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https://www.readbyqxmd.com/read/28337923/the-communicative-function-of-sad-facial-expressions
#1
Lawrence Ian Reed, Peter DeScioli
What are the communicative functions of sad facial expressions? Research shows that people feel sadness in response to losses but it's unclear whether sad expressions function to communicate losses to others and if so, what makes these signals credible. Here we use economic games to test the hypothesis that sad expressions lend credibility to claims of loss. Participants play the role of either a proposer or recipient in a game with a fictional backstory and real monetary payoffs. The proposers view a (fictional) video of the recipient's character displaying either a neutral or sad expression paired with a claim of loss...
January 2017: Evolutionary Psychology: An International Journal of Evolutionary Approaches to Psychology and Behavior
https://www.readbyqxmd.com/read/28337156/lack-of-evidence-that-neural-empathic-responses-are-blunted-in-excessive-users-of-violent-video-games-an-fmri-study
#2
Gregor R Szycik, Bahram Mohammadi, Thomas F Münte, Bert T Te Wildt
The use of violent video games has been often linked to increase of aggressive behavior. According to the General Aggression Model, one of the central mechanisms for this aggressiveness inducing impact is an emotional desensitization process resulting from long lasting repeated violent game playing. This desensitization should evidence itself in a lack of empathy. Recent research has focused primarily on acute, short term impact of violent media use but only little is known about long term effects. In this study 15 excessive users of violent games and control subjects matched for age and education viewed pictures depicting emotional and neutral situations with and without social interaction while fMRI activations were obtained...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28336507/planking-or-the-lying-down-game-two-case-reports
#3
Stefania Barbieri, Paolo Feltracco, Luca Omizzolo, Rossella Snenghi, Rafi El Mazloum, Gianna Vettore, Mauro Bergamini, Armando Stefanati, Daniele Donato, Cecilia Ferronato, Francesco Maria Avato, Alberto Tredese, Rosa Maria Gaudio
BACKGROUND: The monitoring and management of risks regarding children and young people admitted to the emergency department as a result of dangerous behaviors distributed via the Internet should be based on clinical reasoning and knowledge about these social media-related phenomena. Here we examine 2 cases of teenagers who reported severe injuries while performing the "planking" craze, a challenge that consists in lying face-down stiffly like a board on any kind of surface. OBJECTIVE: Our objective is to examine and describe the Internet craze called planking, also known as the "lying-down game," through 2 case reports from our experience, enriching this study with information gained through discussions with secondary school teenagers...
March 23, 2017: Interactive Journal of Medical Research
https://www.readbyqxmd.com/read/28335681/is-action-video-gaming-related-to-sustained-attention-of-adolescents
#4
Trisolini Daniela Carmen, Petilli Marco Alessandro, Daini Roberta
Over the past few years, an increasing number of studies have shown that playing action video games can have positive effects on tasks that involve attention and visual-spatial cognition (e.g. visual search, enumeration tasks, tracking multiple objects). Although playing action video games can improve several cognitive functions, the intensive interaction with the exciting, challenging, intrinsically-stimulating and perceptually-appealing game environments may adversely affect other functions, including the ability to maintain attention when the level of stimulation is not as intense...
March 24, 2017: Quarterly Journal of Experimental Psychology: QJEP
https://www.readbyqxmd.com/read/28331022/effect-of-non-pharmacological-intervention-for-apathy-response-to-one-on-one-reminiscence-based-intervention
#5
Akira Okada, Tetsuya Ueda
Apathy has adverse consequences for patients and caregivers. However, the therapeutic approach remains uncertain. Here, we present the case of a man aged 67 years who only developed apathy after surgery for oesophageal cancer. He showed no response to intervention with donepezil, a 'brain training' video game and psychoeducation for apathy. Subsequently, we implemented a programme designed to facilitate recall of 2 themes (editorial content and television shows during the week) once a week. After 3 months, the scores of 2 apathy scales rated by the patient's wife, psychological test scores and brain perfusion single-photon emission CT data improved compared with those obtained before intervention...
March 22, 2017: BMJ Case Reports
https://www.readbyqxmd.com/read/28326904/validation-of-psychomotor-tasks-by-simbionix-lap-mentor-simulator-and-identifying-the-target-group
#6
Mohamed Elessawy, Arne Wewer, Veronika Guenther, Thorsten Heilmann, Christel Eckmann-Scholz, Christian Schem, Nicolai Maass, Karl-Günter Noe, Liselotte Mettler, Ibrahim Alkatout
BACKGROUND: This study addresses target group reliability and task validity for training on a laparoscopic simulator. MATERIAL AND METHODS: Data were collected on 64 participants prospectively at the Department of OB/GYN, University Hospitals Schleswig-Holstein, Campus Kiel. The Simbionix LAP Mentor for laparoscopic simulation was used to test trainees. Each participant received a questionnaire to clarify his/her medical position, surgical experience, and previous virtual reality (VR) experience, including video gaming experience...
