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1.
Article in Russian | MEDLINE | ID: mdl-38529869

ABSTRACT

OBJECTIVE: To conduct the primary prevention of computer game addiction (PPCGA) in students of General education institutions (GEI), aimed at preventing the formation of CGA. MATERIAL AND METHODS: The study included 488 students in grades 7-10 of GEI aged 12-17 years (14.6±2.4 years), of which 393 adolescents, who made up the main group, received PPCGA and 95 - control, without PPCGA. RESULTS: Preventive measures were carried out without interrupting the educational process; they were carried out by addiction psychiatrists and medical psychologists. PPCGA was aimed at teaching students a healthy lifestyle, the development of their personal resources, the formation of skills to overcome problem situations, a change in the value attitude to computer games and the formation of alternative interests. In the main group, a decrease in the time interval spent by students at the computer was found (p<0.05). There was a decrease in the number of students (p<0.05), experiencing affective disorders when abstaining from the computer, including mild depression and subclinically expressed anxiety/depression, for whom computer games could lead to problems and negative consequences. An increase in the interval of time spent by students at the computer (p<0.05); an increase in the number of students experiencing affective disorders when abstaining from the computer (p<0.05); a trend towards the increase in the frequency of problems and delayed meetings and personal matters related to spending time at the computer; an increase in clearly uncommunicative (p<0.05) were found in the control group. CONCLUSIONS: Primary prevention of computer gaming increase the number of students who prefer a healthy lifestyle (physical education and sports, rational nutrition, sex education, family relationships) and reduce the number of people who prefer computer games as a form of leisure.


Subject(s)
Behavior, Addictive , Video Games , Adolescent , Humans , Video Games/psychology , Students , Behavior, Addictive/epidemiology , Behavior, Addictive/prevention & control , Behavior, Addictive/psychology , Primary Prevention
2.
J Affect Disord ; 350: 513-520, 2024 Apr 01.
Article in English | MEDLINE | ID: mdl-38244790

ABSTRACT

BACKGROUND: The popularity of digital devices seems to provide a new observational variable for early identification and prevention of suicide with the development of the information technology era. Nevertheless, whether it is the use of digital devices that alters suicide risk or suicide risk manifests itself through change digital device use needs to be further explored. METHODS: Bidirectional Mendelian randomization (MR) analysis was used to explore potential causal relationships in the perspective of genetic prediction. We collected publicly available digital device use and suicide risk summary statistics genome-wide association data from UK Biobank, Neale Lab and FinnGen genetic databases. We used inverse variance weighting methods to assess MR estimates. For robustness of the results, we performed further tests of heterogeneity and pleiotropy. RESULTS: In the Phase 1 results, we did not observe any effect of the length of digital device use on the suicide risk, while the results of Phase 2 suggested a significant positive association between suicide risk and the length of mobile phone use (IVW OR, 1.04; 95%CI, 1.01-1.06; P = 0.002), but this significance disappeared after adjusting for confounders of mental and affective disorders. CONCLUSIONS: In this bidirectional MR analysis, we observed that People at high risk of suicide may be more addicted to digital device use, but more detailed GWAS data and research methods to validate this finding are required.


Subject(s)
Cell Phone Use , Suicide , Humans , Genome-Wide Association Study , Mendelian Randomization Analysis , Causality
3.
Psico (Porto Alegre) ; 55(1): 42541, 2024.
Article in Portuguese | LILACS | ID: biblio-1552571

ABSTRACT

A interação com videogame aumentou significativamente na pandemia de COVID-19. Por outro lado, um aspecto atencional que pode apresentar alterações relacionadas à quantidade de interação com videogames de ação é o mindfulness. Portanto, o objetivo deste estudo foi verificar uma possível relação entre o uso de videogames de ação (em horas semanais), o mindfulness e o medo da COVID-19. Para tanto, solicitou-se a jogadores e não jogadores de videogames de ação com idades entre 18 e 29 anos (n = 384, M = 21,6, DP = 2,6) que respondessem à Escala de Medo da COVID-19 e à Escala de Facetas do Mindfulness. Os resultados não demonstraram relação significativa entre uso de videogames de ação e mindfulness, mas apontaram que jogadores de videogame de ação apresentaram menos medo da COVID-19. Discute-se como o escapismo proporcionado pelo jogo pode explicar, em parte, uma diminuição da atenção a informações relativas à doença


