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Are active video games useful in the development of gross motor skills among non-typically develo** children? A meta-analysis
BackgroundProficiency in gross motor skills (GMS) lays the foundation for develo** more complex motor skills. Improving these motor skills may...
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Smartphone video games improve cognitive function in patients with chronic schizophrenia: a randomized controlled trial
This study aimed to examine the efficacy of video games in improving cognitive function in chronic patients with schizophrenia and to evaluate the...
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The impact of video games on training: can it change the game of endotracheal intubation?
In recent years, several studies have demonstrated that the experience derived from video games improves interventions that require technical skills....
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Use of active video games with or without videoconferencing on health outcomes in adolescent and young adult cancer survivors: a systematic review
PurposeAdolescent and young adult (AYA) cancer survivors experience greater functional deficits compared to non-cancer peers or older survivors with...
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Winning The Game Against Depression: A Systematic Review of Video Games for the Treatment of Depressive Disorders
Purpose of reviewTo review the evidence about video game-based therapeutic intervention for people diagnosed with depressive disorders.
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Active video gaming in primary ciliary dyskinesia: a randomized controlled trial
Primary ciliary dyskinesia (PCD) impairs pulmonary function, respiratory and peripheral muscle strength, and exercise capacity. We aimed to...
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Evaluating the effect of action-like video game play and of casual video game play on anxiety in adolescents with elevated anxiety: protocol for a multi-center, parallel group, assessor-blind, randomized controlled trial
BackgroundAdolescence is a critical period for the onset and maintenance of anxiety disorders, which raises the importance of intervening early; one...
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Rapid component of excess post-exercise oxygen consumption of children of different weight status after playing active video games
BackgroundExcess post-exercise oxygen consumption (EPOC) of children could indicate the potential of an exercise therapy to treat or prevent obesity....
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The performance of serious games for enhancing attention in cognitively impaired older adults
Attention, which is the process of noticing the surrounding environment and processing information, is one of the cognitive functions that...
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Problematic video gaming is negatively associated with bone mineral density in adolescents
Adolescent bone health may be negatively impacted by problematic video gaming (PVG) due to factors such as prolonged screen time, poor sleep quality,...
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Video gaming improves robotic surgery simulator success: a multi-clinic study on robotic skills
We aimed to investigate the effects of video game habits, duration of experience, and training in different surgical clinics on the success of...
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From classrooms to controllers: how school closures shaped children's video gaming habits
ObjectivesThis study aimed to assess the impact of COVID-19-related school closures on screen time and video gaming habits among governmental school...
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Immersive virtual reality fitness games for enhancement of recovery after colorectal surgery: study protocol for a randomised pilot trial
BackgroundPhysical inactivity after surgery is an important risk factor for postoperative complications. Compared to conventional physiotherapy,...
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‘I Can Tell You It’s a Bit of a Gamble’: A Qualitative Analysis of How People Who Engage in Gaming and Gambling Understand a Link Between These Two Behaviours
This article explores the attention given to potential motives and determinants of the transition process from video games to gambling. Forty...
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Exergaming (physically active video gaming) for mental health service users in a community mental health care setting: an ethnographic observational feasibility study
BackgroundPeople with severe and enduring mental illness experience health inequalities with premature mortality; lifestyle behaviours are known to...
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Dietary behavior of video game players and esports players in Germany: a cross-sectional study
BackgroundVideo gaming and competitive gaming (esports) are gaining more and more recognition in society as well as in research. Increasingly,...
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Musculoskeletal disorders in video gamers – a systematic review
BackgroundVideo gaming is a recreational activity with yearly increasing popularity. It is mostly a sedentary behavior combined with repetitive...
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Video-based training of situation awareness enhances minimally invasive surgical performance: a randomized controlled trial
BackgroundMany training curricula were introduced to deal with the challenges that minimally invasive surgery (MIS) presents to the surgeon....
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Efficacy of virtual reality-based training programs and games on the improvement of cognitive disorders in patients: a systematic review and meta-analysis
IntroductionCognitive impairments present challenges for patients, impacting memory, attention, and problem-solving abilities. Virtual reality (VR)...
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Examining the synergistic effects of a cognitive control video game and a home-based, self-administered non-invasive brain stimulation on alleviating depression: the DiSCoVeR trial protocol
Enhanced behavioral interventions are gaining increasing interest as innovative treatment strategies for major depressive disorder (MDD). In this...