keyword
https://read.qxmd.com/read/38598265/measuring-the-reliability-of-a-gamified-stroop-task-quantitative-experiment
#21
JOURNAL ARTICLE
Katelyn Wiley, Phaedra Berger, Maximilian Achim Friehs, Regan Lee Mandryk
BACKGROUND: Few gamified cognitive tasks are subjected to rigorous examination of psychometric properties, despite their use in experimental and clinical settings. Even small manipulations to cognitive tasks require extensive research to understand their effects. OBJECTIVE: This study aims to investigate how game elements can affect the reliability of scores on a Stroop task. We specifically investigated performance consistency within and across sessions. METHODS: We created 2 versions of the Stroop task, with and without game elements, and then tested each task with participants at 2 time points...
April 10, 2024: JMIR Serious Games
https://read.qxmd.com/read/38598210/trajectories-of-adolescent-media-use-and-their-associations-with-psychotic-experiences
#22
JOURNAL ARTICLE
Vincent Paquin, Manuela Ferrari, Soham Rej, Michel Boivin, Isabelle Ouellet-Morin, Marie-Claude Geoffroy, Jai L Shah
IMPORTANCE: Adolescent media use is thought to influence mental health, but whether it is associated with psychotic experiences (PEs) is unclear. OBJECTIVE: To examine longitudinal trajectories of adolescent media use and their associations with PEs at 23 years of age. DESIGN, SETTING, AND PARTICIPANTS: This cohort study included participants from the Québec Longitudinal Study of Child Development (1998-2021): children who were born in Québec, Canada, and followed up annually or biennially from ages 5 months through 23 years...
April 10, 2024: JAMA Psychiatry
https://read.qxmd.com/read/38596827/efficacy-of-a-virtual-3d-simulation-based-digital-training-module-for-building-dental-technology-students-long-term-competency-in-removable-partial-denture-design-prospective-cohort-study
#23
JOURNAL ARTICLE
KeXin Liu, YaQian Xu, ChaoYi Ma, Na Yu, FaBing Tan, Yi Li, YaXin Bai, XiaoMing Fu, JiaWu Wan, DongQi Fan, HuBin Yin, MeiXi Chen, HongJi Chen, Lin Jiang, JinLin Song, Ping Ji, XiaoHan Zhao, MengWei Pang
BACKGROUND: Removable partial denture (RPD) design is crucial to long-term success in dental treatment, but shortcomings in RPD design training and competency acquisition among dental students have persisted for decades. Digital production is increasing in prevalence in stomatology, and a digital RPD (D-RPD) module, under the framework of the certified Objective Manipulative Skill Examination of Dental Technicians (OMEDT) system reported in our previous work, may improve on existing RPD training models for students...
April 5, 2024: JMIR Serious Games
https://read.qxmd.com/read/38592947/relationship-between-employment-and-adaptive-video-gaming-in-individuals-with-physical-disabilities
#24
JOURNAL ARTICLE
Drew H Redepenning, Mitch Bell, Oluwasanmi Adenaiye, Brad E Dicianno
PURPOSE: The purpose of this study was to assess employment characteristics of individuals with physical disabilities who currently participate in adaptive gaming and determine if there is a positive association between adaptive gaming and employment. MATERIALS AND METHODS: A survey was administered to individuals with disabilities who currently use adaptive video gaming equipment to gather information on demographics, gaming habits, employment characteristics, and subjective benefits of gaming on employment...
April 9, 2024: Disability and Rehabilitation. Assistive Technology
https://read.qxmd.com/read/38591762/the-effect-of-a-visuospatial-interference-intervention-on-posttraumatic-intrusions-a-cross-over-randomized-controlled-trial
#25
RANDOMIZED CONTROLLED TRIAL
Aram Kehyayan, Josephine P Thiel, Karl Unterberg, Vanessa Salja, Stefan Meyer-Wehrmann, Emily A Holmes, Jan-Martin Matura, Jan Dieris-Hirche, Nina Timmesfeld, Stephan Herpertz, Nikolai Axmacher, Henrik Kessler
Background : Intrusive memories form a core symptom of Posttraumatic Stress Disorder (PTSD). Based on concepts of visuospatial interference and memory-updating accounts, technological innovations aim to attenuate such intrusions using visuospatial interventions. Objective : This study aims to test the effect of a visuospatial Tetris -based intervention versus a verbal condition ( Wiki ) and a never-targeted control ( no intervention ) on intrusion frequency. Method : A randomized crossover trial was conducted including N  = 38 PTSD patients who had at least 3 distinct intrusive memories of trauma...
