keyword
MENU ▼
Read by QxMD icon Read
search

Video games

keyword
https://www.readbyqxmd.com/read/28723986/the-contributions-of-digital-technologies-in-the-teaching-of-nursing-skills-an-integrative-review
#1
Maurício de Souza Silveira, Ana Luísa Petersen Cogo
Objective: To analyze the contributions of digital educational technologies used in teaching nursing skills. Method: Integrative literature review, search in five databases, from 2006 to 2015 combining the descriptors 'education, nursing', 'educational technology', 'computer-assisted instruction' or related terms in English. Results: Sample of 30 articles grouped in the thematic categories 'technology in the simulation with manikin', 'incentive to learning' and 'teaching of nursing skills'...
July 13, 2017: Revista Gaúcha de Enfermagem
https://www.readbyqxmd.com/read/28720400/viewing-an-ultra-brief-chest-compression-only-video-improves-some-measures-of-bystander-cpr-performance-and-responsiveness-at-a-mass-gathering-event
#2
Daniel L Beskind, Uwe Stolz, Rebecca Thiede, Riley Hoyer, Whitney Robertson, Jeffrey Brown, Melissa Ludgate, Timothy Tiutan, Romy Shane, Deven McMorrow, Michael Pleasants, Karl B Kern, Ashish R Panchal
BACKGROUND: CPR training at mass gathering events is an important part of health initiatives to improve cardiac arrest survival. However, it is unclear whether training lay bystanders using an ultra-brief video at a mass gathering event improves CPR quality and responsiveness. OBJECTIVE: To determine if showing a chest-compression only (CCO) Ultra-Brief Video (UBV) at a mass gathering event is effective in teaching lay bystanders CCO-CPR. METHODS: Prospective control trial in adults (age >18) who attended either a women's University of Arizona or a men's Phoenix Suns basketball game...
July 15, 2017: Resuscitation
https://www.readbyqxmd.com/read/28720188/the-importance-of-the-study-of-cognitive-performance-enhancement-for-u-s-national-security
#3
Richard G Malish
The American military is embarking on the 'Third Offset'-a strategy designed to produce seismic shifts in the future of warfare. Central to the approach is the conjoining of humans, technology, and machines to deliver a decisive advantage on the battlefield. Because technology will spread rapidly and globally, tactical overmatch will occur when American operators possess a competitive edge in cognition. Investigation of cognitive enhancing therapeutics is not widely articulated as an adjunct to the Third Offset, yet failure to study promising agents could represent a strategic vulnerability...
August 1, 2017: Aerospace Medicine and Human Performance
https://www.readbyqxmd.com/read/28718301/web-addiction-in-the-brain-cortical-oscillations-autonomic-activity-and-behavioral-measures
#4
Michela Balconi, Salvatore Campanella, Roberta Finocchiaro
Background and aims Internet addiction (IA) was recently defined as a disorder tagging both the impulse control and the reward systems. Specifically, inhibitory deficits and reward bias were considered highly relevant in IA. This research aims to examine the electrophysiological correlates and autonomic activity [skin conductance response (SCR) and heart rate] in two groups of young subjects (N = 25), with high or low IA profile [tested by the Internet Addiction Test (IAT)], with specific reference to gambling behavior...
July 18, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28716690/does-player-time-in-game-affect-tackle-technique-in-elite-level-rugby-union
#5
Gregory J Tierney, Karl Denvir, Garreth Farrell, Ciaran K Simms
OBJECTIVES: It has been hypothesised that fatigue may be a major factor in tackle-related injury risk in rugby union and hence more injuries occur in the later stages of a game. The aim of this study is to identify changes in ball carrier or tackler proficiency characteristics, using elite level match video data, as player time-in-game increases. DESIGN: Qualitative observational cohort study. METHODS: Three 2014/15 European Rugby Champions Cup games were selected for ball carrier and tackler proficiency analysis...
July 4, 2017: Journal of Science and Medicine in Sport
https://www.readbyqxmd.com/read/28714724/gambling-related-cognition-scale-grcs-are-skills-based-games-at-a-disadvantage
#6
David Lévesque, Serge Sévigny, Isabelle Giroux, Christian Jacques
