journal
https://read.qxmd.com/read/38265781/gamified-assessment-of-the-emotion-regulation-abilities-in-youths-validation-of-the-rethink-online-game-based-assessment-system
#21
JOURNAL ARTICLE
Oana A David, Cristina Tomoiagă, Liviu A Fodor
Objective: Emotional problems in the youth population are a major issue that can have a significant negative impact for their future development as adults. Their emotion regulation (ER) abilities represent a preventive measure for those emotional problems. REThink is an online therapeutic game that was proved to be effective in rigorous studies, and is based on the rational emotive behavioral therapy, with seven levels built to train various emotional regulation skills. Each level has a section that can be used for the assessment of the targeted skills within the level...
January 24, 2024: Games for Health
https://read.qxmd.com/read/38193809/investigation-on-the-effectiveness-of-augmented-reality-memory-training-game-for-chinese-older-adults-a-randomized-controlled-trial
#22
JOURNAL ARTICLE
Dian Zhu, Beiyao Zhu, Jianan Zhao, Chenqi Zhang, Jingran He, Dongjin Song, Ting Han
Objective: To evaluate the effectiveness of augmented reality (AR) game based on n -back training paradigm as a training tool for working memory (WM) of Chinese healthy older adults. Materials and Methods: One hundred eighteen older adults self-assessed as healthy were included in this study. Individuals were randomly divided into an intervention group ( n  = 57) and a control group ( n  = 61). Interventions, consisting of a 30-minute AR game-based training and a 30-minute health science program, were administered three times per week for 4 weeks, whereas the control group was required to view a 60-minute health science program three times per week for 4 weeks...
January 9, 2024: Games for Health
https://read.qxmd.com/read/38048478/player-2-has-entered-the-game-extended-reality-and-games-for-health
#23
EDITORIAL
Kimberly Hieftje, Asher Marks
No abstract text is available yet for this article.
December 2023: Games for Health
https://read.qxmd.com/read/38048477/acknowledgment-of-reviewers-2023
#24
JOURNAL ARTICLE
(no author information available yet)
No abstract text is available yet for this article.
December 2023: Games for Health
https://read.qxmd.com/read/37327375/effects-of-virtual-reality-training-using-xbox-kinect-on-balance-postural-control-and-functional-independence-in-subjects-with-stroke
#25
RANDOMIZED CONTROLLED TRIAL
Nasir Sultan, Kiran Khushnood, Sidra Qureshi, Shafaq Altaf, Muhammad Kashif Khan, Arshad Nawaz Malik, Riafat Mehmood, Malik Muhammad Ali Awan
Purpose: To determine the effects of virtual reality training using Xbox Kinect on balance, postural control, and functional independence in subjects with stroke. Methods: The parallel double-blind randomized control trial was conducted on 41 individuals based on selection criteria. Participants were divided into two groups by concealed envelope method. Intervention group received exergaming by Xbox Kinect, and control group was given exercises comprising balance training, upper limb strengthening, and core strengthening...
December 2023: Games for Health
https://read.qxmd.com/read/37948555/virtual-reality-intervention-and-its-impact-on-upper-extremity-function-in-the-stroke-population-a-scoping-review
#26
REVIEW
Kylee Bedar, Cara Bubanovich, Jordan Rosemore, Kayley Radford, Kelly L Taylor
The aim of this scoping review was to examine virtual reality (VR) interventions used within rehabilitation and their effect on the functional outcomes of individuals with stroke. Specifically, this study sought to determine the impact of VR on the upper extremity (UE) use of participants as it relates to body function, occupational participation, and overall UE function (UEfxn). Twenty-six articles were selected for inclusion and results were extracted to determine common themes of outcomes among the effects of VR intervention (VRI)...
November 10, 2023: Games for Health
https://read.qxmd.com/read/37934289/effects-of-virtual-reality-on-transtibial-amputation-rehabilitation-outcomes-a-randomized-study
#27
JOURNAL ARTICLE
Tezel Yildirim Şahan, Fatih Erbahçeci
Purpose: Virtual reality is widely used in patients with chronic musculoskeletal problems. However, the short-term effects on individuals with transtibial (TT) amputation during this process remain unclear. This study aimed at investigating the effects of virtual reality on rehabilitation outcomes in TT amputees. Methods: The study included 20 TT amputees who were using TT prostheses. The participants were divided into two groups randomly as follows: physiotherapy (PT) and virtual reality (VR). Participants were treated 3 days a week, for 4 weeks, and evaluations were made before and after treatment; a 6-minute walk test was used for performance, a single-leg balance test for balance, Trinity Amputation Prosthesis Experience Scale for prosthesis satisfaction, a 10-meter walking test for gait speed, and a wearable smart t-shirt to determine cadence...
November 7, 2023: Games for Health
https://read.qxmd.com/read/37917926/exergaming-improves-cardiac-risk-factors-in-prostate-cancer-patients-a-single-blinded-randomized-controlled-trial
#28
JOURNAL ARTICLE
