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Games for Health

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https://read.qxmd.com/read/30730230/acute-effect-of-exergames-on-children-s-mood-states-during-physical-education-classes
#1
Alexandro Andrade, Clara Knierim Correia, Whyllerton Mayron da Cruz, Guilherme Guimarães Bevilacqua
OBJECTIVE: We aimed to confirm whether the practice of exergames produces an effect on children's mood states during school physical education (PE) classes. MATERIALS AND METHODS: The children were allocated to experimental group (EG) and control group (CG). The EG performed exergames during PE classes, and the CG attended regular school PE classes. The Brunel Mood Scale, which evaluates six mood dimensions (tension, mental confusion, anger, vigor, depression, and fatigue), was used to assess the children's moods before (pre) and immediately after the third lesson (acute effect)...
February 7, 2019: Games for Health
https://read.qxmd.com/read/30653355/a-pilot-study-of-the-efficacy-of-a-cognitive-training-based-on-board-games-in-children-with-attention-deficit-hyperactivity-disorder-a-randomized-controlled-trial
#2
Verónica Estrada-Plana, Montserrat Esquerda, Rocío Mangues, Jaume March-Llanes, Jorge Moya-Higueras
OBJECTIVE: The main aim of this study was to prove the efficacy of an intervention based on board games on executive functions (EFs) and clinical symptoms in children with attention-deficit/hyperactivity disorder (ADHD). MATERIALS AND METHODS: A nonblinded randomized controlled trial was conducted with a sample of children with a diagnosis of ADHD (diagnosed by psychiatrists and clinical psychologists in a mental health center). Children were randomly allocated by matching age and sex, into two groups: experimental EF training group (n = 13; mean [M]age  = 9...
January 17, 2019: Games for Health
https://read.qxmd.com/read/30649974/play-and-learn-with-patients-designing-and-evaluating-a-serious-game-to-enhance-nurses-inhaler-teaching-techniques-a-randomized-controlled-trial
#3
Elissa Jia Min Chee, Lathy Prabhakaran, Lay Ping Neo, Guiller Augustin C Carpio, Apphia Jia Qi Tan, Cindy Ching Siang Lee, Sok Ying Liaw
OBJECTIVE: To describe the development and evaluation of a nurse-patient interactive serious game in improving nurses' self-efficacy and performances in teaching the correct inhaler technique. MATERIALS AND METHODS: The technology, pedagogy, and content knowledge (TPACK) framework was applied to guide the development of the serious game. The learning effectiveness of the serious game was evaluated through a randomized controlled trial that involved 46 registered nurses...
January 16, 2019: Games for Health
https://read.qxmd.com/read/30589567/the-effect-of-strengthening-executive-functions-through-group-games-on-the-social-skills-of-preschool-children
#4
Malahat Amani, Elham Koruzhdeh, Saeed Taiyari
OBJECTIVE: This study was performed to investigate the effect of strengthening executive functions through group games on social skills of preschool children. MATERIALS AND METHODS: This was a quasiexperimental study with experimental and control groups and pretest-posttest design. The statistical population included all the preschool children in Bojnord, Iran. The study population consisted of 30 preschool children who were randomly assigned to experimental and control groups...
December 27, 2018: Games for Health
https://read.qxmd.com/read/30763132/teaching-patients-with-advanced-cancer-to-self-advocate-development-and-acceptability-of-the-strong-together%C3%A2-serious-game
#5
Teresa Hagan Thomas, Mary McLaughlin, Margaret Hayden, Elizabeth Shumaker, Jessica Trybus, Eben Myers, Anthony Zabiegalski, Susan M Cohen
OBJECTIVE: Serious games are a growing form of psychoeducation, although few studies have evaluated serious games for patients with advanced cancer. The purpose of this study was to develop and assess the initial acceptability of a serious game to teach women with advanced cancer self-advocacy skills, including communication, decision-making, and social connectivity, to improve their quality of life with cancer. MATERIALS AND METHODS: We conducted a multistage, user-centered codesign process to develop the content of the game that was consistent with our work on how patients self-advocate and patients' preferences for the game...