2024: European Journal of Psychotraumatology
https://read.qxmd.com/read/38585030/attitude-toward-virtual-rehabilitation-and-active-video-games-among-therapists-in-korea-a-nationwide-survey
#26
JOURNAL ARTICLE
Hee-Mun Cho, Hyunji Kim, Jihui Jang, Seungwoo Cha, Won Kee Chang, Bong-Keun Jung, Dae-Sung Park, Sungju Jee, Sung-Hwa Ko, Joon-Ho Shin, Ji Soo Choi, Won-Seok Kim, Nam-Jong Paik
In this study, we conducted a survey targeting 191 physical therapists (PTs) and 159 occupational therapists (OTs) in South Korea to explore attitudes toward virtual rehabilitation. Utilizing the Korean version of the ADOPT VR by Glegg et al., OT exhibited significantly more experience with virtual reality (VR) and active video games (AVG) than PT. Therapists with VR/AVG experience scored significantly higher in most categories, and the scores in each category were significantly correlated with the Behavioral Intention category, reflecting the willingness to use VR/AVG...
March 2024: Brain & NeuroRehabilitation
https://read.qxmd.com/read/38583274/behavioral-state-dependent-associations-between-eeg-temporal-correlations-and-depressive-symptoms
#27
JOURNAL ARTICLE
Ruifang Cui, Xinyang Hao, Pei Huang, Mengling He, Weiyi Ma, Diankun Gong, Dezhong Yao
Previous studies have shown abnormal long-range temporal correlations in neuronal oscillations among individuals with Major Depressive Disorders, occurring during both resting states and transitions between resting and task states. However, the understanding of this effect in preclinical individuals with depression remains limited. This study investigated the association between temporal correlations of neuronal oscillations and depressive symptoms during resting and task states in preclinical individuals, specifically focusing on male action video gaming experts...
March 27, 2024: Psychiatry Research. Neuroimaging
https://read.qxmd.com/read/38582295/perceived-stress-and-renewal-the-effects-of-long-term-stress-on-the-renewal-effect
#28
JOURNAL ARTICLE
Borja Nevado, James Byron Nelson
Two online experiments evaluated the relationship between long-term stress, as measured with the Perceived Stress Scale-10, and the Renewal Effect. In the first experiment renewal was assessed with a behavioral suppression task in a science-fiction based video game. Participants learned to suppress mouse clicking during a signal for an upcoming attack to avoid losing points. The signal was first paired with an attack in Context A and extinguished in Context B and tested back in Context A. The contexts were different space galaxies where the gameplay took place...
April 4, 2024: Neurobiology of Learning and Memory
https://read.qxmd.com/read/38580529/sociotropy-and-video-game-playing-massively-multiplayer-online-role-playing-games-versus-other-games
#29
JOURNAL ARTICLE
Cédric Plessis, Alain Guerrien, Emin Altintas
INTRODUCTION: Internet Gaming Disorder (IGD) is associated with several psychiatric disorders. Previous research on IGD has predominantly focused on Massively Multiplayer Online Role-playing Games (MMORPGs), considered to be pro-social games as they foster interpersonal relationships necessary for in-game progress. Sociotropy is a personality trait characterized by a cognitive approach to dealing with interpersonal relationships. Individuals with high sociotropy have a strong desire for approval from others...
April 4, 2024: L'Encéphale
https://read.qxmd.com/read/38578690/effects-of-a-serious-smartphone-game-on-nursing-students-theoretical-knowledge-and-practical-skills-in-adult-basic-life-support-randomized-wait-list-controlled-trial
#30
JOURNAL ARTICLE
Nino Fijačko, Ruth Masterson Creber, Špela Metličar, Matej Strnad, Robert Greif, Gregor Štiglic, Pavel Skok
BACKGROUND: Retention of adult basic life support (BLS) knowledge and skills after professional training declines over time. To combat this, the European Resuscitation Council and the American Heart Association recommend shorter, more frequent BLS sessions. Emphasizing technology-enhanced learning, such as mobile learning, aims to increase out-of-hospital cardiac arrest (OHCA) survival and is becoming more integral in nursing education. OBJECTIVE: The aim of this study was to investigate whether playing a serious smartphone game called MOBICPR at home can improve and retain nursing students' theoretical knowledge of and practical skills in adult BLS...
