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1.
J Stud Alcohol Drugs ; 85(3): 349-360, 2024 May.
Article in English | MEDLINE | ID: mdl-38206658

ABSTRACT

OBJECTIVE: Among college students, student-athletes are at increased risk for heavy alcohol consumption, participation in risky drinking practices (e.g., playing drinking games [DG]), and adverse alcohol-related consequences relative to non-student-athletes. Within the student-athlete population, level of sports participation (e.g., recreational or varsity sports) can affect alcohol use behaviors and consequences, but our understanding of the extent to which level of sports participation influences engagement in DG is limited. Thus, in the present study, we examined differences in frequency of participation in DG, typical drink consumption while playing DG, negative DG consequences, and motives for playing DG among varsity, recreational, and non-student-athletes. METHOD: College students (n = 7,901 across 12 U.S. colleges/universities) completed questionnaires on alcohol use attitudes, behaviors, and consequences. RESULTS: Student-athletes (recreational or varsity sports) were more likely to have participated in DG within the past month than non-student-athletes. Among students who reported past-month DG play, recreational athletes played more often and endorsed more enhancement/thrills motives for playing DG than non-student-athletes, and student-athletes (recreational or varsity) endorsed higher levels of competition motives for playing DG than non-student-athletes. CONCLUSIONS: These findings shed light on some risky drinking patterns and motives of recreational athletes who are often overlooked and under-resourced in health research and clinical practice. Recreational and varsity student-athletes could benefit from alcohol screening and prevention efforts, which can include provision of competitive and alcohol-free social activities and promotion of alcohol protective behavioral strategies to help reduce recreational athletes' risk for harm while playing DG.


Subject(s)
Alcohol Drinking in College , Athletes , Motivation , Students , Humans , Male , Female , Athletes/psychology , Athletes/statistics & numerical data , Young Adult , Universities , Students/psychology , Students/statistics & numerical data , Alcohol Drinking in College/psychology , Alcohol Drinking/epidemiology , Alcohol Drinking/psychology , Adolescent , Surveys and Questionnaires , Risk-Taking , Sports/psychology , Games, Recreational/psychology , Adult
2.
J Behav Addict ; 12(3): 758-774, 2023 Oct 05.
Article in English | MEDLINE | ID: mdl-37651282

ABSTRACT

Objective: This study sought to investigate brain responses to positive and negative events in individuals with internet gaming disorder (IGD) during real gaming as a direct assessment of the neural features of IGD. This investigation reflects the neural deficits in individuals with IGD while playing games, providing direct and effective targets for prevention and treatment of IGD. Methods: Thirty subjects with IGD and fifty-two matched recreational game use (RGU) subjects were scanned while playing an online game. Abnormal brain activities during positive and negative events were detected using a general linear model. Functional connectivity (FC) and correlation analyses between neural features and addiction severity were conducted to provide additional support for the underlying neural features. Results: Compared to the RGU subjects, the IGD subjects exhibited decreased activation in the dorsolateral prefrontal cortex (DLPFC) during positive events and decreased activation in the middle frontal gyrus (MFG), precentral gyrus and postcentral gyrus during negative events. Decreased FC between the DLPFC and putamen during positive events and between the MFG and amygdala during negative events were observed among the IGD subjects. Neural features and addiction severity were significantly correlated. Conclusions: Individuals with IGD exhibited deficits in regulating game craving, maladaptive habitual gaming behaviors and negative emotions when experiencing positive and negative events during real game-playing compared to RGU gamers. These abnormalities in neural substrates during real gaming provide direct evidence for explaining why individuals with IGD uncontrollably and continuously engage in game playing, despite negative consequences.


Subject(s)
Behavior, Addictive , Video Games , Humans , Brain Mapping , Internet Addiction Disorder , Video Games/psychology , Brain/diagnostic imaging , Games, Recreational/psychology , Magnetic Resonance Imaging , Internet
3.
Int. j. psychol. psychol. ther. (Ed. impr.) ; 23(2): 207-220, jun. 2023. graf
Article in English | IBECS | ID: ibc-221219

ABSTRACT

Previous research has suggested that brief protocols based on acceptance and commitment therapy (ACT) are efficacious in improving elite chess players' performance without clinical problems. These promising results warranted the examination of the effect of longer ACT interventions with chess players suffering from emotional difficulties. This study advances in this direction by presenting two case studies of elite chess players experiencing anxiety disorders. Each participant was matched to a control participant with similar characteristics. The ACT interventions were conducted in 5 sessions and with occasional follow-ups during the following year. The primary dependent variable was an objective measure of chess performance (ELO Performance). Data analysis was conducted using the JZS+AR Bayesian hypothesis testing for single-case designs and the nonparametric Tau-U statistic. Control participants did not significantly improve their chess performance during the follow-up, but chess players who received the intervention showed significant increases in their performance. Both treated participants experienced clinically significant reductions in symptomatology and improved valued living after the intervention. This study provides empirical evidence regarding the potential benefit of applying ACT to improve chess performance in players with clinical problems (AU)


