Upper Extremity Last Updated: 21-10-2017

Total Page:16

File Type:pdf, Size:1020Kb

Upper Extremity Last Updated: 21-10-2017 Results Table Video Game Training – upper extremity Last updated: 21-10-2017 Author, Year Outcome and significance: Sample size Intervention PEDro Score, Country (+) significant (-) not significant Chen et al., 2015 28 patients with chronic Nintendo WiiTM upper extremity training (n=9) At 8 weeks (post-treatment): PEDro score: N/A (quasi- stroke vs. (-) Fugl-Meyer Assessment experimental study design) XaviX®Port upper extremity training (n=11) (-) Box and Block Test Country: Taiwan vs. (-) Functional Independence Measure Conventional upper extremity equipment (n=8) (-) Range of motion (UE - proximal, distal) Treatment details: (+) Motivation and enjoyment interviewer- 30-minutes/session, 3 times/week for 8 weeks. administered questionnaire* Nintendo WiiTM: bowling and boxing games. * Enjoyment was significantly greater in the XaviX®Port: bowling and ladder climbing games. Nintendo WiiTM and XaviX®Port groups vs. Conventional upper extremity equipment: Curamotion conventional rehabilitation group. exerciser and climbing board and bar. All groups also received conventional rehabilitation (physical therapy, occupational therapy) for 1 hour/session, 3 times/week for 8 weeks. Choi et al., 2014 20 patients with Nintendo WiiTM upper extremity training (n=10) At 4 weeks (post-treatment): PEDro score: 8 acute/subacute stroke vs. (-) Fugl-Meyer Assessment – Upper extremity Country: Korea Occupational therapy (OT) upper extremity training score (n=10) (-) Manual Function Test Treatment details: (-) Box and Block Test 30 minutes/session, 5 times/week for 4 weeks. (-) Grip strength (dynamometer) Nintendo WiiTM: Wii Sports and Resort programs (-) Korean version of the Mini-Mental State consisting of 12 games such as swordplay, table tennis, Examination and canoe games performed with the affected UE. (-) Visual and Auditory Continuous Performance Occupational therapy: goal-oriented and repetitive Tests training of the upper extremity (e.g. stretching, range of (-) Korean version of the Modified Barthel Index motion, activities of daily living training, fine motor training, sensory motor recovery). Both groups also received conventional rehabilitation (not occupational therapy), intensity not specified. PAGE 1 OF 8 Results Table Video Game Training – upper extremity Last updated: 21-10-2017 Author, Year Outcome and significance: Sample size Intervention PEDro Score, Country (+) significant (-) not significant da Silva Ribeiro et al., 2015 30 patients with chronic Nintendo WiiTM (n=15) At 2 months (post-treatment): PEDro score: 7 stroke vs. (-) Short-Form 36 (SF-36) – Total Country: Brazil Conventional physical therapy (n=15) (-) SF-36 – Physical functioning* Treatment details: (-) SF-36 – Physical aspects 60-minutes/session, 2 times/week for 2 months. (-) SF-36 – Pain Nintendo WiiTM: tennis, hula-hoop, soccer and boxing (-) SF-36 – General health status games were applied with increasing level of difficulty. (-) SF-36 – Vitality Conventional physical therapy: upper and lower limb (-) SF-36 – Social aspects stretching, muscle strengthening exercises, trunk (-) SF-36 – Emotional aspects mobilisation, balance, mobility and transfers training. (-) SF-36 – Mental health (-) Fugl-Meyer Assessment (FMA) – Total (-) FMA – Passive motion and pain (-) FMA – Sensitivity (-) FMA – UE motor function (-) FMA – UE coordination (-) FMA – Lower extremity (LE) motor function (-) FMA – LE coordination (-) FMA – Balance * Results in favor of conventional physical therapy vs. Nintendo WiiTM. Givon et al., 2016 47 patients with chronic Upper extremity video game training (n=23) At 3 months (post-treatment): PEDro score: 7 stroke vs. (-) 10 Meter Walk Test