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https://www.readbyqxmd.com/read/28639811/violent-video-game-effects-remain-a-societal-concern-reply-to-hilgard-engelhardt-and-rouder-2017
#1
Sven Kepes, Brad J Bushman, Craig A Anderson
A large meta-analysis by Anderson et al. (2010) found that violent video games increased aggressive thoughts, angry feelings, physiological arousal, and aggressive behavior and decreased empathic feelings and helping behavior. Hilgard, Engelhardt, and Rouder (2017) reanalyzed the data of Anderson et al. (2010) using newer publication bias methods (i.e., precision-effect test, precision-effect estimate with standard error, p-uniform, p-curve). Based on their reanalysis, Hilgard, Engelhardt, and Rouder concluded that experimental studies examining the effect of violent video games on aggressive affect and aggressive behavior may be contaminated by publication bias, and these effects are very small when corrected for publication bias...
July 2017: Psychological Bulletin
https://www.readbyqxmd.com/read/28639810/overstated-evidence-for-short-term-effects-of-violent-games-on-affect-and-behavior-a-reanalysis-of-anderson-et-al-2010
#2
Joseph Hilgard, Christopher R Engelhardt, Jeffrey N Rouder
Violent video games are theorized to be a significant cause of aggressive thoughts, feelings, and behaviors. Important evidence for this claim comes from a large meta-analysis by Anderson and colleagues (2010), who found effects of violent games in experimental, cross-sectional, and longitudinal research. In that meta-analysis, the authors argued that there is little publication or analytic bias in the literature, an argument supported by their use of the trim-and-fill procedure. In the present manuscript, we reexamine their meta-analysis using a wider array of techniques for detecting bias and adjusting effect sizes...
July 2017: Psychological Bulletin
https://www.readbyqxmd.com/read/28639206/are-associations-between-sexist-video-games-and-decreased-empathy-toward-women-robust-a-reanalysis-of-gabbiadini-et-al-2016
#3
Christopher J Ferguson, M Brent Donnellan
Gabbiadini, A., Riva, P., Andrighetto, L., Volpato, C., & Bushman, B, (PloS ONE, 2016) provided evidence for a connection between "sexist" video games and decreased empathy toward girls using an experimental paradigm. These claims are based on a moderated mediation model. They reported a three-way interaction between game condition, gender, and avatar identification when predicting masculine ideology in their original study. Masculine ideology was associated, in turn, with decreased empathy. However, there were no main experimental effects for video game condition on empathy...
June 21, 2017: Journal of Youth and Adolescence
https://www.readbyqxmd.com/read/28639038/characteristics-predicting-laparoscopic-skill-in-medical-students-nine-years-experience-in-a-single-center
#4
Tsutomu Nomura, Takeshi Matsutani, Nobutoshi Hagiwara, Itsuo Fujita, Yoshiharu Nakamura, Yoshikazu Kanazawa, Hiroshi Makino, Yasuhiro Mamada, Terumichi Fujikura, Masao Miyashita, Eiji Uchida
INTRODUCTION: We introduced laparoscopic simulator training for medical students in 2007. This study was designed to identify factors that predict the laparoscopic skill of medical students, to identify intergenerational differences in abilities, and to estimate the variability of results in each training group. Our ultimate goal was to determine the optimal educational program for teaching laparoscopic surgery to medical students. METHODS: Between 2007 and 2015, a total of 270 fifth-year medical students were enrolled in this observational study...
June 21, 2017: Surgical Endoscopy
https://www.readbyqxmd.com/read/28637518/non-digital-game-playing-by-older-adults
#5
W Ben Mortenson, Andrew Sixsmith, David Kaufman
Research on video games' effect on cognition and behaviour has been extensive, yet little research has explored non-digital forms of game playing, especially among older adults. As part of a larger survey on game playing, 886 respondents (≥ age 55) filled out questionnaires about non-digital game play. The study aims were to determine perceived benefits of non-digital game play and to determine socio-demographic factors that might predict perceived benefits. Survey results indicate that non-digital game playing is social in nature and common (73% of respondents) among older adults...
June 22, 2017: Canadian Journal on Aging, la Revue Canadienne du Vieillissement
https://www.readbyqxmd.com/read/28636838/searching-for-affective-and-cognitive-restoration-examining-the-restorative-effects-of-casual-video-game-play
#6
Michael A Rupp, Richard Sweetman, Alejandra E Sosa, Janan A Smither, Daniel S McConnell
OBJECTIVE: We investigated the effects of a passive break, relaxation activity, and casual video game on affect, stress, engagement, and cognitive performance. BACKGROUND: Reducing stress and improving cognitive performance is critical across many domains. Previous studies investigated taking a break, relaxation techniques, or playing a game; however, these methods have not been compared within a single experiment. METHOD: Participants completed a baseline affective and cognitive assessment (ACA), which included the Positive and Negative Affect Schedule, shortened version of the Dundee Stress State Questionnaire, and backward digit-span...
