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https://www.readbyqxmd.com/read/28543718/introduction-of-a-new-instrument-to-measure-motivation-for-gaming-the-electronic-gaming-motives-questionnaire
#1
Helga Myrseth, Guy Notelaers, Leif Åge Strand, Einar Kristian Borud, Olav Kjellevold Olsen
AIMS: To adapt the four-dimensional Gambling Motives Questionnaire-Revised (GMQ-R) to measure the motivation for engaging in electronic gaming, and to validate the internal structure and investigate the criterion validity of the new Electronic Gaming Motives Questionnaire (EGMQ). DESIGN AND SETTING: The GMQ-R was adapted to measure motivation for playing video games and the new instrument was tested on a sample of Norwegian conscripts randomly selected from the pool of conscripts who started their military service between 2013 and 2015...
May 20, 2017: Addiction
https://www.readbyqxmd.com/read/28542867/use-of-active-video-gaming-in-children-with-neuromotor-dysfunction-a-systematic-review
#2
REVIEW
Robbin Hickman, Lisa Popescu, Robert Manzanares, Brendan Morris, Szu-Ping Lee, Janet S Dufek
AIM: To examine current evidence on use of active video gaming (AVG) to improve motor function in children with movement disorders including cerebral palsy, developmental coordination disorder, and Down syndrome. METHOD: Scopus, MEDLINE, Cochrane Library, EMBASE, and CINAHL were searched. Included papers studied the use of AVG for improving movement-related outcomes in these populations. Parameters studied included health condition, strength of evidence, AVG delivery methods, capacity for individualizing play, outcomes addressed, effectiveness for achieving outcomes, and challenges/limitations...
May 19, 2017: Developmental Medicine and Child Neurology
https://www.readbyqxmd.com/read/28541813/video-analysis-verification-of-head-impact-events-measured-by-wearable-sensors
#3
Nelson Cortes, Andrew E Lincoln, Gregory D Myer, Lisa Hepburn, Michael Higgins, Margot Putukian, Shane V Caswell
BACKGROUND: Wearable sensors are increasingly used to quantify the frequency and magnitude of head impact events in multiple sports. There is a paucity of evidence that verifies head impact events recorded by wearable sensors. PURPOSE: To utilize video analysis to verify head impact events recorded by wearable sensors and describe the respective frequency and magnitude. STUDY DESIGN: Cohort study (diagnosis); Level of evidence, 2. METHODS: Thirty male (mean age, 16...
May 1, 2017: American Journal of Sports Medicine
https://www.readbyqxmd.com/read/28535475/relationships-between-parental-attitudes-family-functioning-and-internet-gaming-disorder-in-adolescents-attending-school
#4
Céline Bonnaire, Olivier Phan
While recent data suggest a high prevalence of adolescent with Internet gaming disorder, little is known about interpersonal factors that contributes or protect to this disorder. Thus, the aim of this study was to examine the relationships between parental attitudes, adolescent perception of family functioning and Internet gaming disorder (IGD) and explore gender differences. From a sample of 434 adolescents attending school (n =434; age 13.2 years), 383 non-problematic gamers (NPG, 196 males; 187 females) were compared with 37 problematic gamers (PG, 29 males; 8 females)...
May 17, 2017: Psychiatry Research
https://www.readbyqxmd.com/read/28528341/sociocultural-influence-on-obesity-and-lifestyle-in-children-a-study-of-daily-activities-leisure-time-behavior-motor-skills-and-weight-status
#5
Martin Hilpert, Konrad Brockmeier, Sigrid Dordel, Benjamin Koch, Verena Weiß, Nina Ferrari, Walter Tokarski, Christine Graf
BACKGROUND: Juvenile overweight is increasing, and effective preventive measures are needed. After years of arbitrarily assigning these measures disregarding socioeconomic and/or cultural differences, it has become necessary to tailor interventions more specific to these target groups. Providing data for such an intervention is the objective of this study. METHODS: Influencing variables on children's weight status, motor skills and lifestyle have been analyzed among 997 first graders (53...