Brigitta R Villumsen, Jan Frystk, Martin Grønbech Jørgensen, Britta Hørdam, Michael Borre
Purpose: Androgen deprivation therapy (ADT) may induce unfavorable changes in metabolic outcomes, insulin sensitivity, insulin-like growth factors (IGFs), and in serum levels of adipocyte-derived hormones. In this preplanned randomized ancillary study, we aimed to investigate the ability of exercise to counteract alterations in triglyceride, cholesterol, waist circumference, and insulin caused by ADT in men with locally advanced and metastatic prostate cancer (PCa). Materials and Methods: Forty-six PCa patients undergoing treatment were randomized to 12 weeks of 180 minutes of weekly unsupervised home-based exergaming or usual care...
November 2, 2023: Games for Health
https://read.qxmd.com/read/37878321/effectiveness-of-serious-games-in-improving-genetic-literacy-and-genetic-risk-awareness-in-the-general-public-a-pilot-study
#29
JOURNAL ARTICLE
Ilaria Cutica, Clizia Cincidda, Serena Oliveri, Renato Mainetti, N Alberto Borghese, Gabriella Pravettoni
Background: Genomics is an integral part of medical science; however, European citizens' literacy on basic genetic concepts is still poor. The aim of this study was to evaluate the effectiveness of Serious Games (SGs) in increasing genetic literacy in laypeople and to assess the impact of SGs on participants' perceived self-efficacy (SE) in managing genetic risk implications. Materials and Methods: Two minigames and an adventure game were created, together with leaflets reporting the same information as the SGs...
October 25, 2023: Games for Health
https://read.qxmd.com/read/38300525/attention-training-improves-executive-functions-and-ameliorates-behavioral-symptoms-in-children-with-attention-deficit-hyperactivity-disorder-implication-of-tele-cognitive-rehabilitation-in-the-era-of-coronavirus-disease
#30
JOURNAL ARTICLE
Vahid Nejati, Zahra Derakhshan
Background: Children with attention-deficit hyperactivity disorder (ADHD) struggle with impaired attention, leading to impaired executive function and behavioral symptoms. In this study, we aimed to evaluate the effect of attention training on executive functions and behavioral symptoms in children with ADHD, in a tele-cognitive-rehabilitation setting. Methods: Thirty children (mean age: 9.93 ± 1.68 years, 21 boys) with ADHD were randomly assigned to 2 equal groups of attention training and active control group...
October 19, 2023: Games for Health
https://read.qxmd.com/read/37856161/the-star-wars-the-first-jedi-program-effects-of-gamification-on-psychological-well-being-of-college-students
#31
JOURNAL ARTICLE
Carmen Navarro-Mateos, Jose Mora-Gonzalez, Isaac J Pérez-López
Background: College students are particularly susceptible to developing mental health problems. Gamification can be a powerful teaching strategy to favor motivation and behavioral changes for the improvement of psychological well-being. Purpose: To analyze the effect of a 14-week gamification-based physical education teaching program on psychological well-being of college students. Materials and Methods: A total of 112 college students (21.22 ± 2.55 years) were recruited and assigned to a gamification-based group or a control group...
October 19, 2023: Games for Health
https://read.qxmd.com/read/37788449/beyond-intrinsic-motivation-why-researchers-should-consider-the-full-motivation-continuum-in-games-for-health-research
#32
JOURNAL ARTICLE
Emil Rosenlund Høeg, Jolene Van der Kaap-Deeder
Research within the domain of games for health has predominantly focused on individuals' intrinsic motivation characterized by an inherent enjoyment of the activity. Despite the apparent benefits of intrinsic motivation, we argue that it is imperative to adopt a more nuanced and refined perspective on motivation. Relying on the motivation continuum as outlined within Self-Determination Theory, research within this domain needs to distinguish between both intrinsic and extrinsic (i.e., external, introjected, identified, and integrated regulation) types of motivation...
October 3, 2023: Games for Health
https://read.qxmd.com/read/37768848/acceptability-assessment-of-an-executive-function-training-game-fisherman-for-older-adults
#33
JOURNAL ARTICLE
Ping Wang, Hui-Jie Li
Objective: In recent years, an increasing number of gamification tools have been developed for older adults; however, few studies have explored the acceptability of these tools after initial use and sustained use in older adults. In the current study, we focus on "FISHERMAN," an executive function training game containing a cognitive game and an exergame, with the aim of investigating and comparing the acceptability of both versions of "FISHERMAN" after initial use and 3 months of sustained use in older adults...
September 28, 2023: Games for Health
https://read.qxmd.com/read/37768834/experiences-of-older-adults-with-mild-cognitive-impairment-from-cognitive-self-training-using-touchscreen-tablets
#34
JOURNAL ARTICLE
Dafna Shamir, Khawla Loubani, Noa Givon Schaham, Zvi Buckman, Debbie Rand
