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1.
Rev. bras. med. esporte ; 30: e2021_0508, 2024. tab, graf
Article in English | LILACS-Express | LILACS | ID: biblio-1441312

ABSTRACT

ABSTRACT Introduction: Exergames or active video games are digital platforms with functionality associated with body movement, which dialogue with improving physical activity levels, stimulating pleasure in practice and adherence to change habits, physically active behavior, and better quality of life. Objective: This study aimed to synthesize the available evidence on the contribution of exergame to Body Mass Index, physical activity level, glycemic control, blood pressure, and cardiorespiratory fitness in adolescents. Methods: This is a systematic review, reported following the PRISMA writing recommendations, without language restrictions, for articles indexed in the following databases: MEDLINE / PubMed, Embase, Cochrane Library, and Lilacs. Data extraction was performed analogously in a spreadsheet previously tested and standardized. The assessment of the risk of bias in the included studies was carried out by the RoB 1.0 tool in all of its domains in duplicate of reviewers. Initially, 3.039 studies were found. Results: The studies cover a total of 526 adolescents aged ten to 19. The most used platform in the studies was the Nintendo Wii, followed by the PlayStation, Xbox 360, and Dance Dance Revolution. The results indicated that interventions using exergames were effective for changing BMI, but there was no evidence on cardiovascular outcomes, with no effective changes in glycemic control and blood pressure and a significant response (p <0.05) in cardiorespiratory fitness. Conclusion: The exergame points to satisfactory results in improving health and can be incorporated as a relevant public policy in the adolescent health promotion. (PROSPERO Registration CRD42020181772). Level of evidence II; Therapeutic studies - investigation of treatment results.


RESUMEN Introducción: Los Exergames o videojuegos activos son plataformas digitales con funcionalidad asociada al movimiento corporal, que dialogan con la mejora de los niveles de actividad física, estimulando el placer en la práctica y la adherencia a cambios de hábitos, conducta físicamente activa y mejor calidad de vida. Objetivo: Este estudio tuvo como objetivo sintetizar la evidencia disponible sobre la contribución del exergame al índice de masa corporal, nivel de actividad física, control glucémico, presión arterial y aptitud cardiorrespiratoria en adolescentes. Métodos: Se trata de una revisión sistemática, reportada siguiendo las recomendaciones de redacción de PRISMA, sin restricción de idioma, para artículos indexados en las siguientes bases de datos: MEDLINE / PubMed, Embase, Cochrane Library y Lilacs. La extracción de datos se realizó de manera similar en una hoja de cálculo estandarizada y probada previamente. La evaluación del riesgo de sesgo en los estudios incluidos se realizó mediante la herramienta RoB 1.0 en todos sus dominios por duplicado de revisores. Inicialmente, se encontraron 3.039 estudios. Resultados: Los estudios abarcaron un total de 526 adolescentes de 10 a 19 años. La plataforma más utilizada en estudios fue la Nintendo Wii, seguida de la PlayStation, Xbox 360 y Dance Dance Revolution. Los resultados indicaron que las intervenciones con exergames fueron efectivas para cambiar el IMC, pero no hubo evidencia sobre los resultados cardiovasculares, no hubo cambios efectivos en el control glucémico y la presión arterial, y una respuesta explicativa (p <0.05) en la aptitud cardiorrespiratoria. Conclusión: El exergame muestra resultados satisfactorios en la mejora de la salud y puede ser incorporado como una política pública relevante en la promoción de la salud de los adolescentes. (Registro PROSPERO CRD42020181772). Nivel de evidencia II; Estudios terapéuticos: investigación de los resultados del tratamiento.


RESUMO Introdução: Exergames ou vídeo games ativos são plataformas digitais com funcionalidade associada ao movimento corporal, que dialogam com a melhora dos níveis de atividade física, estimulando o prazer na prática e a adesão à mudança de hábitos, comportamento ativo e melhor qualidade de vida. Objetivo: Este estudo teve como objetivo sintetizar as evidências disponíveis sobre a contribuição do exergame para o Índice de Massa Corporal, nível de atividade física, controle glicêmico, pressão arterial e aptidão cardiorrespiratória em adolescentes. Métodos: Trata-se de uma revisão sistemática, relatada seguindo as recomendações de redação do PRISMA, sem restrição de idioma, para artigos indexados nas seguintes bases de dados: MEDLINE / PubMed, Embase, Cochrane Library e Lilacs. A extração dos dados foi realizada de forma análoga em planilha previamente testada e padronizada. A avaliação do risco de viés nos estudos incluídos foi realizada pela ferramenta RoB 1.0 em todos os seus domínios em duplicata de revisores. Inicialmente, foram encontrados 3.039 estudos. Resultados: Os estudos abrangeram um total de 526 adolescentes de dez a 19 anos. A plataforma mais utilizada nos estudos foi o Nintendo Wii, seguido do PlayStation, Xbox 360 e Dance Dance Revolution. Os resultados indicaram que as intervenções com exergames foram eficazes para alterar o IMC, mas não houve evidências sobre os desfechos cardiovasculares, sem alterações eficazes no controle glicêmico e na pressão arterial e uma resposta significativa (p <0,05) na aptidão cardiorrespiratória. Conclusão: O exergame aponta resultados satisfatórios na melhoria da saúde e pode ser incorporado como uma política pública relevante na promoção da saúde do adolescente. (Registro PROSPERO CRD42020181772). Nível de evidência II; Estudos terapêuticos: investigação dos resultados do tratamento.

