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Items: 1 to 20 of 1349

1.

Shape-Up and Eat Right Families Pilot Program: Feasibility of a Weight Management Shared Medical Appointment Model in African-Americans With Obesity at an Urban Academic Medical Center.

Srivastava G, Palmer KD, Ireland KA, McCarthy AC, Donovan KE, Manders AJ, McDougal J, Lenders CM, Apovian CM.

Front Pediatr. 2018 Apr 12;6:101. doi: 10.3389/fped.2018.00101. eCollection 2018.

2.

Comparing Feedback Types in Multimedia Learning of Speech by Young Children With Common Speech Sound Disorders: Research Protocol for a Pretest Posttest Independent Measures Control Trial.

Doubé W, Carding P, Flanagan K, Kaufman J, Armitage H.

Front Psychol. 2018 Apr 5;9:444. doi: 10.3389/fpsyg.2018.00444. eCollection 2018.

3.

"Enheduanna-A Manifesto of Falling" Live Brain-Computer Cinema Performance: Performer and Audience Participation, Cognition and Emotional Engagement Using Multi-Brain BCI Interaction.

Zioga P, Pollick F, Ma M, Chapman P, Stefanov K.

Front Neurosci. 2018 Apr 3;12:191. doi: 10.3389/fnins.2018.00191. eCollection 2018.

4.

Virtual Reality Cue Refusal Video Game for Alcohol and Cigarette Recovery Support: Summative Study.

Metcalf M, Rossie K, Stokes K, Tallman C, Tanner B.

JMIR Serious Games. 2018 Apr 16;6(2):e7. doi: 10.2196/games.9231.

5.

Association between Internet Gaming Disorder or Pathological Video-Game Use and Comorbid Psychopathology: A Comprehensive Review.

González-Bueso V, Santamaría JJ, Fernández D, Merino L, Montero E, Ribas J.

Int J Environ Res Public Health. 2018 Apr 3;15(4). pii: E668. doi: 10.3390/ijerph15040668. Review.

6.

Development of an Exergame to Deliver a Sustained Dose of High-Intensity Training: Formative Pilot Randomized Trial.

McBain T, Weston M, Crawshaw P, Haighton C, Spears I.

JMIR Serious Games. 2018 Mar 27;6(1):e4. doi: 10.2196/games.7758.

7.

Action video gaming and the brain: fMRI effects without behavioral effects in visual and verbal cognitive tasks.

Richlan F, Schubert J, Mayer R, Hutzler F, Kronbichler M.

Brain Behav. 2017 Dec 16;8(1):e00877. doi: 10.1002/brb3.877. eCollection 2018 Jan.

8.

ReHabgame: A non-immersive virtual reality rehabilitation system with applications in neuroscience.

Esfahlani SS, Thompson T, Parsa AD, Brown I, Cirstea S.

Heliyon. 2018 Feb 12;4(2):e00526. doi: 10.1016/j.heliyon.2018.e00526. eCollection 2018 Feb.

9.

Digital Gaming for Improving the Functioning of People With Traumatic Brain Injury: Randomized Clinical Feasibility Study.

Välimäki M, Mishina K, Kaakinen JK, Holm SK, Vahlo J, Kirjonen M, Pekurinen V, Tenovuo O, Korkeila J, Hämäläinen H, Sarajuuri J, Rantanen P, Orenius T, Koponen A.

J Med Internet Res. 2018 Mar 19;20(3):e77. doi: 10.2196/jmir.7618.

10.

Psychosocial intervention for sexual addiction.

George M, Maheshwari S, Chandran S, Rao SS, Shivanand MJ, Sathyanarayana Rao TS.

Indian J Psychiatry. 2018 Feb;60(Suppl 4):S510-S513. doi: 10.4103/psychiatry.IndianJPsychiatry_38_18. Review.

11.

Sexualizing Media Use and Self-Objectification: A Meta-Analysis.

Karsay K, Knoll J, Matthes J.

Psychol Women Q. 2018 Mar;42(1):9-28. doi: 10.1177/0361684317743019. Epub 2017 Dec 15.

12.

Mobile Technology in E-Learning for Undergraduate Medical Education on Emergent Otorhinolaryngology-Head and Neck Surgery Disorders: Pilot Randomized Controlled Trial.

Lee LA, Wang SL, Chao YP, Tsai MS, Hsin LJ, Kang CJ, Fu CH, Chao WC, Huang CG, Li HY, Chuang CK.

JMIR Med Educ. 2018 Mar 8;4(1):e8. doi: 10.2196/mededu.9237.

13.

Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation.

Thirumalai M, Kirkland WB, Misko SR, Padalabalanarayanan S, Malone LA.

JMIR Rehabil Assist Technol. 2018 Mar 6;5(1):e2. doi: 10.2196/rehab.8003.

14.

More Stamina, a Gamified mHealth Solution for Persons with Multiple Sclerosis: Research Through Design.

Giunti G, Mylonopoulou V, Rivera Romero O.

JMIR Mhealth Uhealth. 2018 Mar 2;6(3):e51. doi: 10.2196/mhealth.9437.

15.

Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review.

Barnes S, Prescott J.

JMIR Serious Games. 2018 Feb 28;6(1):e3. doi: 10.2196/games.9530. Review.

16.

Fighting Depression: Action Video Game Play May Reduce Rumination and Increase Subjective and Objective Cognition in Depressed Patients.

Kühn S, Berna F, Lüdtke T, Gallinat J, Moritz S.

Front Psychol. 2018 Feb 12;9:129. doi: 10.3389/fpsyg.2018.00129. eCollection 2018.

17.

"Not just another Wii training": a graded Wii protocol to increase physical fitness in adolescent girls with probable developmental coordination disorder-a pilot study.

Bonney E, Rameckers E, Ferguson G, Smits-Engelsman B.

BMC Pediatr. 2018 Feb 22;18(1):78. doi: 10.1186/s12887-018-1029-7.

18.

The Impact of Brain Breaks Classroom-Based Physical Activities on Attitudes toward Physical Activity in Polish School Children in Third to Fifth Grade.

Glapa A, Grzesiak J, Laudanska-Krzeminska I, Chin MK, Edginton CR, Mok MMC, Bronikowski M.

Int J Environ Res Public Health. 2018 Feb 21;15(2). pii: E368. doi: 10.3390/ijerph15020368.

19.

A systematic review of serious games in medical education: quality of evidence and pedagogical strategy.

Gorbanev I, Agudelo-Londoño S, González RA, Cortes A, Pomares A, Delgadillo V, Yepes FJ, Muñoz Ó.

Med Educ Online. 2018 Dec;23(1):1438718. doi: 10.1080/10872981.2018.1438718.

20.

Video game addiction and psychological distress among expatriate adolescents in Saudi Arabia.

Saquib N, Saquib J, Wahid A, Ahmed AA, Dhuhayr HE, Zaghloul MS, Ewid M, Al-Mazrou A.

Addict Behav Rep. 2017 Sep 28;6:112-117. doi: 10.1016/j.abrep.2017.09.003. eCollection 2017 Dec.

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