Showing 141 - 160 results of 201 for search '"video game"', query time: 0.07s Refine Results
  1. 141

    Percepção de regras e de confiança em reduzir o tempo de tela em adolescentes by Roseanne Autran, Cassiano Rech, Jorge Mota, Maria Santos

    Published 2014-12-01
    “…A moderada (RP=0,60; IC95%: 0,34-0,99) ou elevada (RP=0,51; IC95%: 0,27-0,96) confiança na capacidade de reduzir o tempo de tela foi associado de forma inversa com a prevalência de não cumprir as recomendações do tempo de tela para assistir TV e usar vídeo game/computador. A percepção de regras e moderada ou elevada confiança na capacidade de reduzir o tempo de tela foram associados com menor proporção de adolescentes expostos a atividades sedentárias, tais como assistir TV e usar internet por ³ 2 horas/dia. …”
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  2. 142

    Dropout rates in controlled trials with exergames for blood pressure management: a systematic review and meta-analysis protocol by Camilo Luis Monteiro Lourenço, Aline Rodrigues Barbosa, Vandrize Meneghini, Aline Mendes Gerage

    Published 2022-05-01
    “… Exergame, a type of enjoyable active video game that combines physical exertion and game is a technological innovation that has generated important information for the health field. …”
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  3. 143

    Associations of Physical Activity and Sedentary Behaviors with Dietary Behaviors among US High School Students by Richard Lowry, Shannon Michael, Zewditu Demissie, Laura Kann, Deborah A. Galuska

    Published 2015-01-01
    “…Students who exceeded recommended limits for television (TV) and computer/video game (C/VG) screen time were less likely than those who did not to consume fruits and vegetables and were more likely to consume fast food and sugar-sweetened beverages. …”
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  4. 144

    Virtual reality head-mounted display game for intermittent exotropia in a randomized controlled trial by Hee Kyung Yang, Dong Hyun Kim, Je Hyun Kim, Taeg Keun Whangbo, Jeong-Min Hwang

    Published 2025-02-01
    “…Patients were randomly assigned to a video-game group that induced convergence (exercise group) and a placebo-game group not inducing convergence (control group), and completed the program 15 min/day for 4 weeks. …”
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  5. 145

    Impedance Controller Analysis for a Two-Degrees-Of-Freedom Ankle Rehabilitation Machine with Serious Game Interactions by Oscar I. Cirilo-Piñon, Agustín Barrera-Sánchez, Cesar H. Guzmán-Valdivia, Manuel Adam-Medina, Rafael Campos-Amezcua, Andrés Blanco-Ortega, Arturo Martínez-Mata

    Published 2024-12-01
    “…Serious games are an example of an activity where the patient can interact with a video game while rehabilitating. Currently, most machines involving impedance control and targeted at serious gaming applications are mechanically composed of one degree of freedom, so the addition of another degree is a novelty. …”
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  6. 146

    Inhibitory properties of a latent inhibitor after its compound preexposure with several novel stimuli: evidence from human conditioning by Unai Liberal, Gabriel Rodríguez, Paula Nogueiras, James Byron Nelson, Geoffrey Hall, Geoffrey Hall

    Published 2025-02-01
    “…To examine whether this phenomenon generalizes to humans, we conducted two experiments using a video game-based conditioning paradigm. Experiment 1 demonstrated that this compound pre-exposure schedule enhanced the retardation effect compared to standard pre-exposure or control conditions. …”
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  7. 147

    Learning and Teaching Geological Field Skills in a Virtual World: Insights From an Undergraduate Virtual Fieldtrip in Kinlochleven, Scotland by Matthew J. Genge, Valentin Laurent, Philippa J. Mason, Alan R. T. Spencer, Mark D. Sutton, Alex C. Whittaker

    Published 2024-12-01
    “…Virtual fieldtrips enable the teaching of field geology remotely or in classroom-settings by leveraging video-game technologies. We describe the development of a virtual fieldtrip to Kinlochleven in Scotland to teach undergraduate students geological mapping skills in a structurally complex, polyphase deformed metamorphic terrain. …”
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  8. 148

    Factors influencing virtual reality use in paediatric acquired brain injury upper limb rehabilitation: a qualitative study by Rajat Gupta, William Farr, Daniel Ray, Chandrasekar Rathinam

    Published 2025-01-01
    “…Virtual reality (VR) and video game technologies are invaluable adjuncts to traditional neurological rehabilitation as they help to motivate, engage and gain children’s compliance in goal-directed therapy. …”
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  9. 149

    Rotation errors in path integration are associated with Alzheimer’s disease tau pathology: a cross-sectional study by Lise Colmant, Lisa Quenon, Lara Huyghe, Adrian Ivanoiu, Thomas Gérard, Renaud Lhommel, Pauline Coppens, Yasmine Salman, Vincent Malotaux, Laurence Dricot, Lukas Kunz, Nikolai Axmacher, Philippe Lefèvre, Bernard Hanseeuw

    Published 2025-02-01
    “…We fitted linear mixed models to predict the path integration performances according to amyloid status or tau pathology in the medial temporal lobal, adjusting for age, gender, cognitive status, education, and video game experience. We decomposed the error into rotation and distance errors. …”
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  10. 150

