video games

Summary

Summary: A form of interactive entertainment in which the player controls electronically generated images that appear on a video display screen. This includes video games played in the home on special machines or home computers, and those played in arcades. (McGraw Hill Encyclopedia of Science & Technology, 7th ed, v19, p223)

Top Publications

  1. ncbi Effects of active video games on body composition: a randomized controlled trial
    Ralph Maddison
    Clinical Trials Research Unit, University of Auckland, Auckland, New Zealand
    Am J Clin Nutr 94:156-63. 2011
  2. ncbi Action video game modifies visual selective attention
    C Shawn Green
    Department of Brain and Cognitive Sciences, Center for Visual Science, University of Rochester, Rochester, New York 14627, USA
    Nature 423:534-7. 2003
  3. ncbi Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle
    Gustavo Saposnik
    Division of Neurology, Departments of Medicine and Health Policy Management and Evaluation and Institute for Clinical Evaluative Sciences, Li Ka Shing Knowledge Institute of St Michael s Hospital, Dalla Lana, School of Public Health, University of Toronto, Ontario, Canada
    Stroke 41:1477-84. 2010
  4. ncbi Relationships between media use, body fatness and physical activity in children and youth: a meta-analysis
    S J Marshall
    Department of Exercise and Nutritional Sciences, San Diego State University, San Diego, CA 92182 7251, USA
    Int J Obes Relat Metab Disord 28:1238-46. 2004
  5. pmc Exercising your brain: a review of human brain plasticity and training-induced learning
    C S Green
    Department of Psychology, University of Minnesota, Minneapolis, MN 55455, USA
    Psychol Aging 23:692-701. 2008
  6. ncbi Sedentary behaviour and obesity development in children and adolescents
    Juan Pablo Rey-López
    HELENA Study Group, School of Health Sciences, University of Zaragoza, Edificio Cervantes, 2nd Floor, C Corona de Aragón 42, 50009 Zaragoza, Spain
    Nutr Metab Cardiovasc Dis 18:242-51. 2008
  7. ncbi A pilot study of Wii Fit exergames to improve balance in older adults
    Maayan Agmon
    University of Washington, Seattle, WA 98195, USA
    J Geriatr Phys Ther 34:161-7. 2011
  8. ncbi Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy
    Judith E Deutsch
    Department of Rehabilitation and Movement Science, School of Health Related Professions, University of Medicine and Dentistry of New Jersey, 65 Bergen St, SSB 723, Newark, NJ 07101 3001, USA
    Phys Ther 88:1196-207. 2008
  9. ncbi Energy cost of exergaming: a comparison of the energy cost of 6 forms of exergaming
    Bruce W Bailey
    Department of Exercise Sciences, College of Life Sciences, 267 Smith Fieldhouse, Brigham Young University, Provo, UT 84602 2201, USA
    Arch Pediatr Adolesc Med 165:597-602. 2011
  10. ncbi Validity and reliability of the Nintendo Wii Balance Board for assessment of standing balance
    Ross A Clark
    Centre for Health, Exercise and Sports Medicine, Faculty of Medicine, Dentistry and Health Sciences, The University of Melbourne, Carlton, Victoria 3010, Australia
    Gait Posture 31:307-10. 2010

Detail Information

Publications287 found, 100 shown here

  1. ncbi Effects of active video games on body composition: a randomized controlled trial
    Ralph Maddison
    Clinical Trials Research Unit, University of Auckland, Auckland, New Zealand
    Am J Clin Nutr 94:156-63. 2011
    Sedentary activities such as video gaming are independently associated with obesity. Active video games, in which players physically interact with images on screen, may help increase physical activity and improve body composition.
  2. ncbi Action video game modifies visual selective attention
    C Shawn Green
    Department of Brain and Cognitive Sciences, Center for Visual Science, University of Rochester, Rochester, New York 14627, USA
    Nature 423:534-7. 2003
    ..In a fifth experiment, non-players trained on an action video game show marked improvement from their pre-training abilities, thereby establishing the role of playing in this effect...
  3. ncbi Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle
    Gustavo Saposnik
    Division of Neurology, Departments of Medicine and Health Policy Management and Evaluation and Institute for Clinical Evaluative Sciences, Li Ka Shing Knowledge Institute of St Michael s Hospital, Dalla Lana, School of Public Health, University of Toronto, Ontario, Canada
    Stroke 41:1477-84. 2010
    ..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...
  4. ncbi Relationships between media use, body fatness and physical activity in children and youth: a meta-analysis
    S J Marshall
    Department of Exercise and Nutritional Sciences, San Diego State University, San Diego, CA 92182 7251, USA
    Int J Obes Relat Metab Disord 28:1238-46. 2004
    ..To review the empirical evidence of associations between television (TV) viewing, video/computer game use and (a) body fatness, and (b) physical activity...
  5. pmc Exercising your brain: a review of human brain plasticity and training-induced learning
    C S Green
    Department of Psychology, University of Minnesota, Minneapolis, MN 55455, USA
    Psychol Aging 23:692-701. 2008
    ..When maximally implemented in rehabilitative paradigms, these characteristics may greatly increase the efficacy of training...
  6. ncbi Sedentary behaviour and obesity development in children and adolescents
    Juan Pablo Rey-López
    HELENA Study Group, School of Health Sciences, University of Zaragoza, Edificio Cervantes, 2nd Floor, C Corona de Aragón 42, 50009 Zaragoza, Spain
    Nutr Metab Cardiovasc Dis 18:242-51. 2008
    ..However, video games and computers do not represent such a high risk compared to watching TV, when they do not replace physical ..
  7. ncbi A pilot study of Wii Fit exergames to improve balance in older adults
    Maayan Agmon
    University of Washington, Seattle, WA 98195, USA
    J Geriatr Phys Ther 34:161-7. 2011
    ..To determine the safety and feasibility of using Nintendo Wii Fit exergames to improve balance in older adults...
  8. ncbi Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy
    Judith E Deutsch
    Department of Rehabilitation and Movement Science, School of Health Related Professions, University of Medicine and Dentistry of New Jersey, 65 Bergen St, SSB 723, Newark, NJ 07101 3001, USA
    Phys Ther 88:1196-207. 2008
    ..The purpose of this retrospective and prospective case report is to describe the feasibility and outcomes of using a low-cost, commercially available gaming system (Wii) to augment the rehabilitation of an adolescent with cerebral palsy...
  9. ncbi Energy cost of exergaming: a comparison of the energy cost of 6 forms of exergaming
    Bruce W Bailey
    Department of Exercise Sciences, College of Life Sciences, 267 Smith Fieldhouse, Brigham Young University, Provo, UT 84602 2201, USA
    Arch Pediatr Adolesc Med 165:597-602. 2011
    ....
  10. ncbi Validity and reliability of the Nintendo Wii Balance Board for assessment of standing balance
    Ross A Clark
    Centre for Health, Exercise and Sports Medicine, Faculty of Medicine, Dentistry and Health Sciences, The University of Melbourne, Carlton, Victoria 3010, Australia
    Gait Posture 31:307-10. 2010
    ..Given that the WBB is portable, widely available and a fraction of the cost of a FP, it could provide the average clinician with a standing balance assessment tool suitable for the clinical setting...