Country: Israel Conventional exercises (n=24) (-) Grip strength (Jamar Dynamometer) Treatment details: affected/unaffected hand 1-hour session, 2 times/week for 3 months. (-) Number of steps walked per day (hip Video game upper extremity training: provided in group of accelerometer, Acticial Minimitter Co.) 6-8 participants; all games were played in pairs while (-) Action Research Arm Test standing; 3/5 of the following video game consoles were At 6 months (follow-up): used alternatively each session: Microsoft Xbox Kinect, (-) 10 Meter Walk Test PAGE 2 OF 8 Results Table Video Game Training – upper extremity Last updated: 21-10-2017 Author, Year Outcome and significance: Sample size Intervention PEDro Score, Country (+) significant (-) not significant Sony PlayStation 2 Eyetoy, Sony PlayStation 3 MOVE, (-) Grip strength (Jamar Dynamometer) Nintendo Wii Fit and SeeMe VR system. affected/unaffected hand Conventional exercises: provided in groups; consisted of (-) Number of steps walked per day (hip exercises and functional activities adopted from the accelerometer, Acticial Minimitter Co.) Fitness and Mobility Exercise Program, the Graded (-) Action Research Arm Test Repetitive Arm Supplementary Program, and task- oriented training for upper and lower extremities. Kong et al., 2016 105 patients with acute Nintendo WiiTM upper extremity training (n=35) At 3 weeks (post-treatment): PEDro score : 5 stroke vs. (-) Fugl-Meyer Assessment (FMA – UE) Country: Singapore Occupational therapy upper extremity training (n= 35) (-) Action Research Arm Test (ARAT) vs. (-) Stroke Impact Scale (SIS – UE) No additional upper extremity training (n=35) (-) Functional Independence Measure (FIM) Treatment details: (-) Upper extremity pain - Visual Analogue Scale 60-minutes/session, 4 times/week for 3 weeks. (VAS) Nintendo WiiTM upper extremity training: Wii Sports and At 1 month (follow-up): Wii Sports Resort software games such as boxing, (-) FMA – UE bowling, tennis, golf, baseball, table tennis, basketball, (-) ARAT cycling, Frisbee disk, sword play and airplane flight control (-) SIS – UE using the affected UE. (-) FIM Occupational therapy upper extremity training: stretching, (-) Upper extremity pain (VAS) strengthening, range of motion, and task-oriented At 3 months (follow-up): therapy. (-) FMA – UE All groups received conventional rehabilitation (physical (-) ARAT and occupational therapy) for 1-hour sessions, 5 (-) SIS – UE times/week for 3 weeks. (-) FIM (-) Upper extremity pain (VAS) PAGE 3 OF 8 Results Table Video Game Training – upper extremity Last updated: 21-10-2017 Author, Year Outcome and significance: Sample size Intervention PEDro Score, Country (+) significant (-) not significant McNulty et al., 2015 41 patients with Nintendo WiiTM upper extremity training (n=21) At 10 days (post-treatment): PEDro score: 8 subacute/chronic stroke vs. (-) Wolf-Motor Function Test (WMFT) – timed Country: Australia Modified-constraint induced movement therapy (mCIMT, tasks n=20) (-) WMFT – maximal strength Treatment details: (-) WMFT – submaximal strength 60 minutes/session over 10 consecutive weekdays. (-) Motor Activity Log - Quality of Movement Nintendo WiiTM upper extremity training: Wii Sports (MAL-QOM) games of golf, boxing, baseball, bowling, and tennis (-) Fugl-Meyer Assessment – Upper Extremity performed with the affected hand. Training sessions were subscore (FMA-UE) augmented by progressively increasing home practice. (-) Box and Block Test (BBT) mCIMT: wearing a mitt on the less-affected hand for up to (-) Grooved Pegboard test 90% of waking hours; shaping training and use of the (-) Range of Motion (ROM) – shoulder affected hand for 15-20 minutes. (flexion/extension/abduction) (-) ROM - elbow (flexion) (-) ROM – wrist (flexion/extension) (-) ROM – digit I and II (flexion) (-) Modified Ashworth Scale (MAS) (-) Self-perceived improvement (standardized questionnaire) (-) Satisfaction (10-point Visual Analogue Scale) At 6 months (follow-up): (-) WMFT – timed tasks (-) WMFT – maximal strength (-) WMFT – submaximal strength (-) MAL-QOM (-) FMA-UE (-) BBT (-) Grooved Pegboard (-) ROM – shoulder (flexion/extension/abduction) PAGE 4 OF 8 Results Table Video Game Training – upper extremity Last updated: 21-10-2017 Author, Year Outcome and significance: Sample size Intervention PEDro Score, Country (+) significant (-) not significant (-) ROM – elbow (flexion) (-) ROM – wrist (flexion/extension) (-) ROM – digit I and II (flexion) (-) MAS (-) Continued therapy activities (n) (+) Increased physical activity (n) (-) Decreased physical activity (n) (-) Falls (n) (-) Decreased medication (n) (+) Cross-over uptake (n)* * In favor of mCIMT vs. Nintendo Wii upper extremity training (where more patients from the mCIMT group accepted a post-trial cross- over to the alternate therapy). Note: n = number of participants. Rand et al., 2014 29 patients with chronic Upper extremity training using video games (n=15) At 3 months (post-treatment): PEDro score: 4 stroke vs. (-) Fugl-Meyer Assessment – Upper Extremity Country: Israel Conventional rehabilitation (n=14) score Treatment details: (-) Non-purposeful movements – active* 1-hour/session, 2 times/week for 3 months. (-) Non-purposeful movements – passive* Upper extremity training using video games: XBOX Kinect, (+) Purposeful movements – active Sony PlayStation 2 EyeToy, Sony PlayStation 3 MOVE, (-) Purposeful movements – passive SeeMe VR system; performed individually and in groups (+) Movement acceleration – affected upper whereby participants switched between partners and extremity (accelerometer) consoles every 25 minutes. (+) Intensity – affected upper extremity Conventional rehabilitation: UE movements, functional (accelerometer) tasks using therapeutic aids, performed in groups and (-) Movement acceleration – unaffected upper supervised by an occupational therapist. extremity (accelerometer)
Recommended publications
  • (Title of the Thesis)*
    DESIGN ASPECTS OF MULTIPLAYER EXERGAMES [TECHNICAL REPORT 2010-571] Tadeusz B. Stach Queen’s University Kingston, Ontario, Canada (February, 2010) Copyright © Tadeusz B. Stach, 2010 Abstract Exergames combine physical movement and entertainment in order to promote physical activity. Multiplayer exergames take advantage of the motivational aspects of group activity by allowing two or more people to play together. Existing research in multiplayer exergames has focused primarily on novel game designs. Currently, there is a lack of understanding on how to support and improve group exercise with exergames. Without a set of design fundamentals, it is difficult to create multiplayer exergames which increase the quality and accessibility of group exercise. This paper synthesizes existing literature into four aspects unique to multiplayer exergames: group formation, play styles, differences in skills and abilities, and quality of exercise. These features make up key design fundamentals specific to multiplayer exergames. ii Table of Contents Abstract ............................................................................................................................................ ii Table of Contents ............................................................................................................................ iii List of Figures .................................................................................................................................. v 1. Introduction .............................................................................................................................