Interaction with video games increased significantly in the COVID-19 pandemic. On the other hand, an attentional aspect that may show changes related to the amount of interaction with action video games is mindfulness. Therefore, the objective of this study was to verify a possible relationship between the use of action video games (in weekly hours), mindfulness and fear of COVID-19. To this end, players and non-players of action video games aged between 18 and 29 years (n = 384, M = 21.6, SD = 2.6) were asked to respond to the Covid Fear Scale and the Facets of Mindfulness. Results did not demonstrate a significant relationship between the use of action video games and mindfulness, but showed that action video game players were less afraid of COVID-19. It is discussed how the escapism provided by the game can partly explain a decrease in attention to information related to the disease


La interacción con videojuegos aumentó en la pandemia de COVID-19. Por otro lado, un aspecto atencional que puede presentar cambios relacionados con la cantidad de interacción con los videojuegos de acción es el mindfulness. Luego, el objetivo de este estudio fue verificar una relación entre uso de video-juegos de acción, mindfulness y miedo al COVID-19. Se pidió a jugadores y no jugadores de videojuegos de acción de entre 18 y 29 años (n = 384, M = 21,6, SD = 2,6) que respondieran a la Escala de Miedo al COVID y la Escala de Facetas de Mindfulness. Los resultados no demostraron una relación significativa entre uso de videojuegos de acción y mindfulness, pero señalaron que jugadores de videojuegos de acción tenían menos miedo a la COVID-19. Se discute cómo el escapismo proporcionado por el juego explicaría en parte una disminución en la atención a la información relacionada con la enfermedad


Subject(s)
Adult
4.
Med Pr ; 74(4): 279-287, 2023 Nov 14.
Article in English | MEDLINE | ID: mdl-37966384

ABSTRACT

BACKGROUND: The authors aimed to explore carpal tunnel syndrome (CTS) among electronic sports (esports) athletes, to compare hand symptoms and their severity between esports athletes and the control group and within the esports athletes, and to study the relationship between esports athletes' variables. MATERIAL AND METHODS: A cross-sectional survey study via telephone with systematic randomized approach was used for esport athletes sampling. Control group were non-esports athletes who do not use computer for prolonged duration. The survey consisted of sports athletes' characteristics, hand symptoms and functions, and the Boston Carpal Tunnel Questionnaire (BCTQ). The unpaired student's t-test, Mann-Whitney U test, and χ2 test were utilised for statistical comparison, with p < 0.05. Pearson's and Spearman's correlation coefficient tests were used for relationship analyses. RESULTS: Eligible participants were 198 out of 229. Compared to control group, esport athletes reported more CTS (p = 0.01), and radiated pain and numbness in their hands (p = 0.05). Males complained of hand symptoms (p < 0.01) and its radiation (p < 0.01) more than females among esports athletes. Higher BCTQ Symptom Severity Scale (BCTQ-SSS) scores were reported for esports athletes who had been playing esports for prolonged periods compared to those who had playing recently (p = 0.003), with a moderate positive correlation (+0.59, p = 0.004). A significant moderate positive correlation was reported for BCTQ Functional Severity Symptoms (BCTQ-FSS) scores in terms of hours of playing (+0.44, p = 0.04). Esports athletes who used armrests and a PC with a controller for gaming reported less hand symptoms and had milder BCTQ scores than those who used a PC with a keyboard/mouse. Generally, esports athletes spend 5-10 h/day on gaming. CONCLUSIONS: Esports athletes might be at risk of developing upper-extremity nerve compression and CTS. Prolonged playing, hours of playing, type of esports device, and using armrests are possible risk factors. Med Pr Work Health Saf. 2023;74(4):279-87.


