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https://www.readbyqxmd.com/read/28092144/exergaming-boxing-versus-heavy-bag-boxing-are-these-equipotent-for-individuals-with-spinal-cord-injury
#1
Maziah Mat Rosly, Hadi Mat Rosly, Nazirah Hasnan, Glen M Davis, Ruby Husain
BACKGROUND: Current strategies for increased physical activity and exercise in individuals with spinal cord injury (SCI) face many challenges with regards to maintaining their continuity of participation. Barriers cited often include problems with accessing facilities, mundane, monotonous or boring exercises and expensive equipment that is often not adapted for wheelchair users. AIM: To compare the physiological responses and user preferences between conventional heavy bag boxing against a novel form of video game boxing, known as exergaming boxing...
January 13, 2017: European Journal of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/28091853/does-emotional-arousal-influence-swearing-fluency
#2
Richard Stephens, Amy Zile
This study assessed the effect of experimentally manipulated emotional arousal on swearing fluency. We hypothesised that swear word generation would be increased with raised emotional arousal. The emotional arousal of 60 participants was manipulated by having them play a first-person shooter video game or, as a control, a golf video game, in a randomised order. A behavioural measure of swearing fluency based on the Controlled Oral Word Association Test was employed. Successful experimental manipulation was indicated by raised State Hostility Questionnaire scores after playing the shooter game...
January 16, 2017: Journal of Psycholinguistic Research
https://www.readbyqxmd.com/read/28076591/urban-versus-rural-lifestyle-in-adolescents-associations-between-environment-physical-activity-levels-and-sedentary-behavior
#3
Manuela Ferreira Regis, Luciano Machado Ferreira Tenório de Oliveira, Ana Raquel Mendes Dos Santos, Ameliane da Conceição Reubens Leonidio, Paula Rejane Beserra Diniz, Clara Maria Silvestre Monteiro de Freitas
Objective: To analyze the levels of physical activity and sedentary behavior in adolescents living in urban and rural areas. Methods: An epidemiological, cross-section study with quantitative design, carried out at the regional level. The sample comprised 6,234 students aged 14 to 19 years, selected using random cluster sampling. The χ2 test and binary logistic regression were used in the analysis. Results: A total of 74.5% of adolescents lived in urban areas...
October 2016: Einstein
https://www.readbyqxmd.com/read/28066867/physical-activity-levels-frequency-and-type-among-adolescents-with-and-without-autism-spectrum-disorder
#4
Heidi I Stanish, Carol Curtin, Aviva Must, Sarah Phillips, Melissa Maslin, Linda G Bandini
We compared time spent in moderate and vigorous physical activity (MVPA), type, and frequency of participation in physical activities between adolescents with ASD (n = 35) and typically developing (TD) adolescents (n = 60). Accelerometers measured MVPA and participants were interviewed about engagement in physical activities. Adolescents with ASD spent less time in MVPA compared to TD adolescents (29 min/day vs. 50 min/day, p < 0.001) and fewer met the Physical Activity Guidelines for Americans (14 vs...
January 9, 2017: Journal of Autism and Developmental Disorders
https://www.readbyqxmd.com/read/28056890/the-relationship-between-hours-of-sleep-screen-time-and-frequency-of-food-and-drink-consumption-in-spain%C3%A2-in%C3%A2-the-2011-and-2013-aladino-a-cross-sectional-study
#5
Napoleón Pérez-Farinós, Carmen Villar-Villalba, Ana María López Sobaler, María Ángeles Dal Re Saavedra, Aránzazu Aparicio, Sara Santos Sanz, Teresa Robledo de Dios, José Javier Castrodeza-Sanz, Rosa María Ortega Anta
BACKGROUND: The frequency of intake of food and beverages depends on a number of ill-defined behaviour patterns. The objectives of this study were to evaluate the effects of screen time and sleep duration on food consumption frequency, and to describe frequencies and types of food consumption according to BMI category and parents' level of education. METHODS: We studied 6287 and 2806 children drawn from the 2011 and 2013 cross-sectional ALADINO studies respectively...
January 6, 2017: BMC Public Health
https://www.readbyqxmd.com/read/28054817/imagining-wrong-fictitious-contexts-mitigate-condemnation-of-harm-more-than-impurity
#6
John S Sabo, Roger Giner-Sorolla
Over 5 experiments, we test the fictive pass asymmetry hypothesis. Following observations of ethics and public reactions to media, we propose that fictional contexts, such as reality, imagination, and virtual environments, will mitigate people's moral condemnation of harm violations, more so than purity violations. That is, imagining a purely harmful act is given a "fictive pass," in moral judgment, whereas imagining an abnormal act involving the body is evaluated more negatively because it is seen as more diagnostic of bad character...
January 2017: Journal of Experimental Psychology. General
https://www.readbyqxmd.com/read/28052513/improving-late-life-depression-and-cognitive-control-through-the-use-of-therapeutic-video-game-technology-a-proof-of-concept-randomized-trial
#7
Joaquin A Anguera, Faith M Gunning, Patricia A Areán
BACKGROUND: Existing treatments for depression are known to have only modest effects, are insufficiently targeted, and are inconsistently utilized, particularly in older adults. Indeed, older adults with impaired cognitive control networks tend to demonstrate poor response to a majority of existing depression interventions. Cognitive control interventions delivered using entertainment software have the potential to not only target the underlying cerebral dysfunction associated with depression, but to do so in a manner that is engaging and engenders adherence to treatment protocol...
