Monday, August 13, 2012

Games for Health Journal - Volume 1, Number 4

Table of Contents
http://online.liebertpub.com/toc/g4h/1/4

Original Articles

Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: “Fitter Critters”; Kristin L. Schneider, John Ferrara, Bri Lance, Andrew Karetas, Susan Druker, Emily Panza, Barbara Olendzki, Victoria Andersen, and Lori Pbert
Link to abstract: //online.liebertpub.com/doi/abs/10.1089/g4h.2012.0009

Improvements in Dynamic Balance Using an Adaptive Snowboard with the Nintendo Wii; Brendan Sullivan, Alexandra G. Harding, John Dingley, and Laura Z. Gras
Link to abstract: //online.liebertpub.com/doi/abs/10.1089/g4h.2012.0006

Looking Similar Promotes Group Stability in a Game-Based Virtual Community, Catherine L. Lortie and Matthieu J. Guitton
Link to abstract: //online.liebertpub.com/doi/abs/10.1089/g4h.2012.00016

When Losing Means Winning: The Impact of Conflict in a Digital Game on Young Adults' Intentions to Get Protected from Cancer, Georges E. Khalil
Link to abstract: //online.liebertpub.com/doi/abs/10.1089/g4h.2012.0017

A Comparison of Solo and Multiplayer Active Videogame Play in Children with Unilateral Cerebral Palsy; Jennifer Howcroft, Darcy Fehlings, Virginia Wright, Karl Zabjek, Jan Andrysek, and Elaine Biddiss
Link to abstract: //online.liebertpub.com/doi/abs/10.1089/g4h.2012.0015

Clinical Briefs

A Qualitative Study to Inform the Development of a Videogame for Adolescent Human Immunodeficiency Virus Prevention; Kimberly Hieftje, Marjorie S. Rosenthal, Deepa R. Camenga, E. Jennifer Edelman, and Lynn E. Fiellin
Link to abstract: //online.liebertpub.com/doi/abs/10.1089/g4h.2012.0025

Gamification and the Internet: Experts Expect Game Layers to Expand in the Future, with Positive and Negative Results; Janna Anderson and Lee Rainie
Link to abstract: //online.liebertpub.com/doi/abs/10.1089/g4h.2012.0027

Using Alice 2.0 to Design Games for People with Stroke, Rachel Proffitt, Caitlin Kelleher, M. Carolyn Baum, and Jack Engsberg
Link to abstract: //online.liebertpub.com/doi/abs/10.1089/g4h.2012.0029

Using Games to Improve Functioning in Children with Fetal Alcohol Spectrum Disorders, Jacqueline Pei and Kimberly Kerns
Link to abstract: //online.liebertpub.com/doi/abs/10.1089/g4h.2012.0036

Importance of Patient Culture and Exergaming Design for Clinical Populations: A Case Series on Exercise Adherence in Soldiers with Depression; Greg M. Reger, Kevin M. Holloway, Joe Edwards, and Amanda Edwards-Stewart
Link to abstract: //online.liebertpub.com/doi/abs/10.1089/g4h.2012.0014

Letter to the Editor
Games for Health: A Rookie’s Observations, Marc L. Demers

Interview
Using Health Games for Physical Therapy: An Interview with Ernie Medina, DrPH
Link to abstract: //online.liebertpub.com/doi/abs/10.1089/g4h.2012.0028

Review
Fun and Games and Boredom; Richard Buday, Tom Baranowski, and Debbe Thompson
Link to abstract: //online.liebertpub.com/doi/abs/10.1089/g4h.2012.0026

Roundtable Discussion
Game Interventions for Autism Spectrum Disorder Moderator: Bill Ferguson, Participants: Cay Anderson-Hanley, Micah O. Mazurek, Sarah Parsons, and Zachary Warren

Program Profile
The Road Not Traveled: The Role of Telehealth in the New Era of Mobile Healthcare, Terry Duesterhoeft

Thursday, August 2, 2012

Video games for physical therapy

Single group experimental study

Active Video Game Play in Children with Cerebral Palsy: Potential for Physical Activity Promotion and Rehabilitation Therapies

Howcroft, J., Klejman, S., Fehlings, D., Wright, V., Zabjek, K., Andrysek, J., & Biddiss, E. Arch Phys Med Rehabil Vol 93, August 2012; pp.1448 – 1456

Link to abstract: www.ncbi.nlm.nih.gov/pubmed/22571917

Objective: How much energy do children with cerebral palsy expend and how much enjoyment do they find in active video games (AVG)?

Method: 17 children with mean age 9.43 years, GMFCS level 1, played 4 active video games for 8 minutes.

Findings: Children were instrumented with portable cardiopulmonary and optical motion capture equipment, and single differential surface electrodes. Moderate levels of physical activity; 3.2 and 3.36 METs (metabolic equivalent for task) were recorded, as was a high level of enjoyment; 4.5 out of 5 on the PACES (physical activity enjoyment scale). This study elicited differences across dominant and hemiplegic limbs’ range of movements, angular velocity and acceleration.

“Children with mild levels of cerebral palsy can attain moderate levels of physical activity during AVG play with games that require full body movements”. AVGs have the benefits of promoting physical activities and securing higher engagement in physical rehabilitation therapies.