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https://www.readbyqxmd.com/read/29145402/specific-effects-of-working-memory-training-on-the-reading-skills-of-chinese-children-with-developmental-dyslexia
#1
Juanhua Yang, Jun Peng, Dake Zhang, Liling Zheng, Lei Mo
Most research on working memory (WM) training for children with developmental dyslexia (DD) has focused on western alphabetical languages. Moreover, most of these studies used a combination of training tasks targeting a variety of WM components, making it difficult to determine whether WM training generates a general improvement in overall reading, or improves specific cognitive skills corresponding to the WM components that are targeted in training. We tested the general and specific effects of WM training on the reading skills of 45 Chinese children with DD, grades 3 to 5...
2017: PloS One
https://www.readbyqxmd.com/read/29141019/exploring-the-relationship-between-video-game-expertise-and-fluid-intelligence
#2
Athanasios V Kokkinakis, Peter I Cowling, Anders Drachen, Alex R Wade
Hundreds of millions of people play intellectually-demanding video games every day. What does individual performance on these games tell us about cognition? Here, we describe two studies that examine the potential link between intelligence and performance in one of the most popular video games genres in the world (Multiplayer Online Battle Arenas: MOBAs). In the first study, we show that performance in the popular MOBA League of Legends' correlates with fluid intelligence as measured under controlled laboratory conditions...
2017: PloS One
https://www.readbyqxmd.com/read/29139575/developmental-links-between-gaming-and-depressive-symptoms
#3
Jakub Mikuška, Alexander T Vazsonyi
The current longitudinal study tested the reciprocal relationships between video game play and depressive symptoms among 9,421 adolescents from the Add Health (Mage  = 16.15 years, SD = 1.64, 55% female), over 11 years (Waves 2, 3, and 4), ages 16 to 27. Based on structural equation modeling as well as latent growth models, findings indicated that (1) excessive gaming was largely transient over time, from adolescence to early adulthood; (2) excessive gaming predicted increases in depressive symptoms; and (3) in turn, depressive symptoms predicted decreases in gaming over time...
November 15, 2017: Journal of Research on Adolescence: the Official Journal of the Society for Research on Adolescence
https://www.readbyqxmd.com/read/29136270/60-seconds-to-survival-a-pilot-study-of-a-disaster-triage-video-game-for-prehospital-providers
#4
Mark X Cicero, Travis Whitfill, Kevin Munjal, Manu Madhok, Maria Carmen G Diaz, Daniel J Scherzer, Barbara M Walsh, Angela Bowen, Michael Redlener, Scott A Goldberg, Nadine Symons, James Burkett, Joseph C Santos, David Kessler, Ryan N Barnicle, Geno Paesano, Marc A Auerbach
INTRODUCTION: Disaster triage training for emergency medical service (EMS) providers is not standardized. Simulation training is costly and time-consuming. In contrast, educational video games enable low-cost and more time-efficient standardized training. We hypothesized that players of the video game "60 Seconds to Survival" (60S) would have greater improvements in disaster triage accuracy compared to control subjects who did not play 60S. METHODS: Participants recorded their demographics and highest EMS training level and were randomized to play 60S (intervention) or serve as controls...
April 2017: American Journal of Disaster Medicine
https://www.readbyqxmd.com/read/29131826/an-interactive-sports-video-game-as-an-intervention-for-rehabilitation-of-community-living-patients-with-schizophrenia-a-controlled-single-blind-crossover-study
#5
Nobuko Shimizu, Tomohiro Umemura, Masahiro Matsunaga, Takayoshi Hirai
Hypofrontality is a state of decreased cerebral blood flow in the prefrontal cortex during executive function performance; it is commonly observed in patients with schizophrenia. Cognitive dysfunction, as well as the psychological symptoms of schizophrenia, influences the ability of patients to reintegrate into society. The current study investigated the effects of an interactive sports video game (IVG; Nintendo Wii™ Sports Resort) on frontal lobe function of patients with schizophrenia. A sample of eight patients (6 male and 2 female; mean age = 46...
2017: PloS One
https://www.readbyqxmd.com/read/29131386/education-school-type-and-screen-time-were-associated-with-overweight-and-obesity-in-2-930-adolescents
#6
Dieter Furthner, Margit Ehrenmueller, Roland Lanzersdorfer, Gerhard Halmerbauer, Klaus Schmitt, Ariane Biebl
AIM: This cross-sectional study analysed the influence of socioeconomic factors on screen time, overweight and obesity. METHODS: We asked adolescents aged 10, 14 and 17 from 10 school types in urban and rural regions in Upper Austria to complete questionnaires from December 2012 to February 2013. Their parents were also asked to complete questionnaires. RESULTS: The questionnaires were completed by 2,930 adolescents and 2,209 parents. Total weekend screen time was significantly associated with a higher body mass index (BMI) in 10-year-old boys (p<0...