2.
Vínculo ; 20(2): 156-164, 20230000.
Article in Portuguese | LILACS | ID: biblio-1532554

ABSTRACT

ntrodução: Os jogos eletrônicos são agora reconhecidos como um problema de saúde mental, especialmente entre a comunidade LGBTQIA+. Objetivo: explorar os efeitos do transtorno de jogo (gaming disorder) na população LGBTQIA+. Método: A revisão narrativa abordou hábitos de jogo e gaming disorder em minorias sexuais e de gênero, usando PubMed, Google Scholar, Embase e Web of Science. Das 1640 pesquisas, apenas 3 abordaram gaming disorder nessa população. Resultado: consumidores LGBTQ+ gastam mais em jogos digitais. Jogadores LGBTQIA+ consomem mais jogos de exploração de identidade, possivelmente relacionados ao estresse de minoria. Discussão: minorias sexuais têm maior risco de gaming disorder. Para indivíduos LGBTQIA+, os jogos podem servir como escape e plataforma de apoio, mas o uso problemático pode estar associado a desfechos psiquiátricos negativos. Conclusão: Os jogos online têm o potencial de serem ferramentas de apoio para minorias, no entanto, as evidências são limitadas. É necessária mais pesquisa para compreender melhor a relação entre o uso de jogos e a saúde mental da população LGBTQIA+.


ntroduction: Electronic games are now recognized as a mental health issue, especially within the LGBTQIA+ community. Objective: To explore the effects of gaming disorder in the LGBTQIA+ population. Method: The narrative review addressed gaming habits and gaming disorder in sexual and gender minorities, utilizing PubMed, Google Scholar, Embase, and Web of Science. Out of 1640 studies, only 3 focused on gaming disorder in this population. Result: LGBTQ+ consumers spend more on digital games. LGBTQIA+ players engage more in identity exploration games, possibly linked to minority stress. Discussion: Sexual minorities face a higher risk of gaming disorder. For LGBTQIA+ individuals, games can serve as an escape and support platform, but problematic use may be associated with negative psychiatric outcomes. Conclusion: Online games have the potential as support tools for minorities, but evidence is limited. Further research is needed to better understand the relationship between game use and mental health in the LGBTQIA+ population.


Introducción: Los videojuegos electrónicos son reconocidos actualmente como un problema de salud mental, especialmente dentro de la comunidad LGBTQIA+. Objetivo: Explorar los efectos del trastorno de juego (gaming disorder) en la población LGBTQIA+. Método: La revisión narrativa abordó los hábitos de juego y el gaming disorder en minorías sexuales y de género, utilizando PubMed, Google Scholar, Embase y Web of Science. De las 1640 investigaciones, solo 3 se centraron en el gaming disorder en esta población. Resultado: Los consumidores LGBTQ+ gastan más en juegos digitales. Los jugadores LGBTQIA+ consumen más juegos de exploración de identidad, posiblemente relacionados con el estrés de minoría. Discusión: Las minorías sexuales enfrentan un mayor riesgo de gaming disorder. Para los individuos LGBTQIA+, los juegos pueden servir como un escape y plataforma de apoyo, pero el uso problemático puede estar asociado con resultados psiquiátricos negativos. Conclusión: Los juegos en línea tienen el potencial como herramientas de apoyo para las minorías, pero la evidencia es limitada. Se requiere más investigación para comprender mejor la relación entre el uso de juegos y la salud mental en la población LGBTQIA+.


Subject(s)
Humans , Male , Female , Patient Harm , Sexual and Gender Minorities , Internet Addiction Disorder , Technology Addiction
3.
São Paulo med. j ; 140(4): 604-614, July-Aug. 2022. tab, graf
Article in English | LILACS-Express | LILACS | ID: biblio-1410191

ABSTRACT

ABSTRACT BACKGROUND: Augmented reality (AR) involves digitally overlapping virtual objects onto physical objects in real space so that individuals can interact with both at the same time. AR in medical education seeks to reduce surgical complications through high-quality education. There is uncertainty in the use of AR as a learning tool for interventional radiology procedures. OBJECTIVE: To compare AR with other learning methods in interventional radiology. DESIGN AND SETTING: Systematic review of comparative studies on teaching techniques. METHODS: We searched the Cochrane Library, MEDLINE, Embase, Tripdatabase, ERIC, CINAHL, SciELO and LILACS electronic databases for studies comparing AR simulation with other teaching methods in interventional radiology. This systematic review was performed in accordance with PRISMA and the BEME Collaboration. Eligible studies were evaluated using the quality indicators provided in the BEME Collaboration Guide no. 11, and the Kirkpatrick model. RESULTS: Four randomized clinical trials were included in this review. The level of educational evidence found among all the papers was 2B, according to the Kirkpatrick model. The Cochrane Collaboration tool was applied to assess the risk of bias for individual studies and across studies. Three studies showed an improvement in teaching of the proposed procedure through AR; one study showed that the participants took longer to perform the procedure through AR. CONCLUSION: AR, as a complementary teaching tool, can provide learners with additional skills, but there is still a lack of studies with a higher evidence level according to the Kirkpatrick model. SYSTEMATIC REVIEW REGISTRATION NUMBER: DOI 10.17605/OSF.IO/ACZBM in the Open Science Framework database.

4.
Rev. inf. cient ; 101(3): e3804, mayo.-jun. 2022. tab, graf
Article in Spanish | LILACS-Express | LILACS | ID: biblio-1409549

ABSTRACT

RESUMEN Introducción: La intervención desde un enfoque neuropsicológico permite conseguir mejoras, aportar estrategias y proponer cambios que impactan el aprendizaje y la salud cognitiva de los participantes. El empleo de videojuegos muestra mejoras en habilidades de dominio general como la memoria de trabajo y de dominio específico como el rendimiento. Objetivo: Determinar el efecto del entrenamiento de memoria de trabajo a través del videojuego "Recuérdalo Todo" en el rendimiento académico (matemático y lector), en niños de preescolar y segundo grado. Método: Se realizó un estudio cuasi-experimental en La Habana, Cuba, durante el curso 2018-2019. Participaron 29 niños de preescolar (14 niñas) y 27 niños de segundo grado (8 niñas) que fueron asignados aleatoriamente a un grupo experimental (recibe entrenamiento con el videojuego) y un grupo control (no recibe el entrenamiento hasta no concluir los pos-test). Fueron evaluados antes y después del entrenamiento con pruebas de procesos de dominio general y rendimiento académico. Resultados: El entrenamiento tuvo una influencia positiva en los procesos de dominio general más que en el rendimiento académico. El tamaño del efecto de intervención en los procesos de dominio general fue medio, lo cual avaló la efectividad. Conclusiones: "Recuérdalo todo" tiene un efecto favorable sobre procesos de dominio general y sobre procesos predictores de la adquisición de la lectura en preescolares, así como en el procesamiento numérico en niños de segundo grado. Esta intervención sobre memoria de trabajo aporta herramientas que pueden contribuir a la preparación de los maestros para optimizar el aprendizaje de los escolares, lo que tiene un impacto en su salud cognitiva.