April 5, 2024: JMIR Serious Games
https://read.qxmd.com/read/38578674/understanding-senior-adults-needs-preferences-and-experiences-of-commercial-exergames-for-health-usability-study
#31
JOURNAL ARTICLE
Yu-Han Wang
BACKGROUND: Many senior adults are at risk of mental and physical disorders due to a lack of sufficient exercise. Therefore, adherent exercise should be urgently promoted to improve senior adults' muscle strength, preventing falls and conditions caused by physical and cognitive decline. However, off-the-shelf exercise games, so-called exergames, are mainly targeted at the younger generation or children, while senior adults are neglected, when this age group strongly needs exercise. Exergames could serve as a health intervention for promoting exercise...
April 5, 2024: JMIR Serious Games
https://read.qxmd.com/read/38575381/internet-video-gaming-the-relevance-of-a-new-phenomenon-in-the-youth
#32
JOURNAL ARTICLE
Nada Pop-Jordanova
The high level of technological growth in contemporary society, beside benefits, provokes different kinds of damages, especially among the worldwide youth population. World statistics have recognized that video and internet game addiction is a growing problem. In this context, it is supposed that 0.3 to 1.0 percent of the general population might be qualified as a potential sufferer of internet gaming disorder. However, youth between 18-34 years are the highest risk population. New research has shown the need of early identification of at-risk young people for internet addiction...
March 1, 2024: Prilozi (Makedonska Akademija Na Naukite i Umetnostite. Oddelenie za Medicinski Nauki)
https://read.qxmd.com/read/38572090/evaluation-of-a-virtual-reality-based-open-educational-resource-software
#33
JOURNAL ARTICLE
Silvia Würstle, Lisa-Marie Spanke, Niklas Mehlhase, Gail Stanley, Jonathan Koff, Stavros Dimitriadis, Sarah König, Alexander Hann
OBJECTIVES: Virtual reality (VR) teaching methods have potential to support medical students acquire increasing amounts of knowledge. EVENT (Easy VR EducatioN Tool) is an open educational resource software for immersive VR environments, which is designed for use without programming skills. In this work, EVENT was used in a medical student VR course on pancreatic cancer. METHODS: Medical students were invited to participate in the course. Before and after VR simulation, participants completed a multiple-choice knowledge assessment, with a maximum score of 10, and a VR experience questionnaire...
2024: Journal of Medical Education and Curricular Development
https://read.qxmd.com/read/38571884/the-relationship-between-game-genre-monetization-strategy-and-symptoms-of-gaming-disorder-in-a-clinical-sample-of-adolescents
#34
JOURNAL ARTICLE
Frida André, Per Bore, Theo Toresson, Mitchell Andersson, Emma Claesdotter-Knutsson
BACKGROUND: Gaming disorder (GD) has been introduced as a new diagnosis in the International Classification of Disease 11 (ICD-11). Currently, there's limited understanding of how various video games may differentially contribute to the risk of developing GD. The main aim of this study was to examine the relationship between individuals' game genre preferences, their preferred games' monetization strategies, and GD Symptoms. METHODS: A total of 85 patients undergoing treatment for GD at a child and youth psychiatric clinic were included in the study...
2024: Upsala Journal of Medical Sciences
https://read.qxmd.com/read/38569694/head-impact-differences-in-blind-football-between-rio-2016-and-tokyo-2020-paralympic-games-video-based-observational-study
#35
JOURNAL ARTICLE
Shogo Tsutsumi, Junpei Sasadai, Noriaki Maeda, Yuki Tamura, Takumi Nagao, Tomoya Watanabe, Satoshi Arima, Kazuki Kaneda, Mitsuhiro Yoshimi, Rami Mizuta, Honoka Ishihara, Reia Shimizu, Kazuki Fukui, Tsubasa Tashiro, Makoto Komiya, Akira Suzuki, Yukio Urabe
OBJECTIVE: In Tokyo 2020 Paralympic Games, there were the rule and goal size changes at the blind football competition. This study aimed to compare the scoring and head impact characteristics during blind football competition between the Rio 2016 and Tokyo 2020 Paralympic Games using the official videos. DESIGN: Video-based observational study. PARTICIPANTS: In total, 36 blind football (men's football 5-a-side) game videos were obtained from the official International Paralympic Committee...