  11. ncbi Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review
    Craig A Anderson
    Department of Psychology, W112 Lagomarcino Hall, Iowa State University, Ames, IA 50011, USA
    Psychol Bull 136:151-73. 2010
    Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior...
  12. ncbi Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life
    C A Anderson
    Department of Psychology, University of Missouri Columbia, USA
    J Pers Soc Psychol 78:772-90. 2000
    ..Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior...
  13. pmc Can training in a real-time strategy video game attenuate cognitive decline in older adults?
    Chandramallika Basak
    Beckman Institute, Department of Psychology, University of Illinois at Urbana Champaign, Urbana, IL 61801, USA
    Psychol Aging 23:765-77. 2008
    ..Individual differences in changes in game performance were correlated with improvements in task switching. The study has implications for the enhancement of executive control processes of older adults...
  14. ncbi Systematic review of correlates of screen-viewing among young children
    Itziar Hoyos Cillero
    University of the Basque Country, Nursing I Department, Nursing University School, Barrio Sarriena s n, Leioa, 48940, Biscay, Spain
    Prev Med 51:3-10. 2010
    ..The aims of this review were to: (I) synthesise current research on the correlates of screen-viewing among young children (< or = 7 years old); and (II) identify gaps in the study of these correlates...
  15. ncbi Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games
    Wei Peng
    College of Communication Arts and Sciences, Michigan State University, East Lansing, Michigan 48824, USA
    Cyberpsychol Behav Soc Netw 14:681-8. 2011
    This article reports a meta-analysis of energy expenditure (EE) of playing active video games (AVGs)...
  16. ncbi The effect of active video gaming on children's physical activity, behavior preferences and body composition
    Lee E F Graves
    Research Institute for Sport and Exercise Sciences, Liverpool John Moores University, Liverpool, UK
    Pediatr Exerc Sci 22:535-46. 2010
    ..No body fat changes were observed between groups. Targeted changes in video game use did not positively affect PA. Larger trials are needed to verify the impact of active video games on children's PA and health.
  17. pmc Enhancing the contrast sensitivity function through action video game training
    Renjie Li
    Brain and Cognitive Sciences Department and Center for Visual Science, University of Rochester, New York, USA
    Nat Neurosci 12:549-51. 2009
    ..We found that the very act of action video game playing also enhanced contrast sensitivity, providing a complementary route to eyesight improvement...
  18. ncbi Changes in physical activity and fitness after 3 months of home Wii Fit™ use
    Scott G Owens
    Department of Health, Exercise Science, and Recreation Management, University of Mississippi, University, Mississippi, USA
    J Strength Cond Res 25:3191-7. 2011
    ..Modest daily Wii Fit™ use may have provided insufficient stimulus for fitness changes...
  19. pmc Video games as a tool to train visual skills
    R L Achtman
    Department of Brain and Cognitive Sciences, Center for Visual Sciences, University of Rochester, RC 270268, Meliora Hall, Rochester, NY 14627 0268, USA
    Restor Neurol Neurosci 26:435-46. 2008
    ..This paper considers the case of playing action video games as a way to induce widespread enhancement in vision.
  20. ncbi A feasibility study using interactive commercial off-the-shelf computer gaming in upper limb rehabilitation in patients after stroke
    Loh Yong Joo
    Tan Tock Seng Rehabilitation Centre, Singapore 569766, Republic of Singapore
    J Rehabil Med 42:437-41. 2010
    ..One such device is the Nintendo Wii. Published clinical studies evaluating its acceptance, potential benefits and side-effects in the rehabilitation of patients with post-stroke weakness are few in number...
  21. ncbi Measuring problem video game playing in adolescents
    Ricardo A Tejeiro Salguero
    Universidad Nacional de Educacion a Distancia, Algeciras and Universidad de Málaga, Spain
    Addiction 97:1601-6. 2002
    ..to design and validate a scale to measure the problems associated with the apparently addictive use of all types of video games and video game systems, because there is no instrument at the present time that can be used for this purpose.
  22. ncbi Getting plugged in: an overview of internet addiction
    Caroline Flisher
    Waltham Forest Child and Family Consultation Service, Waltham Forest, London, UK
    J Paediatr Child Health 46:557-9. 2010
    ..This article explores the prevalence, symptoms and management of Internet addiction and the consequences of ignoring the ever growing concerns from public figures and institutions...
  23. ncbi A descriptive epidemiology of screen-based media use in youth: a review and critique
    Simon J Marshall
    Department of Exercise and Nutritional Sciences, San Diego State University, 5500 Campanile Drive, San Diego, CA 92182 7251, USA
    J Adolesc 29:333-49. 2006
    ..Boys and girls with access to video games spend approximately 60 and 23 min day(-1), respectively, using this technology...
  24. pmc Adolescent screen time and rules to limit screen time in the home
    Ernesto R Ramirez
    Department of Family and Preventive Medicine, University of California, San Diego, La Jolla, California 92093 0811, USA
    J Adolesc Health 48:379-85. 2011
    ..To investigate associations between adolescent screen time behaviors, screen time rules, and presence of electronic media in the bedrooms of adolescents...
  25. ncbi Video game-based exercises for balance rehabilitation: a single-subject design
    Aimee L Betker
    Department of Electrical and Computer Engineering, University of Manitoba, Winnipeg, MB, Canada
    Arch Phys Med Rehabil 87:1141-9. 2006
    To investigate whether coupling foot center of pressure (COP)-controlled video games to standing balance exercises will improve dynamic balance control and to determine whether the motivational and challenging aspects of the video games ..
  26. pmc Enumeration versus multiple object tracking: the case of action video game players
    C S Green
    Department of Brain and Cognitive Sciences, University of Rochester, RC 270268, Meliora Hall, Rochester, NY 14627 0268, USA
    Cognition 101:217-45. 2006
    ..Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes ..
  27. pmc Brain activity and desire for Internet video game play
    Doug Hyun Han
    Department of Psychiatry, Chung Ang University, College of Medicine, Seoul 104 757, South Korea
    Compr Psychiatry 52:88-95. 2011
    Recent studies have suggested that the brain circuitry mediating cue-induced desire for video games is similar to that elicited by cues related to drugs and alcohol...
  28. pmc Neural bases of selective attention in action video game players
    D Bavelier
    Rochester Center for Brain Imaging, Rochester, NY 14627 8917, USA
    Vision Res 61:132-43. 2012
    Over the past few years, the very act of playing action video games has been shown to enhance several different aspects of visual selective attention, yet little is known about the neural mechanisms that mediate such attentional benefits...
  29. ncbi Impact of singular excessive computer game and television exposure on sleep patterns and memory performance of school-aged children
    Markus Dworak
    Institute of Motor Control and Movement Technique, German Sport University Cologne, Carl Diem Weg 6, 50933 Cologne, Germany
    Pediatrics 120:978-85. 2007
    ..The aim of this study was to investigate the effects of singular excessive television and computer game consumption on sleep patterns and memory performance of children...
  30. ncbi Effects of prosocial video games on prosocial behavior
    Tobias Greitemeyer
    School of Psychology, University of Sussex, Pevensey 1, Falmer BN1 9QH, England
    J Pers Soc Psychol 98:211-21. 2010
    Previous research has documented that playing violent video games has various negative effects on social behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior...
