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Video games

Marc Argilés, Genís Cardona, Elisabet Pérez-Cabré, Ramon Pérez-Magrané, Bernardo Morcego, Joan Gispets
PURPOSE: To develop and test the sensitivity of an ultrasound-based sensor to assess the viewing distance of visual display terminals operators in real-time conditions. METHODS: A modified ultrasound sensor was attached to a computer display to assess viewing distance in real time. Sensor functionality was tested on a sample of 20 healthy participants while they conducted four 10-minute randomly presented typical computer tasks (a match-three puzzle game, a video documentary, a task requiring participants to complete a series of sentences, and a predefined internet search)...
October 22, 2016: Optometry and Vision Science: Official Publication of the American Academy of Optometry
Marina Cujzek, Andrea Vranic
This research aimed at investigating the utility of a computerized version of a cognitively stimulating activity as a video game intervention for elderly. The study focused on the effect of a 6-week extensive practice intervention on aspects of cognitive functioning (vigilance, working memory (WM), inhibition, reasoning) of old-old participants (N = 29), randomly assigned to trained or active control group. The difference between groups was in the content of the extended video game practice - cognitively complex card game for trained and computerized version of a simple dice-game of chance for control participants...
October 24, 2016: Neuropsychology, Development, and Cognition. Section B, Aging, Neuropsychology and Cognition
Daniel T Goon, Constance A Nsibambi, Milton Chebet
BACKGROUND: Scant information exist on screen time behavior of South Africa children and whether they do not meet the recommendation of American Association of Pediatrics (AAP) concerning screen time activity for children is only speculative. Therefore, the purpose of this study was to examine the time spent in sedentary activities, especially screen time of South African children with regard to gender. METHODS: This cross-sectional study involved a random sample of 1136 school children (548 boys; 588 girls) aged 9-13 years attending public schools in Central Pretoria, South Africa...
December 2016: Minerva Pediatrica
Thiago Strahler Rivero, Lina Maria Herrera Núñez, Emmy Uehara Pires, Orlando Francisco Amodeo Bueno
[This corrects the article on p. 151 in vol. 6, PMID: 26557098.].
2016: Frontiers in Psychiatry
Susann Weihrauch-Blüher, Stefanie Koormann, Jana Brauchmann, Susanna Wiegand
BACKGROUND: The increasing prevalence of childhood obesity is - amongst other factors - due to changed leisure time habits with decreased physical activity and increased media consumption. However, electronic media such as tablets and smartphones might also provide a novel intervention approach to prevent obesity in childhood and adolescence. OBJECTIVES: A summary of interventions applying electronic media to prevent childhood obesity is provided to investigate short term effects as well as long term results of these interventions...
October 18, 2016: Bundesgesundheitsblatt, Gesundheitsforschung, Gesundheitsschutz
María Martín-Fernández, Josep Lluís Matalí, Sara García-Sánchez, Marta Pardo, María Lleras, Carmina Castellano-Tejedor
Demand for treatment for problems related to the use of video games have increased significantly in adolescents. Most cases have a comorbid mental disorder that jeopardises both pathologies. The aim of this study is to describe profiles of adolescents with Internet Gaming Disorder (IGD) according to comorbidity and analyze treatment response at 3 and 6 months. A sample of 86 patients which consulted in the Addictive Behavior Unit of a hospital was assessed with diagnostic criteria for IGD, the interview K-SADS-PL for mental disorders and the Clinical Global Impression (CGI) to treatment progress...
September 29, 2016: Adicciones
María T Gonzálvez, José P Espada, Ricardo Tejeiro
Problem use of video games is an increasing risk behaviour. High exposure of adolescents to video games has been linked to a variety of disorders, but the relationship between problem video game playing and emotional welfare is unknown. The aim of the study is to analyse problem video game playing in a sample of adolescents and to determine whether there are differences between online and offline players, in addition to examining its relationship with anxiety and depressive symptomatology. A sample of adolescents (N = 380) completed self-reports measuring video game use and symptoms of anxiety and depression...
September 29, 2016: Adicciones
Shikha Jain Goodwin, Derek Dziobek
Ever since video games were available to the general public, they have intrigued brain researchers for many reasons. There is an enormous amount of diversity in the video game research, ranging from types of video games used, the amount of time spent playing video games, the definition of video gamer versus non-gamer to the results obtained after playing video games. In this paper, our goal is to provide a critical discussion of these issues, along with some steps towards generalization using the discussion of an article published by Clemenson and Stark (2005) as the starting point...
September 2016: Postdoc Journal: a Journal of Postdoctoral Research and Postdoctoral Affairs
Amy Shirong Lu, Tom Baranowski, S Lee Hong, Richard Buday, Debbe Thompson, Alicia Beltran, Hafza Razak Dadabhoy, Tzu-An Chen
BACKGROUND: Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influence behaviors. OBJECTIVE: The objective of this study was to test the hypothesis that a narrative would motivate increased AVG play, though a feasibility study that investigated the motivational effect of adding a previously developed narrative cutscene to an originally nonnarrative AVG, Nintendo Wii Sports Resort: Swordplay Showdown...
October 14, 2016: Journal of Medical Internet Research
A J Gardner, R M N Kohler, C R Levi, G L Iverson
A new concussion interchange rule (CIR) was introduced in 2014 for the National Rugby League and National Youth Competition (NYC). The CIR allows a player suspected of having sustained a concussion to be removed from play and assessed without an interchange being tallied against the player's team. Participants included all NYC players who used the CIR during the 2014 season. 2 raters completed video analysis of 131 (of a total of 156 reported) uses of the CIR, describing injury characteristics, situational factors, and concussion signs...