April 2, 2024: BMJ Open
https://read.qxmd.com/read/38568951/serious-games-are-more-than-just-games
#36
JOURNAL ARTICLE
Santiago de Matos Lima, Paula Otero
Serious games (SG) or educational games are complete games designed for a specific purpose that fulfill both their classic function of entertainment and promote the learning of specific concepts or skills and optimize health care in general. In the pediatric setting, these games combine strategies to educate about health issues, promote healthy behaviors, provide therapy or medical treatment. SG have been shown to promote adherence to treatment in children with chronic diseases, reduce anxiety in those undergoing invasive medical procedures, and stimulate the development of cognitive, emotional, or psychomotor skills...
April 11, 2024: Archivos Argentinos de Pediatría
https://read.qxmd.com/read/38566396/weight-misperception-and-weight-related-behaviors-in-non-hispanic-black-youth
#37
JOURNAL ARTICLE
Tienna Fenton, Elena Bastida
Current literature is conflicting regarding whether accurate weight perception encourages healthy weight-related behaviors. This study examined the prevalence of weight misperception and explored associations between weight misperception and weight-related behaviors among 353 Black adolescents in Broward County, Florida. Overall, 44.8% of participants misperceived their weight, with boys more often misperceiving their weight than girls (52.2% vs 40.2%). Students who misperceived their weight were more likely to try to lose weight but less likely to be adequately physically active...
April 2, 2024: Journal of Health Psychology
https://read.qxmd.com/read/38566060/correction-evaluating-the-effect-of-action-like-video-game-play-and-of-casual-video-game-play-on-anxiety-in-adolescents-with-elevated-anxiety-protocol-for-a-multi-center-parallel-group-assessor-blind-randomized-controlled-trial
#38
Naïma Gradi, Adrien Chopin, Daphné Bavelier, Tomer Shechner, Swann Pichon
No abstract text is available yet for this article.
April 2, 2024: BMC Psychiatry
https://read.qxmd.com/read/38564585/video-game-addiction-is-associated-with-early-stage-of-inhibitory-control-problems-an-event-related-potential-study-using-cued-go-nogo-task
#39
JOURNAL ARTICLE
Mazyar Fathi, Ali Mohammad Pourrahimi, Ahmad Poormohammad, Sara Sardari, Mohammad Amin Rajizadeh, Shahrzad Mazhari, Donya Pourkand
Video game addiction (VGA) is associated with cognitive problems, particularly deficits in inhibitory control. The present study aimed to investigate behavioural responses and event-related potential associated with specific response inhibition using the cued Go/NoGo task to examine the effects of VGA on brain activity related to response inhibition. Twenty-five individuals addicted to video games (action video games) and 25 matched healthy controls participated in the study. The results showed that the VGA group had significantly more commission error in the NoGo trials and faster reaction time in the Go trials compared with the control group...
April 2024: Addiction Biology
https://read.qxmd.com/read/38563038/screen-time-and-child-behavioral-disorders-during-covid-19-pandemic-a-systematic-review
#40
REVIEW
Maryam Abdoli, Mohadeseh Khoshgoftar, Hosin Jadidi, Seyede Shahrbanoo Daniali, Roya Kelishadi
BACKGROUND: The extensive use of various electronic games and communication devices, particularly among children and adolescents, has raised concerns, particularly during the COVID-19 pandemic. This study investigated the link between screen time and internalizing disorders, such as anxiety and depression, among individuals aged ≤18 during the global COVID-19 pandemic. METHODS: This systematic review aims to summarize scientific publications from 2019 to early 2022 by searching databases, including the Cochrane Library, PubMed, Web of Science, Scopus, and PsycINFO, to identify suitable studies...
2024: International Journal of Preventive Medicine
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