  31. pmc Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study
    Fernando Fernandez-Aranda
    Department of Psychiatry, University Hospital of Bellvitge IDIBELL, Barcelona, Spain
    J Ment Health 21:364-74. 2012
    ..Although several naturalistic studies have been conducted showing the usefulness of serious video games in the treatment of some abnormal behaviours, there is a lack of serious games specially designed for treating ..
  32. pmc Role of video games in improving health-related outcomes: a systematic review
    Brian A Primack
    Division of General Internal Medicine, Department of Medicine, University of Pittsburgh, Pittsburgh, PA 15213, USA
    Am J Prev Med 42:630-8. 2012
    b>Video games represent a multibillion-dollar industry in the U.S. Although video gaming has been associated with many negative health consequences, it also may be useful for therapeutic purposes...
  33. ncbi The cardiovascular and metabolic responses to Wii Fit video game playing in middle-aged and older adults
    B Guderian
    University of Wisconsin at Eau Claire, Wisconsin, USA
    J Sports Med Phys Fitness 50:436-42. 2010
    The purpose of this study was (a) to assess the cardiovascular and metabolic responses to Wii Fit video games and (b) to determine if Wii Fit video games meet the American College of Sports Medicine guidelines for improving and ..
  34. pmc Active video games and health indicators in children and youth: a systematic review
    Allana G LeBlanc
    Healthy Active Living and Obesity Research Group, Children s Hospital of Eastern Ontario Research Institute, Ottawa, Ontario, Canada
    PLoS ONE 8:e65351. 2013
    Active video games (AVGs) have gained interest as a way to increase physical activity in children and youth...
  35. ncbi Energy intake during activity enhanced video game play
    Robin R Mellecker
    Institute of Human Performance, University of Hong Kong, Room 117 1 F, Patrick Manson Building, Pokfulam, Hong Kong, China
    Appetite 55:343-7. 2010
    ..However, the high calorific consumption during both seated and activity enhanced video game play highlights the need for an active attempt to restrict snacking whilst playing video games.
  36. ncbi Brains on video games
    Daphne Bavelier
    Brain and Vision Lab, Department of Brain and Cognitive Sciences, University of Rochester, Rochester, New York 14627, USA
    Nat Rev Neurosci 12:763-8. 2011
    ..Sensationalist headlines claiming that video games 'damage the brain' or 'boost brain power' do not do justice to the complexities and limitations of the studies ..
  37. ncbi Using active video games for physical activity promotion: a systematic review of the current state of research
    Wei Peng
    Michigan State University, East Lansing, MI 48824, USA
    Health Educ Behav 40:171-92. 2013
    This systematic review evaluates interventions using active video games (AVGs) to increase physical activity and summarizes laboratory studies quantifying intensity of AVG play among children and adults...
  38. ncbi Effective intervention or child's play? A review of video games for diabetes education
    Jonathan DeShazo
    Health Administration, School of Allied Health Professions, Virginia Commonwealth University, Richmond, Virginia 23298 0203, USA
    Diabetes Technol Ther 12:815-22. 2010
    The purpose of this study is (1) to identify diabetes education video games and pilot studies in the literature, (2) to review themes in diabetes video game design and evaluation, and (3) to evaluate the potential role of educational ..
  39. ncbi The physiological cost and enjoyment of Wii Fit in adolescents, young adults, and older adults
    Lee E F Graves
    Research Institute for Sport and Exercise Sciences, Liverpool John Moores University, Liverpool, United Kingdom
    J Phys Act Health 7:393-401. 2010
    Active video games (exergames) increase energy expenditure (EE) and physical activity (PA) compared with sedentary video gaming...
  40. ncbi Assessing and training standing balance in older adults: a novel approach using the 'Nintendo Wii' Balance Board
    William Young
    The School of Psychology, The Queen s University Belfast, 18 30 Malone Road, Belfast BT9 5BN, UK
    Gait Posture 33:303-5. 2011
    ..This technology provides a safe, adaptable and low-cost balance training/testing solution for older adults, particularly those at high-risk of falling...
  41. pmc Activity-promoting video games and increased energy expenditure
    Lorraine Lanningham-Foster
    Endocrine Research Unit, Mayo Clinic, Rochester, MN, USA
    J Pediatr 154:819-23. 2009
    To test the hypothesis that both children and adults would expend more calories and move more while playing activity-promoting video games compared with sedentary video games.
  42. pmc Playing for real: video games and stories for health-related behavior change
    Tom Baranowski
    U S Department of Agriculture ARS Children s Nutrition Research Center, Baylor College of Medicine, Houston, Texas 77030 2600, USA
    Am J Prev Med 34:74-82. 2008
    b>Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format.
  43. ncbi Pathological video game use among youths: a two-year longitudinal study
    Douglas A Gentile
    Department of Psychology, College of Liberal Arts and Sciences, Iowa State University, Ames, Iowa 50011 3180, USA
    Pediatrics 127:e319-29. 2011
    ....
  44. ncbi Development of an interactive game-based rehabilitation tool for dynamic balance training
    Belinda Lange
    Medical Virtual Reality Group, Institute for Creative Technologies, University of Southern California, Playa Vista, California, USA
    Top Stroke Rehabil 17:345-52. 2010
    ..Case studies have demonstrated that the use of video games may have promise for balance rehabilitation...
  45. ncbi Relationship between screen time and metabolic syndrome in adolescents
    Amy E Mark
    School of Kinesiology and Health Studies, Queen s University, 69 Union Street, Kingston, Ontario, Canada
    J Public Health (Oxf) 30:153-60. 2008
    ..The primary objective was to determine the dose-response relation between screen time (television + computer) and the metabolic syndrome (MetS) in adolescents...
  46. ncbi Systematic video game training in surgical novices improves performance in virtual reality endoscopic surgical simulators: a prospective randomized study
    Marcus Kolga Schlickum
    Department of Clinical Science Intervention and Technology CLINTEC, Karolinska Institutet, 141 86 Stockholm, Sweden
    World J Surg 33:2360-7. 2009
    ..The hypothesis is that systematic video game training with high visual-spatial demands and visual similarity to endoscopy would show a transfer effect on performance in virtual reality endoscopic surgical simulation...
  47. ncbi Is the Wii Fit a new-generation tool for improving balance, health and well-being? A pilot study
    J C Nitz
    University of Queensland, Physiotherapy, St Lucia, Brisbane, Australia
    Climacteric 13:487-91. 2010
    ..The Nintendo Wii Fit is a new product that is purported to improve balance, strength, flexibility, fitness and general well-being. Currently, there are no controlled trials published to support such claims...
  48. pmc Impact of an active video game on healthy children's physical activity
    Tom Baranowski
    Children s Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, TX 77030, USA
    Pediatrics 129:e636-42. 2012
    ....
  49. ncbi Television viewing, computer game playing, and Internet use and self-reported time to bed and time out of bed in secondary-school children
    Jan Van den Bulck
    Katholieke Universiteit Leuven, Belgium
    Sleep 27:101-4. 2004
    ....
