keyword
MENU ▼
Read by QxMD icon Read
search

"Video games"

keyword
https://www.readbyqxmd.com/read/28444660/effects-of-cycling-and-exergaming-on-neurotrophic-factors-in-elderly-type-2-diabetic-men-a-preliminary-investigation
#1
Christian Brinkmann, Leonie Schäfer, Magd Masoud, Joachim Latsch, Daniel Lay, Wilhelm Bloch, Klara Brixius
Patients with type 2 diabetes mellitus (T2DM) are at increased risk of developing neurodegenerative diseases. There is growing evidence that repeated exercise-induced transient increases in neurotrophic factors can augment neurogenesis and neuroplasticity. This pilot study compares the effects of 30-min submaximal cycling with those of exergaming (combining exercise and video gaming) at the same duration and same rating of perceived exertion (BORG RPE: 14-15) on serum neurotrophic factors in 8 elderly non-insulin-dependent T2DM patients (71±4 years) (2×2 crossover design)...
April 25, 2017: Experimental and Clinical Endocrinology & Diabetes
https://www.readbyqxmd.com/read/28442622/news-feature-is-video-game-addiction-really-an-addiction
#2
Mark Zastrow
No abstract text is available yet for this article.
April 25, 2017: Proceedings of the National Academy of Sciences of the United States of America
https://www.readbyqxmd.com/read/28442405/the-effect-of-active-video-games-on-cognitive-functioning-in-clinical-and-non-clinical-populations-a-meta-analysis-of-randomized-controlled-trials
#3
REVIEW
Emma Stanmore, Brendon Stubbs, Davy Vancampfort, Eling D de Bruin, Joseph Firth
Physically-active video games ('exergames') have recently gained popularity for leisure and entertainment purposes. Using exergames to combine physical activity and cognitively-demanding tasks may offer a novel strategy to improve cognitive functioning. Therefore, this systematic review and meta-analysis was performed to establish effects of exergames on overall cognition and specific cognitive domains in clinical and non-clinical populations. We identified 17 eligible RCTs with cognitive outcome data for 926 participants...
April 22, 2017: Neuroscience and Biobehavioral Reviews
https://www.readbyqxmd.com/read/28437120/mindfulness-oriented-recovery-enhancement-for-internet-gaming-disorder-in-u-s-adults-a-stage-i-randomized-controlled-trial
#4
Wen Li, Eric L Garland, Patricia McGovern, Jennifer E O'Brien, Christine Tronnier, Matthew O Howard
Empirical studies have identified increasing rates of Internet gaming disorder (IGD) and associated adverse consequences. However, very few evidence-based interventions have been evaluated for IGD or problematic video gaming behaviors. This study evaluated Mindfulness-Oriented Recovery Enhancement (MORE) as a treatment for IGD. Thirty adults (Mage = 25.0, SD = 5.4) with IGD or problematic video gaming behaviors were randomized to 8 weeks of group-based MORE or 8 weeks of a support group (SG) control condition...
April 24, 2017: Psychology of Addictive Behaviors: Journal of the Society of Psychologists in Addictive Behaviors
https://www.readbyqxmd.com/read/28425777/self-reported-dependence-on-mobile-phones-in-young-adults-a-european-cross-cultural-empirical-survey
#5
Olatz Lopez-Fernandez, Daria J Kuss, Lucia Romo, Yannick Morvan, Laurence Kern, Pierluigi Graziani, Amélie Rousseau, Hans-Jürgen Rumpf, Anja Bischof, Ann-Kathrin Gässler, Adriano Schimmenti, Alessia Passanisi, Niko Männikkö, Maria Kääriänen, Zsolt Demetrovics, Orsolya Király, Mariano Chóliz, Juan José Zacarés, Emilia Serra, Mark D Griffiths, Halley M Pontes, Bernadeta Lelonek-Kuleta, Joanna Chwaszcz, Daniele Zullino, Lucien Rochat, Sophia Achab, Joël Billieux
Background and aims Despite many positive benefits, mobile phone use can be associated with harmful and detrimental behaviors. The aim of this study was twofold: to examine (a) cross-cultural patterns of perceived dependence on mobile phones in ten European countries, first, grouped in four different regions (North: Finland and UK; South: Spain and Italy; East: Hungary and Poland; West: France, Belgium, Germany, and Switzerland), and second by country, and (b) how socio-demographics, geographic differences, mobile phone usage patterns, and associated activities predicted this perceived dependence...
