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On page 1 showing 1 ~ 20 papers out of 609 papers

Getting Active with Active Video Games: A Quasi-Experimental Study.

  • Yan Liang‎ et al.
  • International journal of environmental research and public health‎
  • 2020‎

Given the cultural emphasis on academic achievement and environmental constraints to physical activity (PA), active video games (AVGs) may be used to decrease sedentary behavior and increase PA of Hong Kong children. This study explored the potential of a school-based AVG intervention on sedentary time, PA, body composition, and psychosocial factors among children. Eighty-seven children (intervention n = 30) were recruited from one primary school. Classes in Grades 4-6 were allocated to either the intervention group or the control group in a 2:1 ratio. The eight-week intervention involved children playing AVGs in an after-school class twice a week. Participants in the control group continued with their usual activities. Outcome included the change of participants in sedentary time, PA, percentage body fat, body mass index (BMI), and psychosocial variables (enjoyment, self-efficacy and social support), from baseline to eight weeks. No significant group differences were observed in sedentary time (-33.9 min/day, 95% CI -70.8 to 4.8; p = 0.07). The intervention group significantly increased total PA (53.7 counts/min, 95% CI 8.6 to 104.2; p = 0.04) compared with those in the control condition. No differences were found in body composition and psychosocial variables. However, significant treatment effects were found on BMI z score among boys (-0.1, 95% CI -0.2 to 0; p = 0.04). An eight-week school-based AVG intervention delivered during after-school hours was effective in increasing activity levels among Hong Kong children. The treatment effects of AVGs on sedentary behavior and body composition need to be further demonstrated in a more robust study, especially in boys.


Looking Like a Million Dollars: Does Attractiveness Priming Increase Altruistic Behavior in Experimental Games?

  • Julie Novakova‎ et al.
  • Frontiers in psychology‎
  • 2021‎

The emergence of altruistic behavior constitutes one of the most widely studied problems in evolutionary biology and behavioral science. Multiple explanations have been proposed, most importantly including kin selection, reciprocity, and costly signaling in sexual selection. In order to test the latter, this study investigated whether people behave more altruistically when primed by photographs of attractive faces and whether more or less altruistic people differ in the number of sexual and romantic partners. Participants in the general population (N = 158, 84 F, 74 M) first rated the attractiveness of photographs of 20 faces of the opposite (sexually preferred) sex and then played the Dictator and Ultimatum Games (DG and UG). The photograph rating acted as priming; half the participants received photographs of people rated as more attractive than average in an earlier study, and the other half received photographs previously rated as less attractive. The attractiveness-primed participants, especially men, were expected to behave more altruistically-signaling that they are desirable, resource-possessing partners. We also expected altruists to self-report more sexual and romantic partners. The observed difference between altruistic behaviors in the attractiveness- and unattractiveness-primed groups occurred in UG offers, however, in the opposite than expected direction in women. The number of sexual partners was positively correlated to minimum acceptable offers (MAOs) in the UG, in line with expectations based on the theory of costly signaling.


Games people play: How video games improve probabilistic learning.

  • Sabrina Schenk‎ et al.
  • Behavioural brain research‎
  • 2017‎

Recent research suggests that video game playing is associated with many cognitive benefits. However, little is known about the neural mechanisms mediating such effects, especially with regard to probabilistic categorization learning, which is a widely unexplored area in gaming research. Therefore, the present study aimed to investigate the neural correlates of probabilistic classification learning in video gamers in comparison to non-gamers. Subjects were scanned in a 3T magnetic resonance imaging (MRI) scanner while performing a modified version of the weather prediction task. Behavioral data yielded evidence for better categorization performance of video gamers, particularly under conditions characterized by stronger uncertainty. Furthermore, a post-experimental questionnaire showed that video gamers had acquired higher declarative knowledge about the card combinations and the related weather outcomes. Functional imaging data revealed for video gamers stronger activation clusters in the hippocampus, the precuneus, the cingulate gyrus and the middle temporal gyrus as well as in occipital visual areas and in areas related to attentional processes. All these areas are connected with each other and represent critical nodes for semantic memory, visual imagery and cognitive control. Apart from this, and in line with previous studies, both groups showed activation in brain areas that are related to attention and executive functions as well as in the basal ganglia and in memory-associated regions of the medial temporal lobe. These results suggest that playing video games might enhance the usage of declarative knowledge as well as hippocampal involvement and enhances overall learning performance during probabilistic learning. In contrast to non-gamers, video gamers showed better categorization performance, independently of the uncertainty of the condition.