  50. ncbi The effects of video game playing on attention, memory, and executive control
    Walter R Boot
    Beckman Institute, Department of Psychology, University of Illinois, Urbana Champaign, Urbana, IL 61801, USA
    Acta Psychol (Amst) 129:387-98. 2008
    ..Such differences might result from exposure to video games or they might reflect other group differences between those people who do or do not play video games...
  51. ncbi Validation and calibration of physical activity monitors in children
    Maurice R Puyau
    US Department of Agriculture, Agricultural Research Service Children s Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, Texas 77030, USA
    Obes Res 10:150-7. 2002
    ....
  52. ncbi Use of virtual reality technique for the training of motor control in the elderly. Some theoretical considerations
    E D de Bruin
    Inst f Bewegungswissenschaften u Sport, Wolfgang Pauli Str 27, 8093 Zurich, Schweiz
    Z Gerontol Geriatr 43:229-34. 2010
    ..This manuscript describes the potential of dance pad training protocols in the elderly and reports on the theoretical rationale of combining physical game-like exercises with sensory and cognitive challenges in a virtual environment...
  53. pmc Profiles of sedentary behavior in children and adolescents: the US National Health and Nutrition Examination Survey, 2001-2006
    Susan B Sisson
    Pennington Biomedical Research Center, Baton Rouge, LA, USA
    Int J Pediatr Obes 4:353-9. 2009
    ..To describe the prevalence of time spent in sedentary behaviors (e.g., TV/video and computer use) among youth in the US...
  54. ncbi Active video gaming to improve balance in the elderly
    Claudine J C Lamoth
    University Medical Centre Groningen, University of Groningen, The Netherlands
    Stud Health Technol Inform 167:159-64. 2011
    ..Results of this study show that healthy elderly can benefit from a videogame-based exercise program to improve balance and that all subjects were highly motivated to exercise balance because they found gaming challenging and enjoyable...
  55. ncbi Feasibility of a dance videogame to promote weight loss among overweight children and adolescents
    Kristine A Madsen
    Department of Pediatrics, University of California San Francisco, 3333 California Street, San Francisco, CA 94118, USA
    Arch Pediatr Adolesc Med 161:105-7. 2007
  56. ncbi "If there wasn't the technology then I would probably be out everyday": a qualitative study of children's strategies to reduce their screen viewing
    Simon J Sebire
    School for Policy Studies, University of Bristol, UK
    Prev Med 53:303-8. 2011
    ..To explore the views of British 10-11 year old children towards reducing their screen-viewing and their screen-viewing reduction strategies...
  57. ncbi The presence of aggression cues inverts the relation between digit ratio (2D:4D) and prosocial behaviour in a dictator game
    Kobe Millet
    Department of Marketing and Organization Studies, Katholieke Universiteit Leuven, Leuven, Belgium
    Br J Psychol 100:151-62. 2009
    ..It turns out that in high 2D:4D people, aggression cues even increase prosocial behaviour. We call for future research which focuses on other plausible interactions between 2D:4D and context cues rather than on linear relations...
  58. ncbi A novel video game--based device for measuring stepping performance and fall risk in older people
    Daniel Schoene
    Neuroscience Research Australia, Sydney, New South Wales, Australia
    Arch Phys Med Rehabil 92:947-53. 2011
    ..To determine whether a dance mat test of choice stepping reaction time (CSRT) is reliable and can detect differences in fall risk in older adults...
  59. ncbi A pilot of a video game (DDR) to promote physical activity and decrease sedentary screen time
    Ann E Maloney
    Department of Psychiatry, Center for Psychiatric Research, Maine Medical Center Research Institute, Scarborough, Maine, USA
    Obesity (Silver Spring) 16:2074-80. 2008
    ..We examined the feasibility of Dance Dance Revolution (DDR), a dance video game, in participants' homes, to increase physical activity (PA) and to decrease sedentary screen time (SST)...
  60. ncbi The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search
    Alan D Castel
    Department of Psychology, University of Toronto, 100 St George Street, Toronto, Ontario, Canada M5S 3G3
    Acta Psychol (Amst) 119:217-30. 2005
    ..is a critical function of the visual system, and recent research has shown that experience playing action video games can influence visual selective attention...
  61. ncbi Parent and child screen-viewing time and home media environment
    Russell Jago
    Centre for Exercise, Nutrition and Health Sciences, School for Policy Studies, University of Bristol, United Kingdom
    Am J Prev Med 43:150-8. 2012
    ..Data on the predictors of youth screen-viewing time is predominately from older children in North America. Parental and home media environment factors that are associated with screen-viewing time could be targeted in interventions...
  62. pmc The effect of a cognitive-motor intervention on voluntary step execution under single and dual task conditions in older adults: a randomized controlled pilot study
    Giuseppe Pichierri
    Institute of Human Movement Sciences and Sport, Department of Health Sciences and Technology, ETH Zurich, Switzerland
    Clin Interv Aging 7:175-84. 2012
    ....
  63. pmc Alterations in regional homogeneity of resting-state brain activity in internet gaming addicts
    Guangheng Dong
    Department of Psychology, Zhejiang Normal University, 688 of Yingbin Road, Jinhua City, Zhejiang Province, PR China
    Behav Brain Funct 8:41. 2012
    ..The neurobiological underpinnings of IGA should be studied to unravel the potential heterogeneity of IGA. This study investigated the brain functions in IGA patients with resting-state fMRI...
  64. pmc Learning, attentional control, and action video games
    C S Green
    Department of Psychology, University of Wisconsin Madison, Madison, WI 53706, USA
    Curr Biol 22:R197-206. 2012
    ..In contrast to these typical findings, research over the past decade has shown that training on 'action video games' produces learning that transfers well beyond the training task...
  65. ncbi Altered regional cerebral glucose metabolism in internet game overusers: a 18F-fluorodeoxyglucose positron emission tomography study
    Hyun Soo Park
    Seoul National University College of Medicine, South Korea
    CNS Spectr 15:159-66. 2010
    ....
  66. ncbi Action video games make dyslexic children read better
    Sandro Franceschini
    Developmental and Cognitive Neuroscience Lab, Department of General Psychology, University of Padua, Padua 35131, Italy
    Curr Biol 23:462-6. 2013
    ..Here, we demonstrate that only 12 hr of playing action video games-not involving any direct phonological or orthographic training-drastically improve the reading abilities of ..
  67. ncbi Active video games to promote physical activity in children and youth: a systematic review
    Elaine Biddiss
    Bloorview Research Institute, Bloorview Kids Rehab, Toronto, Ontario, Canada
    Arch Pediatr Adolesc Med 164:664-72. 2010
    ..To systematically review levels of metabolic expenditure and changes in activity patterns associated with active video game (AVG) play in children and to provide directions for future research efforts...
  68. ncbi Attentional bias and disinhibition toward gaming cues are related to problem gaming in male adolescents
    Ruth J van Holst
    Department of Psychiatry, Amsterdam Institute for Addiction Research, Academic Medical Center, University of Amsterdam, Amsterdam, The Netherlands
    J Adolesc Health 50:541-6. 2012
    ..The study of attentional bias and response inhibition, characteristic for addictive disorders, is relevant to the ongoing discussion on whether problematic gaming should be classified as an addictive disorder...
