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https://www.readbyqxmd.com/read/28939247/-spanish-validation-of-game-addiction-scale-for-adolescents-gasa
#1
Daniel Lloret Irles, Ramon Morell Gomis, Juan Carlos Marzo Campos, Sonia Tirado González
OBJECTIVE: The aim of this study is to adapt and validate the Game Addiction Scale for Adolescents (GASA) to the Spanish youth population. DESIGN: Cultural adaptation and validation study. SETTING: Secondary Education centres. PARTICIPANTS: Two independent studies were conducted on a group of 466 young people with a mean age of 15.27 years (13-18, SD: 1.83) and 48.7% ♀ and on another group of 566, with a mean age of 21...
September 19, 2017: Atencion Primaria
https://www.readbyqxmd.com/read/28924869/the-educational-potential-of-youtube
#2
Haley T Godwin, Murtaza Khan, Peter Yellowlees
OBJECTIVE: The objective of this paper was to examine the educational potential and effectiveness of a 3 min video clip of a simulation of schizophrenia published online at YouTube. METHOD: Researchers examined the 267 public comments published on the video-sharing website YouTube over 8 years by viewers of a schizophrenia simulation video titled "virtual hallucinations" made in the Second Life game platform. Comments were independently categorized into six groupings, then cooperatively finalized, and qualitatively analyzed...
September 18, 2017: Academic Psychiatry
https://www.readbyqxmd.com/read/28923788/video-game-intervention-for-sexual-risk-reduction-in-minority-adolescents-randomized-controlled-trial
#3
Lynn E Fiellin, Kimberly D Hieftje, Tyra M Pendergrass, Tassos C Kyriakides, Lindsay R Duncan, James D Dziura, Benjamin G Sawyer, Linda Mayes, Cindy A Crusto, Brian Wc Forsyth, David A Fiellin
BACKGROUND: Human immunodeficiency virus (HIV) disproportionately impacts minority youth. Interventions to decrease HIV sexual risk are needed. OBJECTIVE: We hypothesized that an engaging theory-based digital health intervention in the form of an interactive video game would improve sexual health outcomes in adolescents. METHODS: Participants aged 11 to 14 years from 12 community afterschool, school, and summer programs were randomized 1:1 to play up to 16 hours of an experimental video game or control video games over 6 weeks...
September 18, 2017: Journal of Medical Internet Research
https://www.readbyqxmd.com/read/28921996/treatments-for-internet-gaming-disorder-and-internet-addiction-a-systematic-review
#4
Kristyn Zajac, Meredith K Ginley, Rocio Chang, Nancy M Petry
Problems related to excessive use of the Internet and video games have recently captured the interests of both researchers and clinicians. The goals of this review are to summarize the literature on treatment effectiveness for these problems and to determine whether any treatments meet the minimum requirement of an evidence-based treatment as defined by Chambless et al. (1998). Studies of treatments for Internet gaming disorder (IGD) and Internet addiction were examined separately, as past studies have linked IGD to more severe outcomes...
September 18, 2017: Psychology of Addictive Behaviors: Journal of the Society of Psychologists in Addictive Behaviors
https://www.readbyqxmd.com/read/28920499/tactile-radar-experimenting-a-computer-game-with-visually-disabled
#5
Virgínia Kastrup, Alvaro Cassinelli, Paulo Quérette, Niklas Bergstrom, Eliana Sampaio
BACKGROUND: Visually disabled people increasingly use computers in everyday life, thanks to novel assistive technologies better tailored to their cognitive functioning. Like sighted people, many are interested in computer games - videogames and audio-games. Tactile-games are beginning to emerge. The Tactile Radar is a device through which a visually disabled person is able to detect distal obstacles. In this study, it is connected to a computer running a tactile-game. The game consists in finding and collecting randomly arranged coins in a virtual room...
September 18, 2017: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/28918649/characterizing-verified-head-impacts-in-high-school-girls-lacrosse
#6
Shane V Caswell, Andrew E Lincoln, Hannah Stone, Patricia Kelshaw, Margot Putukian, Lisa Hepburn, Michael Higgins, Nelson Cortes
BACKGROUND: Girls' high school lacrosse players have higher rates of head and facial injuries than boys. Research indicates that these injuries are caused by stick, player, and ball contacts. Yet, no studies have characterized head impacts in girls' high school lacrosse. PURPOSE: To characterize girls' high school lacrosse game-related impacts by frequency, magnitude, mechanism, player position, and game situation. STUDY DESIGN: Descriptive epidemiology study...
September 1, 2017: American Journal of Sports Medicine
https://www.readbyqxmd.com/read/28913920/dramatic-pretend-play-games-uniquely-improve-emotional-control-in-young-children
#7
Thalia R Goldstein, Matthew D Lerner
Pretense is a naturally occurring, apparently universal activity for typically developing children. Yet its function and effects remain unclear. One theorized possibility is that pretense activities, such as dramatic pretend play games, are a possible causal path to improve children's emotional development. Social and emotional skills, particularly emotional control, are critically important for social development, as well as academic performance and later life success. However, the study of such approaches has been criticized for potential bias and lack of rigor, precluding the ability to make strong causal claims...
