Results 21 to 30 of about 27,501 (289)
BackgroundAttention-deficit/hyperactivity disorder (ADHD) has a considerable impact on an individual’s daily life. Some difficulties with timing deficits may be associated with deficiencies in attention, reading, language skills ...
Marina Martin-Moratinos +2 more
doaj +1 more source
The eSport or the competitive practice of a multiplayer video game in front of spectators has raised in success during recent years. This success echoes the development of active video games in the context of active physical leisure practices.
Denis Pasco
doaj +1 more source
Physical training at home by making individuals play active video games is a new therapeutic strategy to improve the condition of patients with cystic fibrosis (CF). We reviewed studies on the use of video games and their benefits in the treatment of CF.
Remedios López-Liria +5 more
doaj +1 more source
Impact of Active Video Games on Body Mass Index in Children and Adolescents: Systematic Review and Meta-Analysis Evaluating the Quality of Primary Studies [PDF]
Maria Paz-Zulueta +2 more
exaly +2 more sources
Active Learning with the CyberCIEGE Video Game [PDF]
Hands-on exercises promote active learning where student experience reinforces material presented in lectures or reading assignments [1]. Drawing the student into a meaningful context where student decisions have clear consequences strengthens the learning experience and thus improves the potential for internalization of knowledge. The CyberCIEGE video
Thompson, Michael, Irvine, Cynthia
openaire +3 more sources
The Racing-Game Effect: Why Do Video Racing Games Increase Risk-Taking Inclinations? [PDF]
The present studies investigated why video racing games increase players’ risk-taking inclinations. Four studies reveal that playing video racing games increases risk taking in a subsequent simulated road traffic situation, as well as risk-promoting ...
Kastenmüller, Andreas +13 more
core +1 more source
Impact of an Active Video Game on Healthy Children’s Physical Activity [PDF]
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.
Baranowski, Tom +7 more
openaire +5 more sources
Real Life Active Gaming Practices of 7–11-Year-Old Children [PDF]
Objective: In the laboratory, active gaming has been shown to increase physical activity levels in children compared with seated media activities. The information is sparse, however, about children's real life active gaming practices, and the laboratory ...
Allsop, Susan +7 more
core +1 more source
Acute effects of active gaming on ad libitum energy intake and appetite sensations of 8–11-year-old boys [PDF]
The present study examined the acute effects of active gaming on energy intake (EI) and appetite responses in 8–11 year-old boys in a schoolbased setting. Using a randomised cross-over design, twenty-one boys completed four individual 90-min gaming bouts,
Allsop, Susan +9 more
core +1 more source
The primary objective of this pilot study was to evaluate the effect of active video games on children's physical activity levels. Twenty children (mean ± SD age = 12 ± 1.5 years; 40% female) were randomised to receive either an active video game upgrade
Jull Andrew +5 more
doaj +1 more source

