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https://www.readbyqxmd.com/read/28346112/a-growing-disconnection-from-nature-is-evident-in-cultural-products
#1
Selin Kesebir, Pelin Kesebir
Human connection with nature is widely believed to be in decline even though empirical evidence is scarce on the magnitude and historical pattern of the change. Studying works of popular culture in English throughout the 20th century and later, we have documented a cultural shift away from nature that begins in the 1950s. Since then, references to nature have been decreasing steadily in fiction books, song lyrics, and film storylines, whereas references to the human-made environment have not. The observed temporal pattern is consistent with the explanatory role of increased virtual and indoors recreation options (e...
March 2017: Perspectives on Psychological Science: a Journal of the Association for Psychological Science
https://www.readbyqxmd.com/read/28346063/playing-some-video-games-but-not-others-is-related-to-cognitive-abilities
#2
C Shawn Green, Florian Kattner, Adam Eichenbaum, Benoit Bediou, Deanne M Adams, Richard E Mayer, Daphne Bavelier
No abstract text is available yet for this article.
March 1, 2017: Psychological Science
https://www.readbyqxmd.com/read/28344117/learning-the-skills-needed-to-perform-shoulder-arthroscopy-by-simulation
#3
Pierre-Sylvain Marcheix, Guillaume Vergnenegre, François Dalmay, ChristianMabit, Jean-Louis Charissoux
INTRODUCTION: Simulation for arthroscopy helps surgical trainees develop their surgery skills in a safe environment. This teaching technique has become more widespread in recent years because of the need to provide surgeons in training with an alternative to the current methods. We hypothesized that a resident in surgery could acquire the skills needed to perform arthroscopic shoulder surgery by working on a simulator. MATERIAL AND METHODS: The study was conducted over a 4-month period from June to September 2016...
March 23, 2017: Orthopaedics & Traumatology, Surgery & Research: OTSR
https://www.readbyqxmd.com/read/28337156/lack-of-evidence-that-neural-empathic-responses-are-blunted-in-excessive-users-of-violent-video-games-an-fmri-study
#4
Gregor R Szycik, Bahram Mohammadi, Thomas F Münte, Bert T Te Wildt
The use of violent video games has been often linked to increase of aggressive behavior. According to the General Aggression Model, one of the central mechanisms for this aggressiveness inducing impact is an emotional desensitization process resulting from long lasting repeated violent game playing. This desensitization should evidence itself in a lack of empathy. Recent research has focused primarily on acute, short term impact of violent media use but only little is known about long term effects. In this study 15 excessive users of violent games and control subjects matched for age and education viewed pictures depicting emotional and neutral situations with and without social interaction while fMRI activations were obtained...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28335681/is-action-video-gaming-related-to-sustained-attention-of-adolescents
#5
Trisolini Daniela Carmen, Petilli Marco Alessandro, Daini Roberta
Over the past few years, an increasing number of studies have shown that playing action video games can have positive effects on tasks that involve attention and visual-spatial cognition (e.g. visual search, enumeration tasks, tracking multiple objects). Although playing action video games can improve several cognitive functions, the intensive interaction with the exciting, challenging, intrinsically-stimulating and perceptually-appealing game environments may adversely affect other functions, including the ability to maintain attention when the level of stimulation is not as intense...
March 24, 2017: Quarterly Journal of Experimental Psychology: QJEP
https://www.readbyqxmd.com/read/28331022/effect-of-non-pharmacological-intervention-for-apathy-response-to-one-on-one-reminiscence-based-intervention
#6
Akira Okada, Tetsuya Ueda
Apathy has adverse consequences for patients and caregivers. However, the therapeutic approach remains uncertain. Here, we present the case of a man aged 67 years who only developed apathy after surgery for oesophageal cancer. He showed no response to intervention with donepezil, a 'brain training' video game and psychoeducation for apathy. Subsequently, we implemented a programme designed to facilitate recall of 2 themes (editorial content and television shows during the week) once a week. After 3 months, the scores of 2 apathy scales rated by the patient's wife, psychological test scores and brain perfusion single-photon emission CT data improved compared with those obtained before intervention...
March 22, 2017: BMJ Case Reports
https://www.readbyqxmd.com/read/28326904/validation-of-psychomotor-tasks-by-simbionix-lap-mentor-simulator-and-identifying-the-target-group
#7
Mohamed Elessawy, Arne Wewer, Veronika Guenther, Thorsten Heilmann, Christel Eckmann-Scholz, Christian Schem, Nicolai Maass, Karl-Günter Noe, Liselotte Mettler, Ibrahim Alkatout
BACKGROUND: This study addresses target group reliability and task validity for training on a laparoscopic simulator. MATERIAL AND METHODS: Data were collected on 64 participants prospectively at the Department of OB/GYN, University Hospitals Schleswig-Holstein, Campus Kiel. The Simbionix LAP Mentor for laparoscopic simulation was used to test trainees. Each participant received a questionnaire to clarify his/her medical position, surgical experience, and previous virtual reality (VR) experience, including video gaming experience...
