Abstract
We discovered that heart rate variability was associated with the level of intelligence. The purpose of this study is to confirm this association using more reliable method and to define more precisely the frequency band within which the amplitude of the heart rate modulations is related to intellig...
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PMID: 21961308
PDF is available here.
Abstract
Simulation-based training provides obvious benefits for patients and doctors in education. Frequently, virtual reality simulators are expensive and evidence for their efficacy is poor, particularly as a result of studies with poor methodology and few test participants. In medical simulated training-...
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PMID: 21156110
PDF is available here.
Abstract
enhancing opportunities for all older people to be physically and mentally active is an imperative in our ageing society. Lessons learned from the use of the Nintendo Wii within Queensland agedcare and disability services were assembled through eliciting staff perceptions regarding the usefulness of...
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PMID: 21118065
PDF is available here.
Abstract
Refractive error is one of the leading causes of visual impairment in children. An analysis of risk factors for refractive error is required to reduce and prevent this common eye disease.
To identify the risk factors associated with refractive errors in primary school children (6-12 year old) in Nak...
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PMID: 21114208
PDF is available here.
Abstract
The Nintendo Wii Fit is a new product that is purported to improve balance, strength, flexibility, fitness and general well-being. Currently, there are no controlled trials published to support such claims.
The aim of this research was to determine the feasibility of Wii Fit in improving balance, st...
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PMID: 19905991
PDF is available here.
Abstract
Despite the widespread rise of online poker playing, there is a paucity of research examining potential predictors for excessive poker playing. The aim of this study was to build on recent research examining motives for Texas Hold'em play in students by determining whether predictors of other kinds...
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PMID: 20712496
PDF is available here.
Abstract
This research explored the effects of priming interdependent self-construals (collective self ) versus independent self-construals (private self ) on exergame players' mood in response to negative performance feedback. An experiment was conducted to test the interaction effects of self-construal pri...
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PMID: 20712506
PDF is available here.
Abstract
Virtual augmented exercise, an emerging technology that can help to promote physical activity and combine the strengths of indoor and outdoor exercise, has recently been proposed as having the potential to increase exercise behavior in older adults. By creating a strong presence in a virtual, intera...
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PMID: 20814798
PDF is available here.
Abstract
Since the addicted persons often show little motivation for a behavioural change we consider it a promising approach to treat and train their relatives with the aim of increasing the motivation for a behavioural change of the addicted person....
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PMID: 20597036
PDF is available here.
Abstract
VRWii gaming technology represents a safe, feasible, and potentially effective alternative to facilitate rehabilitation therapy and promote motor recovery after stroke....
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PMID: 20508185
PDF is available here.
Abstract
Loss of hand function as a result of upper limb paresis after a stroke leads to reduced independence. Robotic-assisted therapy with virtual reality leads to improvements in motor function, but there is a need to improve the cost-benefit ratio of these therapies. This case series stud...
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PMID: 20302419
PDF is available here.
Abstract
We hypothesize that surgical skills can be improved through take-home simulators adapted from affordable off-the-shelf gaming consoles. A total of 21 surgical residents participated in a prospective, controlled study. An experimental group of 14 surgical residents was assigned to play Marble Mania o...
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PMID: 20583512
PDF is available here.
Abstract
Male subjects with type 2 DM reported lower levels of vigorous PA than did control subjects (1.1 vs 2.3 blocks; P < .05). Compliance with the moderate/vigorous PA recommendation among youths with type 2 DM was lower (68.3%), compared with youths with type 1 DM (81.7%; odds ratio: 0.51 [95% confidenc...
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PMID: 20457683
PDF is available here.
Abstract
We examined whether video game players' benefits generalize beyond vision to multisensory processing by presenting auditory and visual stimuli within a short temporal window to video game players and non-video game players. Participants performed two discrimination tasks, both of which revealed bene...
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PMID: 20436205
PDF is available here.
Abstract
Average HR, VO(2), and liking were significantly greater for Nintendo Wii (p < or = 0.001 for all) than all other conditions. Lean children displayed a greater (p < 0.001) peak responding for access to Wii relative to the SVG while overweight/obese children did not (p > or = 0.16). CONCLUSION: Wii w...
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PMID: 20169428
PDF is available here.
Abstract
Studies investigating the effects of violent computer and video game playing have resulted in heterogeneous outcomes. It has been assumed that there is a decreased ability to differentiate between virtuality and reality in people that play these games intensively. FMRI data of a group of young males...
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PMID: 19823959
PDF is available here.
Abstract
The author in this article outlines how an acute care multi-site teaching hospital tapped into Web 2.0 technologies to enhance learning for nurses and others. In the process a way was found to increase participation, motivate, and engage nurses and others in ways that would not have...
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PMID: 20167715
PDF is available here.
Abstract
The use of media during meals predicts meal skipping for using that same medium. Family meals appear to be inversely related to meal skipping for television viewing....
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PMID: 19772688
PDF is available here.
Abstract
The university department of child and adolescent psychiatry of Brest Hospital (a medium size town of 200,000 inhabitants) has at disposal a 14 in-patient emergency care unit, where young people under 16, mostly in crisis (individual and/or family and/or institutional crisis) are admitted. This unit...
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PMID: 20080038
PDF is available here.
Abstract
This study suggests that being driven to school daily and longer screen time are associated with children's obesity....
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PMID: 20406154
PDF is available here.
Abstract
To study postings of partial asphyxiation by adolescents on YouTube and to increase awareness of this dangerous activity as well as the value of YouTube as a research tool.
