keyword
https://read.qxmd.com/read/38652386/skill-based-electronic-gaming-machines-features-that-mimic-video-gaming-features-that-could-contribute-to-harm-and-their-potential-attraction-to-different-groups
#1
REVIEW
Philip Newall, Matthew Rockloff, Hannah Thorne, Alex M T Russell, Tess Visintin, Nerilee Hing, Matthew Browne, Georgia Dellosa
New gambling products have been developed over time as technology permits. For example, early mechanical slot machines were later replaced by electronic gaming machines (EGMs), which enabled a faster speed of play and more immersive experience. EGMs have in the decades since their invention become one of the main drivers of gambling expenditure worldwide and are one of the gambling products most strongly associated with harm. This literature review considers research relevant to a new subcategory of EGM, 'skill-based' EGMs, termed 'SGMs' here...
April 23, 2024: Journal of Gambling Studies
https://read.qxmd.com/read/38648634/psychometric-properties-of-the-metacognitions-about-online-gaming-scale-in-the-chinese-population-and-its-relationship-with-internet-gaming-disorder-cross-sectional-study
#2
JOURNAL ARTICLE
Shuhong Lin, Xinxin Chen, Linxiang Tan, Zhenjiang Liao, Yifan Li, Ying Tang, Qiuping Huang, Hongxian Shen
BACKGROUND: Metacognitions about online gaming have been shown to be correlated with Internet Gaming Disorder (IGD). Knowledge of metacognitions about online gaming can help to understand IGD. The Metacognitions about Online Gaming Scale (MOGS) is a reliable and valid tool to measure specific metacognitions about online gaming in both adults and adolescents, which is lacking in China. OBJECTIVE: This study was conducted to assess the psychometric properties of the Chinese version of the MOGS (C-MOGS) and its relationship with IGD in the Chinese population...
April 22, 2024: JMIR Serious Games
https://read.qxmd.com/read/38635338/wanting-liking-dissociation-and-altered-dopaminergic-functioning-similarities-between%C3%A2-internet-gaming-disorder-and-tobacco%C3%A2-use-disorder
#3
JOURNAL ARTICLE
Xuefeng Ma, Min Wang, Weiran Zhou, Zhaojie Zhang, Haosen Ni, Anhang Jiang, Yanbin Zheng, Xiaoxia Du, Marc N Potenza, Guang-Heng Dong
BACKGROUND: Although internet gaming disorder (IGD) has been included in the DSM-5 for approximately 10 years, debate remains regarding its existence and classification. METHODS: The current research incorporated three approaches. First, implicit association tests were used to examine for potential dissociation between wanting and liking in IGD. Second, brain features in wanting and liking circuits were tested and compared with tobacco use disorder (TUD) when performing a cue-craving task to explore the neural features of wanting and liking...
April 17, 2024: Journal of Behavioral Addictions
https://read.qxmd.com/read/38634461/using-virtual-reality-in-a-rehabilitation-program-for-patients-with-breast-cancer-phenomenological-study
#4
JOURNAL ARTICLE
Shih-Chung Wu, Chia-Wen Chuang, Wen-Chun Liao, Chung-Fang Li, Hsin-Hsin Shih
BACKGROUND: Surgery is an essential treatment for early-stage breast cancer. However, various side effects of breast cancer surgery, such as arm dysfunction and lymphedema, remain causes for concern. Rehabilitation exercises to prevent such side effects should be initiated within 24 hours after surgery. Virtual reality (VR) can assist the process of rehabilitation; however, the feasibility of applying VR for rehabilitation must be explored, in addition to experiences of this application...
April 16, 2024: JMIR Serious Games
https://read.qxmd.com/read/38632713/exploring-the-design-of-upper-limb-strength-training-through-high-intensity-interval-training-combined-with-exergaming-usability-study
#5
JOURNAL ARTICLE
Shu-Cheng Lin, Jing-Yu Lee, Yong Yang, Chu-Chun Fang, Hsiao-Lin Fang, Tien-Hung Hou
BACKGROUND: High-intensity interval training (HIIT) has become a popular exercise strategy in modern society, with the Tabata training method being the most popular. In the past, these training methods were mostly done without equipment, but incorporating exergaming into the training may provide a new option for muscle training. OBJECTIVES: The aim of this study was to explore the differences in upper limb muscle activation using an HIIT program combined with exergaming...
April 17, 2024: JMIR Serious Games
https://read.qxmd.com/read/38632454/video-game-unleashes-millions-of-citizen-scientists-on-microbiome-research
#6
JOURNAL ARTICLE
(no author information available yet)
No abstract text is available yet for this article.