Exposure to video games: effects on sleep and on post-sleep cognitive abilities. A sistematic review of experimental evidences.

  • Sara Peracchia‎ et al.
  • Sleep science (Sao Paulo, Brazil)‎
  • 2018‎

The public opinion is ever more interested and worried about possible effects of exposure to VGs (video games) on human life and well-being. Scientific literature shows several evidences highlighting negative outcomes on behavioural, emotive, cognitive and physical health spheres. All these aspects are intrinsically linked to sleep quality and quantity and to date very few studies directly investigated the effects of videogame (VG) exposure on sleep and post-sleep cognitive status. The aim of the present systematic review is to examine the impact that the exposure to VGs can produce on sleep pattern and the consequent post-sleep cognitive abilities. To this extent, only studies directly investigating the effects of VGs on sleep features and post-sleep cognitive abilities have been selected and discussed. Data currently present in literature show the alteration of sleep pattern after exposure to VGs. The analysis indicated a reduction of Total Sleep Time (TST) and an increase of Sleep Onset Latency (SOL), modifications of the REM sleep and Slow Wave Sleep (SWS), and increased sleepiness and self-perceived fatigue. Moreover, post-sleep sustained attention and verbal memory also appear to be impaired. It can be concluded that playing VGs for long periods, particularly in the evening, is a significant, common and probable cause of sleep problems: evening exposure to VGs, in fact, can bring to insufficient and low quality sleep, with possible effects on cognition in the subsequent waking days. Potential methodological flaws and limitations of these studies have also been described and discussed. Because of the very limited number of available study on this topic further research is strongly needed.


Instructional educational games in pharmacy experiential education: a quasi-experimental assessment of learning outcomes, students' engagement and motivation.

  • Mariam Dabbous‎ et al.
  • BMC medical education‎
  • 2023‎

This study aimed to determine the impact of implementing instructional educational games on attaining the intended learning outcomes mapped with the competencies of a pharmacy practice experience course, and to assess students' attitudes towards motivation and engagement in this active learning activity.


The pyeTribe: Simultaneous eyetracking for economic games.

  • Tomás Lejarraga‎ et al.
  • Behavior research methods‎
  • 2017‎

The recent introduction of inexpensive eyetrackers has opened up a wealth of opportunities for researchers to study attention in interactive tasks. No software package has previously been available to help researchers exploit those opportunities. We created "the pyeTribe," a software package that offers, among others, the following features: first, a communication platform between many eyetrackers to allow for simultaneous recording of multiple participants; second, the simultaneous calibration of multiple eyetrackers without the experimenter's supervision; third, data collection restricted to periods of interest, thus reducing the volume of data and easing analysis. We used a standard economic game (the public goods game) to examine the data quality and demonstrate the potential of our software package. Moreover, we conducted a modeling analysis, which illustrates how combining process and behavioral data can improve models of human decision-making behavior in social situations. Our software is open source.


Manipulating free will beliefs using online video games.