ABSTRACT Introduction: Intervention method, from a neuropsychological point of view, helps for increasing, giving strategies, and to propose impact changing in learning process and cognitive health of participants. The uses of video games have demonstrated improvements in domain-general skills such as working memory and domain-specific skills as the performance. Objective: Determine the effect of working memory training through the video game "Recuérdalo Todo" on academic performance (mathematics and reading) in Pre-kindergarten and second grade children. Methods: A quasi-experimental study was conducted during the academic year 2018-2019 in Havana, Cuba. A total of 29 pre-kindergarten children (among them 14 girls) and 27 second graders (including 8 girls) were involved. They were randomly assigned to two groups, an experimental group which received the working memory training sessions through the video game "Recuérdalo Todo") and a control group which not received the training sessions during that period, but after the post-tests were concluded. They were evaluated before and after training with tests of domain-general processes and academic performance. Results: The training had a positive influence on domain-general processes rather than on academic performance. The effect of this intervention on domain-general processes was medium, which supported its effectiveness. Conclusions: The video game "Recuérdalo Todo" has a favorable effect on domain - general processes of reading in pre-kindergarten children, as well as in the numerical processing for children of second grade. This working memory intervention provides tools that can contribute to the preparation of teachers in order to optimize the schoolchildren learning process with an impact on their cognitive health.


RESUMO Introdução: A intervenção a partir de uma abordagem neuropsicológica permite alcançar melhorias, fornecer estratégias e propor mudanças que impactam na aprendizagem e na saúde cognitiva dos participantes. O uso de videogames mostra melhorias em habilidades de domínio geral, como memória de trabalho, e habilidades de domínio específico, como desempenho. Objetivo: Determinar o efeito do treinamento da memória de trabalho por meio do videogame "Recuérdalo Todo" no desempenho acadêmico (matemático e leitura), em crianças da pré-escola e da segunda série. Método: Um estudo quase experimental foi realizado em Havana, Cuba, durante o ano letivo 2018-2019. Os participantes foram 29 crianças pré-escolares (14 meninas) e 27 crianças da segunda série (8 meninas) que foram aleatoriamente designadas para um grupo experimental (recebe treinamento com o videogame) e um grupo controle (não recebe treinamento até que os pós-testes sejam concluídos). Eles foram avaliados antes e após o treinamento com testes de processos de domínio geral e desempenho acadêmico. Resultados: O treinamento influenciou positivamente nos processos de domínio geral mais do que no desempenho acadêmico. O tamanho do efeito da intervenção nos processos de domínio geral foi médio, o que apoiou a eficácia. Conclusões: "Recuérdalo Todo" tem um efeito favorável nos processos de domínio geral e nos processos preditivos de aquisição de leitura em pré-escolares, bem como no processamento numérico em crianças do segundo ano. Esta intervenção na memória de trabalho fornece ferramentas que podem contribuir para a preparação dos professores para otimizar a aprendizagem dos escolares, o que tem impacto na sua saúde cognitiva.

5.
International Eye Science ; (12): 951-954, 2022.
Article in Chinese | WPRIM | ID: wpr-924211

ABSTRACT

@#Amblyopia is a common eye disease in children. In recent years, people have been exploring new treatments for amblyopia patients with poor results of the traditional treatment. In the field of visual cognition, some computer programs and video games are widely used to improve the functions of the visual system. Based on the perceptual learning, new methods such as video games, dichotomous stimulation, and stereo vision training are proposed to treat amblyopia. This article combines domestic and foreign research on perceptual learning and other emerging methods. The application of therapies in the treatment of amblyopia was reviewed, the effects of different methods in the treatment of amblyopia were analyzed. Combined with the existing problems, the future development of this field was further discussed.

6.
Rev. bras. ciênc. esporte ; 44: e000222, 2022. tab, graf
Article in English | LILACS-Express | LILACS | ID: biblio-1407355

ABSTRACT

ABSTRACT To compare measured and estimated metabolic equivalent (MET) and energy expenditure (EE) in different situations with Type-1 diabetes (T1DM) patients. Ten T1DM patients performed three 30-minute sessions (resting, running-RS, and exergame-VS) at moderate intensity. MET and EE were measured by direct gas analyzer and estimated using the formula applying heart rate and V̇02peak. MET values (measured vs. estimated) were statistically different during RS (4.58±1.11 vs.7.59±1.36) and VS (3.98± 0.84 vs. 5.77±0.84) (p<0.001). EE values were similar: RS (147±43 vs. 246±157) and VS (129±33 vs. 184±20) (p<0.001). The error between the methods: 0.41, 1.51, and 1.07 METs and 20.1, 51.5, and 32.5 Kcals for resting, RS, and VS. Estimation could be used in resting and with caution for RS and VS.


RESUMO Comparar o equivalente metabólico (MET) medido e estimado e o gasto energético (EE) em diferentes situações em pacientes com diabetes tipo 1 (DM1). Dez DM1 realizaram três sessões de 30 minutos (Repouso, Corrida-RS e Exergame-VS) em intensidade moderada. MET e EE foram medidos por um analisador direto de gases e estimados pela fórmula usando frequência cardíaca e V̇02pico. Valores MET (medidos vs. estimados) foram estatisticamente diferentes durante o RS (4,58±1,11 vs. 7,59±1,36) e o VS (3,98±0,84 vs. 5,77±0,84) (p<0,001). Semelhante em EE: RS (147±43 vs. 246±157) e VS (129±33 vs. 184±20) (p<0,001). O erro entre os métodos: 0,41, 1,51 e 1,07 MET e 20,1, 51,5 e 32,5 Kcal para Repouso, RS e VS. A estimativa pode ser usada em repouso e com cuidado durante RS e VS.


RESUMEN Comparar el equivalente metabólico (MET)y gasto energético (EE) medido y estimado en diferentes situaciones en diabeticos tipo-1 (T1DM). Diez T1DM realizaron tres sesiones de 30 minutos (Descanso, Running-RS y Exergame-VS) en intensidad moderada. El MET y EE se midieron con un analizador de gases y se calcularon con fórmula utilizando la frecuencia cardíaca y VO2pico. Valores MET (medidos frente a estimados) eran estadísticamente diferentes durante RS (4,58±1,11 vs 7,59±1,36) y VS (3,98±0,84 vs 5,77±0,84) (p<0,001). Similar en EE: RS (147±43 vs 246±157) y VS (129±33 vs 184±20) (p<0,001). El error entre los métodos: 0.41, 1.51 y 1.07 MET y 20.1, 51.5 y 32.5 Kcal para Reposo, RS y VS. La estimación podría usarse en reposo y con cuidado durante RS y VS.