March 22, 2017: Minimally Invasive Therapy & Allied Technologies: MITAT
https://www.readbyqxmd.com/read/28326536/risk-factors-for-obesity-in-preschool-aged-children-in-china
#8
Jyu-Lin Chen, Jill Howie Esquivel, Jia Guo, Catherine A Chesla, Siyuan Tang
AIMS: To examine the relationship between child, mother, and environmental factors and increased body mass index in preschool-aged children in China. BACKGROUND: There are about 120 million children in China are classified as overweight or obese. Understanding the key factors associated with childhood obesity (i.e. child, mother and environment) is the first step in combating the growing obesity epidemic in China, as well as in the global community, where large numbers of Chinese immigrants can be found...
March 21, 2017: International Nursing Review
https://www.readbyqxmd.com/read/28326042/examining-the-roles-of-reasoning-and-working-memory-in-predicting-casual-game-performance-across-extended-gameplay
#9
Michael B Kranz, Pauline L Baniqued, Michelle W Voss, Hyunkyu Lee, Arthur F Kramer
The variety and availability of casual video games presents an exciting opportunity for applications such as cognitive training. Casual games have been associated with fluid abilities such as working memory (WM) and reasoning, but the importance of these cognitive constructs in predicting performance may change across extended gameplay and vary with game structure. The current investigation examined the relationship between cognitive abilities and casual game performance over time by analyzing first and final session performance over 4-5 weeks of game play...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28323159/functional-changes-in-the-reward-circuit-in-response-to-gaming-related-cues-after-training-with-a-commercial-video-game
#10
Tobias Gleich, Robert C Lorenz, Jürgen Gallinat, Simone Kühn
In the present longitudinal study, we aimed to investigate video game training associated neuronal changes in reward processing using functional magnetic resonance imaging (fMRI). We recruited 48 healthy young participants which were assigned to one of 2 groups: A group in which participants were instructed to play a commercial video game ("Super Mario 64 DS") on a portable Nintendo DS handheld console at least 30minutes a day over a period of two months (video gaming group; VG) or to a matched passive control group (CG)...
March 18, 2017: NeuroImage
https://www.readbyqxmd.com/read/28321702/association-between-level-of-urinary-trace-heavy-metals-and-obesity-among-children-aged-6-19%C3%A2-years-nhanes-1999-2011
#11
Wentao Shao, Qian Liu, Xiaowei He, Hui Liu, Aihua Gu, Zhaoyan Jiang
Global prevalence of obesity has been increasing dramatically in all ages. Although traditional causes for obesity development have been studied widely, it is unclear whether environmental exposure of substances such as trace heavy metals affects obesity development among children and adolescents so far. Data from the National Health and Nutrition Examination Survey (1999-2011) were retrieved, and 6602 US children were analyzed in this study. Urinary level of nine trace heavy metals, including barium, cadmium, cobalt, cesium, molybdenum, lead, antimony, thallium, and tungsten, was analyzed for their association with the prevalence of obesity among children aged 6-19 years...
March 21, 2017: Environmental Science and Pollution Research International
https://www.readbyqxmd.com/read/28320073/a-model-linking-video-gaming-sleep-quality-sweet-drinks-consumption-and-obesity-among-children-and-youth
#12
O Turel, A Romashkin, K M Morrison
There is a growing need to curb paediatric obesity. The aim of this study is to untangle associations between video-game-use attributes and obesity as a first step towards identifying and examining possible interventions. Cross-sectional time-lagged cohort study was employed using parent-child surveys (t1) and objective physical activity and physiological measures (t2) from 125 children/adolescents (mean age = 13.06, 9-17-year-olds) who play video games, recruited from two clinics at a Canadian academic children's hospital...
March 20, 2017: Clinical Obesity
https://www.readbyqxmd.com/read/28319786/lower-cardiorespiratory-fitness-is-associated-with-more-time-spent-sedentary-in-first-episode-psychosis-a-pilot-study
#13
Davy Vancampfort, Marc De Hert, Inez Myin-Germeys, Ruud van Winkel, Joseph Firth, Tine Van Damme, Michel Probst
Patients with a psychotic disorder show lower cardiorespiratory fitness and higher mortality rates compared to healthy individuals. The aim of this cross-sectional study was to explore whether in patients with first-episode psychosis a low cardiorespiratory fitness is associated with decreased physical activity and increased sedentary levels. Twenty-nine outpatients (21 men; 22.8±5.1 years) performed a maximal exercise test to assess their maximum oxygen uptake (VO2max), wore a Senswear armband for five consecutive days and were assessed with the Positive and Negative Syndrome Scale...