October 13, 2016: International Journal of Sports Medicine
Harris Hyun-Soo Kim, Sun Joo Grace Ahn
The main objective of our study is to assess the relationship between playing online video games and mental wellbeing of adolescents based on a nationally representative sample. Data come from the Korean Children and Youth Panel Survey (KCYPS), a government-funded multiyear research project. Through a secondary analysis of W2 and W3 of data collected in 2011 and 2012, we examine the extent to which time spent playing online games is related to depression, as measured by a battery of items modeled after the abridged version of Center for Epidemiologic Studies Depression Scale Revised (CESD-R)...
October 2016: Cyberpsychology, Behavior and Social Networking
Meryem Yilmaz Soylu, Roger H Bruning
This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne's model of self-regulation (Winne, 2001) guided the study. The main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students about their game playing frequency, habits, and use of self-regulation. Data analysis indicated that while playing recreational video games, expert gamers self-regulated more than moderately expert and non-expert players and moderately expert players used more processes of self-regulation than non-experts...
2016: Frontiers in Psychology
Gregory J Tierney, John Lawler, Karl Denvir, Kurt McQuilkin, Ciaran K Simms
PRIMARY OBJECTIVES: To conduct video and statistical analysis on Rugby Union play, focusing mainly on the tackle, to establish the player to player configurations for significant direct head impacts and non-direct head impacts. RESEARCH DESIGN: Quantitative, observational cohort study. METHODS AND PROCEDURES: Video analysis of 52 significant direct head impacts (31 Tackle, 10 Ruck, 7 Dive and 4 Ground) and 40 non-direct head impact tackles from 2014/15 International Rugby Union matches...
August 11, 2016: Brain Injury: [BI]
Mia A Papas, Jillian C Trabulsi, Michelle Axe, James H Rimmer
BACKGROUND: Childhood obesity is a major public health concern. Children with disabilities have a higher prevalence of obesity. OBJECTIVE: We examined factors associated with obesity within a cross-sectional study of US adolescents with and without disabilities. METHODS: Data were obtained from the 2011 Youth Risk Behavior Survey. Logistic regression models were fitted to assess effects of dietary habits, physical activity, and unhealthy weight control behaviors on obesity...
November 2016: Journal of School Health
Fernando Winckler Simor, Manoela Rogofski Brum, Jaison Dairon Ebertz Schmidt, Rafael Rieder, Ana Carolina Bertoletti De Marchi
BACKGROUND: Gestural interaction systems are increasingly being used, mainly in games, expanding the idea of entertainment and providing experiences with the purpose of promoting better physical and/or mental health. Therefore, it is necessary to establish mechanisms for evaluating the usability of these interfaces, which make gestures the basis of interaction, to achieve a balance between functionality and ease of use. OBJECTIVE: This study aims to present the results of a systematic review focused on usability evaluation methods for gesture-based games, considering devices with motion-sensing capability...
October 4, 2016: JMIR Serious Games
Luís H Montrezor
The evaluation process is complex and extremely important in the teaching/learning process. Evaluations are constantly employed in the classroom to assist students in the learning process and to help teachers improve the teaching process. The use of active methodologies encourages students to participate in the learning process, encourages interaction with their peers, and stimulates thinking about physiological mechanisms. This study examined the performance of medical students on physiology over four semesters with and without active engagement methodologies...
December 2016: Advances in Physiology Education
Christina J Howard, Robert Wilding, Duncan Guest
There is mixed evidence that video game players (VGPs) may demonstrate better performance in perceptual and attentional tasks than non-VGPs (NVGPs). The rapid serial visual presentation task is one such case, where observers respond to two successive targets embedded within a stream of serially presented items. We tested light VGPs (LVGPs) and NVGPs on this task. LVGPs were better at correct identification of second targets whether they were also attempting to respond to the first target. This performance benefit seen for LVGPs suggests enhanced visual processing for briefly presented stimuli even with only very moderate game play...
October 3, 2016: Perception
Raquel Pinto Carbonera, Fernanda Maria Vendrusculo, Márcio Vinícius Fagundes Donadio
BACKGROUND: Interactive video games are recently being used as an exercise tool in cystic fibrosis (CF). This study aimed to assess the literature describing whether video games generate a physiological response similar to the exercise intensity needed for training in CF. METHODS: An online search in PubMed, Embase, Cochrane, SciELO, LILACS and PEDro databases was conducted and original studies describing physiological responses of the use of video games as exercise in CF were included...
October 2016: Respiratory Medicine
Charlotte Thoresen Wittek, Turi Reiten Finserås, Ståle Pallesen, Rune Aune Mentzoni, Daniel Hanss, Mark D Griffiths, Helge Molde
Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway (N = 3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers...
2016: International Journal of Mental Health and Addiction
A Dello Iacono, A Eliakim, J Padulo, L Laver, S Ben-Zaken, Y Meckel
The aim of this study was to investigate the influence of physical contact on neuromuscular impairments and inflammatory response during handball small-sided games. Using a counterbalanced design, 12 elite male junior handball players were divided into two groups: contact (C-SSG) and no-contact (NC-SSG), performing both contact and no-contact small-sided games, in reverse order on two training sessions separated by 5 days. The methodology and rules were identical for the two SSG regimens, with the only difference being the inclusion or prohibition of upper body use for physical contacts...
September 30, 2016: Scandinavian Journal of Medicine & Science in Sports
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