  69. pmc The neural basis of video gaming
    S Kuhn
    Faculty of Psychology and Educational Sciences, Department of Experimental Psychology, Ghent Institute for Functional and Metabolic Imaging, Ghent University, Ghent, Belgium
    Transl Psychiatry 1:e53. 2011
    ..This activity was likewise negatively correlated with deliberation time. The association of video game playing with higher left ventral striatum volume could reflect altered reward processing and represent adaptive neural plasticity...
  70. pmc Energy intake and expenditure during sedentary screen time and motion-controlled video gaming
    Elizabeth J Lyons
    Department of Nutrition, The University of North Carolina at Chapel Hill, USA
    Am J Clin Nutr 96:234-9. 2012
    Television watching and playing of video games (VGs) are associated with higher energy intakes...
  71. ncbi Effectiveness of Virtual Reality Exercises in STroke Rehabilitation (EVREST): rationale, design, and protocol of a pilot randomized clinical trial assessing the Wii gaming system
    G Saposnik
    Division of Neurology, Department of Medicine, St Michael s Hospital, University of Toronto, Toronto, Ontario
    Int J Stroke 5:47-51. 2010
    ..EVREST was designed to evaluate feasibility, safety and efficacy of using the Nintendo Wii gaming virtual reality (VRWii) technology to improve arm recovery in stroke patients...
  72. pmc Energy expenditure and enjoyment during video game play: differences by game type
    Elizabeth J Lyons
    Department of Nutrition, Gillings School of Global Public Health, The University of North Carolina at Chapel Hill, Chapel Hill, NC, USA
    Med Sci Sports Exerc 43:1987-93. 2011
    Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable...
  73. pmc Increased Diels-Alderase activity through backbone remodeling guided by Foldit players
    Christopher B Eiben
    Department of Biochemistry, University of Washington, Seattle, Washington, USA
    Nat Biotechnol 30:190-2. 2012
    ..These results demonstrate that human creativity can extend beyond the macroscopic challenges encountered in everyday life to molecular-scale design problems...
  74. pmc Predicting children's media use in the USA: differences in cross-sectional and longitudinal analysis
    Sook Jung Lee
    Department of Mass Communication, Chung Ang University, Seoul, South Korea
    Br J Dev Psychol 27:123-43. 2009
    ..Twenty-four hour time use diaries are used to assess children's time spent with media (television, video games, computers, and reading)...
  75. ncbi Effectiveness of interventions aimed at reducing screen time in children: a systematic review and meta-analysis of randomized controlled trials
    Gita Wahi
    Division of General Pediatrics, Department of Pediatrics, McMaster University, Hamilton, Ontario, Canada
    Arch Pediatr Adolesc Med 165:979-86. 2011
    ..To evaluate the impact of interventions focused on reducing screen time...
  76. ncbi A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial
    Pamela M Kato
    Department of Pediatrics, Stanford Hospital, Stanford, California, USA
    Pediatrics 122:e305-17. 2008
    ....
  77. pmc Effect of action video games on the spatial distribution of visuospatial attention
    C Shawn Green
    Department of Brain and Cognitive Sciences, University of Rochester, Rochester, NY 14627 0268, USA
    J Exp Psychol Hum Percept Perform 32:1465-78. 2006
    ..By establishing the causal role of gaming through training studies, the authors demonstrate that action gaming enhances visuospatial attention throughout the visual field...
  78. ncbi In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy
    Meredith R Golomb
    Division of Pediatric Neurology, Indiana University School of Medicine, Indianapolis, IN, USA
    Arch Phys Med Rehabil 91:1-8.e1. 2010
    ..Golomb MR, McDonald BC, Warden SJ, Yonkman J, Saykin AJ, Shirley B, Huber M, Rabin B, AbdelBaky M, Nwosu ME, Barkat-Masih M, Burdea GC. In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy...
  79. ncbi The impact of specially designed digital games-based learning in undergraduate pathology and medical education
    Rani Kanthan
    Department of Pathology and Laboratory Medicine, University of Saskatchewan and Saskatoon Health Region, Royal University Hospital, 103 Hospital Drive, Saskatoon, SK, Canada
    Arch Pathol Lab Med 135:135-42. 2011
    ..Within the context of ongoing reforms in medical education, specially designed digital games, a form of active learning, are effective, complementary e-teaching/learning resources...
  80. ncbi Active video games for youth: a systematic review
    Anthony Barnett
    Institute of Human Performance, University of Hong Kong, China
    J Phys Act Health 8:724-37. 2011
    A population level increase in physical activity (PA) is critical to reduce obesity in youth. Video games are highly popular and active video games (AVGs) have the potential to play a role in promoting youth PA.
  81. ncbi Preschoolers' total daily screen time at home and by type of child care
    Pooja S Tandon
    Center for Child Health, Behavior, and Development, Seattle Children s Research Institute, Seattle, WA, USA
    J Pediatr 158:297-300. 2011
    ..To assess preschoolers' cumulative daily screen time, measure the contributions of the home and the child care setting to this total, and characterize children that are most at risk for excessive screen time...
  82. pmc Medical student attitudes toward video games and related new media technologies in medical education
    Frederick W Kron
    1Medical Cyberworlds, Inc, 3895 Swoboda Road, Verona 53590, USA
    BMC Med Educ 10:50. 2010
    ..college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks...
  83. pmc Multirelational organization of large-scale social networks in an online world
    Michael Szell
    Section for Science of Complex Systems, Medical University of Vienna, Spitalgasse 23, 1090 Vienna, Austria
    Proc Natl Acad Sci U S A 107:13636-41. 2010
    ..As a demonstration of the power of the approach, we present the first empirical large-scale verification of the long-standing structural balance theory, by focusing on the specific multiplex network of friendship and enmity relations...
  84. ncbi The prevalence of leisure time sedentary behaviour and physical activity in adolescent boys: an ecological momentary assessment approach
    Trish Gorely
    Loughborough University, Loughborough, UK
    Int J Pediatr Obes 4:289-98. 2009
    ..Design. Cross-sectional, stratified, random sample from secondary schools in 15 regions within the United Kingdom. The data are from a larger study of adolescent lifestyles (Project STIL)...
  85. pmc Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study
    Lee Graves
    Research Institute for Sport and Exercise Sciences, Liverpool John Moores University, Henry Cotton Campus, Liverpool L3 2ET
    BMJ 335:1282-4. 2007
    ..To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games...
  86. ncbi Action video game players and deaf observers have larger Goldmann visual fields
    David Buckley
    Academic Unit of Ophthalmology and Orthoptics, School of Medicine and Biomedical Sciences, University of Sheffield, Sheffield S10 2RX, United Kingdom
    Vision Res 50:548-56. 2010
    ....
  87. ncbi The potential of virtual reality and gaming to assist successful aging with disability
    B S Lange
    VRPSYCH Laboratory, Institute for Creative Technologies, University of Southern California, 13274 Fiji Way, Marina del Rey, CA 90292, USA
    Phys Med Rehabil Clin N Am 21:339-56. 2010
    ....