April 17, 2024: Nature Biotechnology
https://read.qxmd.com/read/38626013/a-design-for-life-predicting-cognitive-performance-from-lifestyle-choices
#7
JOURNAL ARTICLE
Emily S Nichols, Georgia Nelson, Conor J Wild, Adrian M Owen
Maintaining cognitive capacity through adulthood has been the target of many recent studies that have examined the influence of lifestyle choices such as exercise, diet, and sleeping habits. Many of these studies have focused on a single factor (e.g., diet) and its effect on cognitive abilities; however, humans make numerous lifestyle choices every single day, many of which interact and influence each other. Here, we investigated whether combinations of lifestyle choices can predict better or worse cognitive performance in the general population, and whether optimal combinations of choices existed depending on the cognitive domain...
2024: PloS One
https://read.qxmd.com/read/38625433/physical-activity-and-self-determination-towards-exercise-among-esports-athletes
#8
JOURNAL ARTICLE
Mitchell Nicholson, Courtney Thompson, Dylan Poulus, Toby Pavey, Rob Robergs, Vincent Kelly, Craig McNulty
BACKGROUND: Esports is competitive video gaming, performed within teams or individually, across multiple genres. Players are required to be sedentary for extended periods and require a high-level of cognitive skills for successful competitive performance. There are conflicting findings within the physical activity research in the esports industry. The aim of this research is to explore self-reported physical activity through accelerometer-assessed physical activity, to gain a better insight into the physical activity behaviours of international e'athletes...
April 16, 2024: Sports Medicine—Open
https://read.qxmd.com/read/38622471/competitive-video-game-exposure-increases-aggression-through-impulsivity-in-chinese-adolescents-evidence-from-a-multi-method-study
#9
JOURNAL ARTICLE
Shuai Chen, Mingchen Wei, Xu Wang, Jinqian Liao, Jiayi Li, Yanling Liu
It is widely known controversies about the results of violent video game increase aggression. However, the role of competitive video games, has received less research attention, and the underlying mechanisms of their influence are unknown. This study aimed to expand the existing literature by systematically exploring the effects of competitive video game exposure on adolescent aggression and the mediating role of impulsivity. In so doing, three types of studies (collectively N = 2919, mean age varied from 13...
April 15, 2024: Journal of Youth and Adolescence
https://read.qxmd.com/read/38622344/improving-microbial-phylogeny-with-citizen-science-within-a-mass-market-video-game
#10
JOURNAL ARTICLE
Roman Sarrazin-Gendron, Parham Ghasemloo Gheidari, Alexander Butyaev, Timothy Keding, Eddie Cai, Jiayue Zheng, Renata Mutalova, Julien Mounthanyvong, Yuxue Zhu, Elena Nazarova, Chrisostomos Drogaris, Kornél Erhart, Amélie Brouillette, Gabriel Richard, Randy Pitchford, Sébastien Caisse, Mathieu Blanchette, Daniel McDonald, Rob Knight, Attila Szantner, Jérôme Waldispühl
Citizen science video games are designed primarily for users already inclined to contribute to science, which severely limits their accessibility for an estimated community of 3 billion gamers worldwide. We created Borderlands Science (BLS), a citizen science activity that is seamlessly integrated within a popular commercial video game played by tens of millions of gamers. This integration is facilitated by a novel game-first design of citizen science games, in which the game design aspect has the highest priority, and a suitable task is then mapped to the game design...
April 15, 2024: Nature Biotechnology
https://read.qxmd.com/read/38618361/exploring-the-impact-of-gaming-habits-on-sleep-patterns-among-young-adults-in-saudi-arabia-a-cross-sectional-study
#11
JOURNAL ARTICLE
Saba Firdos, Sarah Al-Omar, Farha Aldossary, Taif Alshamrani, Mashael Alhussain, Taif Al-Otaibi, Ibraheem Alhusain
Background Video gaming is increasingly popular among young adults, potentially affecting health and daily routines, especially sleep patterns. In Al-Ahsa, Saudi Arabia, the impact of video gaming on sleep and health among young adults is not well understood. This study aims to explore this relationship, focusing on how video gaming habits influence sleep patterns and associated health outcomes. Methods This cross-sectional survey utilized an adapted online questionnaire to gather data on demographics, video gaming habits, sleep patterns, and body mass index from young adults in Al-Ahsa...