Subject(s)
Humans , Games, Recreational/psychology , Anxiety Disorders/psychology , Anxiety Disorders/therapy , Acceptance and Commitment Therapy/methods , Treatment Outcome
4.
Intern Med ; 62(8): 1227-1230, 2023 Apr 15.
Article in English | MEDLINE | ID: mdl-36104201

ABSTRACT

Mahjong is one of the most popular Chinese tile games played in Japan. Mahjong-related seizures (MRS) are rare praxis-induced seizures. We identified three patients with MRS from February 2000 to February 2021. All cases were men, with a middle-age onset, generalized convulsive seizures, and lack of non-provoked, myoclonic, and absence seizures. All patients had no or non-specific neuroimaging or electroencephalogram abnormalities. They did not have features linked to idiopathic generalized epilepsy. All patients were seizure-free after behavioral adjustments, although one patient required anti-seizure medication and avoided long duration games. These changes may help other patients with MRS continue playing Mahjong.


Subject(s)
Epilepsy, Generalized , Games, Recreational , Female , Humans , Male , Middle Aged , East Asian People , Electroencephalography , Epilepsy, Generalized/diagnosis , Epilepsy, Generalized/drug therapy , Epilepsy, Generalized/etiology , Japan , Seizures/etiology , Time Factors , Games, Recreational/injuries , Games, Recreational/psychology
5.
Article in English | MEDLINE | ID: mdl-36231648

ABSTRACT

The game of chess offers a conducive setting to explore basic cognitive processes, including decision-making. The game exercises analytical cause-and-effect thinking skills regardless of the level of play. Moreover, chess portals provide information on the chess games played and serve as a vast database. The numbers of games played thus have the potential to be analyzed comprehensively, including for purposes other than analyzing chess matches only. The primary objective of this study is to develop a methodology for using information obtained from chess games for geospatial social analysis. The assumption is that the methodology will allow for general geographical variation in personality inference in the future, relying on big data from chess databases. Future large-scale studies of the geographical differentiation of personality traits using the developed methodology may be applicable in a number of ways. The results can be used wherever cross-sectional social analyses are needed in the context of personality traits (decision-making) to better understand their geographical background. In turn, the geographical distribution of these traits is accompanied by a range of important social, educational, health, political and economic implications.


Subject(s)
Games, Recreational , Personality , Cross-Sectional Studies , Games, Recreational/psychology , Models, Theoretical , Recreation
6.
Licere (Online) ; 25(1): 171-199, mar.2022. ilus
Article in Portuguese | LILACS | ID: biblio-1367555

ABSTRACT

Trata-se de uma pesquisa que tem como objetivo analisar as contribuições do lúdico para o processo de hospitalização das crianças com câncer. Durante a sua hospitalização, a criança é afetada em seu estado físico, psicológico ou emocional, porém isso pode ser amenizado através de atividades lúdicas. Metodologicamente, esta pesquisa foi desenvolvida na abordagem qualitativa com método da hermenêutica dialética, que envolveu crianças em tratamento no hospital de referência na cidade de Recife/PE. Nesse caso, a comunicação foi tratada através dos dados recolhidos em fontes bibliográficas, observações dos jogos através do diário de campo e das entrevistas semiestruturadas com as crianças com câncer e seus acompanhantes. Com isso, foi constatado que a ludicidade é um recurso terapêutico enriquecedor, que contribuiu para ao desenvolvimento das crianças com câncer.


This research aims to analyze playfulness's contributions to the hospitalization process of children with cancer. During hospitalization, a child is affected physically, psychologically, or emotionally; however, this can be alleviated through playful activities. Methodologically, this research was developed in a qualitative approach based on dialectic-hermeneutics, which involved children undergoing treatment at a reference hospital in the city of Recife/PE. In this case, communication was treated through data collected from bibliographic sources, observations of the games through field diaries, and semi-structured interviews of children with cancer and their caretakers. Thus, it has been found that playfulness is an enriching.