7.
Rev. bras. ciênc. esporte ; 43: e011720, 2021. tab
Article in English | LILACS-Express | LILACS | ID: biblio-1347173

ABSTRACT

ABSTRACT This study aims to evaluate the effect of an exercise with a 2D virtual reality session on the cognition and cortical activity of young males. This is a randomized controlled trial with ten men aged 18 to 23 years. They were randomly assigned under two conditions: 1) exercise session with 2D virtual reality games and 2) control, which consisted of watching a two-episode video of a comic TV show. Cognition and frontal cortical activity were assessed immediately before and after the intervention, using the Mindset, performing the Digit Span Test, semantic verbal fluency, and executive function. Executive function improved with the exergame session (p=0.025). Exergames partially promote an immediate increase in the executive function of young people.


RESUMO Este estudo tem como objetivo avaliar o efeito de um exercício com sessão de realidade virtual 2D na cognição e atividade cortical de jovens do sexo masculino. Trata-se de um ensaio controlado randomizado com dez homens de 18 a 23 anos. Os participantes foram distribuídos aleatoriamente em duas condições: 1) sessão de exercícios com jogos de realidade virtual 2D e 2) controle, que consistia em assistir a um vídeo de dois episódios de um programa de TV. A cognição e a atividade cortical frontal foram avaliadas imediatamente antes e após a intervenção, por meio do Mindset, realização do Digit Span Test, fluência verbal e função executiva. A função executiva melhorou com a sessão de exergame (p=0,025). Exergames promove parcialmente um aumento imediato na função executiva dos jovens.


RESUMEN Este estudio tiene como objetivo evaluar el efecto de un ejercicio con sesión de realidad virtual 2D sobre la cognición y la actividad cortical de varones jóvenes. Este es un ensayo controlado aleatorio con diez hombres de 18 a 23 años. Fueron asignados aleatoriamente bajo dos condiciones: 1) sesión de ejercicios con juegos de realidad virtual 2D y 2) control, que consistía en ver dos episodios de un programa de televisión. Se evaluó la cognición y la actividad cortical frontal inmediatamente antes y después de la intervención, utilizando el Mindset, realizando el Digit Span Test, la fluidez verbal y la función ejecutiva. La función ejecutiva mejoró con la sesión de exergame (p=0.025). Exergames promueven parcialmente un aumento de la función ejecutiva de los jóvenes.

8.
Braz. J. Psychiatry (São Paulo, 1999, Impr.) ; 42(5): 532-535, Sept.-Oct. 2020. tab
Article in English | LILACS | ID: biblio-1132131

ABSTRACT

Objectives: To estimate the prevalence of internet gaming disorder (IGD) and associated risk factors in a sample of secondary and postsecondary students from a public federal institution of higher education (Instituto Federal de Educação, Ciência e Tecnologia) in Southern Brazil. Methods: The study included a sociodemographic questionnaire, the Beck Depression Inventory (BDI), Self-Report Questionnaire (SRQ-20), Pittsburgh Sleep Quality Index (PSQI-BR), the Mini-Social Phobia Inventory (Mini-SPIN), and the Game Addiction Scale (GAS). Finally, IGD was measured with the Brazilian version of the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), which has been psychometrically validated in this population. Results: Overall, 38.2% (n=212) of the sample exhibited IGD symptoms, with 18.2% (n=101) being classed as at-risk gamers. Regression analysis found IGD to be associated with male gender, severe depressive symptoms, poor sleep quality, increased time spent gaming, and total free time spent gaming (p < 0.001). Conclusions: The prevalence of IGD in this sample was relatively high, and associated risk factors found were similar to those previously reported in the literature. Further studies investigating the epidemiology of IGD in Brazilian samples are warranted to better understand treatment needs and inform preventive measures in this population.


Subject(s)
Humans , Male , Female , Adolescent , Adult , Young Adult , Behavior, Addictive/epidemiology , Video Games/adverse effects , Internet , Socioeconomic Factors , Brazil/epidemiology , Prevalence , Surveys and Questionnaires , Risk Factors , Behavior, Addictive/psychology
9.
Ciênc. Saúde Colet. (Impr.) ; 25(8): 3299-3310, Ago. 2020. tab, graf
Article in English, Portuguese | LILACS, ColecionaSUS, SES-SP | ID: biblio-1133118

ABSTRACT

Resumo O objetivo deste artigo é realizar uma revisão integrativa sobre as publicações que abordam o uso de serious games voltados para educação em higiene bucal infantil e uma busca dos aplicativos disponíveis com esse mesmo fim. Foi conduzida uma revisão integrativa pareada nas bases de dados IBECS, LILACS, SCIENCE DIRECT, SciELO, PUBMED, SCOPUS, MEDLINE e Google Acadêmico, de janeiro a novembro de 2017 e em paralelo uma busca de aplicativos disponíveis na plataforma Android® e em sítios eletrônicos das Ciências da Computação, como o IEEE Xplore. Na revisão integrativa, foram selecionados 12 artigos que atenderam aos critérios de inclusão. Nas buscas em sítios eletrônicos, 11 jogos foram classificados como serious games voltados para higiene bucal. Foram identificados 284 aplicativos na Play Store®, com predomínio para atividades intervencionistas em consultório, sendo dor, cárie dental e trauma os enredos principais. Poucos aplicativos voltados para educação em higiene bucal estão disponíveis. Quanto ao público-alvo, há predomínio do público infantil. Apesar da escassez de publicações sobre o assunto, explorar recursos tecnológicos como meios de educação em higiene bucal infantil sinaliza uma área do conhecimento com potencial acadêmico e com possíveis aplicações para a saúde pública.