May 20, 2017: Obesity Facts
https://www.readbyqxmd.com/read/28522259/assessing-the-effects-of-manual-dexterity-and-playing-computer-games-on-catheter-wire-manipulation-for-inexperienced-operators
#6
Z Alsafi, Y Hameed, P Amin, S Shamsad, U Raja, A Alsafi, M S Hamady
AIM: To investigate the effect of playing computer games and manual dexterity on catheter-wire manipulation in a mechanical aortic model. MATERIAL AND METHODS: Medical student volunteers filled in a preprocedure questionnaire assessing their exposure to computer games. Their manual dexterity was measured using a smartphone game. They were then shown a video clip demonstrating renal artery cannulation and were asked to reproduce this. All attempts were timed. Two-tailed Student's t-test was used to compare continuous data, while Fisher's exact test was used for categorical data...
May 15, 2017: Clinical Radiology
https://www.readbyqxmd.com/read/28521249/using-a-videogame-to-facilitate-nursing-and-medical-students-first-visit-to-the-operating-theatre-a-randomized-controlled-trial
#7
Ángel Del Blanco, Javier Torrente, Baltasar Fernández-Manjón, Pedro Ruiz, Manuel Giner
BACKGROUND: First experiences in the operating theatre with real patients are always stressful and intimidating for students. We hypothesized that a game-like simulation could improve perceptions and performance of novices. METHODS: A videogame was developed, combining pictures and short videos, by which students are interactively instructed on acting at the surgical block. Moreover, the game includes detailed descriptive information. After playing, students are given feedback on their performance...
May 9, 2017: Nurse Education Today
https://www.readbyqxmd.com/read/28517967/cruel-to-be-kind-factors-underlying-altruistic-efforts-to-worsen-another-person-s-mood
#8
Belén López-Pérez, Laura Howells, Michaela Gummerum
When aiming to improve another person's long-term well-being, people may choose to induce a negative emotion in that person in the short term. We labeled this form of agent-target interpersonal emotion regulation altruistic affect worsening and hypothesized that it may happen when three conditions are met: (a) The agent experiences empathic concern for the target of the affect-worsening process, (b) the negative emotion to be induced helps the target achieve a goal (e.g., anger for confrontation or fear for avoidance), and (c) there is no benefit for the agent...
May 1, 2017: Psychological Science
https://www.readbyqxmd.com/read/28515705/control-and-effort-costs-influence-the-motivational-consequences-of-choice
#9
Holly Sullivan-Toole, John A Richey, Elizabeth Tricomi
The act of making a choice, apart from any outcomes the choice may yield, has, paradoxically, been linked to both the enhancement and the detriment of intrinsic motivation. Research has implicated two factors in potentially mediating these contradictory effects: the personal control conferred by a choice and the costs associated with a choice. Across four experiments, utilizing a physical effort task disguised as a simple video game, we systematically varied costs across two levels of physical effort requirements (Low-Requirement, High-Requirement) and control over effort costs across three levels of choice (Free-Choice, Restricted-Choice, and No-Choice) to disambiguate how these factors affect the motivational consequences of choosing within an effortful task...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28512439/long-time-exposure-to-violent-video-games-does-not-show-desensitization-on-empathy-for-pain-an-fmri-study
#10
Xuemei Gao, Wei Pan, Chao Li, Lei Weng, Mengyun Yao, Antao Chen
As a typical form of empathy, empathy for pain refers to the perception and appraisal of others' pain, as well as the corresponding affective responses. Numerous studies investigated the factors affecting the empathy for pain, in which the exposure to violent video games (VVGs) could change players' empathic responses to painful situations. However, it remains unclear whether exposure to VVG influences the empathy for pain. In the present study, in terms of the exposure experience to VVG, two groups of participants (18 in VVG group, VG; 17 in non-VVG group, NG) were screened from nearly 200 video game experience questionnaires...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28510773/evaluation-of-the-role-of-monocular-video-game-play-as-an-adjuvant-to-occlusion-therapy-in-the-management-of-anisometropic-amblyopia
#11
Archita Singh, Pradeep Sharma, Rohit Saxena
PURPOSE: To evaluate the role of monocular video game play as an adjuvant to occlusion therapy in the treatment of anisometropic amblyopia. METHODS: In a prospective randomized study design, 68 children with ages ranging from 6 to 14 years who had anisometropic amblyopia with a best corrected visual acuity (BCVA) in the amblyopic eye of better than 6/36 and worse than 6/12 and no manifest strabismus were recruited. They were randomly allocated into two groups: 34 children received 1 hour per day of video game play for the first month plus 6 hours per day of occlusion therapy (video game and occlusion group) and 34 children received 6 hours per day of occlusion therapy alone (occlusion only group)...
