Clinical Trials About "Player Wins Playing Empire Fortune Game According Tunf" RSS

19:38 EDT 19th March 2019 | BioPortfolio

We list hundreds of Clinical Trials about "Player Wins Playing Empire Fortune Game According Tunf" on BioPortfolio. We draw our references from global clinical trials data listed on and refresh our database daily.

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Showing "Player Wins Playing Empire Fortune Game According Tunf" Clinical Trials 1–25 of 474

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Effects of Playing Pokemon Go on Physical Activity

The purpose of this study was to test the feasibility and preliminary efficacy of playing Pokémon Go to increase daily steps among young adults. The study also aimed to assess people's experience playing the game, identify specific features of the game that users like/dislike, and explore game features that may promote overall well-being.

Improving Patient Motivation and Participation in Rehabilitation Program Through Social Games

This 12-week randomized controlled trial involves two intervention groups (i.e., single-player game group, competition game group) and one control group (i.e., conventional checkerboard group). The main objective of this study is to examine the effects of game-based training on patient motivation, exercise duration, and functional outcomes in comparison with the control group.

Active Video-game Playing and Food Intake in Children

The purpose of this experiment is to investigate the effect of active video game playing for 30 minutes on food intake and subjective appetite. The investigators hypothesize that video game playing will affect food intake in children. Food intake will be measured at 30 minutes following a glucose (50g glucose in 250ml of water) or sweetened non-caloric (150mg Sucralose® in 250ml of water) beverage with or without active video game playing. Subjective appetite will be measured ...

OnTrack>An Online Role-Playing Game for Young People With First Episode Psychosis

The research team will develop and test a prototype version of OnTrack>An Online Role-Playing Game (OnTrack>The Game or OTG), an online role-playing game designed for youth and young adults experiencing First Episode Psychosis (FEP). Phase I showed positive changes in quantitative measures of hope and recovery, as well as an enthusiastic response to the prototype as evidenced by qualitative interviews. In Phase II, the research team will refine, expand and finalize OTG and eval...

Use of Virtual Reality Game Playing During Venipuncture

To evaluate the impact of using virtual reality, VR, game playing on successful completion and reduction of distress and pain in pediatric venipuncture, and to increase adherence in obtaining the desired blood volume.


Brain Changes With Game Training in Aging

The purpose is to use MRI to investigate brain changes associated with playing a race car video game for 90 minutes in aging adults both with and without early signs of dementia.

Usability and Acceptance of Exergames Among Elderly People and Physiotherapists - a Mixed Method Approach

This study is a usability design with qualitative and quantitative aspects. In one part, with patients, physical strain and designs facets will be investigated and in another part with physiotherapists, the therapeutic relevance and design features will be explored. For this reasons 13-15 elderly people have to play an exergame, during their game playing process, different measurements will be done. Additional 13-15 physiotherapists will also playing the exergame, they will be...

Asthma Learning Project

The purpose of this study is to determine the effect on knowledge and behavior of playing an educational asthma computer game during a pediatric Emergency Department (ED) asthma visit among children ages 7 - 15 years. The ED cares for a high-risk population of children who have difficulty accessing preventive care well. The addition of a computer game to usual asthma emergency care could be a simple, effective, enjoyable way to improve patients' asthma knowledge, beliefs, and ...

Evaluation of a Video Game for Adolescents and Young Adults With Cancer

The purpose of this study is to determine the effects of playing the interactive video game, Re-Mission, on patient outcomes, including adherence to medical treatment regimes, self-care behaviors, quality of life, stress, communication, control, and knowledge.

The Effect of 3D Autostereoscopic Video-game Play on the Visual Fatigue in Children

This study aims to examine the specific effect that 3D game play has on the control of the eyes horizontal movements. It will examine the youngest group of consumers this technology is marketed to, 7 to 11-year-olds and no children under 7 years of age will be recruited to this study as per Nintendo's hardware guidelines, which recommends that children under 7 years of age not play in 3D mode. It will examine the effect of playing in 3D for 30 minutes on horizontal fusional amp...

Effects of a Computer Game on Activity Choices

The study seeks to discover whether peer rejection increases the value of food relative to peer interaction in overweight individuals. After playing a computer game that randomly simulates peer rejection or peer acceptance, participants will play another computer game that will assess the value of food and social interactions. Overweight individuals may be more likely to resort to food in moments of distress and less likely to choose to interact with a peer to reestablish thei...

Effects of Playing Video Games on Energy Balance

The aim of this study is to examine the effects of playing video games on various components of energy balance and substrate metabolism as well as on glucose homeostasis and relevant hormonal systems that might be involved in the underlying mechanisms.

Dr Solitaire: Assessing Cognitive Performance Through Meaningful Play

To assess cognitive performance by means of the game of Solitaire. In this study, the investigators want to define relevant game metrics, when playing Solitaire, that may be indicative of cognitive performance.

