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https://www.readbyqxmd.com/read/29785247/being-enjoyably-challenged-is-the-key-to-an-enjoyable-gaming-experience-an-experimental-approach-in-a-first-person-shooter-game
#1
Anne Corcos
Applied to video games, Csikszentmihalyi's work on flow evidences that a positive gaming experience is intrinsically self-rewarding and primarily determined by the skill/challenge balance. A multi-layered measure of enjoyment is built to take these components into account. Gamers were asked to report the concentration-enjoyment they experienced during a first-person shooter game, and to better assess the gap between skill and challenge, the challenge enjoyment was also rated. Along with concentration level, concentration enjoyment is used to build a gaming experience typology that accounts for the self-rewarding component...
2018: Socioaffective Neuroscience & Psychology
https://www.readbyqxmd.com/read/29780313/network-dynamics-of-attention-during-a-naturalistic-behavioral-paradigm
#2
René Weber, Bradly Alicea, Richard Huskey, Klaus Mathiak
This study investigates the dynamics of attention during continuous, naturalistic interactions in a video game. Specifically, the effect of repeated distraction on a continuous primary task is related to a functional model of network connectivity. We introduce the Non-linear Attentional Saturation Hypothesis (NASH), which predicts that effective connectivity within attentional networks increases non-linearly with decreasing distraction over time, and exhibits dampening at critical parameter values. Functional magnetic resonance imaging (fMRI) data collected using a naturalistic behavioral paradigm coupled with an interactive video game is used to test the hypothesis...
2018: Frontiers in Human Neuroscience
https://www.readbyqxmd.com/read/29780310/mobile-software-as-a-medical-device-samd-for-the-treatment-of-epilepsy-development-of-digital-therapeutics-comprising-behavioral-and-music-based-interventions-for-neurological-disorders
#3
Pegah Afra, Carol S Bruggers, Matthew Sweney, Lilly Fagatele, Fareeha Alavi, Michael Greenwald, Merodean Huntsman, Khanhly Nguyen, Jeremiah K Jones, David Shantz, Grzegorz Bulaj
Digital health technologies for people with epilepsy (PWE) include internet-based resources and mobile apps for seizure management. Since non-pharmacological interventions, such as listening to specific Mozart's compositions, cognitive therapy, psychosocial and educational interventions were shown to reduce epileptic seizures, these modalities can be integrated into mobile software and delivered by mobile medical apps as digital therapeutics. Herein, we describe: (1) a survey study among PWE about preferences to use mobile software for seizure control, (2) a rationale for developing digital therapies for epilepsy, (3) creation of proof-of-concept mobile software intended for use as an adjunct digital therapeutic to reduce seizures, and (4) broader applications of digital therapeutics for the treatment of epilepsy and other chronic disorders...
2018: Frontiers in Human Neuroscience
https://www.readbyqxmd.com/read/29779737/neurodevelopmental-perspectives-on-dance-learning-insights-from-early-adolescence-and-young-adulthood
#4
Dilini K Sumanapala, Jon Walbrin, Louise P Kirsch, Emily S Cross
Studies investigating human motor learning and movement perception have shown that similar sensorimotor brain regions are engaged when we observe or perform action sequences. However, the way these networks enable translation of complex observed actions into motor commands-such as in the context of dance-remains poorly understood. Emerging evidence suggests that the ability to encode specific visuospatial and kinematic movement properties encountered via different routes of sensorimotor experience may be an integral component of action learning throughout development...
2018: Progress in Brain Research
https://www.readbyqxmd.com/read/29779684/improving-adult-amblyopic-vision-with-stereoscopic-3-dimensional-video-games
#5
Roger W Li, Kenneth D Tran, John K Bui, Michelle M Antonucci, Charlie V Ngo, Dennis M Levi
No abstract text is available yet for this article.
May 17, 2018: Ophthalmology
https://www.readbyqxmd.com/read/29777356/visuospatial-abilities-and-fine-motor-experiences-influence-acquisition-and-maintenance-of-fundamentals-of-laparoscopic-surgery-fls-task-performance
#6
Cuan M Harrington, Patrick Dicker, Oscar Traynor, Dara O Kavanagh
BACKGROUND: Minimally invasive surgery poses a unique learning curve due to the requirement for non-intuitive psychomotor skills. The fundamentals of laparoscopic surgery (FLS) program trains and certifies residents in such skills. However, innate predictors of FLS performance and maintenance remain to be described. This single-centre observational study aimed to assess for candidate factors influencing the acquisition and maintenance of FLS performance amongst a surgically naïve cohort...
May 18, 2018: Surgical Endoscopy
https://www.readbyqxmd.com/read/29777115/a-randomized-controlled-pilot-trial-of-game-based-training-in-individuals-with-spinocerebellar-ataxia-type-3
#7
Ray-Yau Wang, Fang-Yi Huang, Bing-Wen Soong, Shih-Fong Huang, Yea-Ru Yang
Exergames are interactive video games used for exercise and may have therapeutic value in people with degenerative ataxia. The purpose of this study was to investigate potential effects of exergaming training on cerebellar ataxia in people with spinocerebellar ataxia type 3 (SCA3). Nine individuals with SCA3 were recruited and randomized to either exergaming or conventional group for a 4-week training period. The severity of ataxia was measured as the primary outcome by the Scale for the Assessment and Rating of Ataxia (SARA) and by the directional control of the limit of stability test...