May 15, 2017: Journal of Pediatric Ophthalmology and Strabismus
https://www.readbyqxmd.com/read/28510582/the-worst-case-scenario-locomotor-and-collision-demands-of-the-longest-periods-of-gameplay-in-professional-rugby-union
#12
Cillian Reardon, Daniel P Tobin, Peter Tierney, Eamonn Delahunt
A number of studies have used global positioning systems (GPS) to report on positional differences in the physical game demands of rugby union both on an average and singular bout basis. However, the ability of these studies to report quantitative data is limited by a lack of validation of certain aspects of measurement by GPS micro-technology. Furthermore no study has analyzed the positional physical demands of the longest bouts of ball-in-play time in rugby union. The aim of the present study is to compare the demands of the single longest period of ball-in-play, termed "worst case scenario" (WCS) between positional groups, which have previously been reported to have distinguishable game demands...
2017: PloS One
https://www.readbyqxmd.com/read/28509639/factors-associated-with-simulator-assessed-laparoscopic-surgical-skills-of-veterinary-students
#13
Jessica J Kilkenny, Ameet Singh, Carolyn L Kerr, Deep K Khosa, Boel A Fransson
OBJECTIVE To determine whether simulator-assessed laparoscopic skills of veterinary students were associated with training level and prior experience performing nonlaparoscopic veterinary surgery and other activities requiring hand-eye coordination and manual dexterity. DESIGN Experiment. SAMPLE 145 students without any prior laparoscopic surgical or fundamentals of laparoscopic surgery (FLS) simulator experience in years 1 (n = 39), 2 (34), 3 (39), and 4 (33) at a veterinary college. PROCEDURES A questionnaire was used to collect data from participants regarding experience performing veterinary surgery, playing video games, and participating in other activities...
June 1, 2017: Journal of the American Veterinary Medical Association
https://www.readbyqxmd.com/read/28503159/quantifying-the-degree-of-movement-dissimilarity-between-two-distinct-action-scenarios-an-exploratory-approach-with-procrustes-analysis
#14
Pedro Passos, Tania Campos, Ana Diniz
Game consoles allow subjects to perform movements which are visually similar to the movements performed in 'real' world scenarios. Beyond entertainment, virtual reality devices are being used in several domains: sports performance; motor rehabilitation; training of risk professions. This article presents the Procrustes method to measure the degree of dissimilarity between movements performed in 'real' and 'virtual' scenarios. For this purpose, the 501 darts game and a video darts game played on a console were used...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28498045/problematic-video-game-play-and-adhd-traits-in-an-adult-population
#15
Maria Panagiotidi
This study examined the relationship between problematic video game play (PVGP), video game usage, and attention deficit hyperactivity disorder (ADHD) traits in an adult population. A sample of 205 healthy adult volunteers completed the Adult ADHD Self-Report Scale (ASRS), a video game usage questionnaire, and the Problem Video Game Playing Test (PVGT). A significant positive correlation was found between the ASRS and the PVGT. More specifically, inattention symptoms and time spent playing video games were the best predictors of PVGP...
May 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28498008/spatial-orientation-and-navigation-in-children-with-perinatal-stroke
#16
Kara Murias, Adam Kirton, Sana Tariq, Adrian Gil Castillejo, Andrea Moir, Giuseppe Iaria
As a focal injury in an otherwise healthy child, perinatal stroke provides a clinical model of developmental brain plasticity. In this study, we report evidence that children with perinatal periventricular venous infarcts perform as well as control children on a video game that tests navigation abilities. In addition, children with a history of perinatal arterial strokes overcame initial deficits in navigation performance after additional practice. These findings lend support to the hypothesis that a complex cognitive skill dependent on a distributed neural network with prolonged maturation, such as navigation, may demonstrate resilience after early brain injury...