January 3, 2017: Depression and Anxiety
https://www.readbyqxmd.com/read/28043935/the-association-between-electronic-media-and-emotional-and-behavioural-problems-in-late-childhood
#8
Lisa K Mundy, Louise Canterford, Timothy Olds, Nicholas B Allen, George C Patton
OBJECTIVE: There is growing concern that rising rates of electronic media use may be harmful. Yet the extent to which different types of electronic media use may be associated with emotional and behavioural problems is unclear. This study examined associations between emotional and behavioural problems and electronic media use during late childhood, in a large community sample. METHODS: Participants were 876 8-9 year olds taking part in the Childhood to Adolescence Transition Study in Australia...
December 30, 2016: Academic Pediatrics
https://www.readbyqxmd.com/read/28039794/the-costs-or-benefits-associated-with-attended-objects-do-little-to-influence-inattentional-blindness
#9
Cary R Stothart, Timothy J Wright, Daniel J Simons, Walter R Boot
We sometimes fail to notice unexpected objects or events when our attention is directed elsewhere, a phenomenon called inattentional blindness. We explored whether unexpected objects that shared the color of consequential objects would be noticed more often. In three pre-registered experiments, participants played a custom video game in which they avoided both low- and high-cost missiles (Experiment 1 and 2) or tried to hit rewarding missiles while avoiding costly ones (Experiment 3). After participants had played the game for about 8min, an unexpected object moved across the screen...
December 28, 2016: Acta Psychologica
https://www.readbyqxmd.com/read/28035636/neuromodulation-can-reduce-aggressive-behavior-elicited-by-violent-video-games
#10
Paolo Riva, Alessandro Gabbiadini, Leonor J Romero Lauro, Luca Andrighetto, Chiara Volpato, Brad J Bushman
Research has shown that exposure to violent media increases aggression. However, the neural underpinnings of violent-media-related aggression are poorly understood. Additionally, few experiments have tested hypotheses concerning how to reduce violent-media-related aggression. In this experiment, we focused on a brain area involved in the regulation of aggressive impulses-the right ventrolateral prefrontal cortex (rVLPFC). We tested the hypothesis that brain polarization through anodal transcranial direct current stimulation (tDCS) over rVLPFC reduces aggression related to violent video games...
December 29, 2016: Cognitive, Affective & Behavioral Neuroscience
https://www.readbyqxmd.com/read/28033714/scholars-open-debate-paper-on-the-world-health-organization-icd-11-gaming-disorder-proposal
#11
Espen Aarseth, Anthony M Bean, Huub Boonen, Michelle Colder Carras, Mark Coulson, Dimitri Das, Jory Deleuze, Elza Dunkels, Johan Edman, Christopher J Ferguson, Maria C Haagsma, Karin Helmersson Bergmark, Zaheer Hussain, Jeroen Jansz, Daniel Kardefelt-Winther, Lawrence Kutner, Patrick Markey, Rune Kristian Lundedal Nielsen, Nicole Prause, Andrew Przybylski, Thorsten Quandt, Adriano Schimmenti, Vladan Starcevic, Gabrielle Stutman, Jan Van Looy, Antonius J Van Rooij
Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming...
December 30, 2016: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28030542/acute-cognitively-engaging-exergame-based-physical-activity-enhances-executive-functions-in-adolescents
#12
Valentin Benzing, Theda Heinks, Noëmi Eggenberger, Mirko Schmidt
The study aimed to elucidate the influence of cognitive engagement comprised in an acute bout of exergame-based physical activity on executive functions (inhibition, cognitive flexibility) in adolescents. Therefore, the level of cognitive engagement and the intensity of physical activity were systematically varied across three experimental conditions. Sixty-five healthy male adolescents (13-16 years) were randomly assigned to one of three conditions: (a) physical activity with high levels of cognitive engagement during active video gaming, (b) physical activity with low levels of cognitive engagement during active video gaming, (c) sedentary with low levels of cognitive engagement during passive video watching...
2016: PloS One
https://www.readbyqxmd.com/read/28026711/sedentary-behaviours-among-adults-across-canada
#13
Katya M Herman, Travis J Saunders
 OBJECTIVES: While cross-Canada variations in physical activity and weight status have been illustrated, less is known about sedentary behaviour (SB). The aim of this study was to describe various SBs and their correlates among Canadian adults. METHODS: Cross-sectional data from the 2011-2012 Canadian Community Health Survey included 92,918 respondents aged 20-75+ years, representative of >22 million Canadian adults. TV/video viewing, computer, video game playing and reading time were self-reported. Associations with socio-demographic, health and health behaviour variables were examined...