The Gambling-Related Cognition Scale (GRCS; Raylu & Oei, 2004) was developed to evaluate gambling-related cognitive distortions for all types of gamblers, regardless of their gambling activities (poker, slot machine, etc.). It is therefore imperative to ascertain the validity of its interpretation across different types of gamblers; however, some skills-related items endorsed by players could be interpreted as a cognitive distortion despite the fact that they play skills-related games. Using an intergroup (168 poker players and 73 video lottery terminal [VLT] players) differential item functioning (DIF) analysis, this study examined the possible manifestation of item biases associated with the GRCS...
July 17, 2017: Psychology of Addictive Behaviors: Journal of the Society of Psychologists in Addictive Behaviors
https://www.readbyqxmd.com/read/28706740/action-video-game-experience-related-to-altered-large-scale-white-matter-networks
#7
Diankun Gong, Weiyi Ma, Jinnan Gong, Hui He, Li Dong, Dan Zhang, Jianfu Li, Cheng Luo, Dezhong Yao
With action video games (AVGs) becoming increasingly popular worldwide, the cognitive benefits of AVG experience have attracted continuous research attention over the past two decades. Research has repeatedly shown that AVG experience can causally enhance cognitive ability and is related to neural plasticity in gray matter and functional networks in the brain. However, the relation between AVG experience and the plasticity of white matter (WM) network still remains unclear. WM network modulates the distribution of action potentials, coordinating the communication between brain regions and acting as the framework of neural networks...
2017: Neural Plasticity
https://www.readbyqxmd.com/read/28701989/supramodal-enhancement-of-auditory-perceptual-and-cognitive-learning-by-video-game-playing
#8
Yu-Xuan Zhang, Ding-Lan Tang, David R Moore, Sygal Amitay
Medical rehabilitation involving behavioral training can produce highly successful outcomes, but those successes are obtained at the cost of long periods of often tedious training, reducing compliance. By contrast, arcade-style video games can be entertaining and highly motivating. We examine here the impact of video game play on contiguous perceptual training. We alternated several periods of auditory pure-tone frequency discrimination (FD) with the popular spatial visual-motor game Tetris played in silence...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28701720/physiological-demands-of-a-swimming-based-video-game-influence-of-gender-swimming-background-and-exergame-experience
#9
Pooya Soltani, Pedro Figueiredo, João Ribeiro, Ricardo J Fernandes, João Paulo Vilas-Boas
Active video games (exergames) may provide short-term increase in energy expenditure. We explored the effects of gender and prior experience on aerobic and anaerobic energy systems contributions, and the activity profiles of 40 participants playing with a swimming exergame. We recorded oxygen consumption and assessed blood lactate after each swimming technique. We also filmed participants' gameplays, divided them into different phases and tagged them as active or inactive. Anaerobic pathway accounted for 8...
July 12, 2017: Scientific Reports
https://www.readbyqxmd.com/read/28694338/no-effect-of-commercial-cognitive-training-on-neural-activity-during-decision-making
#10
Joseph W Kable, M Kathleen Caulfield, Mary Falcone, Mairead McConnell, Leah Bernardo, Trishala Parthasarathi, Nicole Cooper, Rebecca Ashare, Janet Audrain-McGovern, Robert Hornik, Paul Diefenbach, Frank J Lee, Caryn Lerman
Increased preference for immediate over delayed and for risky over certain rewards has been associated with unhealthy behavioral choices. Motivated by evidence that enhanced cognitive control can shift choice behavior away from immediate and risky rewards, we tested whether training executive cognitive function could influence choice behavior and brain responses. In this randomized controlled trial, 128 young adults (71 male, 57 female) participated in 10 weeks of training with either a commercial web-based cognitive training program or web-based video games that do not specifically target executive function or adapt the level of difficulty throughout training...
July 10, 2017: Journal of Neuroscience: the Official Journal of the Society for Neuroscience
https://www.readbyqxmd.com/read/28683880/-mirror-mirror-on-the-wall-the-issue-of-digital-technology-in-adolescent-mental-healthcare
#11
Xavier Pommereau