Subject(s)
Humans , Child , Complementary Therapies , Child, Hospitalized , Child Health , Hermeneutics , Games, Recreational/psychology , Medical Oncology
7.
Rev. Ciênc. Plur ; 8(2): e27321, mar. 2022. ilus
Article in Portuguese | LILACS, BBO - Dentistry | ID: biblio-1368773

ABSTRACT

Introdução:A escola é um ambiente propício para o desenvolvimento de hábitos que podem ser aplicadospor toda a vida. Nessa perspectiva, as atividades educativas com escolares podem contribuir significativamente na promoção de saúde bucal e na disseminação de bons hábitos de higiene oral, sendo alternativas capazes de instruir esses sujeitos eficientemente.Objetivo:Relatar a experiência de uma intervenção lúdica de caráter educativo realizada pela equipe de um projeto de extensão com uma turma de educação infantil em escola institucional de educação básica.Metodologia:A partir do conhecimento da faixa etária dos escolares, um jogo educativo foi desenvolvido e uma ação de caráter lúdico foi elaborada. A alimentação saudável foi a temática escolhida para ser trabalhada interdisciplinariamente à conscientização sobre o papel dos alimentos no desenvolvimento da cárie dentária e das orientações de higiene oral. Ao "brincar de fazer compras", momento em que os alunos podiam escolher quais alimentos adquirir no jogo, foi possível discorrer sobre quais dessas escolhas alimentares não eram saudáveis e também orientar os participantescom macromodelosobre a forma correta de escovação e uso dofio dental.Resultados:A interação das crianças com a atividade e com toda equipe de extensionistas foi bastante satisfatória. Foi possível verificar que os mesmos assimilaram bem os assuntos trabalhados ludicamente e foi demonstrado pela intervenção que os alunos conseguiram adquirir conhecimentos práticos sobre a saúde bucal no momento de orientação de higiene oral tanto no jogo quanto na simulação da escovação com macromodelo. Conclusões:Atividades lúdicas para escolares podem ser instrumentos capazes de transmitir conhecimentos em saúde bucal satisfatoriamente ao passo que sinalizam aspectos que devem ser desenvolvidos e incorporados no cotidiano dos indivíduos desde a mais tenra idade (AU).


Introduction: School is a conducive environment for developing habits that can be extended throughout life. From this perspective, educational activities with schoolchildren can significantly contribute to promoting oral health and to disseminate good oral hygiene habits, constituting alternatives which are capable of efficiently educating these subjects. Objective:To report the experience of a playful and educational intervention carried out by the team of an extension project with an early childhood education class in an institutional school of basic education. Methodology: An educational game was developed based on the knowledge of the age range of the school children, and a playful action was elaborated. A healthy eating theme was chosen to be worked on in an interdisciplinary way to raise awareness about the role of food in developing dental caries and oral hygiene guidelines. By "playing shopping" in which students could choose which foods to buy in a game, it was possible to discuss which of these food choices were unhealthy and also guide participants with a macromodel on the correct way of brushing and flossing. Results: The interaction of children with the activity and with the entire extension team was quite satisfactory. It was possible to verify that they had assimilated the playfully addressed issues and it was demonstrated that students were able to acquire practical knowledge about oral health during the oral hygiene orientation in both the game and in the brushing simulation with the macromodel. Conclusions:Playful activities for schoolchildren may constitute instruments which are capable of satisfactorily transmitting knowledge on oral health, and can indicate aspects which must be developed and incorporated into the daily lives of individuals from a very early age (AU).


Introducción: La escuela es un entorno favorable para el desarrollo de hábitos que pueden prolongarse a lo largo de la vida. En esta perspectiva, las actividades educativas con alumnos pueden contribuir significativamente a la promoción de salud oral y de difusión de buenas costumbres de higiene oral, siendo estas alternativas capaces de educar estos sujetos eficientemente.Objetivo:Relatar la experiencia de una intervención lúdica educativo, realizada por un equipo de un proyecto de extensión, direccionada a un grupo de educación infantil en una escuela del sistema educativo básico brasileño. Metodología: A partir del conocimiento de la franja etaria , se diseñó un juego educativo y se planeó una acción de carácter lúdico. La alimentación sana fue la temática elegida para que, de este modo, además de orientaciones de cuidados orales, también se trabajara, interdisciplinariamente, la concientización sobre la relación entre los alimentos y el surgimiento de caries dentarias. Al "jugar a las compras", momento en que los alumnos podían elegir cuales alimentos iban a adquirir, fue posible debatir sobre cuales de las opciones alimentares no eran sanas y, además de eso, orientar los participantes, con un tipodonto, sobre la forma correcta de cepillarse y de usar el hilo dental. Resultados: La interacción con la actividad y con el equipo de extensión fue muy exitosa. Fue posible verificar que los alumnos comprendieron los temas trabajados lúdicamente y también que, a través de la intervención, consiguieron alcanzar conocimientos prácticos sobre salud oral, tanto en el momento de la orientación de higiene oral cuanto en la actividad de simulación de cepillado con el apoyo del tipodonto.Conclusiones:Actividades lúdicas para niños r pueden ser instrumentos capaces de proporcionar aprendizajes sobre salud oral en la medida en que señalan aspectos que necesitan ser desarrollados en las prácticas rutineras de sujetos desde muy temprana edad (AU).


