, Roger Giner-Sorolla
Over 5 experiments, we test the fictive pass asymmetry hypothesis. Following observations of ethics and public reactions to media, we propose that fictional contexts, such as reality, imagination, and virtual environments, will mitigate people's moral condemnation of harm violations, more so than purity violations. That is, imagining a purely harmful act is given a "fictive pass," in moral judgment, whereas imagining an abnormal act involving the body is evaluated more negatively because it is seen as more diagnostic of bad character...
January 2017: Journal of Experimental Psychology. General
https://www.readbyqxmd.com/read/28052513/improving-late-life-depression-and-cognitive-control-through-the-use-of-therapeutic-video-game-technology-a-proof-of-concept-randomized-trial
#10
Joaquin A Anguera, Faith M Gunning, Patricia A Areán
BACKGROUND: Existing treatments for depression are known to have only modest effects, are insufficiently targeted, and are inconsistently utilized, particularly in older adults. Indeed, older adults with impaired cognitive control networks tend to demonstrate poor response to a majority of existing depression interventions. Cognitive control interventions delivered using entertainment software have the potential to not only target the underlying cerebral dysfunction associated with depression, but to do so in a manner that is engaging and engenders adherence to treatment protocol...
January 3, 2017: Depression and Anxiety
https://www.readbyqxmd.com/read/28043935/the-association-between-electronic-media-and-emotional-and-behavioural-problems-in-late-childhood
#11
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/28039794/the-costs-or-benefits-associated-with-attended-objects-do-little-to-influence-inattentional-blindness
#12
Cary R Stothart, Timothy J Wright, Daniel J Simons, Walter R Boot
We sometimes fail to notice unexpected objects or events when our attention is directed elsewhere, a phenomenon called inattentional blindness. We explored whether unexpected objects that shared the color of consequential objects would be noticed more often. In three pre-registered experiments, participants played a custom video game in which they avoided both low- and high-cost missiles (Experiment 1 and 2) or tried to hit rewarding missiles while avoiding costly ones (Experiment 3). After participants had played the game for about 8min, an unexpected object moved across the screen...
December 28, 2016: Acta Psychologica
https://www.readbyqxmd.com/read/28039125/mechanisms-of-acl-injury-in-professional-rugby-union-a-systematic-video-analysis-of-36-cases
#13
Connor Montgomery, Jeff Blackburn, Daniel Withers, Gregory Tierney, Cathal Moran, Ciaran Simms
BACKGROUND: The mechanisms of ACL injury in rugby are not well defined. AIM: To describe the mechanisms of ACL injury in male professional rugby players using systematic video analysis. METHODS: 36 cases from games played in top professional leagues and international matches were analysed. 5 analysts independently assessed all videos to record the estimated frame/time of initial ground contact, frame/time of ACL tear and a range of play specific variables...
December 30, 2016: British Journal of Sports Medicine
https://www.readbyqxmd.com/read/28035865/effect-of-contact-and-no-contact-small-sided-games-on-elite-handball-players
#14
Antonio Dello Iacono, Domenico Martone, Alessandro Moura Zagatto, Yoav Meckel, Mahmood Sindiani, Mirjana Milic, Johnny Padulo
This study aimed to investigate the effect of contact (C-SSG) and no-contact (NC-SSG) handball small-sided games (SSGs) on motion patterns and physiological responses of elite handball players. Twelve male handball players performed 10 C-SSG and 10 NC-SSG while being monitored through the heart rate (HR) and rate of perceived exertion (RPE) as physiological responses and time-motion activities profile using video-match analysis. Both game conditions resulted in similar HR responses (P > 0.05), but the NC-SSG led to a higher RPE scores...