The digital revolution is turning lifestyles and mentalities upside down. The intuitiveness, immediacy and connectivity which characterise new information and communication technologies appeal to teenagers who find in them ways to gain recognition from their peers and to exchange with each other, without having to yield to adults. However, they expect mental health professionals to talk to them, to be engaged in their discussions and to agree to use connected tools as platforms for exchange. A wide variety of such methods can form part of the therapeutic relationship, from smartphones to chat rooms, from teleconsultations to 'cybertherapies', and from video games to serious games...
July 2017: Soins. Psychiatrie
https://www.readbyqxmd.com/read/28678449/-is-video-game-addiction-a-reality
#12
Gabriel Thorens, Sophia Achab, Stephane Rothen, Yasser Khazaal, Daniele Zullino
Video games are widely practiced. Questions about their potential health risks arise, including the risk of addiction. If there is at present no official diagnosis of video games addiction, the DSM-5 proposes temporary criteria based on pathological gambling. Video game addiction affects a minority of at risk individuals. The proposed treatments are essentially psychotherapeutic. Video games practices can be non problematic and they may also have potential beneficial effects on individuals. It is therefore recommended, when assessing video games practices, to take into account the positive and negative impacts of their use...
September 21, 2016: Revue Médicale Suisse
https://www.readbyqxmd.com/read/28674661/design-process-and-preliminary-psychometric-study-of-a-video-game-to-detect-cognitive-impairment-in-senior-adults
#13
Sonia Valladares-Rodriguez, Roberto Perez-Rodriguez, David Facal, Manuel J Fernandez-Iglesias, Luis Anido-Rifon, Marcos Mouriño-Garcia
INTRODUCTION: Assessment of episodic memory has been traditionally used to evaluate potential cognitive impairments in senior adults. Typically, episodic memory evaluation is based on personal interviews and pen-and-paper tests. This article presents the design, development and a preliminary validation of a novel digital game to assess episodic memory intended to overcome the limitations of traditional methods, such as the cost of its administration, its intrusive character, the lack of early detection capabilities, the lack of ecological validity, the learning effect and the existence of confounding factors...
2017: PeerJ
https://www.readbyqxmd.com/read/28665190/numerical-nudging-using-an-accelerating-score-to-enhance-performance
#14
Luxi Shen, Christopher K Hsee
People often encounter inherently meaningless numbers, such as scores in health apps or video games, that increase as they take actions. This research explored how the pattern of change in such numbers influences performance. We found that the key factor is acceleration-namely, whether the number increases at an increasing velocity. Six experiments in both the lab and the field showed that people performed better on an ongoing task if they were presented with a number that increased at an increasing velocity than if they were not presented with such a number or if they were presented with a number that increased at a decreasing or constant velocity...
June 1, 2017: Psychological Science
https://www.readbyqxmd.com/read/28664435/video-analysis-in-basic-skills-training-a-way-to-expand-the-value-and-use-of-blackbox-training
#15
Ninos Oussi, Constantinos Loukas, Ann Kjellin, Vasileios Lahanas, Konstantinos Georgiou, Lars Henningsohn, Li Felländer-Tsai, Evangelos Georgiou, Lars Enochsson
BACKGROUND: Basic skills training in laparoscopic high-fidelity simulators (LHFS) improves laparoscopic skills. However, since LHFS are expensive, their availability is limited. The aim of this study was to assess whether automated video analysis of low-cost BlackBox laparoscopic training could provide an alternative to LHFS in basic skills training. METHODS: Medical students volunteered to participate during their surgical semester at the Karolinska University Hospital...
June 29, 2017: Surgical Endoscopy
https://www.readbyqxmd.com/read/28663933/pathological-game-use-in-adults-with-and-without-autism-spectrum-disorder
#16
Christopher R Engelhardt, Micah O Mazurek, Joseph Hilgard