  • Nel Tavernier‎ et al.
  • Psychological research‎
  • 2023‎

Research in social psychology and experimental philosophy has investigated lay people's free will beliefs (FWB). Using different approaches (i.e. experimental manipulations and vignette studies), they investigated how FWB relate to other concepts, and whether changing FWB has an impact on downstream processes such as social behavior. However, both approaches have shortcomings. While experimental manipulations used in social psychology suffer from demand effects, vignettes used in experimental philosophy are often highly abstract. Across two pre-registered studies, we developed a new approach by merging them in an online video game setting. Using this novel, experience-based FWB manipulation, we found that decreasing FWB impacted variables such as perceived control and responsibility in both studies. While the experience-based manipulation influenced participants' beliefs in free will within the context of the experience ("Within the context of the scenario, would the agent believe in free will?") in the first study, this manipulation effect did not transfer to participants' general FWB ("Do you believe in free will?") in the second study. Overall, our findings suggest a way forward in studying laypeople's beliefs in free will.


Ten simple rules for designing analogue science games.

  • Sam Illingworth‎ et al.
  • PLoS computational biology‎
  • 2021‎

No abstract available


Enhancing Multimodal Learning Through Traditional Sporting Games: Marro360°.

  • Pere Lavega-Burgués‎ et al.
  • Frontiers in psychology‎
  • 2020‎

Different international organizations and initiatives highlight the contribution of the traditional sporting games (TSGs) to favor the diversity of knowledge, values, and attitudes necessary for today's society. TSG such as Marro trigger multimodal learning contexts (driving conducts, interpersonal and organic relationships), with great interest in the educational and sports initiation field. The purpose of two studies presented in this manuscript was to examine the 360° multimodal strategic intervention (decisional, relational, and organic) of two teams faced in a Marro game. For this study, a quasi-experimental design was used composed by a single test applied to two non-equivalent teams. Mixed methods were used with an observational methodology in Quadrant III: nomothetic, punctual, and multidimensional. Fourteen university students participated [mean (M) = 20.49, standard deviation (SD) = 2.18]. Three internal logic variables were studied: outcome, role, and subrole; and three variables referred to the dimensions of motor conduct: relationship, risk in the decision, and physical effort. A mixed ad hoc registration system was designed with acceptable margins of data quality. For Study 1, cross-tabulations and classification trees were applied, while for Study 2 strategic T-patterns were identified. The relevance of the scoreboard (p < 0.001; Effect Size = 0.386) and the realization of the role (p < 0.001; ES = 0.091) for the study of multimodal strategic chains in the Marro game were confirmed. The detection of regularities in specific interaction (Hunters against Hares) by Theme (p < 0.005) allowed for interpretation of the process of strategic conducts of both teams during the game. Knowing the strategic chains of playful coexistence among equals through a multimodal range of variables and approaches has revealed an unusual dynamic picture. The study provides scientific evidence for the physical education teacher on the dynamics of the game of Marro. The pedagogical application of these contributions must be made according to curricular interests.


Serious Games for Improving Technical Skills in Medicine: Scoping Review.

  • Tycho Joan Olgers‎ et al.
  • JMIR serious games‎
  • 2021‎

Serious games are being used to train specific technical skills in medicine, and most research has been done for surgical skills. It is not known if these games improve technical skills in real life as most games have not been completely validated.


Immersive virtual reality health games: a narrative review of game design.

  • Gordon Tao‎ et al.
  • Journal of neuroengineering and rehabilitation‎
  • 2021‎

High quality head-mounted display based virtual reality (HMD-VR) has become widely available, spurring greater development of HMD-VR health games. As a behavior change approach, these applications use HMD-VR and game-based formats to support long-term engagement with therapeutic interventions. While the bulk of research to date has primarily focused on the therapeutic efficacy of particular HMD-VR health games, how developers and researchers incorporate best-practices in game design to achieve engaging experiences remains underexplored. This paper presents the findings of a narrative review exploring the trends and future directions of game design for HMD-VR health games.


Artificial Intelligence-Driven Serious Games in Health Care: Scoping Review.

  • Alaa Abd-Alrazaq‎ et al.
  • JMIR serious games‎
  • 2022‎

Artificial intelligence (AI)-driven serious games have been used in health care to offer a customizable and immersive experience. Summarizing the features of the current AI-driven serious games is very important to explore how they have been developed and used and their current state to plan on how to leverage them in the current and future health care needs.