Abstract This article aims to perform an integrative review on publications that discuss the use of serious games focused on education of children's oral hygiene and a search for available apps with this same purpose. An integrative peer review was conducted in the databases IBECS, LILACS, SCIENCE DIRECT, SciELO, PUBMED, SCOPUS, MEDLINE and Scholar Google, from January to November of 2017 and in parallel a search of available applications on the Android® platform, and websites of computer science, such as the IEEE Xplore. In the integrative review, 12 articles were selected that fulfilled the inclusion criteria. In searches on websites, 11 games were classified as serious games aimed for oral hygiene. A total of 284 apps were identified at Play Store®, with predominance for interventionist activity in dental offices, with pain, dental cavity and trauma being the main plots. Few applications focused on oral hygiene education are available. As for intended audience, there is the prevalence of children's public. Despite the scarcity of publications on the subject, exploring technological resources as educational options for children's oral hygiene indicate an area of knowledge with academic potential and possible applications for public health.


Subject(s)
Humans , Child , Mobile Applications , Oral Hygiene , Public Health , Dental Care , Delivery of Health Care
10.
Malaysian Journal of Nutrition ; : 341-351, 2020.
Article in English | WPRIM | ID: wpr-877238

ABSTRACT

@#Introduction: Skipping breakfast may contribute to poor academic and nutritional status among school children. The current study aimed to determine the effect of the ‘MAPAGI’ (Makan Pagi Bergizi) interactive video game on elementary student’s breakfast knowledge and attitude. Methods: This was a quasi-experimental equivalent group study with a pre-post test control group design. In total, 228 students aged 9-11 years were drawn by proportional stratified random sampling from two urban schools and were distributed equally into intervention (IG) and control groups (CG). Both groups were administered with similar printed media for 10-15 minutes. Video game was delivered only to IG for two consecutive days, 30 minutes each day. Pre-test (PT0) was performed a day before leaflet administration, while post-test was performed twice – after leaflet administration (post-test 1/ PT1) and a week after the last video game (post-test 2/PT2). Paired, independent t-test and analysis of covariance (ANCOVA) were employed to answer the research questions. Results: The mean changes (PT1-PT0 and PT2-PT0) in knowledge score for IG (4.82±2.53 and 3.25±2.47) significantly differed compared to CG (1.75±2.66 and 1.25±2.69). The mean changes in attitude score for IG (7.16±7.17 and 7.34±7.11) also significantly differed compared to CG (2.83±6.58 and 2.64±6.90). After adjustment for potential confounding factors, there was still a significantly greater score in children’s knowledge and attitude after a week’s administration of MAPAGI video game in IG. Conclusion: ‘MAPAGI’ improved school children’s knowledge and attitude, which may lead to the good behaviour of having breakfast.

11.
Aval. psicol ; 18(4): 382-391, out.-dez. 2019. il, tab
Article in Portuguese | LILACS | ID: biblio-1055242

ABSTRACT

Jogos eletrônicos são populares em várias partes do mundo. Pesquisas sobre os efeitos deles sobre a saúde dos jogadores vêm sendo realizadas desde a criação dos videogames. Este estudo investigou as relações entre a frequência de jogo, os fatores de personalidade, os gêneros de jogos e as variáveis de bem-estar subjetivo. A pesquisa foi respondida por 759 participantes. Foram encontradas diferenças significativas nas variáveis Satisfação de Vida, Afetos Positivos, Extroversão e Realização entre jogadores e não jogadores. As correlações entre Horas de Jogo e Satisfação de Vida, Afetos Positivos e Realização foram baixas. Horas de Jogo por Semana não é um forte preditor do Bem-Estar Subjetivo. Motivações, paixão e necessidades psicológicas básicas do jogador podem ter maior impacto nas variáveis de bem-estar. Os resultados apontados neste estudo vão contra a concepção de que o tempo de jogo, individualmente, seja responsável por alterações nos níveis de bem-estar. (AU)


Video games are popular in most parts of the world. Studies about their effects on the players' health have been produced since their creation. This study investigated the relations between subjective well-being and game frequency, personality traits and game genres. The questionnaire was completed by 759 participants. Significant differences were found between players and non-players in relation to Life Satisfaction, Positive Affect, Extraversion and Conscientiousness. Correlations between Gaming Hours per Week, Positive Affect, Life Satisfaction and Conscientiousness were weak. Correlations between Game Genre and Personality Traits were weak. Gaming Hours per Week was not a strong predictor of Subjective Well-Being. Other variables should be considered when researching gamers' well-being. Motivations, passion and basic psychological needs may have a higher impact on well-being variables. The results found in this study go against the idea that the frequency of gaming, individually, is responsible for alterations in well-being scores. (AU)


Los videojuegos son populares en varias partes del mundo. Las investigaciones sobre los efectos de los mismos sobre la salud de los jugadores vienen siendo realizadas desde la creación de los juegos electrónicos. Esta investigación evaluó las relaciones entre la frecuencia de juego, los factores de personalidad, los géneros de juegos y las variables de bienestar subjetivo. La encuesta fue realizada con 759 participantes. Se encontraron diferencias significativas en las variables Satisfacción con la Vida, Afectos Positivos, Extroversión y Realización entre jugadores y no jugadores. Las correlaciones entre Horas de Juego y Satisfacción con la Vida, Afectos Positivos y Realización fueron bajas. Horas de Juego por Semana no es un fuerte predictor del Bienestar Subjetivo. Los resultados señalados en este estudio van en contra de la concepción de que el tiempo de juego, individualmente, es responsable de alteraciones en los niveles de bienestar. (AU)


Subject(s)
Humans , Male , Female , Adolescent , Adult , Middle Aged , Aged , Personality , Psychology , Social Welfare/psychology , Video Games/psychology , Analysis of Variance
12.
Arch. argent. pediatr ; 117(6): 584-591, dic. 2019. tab
Article in English, Spanish | LILACS, BINACIS | ID: biblio-1046377