March 22, 2017: Minimally Invasive Therapy & Allied Technologies: MITAT
https://www.readbyqxmd.com/read/28326536/risk-factors-for-obesity-in-preschool-aged-children-in-china
#7
Jyu-Lin Chen, Jill Howie Esquivel, Jia Guo, Catherine A Chesla, Siyuan Tang
AIMS: To examine the relationship between child, mother, and environmental factors and increased body mass index in preschool-aged children in China. BACKGROUND: There are about 120 million children in China are classified as overweight or obese. Understanding the key factors associated with childhood obesity (i.e. child, mother and environment) is the first step in combating the growing obesity epidemic in China, as well as in the global community, where large numbers of Chinese immigrants can be found...
March 21, 2017: International Nursing Review
https://www.readbyqxmd.com/read/28326042/examining-the-roles-of-reasoning-and-working-memory-in-predicting-casual-game-performance-across-extended-gameplay
#8
Michael B Kranz, Pauline L Baniqued, Michelle W Voss, Hyunkyu Lee, Arthur F Kramer
The variety and availability of casual video games presents an exciting opportunity for applications such as cognitive training. Casual games have been associated with fluid abilities such as working memory (WM) and reasoning, but the importance of these cognitive constructs in predicting performance may change across extended gameplay and vary with game structure. The current investigation examined the relationship between cognitive abilities and casual game performance over time by analyzing first and final session performance over 4-5 weeks of game play...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28323159/functional-changes-in-the-reward-circuit-in-response-to-gaming-related-cues-after-training-with-a-commercial-video-game
#9
Tobias Gleich, Robert C Lorenz, Jürgen Gallinat, Simone Kühn
In the present longitudinal study, we aimed to investigate video game training associated neuronal changes in reward processing using functional magnetic resonance imaging (fMRI). We recruited 48 healthy young participants which were assigned to one of 2 groups: A group in which participants were instructed to play a commercial video game ("Super Mario 64 DS") on a portable Nintendo DS handheld console at least 30minutes a day over a period of two months (video gaming group; VG) or to a matched passive control group (CG)...
March 18, 2017: NeuroImage
https://www.readbyqxmd.com/read/28321702/association-between-level-of-urinary-trace-heavy-metals-and-obesity-among-children-aged-6-19%C3%A2-years-nhanes-1999-2011
#10
Wentao Shao, Qian Liu, Xiaowei He, Hui Liu, Aihua Gu, Zhaoyan Jiang
Global prevalence of obesity has been increasing dramatically in all ages. Although traditional causes for obesity development have been studied widely, it is unclear whether environmental exposure of substances such as trace heavy metals affects obesity development among children and adolescents so far. Data from the National Health and Nutrition Examination Survey (1999-2011) were retrieved, and 6602 US children were analyzed in this study. Urinary level of nine trace heavy metals, including barium, cadmium, cobalt, cesium, molybdenum, lead, antimony, thallium, and tungsten, was analyzed for their association with the prevalence of obesity among children aged 6-19 years...
March 21, 2017: Environmental Science and Pollution Research International
https://www.readbyqxmd.com/read/28320073/a-model-linking-video-gaming-sleep-quality-sweet-drinks-consumption-and-obesity-among-children-and-youth
#11
O Turel, A Romashkin, K M Morrison
There is a growing need to curb paediatric obesity. The aim of this study is to untangle associations between video-game-use attributes and obesity as a first step towards identifying and examining possible interventions. Cross-sectional time-lagged cohort study was employed using parent-child surveys (t1) and objective physical activity and physiological measures (t2) from 125 children/adolescents (mean age = 13.06, 9-17-year-olds) who play video games, recruited from two clinics at a Canadian academic children's hospital...
March 20, 2017: Clinical Obesity
https://www.readbyqxmd.com/read/28319786/lower-cardiorespiratory-fitness-is-associated-with-more-time-spent-sedentary-in-first-episode-psychosis-a-pilot-study
#12
Davy Vancampfort, Marc De Hert, Inez Myin-Germeys, Ruud van Winkel, Joseph Firth, Tine Van Damme, Michel Probst
Patients with a psychotic disorder show lower cardiorespiratory fitness and higher mortality rates compared to healthy individuals. The aim of this cross-sectional study was to explore whether in patients with first-episode psychosis a low cardiorespiratory fitness is associated with decreased physical activity and increased sedentary levels. Twenty-nine outpatients (21 men; 22.8±5.1 years) performed a maximal exercise test to assess their maximum oxygen uptake (VO2max), wore a Senswear armband for five consecutive days and were assessed with the Positive and Negative Syndrome Scale...
March 14, 2017: Psychiatry Research
https://www.readbyqxmd.com/read/28318146/allen-newell-s-program-of-research-the-video-game-test
#13
Fernand Gobet
Newell (1973) argued that progress in psychology was slow because research focused on experiments trying to answer binary questions, such as serial versus parallel processing. In addition, not enough attention was paid to the strategies used by participants, and there was a lack of theories implemented as computer models offering sufficient precision for being tested rigorously. He proposed a three-headed research program: to develop computational models able to carry out the task they aimed to explain; to study one complex task in detail, such as chess; and to build computational models that can account for multiple tasks...