  88. ncbi ''Playstation eyetoy games'' improve upper extremity-related motor functioning in subacute stroke: a randomized controlled clinical trial
    G Yavuzer
    Department of Physical Medicine and Rehabilitation, Ankara University Faculty of Medicine, Ankara, Turkey
    Eur J Phys Rehabil Med 44:237-44. 2008
    ..To evaluate the effects of ''Playstation EyeToy Games'' on upper extremity motor recovery and upper extremity-related motor functioning of patients with subacute stroke...
  89. ncbi Longitudinal physical activity and sedentary behavior trends: adolescence to adulthood
    Penny Gordon-Larsen
    Carolina Population Center, University of North Carolina at Chapel Hill, Chapel Hill, North Carolina 27516, USA
    Am J Prev Med 27:277-83. 2004
    ..There is little national research on longitudinal patterns of physical activity and sedentary behavior in ethnically diverse teens as they transition to adulthood...
  90. ncbi Management of chronic pediatric diseases with interactive health games: theory and research findings
    D A Lieberman
    University of California, Santa Barbara, California, USA
    J Ambul Care Manage 24:26-38. 2001
    ..care and reduced their emergency clinical utilization after playing health education and disease management video games. A diabetes game reduced diabetes-related urgent and emergency visits by 77 percent after diabetic youngsters ..
  91. pmc Use it or lose it? Wii brain exercise practice and reading for domain knowledge
    Phillip L Ackerman
    School of Psychology, Georgia Institute of Technology, 654 Cherry Street, Atlanta, GA 30332 0170, USA
    Psychol Aging 25:753-66. 2010
    ..Implications for these findings are discussed in terms of adult intellectual development and maintenance...
  92. pmc Temporal trends and recent correlates in sedentary behaviours in Chinese children
    Zhaohui Cui
    Sydney School of Public Health, Sydney Medical School, University of Sydney, Australia
    Int J Behav Nutr Phys Act 8:93. 2011
    ..The current study is to examine temporal trends in sedentary behaviours and recent correlates of screen use in Chinese children during a period of economic transition...
  93. ncbi Electronic media use and sleep in school-aged children and adolescents: A review
    Neralie Cain
    School of Psychology, Flinders University, Adelaide, SA, Australia
    Sleep Med 11:735-42. 2010
    ..A model of the mechanisms by which media use may affect sleep is presented and discussed as a vehicle for future research...
  94. ncbi The impact of video games on training surgeons in the 21st century
    James C Rosser
    Department of Surgery, Beth Israel Medical Center, New York, NY 10003, USA
    Arch Surg 142:181-6; discusssion 186. 2007
    b>Video games have become extensively integrated into popular culture. Anecdotal observations of young surgeons suggest that video game play contributes to performance excellence in laparoscopic surgery...
  95. pmc Action-video-game experience alters the spatial resolution of vision
    C S Green
    Department of Brain and Cognitive Sciences, University of Rochester, NY 14627 0268, USA
    Psychol Sci 18:88-94. 2007
    Playing action video games enhances several different aspects of visual processing; however, the mechanisms underlying this improvement remain unclear...
  96. ncbi Physical activity and sedentary behaviours in youth: issues and controversies
    Stuart J Biddle
    Loughborough University, UK
    J R Soc Promot Health 124:29-33. 2004
    ..Preliminary findings from Project STIL suggest that inactivity is more complex that we sometimes think. Indeed, measures of 'couch potato-ism', such as TV viewing, may be inappropriate markers of inactivity...
  97. ncbi Effect of screen-based media on energy expenditure and heart rate in 9- to 12-year-old children
    Leon Straker
    School of Physiotherapy, Curtin University of Technology, Perth, Western Australia, Australia
    Pediatr Exerc Sci 19:459-71. 2007
    ..Active-input electronic games might provide children with opportunities to engage with technology and be physically active at the same time...
  98. ncbi Playing active video games increases energy expenditure in children
    Diana L Graf
    bDepartment of Pediatrics, aCollege of Medicine, University of Oklahoma Health Sciences Center, Oklahoma City, USA
    Pediatrics 124:534-40. 2009
    To compare energy expenditure rates in children playing the physically active video games, Dance Dance Revolution (DDR) and Nintendo's Wii Sports in relation to treadmill walking.
  99. pmc Can playing the computer game "Tetris" reduce the build-up of flashbacks for trauma? A proposal from cognitive science
    Emily A Holmes
    Department of Psychiatry, University of Oxford, Oxford, United Kingdom
    PLoS ONE 4:e4153. 2009
    ..We predicted that playing "Tetris" half an hour after viewing trauma would reduce flashback frequency over 1-week...
  100. ncbi The influence of physical activity, socioeconomic status, and ethnicity on the weight status of adolescents
    R G McMurray
    Department of Exercise and Sport Science, University of North Carolina, Chapel Hill 27599 8700, USA
    Obes Res 8:130-9. 2000
    ..This study examined the effects of physical activity, television viewing, video game play, socioeconomic status (SES), and ethnicity on body mass index (BMI)...
  101. ncbi Television watching, videogames, and excess of body fat in Spanish adolescents: the AVENA study
    German Vicente-Rodriguez
    School of Health Sciences, University of Zaragoza, Zaragoza, Spain
    Nutrition 24:654-62. 2008
    ..We assessed the individual association of sedentary behaviors with the risk of overweight and excess body fat (overfat) in adolescents...

Research Grants64

  1. VICTORY-Virtual Video Game Therapy for Substance Cessation and Recovery
    B Eugene Parker; Fiscal Year: 2013
    ..these needs is not only necessary for behavior modification for healthier living, but also a key factor in how video games continue to keep players motivated...
  2. Virtual reality system for cancer patients'shoulder pain and psychosocial impact
    Grigore C Burdea; Fiscal Year: 2012
    ..chronic pain and weakness in their shoulder following breast surgery, patients for whom off-the-shelf active video games are not practical...
  3. Pass the Popcorn: Children's perceptions of 'obesogenic'culture in movies
    Eliana M Perrin; Fiscal Year: 2013
    ..including family, friends, schools, religious institutions, and electronic culture (television, movies, and video games). One important source of culture in the worid for children is children's movies...
  4. Breath controlled Computer Game Controller for Asthma Therapy
    Peter Bingham; Fiscal Year: 2010
    ..We developed breath-controlled video games as a means of pulmonary rehabilitation for individuals with chronic lung disease...
  5. The relationship between pets and multiple child health indicators
    ANNE M GADOMSKI; Fiscal Year: 2013
    ..physical activity, total "screen" time (total amount of time the child spends in front o a screen viewing TV, video games, etc.) and safety related issues commonly addressed during well child visits...
  6. Healthy Ideas Exchange
    CHIHHUNG JASON WANG; Fiscal Year: 2011
    ..g., iPad). In the Exchange, users will choose hooks, something they enjoy such as playing video games and link them to rewards when they accomplish a desired healthy behavior or adherence with a therapeutic ..
  7. STN/Three Individual Projects: COATS, METS, CRSTN
    Scott Stroup; Fiscal Year: 2009
    ..will be randomly assigned to 8 - 12 weeks of a cognitive remediation program or a control program consisting of video games. Because this is a pilot study, the specific aims reflect efforts to establish feasibility for a larger, ..