Subject(s)
Humans , Male , Female , Child , Local Health Strategies , Child Rearing , Oral Health/education , Health Strategies , Problem-Based Learning/methods , Oral Hygiene , Toothbrushing , Brazil/epidemiology , Child , Education, Primary and Secondary , Games, Recreational/psychology
8.
Am J Med ; 135(2): 254-257, 2022 02.
Article in English | MEDLINE | ID: mdl-34756871

ABSTRACT

BACKGROUND: During the 2020-2021 coronavirus disease 2019 (COVID-19) lockdown, social activities were limited by the government-recommended social distancing guidelines, leading to an abundance of mental health issues. METHODS: We hypothesized that Twitter sentiment analysis may shed some light on Animal Crossing: New Horizons and its impact on mental health during the COVID-19 pandemic. RESULTS: We found that social gaming and social media may be used as tools to cope with stress during the COVID-19 pandemic. CONCLUSIONS: Further research, including randomized study designs and prospective measurements of mental health outcomes related to social gaming behavior are required.


Subject(s)
Adaptation, Psychological , COVID-19/psychology , Games, Recreational/psychology , Quarantine/psychology , COVID-19/prevention & control , COVID-19/transmission , Humans , Quarantine/methods
9.
Games Health J ; 10(4): 283-292, 2021 Aug.
Article in English | MEDLINE | ID: mdl-34370610

ABSTRACT

Objective: Serious videogames and virtual reality (VR) have gained increasing interest for treating attention deficit hyperactivity disorder (ADHD). "The Secret Trail of Moon" (TSTM) study is a clinical trial devoted to testing the efficacy of TSTM, a VR serious videogame developed to train in five major cognitive skills usually compromised in patients with ADHD. This study is a three-arm nonequality trial comparing TSTM to online chess training and a control group (CG). This study aims to demonstrate that augmentation with either TSTM or online chess is efficacious in clinically drug-stable patients with ADHD. Materials and Methods: This study is prospective, unicentric, and randomized with a CG. One hundred five patients with ADHD, ages 12-22 years old, and pharmacologically stable were enrolled. Patients were randomized into three groups: TSTM group, online chess group (therapeutic chess [TC]), and CG. Objective and subjective measures of the patient and parents are included. Patient visits differ for each group. TSTM group patients have 15 face-to-face visits: preinclusion visit, inclusion visit, 12 training visits, and final visit. TC and CG patients have 3 face-to-face visits (preinclusion, initial visit, and final visit) and 12 e-mail or phone communications during training (TC) or follow-up (CG group). This study was approved by the local Institutional Review Board (IRB). Results: Not applicable. This is a study protocol. Conclusion: This is the first study testing an augmentation strategy using either a serious videogame or chess in clinically drug-treated patients with ADHD. Using VR serious videogames present with several advantages over traditional videogames. Trial Registration: NCT04355065.


Subject(s)
Attention Deficit Disorder with Hyperactivity/psychology , Video Games/standards , Virtual Reality , Adolescent , Child , Female , Games, Recreational/psychology , Humans , Male , Prospective Studies , Video Games/psychology , Young Adult
10.
Games Health J ; 10(4): 275-282, 2021 Aug.
Article in English | MEDLINE | ID: mdl-34370613

ABSTRACT

Objective: This study classified adolescents into specific game user types based on their adaptive and maladaptive game use and then examined the differences in mental health, academic achievement, and quality of life according to game user type. Materials and Methods: This study performed a secondary analysis of data from the ninth analysis of the "Game User Panel" data published by the Korean Creative Content Agency. In addition, an analysis of variance with a post hoc Tukey test was conducted to examine the differences in mental health, academic achievement, and quality of life according to game-use type. This was a retrospective study using secondary deidentified data. Results: Among the total respondents, 39.5% of adolescents were classified as general game users (GGUs), 11.3% as adaptive game users (AGUs), 11.2% as maladaptive game users (MGUs), and 38.0% as twofold game users (TGUs). GGUs had the lowest scores for depression and anxiety, followed by higher scores in AGUs, TGUs, and MGUs. In addition, GGUs scored higher on quality of life than the other groups while the AGUs had higher scores on academic achievement than other groups. Conclusion: Adolescents experience both adaptive and maladaptive use, and experiencing only adaptive use without maladaptive use has been shown to be relatively infrequent. Therefore, education about online game use for adolescents should not be uniformly provided given the psychological characteristics of each group; instead, it should be customized based on game user type.


