Scimex: Wii is the gift that keeps on giving to people after they have had a
stroke, according to two studies from Neuroscience Research Australia
(NeuRA). New research, led by Dr Penelope McNulty, shows that Wii-based
Movement Therapy (WMT) not only restores upper limb mobility, but also
improves lower limb movement and cardiovascular health in participants. Both studies compared WMT with modified Constraint-induced Movement
Therapy (mCMIT) and found that WMT boasts additional benefits. While
CMIT is currently considered best-practice in stroke rehabilitation,
results from these studies indicate that WMT is equally as effective,
with better lifestyle outcomes at six months.
Only good, independent and reliable information about health from experts.
Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts
Wednesday, December 14, 2016
Pokemon makes you go go go... but then its gone
Scimex: Pokémon
Go improves physical activity among adults who use the game, but the
effect is moderate and not sustained over time, finds a study published
in The BMJ Christmas issue this week.Results
show that the daily average steps during the first week of installation
increased by 955 additional steps - equivalent to half of the World
Health Organization’s (WHO) recommendation for physical activity per
week.
The following weeks saw a gradual reduction in the number of steps, and this effect was lost after six weeks of game playing.
The following weeks saw a gradual reduction in the number of steps, and this effect was lost after six weeks of game playing.
Sunday, October 30, 2016
Researchers Use Video Gamelike Test to Study Learning and Recovery in Stroke Patients
Johns Hopkins: A robotic arm and a virtual game were essential tools in a new study
from researchers at Johns Hopkins Medicine. The study results suggest
that while training doesn’t change neurological repair in chronic stroke
patients, it can indeed help such patients learn new motor skills and
achieve more independence in their daily lives.
Thursday, July 2, 2015
Intrusiveness of Old Emotional Memories Can Be Reduced by Computer Game Play Procedure
Psychological Science: Unwanted, intrusive visual memories are a core feature of stress- and trauma-related clinical disorders such as posttraumatic stress disorder (PTSD), but they can also crop up in everyday life. New research shows that even once intrusive memories have been laid down, playing a visually-demanding computer game after reactivating the memories may reduce their occurrence over time. The findings are published in Psychological Science, a journal of the Association for Psychological Science.
Thursday, June 11, 2015
TV and gaming means trouble for teen boys' bones
Scimex: An international study has found that teenage boys who spend two to four, or more than six, hours in front of a screen during the weekend have poorer bone health. Teenage girls, however, seem to buck this trend, with the researchers reporting that girls who spent four to six hours watching a screen over the weekend actually had higher bone mineral density. Body fat distribution may help protect girls’ bones at this age, suggest researchers. Weekend screen time is linked to poorer teen bone health—but only in boys, reveals research published in the online journal BMJ Open. The apparent lack of impact of leisure screen time on teen girls’ bone health may be explained by their different body fat distribution, suggest the researchers.
Monday, June 1, 2015
Study sheds new light on the impact of video gaming on the brain
Douglas: A new study published in the journal Proceedings of the Royal Society
B by the teams of Dr. Gregory West shows
that while video game players (VGPs) exhibit more efficient visual
attention abilities, they are also much more likely to use navigation
strategies that rely on the brain’s reward system (the caudate nucleus)
and not the brain’s spatial memory system (the hippocampus). Past
research has shown that people who use caudate nucleus-dependent
navigation strategies have decreased grey matter and lower functional
brain activity in the hippocampus.
Wednesday, May 20, 2015
Gamers may lack grey matter
Scimex: Canadian scientists say around 80 per cent of video gamers learn by
habit when navigating a game, compared to only around 42 per cent of
non-gamers. Previous studies have linked habit learning to decreased
grey matter in the hippocampus - a brain area involved in memory
formation, organisation, and storage, suggesting gamers may be at risk
of developing neurological disorders, they say.
Friday, May 1, 2015
How video games could help children with autism and intellectual disabilities
RCSI: A research presented at the 4th international DOCTRID Conference is a project with the aim of helping
children with intellectual disability and autism spectrum disorders
(ASD) to practice and improve their social skills through the use of
personalised multi-user games. The project is researching
the design of collaborative learning games which will facilitate
learning of social interaction skills. Due to difficulties in social
interaction, children with ASD are often restricted to playing alone or
engaging in a narrow repertoire of behaviours and interests. Existing
commercial technology solutions for children with ASD focus on single
user interaction but the new research being presented at the conference
outlines the rationale for and development of a multi-user game to
provide children on the autism spectrum a means to build, practice and
consolidate their social interaction skills.
Friday, April 17, 2015
Video games may boost the brain
Scimex: Comparing the brain connectivity of 27 video gaming champions with 30
amateurs, Chinese and Australian scientists found that the champions had
enhanced connectivity in regions of their brains associated with
attention and hand-eye coordination. However, whether the boost was
caused by video gaming has yet to be determined, they say.
Playing action video games (AVGs) may enhance functionality and alter
structures in brain regions associated with attention and sensorimotor
control (hand-eye coordination), a study in Scientific Reports this week
suggests.
Thursday, April 16, 2015
Video Game Violence Doesn’t Boost Aggression Among Adults with Autism
APS: Children with autism spectrum disorder
(ASD) often have difficulties regulating their emotions and behavior,
in addition to the difficulties with social interaction and restricted
or repetitive behaviors that are characteristic of ASD. As a result,
some have speculated that individuals with ASD may be more susceptible
to emotionally arousing content found in violent video games, which
could lead to increased aggressive behavior. Over
the past several decades, psychological and behavioral scientists have
conducted numerous studies exploring the relationship between violent
video games and aggression; however, there is little research that sheds
light on how this relationship specifically plays out for individuals
with ASD. Researcher Christopher Engelhardt
and colleagues decided to conduct their own study to investigate the
question. Their findings are forthcoming in Psychological Science, a journal of the Association for Psychological Science.
Wednesday, April 8, 2015
To much time gaming linked to poor behaviour
Oxford: Children who play video games for more than three hours a day are more likely to be hyperactive, get involved in fights and not be interested in school, says a new study. It examined the effects of different types of games and time spent playing on children’s social and academic behaviour. The
researchers from the University of Oxford found that the time spent
playing games could be linked with problem behaviour and this was the
significant factor rather than the types of games played. They
could find no link between playing violent games and real-life
aggression or a child’s academic performance. They also found that low
levels of play – under an hour a day – might actually benefit behaviour.
Wednesday, March 25, 2015
Video game helps people with prostheses (video)
Groningen: University movement scientists and UMCG rehab specialists are developing an opening and closing exercise using a computer game.
Opening a hand prosthesis can be regulated
precisely. However, it does require good user control. And that takes
practice. A computer game can be useful for that.
Thursday, January 22, 2015
Two hour screen limit for kids virtually impossible to enforce
University of Western Australia: A world-first longitudinal study by The University of Western Australia researchers examining the links between mental health and screen use by children and teenagers has found that guidelines to limit screen-based media-use to less than two hours a day are out of date and ‘virtually impossible' to enforce.
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