Endocrine Responses to Various 1 × 1 Small-Sided Games in Youth Soccer Players.

  • Paweł Chmura‎ et al.
  • International journal of environmental research and public health‎
  • 2019‎

The aim of this study was to determine relationships between repeated 1 × 1 small-sided games (SSGs) (variable duration, constant work-to-rest ratio) and the concentration of steroid hormones and characteristic fatigue markers in youth soccer players. Eighteen young male soccer players were assigned at random to two experimental groups: E1-undertaking a six 30 s one-on-one SSGs with a 2 min rest period; and E2-playing six 45 s SSGs with a 3 min rest interval. Capillary blood was collected from the players at rest, after the last game, and 15 and 30 min after the exercise protocol. The variables assessed included serum cortisol (C), free testosterone (FT) and total testosterone (TT). An effect was observed between the measurement times (TT (F = 15.26, p ≤ 0.0001), FT (F = 6.86, p = 0.0006)). In terms of cortisol (C) levels, no interactions or effect between the studied groups were revealed, but an interaction was found (F = 4.01, p = 0.0126) and the effect appeared between the measurement times (F = 11.16, p ≤ 0.0001). The study results show that in all likelihood, longer rest intervals in repeated 30 s 1 × 1 SSGs can reduce catabolic reactions and hence the risk of overtraining in youth soccer players.


Serious games, a game changer in teaching neonatal resuscitation? A review.

  • Simran K Ghoman‎ et al.
  • Archives of disease in childhood. Fetal and neonatal edition‎
  • 2020‎

Neonatal healthcare professionals require frequent simulation-based education (SBE) to improve their cognitive, psychomotor and communication skills during neonatal resuscitation. However, current SBE approaches are resource-intensive and not routinely offered in all healthcare facilities. Serious games (board and computer based) may be effective and more accessible alternatives.


Does playing violent video games cause aggression? A longitudinal intervention study.

  • Simone Kühn‎ et al.
  • Molecular psychiatry‎
  • 2019‎

It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of violent video gameplay on aggression, yet there are reasons to believe that these effects are mostly the result of priming. In contrast, the present study is the first to investigate the effects of long-term violent video gameplay using a large battery of tests spanning questionnaires, behavioural measures of aggression, sexist attitudes, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) as well as executive control functions, before and after 2 months of gameplay. Our participants played the violent video game Grand Theft Auto V, the non-violent video game The Sims 3 or no game at all for 2 months on a daily basis. No significant changes were observed, neither when comparing the group playing a violent video game to a group playing a non-violent game, nor to a passive control group. Also, no effects were observed between baseline and posttest directly after the intervention, nor between baseline and a follow-up assessment 2 months after the intervention period had ended. The present results thus provide strong evidence against the frequently debated negative effects of playing violent video games in adults and will therefore help to communicate a more realistic scientific perspective on the effects of violent video gaming.


Games to support teaching clinical reasoning in health professions education: a scoping review.

  • Gilbert Koelewijn‎ et al.
  • Medical education online‎
  • 2024‎

Given the complexity of teaching clinical reasoning to (future) healthcare professionals, the utilization of serious games has become popular for supporting clinical reasoning education. This scoping review outlines games designed to support teaching clinical reasoning in health professions education, with a specific emphasis on their alignment with the 8-step clinical reasoning cycle and the reflective practice framework, fundamental for effective learning.


The use of commercial computerised cognitive games in older adults: a meta-analysis.

  • Bruno Bonnechère‎ et al.
  • Scientific reports‎
  • 2020‎

Brain training programs are currently one effective solution to prevent cognitive decline in healthy aging. We conducted a meta-analysis of randomized controlled trials assessing the use of commercially available computerised cognitive games to improve cognitive function in people aged above 60 years old without cognitive impairment. 1,543 participants from sixteen studies were included in the meta-analysis. Statistically significant improvements were observed for processing speed (SMD increased 0.40 [95% CI 0.20-0.60], p < 0.001), working memory (0.21 [95% CI 0.08-0.34], p = 0.001), executive function (0.21 [95% CI 0.06-0.35], p = 0.006), and for verbal memory (0.12 [95% CI 0.01-0.24, p = 0.031), but not for attention or visuospatial abilities. No relationship between the age of the participants and the amount of training was found. Commercially available computerised cognitive games are effective in improving cognitive function in participants without cognitive impairment aged over 60 years.


