gaming
Baranowski T et al, Pediatrics, 129(3)
OBJECTIVE
This naturalistic study tests whether children receiving a new (to them) active video game spontaneously engage in more physical activity than those receiving an inactive video game, and whether the effect would be greater among children in unsafe neighborhoods, who might not be allowed to play outside.
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3 July 2012 | No Comments »
Categories: Bibliography, Journal Article | Keyword(s): Body Mass Index, Children, Gaming, Obesity, United States
Saposnik G et al, Stroke, 41(7)
Background and Purpose
Hemiparesis resulting in functional limitation of an upper extremity is common among stroke survivors. Although existing evidence suggests that increasing intensity of stroke rehabilitation therapy results in better motor recovery, limited evidence is available on the efficacy of virtual reality for stroke rehabilitation.
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14 July 2010 | No Comments »
Categories: Bibliography, Journal Article | Keyword(s): Gaming, Rehabilitation, Safety, Stroke, Virtual Reality
King, Marcus et al, Disability & Rehabilitation: Assistive Technology, 2010
Purpose.
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 study investigated augmented reality computer games which provided a rewarded, goal-directed task to upper limb rehabilitation via a gravity supported reaching task.
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23 March 2010 | No Comments »
Categories: Bibliography, Journal Article | Keyword(s): Gaming, Rehabilitation, Stroke
Clark, Ross A. et al, Gait & Posture, 2009
Impaired standing balance has a detrimental effect on a person’s functional ability and increases their risk of falling. There is currently no validated system which can precisely quantify center of pressure (COP), an important component of standing balance, while being inexpensive, portable and widely available. The Wii Balance Board (WBB) fits these criteria, and we examined its validity in comparison with the ‘gold standard’-a laboratory-grade force platform (FP). Thirty subjects without lower limb pathology performed a combination of single and double leg standing balance tests with eyes open or closed on two separate occasions. Data from the WBB were acquired using a laptop computer. The test-retest reliability for COP path length for each of the testing devices, including a comparison of the WBB and FP data, was examined using intraclass correlation coefficients (ICC), Bland-Altman plots (BAP) and minimum detectable change (MDC). Both devices exhibited good to excellent COP path length test-retest reliability within-device (ICC=0.66-0.94) and between-device (ICC=0.77-0.89) on all testing protocols.
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17 January 2010 | No Comments »
Categories: Journal Article | Keyword(s): Biomechanics, Devices, Gaming, Physiotherapy, Posture, Rehabilitation
Scarle, Simon, Computational Biology and Chemistry, 33(4)
In the arsenal of tools that a computational modeller can bring to bare on the study of cardiac arrhythmias, the most widely used and arguably the most successful is that of an excitable medium, a special case of a reaction-diffusion model. These are used to simulate the internal chemical reactions of a cardiac cell and the diffusion of their membrane voltages. Via a number of different methodologies it has previously been shown that reaction-diffusion systems are at multiple levels Turing complete. That is, they are capable of computation in the same manner as a universal Turing machine. However, all such computational systems are subject to a limitation known as the Halting problem. By constructing a universal logic gate using a cardiac cell model, we highlight how the Halting problem therefore could limit what it is possible to predict about cardiac tissue, arrhythmias and re-entry.
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23 September 2009 | No Comments »
Categories: Journal Article | Keyword(s): Arrhythmias, Cardiology, Gaming, Simulation, UK
Hawn, Carleen, Health Affairs, 28(5)
At the heart of any promising plan to transform the health care system lie two priorities: broader access to care for patients, and deeper engagement in health care by patients. Although the problem of expanding access to affordable care remains unresolved, new tools for deepening consumers’ engagement in health care are proliferating like viral spores in a virtual pond.
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5 August 2009 | No Comments »
Categories: Journal Article | Keyword(s): Access, Computer Simulation, Consumer Engagement, Gaming, Primary Care, Public Health, United States, Virtual Reality
Markham, Christine Margaret et al, AIDS Care, 21(5)
Adolescents and young adults account for over 10 million HIV infections worldwide. Prevention of secondary transmission is a major concern as many HIV-positive youth continue to engage in risky sexual behavior. This study pilot-tested ” + CLICK”, an innovative, web-based, sexual risk reduction intervention for HIV-positive youth as an adjunct to traditional clinic-based, self-management education. The theory-based application, developed for perinatally and behaviorally infected youth 13-24 years of age, provides tailored activities addressing attitudes, knowledge, skills, and self-efficacy related to sexual risk reduction.
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23 June 2009 | No Comments »
Categories: Journal Article | Keyword(s): Behavioral Interventions, Gaming, HIV, United States, Youth
Rich, Emma, and Andy Miah. Surveillance & Society, 6(2)
This paper examines how ‘surveillance medicine’ (Armstrong 1995) has expanded the realm of the medical gaze via its infiltration of cyberspace, where specific features of healthism are now present. Drawing on Foucault’s notion of biopower, we examine how digital health resources offer new ways through which to discipline individuals and regulate populations. The emergence of health regulation within and through cyberspace takes place in a context wherein the relationship between the body and technology is rendered more complex.
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19 March 2009 | No Comments »
Categories: Journal Article | Keyword(s): Cyberspace, Gaming, Internet, Platform, Surveillance, Virtual Worlds
Hansen, Margaret M., J Med Internet Res, 10(3)
The author provides a critical overview of three-dimensional (3-D) virtual worlds and “serious gaming” that are currently being developed and used in healthcare professional education and medicine. The relevance of this e-learning innovation for teaching students and professionals is debatable and variables influencing adoption, such as increased knowledge, self-directed learning, and peer collaboration, by academics, healthcare professionals, and business executives are examined while looking at various Web 2.0/3.0 applications.
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8 September 2008 | No Comments »
Categories: Journal Article | Keyword(s): 3D, e-Learning, Gaming, Health Education, Internet, User-Computer Interface, Virtual Worlds, Web 2.0