Testing a Shortened Version of the AlAn's Game

It has been demonstrated that behavior on the AlAn's game is related to Moral Elevation response. Moral Elevation is a positive response to another's act of generosity "of charity, gratitude, fidelity, generosity or any other strong display of virtue". The constellation of emotional, physical and psychological aspects of a Moral Elevation response have been well described. Moral Elevation can be elicited with stimulus stories or videos and measured with self-report questionnair...

Changes in Adherence After Playing "My Life With CF" Game

Nonadherence to treatment regimes among patients with cystic fibrosis (CF) is well documented in the literature. Unfortunately, few interventions have been successful at improving adherence rates in this patient population. Within the pediatric population, specifically adolescents, attitude toward treatment directly effects adherence to treatment. Changing attitude includes making conscious decisions regarding adherence or non-adherence and should include an understanding of wh...

Recollect the Game: A Novel Treatment for Executive Functioning Deficits in Adults With ADHD

Adults who have attention deficit hyperactivity disorder (ADHD) suffer from significant occupational, academic and social problems, many of which are believed to be a result of problems with executive functioning. Executive functioning refers to a group of neuro-psychological functions which include sustained attention, working memory, verbal fluency, as well as motor and mental processing speed. Individuals with ADHD have been shown to have deficits in executive functioning in...

Will Perceptual Learning Via Video Game Playing Improve Visual Acuity Stereopsis & Fixation Stability in Mild Amblyopes?

Contrast balanced dichoptic videogame training has been found to improve sensory functions in adults with amblyopia; best corrected distance visual acuity (BCVA) and stereopsis, but its effect on motor function, namely amblyopic eye fixation stability, is unknown. The aim of this study is to find out the difference on fixation stability in the amblyopic eye after 6 weeks' contrast balanced dichoptic video game training.

Game to Improve Hearing Health Care Outcomes

The investigators are studying the educational potential of games, with the goal of developing a game to improve learning and promote healthy hearing behaviors. The project is looking for adolescents and young adults that play games to share their experience and learning from playing games. The investigators ask participants to fill out an enrollment form/informed consent, complete surveys on healthy hearing habits, and play a game provided by the project. This project...

Evaluation of an Advance Care Planning Activity: Feasibility Testing for a Randomized Controlled Trial

The overarching goal of this project is to facilitate engagement of individuals in effective advance care planning (ACP). Our specific objective is to conduct a randomized, controlled trial to determine whether playing a structured conversation game will increase the likelihood that participants will complete advance directives and perform other ACP behaviors compared to those who are provided with only standard ACP educational materials.

Interactive Digital Technology to Assess and Improve Cognitive Dysfunction in Patients With Systemic Lupus Erythematosus

The purpose of this study is to evaluate whether a short interactive video game device is associated with performance on standard measures of attention and problem solving in patients with systemic lupus erythematosus(SLE). The study is also designed to see if playing the video game for four weeks improves attention and problem solving in patients with SLE.

An Accessible Digital Intervention to Promote HIV Testing/Counseling and Prevention Among Adolescents

This is Phase II of a study previously registered on (NCT02812329). Phase II focuses on adapting and expanding the reach of a previously developed video game aimed at HIV prevention. The game will be adapted to include web access/distribution and be evaluated using a randomized controlled trial.

A Psychotherapy Development Study for Internet Gaming

The fifth edition of the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) introduces Internet Gaming disorder (IGD) as a Substance-Related and Addictive Disorder in Section 3, Conditions for Further Study. Although research is in the nascent stages, existing studies demonstrate that IGD is associated with psychosocial distress including suicidality, and adverse vocational and educational outcomes in youth. Internet gaming disorder also shares substantial overlap w...

Visual Training and Tennis

Tennis is situational sport in which the result of the game is directly influenced by the interaction with the opponent. In fact, athletes have to respond in a short-time period to change the way of playing by fast analyzing speed, rotation and direction of the tennis ball. Therefore, it is extremely complicated to predict exactly what will happen during games and matches. According to literature goof visual skills, players can receive and process information quickly and can op...

Effect of Premedication Type on Preoperative Anxiety in Children

Compare the effects of pharmacological and nonpharmacological premedications on preoperative anxiety and mask acceptance after adenotonsillectomy

Improving Social Cognition for Adults With ASD by the Serious Game JeStiMulE Versus Controls

The serious game "JeStiMulE" (Educational Game for Multisensory Stimulation of Children with developmental disorders), developed by the Autism Resources Center of Nice, was created to teach social cognition including emotion recognition in context, for children and adolescents with autism. In a previous study, JeStiMulE has demonstrated efficacy in a population of young people aged 6-17 years old with high and low levels of autism. According to the recommendations of the 2011 ...

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