February 2019: Games for Health
https://read.qxmd.com/read/30418041/a-randomized-controlled-trial-on-the-role-of-enthusiasm-about-exergames-players-perceptions-of-exercise
#6
Han-Chung Huang, Huynh Van Nguyen, T C E Cheng, May-Kuen Wong, Hsin-Ying Chiu, Ya-Hui Yang, Ching-I Teng
OBJECTIVE: Exergames are popular technology applications that encourage individuals to engage in exercise and create positive moods for players. However, little is known as to whether playing exergames makes players perceive to be more energetic and relaxed and whether enthusiasm about doing exercise moderates such perceptions. To answer these questions, we use the Flow Theory and the Self-Determination Theory to develop the hypotheses. METHODS: We conducted a randomized controlled trial, which randomly assigned 337 participants to an intervention group and a control group...
November 10, 2018: Games for Health
https://read.qxmd.com/read/30411982/which-game-narratives-do-adolescents-of-different-gameplay-and-sociodemographic-backgrounds-prefer-a-mixed-methods-analysis
#7
Ayla Schwarz, Lieze Mertens, Monique Simons, Jorinde E Spook, Debbe Thompson, Greet Cardon, Ilse De Bourdeaudhuij, Sebastien F M Chastin, Ann DeSmet
OBJECTIVE: The aim of this study was to investigate which narrative elements of digital game narratives are preferred by the general adolescent population, and to examine associations with gender, socioeconomic status (SES), and gameplay frequency. Further, the study aims to discuss how results can be translated to serious digital games. MATERIALS AND METHODS: Adolescents were recruited through school to complete a survey on narrative preferences in digital games...
November 9, 2018: Games for Health
https://read.qxmd.com/read/30383458/the-effects-of-a-serious-game-on-depressive-symptoms-and-anxiety-in-breast-cancer-patients-with-depression-a-pilot-study-using-functional-magnetic-resonance-imaging
#8
Sun Mi Kim, Hee-Jun Kim, Hyun Chan Hwang, Ji Sun Hong, Sujin Bae, Kyoung Joon Min, Doug Hyun Han
OBJECTIVE: Depression is common in cancer patients. We investigated the effects of playing a serious game in breast cancer patients with mild to moderate depression using functional neuroimaging. MATERIALS AND METHODS: Thirty-five participants were randomly assigned to the Game group and the Nongame group, and fifteen participants in each group completed the study protocol. Participants in the Game group were asked to play a serious game, "Hit the Cancer" (RAW HAND, Seoul, Korea), for at least 30 minutes/day, 5 days/week, for 3 weeks...
October 31, 2018: Games for Health
https://read.qxmd.com/read/30383438/enhancing-knowledge-and-self-care-behavior-of-heart-failure-patients-by-interactive-educational-board-game
#9
Anong Amaritakomol, Rungsrit Kanjanavanit, Nattaya Suwankruhasn, Paleerat Topaiboon, Krit Leemasawat, Rattanachai Chanchai, Patrick Jourdain, Arintaya Phrommintikul
OBJECTIVE: To evaluate the effects of an educational board game on heart failure (HF) patients' knowledge and self-care behavior. METHODS: In this randomized controlled study with a follow-up of 3 months, 76 patients with HF with reduced ejection fraction, who had been enrolled in our multidisciplinary HF program, were divided into two groups. During their follow-up appointment at the HF clinic usually 2 weeks after discharge, the interventional group participated in an HF educational board game conducted in Thai language, while the control group received the usual care including standard education...
October 31, 2018: Games for Health
https://read.qxmd.com/read/30376364/cognitive-training-game-versus-action-videogame-effects-on-cognitive-functions-in-older-adults
#10
Alexandra Perrot, Pauline Maillot, Alan Hartley
OBJECTIVE: The purpose of the study was to compare a cognitive training game, Kawashima Brain Training (KBT), and an action videogame, Super Mario Bros (SMB), in their effects on cognitive function in older adults. MATERIALS AND METHODS: Thirty-six older adults were randomly assigned to the KBT group, the SMB group, or the no-training no-contact control group. All participants completed several cognitive tests [matrix reasoning, Stroop, Trail Making Test, digit symbol substitution test (DSST), Corsi clock, spatial relation, and number comparison]...