    [Show full text]
  • Above and Beyond the Call of Duty Analyse Van De Voorstelling Van De
    Universiteit Gent Academiejaar 2011 – 2012 Above and Beyond the Call of Duty Analyse van de voorstelling van de Tweede Wereldoorlog in first person shooter-games d.m.v. een ‘publiekshistorisch’ model Masterproef voorgelegd aan de Faculteit Letteren en Wijsbegeerte voor het behalen van de graad van ‘Master of Arts in de Geschiedenis’ op 10 augustus 2012 Door: Pieter Van den Heede (studentennummer: 00805755) Promotor: Prof. dr. G. Deneckere Commissarissen: A. Froeyman en F. Danniau Universiteit Gent Examencommissie Geschiedenis Academiejaar 2011-2012 Verklaring in verband met de toegankelijkheid van de scriptie Ondergetekende, ………………………………………………………………………………... afgestudeerd als master in de Geschiedenis aan Universiteit Gent in het academiejaar 2011- 2012 en auteur van de scriptie met als titel: ………………………………………………………………………………………………… ………………………………………………………………………………………………… ………………………………………………………………………………………………… ………………………………………………………………………………………………… ………………………………………………………………………………………………… verklaart hierbij dat zij/hij geopteerd heeft voor de hierna aangestipte mogelijkheid in verband met de consultatie van haar/zijn scriptie: o de scriptie mag steeds ter beschikking worden gesteld van elke aanvrager; o de scriptie mag enkel ter beschikking worden gesteld met uitdrukkelijke, schriftelijke goedkeuring van de auteur (maximumduur van deze beperking: 10 jaar); o de scriptie mag ter beschikking worden gesteld van een aanvrager na een wachttijd van … . jaar (maximum 10 jaar); o de scriptie mag nooit ter beschikking worden gesteld van een aanvrager (maximum- duur van het verbod: 10 jaar). Elke gebruiker is te allen tijde verplicht om, wanneer van deze scriptie gebruik wordt gemaakt in het kader van wetenschappelijke en andere publicaties, een correcte en volledige bronver- wijzing in de tekst op te nemen. Gent, ………………………………………(datum) ………………………………………(handtekening) VOORWOORD Graag wil ik de mensen bedanken die op één of andere manier hebben bijgedragen tot de realisatie van deze masterproef.
    [Show full text]
  • Video Gaming, Physical Activity and Health in Young People Lee
    Video Gaming, Physical Activity and Health in Young People Lee Edwin Fisher Graves A thesis submitted in partial fulfilment of the requirements of Liverpool John Moores University for the degreeof Doctor of Philosophy March 2010 Liverpool John Moores University Candidate declaration form Name of candidate: Lee Edwin Fisher Graves School: Sport and Exercise Sciences Degree for which thesis is submitted: Doctor of Philosophy (PhD) 1. Statement of related studies undertaken in connection with the programme of research I have undertakena programmeof related studies that aimed to develop my research skills and competencein understandinga researchproject. 2. Concurrent registration for two or more academic awards I declare that while registered as a candidate for the University's research degree, I have not been a registered candidate or enrolled student for another award of the Liverpool John Moores University or other academic or professional institution. 3. Material submitted for another award I declarethat no material containedin the thesis has been used in any other submission for an academicaward. Signed: Date: Abstract favourably Increasing physical activity (PA) and reducing the time spent sedentary can behaviour by impact health in youth. Active video games discourage sedentary incorporating PA into video gaming, and have the potential for increasing opportunities for, and the promotion of, PA. The aims of this thesis were to a) compare adolescents' b) energy expenditure (EE) whilst playing sedentary and active video games; to EE examine the contribution of upper limb and total body movement to adolescents' whilst playing non-ambulatory active video games; c) to compare the physiological cost and enjoyment of active video gaming with sedentary video gaming and aerobic exercise in adolescents, and young and older adults; and, d) to evaluate the short-term (12 weeks) effects of a home-based active video gaming intervention on children's habitual PA and sedentary time, behaviour preferences, and, body composition, with a mid-test analysis incorporated at 6 weeks.
    [Show full text]
  • Las Consolas De Juego Del Mañana
    Universidad Católica “Nuestra Señora de la Asunción” Ingeniería Electrónica Las consolas de juego del mañana Dorian Hildebrandt 2005 Index 1. Introducción 2. Un poco de Historia de consolas 3. Sony Play Station 3 4. Microsoft Xbox 30 5. Nintendo Revolution 6. Lanzamiento de las consolas y precios 7. Conclusión 8. Bibliografía Las consolas del mañana Las consolas de juegos de la próxima generación prometen un “rendimiento casi sin limites”. En tres consolas de la nueva generación son: La PlayStation 3, Xbox 360 y la Nintendo Revolution. El sector de los videojuegos es hoy uno de los más rentables de la industria del entretenimiento. Para muchos es considerado un nuevo arte. Pero lo que sin duda ha conseguido es revolucionar el ocio y el entretenimiento en el hogar. Hoy en día esta revolución sigue su curso, y si en su primera etapa se aprovechó del potencial de la televisión para desarrollarse en la actualidad son Internet y las conexiones inalámbricas las que llevarán en voladas el desarrollo del sector. Un poco de Historia La historia de los videojuegos se remonta a 1958 cuando Bill Nighinbottham mostró la versión electrónica de un deporte parecido al tenis en una feria tecnológica. El invento no tuvo su reflejo comercial hasta 1971, año en que apareció la Odyssey, sistema que permitía jugar al simulador de Hill en la televisión. Pero el nacimiento de la industria del videojuego no llegó hasta el año 1972, cuando Nolan Bushnell y Ted Dabney fundaron Atari. Bushnell comprendió que la popularización de los videojuegos llegaría a través de las máquinas recreativas de monedas, y contrató a un programador de Odyssey para desarrollar uno de los juegos más exitosos de la historia, Pong.