April 20, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28425691/health-implications-of-new-age-technologies
#6
Zaid Bilgrami, Laura McLaughlin, Ruth Milanaik, Andrew Adesman
New age technologies are ubiquitous in the lives of adolescents. Recent trends in media use suggest that adolescents are spending more time than ever engaging with technologies, and are able to do so in virtually all settings at any time. Given that new age technologies are so heavily integrated within the daily life of adolescents, the health risks and benefits they offer must be closely examined. In this systematic review, we present recent literature related to the implications of new age technologies on adolescent health...
April 20, 2017: Minerva Pediatrica
https://www.readbyqxmd.com/read/28420973/no-overt-effects-of-a-6-week-exergame-training-on-sensorimotor-and-cognitive-function-in-older-adults-a-preliminary-investigation
#7
Madeleine Ordnung, Maike Hoff, Elisabeth Kaminski, Arno Villringer, Patrick Ragert
Several studies investigating the relationship between physical activity and cognition showed that exercise interventions might have beneficial effects on working memory, executive functions as well as motor fitness in old adults. Recently, movement based video games (exergames) have been introduced to have the capability to improve cognitive function in older adults. Healthy aging is associated with a loss of cognitive, as well as sensorimotor functions. During exergaming, participants are required to perform physical activities while being simultaneously surrounded by a cognitively challenging environment...
2017: Frontiers in Human Neuroscience
https://www.readbyqxmd.com/read/28420601/what-older-people-like-to-play-genre-preferences-and-acceptance-of-casual-games
#8
Alvin Chesham, Patric Wyss, René Martin Müri, Urs Peter Mosimann, Tobias Nef
BACKGROUND: In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-person shooter (FPS) action video games, subsequent studies found that older adults dislike this type of game and generally prefer casual video games (CVGs), which are a subtype of video games that are easy to learn and use simple rules and interfaces. Like other video games, CVGs are organized into genres (eg, puzzle games) based on the rule-directed interaction with the game...
April 18, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28414517/internet-addiction-psychological-distress-and-coping-responses-among-adolescents-and-adults
#9
Michelle L McNicol, Einar B Thorsteinsson
As Internet use grows, so do the benefits and also the risks. Thus, it is important to identify when individuals' Internet use is problematic. In the present study, 449 participants aged from 16 to 71 years of age were sourced from a wide range of English-speaking Internet forums, including social media and self-help groups. Of these, 68.9% were classified as nonproblematic users, 24.4% as problematic users, and 6.7% as addictive Internet users. High use of discussion forums, high rumination levels, and low levels of self-care were the main contributing factors to Internet addiction (IA) among adolescents...
April 17, 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28414007/pok%C3%A3-mon-go-digital-health-interventions-to-reduce-cardiovascular-risk
#10
Chayakrit Krittanawong, Mehmet Aydar, Takeshi Kitai
Physical activity is associated with a lower risk of coronary heart disease/cardiovascular disease mortality, and current guidelines recommend physical activity for primary prevention in healthy individuals and secondary prevention in patients with coronary heart disease/cardiovascular disease. Over the last decade, playing classic video games has become one of the most popular leisure activities in the world, but is associated with a sedentary lifestyle. In the new era of rapidly evolving augmented reality technology, Pokémon Go, a well-known augmented reality game, may promote physical activity and prevent cardiovascular disease risks - that is, diabetes, obesity, and hypertension...
April 17, 2017: Cardiology in the Young
https://www.readbyqxmd.com/read/28412723/can-video-game-dynamics-identify-orthopaedic-surgery-residents-who-will-succeed-in-training
#11