ABSTRACT

Introducción: el avance de la tecnología e internet aumentaron la frecuencia con que los niños utilizan videojuegos. El objetivo fue determinar la frecuencia y patrones de uso y la adicción a videojuegos (AVJ) en alumnos de secundaria y la relación con factores sociodemográficos, familiares e individuales. Población y métodos: estudio descriptivo transversal en cuatro escuelas secundarias. Se realizó un cuestionario estructurado a los padres y la "Videogame Addiction Scale for Children (VASC)" a los alumnos jugadores de videojuegos. Resultados: se incluyó a 297 alumnos; 245 (82,5 %) jugaban a videojuegos. La tasa total de AVJ fue 1,6 % en toda la muestra. La tasa de AVJ fue 3,1 % entre los varones. La media geométrica para VASC (MG-VASC) fue mayor en varones y alumnos obesos (p < 0,001, p = 0,022, respectivamente). Los alumnos que utilizan redes sociales tuvieron puntajes más altos (p = 0,034). Las consolas, los juegos en línea y multijugador aumentan los puntajes de la MG-VASC (p = 0,028, p = 0,002, p = 0,016, respectivamente). Los juegos de guerra y estrategia tenían MG-VASC más elevadas (p < 0,001, p = 0,034, respectivamente). Los juegos de ingenio y casuales se relacionaron con puntajes menores (p = 0,006, p = 0,004, respectivamente).Conclusiones. Ser varón, ser obeso, usar redes sociales, tener consola, jugar a géneros específicos (guerra o estrategia), y los juegos en línea y multijugador están relacionados a mayores puntajes de la VASC en alumnos de secundaria. Los estudios prospectivos y las medidas preventivas deberían centrarse en esto.


Introduction: The rapid progress of technology and widespread use of internet has increased thefrequency of video gaming among children. The objective was to determine the frequency and patterns of video game use and video game addiction (VGA) in secondary school students and the relationship with socio-demographic, familial and individual factors. Population and methods: This cross-sectional descriptive study was conducted in four secondary schools in varied sociodemographic characteristics. A structured questionnaire was applied to the parents who agreed to participate. 'Videogame Addiction Scale for Children (VASC)' was performed to the video-gamer students. Results: 297 healthy students were included; 245 (82.5 %) reported as video game players. The rate of VGA was 1.6 % in our whole sample. The VGA rate was 3.1 % within the male students. VASC-Geometric Mean Score (VASC-GMS) was significantly higher in male and obese children (p < 0.001, p= 0.022, respectively). Students who use socialmedia also had higher scores (p= 0.034). Gaming consoles, online games or games with multiplayers increase the VASC-GMS scores (p= 0.028, p= 0.002, p= 0.016, respectively). War and strategy games lead higher VASC-GMS (p < 0.001, p= 0.034, respectively). In contrast, mind and casual games were related to lower VASC-GMS (p= 0.006, p= 0.004, respectively).Conclusions. It was observed that being male, being obese, use of social media, game console ownership, playing specific game genres (war or strategy games), online and multiplayer games are related to higher scores of video game addiction scale in secondary school students. Future prospective studies and preventive measures on VGA should focus on these factors.


Subject(s)
Humans , Adolescent , Behavior, Addictive , Video Games/adverse effects , Students , Epidemiology, Descriptive , Cross-Sectional Studies , Obesity
13.
Article | IMSEAR | ID: sea-201064

ABSTRACT

Background: Nowadays the teens playing outdoor games are difficult to be seen and of course, they play all these games not in reality but in a screen using video games. The biggest revolution in electronic world has put our teens more addicted towards video games which not only affect their academic performance but also have impact on their behaviour and health. The objectives of the study were to assess the pattern of video game usage among the study population; to determine the influence of video game in behaviour of the study population.Methods: The study was conducted as a cross sectional study during January and February 2018, among medical students of tertiary care hospital, Chennai. The data was collected using preformed pretested questionnaire. Data were analyzed using SPSS 21.Results: Out of 211 study participants, majority 168 (80%) were males. Around, 97 (45.9%) participants, liked to play during night hours and most 114 (54.1%) of them preferred adventure and racing games. The change in behavioral patterns like, skipping sleep 20 (25.3%), using bad words 22 (27.8%), betting 40 (50.6%), risky stunts 38 (48.1%) were observed. Around half of the participants 97 (46%) were giving complaints of various health problems like finger pain, 72 (34.1%) wrist pain, 63 (29.8%) neck pain, and 54 (26%) eye pain due to usage of video games.Conclusions: The behavioral patterns explored in this study are alarming which suggest that this age group has to be sensitized on the self control to use the video games.

14.
The International Medical Journal Malaysia ; (2): 139-146, 2019.
Article in English | WPRIM | ID: wpr-780760

ABSTRACT

@#The worsening trend of childhood obesity is a global public health issue. Digital technology evolution is a contributing factor towards physical inactivity and obesity among children. In order to overcome this growing problem, exercise games have been introduced in early eighties to ameliorate this obesogenic environment. Exercise games utilize innovative technologies that provide an interactive environment, requiring gestures and body movements to simulate on-screen gameplay. The objective of this review is to assess the effectiveness of exercise gaming intervention in managing childhood obesity. A systematic review was performed. Six articles examining exercise video games impact on weight management among children published between January 2013 and December 2017 in the English language were selected from a total of 54 articles identified through five major search engines. Majority of the researchwas conducted in developed countries particularly in the United States whereby some developing countries had started with small-scale researches in this area. The result indicated that there was a significant increase in physical activity level, reduction of BMI, reduced adipose tissue composition and a positive psychological impact after the intervention of exercise games. However, the impact of exercise games on physiological and metabolic parameters were inconclusive and requires further study. In conclusion, exercise games are the effective way to combat childhood obesity, along with other modules of lifestyle.

15.
MedicalExpress (São Paulo, Online) ; 6: mo19005, 2019. tab, graf
Article in English | LILACS | ID: biblio-1012659

ABSTRACT

BACKGROUND INFORMATION: Digital game or video game disorders have been recently (June 2018) included in ICD-11 (International Classification of Diseases) by the World Health Organization (WHO). The disorder can occur with or without an internet connection. OBJECTIVE: Validation of a scale to evaluate the dependence of pathological digital game (PDGD). METHOD: Validation of the PDGD was performed in 5 phases: (1) initial scale construction with 20 questions, (2) expert assessment, (3) application to 200 volunteers, (4) statistical analysis and production of results using statistical programs, (5) elaboration of the final validated scale. RESULTS: We used the R statistical program Version 3.4.2 and the "dplyr" package to present the descriptive statistics, the hypotheses tests of differences of means and the factorial analysis. The last step was to calculate Cronbach's alpha, in order to measure the internal consistency of the questionnaire. The value found was 0.955, which is very good. CONCLUSIONS: This research allowed us to construct a final version of the PDGD suitable for the clinical contexts and usable in research on the dependence of digital games. This scale may contribute to future studies, conscious use of technologies, reduction of physical and emotional damage and improvement of the quality of life.