Subject(s)
Carpal Tunnel Syndrome , Video Games , Male , Female , Humans , Cross-Sectional Studies , Carpal Tunnel Syndrome/epidemiology , Carpal Tunnel Syndrome/diagnosis , Hand , Athletes
5.
Wiad Lek ; 76(10): 2245-2251, 2023.
Article in English | MEDLINE | ID: mdl-37948721

ABSTRACT

OBJECTIVE: The aim: To investigate the prevalence of computer games among student athletes and the impact of computer game addiction on their lifestyle and cognitive functions. PATIENTS AND METHODS: Materials and methods: 125 students (age 17 to 26) took part in the study. Students were divided into groups: e-sportsmen (12 people), who have played for an average of 4,592 hours; athletes of various sports (31 people), who are fond of computer games; athletes (82 people), who do not play computer games. A lifestyle questionnaire and attention research methods based on Landolt rings (E. Landolt) were used. RESULTS: Results: We did not set the task of finding reliable differences between groups, but to find out general tendencies. Athletes, who indicated, that they are fond of computer games, show a lower level of weekly motoric activity compared to athletes, who are not fond of computer games. Cyber-sportsmen demonstrated insufficient physical activity in order to maintain physical fitness and a healthy lifestyle, 17% of cyber-sportsmen did not have any physical activity, that lasted for half an hour or more at any time of the week. Cyber-athletes showed a general tendency towards worsening of indicators of quality of life (sleep duration, insomnia, headaches), deterioration of attention, if compared to the athletes of other sports. CONCLUSION: Conclusions: Studies have shown that students, who combine computer games with a sufficient amount of motoric activity, have a tendency to better con-centration of attention. Studies of the necessary parameters of motoric activity and the alternation of mental, physical activity and rest for e-athletes should be prospective.


Subject(s)
Quality of Life , Video Games , Humans , Adolescent , Young Adult , Adult , Prospective Studies , Athletes/psychology , Students , Attention
6.
JMIR Pediatr Parent ; 6: e44920, 2023 Jul 06.
Article in English | MEDLINE | ID: mdl-37410530

ABSTRACT

BACKGROUND: Video and computer games are popular activities, with 72% of adolescents aged 13 to 17 years reporting video game use on either a computer, game console, or portable device. Despite high levels of video and computer game use in adolescence, relatively little scientific literature exists examining the association and effects of video and computer games on adolescents. OBJECTIVE: The 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. METHODS: A secondary data analysis was conducted using the National Longitudinal Study of Adolescent to Adult Health (Add Health) data, including adolescents aged 12 to 19 years between 1994 and 2018. RESULTS: Respondents (n=4190) who played the most video and computer games had a significantly (P=.02) higher BMI and were more likely to self-report having at least one of the evaluated metabolic disorders: obesity (BMI >30 kg/m2), diabetes, high BP (BP >140/90), and high cholesterol (>240). With increased video or computer game use, there was a statistically significant increase in high BP rates in each quartile, with those with more frequent use also having higher rates of high BP. A similar trend was observed for diabetes, though the association did not reach statistical significance. No significant association was observed between video or computer game use and diagnoses of dyslipidemia, eating disorders, or depression. CONCLUSIONS: Frequency of video and computer game use is associated with obesity, diabetes, high BP, and high cholesterol in adolescents aged 12 to 19 years. Adolescents who play the most video and computer games have a significantly higher BMI. They are more likely to have at least one of the evaluated metabolic disorders: diabetes, high BP, or high cholesterol. Public health interventions designed to target modifiable disease states through health promotion and self-management may support the health of adolescents aged 12 to 19 years. Video and computer games can integrate health promotion interventions in gameplay. This is an important area for future research as video and computer games are integrated into the lives of adolescents.