Subject(s)
Adaptation, Psychological , Games, Recreational/psychology , Adolescent , Female , Humans , Male , Quality of Life/psychology , Republic of Korea , Retrospective Studies
11.
Commun Biol ; 4(1): 866, 2021 07 14.
Article in English | MEDLINE | ID: mdl-34262129

ABSTRACT

Animal models suggest transitions from non-addictive to addictive behavioral engagement are associated with ventral-to-dorsal striatal shifts. However, few studies have examined such features in humans, especially in internet gaming disorder (IGD), a proposed behavioral addiction. We recruited 418 subjects (174 with IGD; 244 with recreational game use (RGU)). Resting-state fMRI data were collected and functional connectivity analyses were performed based on ventral and dorsal striatal seeds. Correlations and follow-up spectrum dynamic causal model (spDCM) analyses were performed to examine relationships between the ventral/dorsal striatum and middle frontal gyrus (MFG). Longitudinal data were also analysed to investigate changes over time. IGD relative to RGU subjects showed lower ventral-striatum-to-MFG (mostly involving supplementary motor area (SMA)) and higher dorsal-striatum-to-MFG functional connectivity. spDCM revealed that left dorsal-striatum-to-MFG connectivity was correlated with IGD severity. Longitudinal data within IGD and RGU groups found greater dorsal striatal connectivity with the MFG in IGD versus RGU subjects. These findings suggest similar ventral-to-dorsal striatal shifts may operate in IGD and traditional addictions.


Subject(s)
Brain/physiopathology , Internet Addiction Disorder/physiopathology , Nerve Net/physiopathology , Neural Pathways/physiology , Brain/diagnostic imaging , Brain Mapping/methods , Corpus Striatum/diagnostic imaging , Corpus Striatum/physiopathology , Diagnostic and Statistical Manual of Mental Disorders , Female , Games, Recreational/psychology , Humans , Internet Addiction Disorder/diagnostic imaging , Internet Addiction Disorder/psychology , Magnetic Resonance Imaging/methods , Male , Nerve Net/diagnostic imaging , Neural Pathways/diagnostic imaging , Ventral Striatum/diagnostic imaging , Ventral Striatum/physiopathology , Young Adult
12.
Rev Neurol ; 73(4): 121-129, 2021 Aug 15.
Article in Spanish, English | MEDLINE | ID: mdl-34308545

ABSTRACT

INTRODUCTION: Cognitive stimulation may be beneficial in slowing the progression of mild neurocognitive disorder (NCD), but the results of existing research are inconsistent. Furthermore, there are no long-term interventions nor individual (one-on-one) interventions applied by professionals. Objetive. The aim of this study was to assess the efficacy of a long-term individual cognitive stimulation intervention on people with mild NCD. PATIENTS AND METHODS: A pre-post test design with a non-equivalent control group was conducted. A total of 82 participants with mild NCD were assigned to a cognitive stimulation intervention group or to a control group. The intervention consisted of 88 individual format sessions of approximately 45 minutes, twice per week. Independent evaluators assessed cognition, depressive symptomatology and autonomy level in activities of daily living at pre-intervention, intra-intervention (6 months) and post-intervention (12 months). RESULTS: At intra- and post-intervention, significant improvement on cognition and depressive symptomatology in the intervention group compared to the control group were found. Younger participants and those with better cognitive function and status in pre-intervention achieved better results. Adherence to the intervention was high. CONCLUSIONS: Results suggest the efficacy of long-term individual cognitive intervention in people with mild NCD, which could delay the progression towards a major NCD.


TITLE: Efecto de la intervención de estimulación cognitiva individual de larga duración para personas con trastorno neurocognitivo leve.Introducción. La estimulación cognitiva puede ser beneficiosa para ralentizar la progresión del trastorno neurocognitivo (TNC) leve, pero los resultados de las investigaciones existentes son inconsistentes. Además, no existen intervenciones a largo plazo ni intervenciones individuales (uno a uno) aplicadas por profesionales. Objetivo. El objetivo de este estudio fue evaluar la eficacia de una intervención de estimulación cognitiva individual de larga duración para personas con TNC leve. Pacientes y métodos. Se llevó a cabo un diseño pretest-postest con un grupo control no equivalente. Un total de 82 participantes con TNC leve fueron asignados a un grupo de intervención de estimulación cognitiva o a un grupo control. La intervención consistió en 88 sesiones de formato individual de aproximadamente 45 minutos, dos veces por semana. Evaluadores independientes evaluaron la cognición, la sintomatología depresiva y el nivel de autonomía en las actividades de la vida diaria en la preintervención (línea base), la intraintervención (seis meses) y la postintervención (12 meses). Resultados. En la intra- y la postintervención, se encontró una mejora significativa en la cognición y la sintomatología depresiva en el grupo de intervención en comparación con el grupo control. Los participantes más jóvenes y los que tenían una mejor función y estado cognitivo en la preintervención obtuvieron mejores resultados. La adhesión a la intervención fue alta. Conclusiones. Los resultados sugieren la eficacia de una intervención cognitiva individual de larga duración para personas con TNC leve, que podría retrasar la progresión hacia un TNC mayor.