Kenneth A Egol, Ran Schwarzkopf, John Funge, Jeremy Gray, Christopher Chabris, Thomas E Jerde, Eric J Strauss
No abstract text is available yet for this article.
April 13, 2017: International Journal of Medical Education
https://www.readbyqxmd.com/read/28408891/video-games-exposure-and-sexism-in-a-representative-sample-of-adolescents
#12
Laurent Bègue, Elisa Sarda, Douglas A Gentile, Clementine Bry, Sebastian Roché
Research has indicated that many video games are saturated with stereotypes of women and that these contents may cultivate sexism. The purpose of this study was to assess the relationship between video game exposure and sexism for the first time in a large and representative sample. Our aim was also to measure the strength of this association when two other significant and well-studied sources of sexism, television exposure and religiosity, were also included in a multivariate model. A representative sample of 13520 French youth aged 11-19 years completed a survey measuring weekly video game and television exposure, religiosity, and sexist attitudes toward women...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28398175/interactive-design-of-patient-oriented-video-games-for-rehabilitation-concept-and-application
#13
Giorgia Lupinacci, Gianluca Gatti, Corrado Melegari, Saverio Fontana
PURPOSE: Serious video-games are innovative tools used to train the motor skills of subjects affected by neurological disorders. They are often developed to train a specific type of patients and the rules of the game are standardly defined. A system that allows the therapist to design highly patient-oriented video-games, without specific informatics skills, is proposed. METHOD: The system consists of one personal computer, two screens, a Kinect™ sensor and a specific software developed here for the design of the video-games...
April 11, 2017: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/28398138/examining-human-behavior-in-video-games-the-development-of-a-computational-model-to-measure-aggression
#14
Richard Lamb, Leonard Annetta, Douglas Hoston, Marina Shapiro, Benjamin Matthews
Video games with violent content have raised considerable concern in popular media and within academia. Recently, there has been considerable attention regarding the claim of the relationship between aggression and video game play. The authors of this study propose the use of a new class of tools developed via computational models to allow examination of the question of whether there is a relationship between violent video games and aggression. The purpose of this study is to computationally model and compare the General Aggression Model with the Diathesis Mode of Aggression related to the play of violent content in video games...
April 24, 2017: Social Neuroscience
https://www.readbyqxmd.com/read/28391798/story-immersion-may-be-effective-in-promoting-diet-and-physical-activity-in-chinese-children
#15
Jing Jing Wang, Tom Baranowski, Patrick W C Lau, Richard Buday, Yang Gao
OBJECTIVE: To evaluate the effect of playing a health video game embedded with story immersion, Escape from Diab (Diab), on children's diet and physical activity (PA) and to explore whether children immersed in Diab had greater positive outcomes. DESIGN: Two groups, nonrandomized; 3 outcome assessments: at baseline, immediately after the game (post 1), and 8-10 weeks after the game (post 2). PARTICIPANTS: A total of 179 Chinese children aged 8-12 years...
April 2017: Journal of Nutrition Education and Behavior
https://www.readbyqxmd.com/read/28380078/multiagent-cooperation-and-competition-with-deep-reinforcement-learning
#16
Ardi Tampuu, Tambet Matiisen, Dorian Kodelja, Ilya Kuzovkin, Kristjan Korjus, Juhan Aru, Jaan Aru, Raul Vicente
Evolution of cooperation and competition can appear when multiple adaptive agents share a biological, social, or technological niche. In the present work we study how cooperation and competition emerge between autonomous agents that learn by reinforcement while using only their raw visual input as the state representation. In particular, we extend the Deep Q-Learning framework to multiagent environments to investigate the interaction between two learning agents in the well-known video game Pong. By manipulating the classical rewarding scheme of Pong we show how competitive and collaborative behaviors emerge...