Serious games for upper limb rehabilitation after stroke: a meta-analysis.

  • Ioannis Doumas‎ et al.
  • Journal of neuroengineering and rehabilitation‎
  • 2021‎

Approximately two thirds of stroke survivors maintain upper limb (UL) impairments and few among them attain complete UL recovery 6 months after stroke. Technological progress and gamification of interventions aim for better outcomes and constitute opportunities in self- and tele-rehabilitation.


Preschool Exposure to Online Games and Internet Gaming Disorder in Adolescents: A Cohort Study.

  • Hyunsuk Jeong‎ et al.
  • Frontiers in pediatrics‎
  • 2021‎

Objectives: Although considerable evidence has already been collected on the effects of early initiation of drug/alcohol consumption on addictive behaviors in adolescents, little is known about the impact of early exposure to online games during preschool ages on the risk of internet gaming disorder (IGD). We evaluated the effects of exposure to online games before entering elementary school on IGD occurrence during the secondary school years using a community-based longitudinal study. Methods: Data from 1,760 adolescents (seventh grade), who were recruited from the iCURE study and followed for 2 years, were analyzed. A high risk of IGD (HRIGD) was assessed by the Internet Game Use Elicited Symptom Screen, a self-reported questionnaire based on the fifth version of DSM-5 IGD criteria. Early exposure to online gaming was defined as when adolescents played online games during their preschool years. A multivariate generalized-estimating-equation model was applied to examine the independent risk factor of the occurrence of HRIGD during the 2-year follow-up period. Results: As compared with the later-exposure group, those with early exposure to online games showed an ~1.7-fold greater incidence of HRIGD over the 2-year follow-ups after adjusting for potential confounders including baseline IGD scores (adjusted relative risk:1.69; 95%confidence interval:1.08-2.66). Pre-specified sensitivity analyses showed that the results were robust. Conclusion: Exposure to online gaming during the preschool years increases the likelihood of occurrence of HRIGD in adolescence. Restricting exposure to online games during the preschool years should be examined as a way to reduce the risk of IGD in adolescents. Clinical Trial Registration: www.clinicaltrials.gov, identifier: NCT02415322.


Responses to Economic Games of Cooperation and Conflict in Squirrel Monkeys (Saimiri boliviensis).

  • Gillian L Vale‎ et al.
  • Animal behavior and cognition‎
  • 2019‎

Games from experimental economics have provided insights into the evolutionary roots of social decision making in primates and other species. Multiple primate species' abilities to cooperate, coordinate and anti-coordinate have been tested utilizing variants of these simple games. Past research, however, has focused on species known to cooperate and coordinate in the wild. To begin to address the degree to which cooperation and coordination may be a general ability that manifests in specific contexts, the present study assessed the decisions of squirrel monkeys (Saimiri boliviensis; N = 10), a species not known for their cooperative behavior in these games. Pairs of monkeys were presented with the Assurance Game (a coordination game), the Hawk-Dove Game (an anti-coordination game) and the Prisoner's Dilemma (a cooperation game with a temptation to defect). We then compared squirrel monkeys' performance to existing data on capuchin monkeys (Sapajus [Cebus] apella), a closely related species that routinely cooperates, to determine what, if any, differences in decision making emerged. Some pairs of both species found the payoff-dominant Nash Equilibrium (NE) in the coordination game, but failed to find the NE in subsequent games. Our results suggest that, like capuchins, squirrel monkeys coordinate their behavior with others, suggesting that such mutual outcomes occur in at least some contexts, even in species that do not routinely cooperate.


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