Subject(s)
Cognitive Dysfunction/therapy , Games, Recreational , Activities of Daily Living , Aged , Aged, 80 and over , Attention , Cognitive Dysfunction/psychology , Depression/etiology , Depression/therapy , Disease Progression , Executive Function , Female , Games, Recreational/psychology , Humans , Language , Male , Memory , Mental Status and Dementia Tests , Middle Aged , Personal Autonomy
13.
Nutrients ; 13(3)2021 Mar 01.
Article in English | MEDLINE | ID: mdl-33804409

ABSTRACT

Relative to other racial/ethnic groups in the United States, Hispanic American (HA) youth have higher rates of overweight and obesity. Previous work suggests that low perceived social status (SS) promotes excess caloric intake and, thereby, development of obesity. Psychological resilience may play a role in reducing adverse eating behaviors and risk for obesity. The objective of this study was to investigate whether resilience (as measured by the Connor Davidson Resilience Scale) interacts with experimentally manipulated SS to affect dietary intake among HA adolescents (n = 132). Using a rigged game of Monopoly (Hasbro, Inc.), participants were randomized to a high or low SS condition. Following the Monopoly game, participants consumed an ad libitum lunch and their dietary intake was assessed. There was a significant interaction between resilience and experimentally manipulated SS for total energy intake (p = 0.006), percent energy needs consumed (p = 0.005), and sugar intake (p = 0.004). For the high SS condition, for each increase in resilience score, total energy intake decreased by 7.165 ± 2.866 kcal (p = 0.014) and percent energy needs consumed decreased by 0.394 ± 0.153 (p = 0.011). In the low SS condition, sugar intake increased by 0.621 ± 0.240 g for each increase in resilience score (p = 0.011). After correction for multiple comparisons, the aforementioned interactions, but not simple slopes, were statistically significant.


Subject(s)
Feeding Behavior/psychology , Hispanic or Latino/psychology , Pediatric Obesity/psychology , Psychological Distance , Resilience, Psychological , Adolescent , Eating/psychology , Female , Games, Recreational/psychology , Humans , Lunch/psychology , Male , Pediatric Obesity/ethnology , United States
14.
Games Health J ; 10(3): 158-164, 2021 Jun.
Article in English | MEDLINE | ID: mdl-33891508

ABSTRACT

Objective: In recent years, there has been an increase in research on the therapeutic effects of exergaming, but there have been few studies on these types of interventions for chronic low back pain. In this study, we hypothesized that the Nintendo Ring Fit Adventure (RFA) exergame would be effective for patients with chronic low back pain, and we conducted a randomized prospective longitudinal study. Materials and Methods: Patients with chronic low back pain were included in this study. Twenty randomly selected patients (9 males and 11 females, mean age 49.3 years) were included in the RFA group, and RFA exergaming was performed once a week for 40 minutes for 8 weeks. Twenty patients (12 males and 8 females, mean age 55.60 years) served as the control group and received oral treatment for 8 weeks. Pain and psychological scores (pain self-efficacy, pain catastrophizing, and kinesiophobia) were measured and analyzed before and after 8 weeks of treatment in both groups. Results: In the RFA group, low back pain, buttock pain, and pain self-efficacy were significantly improved after 8 weeks of RFA exergaming, but there was no significant improvement in lower limb numbness, pain catastrophizing, or kinesiophobia. In the control group, no significant improvement was observed after 8 weeks of oral treatment. Conclusion: RFA exergaming increased pain self-efficacy and reduced pain in patients with chronic low back pain. Future treatment protocols should be developed to improve pain self-efficacy. Approval code: 2894, School of Medicine, Chiba University.


