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https://www.readbyqxmd.com/read/28224404/video-gaming-and-children-s-psychosocial-wellbeing-a-longitudinal-study
#1
Adam Lobel, Rutger C M E Engels, Lisanne L Stone, William J Burk, Isabela Granic
The effects of video games on children's psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27-11.43 years old; male = 98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) competitively; likewise, parents reported their children's psychosocial health. Gaming at time one was associated with increases in emotion problems. Violent gaming was not associated with psychosocial changes. Cooperative gaming was not associated with changes in prosocial behavior...
February 21, 2017: Journal of Youth and Adolescence
https://www.readbyqxmd.com/read/28222732/refinement-of-intraperitoneal-injection-of-sodium-pentobarbital-for-euthanasia-in-laboratory-rats-rattus-norvegicus
#2
Katie K Zatroch, Cameron G Knight, Julie N Reimer, Daniel S J Pang
BACKGROUND: The Canadian Council on Animal Care and American Veterinary Medical Association classify intraperitoneal (IP) pentobarbital as an acceptable euthanasia method in rats. However, national guidelines do not exist for a recommended dose or volume and IP euthanasia has been described as unreliable, with misinjections leading to variable success in ensuring a timely death. The aims of this study were to assess and improve efficacy and consistency of IP euthanasia. In a randomized, blinded study, 51 adult female Sprague-Dawley rats (170-495 g) received one of four treatments: low-dose low-volume (LL) IP pentobarbital (n = 13, 200 mg/kg pentobarbital), low-dose high-volume (LH) IP pentobarbital (n = 14, 200 mg/kg diluted 1:3 with phosphate buffered saline), high-dose high-volume (HH, n = 14, 800 mg/kg pentobarbital), or saline...
February 21, 2017: BMC Veterinary Research
https://www.readbyqxmd.com/read/28221065/the-american-psychological-association-task-force-assessment-of-violent-video-games-science-in-the-service-of-public-interest
#3
Sandra L Calvert, Mark Appelbaum, Kenneth A Dodge, Sandra Graham, Gordon C Nagayama Hall, Sherry Hamby, Lauren G Fasig-Caldwell, Martyna Citkowicz, Daniel P Galloway, Larry V Hedges
A task force of experts was convened by the American Psychological Association (APA) to update the knowledge and policy about the impact of violent video game use on potential adverse outcomes. This APA Task Force on Media Violence examined the existing literature, including the meta-analyses in the field, since the last APA report on media violence in 2005. Because the most recent meta-analyses were published in 2010 and reflected work through 2009, the task force conducted a search of the published studies from 2009-2013...
February 2017: American Psychologist
https://www.readbyqxmd.com/read/28217739/grounded-and-embodied-mathematical-cognition-promoting-mathematical-insight-and-proof-using-action-and-language
#4
Mitchell J Nathan, Candace Walkington
We develop a theory of grounded and embodied mathematical cognition (GEMC) that draws on action-cognition transduction for advancing understanding of how the body can support mathematical reasoning. GEMC proposes that participants' actions serve as inputs capable of driving the cognition-action system toward associated cognitive states. This occurs through a process of transduction that promotes valuable mathematical insights by eliciting dynamic depictive gestures that enact spatio-temporal properties of mathematical entities...
2017: Cogn Res Princ Implic
https://www.readbyqxmd.com/read/28215998/photosensitivity-in-generalized-epilepsies
#5
REVIEW
Shervonne Poleon, Jerzy P Szaflarski
Photosensitivity, which is the hallmark of photosensitive epilepsy (PSE), is described as an abnormal EEG response to visual stimuli known as a photoparoxysmal response (PPR). The PPR is a well-recognized phenomenon, occurring in 2-14% of patients with epilepsy but its pathophysiology is not clearly understood. PPR is electrographically described as 2-5Hz spike, spike-wave, or slow wave complexes with frontal and paracentral prevalence. Diagnosis of PPR is confirmed using intermittent photic stimulation (IPS) as well as video monitoring...