7.
Disabil Rehabil Assist Technol ; 18(5): 704-713, 2023 07.
Article in English | MEDLINE | ID: mdl-33899662

ABSTRACT

PURPOSE: To describe a novel 3-dimensional (3D) exergames system and the results of a clinical feasibility study of stroke survivors needing in-home rehabilitation. MATERIALS AND METHODS: The customisable Personalized In-home eXErgames for Rehabilitation (PIXER) system captures the user's image, generates a live model, and incorporates it into a virtual exergame. PIXER provides a recording system for home exercise programs (HEPs) by adapting virtual objects, customizes the exergame and creates a digital diary. Ten persons with stroke, performed HEPs with PIXER for 1 month, and without PIXER for 2 additional months. In-game performance data, measures of physical functioning (PF) including Stroke Impact Scale (SIS), Timed Up & Go (TUG) and Goal Attainment (GA) Scale obtained at baseline, 1- and 3 months were evaluated. RESULTS: Seventy percent of participants completed the 1-month timepoint, 50% completed all timepoints. In-game data: Number of repetitions completed; Anomalies reported; and Percentage of bubbles hit showed positive trends. Compared to baseline, all SIS physical functioning (PF) scores were higher at 1 month, TUG scores showed no overall improvement and GA scale scores were 77% at 3 months. CONCLUSION: It is feasible for community-dwelling patients to perform HEP after stroke using PIXER, a novel, exergames system, and potentially improve their function.IMPLICATIONS FOR REHABILITATIONHome Exercises performed using a novel, 3-dimensional, customizable Personalized In-home eXErgames for Rehabilitation (PIXER) system is feasible for community-dwelling patients after stroke.In-game performance data obtained in this clinical pilot study showed positive trends of improvement in several study participants.PIXER has potential to improve functional outcomes for community-dwelling adults with stroke.


Subject(s)
Stroke Rehabilitation , Stroke , Adult , Humans , Exergaming , Pilot Projects , Exercise Therapy/methods , Exercise , Stroke Rehabilitation/methods
8.
Top Stroke Rehabil ; 30(1): 11-20, 2023 01.
Article in English | MEDLINE | ID: mdl-36524625

ABSTRACT

BACKGROUND: For individuals post-stroke, home-based programs are necessary to deliver additional hours of therapy outside of the limited time in the clinic. Virtual reality (VR)-based approaches show modest outcomes in improving client function when delivered in the home. The movement sensors used in these VR-based approaches, such as the Microsoft Kinect® have been validated against gold standards tools but have not been used as an assessment of upper extremity movement quality in the stroke population. OBJECTIVES: The purpose of this study was to explore the use of a movement sensor paired with a VR-based intervention to assess upper extremity movement for individuals post-stroke. METHODS: Movement data captured with the Microsoft Kinect® from four separate studies were aggregated for analysis (n = 8 individuals post-stroke, n = 30 individuals without disabilities). For all participants, the skeletal data (x, y, z coordinates for 15 tracked joints) for each game play session were processed in MatLab and movement variables (normalized jerk, movement path ratio, average path sway) were calculated using an OPTICS density-based cluster algorithm. RESULTS: Data from the 30 healthy individuals created a normative baseline for the three kinematic variables. Individuals post-stroke were less efficient and had more jerky movements in both upper extremities as compared to healthy individuals. CONCLUSION: It is feasible to use a movement sensor paired with a VR-based intervention to quantify and qualify upper extremity movement for individuals post-stroke. Further research with a larger cohort is necessary to establish clinical sensitivity and specificity.


Subject(s)
Stroke Rehabilitation , Stroke , Humans , Stroke/complications , Stroke/therapy , Recovery of Function , Upper Extremity , Movement
9.
JMIR Serious Games ; 10(3): e33137, 2022 Jul 01.
Article in English | MEDLINE | ID: mdl-35776502