    [Show full text]
  • Exergame Network Awards
    Exergame Network Awards The Exergame Network (TEN) held the first ever public voting for awards relating to active video games. Fifteen categories covered the new generation of Active Video Games with nominations from industry experts and public votes from around the world. ”The inaugural TEN Awards is a significant initiative to raise public awareness of the commercial grade Exergaming solutions available world wide and to honor the key pioneering manufacturers in this exciting health and fitness genre” says Brett Young, founding member of The Exergame Network and CEO of Exergaming Australia. ”The first ever TEN Awards is a great step in helping both consumers and healthcare professionals know where to start when trying to select (or recommend) an exergame for their particular need. The voting was from a wide array of exergaming enthusiasts from around the globe. I believe this is a great start and hope that this will encourage game developers and exergaming manufacturers to continue to produce great products and raise the field of exergaming” says Dr. Ernie Medina, Jr., DrPH, founding member of The Exergame Network, CEO of MedPlay Technologies, and the “Exergaming Evangelist/Interventionist”. The Exergame Network Awards 2010 categories: - Best Children's Exergame - Best Physical Education Exergame - Best Seniors Exergame - Best Accessibility Exergame - Best Home Dance Exergame - Best Commercial Grade Dance Exergame - Best Exergame Fitness Avatar - Best Rehabilitation Exergame - Best Group Exergame - Best Gateway Exergame - Best Competition Exergame - Best Brain Exergame - Best Music in an Exergame - Best Commercial Exergame 2010 - Best Home Exergame 2010 1. Best Children’s Exergame Award that gets younger kids moving with active video gaming - Dance Dance Revolution Disney Grooves by Konami - Wild Planet Hyper Dash - Atari Family Trainer - Just Dance Kids by Ubisoft - Nickelodeon Fit by 2K Play Dance Dance Revolution Disney Grooves by Konami 2.
    [Show full text]
  • Exergaming: Plug in and Play UK Paws 2016
    Exergaming: Plug in and Play UK PAWs 2016 Lisa Witherspoon, Ph.D. Assistant Professor - University of South Florida NASPE Not only supports but encourages the use of technology (including Exergaming) in physical education Developed and released a position paper for the use of technology in physical education Committee developed and organized a technology in physical education teacher preparation PIPEline convention (training) An Exergame is merely a “tool” to accomplish learning objectives! A modern “jump rope” A Few Examples Dance Dance Revolution HopSports System Nintendo Wii Gamercize Steppers Microsoft Xbox Kinect 3/Kick or Makoto Interactive Walls/Floors Trazer Interactive Exercise Bikes Xavix Interactive Cones ***Virtual Reality Why Exergaming? Skilled vs. Unskilled? Fit vs. Unfit? 21st Century Entertainment “Games” not Exercise Proven to Work Fun? Right?! DEVELOPMENTALLY APPROPRIATE PRACTICES? Lesson Objectives Inappropriate Appropriate Lessons are designed with Lessons are designed with the main focus on getting a focus on the three kids moving domains (physical, cognitive, affective). Lesson objectives are Assessments for the assessed during each objective of the lesson are lesson. not developed or accounted for during each lesson Maximize Participation Inappropriate Appropriate Students spend too much Students are not allowed to time waiting to play the wait for their desired game games or their “favorite” and are provided activity game. time that exceeds 50% of class time. Enough equipment is not available to accommodate Traditional equipment is all students. used in addition to active games to accommodate all students. Feedback Inappropriate Appropriate Teachers provide students Teachers provide students with feedback based on the with “specific” feedback “game”or activity.
