Keyword search (4,164 papers available)

"game" Keyword-tagged Publications:

Title Authors PubMed ID
1 Connect Brain, a Mobile App for Studying Depth Perception in Angiography Visualization: Gamification Study Titov A; Drouin S; Kersten-Oertel M; 41341989
ENCS
2 Temporal and Sex-Related Differences in Knee Biomechanics Over the Course of the Varsity Athletic Season: Pre- and Postseason Knee Kinematics in Collegiate Varsity Athletes Using Kinect Joseph T; Babouras A; Zhao KY; Corban J; Martineau PA; 41230424
HKAP
3 The Effect of the FIFA-11+ ACL Injury Prevention Program on Drop Vertical Jump Biomechanics in Varsity Athletes: A Prospective Observational Cohort Study Cierson T; Zhao K; Belkhelladi M; Babouras A; Jing J; Faith J; Corban J; Martineau PA; 40303320
HKAP
4 Cultural Adaptation and Validation of the Athlete Fear-Avoidance Questionnaire in Arabic: Preliminary Analysis of Fear-Avoidance in ACL-Reconstructed Recreational Players Alanazi R; Kashoo FZ; Alrashdi N; Alanazi S; Shaik AR; Sirajudeen MS; Alenazi A; Nambi G; Dover G; Alanazi AD; 40190690
HKAP
5 Education in Laparoscopic Cholecystectomy: Design and Feasibility Study of the LapBot Safe Chole Mobile Game Noroozi M; St John A; Masino C; Laplante S; Hunter J; Brudno M; Madani A; Kersten-Oertel M; 39052314
ENCS
6 LapBot-Safe Chole: validation of an artificial intelligence-powered mobile game app to teach safe cholecystectomy St John A; Khalid MU; Masino C; Noroozi M; Alseidi A; Hashimoto DA; Altieri M; Serrot F; Kersten-Oertal M; Madani A; 39009730
ENCS
7 Can anticipatory supply chain decision making manage the pandemic's effect? A regime switching game Mukherjee A; Ganguly A; Kumar C; Chowdhury P; 38620785
CONCORDIA
8 A game theoretic approach to contract-based enviro-economic coordination of wood pellet supply chains for bioenergy production Vazifeh Z; Mafakheri F; An C; Bensebaa F; 38037615
ENCS
9 Efficacy of topical versus oral analgesic medication compared to a placebo in injured athletes: A systematic review with meta-analysis Nudo S; Jimenez-Garcia JA; Dover G; 37278322
CONCORDIA
10 Using an Affordable Motion Capture System to Evaluate the Prognostic Value of Drop Vertical Jump Parameters for Noncontact ACL Injury Jason Corban, Nicolaos Karatzas, Kevin Y Zhao, Athanasios Babouras, Stephane Bergeron, Thomas Fevens, Hassan Rivaz, Paul A Martineau 36790216
HKAP
11 Simulated Gambling: An Explorative Study Based on a Representative Survey Fiedler I; Ante L; Meduna MV; Steinmetz F; Kairouz S; Costes JM; 36757603
SOCANTH
12 Social decision-making in Parkinson's disease Caballero JA; Auclair Ouellet N; Phillips NA; Pell MD; 35997248
PSYCHOLOGY
13 Acceptability of Serious Games in Pediatric Asthma Education and Self-management: Pilot Study Silva-Lavigne N; Valderrama A; Pelaez S; Bransi M; Balli F; Gervais Y; Gaudy T; Tse SM; 35389354
CONCORDIA
14 Games researchers play: conceptual advancement versus validation strategies Dubois F; R Peres-Neto P; 35193771
BIOLOGY
15 Play the Pain: A Digital Strategy for Play-Oriented Research and Action Najmeh Khalili-Mahani 34975566
PERFORM
16 Reductions of Anxiety Symptoms, State Anxiety, and Anxious Arousal in Youth Playing the Videogame MindLight Compared to Online Cognitive Behavioral Therapy Tsui TYL; DeFrance K; Khalid-Khan S; Granic I; Hollenstein T; 34403591
PSYCHOLOGY
17 Multilevel Contextual Analysis of Poker Cash Game Gambling Dussault F; Brunelle N; Dufour M; Kairouz S; 33538954
PSYCHOLOGY
18 Validation of a Portable Game Controller to Assess Peak Expiratory Flow Against Conventional Spirometry in Children: Cross-sectional Study. Chelabi K, Balli F, Bransi M, Gervais Y, Marthe C, Tse SM 33512326
CONCORDIA
19 Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review. Ferrari M, McIlwaine SV, Reynolds JA, Archie S, Boydell K, Lal S, Shah JL, Henderson J, Alvarez-Jimenez M, Andersson N, Boruff J, Nielsen RKL, Iyer SN 32579117
CONCORDIA
20 Knee joint kinematics and neuromuscular responses in female athletes during and after multi-directional perturbations. Damavandi M, Mahendrarajah L, Dixon PC, DeMont R 32217214
HKAP
21 Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study. Khalili-Mahani N, Assadi A, Li K, Mirgholami M, Rivard ME, Benali H, Sawchuk K, De Schutter B 32213474
PERFORM
22 Diffusion dynamics on the coexistence subspace in a stochastic evolutionary game Popovic L; Peuckert L; 32025789
MATHSTATS
23 Exergaming in Youth and Young Adults: A Narrative Overview O' Loughlin EK; Dutczak H; Kakinami L; Consalvo M; McGrath JJ; Barnett TA; 32017864
PERFORM
24 Factors Associated with Sustained Exergaming: Longitudinal Investigation. O'Loughlin EK, Barnett TA, McGrath JJ, Consalvo M, Kakinami L 31368440
CONCORDIA
25 Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping. Khalili-Mahani N, De Schutter B 31172966
PERFORM