November 13, 2017: Acta Paediatrica
https://www.readbyqxmd.com/read/29130328/established-risk-factors-for-addiction-fail-to-discriminate-between-healthy-gamers-and-gamers-endorsing-dsm-5-internet-gaming-disorder
#7
Jory Deleuze, Filip Nuyens, Lucien Rochat, Stéphane Rothen, Pierre Maurage, Joël Billieux
Background and aims The DSM-5 includes criteria for diagnosing Internet gaming disorder (IGD) that are adapted from substance abuse and widely used in research and clinical contexts, although evidence supporting their validity remains scarce. This study compared online gamers who do or do not endorse IGD criteria regarding self-control-related abilities (impulsivity, inhibitory control, and decision-making), considered the hallmarks of addictive behaviors. Method A double approach was adopted to distinguish pathological from recreational gamers: The first is the classic DSM-5 approach (≥5 criteria required to endorse the IGD diagnosis), and the second consists in using latent class analysis (LCA) for IGD criteria to distinguish gamers' subgroups...
November 13, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/29125789/video-game-acceptance-a-meta-analysis-of-the-extended-technology-acceptance-model
#8
Xiaohui Wang, Dion Hoe-Lian Goh
The current study systematically reviews and summarizes the existing literature of game acceptance, identifies the core determinants, and evaluates the strength of the relationships in the extended technology acceptance model. Moreover, this study segments video games into two categories: hedonic and utilitarian and examines player acceptance of these two types separately. Through a meta-analysis of 50 articles, we find that perceived ease of use (PEOU), perceived usefulness (PU), and perceived enjoyment (PE) significantly associate with attitude and behavioral intention...
November 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/29125389/training-for-vigilance-on-the-move-a-video-game-based-paradigm-for-sustained-attention
#9
J L Szalma, T N Daly, G W L Teo, G M Hancock, P A Hancock
The capacity for superior vigilance can be trained by using knowledge of results (KR). Ourpresent experiments demonstrate the efficacy of such training using a first-person perspective movement videogame-based platform in samples ofstudents and Soldiers.Effectiveness was assessedby manipulating KR during a training phase and withdrawing it in a subsequent transfer phase. Relative to a no KR control condition, KR systematically improved performance for both Soldiers and students. These results build upon our previous findings that demonstrated that a video game-based platform can be used to create a movement-centered sustained attention task with important elements of traditional vigilance...
November 10, 2017: Ergonomics
https://www.readbyqxmd.com/read/29121059/effects-of-decades-of-physical-driving-on-body-movement-and-motion-sickness-during-virtual-driving
#10
Thomas A Stoffregen, Chih-Hui Chang, Fu-Chen Chen, Wei-Jhong Zeng
We investigated relations between experience driving physical automobiles and motion sickness during the driving of virtual automobiles. Middle-aged individuals drove a virtual automobile in a driving video game. Drivers were individuals who had possessed a driver's license for approximately 30 years, and who drove regularly, while non-drivers were individuals who had never held a driver's license, or who had not driven for more than 15 years. During virtual driving, we monitored movement of the head and torso...
2017: PloS One
https://www.readbyqxmd.com/read/29119131/bedtime-use-of-technology-and-associated-sleep-problems-in-children
#11
Caitlyn Fuller, Eric Lehman, Steven Hicks, Marsha B Novick
Children comprise one of the largest consumer groups of technology. Sleep is fundamental to optimal functioning during childhood, including health and behavior. The purpose of this study was to explore bedtime electronic use and its impact on 3 health consequences-sleep quantity and quality, inattention, and body mass index. Parents of 234 children, ages 8 to 17 years, were surveyed to quantify hours of technology use (computer, video games, cell phone, and television), hours of sleep, and inattentive behaviors...
2017: Global Pediatric Health
https://www.readbyqxmd.com/read/29112869/hearing-the-future-of-sensory-rehabilitation
#12
Erika Skoe
A new randomized, double-blind controlled study has found that playing a video game modeled from sensory foraging behavior can improve the aging brain's ability to hear complex signals hidden in background noise.
November 6, 2017: Current Biology: CB
https://www.readbyqxmd.com/read/29111226/marketing-food-and-beverages-to-youth-through-sports
#13
REVIEW
Marie A Bragg, Christina A Roberto, Jennifer L Harris, Kelly D Brownell, Brian Elbel
Food and beverage marketing has been identified as a major driver of obesity yet sports sponsorship remains common practice and represents millions of dollars in advertising expenditures. Research shows that food and beverage products associated with sports (e.g., M&M's with National Association for Stock Car Auto Racing logo) generate positive feelings, excitement, and a positive self-image among adults and children. Despite this, self-regulatory pledges made by food companies to limit exposure of unhealthy products to children have not improved the nutritional quality of foods marketed to children...