Subject(s)
Humans , Male , Female , Adolescent , Adult , Middle Aged , Aged , Volunteers/psychology , Internet Addiction Disorder/psychology , Volunteers/statistics & numerical data , Surveys and Questionnaires , Data Interpretation, Statistical , Educational Status , Age and Sex Distribution
16.
Psico (Porto Alegre) ; 50(4): 29466, 2019.
Article in Portuguese | LILACS | ID: biblio-1049020

ABSTRACT

Estudos têm mostrado o potencial dos videogames para treinar habilidades cognitivas. O presente estudo verificou a eficácia de um treinamento com jogos eletrônicos para melhoria das funções cognitivas de atenção e memória de estudantes universitários. Participaram da pesquisa 25 universitários, com idade entre 18 e 29 anos, de ambos os sexos. Utilizou-se os testes de Trilhas, Nomeação de Boston, Lista de Palavras, Subteste dígitos das Escalas Wechsler de Avaliação de Inteligência Adulta, Teste do Desenho do Relógio, Fluência Verbal: Animais e Questionário de Queixa Subjetiva de Memória. O treinamento com jogos eletrônicos utilizou jogos comerciais, escolhidos pela equipe de pesquisa. O treino durou entre 5 e 16 semanas, com tempo progressivo de treinamento variando de 20 a 60 minutos. Os participantes eram equivalentes nas funções cognitivas no pré-teste. Após a intervenção, foram observadas diferenças na memória imediata, memória tardia, reconhecimento, recordação de dígitos em ordem inversa, atenção e nomeação. Os resultados indicam que os jogos eletrônicos podem ser ferramentas úteis para treinar as habilidades cognitivas, mas como a amostra é pequena, estudos futuros são necessários para ampliar os conhecimentos na área.


Previous studies have shown the potential of video games to train cognitive skills. The present study verified the effectiveness of a training with electronic games to improve the attention and memory skills of undergraduated students. Twenty-five students aged between 18 and 29, of both genders participated the study. It was used Track tests, Boston Naming, Word List, Subtest digits of the Wechsler Adult Intelligence Assessment Scales, Clock Drawing Test, Verbal Fluency: Animals, and Subjective Memory Complaint Questionnaire. Electronic game training used commercial games, chosen by the research team. The training lasted between 5 and 16 weeks, with progressive training time ranging from 10 to 60 minutes. The participants had equivalent cognitive functions pre-test, but differences in immediate memory, late memory, recognition, recall of digits in reverse order, attention, and naming were observed after the intervention. The results indicate that electronic games may be useful tools for training cognitive skills, but because the sample is small, future studies are needed to expand knowledge in the field.


Los estudios han demostrado el potencial de los videojuegos para entrenar habilidades cognitivas. El presente estudio verificó la efectividad del entrenamiento con juegos electrónicos para mejorar las funciones cognitivas de atención y memoria de los estudiantes universitarios. Veinticinco estudiantes universitarios, con edades comprendidas entre 18 y 29 años, de ambos sexos participaron en la investigación. Se utilizaron senderos, nombres de Boston, lista de palabras, dígitos de subprueba de la escala de clasificación de inteligencia para adultos de Wechsler, prueba de dibujo de reloj, fluidez verbal: animales y cuestionario de queja de memoria subjetiva. La capacitación con juegos electrónicos utilizó juegos comerciales, elegidos por el equipo de investigación. El entrenamiento duró entre 5 y 16 semanas, con un tiempo de entrenamiento progresivo de 20 a 60 minutos. Los participantes fueron equivalentes en funciones cognitivas en la prueba previa, después de que las diferencias de intervención se observaron en la memoria inmediata, memoria tardía, reconocimiento, memoria inversa de dígitos, atención y nomenclatura. Los resultados indican que los juegos electrónicos pueden ser herramientas útiles para entrenar habilidades cognitivas, pero como el tamaño de la muestra es pequeño, se necesitan estudios futuros para ampliar el conocimiento en el area.


Subject(s)
Students/psychology , Video Games , Attention , Universities
17.
Article in Spanish | LILACS | ID: biblio-1537911

ABSTRACT

Introducción: A partir de la globalización y la consolidación del sistema capitalista a nivel global se produjeron cambios socioeconómicos, estos generaron que el consumo pase a ser un valor central en la construcción de la identidad. Los adolescentes son un segmento destacado de la población en la que impacta esto, y los videojuegos son un consumo prioritario para ellos. Objetivos: Esta revisión bibliográfica narrativa tiene por objetivo (1) Describir el consumo de videojuegos en adolescentes y (2) Describir las consecuencias de dicho consumo. Resultados: El consumo de videojuegos es principalmente virtual en el espacio digital-virtual, este es diferente al espacio material "real". Los adolescentes los consumen de forma diferenciada por género. Se describen consecuencias positivas y negativas de este consumo. Conclusión: Se analizan los resultados destacando la necesidad de un sistema estandarizado de clasificación de videojuegos para poder extraer conclusiones más adecuadas


Introduction: From the globalization and consolidation of the capitalist system at a global level there were socioeconomic changes, these generated that consumption becomes a central value in the construction of identity. Teenagers are a prominent segment of the population in which this impacts, and video games are a priority consumption for them. Objectives: This narrative literature review aims to (1) Describe the consumption of video games in adolescents and (2) Describe the consequences of such consumption. Results: The consumption of video games is mainly virtual in the digital-virtual space, this is different from the "real" material space. Teenagers consume them differently by gender. Positive and negative consequences of this consumption were found. Conclusion: The results are analyzed highlighting the need for a standardized video game classification system to be able to draw more appropriate conclusions


Subject(s)
Humans , Adolescent , Adolescent , Video Games , Social Identification , Capitalism , Individuality
18.
Rev. bras. ciênc. esporte ; 40(1): 87-93, Jan.-Mar. 2018. tab, graf
Article in Portuguese | LILACS | ID: biblio-958451

ABSTRACT

Resumo O objetivo deste estudo foi verificar o efeito de um programa de intervenção motora com exergames em crianças com risco e dificuldade significativa de movimento. Foram feitas 18 sessões de 45 minutos. Para identificar aas crianças com risco e dificuldade motora usou-se a bateria MABC-2. Nas análises pré-teste, no grupo experimental havia duas crianças com dificuldade de movimento e crianças com indicativo de risco de dificuldade, nas análises pós-teste verificou-se que apenas duas crianças estavam com risco de dificuldade e quatro sem dificuldade de movimento. Com isso, sugere-se que os exergames podem ser ferramentas úteis para a melhoria do desempenho motor, além de oferecer subsídio para uma opção de estimulação do movimento.