May 18, 2018: Scientific Reports
https://www.readbyqxmd.com/read/29766612/visuomotor-coordination-and-cortical-connectivity-of-modular-motor-learning
#8
Pablo I Burgos, Juan J Mariman, Scott Makeig, Gonzalo Rivera-Lillo, Pedro E Maldonado
The ability to transfer sensorimotor skill components to new actions and the capacity to use skill components from whole actions are characteristic of the adaptability of the human sensorimotor system. However, behavioral evidence suggests complex limitations for transfer after combined or modular learning of motor adaptations. Also, to date, only behavioral analysis of the consequences of the modular learning has been reported, with little understanding of the sensorimotor mechanisms of control and the interaction between cortical areas...
May 15, 2018: Human Brain Mapping
https://www.readbyqxmd.com/read/29749593/a-cortical-study-of-the-attention-in-military-simulation-tests
#9
M A Idiazabal-Alecha, M V Sebastian-Guerrero, M A Navascues-Sanagustin, C Arcos-Sanchez, M V Arana-Aritmendiz, C Ruiz-Lopez, J M Iso-Perez
INTRODUCTION: Attention is one of the most widely studied superior cerebral functions and base of many other cognitive processes. It is sometimes understood as concentration on a task or target. The level of execution of a task and the ability to process information are dependent on the state of cerebral activation of the subject. This brain activity can be recorded with the electroencephalogram (EEG). AIM: Attention is studied in states of rest and during the performance of tasks in military personnel, exploring the differences between two groups (cadets and officers/NCOs)...
May 16, 2018: Revista de Neurologia
https://www.readbyqxmd.com/read/29743691/challenging-local-realism-with-human-choices
#10
(no author information available yet)
A Bell test is a randomized trial that compares experimental observations against the philosophical worldview of local realism 1 , in which the properties of the physical world are independent of our observation of them and no signal travels faster than light. A Bell test requires spatially distributed entanglement, fast and high-efficiency detection and unpredictable measurement settings2,3 . Although technology can satisfy the first two of these requirements4-7 , the use of physical devices to choose settings in a Bell test involves making assumptions about the physics that one aims to test...
May 2018: Nature
https://www.readbyqxmd.com/read/29741441/effect-of-an-active-video-gaming-classroom-curriculum-on-health-related-fitness-school-day-step-counts-and-motivation-in-sixth-graders
#11
You Fu, Ryan D Burns
BACKGROUND: The purpose of this study was to explore the effect of an active video gaming (AVG) classroom curriculum on health-related fitness, school day steps, and motivation in sixth graders. METHODS: A convenience sample of 65 sixth graders were recruited from 2 classrooms from a school located in the Western United States. One classroom served as the comparison group (n = 32) that participated in active free play, and one classroom served as the intervention group (n = 33) that participated in an AVG curriculum for 30 minutes per day, 3 days per week, for 18 weeks...
May 9, 2018: Journal of Physical Activity & Health
https://www.readbyqxmd.com/read/29736679/flow-experience-and-the-mobilization-of-attentional-resources
#12
Marcelo Felipe de Sampaio Barros, Fernando M Araújo-Moreira, Luis Carlos Trevelin, Rémi Radel
The present study attempts to better identify the neurophysiological changes occurring during flow experience and how this can be related to the mobilization of attentional resources. Self-reports of flow (using a flow feelings scale) and attention (using thought probes), autonomic activity (heart rate, heart rate variability, and breathing rate), and cerebral oxygenation (using near-infrared spectroscopy) in two regions of the frontoparietal attention network (right lateral frontal cortex and right inferior parietal lobe) were measured during the practice of two simple video games (Tetris and Pong) played at different difficulty conditions (easy, optimal, hard, or self-selected)...
May 7, 2018: Cognitive, Affective & Behavioral Neuroscience
https://www.readbyqxmd.com/read/29730899/smartphone-and-video-games-overuse-effects-on-hand-joints-time-for-screening-interventions
#13
Matteo Megna, Pietro Gisonni, Nicola Balato
We read with great interest the letter by Kluger and we completely agree that apart from smartphone addiction also other technologies overuse such as video games joysticks and controllers may have an effect on hand joints. Particularly, we have previously demonstrated that in psoriasis patients smartphone over-use is linked with higher signs of inflammation of muscoloskelatal structures of hands joints potentially being a factor which facilitate or speed up the possible development of psoriatic arthritis (PsA)...