ABSTRACT

BACKGROUND: Playing computer-aided games could enhance children's interest in learning about nutritional knowledge and eventually promote healthy dietary intake behavior. OBJECTIVE: This study aims to evaluate the effectiveness of a computer game (Healthy Rat King) in improving the knowledge on nutrition and junk food intake among preschool children in Taiwan. METHODS: This was a quasi-experimental study that utilized the computer game Healthy Rat King as the nutrition education tool. We recruited 104 preschool children (aged 5-6 years) from preschools in central Taiwan, who were assigned to either the experimental group (n=56) or the control group (n=48). In the experimental group, a 1-hour computer-based educational game intervention was included in the course for 4 consecutive weeks. The control group did not receive this intervention. RESULTS: The level of nutritional knowledge for children in the experimental group was significantly higher than those in the control group after 4 weeks (P=.002). Furthermore, the frequency of consumption of chocolate, candies, and ice cream (high-calorie junk food) was reduced in the experimental group. There was also no significant difference in the consumption of candy and chocolate (P=.54), ice cream and ice pops (P=.21), cake (P=.92), biscuit (P=.98), soft drinks (P=.52), and fruit juice and sugary drinks (P=.31) between the 2 groups in the posttest. CONCLUSIONS: Teaching using a computer game could improve children's nutritional knowledge. However, the intake frequency of junk food among children in the experimental group showed no significant difference from those in the control group.

10.
J Alzheimers Dis Rep ; 6(1): 229-234, 2022.
Article in English | MEDLINE | ID: mdl-35719712

ABSTRACT

This study conducted a preliminary usability assessment of the Virtual Supermarket Test (VST), a serious game-based self-administered cognitive screening test for mild cognitive impairment (MCI). Twenty-four healthy older adults with subjective cognitive decline and 33 patients with MCI self-administered the VST and then completed the System Usability Scale (SUS). The average SUS score was 83.11 (SD = 14.6). The SUS score was unaffected by age, education, touch device familiarity, and diagnosis of MCI. SUS score correlated with VST performance (r = -0.496, p = 0.000). Results of this study indicate good usability of the VST.

11.
JMIR Form Res ; 6(2): e29179, 2022 Feb 16.
Article in English | MEDLINE | ID: mdl-35171097

ABSTRACT

BACKGROUND: Maintaining social relationships is a basic human need and particularly essential in old age, including when living in a retirement home. Multiplayer video games can promote positive social interactions among players from different generations while playing. Yet, such facilitation of positive social interactions depends on specific game design. To systematically investigate the effects of game design on social interaction between seniors and their coplayers, the game Myosotis FoodPlanet was developed in this study, and the impacts of 3 different game modes on social interaction were compared in a controlled field trial. OBJECTIVE: This study aims to compare the effects of 3 different game modes (competitive, cooperative, and creative) on social interactions (verbal and nonverbal communication) between seniors and their younger coplayers. METHODS: This study was conducted in a Swiss retirement home as a controlled field trial. Participants were residents of the retirement home (N=10; mean age 84.8 years, SD 5.9 years) and played in pairs with their caregivers. Each pair played 3 game modes in random order. This resulted in 30 game sequences of 20 minutes each. A within-subject design was applied with game mode as the within-factor and social interaction as the outcome variable. To assess the quality of social interaction, 30 video-recorded game sequences were analyzed based on an event sampling method. RESULTS: Analysis of variance for repeated measurements revealed significant effects: there was significantly more verbal communication in the creative mode than in the cooperative mode (P=.04) with a strong effect size (Cohen f=0.611). An examination of verbal communication revealed more game-related communication in the creative mode than in the cooperative mode (P=.01) and the competitive mode (P=.09) with marginally significant effects and strong effect sizes (Cohen f=0.841). In addition, significantly more biography-related communication occurred in the creative mode than in the cooperative mode (P=.03), with a strong effect size (r=0.707). Regarding nonverbal communication (eg, laughing together), analysis of variance for repeated measurements showed significant differences among the game modes (P=.02) with a strong effect size (Cohen f=0.758). Results showed that there was significantly more laughing together in the competitive mode (competitive>cooperative>creative). CONCLUSIONS: The results show that game mode can be an important factor for shaping the social interactions of players playing together. Compared with other modes, creative game modes can increase verbal communication. In contrast, competitive modes may stimulate more laughing together. This has important implications for game design and the use of computer games to promote social interaction between seniors and their coplayers in practice.