    [Show full text]
  • Please Scroll Down for Article
    DIGITAL CULTURE & EDUCATION, 3(2) Copyright © 2011, ISSN 1836-8301 Digital Culture & Education (DCE) Publication details, including instructions for authors http://www.digitalcultureandeducation.com/ Active gaming: A new paradigm in childhood physical activity Lisa Witherspoon Hansen Stephen W. Sanders University of South Florida Online Publication Date: 15 December 2011 To cite this Article: Hansen, L. & Sanders, S. W. (2011). Active gaming: A new paradigm in childhood physical activity. Digital Culture & Education, 3:2, 123-139. URL: http://www.digitalcultureandeducation.com/cms/wp-content/uploads/2011/12/dce1040_hansen_2011.pdf PLEASE SCROLL DOWN FOR ARTICLE Active gaming Active gaming: The new paradigm in children’s physical activity Lisa Witherspoon Hansen and Stephen W. Sanders Abstract Childhood obesity is on the rise and children’s participation in physical activity is struggling to maintain the same velocity. Technology often blamed for creating this increase in sedentary lifestyles, however it may also provide the cure. Active gaming is a contemporary approach to exercise that can provide children much needed daily physical activity. The use of active gaming equipment and creation of new facilities for active gaming is increasing throughout the United States. More research is certainly welcome in defining this new movement. However, active gaming appears to be aligned with adolescent culture and makes available a fun alternative to traditional exercise by allowing children to play the digital games they enjoy and also receive the benefits of physical exercise. Benefits as well as concerns and considerations of this movement are discussed in order to clearly appreciate the impact active gaming is currently asserting on daily physical activity patterns of children and adolescents.
    [Show full text]
  • Playstation 4 - Wikipedia Case 3:19-Cv-07027-WHA Document 28-3 Filed 10/14/19 Page 2 of 19 Not Logged in Talk Contributions Create Account Log In
    Case 3:19-cv-07027-WHA Document 28-3 Filed 10/14/19 Page 1 of 19 EXHIBIT C PlayStation 4 - Wikipedia Case 3:19-cv-07027-WHA Document 28-3 Filed 10/14/19 Page 2 of 19 Not logged in Talk Contributions Create account Log in Article Talk Read View source View history PlayStation 4 From Wikipedia, the free encyclopedia Main page Contents "PS4" redirects here. For other uses, see PS4 (disambiguation). Featured content The PlayStation 4 (officially abbreviated as PS4) is an eighth-generation home video game console developed by Sony Interactive Current events PlayStation 4 Entertainment. Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15 in North Random article Donate to Wikipedia America, November 29 in Europe, South America and Australia, and on February 22, 2014, in Japan. It competes with Microsoft's Wikipedia store Xbox One and Nintendo's Wii U and Switch. Moving away from the more complex Cell microarchitecture of its predecessor, the console features an AMD Accelerated Processing Interaction Unit (APU) built upon the x86-64 architecture, which can theoretically peak at 1.84 teraflops; AMD stated that it was the "most Help powerful" APU it had developed to date. The PlayStation 4 places an increased emphasis on social interaction and integration with About Wikipedia Community portal other devices and services, including the ability to play games off-console on PlayStation Vita and other supported devices ("Remote Recent changes Play"), the ability to stream gameplay online or to friends, with them controlling gameplay remotely ("Share Play").