March 2024: Curēus
https://read.qxmd.com/read/38610194/two-sides-of-the-same-virtual-coin-investigating-psychosocial-effects-of-video-game-play-including-stress-relief-motivations-as-a-gateway-to-problematic-video-game-usage
#12
JOURNAL ARTICLE
George Farmer, Joanne Lloyd
Video gamers can play to negate the psychological impact of stress, which may become problematic when users over-rely on the stress relief potential of gaming. This study used a repeated measures experimental design to investigate the relationships between stress, video gaming, and problematic video gaming behaviours in a convenience sample of 40 students at a UK university. The results indicated that positive affect increased and negative affect decreased, whilst a biological stress measure (instantaneous pulse rate) also decreased after a short video gaming session ( t (36) = 4...
April 2, 2024: Healthcare (Basel, Switzerland)
https://read.qxmd.com/read/38610090/action-video-games-and-posterior-parietal-cortex-neuromodulation-enhance-both-attention-and-reading-in-adults-with-developmental-dyslexia
#13
JOURNAL ARTICLE
Sara Bertoni, Sandro Franceschini, Martina Mancarella, Giovanna Puccio, Luca Ronconi, Gianluca Marsicano, Simone Gori, Gianluca Campana, Andrea Facoetti
The impact of action video games on reading performance has been already demonstrated in individuals with and without neurodevelopmental disorders. The combination of action video games and posterior parietal cortex neuromodulation by a transcranial random noise stimulation could enhance brain plasticity, improving attentional control and reading skills also in adults with developmental dyslexia. In a double blind randomized controlled trial, 20 young adult nonaction video game players with developmental dyslexia were trained for 15 h with action video games...
April 1, 2024: Cerebral Cortex
https://read.qxmd.com/read/38606363/digital-media-and-developing-brains-concerns-and-opportunities
#14
REVIEW
John S Hutton, Jessica Taylor Piotrowski, Kara Bagot, Fran Blumberg, Turhan Canli, Jason Chein, Dimitri A Christakis, Jordan Grafman, James A Griffin, Tom Hummer, Daria J Kuss, Matthew Lerner, Stuart Marcovitch, Martin P Paulus, Greg Perlman, Rachel Romeo, Moriah E Thomason, Ofir Turel, Aviv Weinstein, Gregory West, Pamela Hurst-Della Pietra, Marc N Potenza
PURPOSE OF REVIEW: The incorporation of digital technologies and their use in youth's everyday lives has been increasing rapidly over the past several decades with possible impacts on youth development and mental health. This narrative review aimed to consider how the use of digital technologies may be influencing brain development underlying adaptive and maladaptive screen-related behaviors. RECENT FINDINGS: To explore and provide direction for further scientific inquiry, an international group of experts considered what is known, important gaps in knowledge, and how a research agenda might be pursued regarding relationships between screen media activity and neurodevelopment from infancy through childhood and adolescence...
2024: Current Addiction Reports
https://read.qxmd.com/read/38600605/application-of-immersive-virtual-reality-in-the-training-of-wheelchair-boxers-evaluation-of-exercise-intensity-and-users-experience-additional-load-a-pilot-exploratory-study
#15
JOURNAL ARTICLE
Jacek Polechoński, Alan Langer, Anna Akbaş, Anna Zwierzchowska
BACKGROUND: Over the last few years, there has been a growing interest in workout apps and active virtual reality video games (AVRGs), which provide entertainment and enable users to undertake various forms of physical activity (PA) at home. Presumably, these types of exercises can be particularly useful for people with physical disabilities, who experience problems with access to sports and leisure facilities due to architectural and communication barriers. However, it is interesting whether the intensity of PA in VR is high enough to provide users with health benefits, as it is mainly based on arm movements...
April 10, 2024: BMC Sports Science, Medicine and Rehabilitation
https://read.qxmd.com/read/38600186/response-times-are-affected-by-mispredictions-in-a-stochastic-game
#16
JOURNAL ARTICLE
Paulo Roberto Cabral-Passos, Antonio Galves, Jesus Enrique Garcia, Claudia D Vargas
Acting as a goalkeeper in a video-game, a participant is asked to predict the successive choices of the penalty taker. The sequence of choices of the penalty taker is generated by a stochastic chain with memory of variable length. It has been conjectured that the probability distribution of the response times is a function of the specific sequence of past choices governing the algorithm used by the penalty taker to make his choice at each step. We found empirical evidence that besides this dependence, the distribution of the response times depends also on the success or failure of the previous prediction made by the participant...
April 10, 2024: Scientific Reports
https://read.qxmd.com/read/38598265/measuring-the-reliability-of-a-gamified-stroop-task-quantitative-experiment
#17
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
#18
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
#19
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
#20
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
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