  8. An Interactive Video Game for HIV Prevention in At-Risk Adolescents
    LYNN ELIZABETH FIELLIN; Fiscal Year: 2013
    DESCRIPTION (provided by applicant): Video games are ubiquitous, can improve health behavior, but have not been evaluated as a tool to promote protection from HIV transmission in minority early adolescents...
  9. Kiddio: Food Fight - Training Vegetable Parenting Practices
    RICHARD H BUDAY; Fiscal Year: 2013
    ..b>Video games are a pervasive and persuasive form of mass communication...
  10. Active Video Games and Sustainable Physical Activity
    Tom Baranowski; Fiscal Year: 2010
    ..Active video games can increase energy expenditure to intensities that meet PA guidelines for children, but there is insufficient ..
  11. PFP2: Personalized Falls Prevention Program: a digital home-based video-game vers
    Sheryl Flynn; Fiscal Year: 2011
    ..Unfortunately, the dissemination of these programs has been limited. Video games may provide a solution...
  12. Neurocognitive Training to Improve Executive Function
    TIMOTHY H RIEHLE; Fiscal Year: 2012
    ..Function (EF) is the target which has not been the case previously;feedback mode of action is independent of video games and video consoles;device can be used during reading, listening and real-world activities that should greatly ..
  13. Computerized System for Phonemic Awareness Intervention
    PAMELA ALLISON CONNORS; Fiscal Year: 2011
    ..g., Apple's iPad) are capable of processing and that children are increasingly more familiar with via video games and Internet applications. A second drawback of many current systems is that their user interface (e.g...
  14. Video games for Obesity &Diabetes Prevention: Efficacy Trial
    Tom Baranowski; Fiscal Year: 2013
    ..Serious video games with their immersive stories offer one such promising alternative...
  15. Impact of Interactive Video Games on Underserved Children's Health
    NIDA RONCESVALLES; Fiscal Year: 2012
    ..2 Interactive video games have recently been introduced into public schools as an innovative strategy to help promote physical activity ..
  16. First Responders e-Training Curricula for Mass Screening After a Nuclear Event
    Michael Rea; Fiscal Year: 2011
    ..Training for Emergency Incidents System (JITTEIS), or through interactive DVD format, or through interactive video games. We will explore these alternatives and make the appropriate contacts to potentially test the training program ..
  17. A New Approach to Vision Therapy Based on Naturalistic 3-D Computer Gaming
    B Eugene Parker; Fiscal Year: 2013
    ..to oce-based vision therapy by incorporating the eye exercises into fun, interesting, and interactive computer video games that patients will nd more engaging, which should lead to better compliance and improved therapeutic outcomes.
  18. Measurement of Youth Media Exposure and Health Outcomes
    MICHAEL OGDEN RICH; Fiscal Year: 2010
    Exposure to entertainment media (TV, movies, music, video games and the Internet) has been associated with key adolescent health outcomes, including obesity, alcohol, and tobacco use, by a large body of research evidence...
  19. Cyber Partners: Harnessing Group Dynamics to Boost Motivation to Exercise
    BRIAN M WINN; Fiscal Year: 2013
    ..the software to create SG exercise partners;2) Test various design features of the SG partner within exercise video games to determine the most effective features for enhancing motivation to exercise;and 3) Test whether participating ..
  20. The narrative impact of active video games on physical activity
    Tom Baranowski; Fiscal Year: 2013
    ..health clubs) face problems of sustained motivation and adherence to fitness or training programs, active video games (AVGs) offer an innovative alternative for PA promotion due to their promising motivational properties...
  21. Motion-Controlled Gaming for Neuroscience Education
    PAUL KENNETH MLYNIEC; Fiscal Year: 2013
    ..1) engage students in neuroscience by including fun interactive kinesthetic, visual, and auditory components in video games that appeal to a broad segment of students, including those who do not excel in traditional science classroom ..
  22. Wireless EEG System for Training Attention and Eye Movement in ASD
    Jeanne Townsend; Fiscal Year: 2013
    ..Training will use a series of entertaining video games to gradually shape behavior using visual and auditory feedback provided in real time from wireless EEG mounted ..
  23. Effectiveness of Robot-Assisted Hand Movement Training after Stroke
    DAVID JAY REINKENSMEYER; Fiscal Year: 2013
    ..a robotic device that assists in grasping objects as the user works daily at home through a library of engaging video games. Aim 1 is to define the benefit of correlated sensory motor activity in robot-assisted movement training...
  24. Neuroplasticity Technology for ADHD
    Brian T Miller; Fiscal Year: 2012
    ..This Phase I research proposal investigates the feasibility of one exciting possibility: brain training video games that target the dysfunctional networks in the ADHD brain and harness the brain's inherent plasticity (i.e...
  25. Immune Attack the video game: a shared portal into the molecular world for scient
    MELANIE ANN STEGMAN; Fiscal Year: 2013
    ..b>Video games in general are designed to maintain players'interest and motivation by offering rewards and more ..
  26. Improving the Functional Outcomes in Older Adults with Schizophrenia
    David Loewenstein; Fiscal Year: 2013
    ..schizophrenia will be randomized in equal numbers to a customized cognitive remediation intervention or to a video games control condition used in previous studies...
  27. Fitness Games Product Development Platform
    ROLLAND WATERS; Fiscal Year: 2010
    ..PUBLIC HEALTH RELEVANCE: Consumers love fitness video games. If fitness games can be made that consistently lure consumers into more frequent, calorie-burning, and ..
  28. Effects of Media on Adolescent AIDS-Related Behavior
    Martin Fishbein; Fiscal Year: 2006
    ..e., television, movies, music CDs, the Internet, video games, and magazines) and sexual behavior...
  29. Medical College of Georgia FitKid Project
    Paule Barbeau; Fiscal Year: 2006
    ..partly due to youths being exposed to "obesogenic" environments that favor sedentary activities (TV watching, video games) and energy-dense snacks, while discouraging moderate-vigorous physical activity (MVPA)...
  30. Integrating Perceptual Learning Approaches into Effective Therapies for Low Visio
    Aaron Seitz; Fiscal Year: 2013
    ..stimulation, stimulation protocols derived from studies of synaptic plasticity, multi-stimulus training, and video games all enhance the magnitude and quality of learning...
  31. Video Games'Role in Developing Substance Use
    GEOFFREY LEWIS REAM; Fiscal Year: 2012
    DESCRIPTION (provided by applicant): Conventional wisdom has long held that some video games are "addictive," and recent research establishes that some video games have drug-like effects on the brain...
  32. Feasibility Study of Avatar Customization and Relatedness on Physical Activity
    Deborah I Thompson; Fiscal Year: 2013
    ..Virtual reality has been successfully proven to be effective at promoting desired behaviors. Youth enjoy video games, and players appear to identify with avatars, particularly those that are self-representative...
  33. Community Skills Video Game for Children with Autism
    AMY MAGUIRE; Fiscal Year: 2005
    ..has over 20 years experience working with children with autism and extensive experience creating educational video games. Usability and skill development will be examined to evaluate feasibility of the program with a small sample of ..
  34. THEORY BASED DRUG ABUSE PREVENTION FOR VIDEO GAMES
    DARION RAPOZA; Fiscal Year: 1999
    ..The purpose of the video games is to condition players to avoid alcohol and other drugs through role-playing...