2017: PloS One
https://www.readbyqxmd.com/read/28380053/effect-and-process-evaluation-of-a-kindergarten-based-family-involved-intervention-with-a-randomized-cluster-design-on-sedentary-behaviour-in-4-to-6-year-old-european-preschool-children-the-toybox-study
#17
Julie Latomme, Greet Cardon, Ilse De Bourdeaudhuij, Violeta Iotova, Berthold Koletzko, Piotr Socha, Luis Moreno, Odysseas Androutsos, Yannis Manios, Marieke De Craemer
BACKGROUND: The aim of the present study evaluated the effect and process of the ToyBox-intervention on proxy-reported sedentary behaviours in 4- to 6-year-old preschoolers from six European countries. METHODS: In total, 2434 preschoolers' parents/primary caregivers (mean age: 4.7±0.4 years, 52.2% boys) filled out a questionnaire, assessing preschoolers' sedentary behaviours (TV/DVD/video viewing, computer/video games use and quiet play) on weekdays and weekend days...
2017: PloS One
https://www.readbyqxmd.com/read/28379202/television-viewing-and-its-association-with-sedentary-behaviors-self-rated-heath-and-academic-performance-among-secondary-school-students-in-peru
#18
Bimala Sharma, Rosemary Cosme Chavez, Ae Suk Jeong, Eun Woo Nam
The study assessed television viewing >2 h a day and its association with sedentary behaviors, self-rated health, and academic performance among secondary school adolescents. A cross-sectional survey was conducted among randomly selected students in Lima in 2015. We measured self-reported responses of students using a standard questionnaire, and conducted in-depth interviews with 10 parents and 10 teachers. Chi-square test, correlation and multivariate logistic regression analysis were performed among 1234 students, and thematic analysis technique was used for qualitative information...
April 5, 2017: International Journal of Environmental Research and Public Health
https://www.readbyqxmd.com/read/28376971/clustering-of-un-healthy-behaviors-in-adolescents-from-dunedin-new-zealand
#19
Sandra Mandic, Enrique García Bengoechea, Kirsten J Coppell, John C Spence
OBJECTIVES: Healthy lifestyle habits set the stage for healthy behaviors in adulthood. We examined clustering of health behaviors (physical activity [PA], screen time, fruit and vegetable [F&V] intake) and weight status in New Zealand adolescents. METHODS: Adolescents from Dunedin, New Zealand (N = 1300; 49.0% male; 15.3±1.4 years) completed a questionnaire about PA, screen time (TV/computer/video games), and F&V intake. Height and weight were measured. A 2-step cluster analysis was completed...
May 1, 2017: American Journal of Health Behavior
https://www.readbyqxmd.com/read/28375682/active-video-gaming-for-children-with-cerebral-palsy-does-a-clinic-based-virtual-reality-component-offer-an-additive-benefit-a-pilot-study
#20
Danielle Levac, Anna McCormick, Mindy F Levin, Marie Brien, Richard Mills, Elka Miller, Heidi Sveistrup
AIMS: To compare changes in gross motor skills and functional mobility between ambulatory children with cerebral palsy who underwent a 1-week clinic-based virtual reality intervention (VR) followed by a 6-week, therapist-monitored home active video gaming (AVG) program and children who completed only the 6-week home AVG program. METHODS: Pilot non-randomized controlled trial. Five children received 1 hour of VR training for 5 days followed by a 6-week home AVG program, supervised online by a physical therapist...
April 4, 2017: Physical & Occupational Therapy in Pediatrics
keyword
keyword
9282
1
2
Fetch more papers »
Fetching more papers... Fetching...
Read by QxMD. Sign in or create an account to discover new knowledge that matter to you.
Remove bar
Read by QxMD icon Read
×

Search Tips

Use Boolean operators: AND/OR

diabetic AND foot
diabetes OR diabetic

Exclude a word using the 'minus' sign

Virchow -triad

Use Parentheses

water AND (cup OR glass)

Add an asterisk (*) at end of a word to include word stems

Neuro* will search for Neurology, Neuroscientist, Neurological, and so on

Use quotes to search for an exact phrase

"primary prevention of cancer"
(heart or cardiac or cardio*) AND arrest -"American Heart Association"