    [Show full text]
  • 1900 (Parents: 769, Clones: 1131)
    Supported systems: 1900 (parents: 769, clones: 1131) Description [ ] Name [ ] Parent [ ] Year [ ] Manufacturer [ ] Sourcefile [ ] 1200 Micro Computer shmc1200 studio2 1978 Sheen studio2.c (Australia) 1292 Advanced Programmable Video 1292apvs 1976 Radofin vc4000.c System 1392 Advanced Programmable Video 1392apvs 1292apvs 1976 Radofin vc4000.c System 15IE-00-013 ie15 1980 USSR ie15.c 286i k286i ibm5170 1985 Kaypro at.c 3B1 3b1 1985 AT&T unixpc.c 3DO (NTSC) 3do 1991 The 3DO Company 3do.c 3DO (PAL) 3do_pal 3do 1991 The 3DO Company 3do.c 3DO M2 3do_m2 199? 3DO konamim2.c 4004 Nixie Clock 4004clk 2008 John L. Weinrich 4004clk.c 486-PIO-2 ficpio2 ibm5170 1995 FIC at.c 4D/PI (R2000, 20MHz) sgi_ip6 1988 Silicon Graphics Inc sgi_ip6.c 6809 Portable d6809 1983 Dunfield d6809.c 68k Single Board 68ksbc 2002 Ichit Sirichote 68ksbc.c Computer 79152pc m79152pc ???? Mera-Elzab m79152pc.c 800 Junior elwro800 1986 Elwro elwro800.c 9016 Telespiel mtc9016 studio2 1978 Mustang studio2.c Computer (Germany) A5120 a5120 1982 VEB Robotron a51xx.c A5130 a5130 a5120 1983 VEB Robotron a51xx.c A7150 a7150 1986 VEB Robotron a7150.c Aamber Pegasus pegasus 1981 Technosys pegasus.c Aamber Pegasus with pegasusm pegasus 1981 Technosys pegasus.c RAM expansion unit ABC 1600 abc1600 1985 Luxor abc1600.c ABC 80 abc80 1978 Luxor Datorer AB abc80.c ABC 800 C/HR abc800c 1981 Luxor Datorer AB abc80x.c ABC 800 M/HR abc800m abc800c 1981 Luxor Datorer AB abc80x.c ABC 802 abc802 1983 Luxor Datorer AB abc80x.c ABC 806 abc806 1983 Luxor Datorer AB abc80x.c Acorn Electron electron 1983
    [Show full text]
  • Time Spent in MVPA During Exergaming with Xbox Kinect in Sedentary College Students
    Original Research Time Spent in MVPA during Exergaming with Xbox Kinect in Sedentary College Students CHIE YANG*1, ZACHARY WICKERT*1, SAMANTHA ROEDEL*1, ALEXANDRIA BERG*1, ALEX ROTHBAUER*1, MARQUELL JOHNSONǂ1 and DON BREDLEǂ1 1University of Wisconsin-Eau Claire *Denotes undergraduate student author, ‡Denotes professional author ABSTRACT International Journal of Exercise Science 7(4) : 286-294, 2014. The primary purpose of this study was to determine the amount of time spent in moderate-to-vigorous physical activity (MVPA) during a 30-minute bout of exergaming with the Xbox Kinect game console in sedentary college-aged students. A secondary purpose was to examine enjoyment level of participation in the selected exergame. Twenty college-aged students (14 females and 6 males) who self-reported being physically inactive and having no prior experience with the Xbox Kinect game “Your Shape Fitness Evolved 2012” Break a Sweat activity participated in the study. Participants came into the lab on two separate occasions. The first visit involved baseline testing and an 11 minute familiarization session with the game and physical activity (PA) assessment equipment. On the second visit, participants wore the same equipment and completed two 15 minute sessions of the full game. After the first 15 minute session, participants rested for 5 minutes before beginning the next 15 minute session. A 5 minute warm-up and cool-down was completed before and after the testing sessions on a treadmill. Time spent in MVPA was determined via portable indirect calirometry and accelerometry worn at the wrist and waist. 30 minutes, 29.95±.22, and 27.90±1.37 minutes of the 30 minutes of exergaming were spent in MVPA according to activity monitors and indirect calirometry, respectively.