December 27, 2016: Canadian Journal of Public Health. Revue Canadienne de Santé Publique
https://www.readbyqxmd.com/read/28018611/brief-use-of-a-specific-gun-in-a-violent-game-does-not-affect-attitudes-towards-that-gun
#14
Joseph Hilgard, Christopher R Engelhardt, Bruce D Bartholow
Although much attention has been paid to the question of whether violent video games increase aggressive behaviour, little attention has been paid to how such games might encourage antecedents of gun violence. In this study, we examined how product placement, the attractive in-game presentation of certain real-world firearm brands, might encourage gun ownership, a necessary antecedent of gun violence. We sought to study how the virtual portrayal of a real-world firearm (the Bushmaster AR-15) could influence players' attitudes towards the AR-15 specifically and gun ownership in general...
November 2016: Royal Society Open Science
https://www.readbyqxmd.com/read/28013082/the-need-for-a-behavioural-analysis-of-behavioural-addictions
#15
REVIEW
Richard J E James, Richard J Tunney
This review discusses research on behavioural addictions (i.e. associative learning, conditioning), with reference to contemporary models of substance addiction and ongoing controversies in the behavioural addictions literature. The role of behaviour has been well explored in substance addictions and gambling but this focus is often absent in other candidate behavioural addictions. In contrast, the standard approach to behavioural addictions has been to look at individual differences, psychopathologies and biases, often translating from pathological gambling indicators...
December 2, 2016: Clinical Psychology Review
https://www.readbyqxmd.com/read/28011003/pre-meal-screen-time-activities-increase-subjective-emotions-but-not-food-intake-in-young-girls
#16
Julia O Totosy de Zepetnek, Damion Pollard, Jo M Welch, Melissa Rossiter, Shiva Faghih, Nick Bellissimo
PURPOSE: To determine the effect of pre-meal screen-time activities on subjective emotions, subjective appetite, and food intake (FI) in 9-14 year-old girls. METHODS: In this clinical study, 31 girls completed four 45-min treatment conditions of television viewing (TVV), video game playing (VGP), a challenging computer task (CT), and sitting without screen exposure (control) in a randomized order. Each treatment condition was followed immediately by an ad libitum pizza lunch, and FI was calculated from the weight of the consumed pizza...
December 21, 2016: Appetite
https://www.readbyqxmd.com/read/28005989/action-video-game-playing-is-reflected-in-enhanced-visuomotor-performance-and-increased-corticospinal-excitability
#17
Olivier Morin-Moncet, Jean-Marc Therrien-Blanchet, Marie C Ferland, Hugo Théoret, Greg L West
Action video game playing is associated with improved visuomotor performance; however, the underlying neural mechanisms associated with this increased performance are not well understood. Using the Serial Reaction Time Task in conjunction with Transcranial Magnetic Stimulation, we investigated if improved visuomotor performance displayed in action video game players (actionVGPs) was associated with increased corticospinal plasticity in primary motor cortex (M1) compared to non-video game players (nonVGPs). Further, we assessed if actionVGPs and nonVGPs displayed differences in procedural motor learning as measured by the SRTT...
2016: PloS One
https://www.readbyqxmd.com/read/27982409/the-batman-effect-improving-perseverance-in-young-children
#18
Rachel E White, Emily O Prager, Catherine Schaefer, Ethan Kross, Angela L Duckworth, Stephanie M Carlson
This study investigated the benefits of self-distancing (i.e., taking an outsider's view of one's own situation) on young children's perseverance. Four- and 6-year-old children (N = 180) were asked to complete a repetitive task for 10 min while having the option to take breaks by playing an extremely attractive video game. Six-year-olds persevered longer than 4-year-olds. Nonetheless, across both ages, children who impersonated an exemplar other-in this case a character, such as Batman-spent the most time working, followed by children who took a third-person perspective on the self, or finally, a first-person perspective...
December 16, 2016: Child Development
https://www.readbyqxmd.com/read/27981521/the-influence-of-action-video-game-playing-on-eye-movement-behaviour-during-visual-search-in-abstract-in-game-and-natural-scenes
#19
Elham Azizi, Larry A Abel, Matthew J Stainer
Action game playing has been associated with several improvements in visual attention tasks. However, it is not clear how such changes might influence the way we overtly select information from our visual world (i.e. eye movements). We examined whether action-video-game training changed eye movement behaviour in a series of visual search tasks including conjunctive search (relatively abstracted from natural behaviour), game-related search, and more naturalistic scene search. Forty nongamers were trained in either an action first-person shooter game or a card game (control) for 10 hours...
December 15, 2016: Attention, Perception & Psychophysics
https://www.readbyqxmd.com/read/27976621/benefits-of-game-based-leisure-activities-in-normal-aging-and-dementia
#20
Pauline Narme
Given the increasing prevalence of dementia and the limited efficacy of pharmacological treatments, it is crucial to improve the knowledge of the factors that might delay the onset of dementia for developing non-pharmacological interventions. Recent studies have provided evidence that game-based interventions, especially the practice of video games, could improve the cognitive functioning (e.g. executive functions) in older adults and in demented patients. The positive effects of these games have also been demonstrated on physical health (e...
December 1, 2016: Gériatrie et Psychologie Neuropsychiatrie du Vieillissement
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