This study tested whether adults with autism spectrum disorder (ASD) are at higher risk for pathological game use than typically developing (TD) adults. Participants included 119 adults with and without ASD. Participants completed measures assessing daily hours of video game use, percent of free time spent playing video games, and symptoms of pathological game use. The results indicated that adults with ASD endorsed more symptoms of video game pathology than did TD adults. This relationship was strong, enjoying 300,000-to-1 odds in Bayesian model comparison...
2017: PeerJ
https://www.readbyqxmd.com/read/28661428/association-between-excessive-use-of-mobile-phone-and-insomnia-and-depression-among-japanese-adolescents
#17
Haruka Tamura, Tomoko Nishida, Akiyo Tsuji, Hisataka Sakakibara
The aim of this study was to investigate the relationship between mobile phone use and insomnia and depression in adolescents. A cross-sectional study was conducted on 295 high school students aged 15-19 in Japan. Insomnia and depression were assessed using Athene Insomnia Scales (AIS) and the Center for Epidemiologic Studies Depression Scale (CES-D), respectively. Mobile phones were owned by 98.6% of students; 58.6% used mobile phones for over 2 h per day and 10.5% used them for over 5 h per day. Overall mobile phone use of over 5 h per day was associated with shorter sleep duration and insomnia (OR: 3...
June 29, 2017: International Journal of Environmental Research and Public Health
https://www.readbyqxmd.com/read/28655498/mind-games-game-engines-as-an-architecture-for-intuitive-physics
#18
REVIEW
Tomer D Ullman, Elizabeth Spelke, Peter Battaglia, Joshua B Tenenbaum
We explore the hypothesis that many intuitive physical inferences are based on a mental physics engine that is analogous in many ways to the machine physics engines used in building interactive video games. We describe the key features of game physics engines and their parallels in human mental representation, focusing especially on the intuitive physics of young infants where the hypothesis helps to unify many classic and otherwise puzzling phenomena, and may provide the basis for a computational account of how the physical knowledge of infants develops...
June 24, 2017: Trends in Cognitive Sciences
https://www.readbyqxmd.com/read/28655135/home-based-exercise-program-improves-balance-and-fear-of-falling-in-community-dwelling-older-adults-with-mild-alzheimer-s-disease-a-pilot-study
#19
Kalpana P Padala, Prasad R Padala, Shelly Y Lensing, Richard A Dennis, Melinda M Bopp, Paula K Roberson, Dennis H Sullivan
BACKGROUND/OBJECTIVE: Balance problems are common in older adults with Alzheimer's disease (AD). The objective was to study the effects of a Wii-Fit interactive video-game-led physical exercise program to a walking program on measures of balance in older adults with mild AD. METHODS: A prospective randomized controlled parallel-group trial (Wii-Fit versus walking) was conducted in thirty community-dwelling older adults (73±6.2 years) with mild AD. Home-based exercises were performed under caregiver supervision for 8 weeks...
June 22, 2017: Journal of Alzheimer's Disease: JAD
https://www.readbyqxmd.com/read/28655049/video-game-rehabilitation-of-velopharyngeal-dysfunction-a-case-series
#20
Gabriel J Cler, Talia Mittelman, Maia N Braden, Geralyn Harvey Woodnorth, Cara E Stepp
Purpose: Video games provide a promising platform for rehabilitation of speech disorders. Although video games have been used to train speech perception in foreign language learners and have been proposed for aural rehabilitation, their use in speech therapy has been limited thus far. We present feasibility results from at-home use in a case series of children with velopharyngeal dysfunction (VPD) using an interactive video game that provided real-time biofeedback to facilitate appropriate nasalization...
June 22, 2017: Journal of Speech, Language, and Hearing Research: JSLHR
keyword
keyword
9278
1
2
Fetch more papers »
Fetching more papers... Fetching...
Read by QxMD. Sign in or create an account to discover new knowledge that matter to you.
Remove bar
Read by QxMD icon Read
×

Search Tips

Use Boolean operators: AND/OR

diabetic AND foot
diabetes OR diabetic

Exclude a word using the 'minus' sign

Virchow -triad

Use Parentheses

water AND (cup OR glass)

Add an asterisk (*) at end of a word to include word stems

Neuro* will search for Neurology, Neuroscientist, Neurological, and so on

Use quotes to search for an exact phrase

"primary prevention of cancer"
(heart or cardiac or cardio*) AND arrest -"American Heart Association"