October 30, 2018: Games for Health
https://read.qxmd.com/read/30339086/nutrition-education-and-dietary-behavior-change-games-a-scoping-review
#11
Tom Baranowski, Courtney Ryan, Andrés Hoyos-Cespedes, Amy Shirong Lu
Games provide an attractive venue for engaging participants and increasing nutrition-related knowledge and dietary behavior change, but no review has appeared devoted to this literature. A scoping review of nutrition education and dietary behavior change videogames or interactive games was conducted. A systematic search was made of PubMed, Agricola, and Google Scholar. Information was abstracted from 22 publications. To be included, the publication had to include a videogame or interactive experience involving games (a videogame alone, minigames inserted into a larger multimedia experience, or game as part of a human-delivered intervention); game's design objective was to influence dietary behavior, a psychosocial determinant of a dietary behavior, or nutrition knowledge (hereinafter referred to as diet-related); must have been reported in English and must have appeared in a professional publication, including some report of outcomes or results (thereby passing some peer review)...
October 19, 2018: Games for Health
https://read.qxmd.com/read/30339063/adult-perception-toward-videogames-and-physical-activity-using-pok%C3%A3-mon-go
#12
Johnny Madrigal-Pana, Julio Gómez-Figueroa, José Moncada-Jiménez
OBJECTIVE: The purpose of the study was to determine perception of videogames and the use Pokémon Go in Costa Rica. MATERIALS AND METHODS: A national representative sample (n = 1059) of adults aged 18 years and older was chosen to complete a face-to-face survey on videogame perceptions and the use of Pokémon Go. Statistical analyses included 95% confidence intervals (95% CI) around the estimate, multiple regression, cluster, and factor analysis. RESULTS: The 85...
October 19, 2018: Games for Health
https://read.qxmd.com/read/30332294/effects-of-exergaming-on-physical-and-cognitive-functions-in-individuals-with-autism-spectrum-disorder-a-systematic-review
#13
Qun Fang, Christopher A Aiken, Chao Fang, Zhujun Pan
The increase in autism spectrum disorder (ASD) population triggers a deep concern within public health. This alarming trend stresses the need for the development of effective strategies that might aid with this growing population. Exergaming has several advantages as an ASD intervention, such as flexible play, a private space for exercise, and diverse types of physical activity. The study aims to analyze the effectiveness of exergaming interventions on individuals with ASD. The systematic review was conducted in accordance with PRISMA guidelines...
October 17, 2018: Games for Health
https://read.qxmd.com/read/30299980/development-and-feasibility-testing-of-a-videogame-intervention-to-reduce-high-risk-sexual-behavior-in-black-and-hispanic-adolescents
#14
Aileen M Gariepy, Kimberly Hieftje, Tyra Pendergrass, Erica Miller, James D Dziura, Lynn E Fiellin
OBJECTIVE: Develop and test feasibility of a mobile videogame intervention to decrease high-risk sexual behavior in black and Hispanic adolescents. MATERIALS AND METHODS: Iterative design to develop intervention in partnership with target audience. Feasibility and preliminary impact data collected at baseline, following 2-3 hours of gameplay and at 8-week follow-up. RESULTS: Twenty-six 15-17-year-olds completed pilot testing: 16 (62%) were male, 20 (77%) black or Hispanic...
October 6, 2018: Games for Health
https://read.qxmd.com/read/30285493/understanding-motivations-and-player-experiences-of-older-adults-in-virtual-reality-training
#15
Aijse W de Vries, Jaap H van Dieën, Vero van den Abeele, Sabine M P Verschueren
OBJECTIVE: We studied which games and underlying game mechanics are considered motivating by older adults, so that designers and therapists make informed choices when designing or selecting virtual reality (VR)-training interventions. MATERIALS AND METHODS: We conducted a repeated measures design with 30 older participants, who played eight different VR-training games and afterward filled out the intrinsic motivation inventory (IMI). Differences in intrinsic motivation between games were analyzed using Friedman's tests...