May 6, 2018: Journal of the European Academy of Dermatology and Venereology: JEADV
https://www.readbyqxmd.com/read/29730883/smartphone-video-games-and-other-new-technologies-on-hand-joints-in-patients-with-psoriasis
#14
Nicolas Kluger
I read with great interest the article by Megna et al regarding the potential effects of smartphone addiction on the hand joints of individuals and patients with psoriasis [1]. The working hypothesis of the authors is appealing, but could fit in the broader scope of new technologies. Overuse syndrome is one of the known side effects of mobile phone and smartphone overuse, as well as video games joysticks and controllers [2,3]. Besides, the keyboard style of patients with rheumatoid arthritis may have the potential to put stress on joints that are already affected by the disease [4]...
May 6, 2018: Journal of the European Academy of Dermatology and Venereology: JEADV
https://www.readbyqxmd.com/read/29721652/a-preliminary-evaluation-of-a-school-based-media-education-and-reduction-intervention
#15
David S Bickham, Yulin Hswen, Ronald G Slaby, Michael Rich
While media education and reduction programs have been proposed to prevent adverse health and academic outcomes related to heavy electronic media use among school-aged children, few have been formally piloted and evaluated. We used a quasi-experimental design to evaluate the effectiveness of Take the Challenge (TtC), a school-based media education/reduction program for the primary prevention of sleep deprivation, dysfunctional social-emotional behaviors, and poor academic performance. Sixth- to eighth-grade students at a rural Midwestern U...
May 2, 2018: Journal of Primary Prevention
https://www.readbyqxmd.com/read/29709618/an-action-video-game-for-the-treatment-of-amblyopia-in-children-a-feasibility-study
#16
Christina Gambacorta, Mor Nahum, Indu Vedamurthy, Jessica Bayliss, Josh Jordan, Daphne Bavelier, Dennis M Levi
The gold-standard treatment for childhood amblyopia remains patching or penalizing the fellow eye, resulting in an average of about a one line (0.1 logMAR) improvement in visual acuity following ≈ 120 hours of patching (Stewart, Moseley, Stephens, & Fielder, 2004; Stewart, Stephens, Fielder, Moseley, & Cooperative, 2007) in children 3 to 8 years old. However, compliance with patching and other treatment options is often poor. In contrast, fast-paced action video games can be highly engaging, and have been shown to yield broad-based improvements in vision and attention in adult amblyopia...
April 27, 2018: Vision Research
https://www.readbyqxmd.com/read/29709226/physical-activity-and-sociodemographic-correlates-of-adolescent-exergamers
#17
Daheia J Barr-Anderson, Brian Cook, Katie Loth, Dianne Neumark-Sztainer
PURPOSE: Exergame use (or active video games that promote physical activity [PA]) has the potential to increase PA in youth, but there is a scarcity of information about PA of youth who are current exergamers. The current study examined PA behaviors in exergamers versus nonexergamers. METHODS: Adolescents (N = 2,793; mean age = 14.4 ± 2.0 years) participating in EAT 2010 (Eating and Activity in Teens) self-reported sociodemographic characteristics and exergaming and PA behavior...
May 2018: Journal of Adolescent Health: Official Publication of the Society for Adolescent Medicine
https://www.readbyqxmd.com/read/29707530/shape-up-and-eat-right-families-pilot-program-feasibility-of-a-weight-management-shared-medical-appointment-model-in-african-americans-with-obesity-at-an-urban-academic-medical-center
#18
Gitanjali Srivastava, Kenya D Palmer, Kathy A Ireland, Ashley C McCarthy, Kate E Donovan, Aaron J Manders, Juhee McDougal, Carine M Lenders, Caroline M Apovian
Objectives: Disparities in obesity care exist among African-American children and adults. We sought to test the feasibility of a pilot program, a 1-year family-based intervention for African-American families with obesity [shape up and eat right (SUPER)], adopting the shared medical appointment model (SMA) at an urban safety net hospital. Outcomes: Primary outcomes: (1) family attendance rate and (2) program satisfaction. Secondary outcomes: change in body mass index (BMI), eating behaviors, and sedentary activity...
2018: Frontiers in Pediatrics
https://www.readbyqxmd.com/read/29703332/sugar-video-games-and-vte-an-unseen-connection
#19
EDITORIAL
The Lancet Haematology
No abstract text is available yet for this article.
May 2018: Lancet Haematology
https://www.readbyqxmd.com/read/29703168/cross-sectional-and-longitudinal-associations-of-screen-time-and-physical-activity-with-school-performance-at-different-types-of-secondary-school
#20
Tanja Poulain, Thomas Peschel, Mandy Vogel, Anne Jurkutat, Wieland Kiess
BACKGROUND: Previous studies have already reported associations of media consumption and/or physical activity with school achievement. However, longitudinal studies investigating independent effects of physical activity and media consumption on school performance are sparse. The present study fills this research gap and, furthermore, assesses relationships of the type of secondary school with media consumption and physical activity. METHODS: The consumption of screen-based media (TV/video, game console, PC/internet, and mobile phone) and leisure physical activity (organized and non-organized) of 10 - to 17-year old adolescents participating in the LIFE Child study in Germany were related to their school grades in two major school subjects (Mathematics and German) and in Physical Education...
April 27, 2018: BMC Public Health
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