Background: "Tablet Enhancement of Cognition and Health" (TECH) is a cognitive intervention that includes two components: 5 weeks of daily self-training using puzzle-game apps on a touch screen tablet and weekly group sessions. This study aimed to (i) explore experiences of older adults with mild cognitive impairment (MCI) following their participation in TECH, (ii) identify hindering and enabling factors to self-training, and (iii) describe participants' perceived and objective cognitive changes and examine factors associated with their satisfaction from TECH...
September 28, 2023: Games for Health
https://read.qxmd.com/read/37699207/personalized-medical-terminology-learning-game-guess-the-term
#35
JOURNAL ARTICLE
Mei-Hua Hsu, Yen-Hsiu Chen
Objective: Wordbot, a chatbot designed for gamified education, transforms the process of memorizing complex medical terminology into an engaging and enjoyable activity for medical students. Taking inspiration from the "guessing words" game, Wordbot aims to improve medical students' learning outcomes by making the vocabulary memorization process more memorable. Materials and Methods: Wordbot, which can be implemented on the LINE platform, was created for this research, specifically to improve medical terminology learning...
September 12, 2023: Games for Health
https://read.qxmd.com/read/37695822/reducing-stigma-toward-people-with-serious-mental-illness-through-a-virtual-reality-intervention-a-randomized-controlled-trial
#36
JOURNAL ARTICLE
Matías E Rodríguez-Rivas, Adolfo J Cangas, Andrés Martin, Javiera Romo, J Carola Pérez, Sara Valdebenito, Laura Cariola, Josefina Onetto, Bárbara Hernández, Francisco Ceric, Pablo Cea, Patrick Corrigan
Background: Stigma toward people with serious mental illnesses (SMI), like schizophrenia, is a serious global public health challenge that limits the quality of life of those affected and poses a major barrier that keeps people from seeking professional help. There is an urgent need for novel, effective, and scalable interventions to decrease stigmatized perceptions of chronic psychotic disorders and to reduce the health burden imposed by them. Method: We conducted a randomized controlled trial to assess the impact of a new immersive virtual reality game ( Inclúyete-VR ) on the level of stigma toward people with SMI, measured by the Attribution questionnaire (AQ-27)...
September 11, 2023: Games for Health
https://read.qxmd.com/read/37585611/effects-of-exergames-and-conventional-physical-therapy-on-functional-physical-performance-in-older-adults-a-randomized-controlled-trial
#37
JOURNAL ARTICLE
Francisco Guede-Rojas, María José Medel-Gutiérrez, Macarena Cárcamo-Vargas, Adolfo Soto-Martínez, Luis Javier Chirosa Ríos, Rodrigo Ramirez-Campillo, Cristian Álvarez, Daniel Jerez-Mayorga
Objective: To evaluate the effects of exergames added to a conventional physical therapy (CPT) program on functional fitness and dynamometric muscle performance for the sit-to-stand (STS) maneuver in older adults and to compare their results concerning a CPT-only intervention. Materials and Methods: Fifty independent older adults were randomly assigned to CPT and exergames (CPT+ExG group; n  = 25; age = 71.8 ± 6.8 years) or CPT alone (CPT group; n  = 25; age = 71...
August 16, 2023: Games for Health
https://read.qxmd.com/read/37582271/a-pre-post-mixed-methods-study-to-pilot-test-a-gamified-heart-failure-self-care-education-intervention
#38
JOURNAL ARTICLE
Alexandra Lukey, Martha Mackay, Khalad Hasan, Kathy L Rush
Objective : Self-care is essential to improving heart failure patient outcomes. However, the knowledge and behaviours necessary for self-care decision making, such as symptom perception and management, are complex and require patient education. The objective of this study was to test the feasibility, acceptability, and potential effectiveness of a web-based, gamified heart failure patient education solution, Heart Self-Care Patient Education (HeartSCaPE), that used narrative and virtual reward gamification techniques...
August 14, 2023: Games for Health
https://read.qxmd.com/read/37566481/acceptability-of-physical-therapy-combined-with-nintendo-ring-fit-adventure-exergame-for-geriatric-hospitalized-patients
#39
JOURNAL ARTICLE
Keiichi Takei, Shinpei Morita, Yoshinobu Watanabe
Geriatric hospitalized patients often experience complications associated with frailty and impaired functioning in activities of daily living. To enhance their functional independence, repetitive and continuous high-frequency exercises are necessary. However, conventional physical therapy (PT) can be monotonous and lead to reduced adherence. The introduction of Nintendo Ring Fit Adventure exergame (EG) as a complement to PT for geriatric inpatients has the potential to improve exercise enjoyment and acceptability...
August 10, 2023: Games for Health
https://read.qxmd.com/read/37466457/rosalind-franklin-society-proudly-announces-the-2022-award-recipient-for-games-for-health-journal
#40
JOURNAL ARTICLE
Afra Çalık
No abstract text is available yet for this article.
August 2023: Games for Health
journal
journal
44056
2
3
Fetch more papers »
Fetching more papers... Fetching...
Remove bar
Read by QxMD icon Read
×

Save your favorite articles in one place with a free QxMD account.

×

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"

We want to hear from doctors like you!

Take a second to answer a survey question.