February 16, 2017: Epilepsy & Behavior: E&B
https://www.readbyqxmd.com/read/28215265/intrinsic-and-extrinsic-predictors-of-video-gaming-behaviour-and-adolescent-bedtimes-the-relationship-between-flow-states-self-perceived-risk-taking-device-accessibility-parental-regulation-of-media-and-bedtime
#6
Lisa J Smith, Michael Gradisar, Daniel L King, Michelle Short
How computer games affect the time at which adolescents go to bed is of growing research interest; however, the intrinsic individual and extrinsic sociocultural factors mediating the relationship between gaming and sleep have received minimal attention. This paper investigates how gaming duration mediates the relationship between intrinsic factors (perception of risky events and flow) and extrinsic factors (parental regulation and media accessibility) and adolescent bedtime. Adolescents (N = 422; age = 16...
February 2017: Sleep Medicine
https://www.readbyqxmd.com/read/28215120/strategies-and-actions-of-multi-purpose-health-communication-on-vaccine-preventable-infectious-diseases-in-order-to-increase-vaccination-coverage-in-the-population-the-esculapio-project
#7
Angela Bechini, Paolo Bonanni, Sara Lauri, Emilia Tiscione, Miriam Levi, Rosa Prato, Francesca Fortunato, Domenico Martinelli, Roberto Gasparini, Donatella Panatto, Daniela Amicizia, Rosa Cristina Coppola, Barbara Pellizzari, Garden Tabacchi, Claudio Costantino, Francesco Vitale, Stefania Iannazzo, Sara Boccalini
The ESCULAPIO Project aims at increasing awareness on vaccine preventable infectious diseases (VPID) and vaccinations in different target populations and to spread the culture of prevention. Information/training interventions on VPID have been developed and health promotion activities for the general population, students and their parents, teachers and health care workers (HCWs) were set up. In Tuscany, educational courses on VPID in high schools were organized and students were stimulated to prepare informative materials on VPID for lower grade school pupils...
February 2017: Human Vaccines & Immunotherapeutics
https://www.readbyqxmd.com/read/28210344/differences-in-movement-speed-before-and-after-a-split-step-between-professional-and-junior-tennis-players
#8
Aleš Filipčič, Bojan Leskošek, Goran Munivrana, Gabriela Ochiana, Tjaša Filipčič
This study investigated tennis players' speed before, during and after the split-step, deceleration before and acceleration after the split-step in four different stroke groups in three age categories. Seven male professional, eleven male and ten female junior tennis players were recorded with video cameras at official tournaments. Using the SAGIT system, we gathered data on 8,545 split-steps. Tennis players performed a split-step in 82.9% of cases. A tennis player's speed, deceleration and acceleration were measured 0...
January 1, 2017: Journal of Human Kinetics
https://www.readbyqxmd.com/read/28210342/split-step-timing-of-professional-and-junior-tennis-players
#9
Ales Filipcic, Bojan Leskosek, Tjasa Filipcic
The purpose of the study was to determine the timing of a split-step in three categories of tennis players in four groups of strokes. Subjects were divided into three groups: male and female junior, and male professional tennis players. During two tournaments, all matches were recorded with two fixed video cameras. For every stroke, the timing of the split-step between the opponent's impact point when hitting the ball and the player's split-step was measured. A two-way analysis of variance (ANOVA) was used to determine the differences between groups of strokes, players and the interaction Player x Stroke Group...