September 15, 2017: Developmental Science
https://www.readbyqxmd.com/read/28910218/the-weight-game-fighting-childhood-obesity-with-childhood-video-technology
#8
Kate Jamruk
No abstract text is available yet for this article.
January 2017: Journal of Legal Medicine
https://www.readbyqxmd.com/read/28899210/competitive-action-video-game-players-display-rightward-error-bias-during-on-line-video-game-play
#9
Andrew J Roebuck, Aurora J B Dubnyk, David Cochran, Regan L Mandryk, John G Howland, Victoria Harms
Research in asymmetrical visuospatial attention has identified a leftward bias in the general population across a variety of measures including visual attention and line-bisection tasks. In addition, increases in rightward collisions, or bumping, during visuospatial navigation tasks have been demonstrated in real world and virtual environments. However, little research has investigated these biases beyond the laboratory. The present study uses a semi-naturalistic approach and the online video game streaming service Twitch to examine navigational errors and assaults as skilled action video game players (n = 60) compete in Counter Strike: Global Offensive...
September 12, 2017: Laterality
https://www.readbyqxmd.com/read/28890740/public-attitudes-towards-moral-enhancement-evidence-that-means-matter-morally
#10
Jona Specker, Maartje H N Schermer, Peter B Reiner
To gain insight into the reasons that the public may have for endorsing or eschewing pharmacological moral enhancement for themselves or for others, we used empirical tools to explore public attitudes towards these issues. Participants (N = 293) from the United States were recruited via Amazon's Mechanical Turk and were randomly assigned to read one of several contrastive vignettes in which a 13-year-old child is described as bullying another student in school and then is offered an empathy-enhancing program...
2017: Neuroethics
https://www.readbyqxmd.com/read/28890529/factors-relating-to-the-feeling-of-school-avoidance-among-elementary-school-children-results-from-the-mext-ministry-of-education-culture-sports-science-and-education-super-shokuiku-school-project
#11
Masahiro Akimoto, Michikazu Sekine, Masaaki Yamada, Takashi Tatsuse
Purpose This study aims to evaluate whether lifestyle factors including media use and social and family environments are associated with elementary school children's feeling of school avoidance.Methods Total study population for this study was 2,057 children in 5 elementary schools in Takaoka city, Toyama prefecture, which participated in the MEXT Super Shokuiku School Project. A questionnaire survey was conducted in July 2014 and 1,936 students responded (Response rate: 94.1%). Of those who responded, data from 1,698 respondents were relevant for this study...
2017: [Nihon Kōshū Eisei Zasshi] Japanese Journal of Public Health
https://www.readbyqxmd.com/read/28883160/user-experience-evaluations-in-rehabilitation-video-games-for-children-a-systematic-mapping-of-the-literature
#12
Carolina Rico-Olarte, Diego M López, Bernd Blobel, Sara Kepplinger
BACKGROUND: In recent years, the interest in user experience (UX) evaluation methods for assessing technology solutions, especially in health systems for children with special needs like cognitive disabilities, has increased. OBJECTIVE: Conduct a systematic mapping study to provide an overview in the field of UX evaluations in rehabilitation video games for children. METHODS: The definition of research questions, the search for primary studies and the extraction of those studies by inclusion and exclusion criteria lead to the mapping of primary papers according to a classification scheme...
2017: Studies in Health Technology and Informatics
https://www.readbyqxmd.com/read/28881322/the-use-of-a-game-based-learning-platform-to-engage-nursing-students-a-descriptive-qualitative-study
#13
Cara Gallegos, Abigail J Tesar, Kelley Connor, Kim Martz
Baccalaureate nursing programs require students to complete a research course, and faculty find it challenging to engage students. Educational gaming has recently gained attention as a technique to motivate students and enhance learning. The purpose of this pilot study was to describe undergraduate nursing students' reflections of their experiences with 3D Gamelab(©), a game-based learning platform. A descriptive qualitative research design was used to elicit students' reflections of their experiences. Educational content such as handouts, videos, activities, and recommended resources for a required junior level nursing research course was organized into quests for use in 3D GameLab(©)...
August 30, 2017: Nurse Education in Practice
https://www.readbyqxmd.com/read/28878702/stigma-stop-a-serious-game-against-the-stigma-toward-mental-health-in-educational-settings
#14
Adolfo J Cangas, Noelia Navarro, José M A Parra, Juan J Ojeda, Diego Cangas, Jose A Piedra, Jose Gallego
This paper presents the results from the application of a serious game called Stigma-Stop among a group of high school students with the aim of reducing the stigma toward mental illnesses. The video game features characters with various mental disorders (schizophrenia, depression, bipolar disorder, and panic disorder with agoraphobia) and provides information about these problems. Additionally, the game asks players about whether they have ever felt the same as the characters, if they believe the characters are psychologically well, and if they think they could help these individuals...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28875797/some-video-games-can-shrink-the-brain-while-others-may-enlarge-it
#15
(no author information available yet)
Playing violent video games causes the brain to shrink, while puzzle games have the opposite effect, a small study suggests.