    [Show full text]
  • Pontifícia Universidade Católica De São Paulo Programa De Pós-Graduação Em Tecnologias Da Inteligência E Design Digital
    PONTIFÍCIA UNIVERSIDADE CATÓLICA DE SÃO PAULO PROGRAMA DE PÓS-GRADUAÇÃO EM TECNOLOGIAS DA INTELIGÊNCIA E DESIGN DIGITAL – TIDD ÁREA DE CONCENTRAÇÃO: PROCESSOS COGNITIVOS E AMBIENTES DIGITAIS ANNYE CRISTINY TESSARO NARRATIVAS E GAMES: UM OLHAR DO DESIGN LITERÁRIO- ARTÍSTICO São Paulo 2018 ANNYE CRISTINY TESSARO NARRATIVAS E GAMES: UM OLHAR DO DESIGN LITERÁRIO-ARTÍSTICO Tese apresentada à Banca Examinadora da Pontifícia Universidade Católica de São Paulo, como exigência parcial para obtenção do título de Doutora em Tecnologias da Inteligência e Design Digital – área de concentração em “Processos Cognitivos e Ambientes Digitais”, sob orientação do Prof. Dr. Luís Carlos Petry. São Paulo 2018 Annye Cristiny Tessaro NARRATIVAS E GAMES: UM OLHAR DO DESIGN LITERÁRIO-ARTÍSTICO Aprovada em: ____/________/____ BANCA EXAMINADORA ______________________________________________ Orientador ______________________________________________ _______________________________________________ ______________________________________________ ______________________________________________ Ao Lucas Zanini Tessaro, meu bravo sobrinho, que, em sua breve jornada, apenas conheceu a narrativa do mais puro e incondicional amor e à Lilian Zanini Tessaro, uma guerreira admirável, forte, corajosa e sempre sorridente. Esta tese teve o suporte da CAPES/PROSUC – Coordenação de Aperfeiçoamento de Pessoal de Nível Superior/Programa de Suporte à Pós-Graduação de Instituições Comunitárias de Ensino Superior – mediante concessão de bolsa de Doutorado, modalidade I/II, o que permitiu a realização do curso de Doutorado e a conclusão da Tese, que consolida a pesquisa realizada durante o curso. AGRADECIMENTOS Uma jornada pode ser individual e solitária, mas nunca sozinha. Minha jornada começou em julho de 2013 e só foi concluída graças à colaboração de muitas pessoas que cruzaram meu caminho, me apoiando, me incentivando, me motivando em uma troca mútua de conhecimentos.
    [Show full text]
  • Healthy Video Gaming: Oxymoron Or Possibility? Stephen Yang
    Innovate: Journal of Online Education Volume 4 Article 5 Issue 4 April/May 2008 5-1-2008 Healthy Video Gaming: Oxymoron or Possibility? Stephen Yang Brian Smith George Graham Follow this and additional works at: https://nsuworks.nova.edu/innovate Part of the Education Commons Recommended APA Citation Yang, Stephen; Smith, Brian; and Graham, George (2008) "Healthy Video Gaming: Oxymoron or Possibility? ," Innovate: Journal of Online Education: Vol. 4 : Iss. 4 , Article 5. Available at: https://nsuworks.nova.edu/innovate/vol4/iss4/5 This Article is brought to you for free and open access by the Abraham S. Fischler College of Education at NSUWorks. It has been accepted for inclusion in Innovate: Journal of Online Education by an authorized editor of NSUWorks. For more information, please contact [email protected]. Healthy Video Gaming: Oxymoron or Possibility? All exhibits, tables and figures that have remained available have been included as additional content with their respective articles to be downloaded separately. Click here to return to the article page on NSUWorks and view the supplemental files. Unfortunately, not all the supplemental files have survived until 2015 and some will be missing from the article pages. If you are an author in Innovate and would like to have your supplemental content included, please email the NSUWorks repository administrator at [email protected]. This article is available in Innovate: Journal of Online Education: https://nsuworks.nova.edu/innovate/vol4/iss4/5 Yang et al.: Healthy Video Gaming: Oxymoron or Possibility? Healthy Video Gaming: Oxymoron or Possibility? by Stephen Yang, Brian Smith, and George Graham Data from the 2005 Youth Risk Behavior Surveillance System reveal that 28.8% of American adolescents were overweight or at risk of being overweight (Eaton et al.
    [Show full text]