January 1, 2017: Journal of Human Kinetics
https://www.readbyqxmd.com/read/28198637/video-gaming-and-gaming-addiction-in-transgender-people-an-exploratory-study
#10
Jon Arcelus, Walter Pierre Bouman, Bethany Alice Jones, Christina Richards, Susana Jimenez-Murcia, Mark D Griffiths
Background There is anecdotal clinical evidence that transgender people use the online world - such as forums and online video gaming - for the purpose of experiencing their gender identity in a safe, non-threatening, non-alienating, non-stigmatizing, and non-critical environment. Aims To describe gaming behavior, degree of problematic gaming behavior and associated factors with problematic gaming in a comparatively large group of transgender people accessing transgender health services. Methods Every individual referred to a national transgender health service in the United Kingdom during a 12-month period was invited to complete a series of questionnaires to measure gaming behavior, interpersonal functioning, severity of autistic features, and anxiety and depressive symptoms...
February 15, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28193271/demographic-correlates-of-screen-time-and-objectively-measured-sedentary-time-and-physical-activity-among-toddlers-a-cross-sectional-study
#11
Valerie Carson, Nicholas Kuzik
BACKGROUND: Determining the most important demographic correlates of sedentary behavior and physical activity will help identify the groups of children that are most in need of intervention. Little is known in regards to the demographic correlates of sedentary behavior and physical activity in toddlers (aged 12-35 months), where long-term behavioral patterns may initially be formed. Therefore, the objective of this study was to examine the associations between demographic correlates and specific types of sedentary behavior and physical activity in this age group...
February 13, 2017: BMC Public Health
https://www.readbyqxmd.com/read/28183689/game-based-rehabilitation-for-myoelectric-prosthesis-control
#12
Cosima Prahm, Ivan Vujaklija, Fares Kayali, Peter Purgathofer, Oskar C Aszmann
BACKGROUND: A high number of upper extremity myoelectric prosthesis users abandon their devices due to difficulties in prosthesis control and lack of motivation to train in absence of a physiotherapist. Virtual training systems, in the form of video games, provide patients with an entertaining and intuitive method for improved muscle coordination and improved overall control. Complementary to established rehabilitation protocols, it is highly beneficial for this virtual training process to start even before receiving the final prosthesis, and to be continued at home for as long as needed...
February 9, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28176483/using-video-game-telemetry-data-to-research-motor-chunking-action-latencies-and-complex-cognitive-motor-skill-learning
#13
Joseph J Thompson, C M McColeman, Ekaterina R Stepanova, Mark R Blair
Many theories of complex cognitive-motor skill learning are built on the notion that basic cognitive processes group actions into easy-to-perform sequences. The present work examines predictions derived from laboratory-based studies of motor chunking and motor preparation using data collected from the real-time strategy video game StarCraft 2. We examined 996,163 action sequences in the telemetry data of 3,317 players across seven levels of skill. As predicted, the latency to the first action (thought to be the beginning of a chunked sequence) is delayed relative to the other actions in the group...
February 7, 2017: Topics in Cognitive Science
https://www.readbyqxmd.com/read/28170312/problem-video-gaming-among-children-enrolled-in-tertiary-weight-management-programs
#14
Sam Stubblefield, George Datto, Thao-Ly T Phan, Lloyd N Werk, Kristin Stackpole, Robert Siegel, William Stratbucker, Jared M Tucker, Amy L Christison, Jobayer Hossain, Douglas A Gentile
Prior studies show seven percent to nine percent of children demonstrate gaming behaviors that affect a child's ability to function (e.g., problem gaming), but none have examined the association between problem gaming and weight status. The objective of this study was to determine the prevalence of problem gaming among children enrolled in tertiary weight management programs. We administered a computer-based survey to a convenience sample of children aged 11-17 years enrolled in five geographically diverse pediatric weight management (PWM) programs in the COMPASS (Childhood Obesity Multi-Program Analysis and Study System) network...
February 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28169150/no-relationship-exists-between-urinary-nt-probnp-and-gps-technology-in-professional-rugby-union
#15
Angus Lindsay, John G Lewis, Nicholas Gill, Nick Draper, Steven P Gieseg
OBJECTIVES: We investigated the level of cardiovascular stress associated with professional rugby union and whether these changes could be explained through external workload systems like GPS and video analysis. DESIGN: Urine samples (14 in game one and 13 in game two) were collected from professional rugby players before, immediately post- and 36h post-play in two consecutive games. METHODS: Urine was analysed for NT-proBNP by ELISA. Comparison with GPS (player-load and distance covered at specific speed bands) and video analysis (total impacts) were conducted...