September 6, 2017: Nursing Standard
https://www.readbyqxmd.com/read/28874111/the-fall-in-older-adults-physical-and-cognitive-problems
#16
Bernard Demanze Laurence, Lacour Michel
BACKGROUND: The aging of posture and balance function alters the quality of life in older people and causes serious problems in terms of public health and socio-economic costs for our modern societies. METHOD: This article reviews the various causes of imbalance and dizziness in the elderly, and considers how to prevent falls, and how to rehabilitate a faller subject in order to regain a good quality of life. Two effective ways of intervention are discussed, emphasizing the crucial role of physical activity and cognitive stimulation, classic or using the latest technical advances in virtual reality and video games...
2017: Current Aging Science
https://www.readbyqxmd.com/read/28871901/associations-between-sedentary-behaviors-sleep-patterns-and-bmi-in-young-dancers-attending-a-summer-intensive-dance-training-program
#17
Andrea Stracciolini, Cynthia J Stein, Susan Kinney, Tara McCrystal, Michael J Pepin, William P Meehan Iii
The purpose of this study was to investigate associations between sedentary behaviors, sleep hours, and body mass index (BMI) in 12- to 17-year-old dancers. This was a cross sectional survey in which bivariate correlation and simple linear regression were used to determine associations between self-reported components. One hundred fifteen dancers were queried, 91.3% of whom were female. The mean BMI was 19.6 ± 2.3 kg/m2. Two-thirds of dancers fell below the 50th percentile for age-adjusted BMI, and 30.4% fell below the 25th percentile...
September 15, 2017: Journal of Dance Medicine & Science
https://www.readbyqxmd.com/read/28865963/can-shoulder-range-of-movement-be-measured-accurately-using-the-microsoft-kinect-sensor%C3%A2-plus-medical-interactive-recovery-assistant-software
#18
James D Wilson, Jennifer Khan-Perez, Dominic Marley, Susan Buttress, Michael Walton, Baihua Li, Bibhas Roy
BACKGROUND: This study compared the accuracy of measuring shoulder range of movement (ROM) with a simple laptop-sensor combination vs. trained observers (shoulder physiotherapists and shoulder surgeons) using motion capture (MoCap) laboratory equipment as the gold standard. METHODS: The Microsoft Kinect sensor (Microsoft Corp., Redmond, WA, USA) tracks 3-dimensional human motion. Ordinarily used with an Xbox (Microsoft Corp.) video game console, Medical Interactive Recovery Assistant (MIRA) software (MIRA Rehab Ltd...
August 30, 2017: Journal of Shoulder and Elbow Surgery
https://www.readbyqxmd.com/read/28859487/policy-responses-to-problematic-video-game-use-a-systematic-review-of-current-measures-and-future-possibilities
#19
Orsolya Király, Mark D Griffiths, Daniel L King, Hae-Kook Lee, Seung-Yup Lee, Fanni Bányai, Ágnes Zsila, Zsofia K Takacs, Zsolt Demetrovics
Background and aims Empirical research into problematic video game playing suggests that overuse might cause functional and psychological impairments for a minority of gamers. Therefore, the need for regulation in the case of video games (whether governmental or self-imposed) has arisen but has only been implemented in a few countries around the world, and predominantly in Asia. This paper provides a systematic review of current and potential policies addressing problematic gaming. Methods After conducting a systematic search in the areas of prevention, treatment, and policy measures relating to problematic Internet and video game use, papers were selected that targeted problematic gaming policies (N = 12; six in English and six in Korean)...
September 1, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28858792/joint-machine-learning-and-game-theory-for-rate-control-in-high-efficiency-video-coding
#20
Wei Gao, Sam Kwong, Yuheng Jia
In this paper, a joint machine learning and game theory modeling (MLGT) framework is proposed for inter frame coding tree unit (CTU) level bit allocation and rate control (RC) optimization in High Efficiency Video Coding (HEVC). First, a support vector machine (SVM) based multi-classification scheme is proposed to improve the prediction accuracy of CTU-level Rate-Distortion (R-D) model. The legacy "chicken-and-egg" dilemma in video coding is proposed to be overcome by the learning-based R-D model. Second, a mixed R-D model based cooperative bargaining game theory is proposed for bit allocation optimization, where the convexity of the mixed R-D model based utility function is proved, and Nash bargaining solution (NBS) is achieved by the proposed iterative solution search method...
August 25, 2017: IEEE Transactions on Image Processing: a Publication of the IEEE Signal Processing Society
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