Results 21 to 30 of about 27,501 (289)

Effects of Music on Attention-Deficit/Hyperactivity Disorder (ADHD) and Potential Application in Serious Video Games: Systematic Review

open access: yesJournal of Medical Internet Research, 2023
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

Nouvelles formes de pratiques physiques et sportives basées sur le jeu vidéo : quelles perspectives pour l’intervention ?

open access: yeseJournal de la Recherche sur l'Intervention en Éducation Physique et Sport, 2021
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

Effectiveness of Video Games as Physical Treatment in Patients with Cystic Fibrosis: Systematic Review

open access: yesSensors, 2022
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]

open access: yesInternational Journal of Environmental Research and Public Health, 2019
Maria Paz-Zulueta   +2 more
exaly   +2 more sources

Active Learning with the CyberCIEGE Video Game [PDF]

open access: yes, 2011
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]

open access: yes, 2009
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]

open access: yesPediatrics, 2012
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]

open access: yes, 2013
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]

open access: yes, 2015
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

Couch potatoes to jumping beans: A pilot study of the effect of active video games on physical activity in children

open access: yesInternational Journal of Behavioral Nutrition and Physical Activity, 2008
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

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