June 1, 2017: Human Factors
https://www.readbyqxmd.com/read/28623186/assessment-of-active-video-gaming-using-adapted-controllers-by-individuals-with-physical-disabilities-a-protocol
#7
Laurie A Malone, Sangeetha Padalabalanarayanan, Justin McCroskey, Mohanraj Thirumalai
BACKGROUND: Individuals with disabilities are typically more sedentary and less fit compared to their peers without disabilities. Furthermore, engaging in physical activity can be extremely challenging due to physical impairments associated with disability and fewer opportunities to participate. One option for increasing physical activity is playing active video games (AVG), a category of video games that requires much more body movement for successful play than conventional push-button or joystick actions...
June 16, 2017: JMIR Research Protocols
https://www.readbyqxmd.com/read/28622759/catching-audiovisual-interactions-with-a-first-person-fisherman-video-game
#8
Yile Sun, Timothy J Hickey, Barbara Shinn-Cunningham, Robert Sekuler
The human brain is excellent at integrating information from different sources across multiple sensory modalities. To examine one particularly important form of multisensory interaction, we manipulated the temporal correlation between visual and auditory stimuli in a first-person fisherman video game. Subjects saw rapidly swimming fish whose size oscillated, either at 6 or 8 Hz. Subjects categorized each fish according to its rate of size oscillation, while trying to ignore a concurrent broadband sound seemingly emitted by the fish...
July 2017: Perception
https://www.readbyqxmd.com/read/28608176/late-bedtimes-short-sleeping-time-and-longtime-video-game-playing-are-associated-with-low-back-pain-in-school-aged-athletes
#9
Yutaka Yabe, Yoshihiro Hagiwara, Takuya Sekiguchi, Haruki Momma, Masahiro Tsuchiya, Kaoru Kuroki, Kenji Kanazawa, Masashi Koide, Nobuyuki Itaya, Eiji Itoi, Ryoichi Nagatomi
PURPOSE: Low back pain is a significant problem for school-aged athletes. Although some risk factors relating to sports activities have been reported, the effect of lifestyles on low back pain in school-aged athletes is not clear. The purpose of this study was to elucidate the association between lifestyles, such as wake-up time, bedtime, sleeping time, and TV-viewing or video-game-playing time per day and low back pain of school-aged athletes. METHODS: A cross-sectional study was conducted with school-aged athletes (aged 6-15 years, n = 6441) using a self-reported questionnaire and multivariate logistic regression models were used for analyses...
June 12, 2017: European Spine Journal
https://www.readbyqxmd.com/read/28602529/-the-use-of-social-media-modifies-teenagers-sleep-related-behavior
#10
S Royant-Parola, V Londe, S Tréhout, S Hartley
OBJECTIVE: Modification of sleep behaviors in teenagers has been observed over the past 30years with a reduction in overall sleep time and an increasing number of teenagers suffering from sleep deprivation. Sleep deprivation is linked to physical problems such as obesity but also to change in performance at school and mood disorders. Changes have been associated with the use of screens, cell phones, Internet and social media. Use of screens has been shown to delay sleep onset and melatonin secretion and stimulation of wake systems by interaction with social media may exacerbate these effects...
June 8, 2017: L'Encéphale
https://www.readbyqxmd.com/read/28600111/do-active-video-games-benefit-the-motor-skill-development-of-non-typically-developing-children-and-adolescents-a-systematic-review
#11
REVIEW
Zoey E Page, Stephanie Barrington, Jacqueline Edwards, Lisa M Barnett
OBJECTIVES: The use of interactive video gaming, known as 'exergames' or 'active video games (AVG)' may provide an opportunity for motor skill development. Youth with non-typical patterns of development may have deficits in gross motor skill capacities and are therefore an intervention target. The aim was to determine the effectiveness of AVG use on motor skill development in non-typically developing children and adolescents. DESIGN: Review article. METHODS: The PRISMA protocol was used to conduct a systematic review of EBSCOhost, Embase, Gale Cengage, Informit, Ovid, ProQuest, PubMed, Scopus and Web of Science databases...
