2016
DOI: 10.1093/nop/npw020
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Effects of physically active video gaming on cognition and activities of daily living in childhood brain tumor survivors: a randomized pilot study

Abstract: Background. Physical activity can enhance cognitive functions in both animals and humans. We hypothesized that physically active video gaming could: i) improve cognitive functions and ii) improve the execution of activities of daily living among survivors of childhood brain tumors. Methods. Children 7 to 17 years old who completed treatment, including radiotherapy, for a brain tumor 1 to 5 years earlier were randomized to eit… Show more

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Cited by 33 publications
(91 citation statements)
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“…Specifically, a cancer survivor–tailored mHealth weight management intervention demonstrated a significant increase in physical activity among survivors (median age = 13 years) . However, with respect to the six remaining investigations, which all incorporated both eHealth and mHealth interventions across pediatric and AYA cancer survivors, significant changes in physical activity were not observed . These nonsignificant findings for physical activity are likely related to a combination of factors, including underpowered analyses and lack of individualization that was observed for the cancer survivor‐tailored mHealth weight management intervention.…”
Section: Resultsmentioning
confidence: 94%
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“…Specifically, a cancer survivor–tailored mHealth weight management intervention demonstrated a significant increase in physical activity among survivors (median age = 13 years) . However, with respect to the six remaining investigations, which all incorporated both eHealth and mHealth interventions across pediatric and AYA cancer survivors, significant changes in physical activity were not observed . These nonsignificant findings for physical activity are likely related to a combination of factors, including underpowered analyses and lack of individualization that was observed for the cancer survivor‐tailored mHealth weight management intervention.…”
Section: Resultsmentioning
confidence: 94%
“…There were 16 eHealth interventions that were diverse in content and type. These studies involved the use of social robotic‐assisted therapy to reduce cancer‐related distress; cognitive rehabilitation to mitigate risk associated with neurocognitive late effects; web‐based resources to improve cancer knowledge and health‐related behavior change; video games to improve treatment adherence, physical functioning, and QoL; and virtual reality to decrease procedure‐related distress as well as anxiety and depression …”
Section: Resultsmentioning
confidence: 99%
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