May 12, 2017: Developmental Neuropsychology
https://www.readbyqxmd.com/read/28495209/young-children-consider-individual-authority-and-collective-agreement-when-deciding-who-can-change-rules
#17
Xin Zhao, Tamar Kushnir
Young children demonstrate awareness of normativity in various domains of social learning. It is unclear, however, whether children recognize that rules can be changed in certain contexts and by certain people or groups. Across three studies, we provided empirical evidence that children consider individual authority and collective agreement when reasoning about who can change rules. In Study 1, children aged 4-7years watched videos of children playing simply sorting and stacking games in groups or alone. Across conditions, the group game was initiated (a) by one child, (b) by collaborative agreement, or (c) by an adult authority figure...
May 8, 2017: Journal of Experimental Child Psychology
https://www.readbyqxmd.com/read/28493742/effects-of-alcohol-initial-gambling-outcomes-impulsivity-and-gambling-cognitions-on-gambling-behavior-using-a-video-poker-task
#18
William R Corbin, Jessica M Cronce
Drinking and gambling frequently co-occur, and concurrent gambling and drinking may lead to greater negative consequences than either behavior alone. Building on prior research on the effects of alcohol, initial gambling outcomes, impulsivity, and gambling cognitions on gambling behaviors using a chance-based (nonstrategic) slot-machine task, the current study explored the impact of these factors on a skill-based (strategic) video poker task. We anticipated larger average bets and greater gambling persistence under alcohol relative to placebo, and expected alcohol effects to be moderated by initial gambling outcomes, impulsivity, and gambling cognitions...
June 2017: Experimental and Clinical Psychopharmacology
https://www.readbyqxmd.com/read/28492955/the-association-of-self-concept-with-substance-abuse-and-problematic-use-of-video-games-in-university-students-a-structural-equation-model
#19
Ramón Chacón Cuberos, Félix Zurita Ortega, Manuel Castro Sánchez, Tamara Espejo Garcés, Asunción Martínez Martínez, Gerardo Ruiz-Rico Ruiz
This study aims to define and contrast an explanatory model of consumption of alcohol, tobacco consumption, and problematic use of video games based on self-concept and its dimensions in a sample of university students. The research was conducted with a sample of 490 students from the province of Granada (Spain), aged between 20 and 29 years (M = 22.80 ± 3.63), with a homogeneous distribution by gender. The instruments used were the Self-concept Form-5 Questionnaire (García & Musitu, 1999), the Alcohol Use Disorders Identification Test (Saunders, Aasland, Babor, De la Fuente, & Grant, 1993), the Fagerström Test for Nicotine Dependence (Heatherton, Kozlowski, Frecker, & Fagerström, 1991) and the Questionnaire for Experiences Related to Video Games (Chamarro et al...
April 12, 2017: Adicciones
https://www.readbyqxmd.com/read/28492951/information-and-communications-technologies-ict-problematic-use-of-internet-video-games-mobile-phones-instant-messaging-and-social-networks-using-multicage-tic
#20
Eduardo J Pedrero Pérez, José María Ruiz Sánchez de León, Gloria Rojo Mota, Marcos Llanero Luque, Jara Pedrero Aguilar, Sara Morales Alonso, Carmen Puerta García
Use/abuse of Information and Communications Technologies (ICT) has in recent years become a topic of great interest. Current discussion addresses whether it must be considered addictive behaviour and if it is a problem that primarily affects adolescents and youth. This study aims to understand the problems that affect people of all ages in controlling the use of these ICTs and whether they are related to mental health problems, stress and difficulties in executive control of behaviour. A survey was administered through social networks and email, using the MULTICAGE-ICT, a questionnaire that explores problems in the use of Internet, mobile phones, video games, instant messaging and social networks...
April 12, 2017: Adicciones
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