Showing 1 - 20 results of 27 for search 'Blood (video game)', query time: 0.13s Refine Results
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    Interpretable Models for the Potentially Harmful Content in Video Games Based on Game Rating Predictions by Feng Zhipeng, Hamdan Gani

    Published 2022-12-01
    “…Studies reported that playing video games with harmful content can lead to adverse effects on players. …”
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    Effects of active video gaming on oxidative stress and antioxidant status in university students by Cihan Aygün, Hayriye Çakır-Atabek

    Published 2023-10-01
    “…Each participant completed twelve game sessions. Blood samples were obtained just before (after 10 min rest in seated position) and immediately after the game session on the first and the last day of the study. …”
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    Sudden gamer death: non-violent death cases linked to playing video games by Diana Kuperczko, Peter Kenyeres, Gergely Darnai, Norbert Kovacs, Jozsef Janszky

    Published 2022-12-01
    “…Abstract Background and aims Internet gaming disorder (IGD) is an emerging problem. Rarely, media reports about people, who have died during playing video games, but thus far no systematic, scientific study is available about the topic. …”
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    Active Video Game Program for People with Type 2 Diabetes- a Pilot Study by Han-Hung Huang, Brianna Gathright, Rachel Holik, Hannah Iverson, Emily Saville, Drew A. Curtis

    Published 2021-11-01
    “…The objective of this study was to assess the effects of an active video game (AVG) program in physiological parameters, fitness levels, motivation to physical activity, and quality of life on people with type 2 diabetes (T2D). …”
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    Une constellation nommée Argo – L’errance dans la science-fiction vidéoludique by Jean-Charles Ray, Simon Laperrière

    Published 2018-12-01
    “…From Star Trek (Gadlow, 1972) to No Man’s Sky (Hello Games, 2016), the model of the galaxy that Mathieu Triclot links to video games’ free roaming (Triclot, 2011) offers a truly fertile field of exploration. …”
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    Article
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    The Effects of Active Video Game Exercise Based on Self-Determination Theory on Physical Fitness and Cognitive Function in Older Adults by Chenglei Zhao, Chenxi Zhao, Yunfeng Li, Minmin Zhao, Lin Wang, Jiawei Guo, Longhai Zhang, Yuliang Sun, Xintong Ye, Wenfei Zhu

    Published 2022-07-01
    “…No significant training effects were evident in the results from the blood biochemical tests. Conclusion: This study indicates a positive influence of active video game training on physical fitness and cognitive function. …”
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    Prospective Association Between Video and Computer Game Use During Adolescence and Incidence of Metabolic Health Risks: Secondary Data Analysis by Stephanie R Lebby, Sangeetha Shyam, Amutha Ramadas, Andrew R Bohm, Julia C Hill, Karen L Fortuna, Stephanie R Zoltick

    Published 2023-07-01
    “…ObjectiveThe objective of this study was to examine the prevalence of video and computer game use among US adolescents and rates of positive screens for obesity, diabetes, high blood pressure (BP), and high cholesterol. …”
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    Tropical Liminal: Urban Vampires & Other Blood-Sucking Monstrosities by Anita Lundberg, Lennie Geerlings

    Published 2017-04-01
    “…However, the concept of the tropics is not simply a geographical construct, the imaginary of the tropics also emerges out of the spaces of mythology and oral storytelling, ethnographic reports, literature, science fiction magazines, film and television, video games and the internet.…”
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    A Serious Game About Hematology for Health Care Workers (SUPER HEMO): Development and Validation Study by Julien Perrin, Amélie Meeus, Julien Broseus, Pierre-Jean Morieux, Valentine Di Ceglie, Julien Gravoulet, Maud D'Aveni

    Published 2023-02-01
    “…MethodsWe developed an adventure game called SUPER HEMO, a video game in which the player assumes the role of a protagonist in an interactive story driven by exploration and problem-solving tests. …”
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    Prolonged screen watching behavior is associated with high blood pressure among children and adolescents: a systematic review and dose–response meta-analysis by Mahdieh Abbasalizad Farhangi, Elahe Fathi Azar, Ali Manzouri, Fariborz Rashnoo, Amir Shakarami

    Published 2023-08-01
    “…A departure from linearity was observed between increased screen time [digital video discs, personal computers, and video games and HTN (P nonlinearity = 0.049). …”
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    Clinical Sports Medicine by Haupt S, 3, Wolf A, Heidenreich H, Schmidt W

    Published 2021-02-01
    “…In contrast, VO2 and EE were about three times higher during cycling (VO2 ergometer: 0.72 L/min, eSports: 0.28 L/min; EE ergometer: 3.55 kcal/min, eSports: 1.38 kJ/min). Blood glucose slightly increased during eSports (+0.7 mmol/L) while it decreased during cycling (-2.2 mmol/L).Conclusion: During eSports, elevated HR is not related to EE as is the case during dynamic exercise. eSports, therefore, represents a pure mental stress response, which is supported by the opposite behavior of the glucose concentration in eSports compared to physical exercise.Key Words: Oxygen Consumption, Cardiovascular System, Heart Rate, Video Game, Exercise Intensity…”
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    The fractional utilisation of maximal oxygen consumption during execution of groundstrokes and simulated match in 14 to 18 years state-level singles tennis players by Morazuki, Syahrul Ridhwan

    Published 2007
    “…On the other hand, due to intermittent nature of the game and the workrest ratio of 1 : 2.2, the post-match blood lactate was found to be 3.21 + 0.2 mmoi·L-1, reflecting an aerobic dominance of the game. …”
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    The fractional utilisation of maximal oxygen consumption during execution of ground strokes and simulated match in 14 to 18 years Malaysian singles tennis players by Ridhwan, Syahrul, Ghosh, Asok Kumar, Chen, Chee Keong

    Published 2010
    “…On the other hand, due to the intermittent nature of the game and the work-rest ratio of 1 : 2.2, the post-match blood lactate was found to be 3.21 + 0.2 mmol·L??…”
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    Cardiorespiratory fitness, screen time and cardiometabolic risk in South Brazilian school children by Debora Tornquist, Luciana Tornquist, Ana Paula Sehn, Letícia de Borba Schneiders, Jane Dagmar Pollo Renner, Silvia Isabel Rech Franke, Cézane Priscila Reuter, Roya Kelishadi

    Published 2022-01-01
    “…Exposure was a combined variable of self-reported screen time (television, video game, computer) and CRF. Results The main result is that CRF had a more consistent association with anthropometric factors than with metabolic variables. …”
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