    Association between the Taq1A polymorphism and problematic media use in preadolescent children by Jennifer A. Emond, Jennifer A. Emond, Timothy J. Renier, Dabin Yeum, Delaina D. Carlson, Grace A. Ballarino, Diane Gilbert-Diamond, Diane Gilbert-Diamond, Diane Gilbert-Diamond

    Published 2025-01-01
    “…Two polymorphisms related to dopaminergic (ANNK1 rs1800497 [the Taq1A polymorphism] and COMT rs4680) and one related to nicotinic (CHRNA4 rs1044396) pathways that were previously associated with internet addiction or internet video game addiction in adolescents and young adults were genotyped. …”
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  11. 151

    Impacts of home-based physical exercises on the health of people with spinal cord injury: a systematic review by José Igor Vasconcelos de Oliveira, Lúcia Inês Guedes Leite de Oliveira, Manoel da Cunha Costa, Raphael José Perrier-Melo, Mário Antônio de Moura Simim, Saulo Fernandes Melo de Oliveira

    Published 2021-05-01
    “…We searched for intervention studies in five databases (PubMed, ScienceDirect, SPORTDiscus, Scopus and Cochrane CENTRAL) by including the terms and descriptors: “spinal cord injury”, “home-based”, exercise”, “video game”, “home-based physical activity”. The selected studies were described by means of a narrative synthesis. …”
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  12. 152

    Impact of distress and anxiety due to COVID-19 on digital addictions in university students in the third wave period  [version 2; peer review: 3 approved] by Yovana Pardavé-Livia, Armando Martínez-Portillo, Evelyn Barboza-Navarro, Luz Elizabeth Mayorga-Falcón, Walter Capa-Luque, Catalina Bello-Vidal, Aldo Bazán-Ramírez, Edmundo Hervias-Guerra

    Published 2025-01-01
    “…Regarding the problematic use of smartphones and internet, there is a prevalence of 40% regardless of sex; but as for the problematic use of video games, there is a marked difference between males (18.8%) and females (2.7%). …”
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  13. 153

    Efficacy of Wii-Fit on Static and Dynamic Balance in Community Dwelling Older Veterans: A Randomized Controlled Pilot Trial by Kalpana P. Padala, Prasad R. Padala, Shelly Y. Lensing, Richard A. Dennis, Melinda M. Bopp, Christopher M. Parkes, Mark K. Garrison, Patricia M. Dubbert, Paula K. Roberson, Dennis H. Sullivan

    Published 2017-01-01
    “…The objective of this study was to establish the efficacy of a Wii-Fit interactive video-game-led physical exercise program to improve balance in older Veterans. …”
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  14. 154

    Digital Gaming and Subsequent Health and Well-Being Among Older Adults: Longitudinal Outcome-Wide Analysis by Atsushi Nakagomi, Kazushige Ide, Katsunori Kondo, Koichiro Shiba

    Published 2025-01-01
    “…The exposure variable, digital gaming, was defined as regular video game play and was assessed in 2021. In total, 18 outcomes across 6 domains were evaluated in 2022; domain 1—happiness and life satisfaction, domain 2—physical and mental health, domain 3—meaning and purpose, domain 4—character and virtue, domain 5—close social relationships, and domain 6—health behavior. …”
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  15. 155

    Research Progress of Intelligent Evaluation and Virtual Reality Based Training in Upper Limb Rehabilitation afrer Stroke by XIE Qiurong, LIN Wanqi, ZHANG Qi, SHENG Bo, ZHANG Yanxin, HUANG Jia

    Published 2023-06-01
    “…VR rehabilitation systems can be divided into off-the-shelf commercial video game systems and custom virtual environment systems; touch and touchless interfaces; proximal movement (shoulder and elbow), distal movement (wrist and hand), and hybrid movement systems. …”
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  16. 156

    Desain Media Pembelajaran dengan Model Problem-based Learning dan Gamitifikasi untuk Materi Bangun Ruang Tingkat SMK Berbasis Virtual Rality by Admi Rut Sinana, Herman Tolle, Fitra Abdurrachman Bachtiar

    Published 2022-02-01
    “…In addition, this study also uses a gamification model which is the use of elements in games or video games with the aim of inspiring and motivating students in the learning process so as to help build engagement with the learning process. …”
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  17. 157

    E-sports: Definition and social implications by Marko Marelić, Dino Vukušić

    Published 2019-12-01
    “…The development of video games can be traced back to the 80s of the last century. …”
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  18. 158

    A Fortnite and odd days: the console wars by Alba Ribera Martínez

    Published 2022-11-01
    “…Still, the video gaming sector has gone largely unnoticed by competition law authorities. …”
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  19. 159

    Des relations entre jouer et créer des jeux vidéo by Julie Delbouille, Pierre-Yves Hurel

    Published 2021-03-01
    “…This paper aims to shed some light on this connection through the notion of improvisation, which will draw upon two pragmatic perspectives: first by identifying the improvised nature of the act of playing video games, and second by seeking to understand what is improvised in the creation of amateur video games.…”
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  20. 160

    Le « géocyberespace » revisité by Henry Bakis

    Published 2007-12-01
    “…Today new “spaces” are grafted on the human geographical space and are enabled by the telecommunications networks and new Information Technologies (Telecommunications, Data Processing, Audio-Visual technologies), such as ludic video spaces (video games…). Today new spaces are “grafted” on it and were made possible thanks to new technologies (telecommunications, data processing, audio-visual): they are ludic video spaces (video games…). …”
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