12.
Philosophia (Ramat Gan) ; 50(3): 1287-1308, 2022.
Article in English | MEDLINE | ID: mdl-35034992

ABSTRACT

In this paper a new resolution to the gamer's dilemma (a paradox concerning the moral permissibility of virtual wrongdoings) is presented. The first part of the paper is devoted to strictly formulating the dilemma, and the second to establishing its resolution. The proposed resolution, the grave resolution, aims to resolve not only the gamer's dilemma, but also a wider set of analogous paradoxes - which together make up the paradox of treating wrongdoing lightly.

13.
Int J Environ Health Res ; 32(3): 547-564, 2022 Mar.
Article in English | MEDLINE | ID: mdl-32579032

ABSTRACT

Our scoping review aimed to identify and describe the application of digital technology in hand hygiene research among children in educational settings. We searched for articles in PubMed, IEEE Xplore, and Web of Science. Original hand hygiene research with a form of digital technology used among children ≤12 years in educational settings was eligible for inclusion. Twelve studies met the eligibility criteria and the data were extracted by two teams of independent co-authors for narrative synthesis. Ten studies used digital technology as an intervention tool and two for monitoring purposes. Three main digital technologies were identified including computer games (n = 2), videos (n = 8), and video cameras (n = 2). Digital technologies found in our scoping review were reported to be effective in hand hygiene studies over short temporal periods especially when used in combination with other measures. Future research may demonstrate the effectiveness of digital technology in helping children develop sustainable handwashing behaviors.


Subject(s)
Digital Technology , Hand Hygiene , Child , Hand Disinfection , Humans
14.
Front Psychol ; 13: 947577, 2022.
Article in English | MEDLINE | ID: mdl-36755985

ABSTRACT

Introduction: In recent years there has been an increasing interest in the field of educational computer games (ECGs). Although ECGs have been researched, more analyses still need to be performed on these variables to check their effects on language learning. Methods: To this end, 74-third grade female state high school students from two schools in Zanjan were selected through a two-stage cluster random sampling method. The number of students in each class was 37. One of the classes (control group) was trained traditionally and the other was for one semester through the researchers-made ECGs. After completing the training, the research tools were performed as a post-test on the experimental and control groups. The data collection stage took place for about 6 months. Results: Based on the results from the research questions, the use of training computers has been effective in increasing AR, ASR, and AA. Discussion: It has significant implications for teachers and learners in the EFL context and opens interesting opportunities for administrators and curriculum developers to explore when planning EFL courses.

15.
Article in English | LILACS, Index Psychology - journals | ID: biblio-1360610

ABSTRACT

Abstract Action video games require a high level of attention and almost automatic psychomotor reactions from the player. Therefore, this study aims to verify the relationship between the amount of hours of interaction with action video games and private self-awareness and attention to the present moment. In total, 1,315 college students were recruited (M = 21.6 years; SD = 2.7), who responded to the Digital Entertainment and Information Use Questionnaire, the Self-Reflection and Insight Scale, and the Full Attention and Awareness Scale. Statistical analysis (Kruskal-Wallis and Dunn's Post-Hoc Tests) indicated a relationship between hours of video game interaction, attention to the present, and self-reflection. It is concluded that playing action video games regularly and for a certain period of time is related to a lower predisposition to turn attention to oneself and to lower impulsivity, but to a higher disposition to focus on everyday experiences (attention to the present).


Resumo Videogames de ação exigem do jogador nível de atenção alto e reações psicomotoras quase automáticas. Portanto, o objetivo do presente estudo foi verificar a relação entre quantidade de horas de interação com videogames de ação e a autoconsciência privada e a atenção ao momento presente. Foram recrutados 1.315 universitários (M = 21,6 anos; DP = 2,7), que responderam ao Questionário de Uso de Entretenimento e Informação Digital, à Escala de Autorreflexão e Insight e à Escala de Atenção e Consciência Plena. A análise estatística (Testes de Kruskal-Wallis e Post-Hoc de Dunn) indicou relação entre quantidade de horas de interação com videogames, atenção ao presente e autorreflexão. Conclui-se que jogar videogames de ação regularmente e por um determinado período relaciona-se a menor predisposição em voltar a atenção para si mesmo e a menor impulsividade, porém à maior propensão a focar experiências cotidianas (atenção ao presente).


