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1.
J Ethn Subst Abuse ; : 1-21, 2024 Apr 17.
Article in English | MEDLINE | ID: mdl-38630621

ABSTRACT

Physical activity is a positive health behavior that has been shown to reduce the risk of physical and mental illnesses; There's strong evidence suggesting that Physical activity, as one of the components of a healthy lifestyle, if transformed into a consistent behavior or habit early in life, becomes easier to sustain throughout the lifecycle and leads to valuable outcomes for the society's health in various physical, mental, and social dimensions. Each social institution, considering its unique role and characteristics, can contribute to shaping individuals' behaviors in societies. Consequently, identifying the role of social institutions in the development of leisure-time physical activity (LTPA) as a regular activity and a behavioral habit can result in the selection and implementation of highly effective intervention strategies. Therefore, this research aimed to present a model of the role of social institutions in institutionalizing leisure-time physical activity among Iranian adolescent girls. To collect data, the questionnaires were employed, and for presenting the model, structural equation modeling was utilized. Data analysis showed that the role of three social institutions in the institutionalization of physical activities including habituation, objectification and sedimentation was confirmed, although sedimentation was confirmed in all three institutions at the 0.05 level, which indicates that factors in this area can be investigated. Examining the role of social institutions in institutionalizing behaviors may vary across different ages and genders, which is open to investigation in future studies.

2.
J Ethn Subst Abuse ; : 1-17, 2023 Oct 14.
Article in English | MEDLINE | ID: mdl-37837318

ABSTRACT

The present study aims to examine how gamification will function in physical activity applications. Because of the stoppage of exercise centers during the epidemic of diseases like COVID-19, which caused a global crisis, and because lack of physical activity is becoming a serious health problem around the world, the present research examines how exercise applications may be used to keep users active in non- exercises contexts. The present study aims to identify the components of gamification on user attraction, involvement, and flow. The gathered data were examined using the content analysis technique, which was used to collect data using the qualitative research method. Finally, a model was constructed that can be used to create and build exercise applications. Narration, feedback, level, progress boards, and other components have been identified, and team building and sharing, as well as the social aspect of applications, have been presented and enhanced, and different aspects have been added to applications, as well as the dynamics and mechanics that affect them. Designers and developers of gamified exercises and health applications will benefit from this article. At present, many special centers for juvenile delinquency use physical activity and sports programs in order to control, prevent and correct delinquency. Sports and physical activities, as one of the important leisure activities, is considered one of the important forms of social control and has educational goals as well.

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