Videos were searched on YouTube using many terms for recreational partial asphyxiation. Data we...
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PMID: 19596864
PDF is available here.
Abstract
Over the past half century the mass media, including video games, have become important socializers of children. Observational learning theory has evolved into social-cognitive information processing models that explain that what a child observes in any venue has both short-term and long-term influe...
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PMID: 20192555
PDF is available here.
Abstract
Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodologi...
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PMID: 20192553
PDF is available here.
Abstract
The issue of violent video game influences on youth violence and aggression remains intensely debated in the scholarly literature and among the general public. Several recent meta-analyses, examining outcome measures most closely related to serious aggressive acts, found little evidence for a relati...
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PMID: 20192554
PDF is available here.
Abstract
The findings provide preliminary indication of the benefits of exergames in seniors with SSD. Randomized controlled trials of exergames for late-life SSD are warranted....
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PMID: 20173423
PDF is available here.
Abstract
Results obtained by both methods demonstrated significant CROM limitations in the symptomatic group. The VR measures showed greater CROM and sensitivity while conventional measures showed greater specificity. A single session exposure to VR resulted in a significant increase in CROM. CONCLUSION: Nec...
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PMID: 20110842
PDF is available here.
Abstract
People with problem video game use can be identified by means of a questionnaire and on the basis of the present provisional criteria, which require further validation. These findings have implications for recognition of problem video game users among individuals, especially adolescents, who present...
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PMID: 20113300
PDF is available here.
Abstract
These results supported the hypotheses and suggested that online gaming resulted in positive outcomes for those who are socially, but negative outcomes for those who are not....
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PMID: 20235474
PDF is available here.
Abstract
Previous research has documented that playing violent video games has various negative effects on social behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In contrast, there has been much less evidence on the effects of prosocial video games. In the...
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PMID: 20085396
PDF is available here.
Abstract
The present study focused on how distracted listening affects subsequent memory for narrated events. Undergraduate students experienced a computer game in the lab and talked about it with either a responsive or distracted friend. One month later, those who initially spoke with distracted listeners s...
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PMID: 20391180
PDF is available here.
Abstract
The influence of virtual aggressogenic environment on psychoemotional sphere of male and female teenagers with different levels of personal aggression was studied by characteristics of the heart rate. The exposure to the aggressogenic factors produced a change of the centralized control for the auto...
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PMID: 20469589
PDF is available here.
Abstract
The hours of TV and video games viewed were associated with alcohol use and sniffing solvents for our sample. However, limitations exist due to the inability to separate TV viewing from video game viewing....
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PMID: 20433038
PDF is available here.
Abstract
We examine whether memory reactivation in sleeping humans might also be evident within reports of concomitant subjective experience (i.e., dreaming)....
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PMID: 20120621
PDF is available here.
Abstract
Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new media technology in medical education. Significant gender differences in game play experience and attitudes may represent male video game design...
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PMID: 20576125
PDF is available here.
Abstract
The effectiveness of games as instructional tools has been debated over the past several decades. This is due to the lack of empirical data to support such claims. The US ARMY developed a game-based simulation to support Tactical Combat Casualty Care (TCCC) Training. The TC3 Game based Simulation is...
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PMID: 20543293
PDF is available here.
Abstract
Nature and origin of presence are still unclear. Although it can be characterized, under a neurophysiological perspective, as a process resulting from a synchrony between cognitive and perceptive systems, the multitude of associated processes reduces the chances of brain mapping presence. In this wa...
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PMID: 20543284
PDF is available here.
Abstract
We have designed a low-cost, virtual-reality based system. Our system, Virtual Wiihab, records performance and behavioral measurements, allows for activity customization, and uses auditory, visual, and haptic elements to provide extrinsic feedback and motivation to patients....
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PMID: 20543303
PDF is available here.
Abstract
We present a pilot study in which a group of elderly people in an old people's home was requested to play a set of cognitive tasks administered through a popular videogames console, the Nintendo Wii. The results obtained by comparing the Wii cognitive games with traditional paper and pencil tests ar...
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PMID: 20543264
PDF is available here.
Abstract
Experimental paradigms are valuable insofar as the timing and other parameters of their stimuli are well specified and controlled, and insofar as they yield data relevant to the cognitive processing that occurs under ecologically valid conditions. These two goals often are at odds, since well contro...
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PMID: 21206465
PDF is available here.
Abstract
Computer games are the most advanced form of gaming. For most people, the playing is an uncomplicated leisure activity; however, for a minority the gaming becomes excessive and is associated with negative consequences. The aim of the present study was to investigate computer game-playing behaviour i...
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PMID: 20229923
PDF is available here.
Abstract
The current study examined uses of the Internet among college students classified as addicted to the Internet or not. Data were gathered from 384 college students. Students classified as Internet Addicted used the Internet more for social functions, leisure functions, and virtual emotional functions...
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PMID: 20229914
PDF is available here.
Abstract
At baseline, the absence of other video games and parent DDR participation was associated with child participation in DDR. At follow-up, DDR participation of siblings and friends was associated with child participation in DDR. CONCLUSION: The primary findings of this study suggest that parental and...
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PMID: 19680066
PDF is available here.
Abstract
MMD is more effective in reducing the pain and anxiety experienced by children in acute medical procedures as compared with SD and VG. MMD is continuing to be trialed and is continuing to show positive clinical outcomes....
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PMID: 19951557
PDF is available here.