Resumen Los videojuegos de acción exigen del jugador alto nivel de atención y reacciones psicomotoras casi automáticas. Por lo tanto, el objetivo de este estudio fue verificar la relación entre cantidad de horas de interacción con videojuegos de acción y la autoconciencia privada y la atención al momento presente. Se reclutaron a 1.315 universitarios (M = 21,6 años; DE = 2,7), que contestaron la Encuesta de Uso de Entretenimiento e Información Digital, a la Escala de Autorreflexión e Insight y a la Escala de Atención y Conciencia Plena. El análisis estadístico (Pruebas de Kruskal-Wallis y Post-Hoc de Dunn) indicó una relación entre cantidad de horas de interacción con videojuegos, atención al presente y autorreflexión. Se concluye que quien juega videojuegos de acción regularmente y por determinado período tiene menos predisposición en volver la atención a sí mismo y menos impulsividad, aunque más propensión a enfocarse en experiencias cotidianas (atención al presente).


Subject(s)
Humans , Male , Female , Adult , Self Concept , Students , Surveys and Questionnaires , Video Games , Impulsive Behavior
16.
Eur Stroke J ; 6(3): 291-301, 2021 Sep.
Article in English | MEDLINE | ID: mdl-34746426

ABSTRACT

BACKGROUND & PURPOSE: Activity-based neuroplasticity and re-organization leads to motor learning via replicating real-life movements. Increased repetition of such movements has growing evidence over last few decades. In particular, computer-game-based rehabilitation is found to be effective, feasible and acceptable for post-stroke upper limb deficits. Our study aims to evaluate the feasibility and effectiveness of 12 weeks of computer-game-based rehabilitation platform (GRP) on fine and gross motor skills post-stroke in India. METHODS: Through this trial we will study the effect of adjunctive in-hospital GRP (using a motion-sensing airmouse with off-the-shelf computer games) in 80 persons with subacute stroke, for reduction of post-stroke upper limb deficits in a single-centre prospective Randomized Open, Blinded End- point trial when compared to conventional therapy alone. RESULTS: We intend to evaluate between-group differences using Wolf Motor Function test, Stroke Specific Quality of Life, and GRP assessment tool. Feasibility will be assessed via recruitment rates, adherence to intervention periods, drop-out rate and qualitative findings of patient experience with the intervention. CONCLUSION: The CARE FOR U trial is designed to test the feasibility and effectiveness of a computer-game based rehabilitation platform in treating upper limb deficits after stroke. In case of positive findings GRP can be widely applicable for stroke populations needing intensive and regular therapy with supervision.

17.
Nutrients ; 13(8)2021 Aug 23.
Article in English | MEDLINE | ID: mdl-34445053

ABSTRACT

Online video games are a common pastime for emerging adults (EAs). EAs are an age group that is of interest in health communication because habits formed during this life stage can cause or prevent disease later in life. Guided by three research questions, this scoping review identifies the current state of research into socio-ecological influences on physical activity and diet behaviours of EAs. The review also examines the role that online video games play within this behavioural ecology. In total, 112 articles were found that focused on behavioural ecological influences for physical activity and diet behaviour among EAs. Seven of these articles focused on the impact of online video games, although only in conjunction with their influence on physical activity, identifying a gap in understanding the influence of online games on diet. Results show that online video games are currently under-researched in terms of impacts on physical activity and diet despite the prevalence of the use of these games within the EA cohort.


Subject(s)
Adolescent Behavior , Diet, Healthy , Exercise , Health Behavior , Health Education , Health Knowledge, Attitudes, Practice , Video Games , Adolescent , Adult , Age Factors , Female , Humans , Male , Models, Psychological , Risk Reduction Behavior , Young Adult
18.
JMIR Rehabil Assist Technol ; 8(2): e24337, 2021 May 31.
Article in English | MEDLINE | ID: mdl-34057424