Subject(s)
Games, Recreational/psychology , Low Back Pain/therapy , Pain Management/standards , Adult , Female , Humans , Longitudinal Studies , Low Back Pain/psychology , Male , Middle Aged , Pain Management/methods , Pain Management/psychology , Pain Measurement/methods , Prospective Studies , Self Efficacy , Video Games/psychology , Video Games/standards , Video Games/statistics & numerical data
15.
Psychol Addict Behav ; 35(3): 263-273, 2021 May.
Article in English | MEDLINE | ID: mdl-33539106

ABSTRACT

OBJECTIVE: Research suggests that it is common for emerging adults in the U.S. and other countries to participate in a drinking game (DG). Playing DGs is associated with greater alcohol consumption and increased risk for experiencing alcohol-related harms. Gender differences in emerging adults' DG behavior and negative alcohol-related consequences have also been documented but the results have been mixed. We conducted the present meta-analysis in order to (a) quantify the association between DG participation and alcohol use and related consequences, and examine the moderating effect of gender and methodological factors on these associations, and (b) provide effect size estimates for power analyses for future DGs research. METHOD: 48 manuscripts, representing 31 independent samples, were included in the meta-analysis. RESULTS: We found medium effect sizes between DG participation and frequency of alcohol use (r = .47) and binge drinking (r = .50), quantity of alcohol use (r = .38) and consumption while playing DGs (r = .45), alcohol use (frequency × consumption index; r = .49), and alcohol-related consequences (r = .38). CONCLUSIONS: Playing DGs is associated with greater frequency of alcohol use, higher alcohol consumption, and more alcohol-related consequences. Findings also indicated that as the percentage of women in the sample increased, the association between DG participation and quantity of alcohol use strengthened. No gender moderation effect was found for the associations between DG participation and the other alcohol outcomes variables, which suggests that men and women who play DGs are equally at risk for experiencing alcohol-related consequences and may benefit from clinical attention. (PsycInfo Database Record (c) 2021 APA, all rights reserved).


Subject(s)
Alcohol Drinking/epidemiology , Alcohol Drinking/psychology , Alcohol-Related Disorders/epidemiology , Alcohol-Related Disorders/psychology , Ethanol/adverse effects , Games, Recreational/psychology , Alcohol Drinking/adverse effects , Female , Humans , Male , Students/psychology , Students/statistics & numerical data , Universities , Young Adult
16.
J Exp Child Psychol ; 204: 105060, 2021 04.
Article in English | MEDLINE | ID: mdl-33401161

ABSTRACT

Recent evidence indicates that playing numerical board games is beneficial for the numerical development of preschoolers. However, board games used in these studies were often specifically developed for training numerical skills. Therefore, we examined whether similar beneficial effects could be observed for playing conventional board games such as Parcheesi. In an intervention study with seven 30-min training sessions over a period of 4 weeks, we observed that 4- to 6-year-old children (Mage = 4 years 11 months) who played conventional board games with traditional number dice (with dot faces numbered from one to six) benefitted more from the board games than children who played board games with color or non-numerical symbol dice. Pretest-posttest comparisons indicated differential effects on counting skills and the ability to recognize and use structures. Beyond these immediate training effects observed in posttest, the differential beneficial effects of playing board games using traditional dot dice on recognizing and using structures was still present in a follow-up test 1 year after the intervention. Thus, playing conventional board games using traditional number dice seems to be an effective low-threshold intervention to foster early numerical competencies.


Subject(s)
Aptitude , Games, Recreational/psychology , Mathematics/education , Child, Preschool , Female , Humans , Learning , Male
17.
Games Health J ; 10(2): 139-144, 2021 Apr.
Article in English | MEDLINE | ID: mdl-33434099

ABSTRACT

Objective: The sudden disruption of university teaching caused by the coronavirus disease 2019 (COVID-19) pandemic has forced universities to switch to online teaching. It is vital for graduating medical students to learn about COVID-19 because they are likely to treat COVID-19 patients after graduation. We developed a COVID-19 lesson for medical students that used either an online lecture or a serious game that we designed. The aim of this study is to explore the effectiveness of a serious game versus online lectures for improving medical students' COVID-19 knowledge. Materials and Methods: From our university's database of knowledge scores, we collected the prelesson, postlesson, and final test knowledge scores of the students who participated in the lesson and conducted a retrospective comparative analysis. Results: An analysis of scores concerning knowledge of COVID-19 from prelesson and postlesson tests shows that both teaching methods produce significant increases in short-term knowledge, with no statistical difference between the two methods (P > 0.05). The final test scores, however, show that the group of students who used the game-based computer application scored significantly higher in knowledge retention than did the online lecture group (P = 0.001). Conclusion: In the context of the disruption of traditional university teaching caused by the COVID-19 pandemic, the serious game we designed is potentially an effective option for online medical education about COVID-19, particularly in terms of its capacity for improved knowledge retention.