January 24, 2017: Journal of Science and Medicine in Sport
https://www.readbyqxmd.com/read/28168778/clinical-and-psychological-effects-of-excessive-screen-time-on-children
#16
REVIEW
Sophie Domingues-Montanari
Over recent years, screen time has become a more complicated concept, with an ever-expanding variety of electronic media devices available throughout the world. Television remains the predominant type of screen-based activity among children. However, computer use, video games and ownership of devices, such as tablets and smart phones, are occurring from an increasingly young age. Screen time, in particular, television viewing, has been negatively associated with the development of physical and cognitive abilities, and positively associated with obesity, sleep problems, depression and anxiety...
February 6, 2017: Journal of Paediatrics and Child Health
https://www.readbyqxmd.com/read/28165689/media-violence-effects-on-children-adolescents-and-young-adults
#17
Craig A Anderson
I killed my first Klingon in 1979. It took place in the computer center at Stanford University, where I was playing a new video game based on the Star Trek television series. I was an "early adopter" of the new technology of video games, and continued to be so for many years, first as a fan of this entertainment medium, and later as a researcher interested in the question of what environmental factors influence aggressive and violent behavior.
July 2016: Health Progress
https://www.readbyqxmd.com/read/28158994/impact-of-communities-health-and-emotional-related-factors-on-smoking-use-comparison-of-joint-modeling-of-mean-and-dispersion-and-bayes-hierarchical-models-on-add-health-survey
#18
Jie Pu, Di Fang, Jeffrey R Wilson
BACKGROUND: The analysis of correlated binary data is commonly addressed through the use of conditional models with random effects included in the systematic component as opposed to generalized estimating equations (GEE) models that addressed the random component. Since the joint distribution of the observations is usually unknown, the conditional distribution is a natural approach. Our objective was to compare the fit of different binary models for correlated data in Tabaco use. We advocate that the joint modeling of the mean and dispersion may be at times just as adequate...
February 3, 2017: BMC Medical Research Methodology
https://www.readbyqxmd.com/read/28158937/investigating-laparoscopic-psychomotor-skills-in-veterinarians-and-veterinary-technicians
#19
Jessica Kilkenny, Amanda Santarossa, Victoria Mrotz, Meagan Walker, Dominique Monaghan, Ameet Singh
OBJECTIVES: To determine the influence of age, year of graduation, and video game experience on baseline laparoscopic psychomotor skills. STUDY DESIGN: Cross-sectional. SAMPLE POPULATION: Licensed veterinarians (n = 38) and registered veterinary technicians (VTs) (n = 49). METHODS: A laparoscopic box trainer was set up at the 2016 Ontario Veterinary Medical Association (OVMA) and the 2016 Ontario Association of Veterinary Technicians (OAVT) conferences held in Toronto, Ontario, Canada...
February 3, 2017: Veterinary Surgery: VS
https://www.readbyqxmd.com/read/28157565/variable-training-does-not-lead-to-better-motor-learning-compared-to-repetitive-training-in-children-with-and-without-dcd-when-exposed-to-active-video-games
#20
Emmanuel Bonney, Dorothee Jelsma, Gillian Ferguson, Bouwien Smits-Engelsman
BACKGROUND: Little is known about the influence of practice schedules on motor learning and skills transfer in children with and without developmental coordination disorder (DCD). Understanding how practice schedules affect motor learning is necessary for motor skills development and rehabilitation. AIMS: The study investigated whether active video games (exergames) training delivered under variable practice led to better learning and transfer than repetitive practice...
January 31, 2017: Research in Developmental Disabilities
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