ABSTRACT

BACKGROUND: Children with motor impairments affecting the upper extremity benefit from task-specific therapy, such as constraint-induced movement therapy. However, there is a need to improve engagement and compliance with task-specific exercise programs that target manual dexterity for children with cerebral palsy (CP). A computer game-based rehabilitation (GRP) platform was developed that combines fine manipulation and gross movement exercises with engaging game activities appropriate for young children with CP. OBJECTIVE: The objectives of this qualitative analysis were to compare parents' perspectives and opinions about expectations, challenges, and benefits between 2 interventions. METHODS: A mixed methods, randomized controlled trial (RCT) was conducted to examine the feasibility and estimate the effect size of 2 exercise programs for rehabilitation of manual dexterity of children with CP using either GRP or conventional therapy. Parents of 26 of the children who completed the GRP program (n=33) and parents of 15 of the children who completed the conventional therapy program (n=27) participated in the interviews. A general conductive approach was used to analyze the data recorded during the parents' interviews. RESULTS: Five themes captured the range of the parent's experiences, viewpoints, and ideas: (1) parents' expectations, (2) child's engagement with therapy, (3) positive effects of the interventions, (4) challenges, and (5) improving the protocol. CONCLUSIONS: Parents from both groups recognized that their expectations related to improving children's object handling and manipulation skills including participation in activities of daily life were addressed during the 16-week therapy program. Parents perceived a change in the children's level of independence in their daily tasks at home, school, and leisure activities. TRIAL REGISTRATION: ClinicalTrials.gov NCT02728375; https://clinicaltrials.gov/ct2/show/NCT02728375.

19.
JMIR Med Educ ; 7(2): e22992, 2021 Apr 29.
Article in English | MEDLINE | ID: mdl-33913813

ABSTRACT

BACKGROUND: Kahoot! is a web-based technology quiz game in which teachers can design their own quizzes via provided game templates. The advantages of these games are their attractive interfaces, which contain stimulating music, moving pictures, and colorful, animated shapes to maintain students' attentiveness while they perform the quizzes. OBJECTIVE: The aim of this study was to evaluate the use of Kahoot! compared with a traditional teaching approach as a tool to summarize the essential content of a medical school class in the aspects of final examination scores and the perception of students regarding aspects of their learning environment and of process management. METHODS: This study used an interrupted time series design, and retrospective data were collected from 85 medical students. Of these 85 students, 43 completed a Kahoot! quiz, while 42 students completed a paper quiz. All students attended a lecture on the topic of bone and joint infection and participated in a short case discussion. Students from both groups received the same content and study material, with the exception that at the end of the lesson, students in the Kahoot! group completed a quiz summarizing the essential content from the lecture, whereas the other group received a paper quiz with the same questions and the teacher provided an explanation after the students had finished. The students' satisfaction was evaluated after the class, and their final examination was held 2 weeks after the class. RESULTS: The mean final examination score in the Kahoot! group was 62.84 (SD 8.79), compared to 60.81 (SD 9.25) in the control group (P=.30). The students' satisfaction with the class environment, learning process management, and teacher were not significantly different between the 2 groups (all P>.05). CONCLUSIONS: In this study, it was found that using Kahoot! as a tool to summarize the essential content in medical school classes involving a lecture and case discussion did not affect the students' final examination scores or their satisfaction with the class environment, learning process management, or teacher.

20.
Monatsschr Kinderheilkd ; 169(7): 628-632, 2021.
Article in German | MEDLINE | ID: mdl-33875897

ABSTRACT

New media such as smartphone apps and virtual reality (VR) are increasingly being used in pediatric psychosomatic care. The advantages concerning diagnostic assessments lie in the collection of data in daily life as well as in a realistic and standardized data collection with VR. With respect to treatment, self-administered and hybrid technologies can be distinguished from computer-assisted and computer gaming-based interventions. They are all applied in pediatric psychosomatic care to an increasing extent, e.g. in the treatment of pain, encopresis, chronic illnesses as well as comorbid depressive and anxiety disorders. The utilization of VR also offers great advantages in research due to eliciting true to life reactions, while simultaneously providing maximum control. Nevertheless, contraindications, such as psychosis, epilepsy and migraine must be considered. An extensive training of professionals is therefore necessary for the application of new media in diagnostics, treatment and research.

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