March 14, 2017: Psychiatry Research
https://www.readbyqxmd.com/read/28318146/allen-newell-s-program-of-research-the-video-game-test
#14
Fernand Gobet
Newell (1973) argued that progress in psychology was slow because research focused on experiments trying to answer binary questions, such as serial versus parallel processing. In addition, not enough attention was paid to the strategies used by participants, and there was a lack of theories implemented as computer models offering sufficient precision for being tested rigorously. He proposed a three-headed research program: to develop computational models able to carry out the task they aimed to explain; to study one complex task in detail, such as chess; and to build computational models that can account for multiple tasks...
March 20, 2017: Topics in Cognitive Science
https://www.readbyqxmd.com/read/28301968/lost-in-the-chaos-flawed-literature-should-not-generate-new-disorders
#15
Antonius J Van Rooij, Daniel Kardefelt-Winther
The paper by Kuss, Griffiths, and Pontes (2016) titled "Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field" examines issues relating to the concept of Internet Gaming Disorder. We agree that there are serious issues and extend their arguments by suggesting that the field lacks basic theory, definitions, patient research, and properly validated and standardized assessment tools. As most studies derive data from survey research in functional populations, they exclude people with severe functional impairment and provide only limited information on the hypothesized disorder...
March 17, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28301965/from-pong-to-pokemon-go-catching-the-essence-of-the-internet-gaming-disorder-diagnosis
#16
Xavier Carbonell
Taking as a starting point, this commentary proposes some issues regarding the diagnosis of Internet Gaming Disorder discussed in Kuss et al. (2016). In our opinion, the confusion in DSM-5 diagnosis could be due to the weak starting point in building the criteria. The criteria such as functional impairment and stability of the dysfunctional behavior are considered. It is suggested that avatar identification, playing motivations, and types of video games should be considered for diagnosis. The diagnostic process is highly influenced by social context and the rapid development of video game industry...
March 17, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28301963/internet-gaming-disorder-inadequate-diagnostic-criteria-wrapped-in-a-constraining-conceptual-model
#17
Vladan Starcevic
Background and aims The paper "Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field" by Kuss, Griffiths, and Pontes (in press) critically examines the DSM-5 diagnostic criteria for Internet gaming disorder (IGD) and addresses the issue of whether IGD should be reconceptualized as gaming disorder, regardless of whether video games are played online or offline. This commentary provides additional critical perspectives on the concept of IGD...
March 17, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28290746/virtual-reality-training-with-three-dimensional-video-games-improves-postural-balance-and-lower-extremity-strength-in-community-dwelling-older-adults
#18
Yongwoo Lee, Wonjae Choi, Kyeongjin Lee, Changho Song, Seungwon Lee
Avatar-based three-dimensional technology is a new approach to improve physical function in older adults. The aim of this study was to use three-dimensional video gaming technology in virtual reality training to improve postural balance and lower extremity strength in a population of community-dwelling older adults. The experimental group participated in the virtual reality training program for 60 minutes, twice a week, for 6 weeks. Both experimental and control groups were given 3 times for falls prevention education at the first, third, and fifth weeks...
March 14, 2017: Journal of Aging and Physical Activity
https://www.readbyqxmd.com/read/28286543/a-psychometric-tool-for-a-virtual-reality-rehabilitation-approach-for-dyslexia
#19
Elisa Pedroli, Patrizia Padula, Andrea Guala, Maria Teresa Meardi, Giuseppe Riva, Giovanni Albani
Dyslexia is a chronic problem that affects the life of subjects and often influences their life choices. The standard rehabilitation methods all use a classic paper and pencil training format but these exercises are boring and demanding for children who may have difficulty in completing the treatments. It is important to develop a new rehabilitation program that would help children in a funny and engaging way. A Wii-based game was developed to demonstrate that a short treatment with an action video game, rather than phonological or orthographic training, may improve the reading abilities in dyslexic children...
2017: Computational and Mathematical Methods in Medicine
https://www.readbyqxmd.com/read/28282055/teaching-science-through-video-games
#20
Ronald A Smaldone, Christina M Thompson, Monica Evans, Walter Voit
No abstract text is available yet for this article.
February 2017: Nature Chemistry
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