May 18, 2017: Journal of Science and Medicine in Sport
https://www.readbyqxmd.com/read/28595830/-negative-perceptions-of-the-risks-associated-with-gaming-in-young-adolescents-an-exploratory-study-to-help-thinking-about-a-prevention-program
#12
C Bonnaire, O Phan
Given the growing use of video games and the growing number of adolescents with Internet gaming disorder (IGD), prevention in this area is necessary. The objective of this study was to investigate the use and most particularly the representations of the risks associated with the use of video games in young adolescents by comparing problematic (PGs) and nonproblematic gamers (NPGs). Gender differences were also explored. Five Parisian middle schools participated in this study and 434 adolescents (231 boys, mage=13...
June 5, 2017: Archives de Pédiatrie: Organe Officiel de la Sociéte Française de Pédiatrie
https://www.readbyqxmd.com/read/28595611/video-game-rehabilitation-for-outpatient-stroke-vigorous-protocol-for-a-multi-center-comparative-effectiveness-trial-of-in-home-gamified-constraint-induced-movement-therapy-for-rehabilitation-of-chronic-upper-extremity-hemiparesis
#13
Lynne V Gauthier, Chelsea Kane, Alexandra Borstad, Nancy Strahl, Gitendra Uswatte, Edward Taub, David Morris, Alli Hall, Melissa Arakelian, Victor Mark
BACKGROUND: Constraint-Induced Movement therapy (CI therapy) is shown to reduce disability, increase use of the more affected arm/hand, and promote brain plasticity for individuals with upper extremity hemiparesis post-stroke. Randomized controlled trials consistently demonstrate that CI therapy is superior to other rehabilitation paradigms, yet it is available to only a small minority of the estimated 1.2 million chronic stroke survivors with upper extremity disability. The current study aims to establish the comparative effectiveness of a novel, patient-centered approach to rehabilitation utilizing newly developed, inexpensive, and commercially available gaming technology to disseminate CI therapy to underserved individuals...
June 8, 2017: BMC Neurology
https://www.readbyqxmd.com/read/28592394/social-media-use-and-access-to-digital-technology-in-us-young-adults-in-2016
#14
Andrea C Villanti, Amanda L Johnson, Vinu Ilakkuvan, Megan A Jacobs, Amanda L Graham, Jessica M Rath
BACKGROUND: In 2015, 90% of US young adults with Internet access used social media. Digital and social media are highly prevalent modalities through which young adults explore identity formation, and by extension, learn and transmit norms about health and risk behaviors during this developmental life stage. OBJECTIVE: The purpose of this study was to provide updated estimates of social media use from 2014 to 2016 and correlates of social media use and access to digital technology in data collected from a national sample of US young adults in 2016...
June 7, 2017: Journal of Medical Internet Research
https://www.readbyqxmd.com/read/28588464/neural-basis-of-video-gaming-a-systematic-review
#15
REVIEW
Marc Palaus, Elena M Marron, Raquel Viejo-Sobera, Diego Redolar-Ripoll
Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass...
2017: Frontiers in Human Neuroscience
https://www.readbyqxmd.com/read/28567070/the-cutting-edge-training-modalities-and-educational-platforms-for-accredited-surgical-training-a-systematic-review
#16
REVIEW
Antonello Forgione, Salman Y Guraya
BACKGROUND: Historically, operating room (OR) has always been considered as a stand-alone trusted platform for surgical education and training. However, concerns about financial constraints, quality control, and patient safety have urged the surgical educators to develop more cost-effective, surgical educational platforms that can be employed outside the OR. Furthermore, trained surgeons need to regularly update their surgical skills to keep abreast with the emerging surgical technologies...
2017: Journal of Research in Medical Sciences: the Official Journal of Isfahan University of Medical Sciences
https://www.readbyqxmd.com/read/28545933/extracting-multidimensional-stimulus-response-correlations-using-hybrid-encoding-decoding-of-neural-activity
#17
REVIEW
Jacek P Dmochowski, Jason Ki, Paul DeGuzman, Paul Sajda, Lucas C Parra
In neuroscience, stimulus-response relationships have traditionally been analyzed using either encoding or decoding models. Here we propose a hybrid approach that decomposes neural activity into multiple components, each representing a portion of the stimulus. The technique is implemented via canonical correlation analysis (CCA) by temporally filtering the stimulus (encoding) and spatially filtering the neural responses (decoding) such that the resulting components are maximally correlated. In contrast to existing methods, this approach recovers multiple correlated stimulus-response pairs, and thus affords a richer, multidimensional analysis of neural representations...
May 22, 2017: NeuroImage
https://www.readbyqxmd.com/read/28543718/introduction-of-a-new-instrument-to-measure-motivation-for-gaming-the-electronic-gaming-motives-questionnaire
#18
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 selected randomly 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
#19
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/28535475/relationships-between-parental-attitudes-family-functioning-and-internet-gaming-disorder-in-adolescents-attending-school
#20
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
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