Abstract The aimed of this study was to verify the effect of a motor intervention program with exergames in children with risk and significant movement difficulty. 18 sessions of 45 minutes were performed.. The MABC-2 battery was used to identify children at risk and motor difficulty. In the pre-test, in the experimental group there were two children with difficulty of movement and four children with indicative of risk of difficulty, in the post-test analyzes, it was verified that only two children were at risk of difficulty and four were without difficulty of Movement. With this, it is suggested that the exergames can be useful tools for the improvement of the motor performance, besides offering subsidy for an alternative of stimulation of the movement.


Resumen El objetivo de este estudio fue comprobar el efecto de un programa de intervención motora con videojuegos activos en niños en riesgo e importante dificultad de movimiento. Se realizaron 18 sesiones de 45 minutos. Para identificar a los niños en riesgo y con motricidad difícil, se utilizó una batería MABC-2. En el análisis previo al estudio, en el grupo experimental había dos niños con dificultades de movimiento y cuatro niños sin dificultades de movimiento Con ello se sugiere que los videojuegos activos pueden ser herramientas útiles para logar una mejora del rendimiento motor, además de ofrecer ayuda a una alternativa de estimulación del movimiento.

19.
Chinese Journal of Applied Clinical Pediatrics ; (24): 1882-1885, 2018.
Article in Chinese | WPRIM | ID: wpr-733356

ABSTRACT

Objective To explore the effect of virtual reality video games on gross motor skills of children with cerebral palsy.Methods The 56 patients with cerebral palsy treated in the Fifth Affiliated Hospital of Zhengzhou University from April 2015 to April 2017 were selected as the subjects.The age of the patients was (5.4 ± 1.2) years old (5-7 years old).According to the results of Gross Motor Function Classification System (GMFCS) assessment,all patients belonged to level Ⅰ-Ⅱ.All patients were randomly divided-into 2 groups:video-game group and conventional exercise group for 6 weeks of functional exercise.The evaluation criteria included the average exercise time,the 6-minute walk test (6MWT) and general motion function challenge module (GMFMS-CM) measurement and evaluation.Results The average exercise time of video games in video game group was (44.2 ± 6.1) minutes.The encouragement from the therapists in the intervention process was very important.The technical problems also had a relatively high proportion,and the technical guidance and training should be emphasized at the beginning of the study.The average score of the Likert scale showed that the practice program was suitable for the patients;GMFMS-CM in video game group was significantly higher [mean difference was 4.8,the quartile (IQP) was 4.68,Z =-2.025,P =0.035],while conventional exercise group showed an increasing trend which was not significantly different;6MWTshowed a significant increase in the mean level of video-game group (mean difference was 69.1 m,IQR was 40.2 m,Z =-2.108,P =0.045),conventional exercise group was significantly lower than the average level of subjects in video-game group and there was no significant change in the study period.Conclusion For children with cerebral palsy,routine functional rehabilitation exercise plus family-style virtual reality video game practice,on the one hand to improve patient compliance with the treatment,on the other hand can significantly improve their physical movement function,which is conducive for the patients' quality of life and self-care ability.

20.
Rev. latinoam. cienc. soc. niñez juv ; 15(2): 1051-1065, jul.-dic. 2017.
Article in Spanish | LILACS | ID: biblio-901878

ABSTRACT

Objeto: comprensión de las relaciones entre los preadolescentes y las nuevas prácticas comunicativas en las redes informáticas, respecto a la construcción de valores sociales que se propician mediante su participación en los videojuegos colaborativos, en una observación en adolescentes con el videojuego Grand Theft Auto V (GTA V). Metodología: es un estudio cualitativo, con herramientas etnográficas, apoyado por una encuesta tipo Likert, con estudiantes de un colegio de Bogotá. Resultados y conclusiones: Los estudiantes diferencian con claridad el contexto valorativo del juego y el de la vida real. Los valores sociales como el respeto, la solidaridad, la otredad y el cumplimiento de las normas tienen significaciones diferentes en el juego y en la vida. La familia es la fuente de valores más reconocida en la vida real. Se extraen enseñanzas del mundo avieso del juego.


Objective: To understand the relationships between pre-adolescents and new communicative practices in computer networks in terms of the construction of social values that are fostered through their participation in collaborative video games by observing adolescents playing the Grand Theft Auto V (GTA V) video game. Methodology: This is a qualitative study that used ethnographic tools supported by a Likert type survey with students from a school in Bogotá. Results and conclusions: Students clearly differentiate between the values context of the game and values in real life. Social values such as respect, solidarity, otherness and compliance have different meanings in the game compared to their lives. The family is the most recognized source of values for these students in real life while students gain learning experiences from the world of the game.


Objeto: compreensão das relações entre os pré-adolescentes e novas práticas comunicativas em redes de computadores, em relação à construção de valores sociais que se propiciam através da participação em jogos colaborativos, a partir de uma observação em adolescentes com o vídeo game Grand Theft Auto V (GTA V). Metodologia: estudo qualitativo com ferramentas etnográficas, apoiado por uma entrevista de tipo Likert com estudantes de uma escola em Bogotá. Resultados e conclusões: Os alunos diferenciam claramente o contexto avaliativo do jogo e da vida real. Valores sociais como o respeito, a solidariedade, a alteridade e conformidade têm significados diferentes no jogo e na vida. A família é a fonte de valores mais reconhecida da vida real. Extraem-se ensinamentos do mundo destorcido do jogo.


Subject(s)
Computers , Video Games , Methodology as a Subject , Respect , Learning
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