October 4, 2018: Games for Health
https://read.qxmd.com/read/30325234/effects-of-an-exergame-software-for-older-adults-on-fitness-activities-of-daily-living-performance-and-quality-of-life
#16
Silke Neumann, Ursula Meidert, Ricard Barberà-Guillem, Rakel Poveda-Puente, Heidrun Becker
BACKGROUND: As people become older, the biological process of aging leads to a decline in functional capabilities, which entails difficulties in the performance of daily tasks. Within the "Active and Assisted Living Joint Programme" a consortium from Spain, Germany, and Switzerland developed an interactive Exergame software for older adults to maintain their physical abilities and independence within the daily tasks. SUBJECTS AND METHODS: An interventional study was conducted to validate the software...
October 2018: Games for Health
https://read.qxmd.com/read/30325233/metabolic-cost-and-exercise-intensity-during-active-virtual-reality-gaming
#17
Dulce H Gomez, James R Bagley, Nicole Bolter, Marialice Kern, C Matthew Lee
OBJECTIVE: The aim of this study was to investigate the exercise intensity of active virtual reality games (AVRGs) by oxygen consumption (VO2 ), heart rate (HR), and rating of perceived exertion (RPE). A second aim was to compare the AVRG intensities to current American College of Sports Medicine exercise guidelines using metabolic equivalents (METs) and %VO2 reserve (%VO2 R). MATERIALS & METHODS: HR, VO2 , and RPE were collected on participants (N = 41; age: 25...
October 2018: Games for Health
https://read.qxmd.com/read/30129775/investigation-of-a-mobile-serious-game-in-the-treatment-of-obsessive-compulsive-disorder-a-pilot-study
#18
Ji Sun Hong, Sun Mi Kim, Elias Aboujaoude, Doug Hyun Han
OBJECTIVE: Exposure and response prevention (ERP) therapy is considered a first-line treatment for obsessive-compulsive disorder (OCD). Dysregulation in the cortico-striato-thalamo-cortical (CSTC) circuit has been implicated in the pathophysiology of OCD, as have decreased functional connectivity (FC) between the dorsal anterior cingulate cortex (dACC) and the prefrontal cortex and increased FC between the dACC and the basal ganglia. We hypothesized that a new ERP-inspired mobile "serious game" would improve clinical symptoms in OCD and that symptom improvement would be associated with altered FC within CSTC...
October 2018: Games for Health
https://read.qxmd.com/read/30124337/developing-a-suite-of-motion-controlled-games-for-upper-extremity-training-in-children-with-cerebral-palsy-a-proof-of-concept-study
#19
Jen-Wen Hung, Yao-Jen Chang, Chiung-Xia Chou, Wen-Chi Wu, Stephen Howell, Wei-Peng Lu
AIM: The Scratch programming language allows learner developers to write games. The Kinect2Scratch extension makes Scratch games with bodily motion control possible by connecting to Microsoft's Kinect sensor. This study examined the feasibility and possible efficacy of a suite of motion-controlled games designed for upper extremity (UE) training in children with cerebral palsy (CP) using Kinect2Scratch. MATERIALS AND METHODS: This is a proof-of-concept study. We developed three games, requiring three UE movement patterns (shoulder holding, reaching, and handclap), for use in children with CP...
October 2018: Games for Health
https://read.qxmd.com/read/30273002/computer-and-videogame-interventions-for-older-adults-cognitive-and-everyday-functioning
#20
Patrícia Belchior, Anna Yam, Kelsey R Thomas, Daphne Bavelier, Karlene K Ball, William C Mann, Michael Marsiske
OBJECTIVE: This study compared older adults' gains in cognitive and everyday functioning after a 60-session home-based videogame intervention with gains seen under formal cognitive training and usual care/no intervention. MATERIALS AND METHODS: Participants were randomized to one of three groups: one group played an off-the-shelf videogame (i.e., Crazy Taxi), the second group engaged in a computerized training program focused on visual attention and processing speed (i...
September 29, 2018: Games for Health
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