December 30, 2016: Journal of Sports Sciences
https://www.readbyqxmd.com/read/28035636/neuromodulation-can-reduce-aggressive-behavior-elicited-by-violent-video-games
#15
Paolo Riva, Alessandro Gabbiadini, Leonor J Romero Lauro, Luca Andrighetto, Chiara Volpato, Brad J Bushman
Research has shown that exposure to violent media increases aggression. However, the neural underpinnings of violent-media-related aggression are poorly understood. Additionally, few experiments have tested hypotheses concerning how to reduce violent-media-related aggression. In this experiment, we focused on a brain area involved in the regulation of aggressive impulses-the right ventrolateral prefrontal cortex (rVLPFC). We tested the hypothesis that brain polarization through anodal transcranial direct current stimulation (tDCS) over rVLPFC reduces aggression related to violent video games...
December 29, 2016: Cognitive, Affective & Behavioral Neuroscience
https://www.readbyqxmd.com/read/28033714/scholars-open-debate-paper-on-the-world-health-organization-icd-11-gaming-disorder-proposal
#16
Espen Aarseth, Anthony M Bean, Huub Boonen, Michelle Colder Carras, Mark Coulson, Dimitri Das, Jory Deleuze, Elza Dunkels, Johan Edman, Christopher J Ferguson, Maria C Haagsma, Karin Helmersson Bergmark, Zaheer Hussain, Jeroen Jansz, Daniel Kardefelt-Winther, Lawrence Kutner, Patrick Markey, Rune Kristian Lundedal Nielsen, Nicole Prause, Andrew Przybylski, Thorsten Quandt, Adriano Schimmenti, Vladan Starcevic, Gabrielle Stutman, Jan Van Looy, Antonius J Van Rooij
Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming...
December 30, 2016: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28031039/attention-training-for-infants-at-familial-risk-of-adhd-interstaars-study-protocol-for-a-randomised-controlled-trial
#17
Amy Goodwin, Simona Salomone, Patrick Bolton, Tony Charman, Emily J H Jones, Andrew Pickles, Emily Robinson, Tim Smith, Edmund J S Sonuga-Barke, Sam Wass, Mark H Johnson
BACKGROUND: Attention deficit hyperactivity disorder (ADHD) is a prevalent neurodevelopmental disorder that can negatively impact on an individual's quality of life. It is pathophysiologically complex and heterogeneous with different neuropsychological processes being impaired in different individuals. Executive function deficits, including those affecting attention, working memory and inhibitory control, are common. Cognitive training has been promoted as a treatment option, based on the notion that by strengthening the neurocognitive networks underlying these executive processes, ADHD symptoms will also be reduced...
December 28, 2016: Trials
https://www.readbyqxmd.com/read/28030542/acute-cognitively-engaging-exergame-based-physical-activity-enhances-executive-functions-in-adolescents
#18
Valentin Benzing, Theda Heinks, Noëmi Eggenberger, Mirko Schmidt
The study aimed to elucidate the influence of cognitive engagement comprised in an acute bout of exergame-based physical activity on executive functions (inhibition, cognitive flexibility) in adolescents. Therefore, the level of cognitive engagement and the intensity of physical activity were systematically varied across three experimental conditions. Sixty-five healthy male adolescents (13-16 years) were randomly assigned to one of three conditions: (a) physical activity with high levels of cognitive engagement during active video gaming, (b) physical activity with low levels of cognitive engagement during active video gaming, (c) sedentary with low levels of cognitive engagement during passive video watching...
2016: PloS One
https://www.readbyqxmd.com/read/28026711/sedentary-behaviours-among-adults-across-canada
#19
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/28018611/brief-use-of-a-specific-gun-in-a-violent-game-does-not-affect-attitudes-towards-that-gun
#20
Joseph Hilgard, Christopher R Engelhardt, Bruce D Bartholow
Although much attention has been paid to the question of whether violent video games increase aggressive behaviour, little attention has been paid to how such games might encourage antecedents of gun violence. In this study, we examined how product placement, the attractive in-game presentation of certain real-world firearm brands, might encourage gun ownership, a necessary antecedent of gun violence. We sought to study how the virtual portrayal of a real-world firearm (the Bushmaster AR-15) could influence players' attitudes towards the AR-15 specifically and gun ownership in general...
November 2016: Royal Society Open Science
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