 

Title:Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study.
Authors:Khalili-Mahani NAssadi ALi KMirgholami MRivard MEBenali HSawchuk KDe Schutter B
Link:https://www.ncbi.nlm.nih.gov/pubmed/32213474?dopt=Abstract
DOI:10.2196/12388
Publication:JMIR mental health
Keywords:ICTbrain training gamescognitive trainingexercise gamesserious gamessilver gamingstress
PMID:32213474 Category:JMIR Ment Health Date Added:2020-03-28
Dept Affiliation: PERFORM
1 PERFORM Centre, Concordia University, Montreal, QC, Canada.
2 McGill Centre for Integrative Neuroscience, Montreal Neurological Institute, McGill University, Montreal, QC, Canada.
3 Department of Communications, Concordia University, Montreal, QC, Canada.
4 Armstrong Institute for Interactive Media Studies, Miami University, Oxford, OH, United States.

Description:

Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study.

JMIR Ment Health. 2020 Mar 26;7(3):e12388

Authors: Khalili-Mahani N, Assadi A, Li K, Mirgholami M, Rivard ME, Benali H, Sawchuk K, De Schutter B

Abstract

BACKGROUND: The gamification of digital health provisions for older adults (eg, for rehabilitation) is a growing trend; however, many older adults are not familiar with digital games. This lack of experience could cause stress and thus impede participants' motivations to adopt these technologies.

OBJECTIVE: This crossover longitudinal multifactorial study aimed to examine the interactions between game difficulty, appraisal, cognitive ability, and physiological and cognitive responses that indicate game stress using the Affective Game Planning for Health Applications framework.

METHODS: A total of 18 volunteers (mean age 71 years, SD 4.5; 12 women) completed a three-session study to evaluate different genres of games in increasing order of difficulty (S1-BrainGame, S2-CarRace, and S3-Exergame). Each session included an identical sequence of activities (t1-Baseline, t2-Picture encode, t3-Play, t4-Stroop test, t5-Play, and t6-Picture recall), a repeated sampling of salivary cortisol, and time-tagged ambulatory data from a wrist-worn device. Generalized estimating equations were used to investigate the effect of session×activity or session×activity×cognitive ability on physiology and cognitive performance. Scores derived from the Montreal Cognitive Assessment (MoCA) test were used to define cognitive ability (MoCA-high: MoCA>27, n=11/18). Kruskal-Wallis tests were used to test session or session×group effects on the scores of the postgame appraisal questionnaire.

RESULTS: Session×activity effects were significant on all ambulatory measures (?210>20; P<.001) other than cortisol (P=.37). Compared with S1 and S2, S3 was associated with approximately 10 bpm higher heart rate (P<.001) and approximately 5 muS higher electrodermal activity (P<.001), which were both independent of the movement caused by the exergame. Compared with S1, we measured a moderate but statistically significant drop in the rate of hits in immediate recall and rate of delayed recall in S3. The low-MoCA group did not differ from the high-MoCA group in general characteristics (age, general self-efficacy, and perceived stress) but was more likely to agree with statements such as digital games are too hard to learn. In addition, the low-MoCA group was more likely to dislike the gaming experience and find it useless, uninteresting, and visually more intense (?21>4; P<.04). Group differences in ambulatory signals did not reach statistical significance; however, the rate of cortisol decline with respect to the baseline was significantly larger in the low-MoCA group.

CONCLUSIONS: Our results show that the experience of playing digital games was not stressful for our participants. Comparatively, the neurophysiological effects of exergame were more pronounced in the low-MoCA group, suggesting greater potential of this genre of games for cognitive and physical stimulation by gamified interventions; however, the need for enjoyment of this type of challenging game must be addressed.

PMID: 32213474 [PubMed]





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