-
181
Hubungan Near-Work dengan Miopia pada Siswa SD Negeri Percobaan Kelas 5 dan 6
Published 2017-07-01“…Tidak terdapat hubungan bermakna antara kebiasaan menonton televisi (p=0,579), bermain video game (p=0,205) dan menggunakan komputer (p=0,084) dengan kejadian miopia. …”
Get full text
Article -
182
Dropout rates in controlled trials with exergames for blood pressure management: a systematic review and meta-analysis protocol
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. …”
Get full text
Article -
183
Impacts of home-based physical exercises on the health of people with spinal cord injury: a systematic review
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. …”
Get full text
Article -
184
Impedance Controller Analysis for a Two-Degrees-Of-Freedom Ankle Rehabilitation Machine with Serious Game Interactions
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. …”
Get full text
Article -
185
Percepção de regras e de confiança em reduzir o tempo de tela em adolescentes
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. …”
Get full text
Article -
186
The internet gaming disorder and its associated factors among college students at Imam Mohammed Ibn Saud Islamic University, Riyadh, Saudi Arabia: A cross-sectional study
Published 2025-01-01“…Background: Internet gaming disorder (IGD) or video gaming has been considered by World Health Organization (WHO) and American Psychiatric Association (APA) as a disease. …”
Get full text
Article -
187
From gaming to reality: effectiveness of skills transfer from competitive sandbox gaming environment to near and far contexts
Published 2025-01-01“…Abstract Esports or competitive video gaming has been increasingly utilized to enhance essential twenty-first century skills. …”
Get full text
Article -
188
Virtual reality head-mounted display game for intermittent exotropia in a randomized controlled trial
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. …”
Get full text
Article -
189
Efficacy of Wii-Fit on Static and Dynamic Balance in Community Dwelling Older Veterans: A Randomized Controlled Pilot Trial
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. …”
Get full text
Article -
190
Inhibitory properties of a latent inhibitor after its compound preexposure with several novel stimuli: evidence from human conditioning
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. …”
Get full text
Article -
191
Learning and Teaching Geological Field Skills in a Virtual World: Insights From an Undergraduate Virtual Fieldtrip in Kinlochleven, Scotland
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. …”
Get full text
Article -
192
Association between the Taq1A polymorphism and problematic media use in preadolescent children
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. …”
Get full text
Article -
193
Classifying problematic gaming using a latent profile approach based on personality traits in Chinese young adolescent
Published 2025-02-01“…Methods An online survey was conducted within 5593 internet gaming users, including a demographic questionnaire, queries on internet gaming usage, the Video Gaming Dependency Scale, and the Chinese Big Five Inventory-brief version. …”
Get full text
Article -
194
-
195
Effects of Video-based Gesture Gaming on Hand Functions in Autistic Population: A Quasi-experimental Study
Published 2025-01-01“…Symptoms mainly are related to behavioural abnormalities, motor control deficits and social communication issues. Video gaming technology are emerging as valid tool in the intervention protocols for autism, by showing significant improvements in motor strength and executive functions. …”
Get full text
Article -
196
Factors influencing virtual reality use in paediatric acquired brain injury upper limb rehabilitation: a qualitative study
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. …”
Get full text
Article -
197
Rotation errors in path integration are associated with Alzheimer’s disease tau pathology: a cross-sectional study
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. …”
Get full text
Article -
198
From dusk to dawn: examining how adolescents engage with digital media using objective measures of screen time in a repeated measures study
Published 2025-01-01“…Wearable and stationary PatrolEyes video cameras captured screen time from two hours before bedtime until sleep and manually coded for device type (phone, tablet, laptop computer, desktop computer, handheld gaming console, gaming console, television and other) and screen activity (watching, listening, reading, educational/creative, browsing, communication, social media, video gaming, multitasking) using a reliable coding schedule (κ ≥ 0.8). …”
Get full text
Article -
199
Digital Gaming and Subsequent Health and Well-Being Among Older Adults: Longitudinal Outcome-Wide Analysis
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. …”
Get full text
Article -
200
Research Progress of Intelligent Evaluation and Virtual Reality Based Training in Upper Limb Rehabilitation afrer Stroke
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. …”
Get full text
Article