  35. Me, A Doc!
    ALVIN MIDGLEY; Fiscal Year: 2009
    ..an innovative approach to engage our youth in a pedagogically strong program with the motivating impact of video games. Focused on medical diagnosis, Me, A Doc! uses critical thinking and scientific inquiry to guide students in ..
  36. Experimental manipulation of sleep mentation and memory
    Robert Stickgold; Fiscal Year: 2006
    ..Using these newly developed techniques, we have shown that images of the video games Tetris and Alpine Racer are incorporated into up to 42% of subsequent sleep onset mentation reports, with as ..
  37. Micro-games for WMD Training for Skilled Support Personnel
    SONNY KIRKLEY; Fiscal Year: 2009
    ..Micro-games are immersive video games that are easy to access, take 5 to 20 minutes to play, and generally focus on a small number of learning ..
  38. Functional Neuromonitoring of Children Using Computers
    Alan Gevins; Fiscal Year: 2004
    ..Given the significant personal and cultural impact of video games and related media, there is growing interest in research on their impact on brain function and behavior...
  39. True 3D Display for IGRI
    Jason Geng; Fiscal Year: 2009
    ..g., 3D TV, virtual reality, advertizing, computer aided design, scientific computing, video games, stadium displays, etc...
  40. Robot-Based Evaluation Toolbox for Stroke Patients
    Stephanie Ford; Fiscal Year: 2002
    ..e., arms, wrist, fingers, legs, spatial for group therapy. - Software: (1) Instructional software ("video games") for different exercise therapy routines tailored to different patient needs; (2) Evaluation package to ..
  41. Radio Frequency Motion Tracking System
    DAVID ENGSBERG; Fiscal Year: 2003
    ..of 3D motion capture systems used in the medical field, sports analysis, and in special effects for movies and video games Include: l) indirect Identification of markers, 2) minimum of 2 video camera requirement to capture any marker, ..
  42. A SINGLE-PLAYER DRUG ABUSE PREVENTION VIDEO GAME
    DARION RAPOZA; Fiscal Year: 2000
    ..A.R.E. program, attests to the need for the development of new, more powerful prevention techniques. Video games have so great a potential to influence the behavior of American youth that congress has held hearings ..
  43. Impaired Sodium Regulation and BP in Obese Youth
    Gregory Harshfield; Fiscal Year: 2006
    ..They will play a series of video games during hour three on one occasion...
  44. REDUCING TELEVISION VIEWING TO PREVENT CHILDHOOD OBESITY
    Thomas Robinson; Fiscal Year: 2001
    ..exposed to a school-based intervention to reduce time spent watching television and videotapes and playing video games, will significantly reduce their prevalence of obesity over a single school year...
  45. Reducing Childhood Overweight and Adolescent Pregnancy
    RENEE JENKINS; Fiscal Year: 2007
    ..with the Dietary Guidelines for Americans; education to reduce sedentary behaviors (TV watching, and use of video games and computers); and physical activity using the Physical Best program...
  46. Child'sPhysical Activity/Cancer Prevention Video Game
    BRYAN RICKERTSEN; Fiscal Year: 2006
    ..The project leverages experience and knowledge gained from developing previous learning video games, including an SBIR video game project...
  47. CHOLESTEROL EDUCATION USING NOVEL INTERACTIVE MULTIMEDIA
    JONATHAN MERRIL; Fiscal Year: 1992
    ..Doctor on a Disk will combine elements which are currently found in both the presentational aspects of video games and the content of health education books...
  48. Non Contacting Bioelectric Array for Sleep Monitoring
    Robert Matthews; Fiscal Year: 2004
    ..Further opportunities should exist in alertness monitoring, sporting equipment, and video games.
  49. COMPUTER GAME FOR DIABETES EDUCATION
    Stephen Brown; Fiscal Year: 1993
    ..a properly designed educational intervention, when combined with intrinsic motivations of entertainment quality video games, could lead to significant improvements in the knowledge, attitudes, self-efficacy, behavior and metabolic ..
  50. Center for the Study of Violence
    Craig Anderson; Fiscal Year: 2004
    ..abstract not provided ..
  51. Virtual Reality and Acute Pain Management for Children
    Lynnda Dahlquist; Fiscal Year: 2007
    ..unreadable] [unreadable]..
  52. Youth's Social Cognitive Responses to Scenes of Ethnic Violence
    L Huesmann; Fiscal Year: 2006
    ..unreadable] [unreadable]..
  53. CROSS GENERATIONAL INFLUENCES ON DEV OF AGGRESSION
    L Huesmann; Fiscal Year: 2002
    ..Finally, we will evaluate the role of cognitive, information-processing factors as mediators in a social- learning process that teachers children life-long aggressive habits and promotes transmission across generations. ..
  54. Serious Youth Violence & Long-term Use of Violent Media
    L Huesmann; Fiscal Year: 2006
    ..abstract_text> ..
  55. Outcomes of Perinatal Stroke
    Meredith Golomb; Fiscal Year: 2008
    ..During the last year of the study, she plans to apply for an R01 grant to set up a pilot clinical trial. [unreadable] [unreadable]..
  56. REORGANIZATION OF VISUAL FUNCTIONS AFTER EARLY DEAFNESS
    Daphne Bavelier; Fiscal Year: 2009
    ..In addition, it will provide insights for the development of environments better suited to deaf individuals'needs. ..
  57. Video Game Violence
    BRAD BUSHMAN; Fiscal Year: 2009
    ..There are theoretical reasons to expect violent video games to have an even stronger effect on aggression than violent TV programs...
  58. Visual Learning
    Daphne Bavelier; Fiscal Year: 2009
    ..Our previous work indicates that playing action video games modifies visual attention, such as the ability to look for a target in a cluttered environment or to process a ..
  59. Children's Attention and Performance Evaluation System
    Alan Gevins; Fiscal Year: 2003
    ..There is a large potential market for it among pediatric neurologists, psychiatrists, psychologists, and other professionals involved with treatment of ADHD in children. ..
  60. KNOWLEDGE STRUCTURES AND ADULT INTELLECTUAL DEVELOPMENT
    PHILLIP ACKERMAN; Fiscal Year: 2006
    ....
  61. IGNITE Investigation to Guide New Insights for Translational Effectiveness
    DIANE LOUISE ELLIOT; Fiscal Year: 2010
    ..Once the roadmap for translation is established, extending it broadly to the 30,000 fire departments across the U.S. would allow almost $1 billion dollars a year to be saved and channeled into providing other jobs and services. ..
  62. Workshop Course to Promote and Develop Dental Technology
    EDWARD ROSSOMANDO; Fiscal Year: 2004
    ..Upon completion of this project, it is anticipated that an extensively tested and refined program will be available and suitable to convey essential information needed to develop these competencies. ..
  63. Habituation to food in children
    Leonard Epstein; Fiscal Year: 2009
    ..These studies are designed to understand how individual differences in habituation may be an important factor that differentiates overweight and non-overweight youth. ..
  64. Pittsburgh Mind-Body Center-II
    Karen Matthews; Fiscal Year: 2008
    ..Support-in-kind from the host institutions will enable us to leverage the funds provided by the RFA to expand Center activities that would not otherwise be possible. ..