March 20, 2017: Topics in Cognitive Science
https://www.readbyqxmd.com/read/28303238/feasibility-of-a-peer-led-asthma-and-smoking-prevention-project-in-australian-schools-with-high-indigenous-youth
#14
Gabrielle B McCallum, Anne B Chang, Cate A Wilson, Helen L Petsky, Jan Saunders, Susan J Pizzutto, Siew Choo Su, Smita Shah
BACKGROUND: The high global burden of asthma and tobacco smoking among Indigenous people may potentially be reduced by appropriate interventions that target prevention of tobacco smoke uptake and improved asthma management. The latter includes targeted treatment based on airway inflammation. We undertook a feasibility study in two Darwin schools with a high proportion of Indigenous youth to determine the feasibility of an innovative, peer-led, school-based education program called the Asthma and Smoking Prevention Project (ASPP)...
2017: Frontiers in Pediatrics
https://www.readbyqxmd.com/read/28301968/lost-in-the-chaos-flawed-literature-should-not-generate-new-disorders
#15
Antonius J Van Rooij, Daniel Kardefelt-Winther
The paper by Kuss, Griffiths, and Pontes (2016) titled "Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field" examines issues relating to the concept of Internet Gaming Disorder. We agree that there are serious issues and extend their arguments by suggesting that the field lacks basic theory, definitions, patient research, and properly validated and standardized assessment tools. As most studies derive data from survey research in functional populations, they exclude people with severe functional impairment and provide only limited information on the hypothesized disorder...
March 17, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28301965/from-pong-to-pokemon-go-catching-the-essence-of-the-internet-gaming-disorder-diagnosis
#16
Xavier Carbonell
Taking as a starting point, this commentary proposes some issues regarding the diagnosis of Internet Gaming Disorder discussed in Kuss et al. (2016). In our opinion, the confusion in DSM-5 diagnosis could be due to the weak starting point in building the criteria. The criteria such as functional impairment and stability of the dysfunctional behavior are considered. It is suggested that avatar identification, playing motivations, and types of video games should be considered for diagnosis. The diagnostic process is highly influenced by social context and the rapid development of video game industry...
March 17, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28301963/internet-gaming-disorder-inadequate-diagnostic-criteria-wrapped-in-a-constraining-conceptual-model
#17
Vladan Starcevic
Background and aims The paper "Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field" by Kuss, Griffiths, and Pontes (in press) critically examines the DSM-5 diagnostic criteria for Internet gaming disorder (IGD) and addresses the issue of whether IGD should be reconceptualized as gaming disorder, regardless of whether video games are played online or offline. This commentary provides additional critical perspectives on the concept of IGD...
March 17, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28300994/the-choking-game-a-new-craze-among-brazilian-children-and-young-people-psychophysiological-behavioral-and-epidemiological-characteristics-of-asphyxial-games
#18
Juliana Guilheri, Anne Andronikof, Latife Yazigi
The 'choking game' is a risk-taking behavior that has spread quickly among children and young people, causing dependence, accidents and even death, including in Brazil. These activities are performed in order to experience fleeting euphoric sensations, attracting numerous participants through the thousands of videos posted on YouTube. The problem of 'asphyxial games' can be observed in the Brazilian digital media, although there is a lack of scientific studies. Through a systematic review of the literature and complementary material, this paper aims to address the 'asphyxial games', warning about the psychophysiological and behavioral effects of these practices, while also presenting international epidemiological data...
March 2017: Ciência & Saúde Coletiva
https://www.readbyqxmd.com/read/28293620/mobile-phone-use-among-female-entertainment-workers-in-cambodia-an-observation-study
#19
Carinne Brody, Brent Tatomir, Tuot Sovannary, Khuondyla Pal, Song Mengsrun, Jennifer Dionosio, Minh-Anh Luong, Siyan Yi
BACKGROUND: Text or voice messages containing health behavior change content may be an inexpensive, discreet, sustainable and scalable way to reach populations at high risk for HIV. In Cambodia, one of the important high-risk populations is female entertainment workers (FEWs). This ethnographic study aims to explore typical phone use, examining patterns and behaviors that may influence the design of future mHealth interventions. METHODS: The study consisted of one 8-hour non-participant observation session for 15 randomly sampled FEWs...
2017: MHealth
https://www.readbyqxmd.com/read/28290746/virtual-reality-training-with-three-dimensional-video-games-improves-postural-balance-and-lower-extremity-strength-in-community-dwelling-older-adults
#20
Yongwoo Lee, Wonjae Choi, Kyeongjin Lee, Changho Song, Seungwon Lee
Avatar-based three-dimensional technology is a new approach to improve physical function in older adults. The aim of this study was to use three-dimensional video gaming technology in virtual reality training to improve postural balance and lower extremity strength in a population of community-dwelling older adults. The experimental group participated in the virtual reality training program for 60 minutes, twice a week, for 6 weeks. Both experimental and control groups were given 3 times for falls prevention education at the first, third, and fifth weeks...
March 14, 2017: Journal of Aging and Physical Activity
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