October 27, 2017: Journal of Adolescent Health: Official Publication of the Society for Adolescent Medicine
https://www.readbyqxmd.com/read/29109424/enhancing-reading-performance-through-action-video-games-the-role-of-visual-attention-span
#14
A Antzaka, M Lallier, S Meyer, J Diard, M Carreiras, S Valdois
Recent studies reported that Action Video Game-AVG training improves not only certain attentional components, but also reading fluency in children with dyslexia. We aimed to investigate the shared attentional components of AVG playing and reading, by studying whether the Visual Attention (VA) span, a component of visual attention that has previously been linked to both reading development and dyslexia, is improved in frequent players of AVGs. Thirty-six French fluent adult readers, matched on chronological age and text reading proficiency, composed two groups: frequent AVG players and non-players...
November 6, 2017: Scientific Reports
https://www.readbyqxmd.com/read/29095880/circumscribed-interests-in-adolescents-with-autism-spectrum-disorder-a-look-beyond-trains-planes-and-clocks
#15
Ivy Y K Cho, Kristina Jelinkova, Manuela Schuetze, Sarah A Vinette, Sarah Rahman, Adam McCrimmon, Deborah Dewey, Signe Bray
Adolescence is a unique developmental period, characterized by physical and emotional growth and significant maturation of cognitive and social skills. For individuals with Autism Spectrum Disorder (ASD), it is also a vulnerable period as cognitive and social skills can deteriorate. Circumscribed interests (CIs), idiosyncratic areas of intense interest and focus, are a core symptom of ASD that may be associated with social development. Yet, relatively little is known about the expression of CIs in adolescents with ASD...
2017: PloS One
https://www.readbyqxmd.com/read/29093050/screen-violence-and-youth-behavior
#16
REVIEW
Craig A Anderson, Brad J Bushman, Bruce D Bartholow, Joanne Cantor, Dimitri Christakis, Sarah M Coyne, Edward Donnerstein, Jeanne Funk Brockmyer, Douglas A Gentile, C Shawn Green, Rowell Huesmann, Tom Hummer, Barbara Krahé, Victor C Strasburger, Wayne Warburton, Barbara J Wilson, Michele Ybarra
Violence in screen entertainment media (ie, television, film, video games, and the Internet), defined as depictions of characters (or players) trying to physically harm other characters (or players), is ubiquitous. The Workgroup on Media Violence and Violent Video Games reviewed numerous meta-analyses and other relevant research from the past 60 years, with an emphasis on violent video game research. Consistent with every major science organization review, the Workgroup found compelling evidence of short-term harmful effects, as well as evidence of long-term harmful effects...
November 2017: Pediatrics
https://www.readbyqxmd.com/read/29082532/the-impact-of-death-awareness-on-sizes-of-self-representational-objects
#17
Simon McCabe, Kenneth E Vail, Jamie Arndt
People seem to have a tendency to increase the relative size of self-representational objects. Prior research suggests that motivational factors may fuel that tendency, so the present research built from terror management theory to examine whether existential motivations - engendered by concerns about death - may have similar implications for self-relevant size biases. Specifically, across two studies (total N = 288), we hypothesized that reminders of death would lead participants to inflate the size of self-representational objects...
October 30, 2017: British Journal of Social Psychology
https://www.readbyqxmd.com/read/29072042/active-exergames-to-improve-cognitive-functioning-in-neurological-disabilities-a-systematic-review-and-meta-analysis
#18
Gioia Mura, Mauro G Carta, Federica Sancassiani, Sergio Machado, Luca Prosperini
INTRODUCTION: Exergames represent a way to perform physical activity through active video games, serving as potentially useful tool in the field of neurorehabilitation. However, little is known regarding the possible role of exergames in improving cognitive functions in persons suffering from neurological disabilities. EVIDENCE ACQUISITION: A search for relevant articles was carried out on PubMed/Medline, Scopus, PEDro, and Google Scholar. Only randomized controlled studies and non-randomized but controlled studies were retained...
October 25, 2017: European Journal of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/29066423/examining-motivations-to-play-pok%C3%A3-mon-go-and-their-influence-on-perceived-outcomes-and-physical-activity
#19
Oriol Marquet, Claudia Alberico, Deepti Adlakha, J Aaron Hipp
BACKGROUND: Pokémon GO is the most played augmented reality game in history. With more than 44 million players at the peak of its popularity, the game has sparked interest on its effects on the young population's health. OBJECTIVE: This pilot study examined motivations to start playing Pokémon GO among a sample of US college students, and how motivations were associated with perceived outcomes of the playing experience and physical activity derived while playing...
October 24, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/29060395/towards-understanding-addiction-factors-of-mobile-devices-an-eye-tracking-study-on-effect-of-screen-size
#20
Sunu Wibirama, Hanung A Nugroho
Mobile devices addiction has been an important research topic in cognitive science, mental health, and human-machine interaction. Previous works observed mobile device addiction by logging mobile devices activity. Although immersion has been linked as a significant predictor of video game addiction, investigation on addiction factors of mobile device with behavioral measurement has never been done before. In this research, we demonstrated the usage of eye tracking to observe effect of screen size on experience of immersion...
July 2017: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
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