Subject(s)
Clinical Competence/standards , Games, Recreational/psychology , Students, Medical/psychology , Teaching/standards , Analysis of Variance , COVID-19/diagnosis , COVID-19/physiopathology , COVID-19/therapy , Clinical Competence/statistics & numerical data , Education, Distance/methods , Education, Medical, Undergraduate/methods , Education, Medical, Undergraduate/standards , Education, Medical, Undergraduate/statistics & numerical data , Female , Humans , Knowledge , Male , Retrospective Studies , Students, Medical/statistics & numerical data , Teaching/psychology , Teaching/statistics & numerical data , Young Adult
18.
Child Dev ; 92(1): 205-221, 2021 01.
Article in English | MEDLINE | ID: mdl-32726493

ABSTRACT

Jigsaw puzzles are ubiquitous developmental toys in Western societies, used here to examine the development of metarepresentation. For jigsaw puzzles this entails understanding that individual pieces, when assembled, produce a picture. In Experiment 1, 3- to 5-year-olds (N = 117) completed jigsaw puzzles that were normal, had no picture, or comprised noninterlocking rectangular pieces. Pictorial puzzle completion was associated with mental and graphical metarepresentational task performance. Guide pictures of completed pictorial puzzles were not useful. In Experiment 2, 3- to 4-year-olds (N = 52) completed a simplified task, to choose the correct final piece. Guide-use associated with age and specifically graphical metarepresentation performance. We conclude that the pragmatically natural measure of jigsaw puzzle completion ability demonstrates general and pictorial metarepresentational development at 4 years.


Subject(s)
Child Development/physiology , Form Perception/physiology , Games, Recreational/psychology , Metacognition/physiology , Psychomotor Performance/physiology , Child, Preschool , Female , Humans , Male
19.
Res Q Exerc Sport ; 92(1): 127-136, 2021 Mar.
Article in English | MEDLINE | ID: mdl-32083981

ABSTRACT

Purpose: The purpose of this study was to compare objectively-measured physical activity (PA) and enjoyment of five shared PAs in parent-child dyads. Method: Thirty-one parent-child dyads (mean±SD; age, parents: 38.0 ± 6.6 years, children: 5.9 ± 1.7 years) completed separate PA sessions, which included five standardized PAs (brisk walking, jumping games, dancing, body-weight exercises, and tag games) in random order for each dyad. Parent and child moderate-to-vigorous PA (MVPA) and accelerometer counts per minute (CPM) were measured using Actigraph GT9X activity monitors. The Visual Analog Scale was used to assess enjoyment of children and parents. Repeated measures ANOVAs and paired t-tests determined differences in PA within and between children and parents for the activities, respectively. Friedman Tests with post hoc Wilcoxon signed-rank tests determined significant differences in enjoyment across the activities for children and parents and Wilcoxon signed-rank tests compared enjoyment between children and parents for each PA. Results: Jumping games resulted in the highest proportion of time spent in MVPA and highest overall CPM for children and parents (p < .05). Compared to parents, children spent proportionally more time in MVPA during jumping games, body-weight exercises, and tag games (all, p < .05). Tag games were the most enjoyable PA for children and parents (p < .05). Children enjoyed body-weight exercises more than parents (p < .05). Conclusions: Future indoor PA programs and research interventions that include parent-child dyads should consider implementing jumping games, body-weight exercises, and tag games during shared PA, which resulted in higher MVPA and enjoyment by both children and parents when compared to walking and dancing.


Subject(s)
Exercise/psychology , Parent-Child Relations , Pleasure , Accelerometry , Child , Child, Preschool , Dancing/psychology , Female , Games, Recreational/psychology , Humans , Male , Physical Conditioning, Human/psychology , Time Factors , Walking/psychology
20.
Child Dev ; 92(1): 222-238, 2021 01.
Article in English | MEDLINE | ID: mdl-32856290

ABSTRACT

From preschool age, humans tend to imitate causally irrelevant actions-they over-imitate. This study investigated whether children over-imitate even when they know a more efficient task solution and whether they imitate irrelevant actions equally from a human compared to a robot model. Five-to-six-year-olds (N = 107) watched either a robot or human retrieve a reward from a puzzle box. First a model demonstrated an inefficient (Trial 1), then an efficient (Trial 2), then again the inefficient strategy (Trial 3). Subsequent to each demonstration, children copied whichever strategy had been demonstrated regardless of whether the model was a human or a robot. Results indicate that over-imitation can be socially motivated, and that humanoid robots and humans are equally likely to elicit this behavior.


Subject(s)
Games, Recreational/psychology , Imitative Behavior/physiology , Motivation/physiology , Reward , Robotics/methods , Child , Child, Preschool , Female , Humans , Male , Photic Stimulation/methods , Video Recording/methods
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