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2.
Games Health J ; 6(2): 111-118, 2017 Apr.
Article in English | MEDLINE | ID: mdl-28375645

ABSTRACT

OBJECTIVE: Previously published versions of the healthy eating "FIT Game" were administered by teachers in all grades at elementary schools. The present study evaluated whether the game would retain its efficacy if teachers were relieved of this task; presenting instead all game materials on visual displays in the school cafeteria. MATERIALS AND METHODS: Participants were 572 children attending two Title 1 elementary schools (grades K-5). Following a no-intervention baseline period in which fruit and vegetable consumption were measured from food waste, the schools played the FIT Game. In the game, the children's vegetable consumption influenced events in a good versus evil narrative presented in comic book-formatted episodes in the school cafeteria. When daily vegetable-consumption goals were met, new FIT Game episodes were displayed. Game elements included a game narrative, competition, virtual currency, and limited player autonomy. The two intervention phases were separated by a second baseline phase (within-school reversal design). Simulation Modeling Analysis (a bootstrapping technique appropriate to within-group time-series designs) was used to evaluate whether vegetable consumption increased significantly above baseline levels in the FIT Game phases (P < 0.05). RESULTS: Vegetable consumption increased significantly from 21.3 g during the two baseline phases to 42.5 g during the FIT Game phases; a 99.9% increase. The Game did not significantly increase fruit consumption (which was not targeted for change), nor was there a decrease in fruit consumption. CONCLUSION: Labor-reductions in the FIT Game did not reduce its positive impact on healthy eating.


Subject(s)
Diet, Healthy/statistics & numerical data , Economics/statistics & numerical data , Health Promotion/methods , School Health Services/standards , Video Games/psychology , Child , Child, Preschool , Diet, Healthy/psychology , Feeding Behavior/physiology , Female , Food Preferences , Fruit/supply & distribution , Games, Experimental , Humans , Male , Vegetables/supply & distribution , Video Games/statistics & numerical data , Video Games/supply & distribution
3.
ScientificWorldJournal ; 2015: 986262, 2015.
Article in English | MEDLINE | ID: mdl-26380375

ABSTRACT

The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing.


Subject(s)
Artificial Intelligence , Video Games/psychology , Game Theory , Humans , Monte Carlo Method , Surveys and Questionnaires , Video Games/supply & distribution
4.
J Autism Dev Disord ; 43(6): 1258-71, 2013 Jun.
Article in English | MEDLINE | ID: mdl-23001767

ABSTRACT

This study examined the nature of television, video game, and social media use in children (ages 8-18) with autism spectrum disorders (ASD, n = 202) compared to typically developing siblings (TD, n = 179), and relative to other activities. Parents completed measures assessing children's screen-based and other extracurricular activities. Children with ASD spent approximately 62% more time watching television and playing video games than in all non-screen activities combined. Compared with TD siblings, children with ASD spent more hours per day playing video games (2.4 vs. 1.6 for boys, and 1.8 vs. 0.8 for girls), and had higher levels of problematic video game use. In contrast, children with ASD spent little time using social media or socially interactive video games.


Subject(s)
Adolescent Behavior/psychology , Child Behavior/psychology , Child Development Disorders, Pervasive/psychology , Leisure Activities/psychology , Siblings/psychology , Adolescent , Child , Female , Humans , Male , Social Media/statistics & numerical data , Television/statistics & numerical data , Video Games/psychology , Video Games/supply & distribution
5.
Child Obes ; 8(1): 34-7, 2012 Feb.
Article in English | MEDLINE | ID: mdl-22799477

ABSTRACT

Most children, including lower socioeconomic status and ethnic minority children, play video games, use computers, and have cell phones, and growing numbers have smart phones and electronic tablets. They are comfortable with, even prefer, electronic media. Many expect to be entertained and have a low tolerance for didactic methods. Thus, health promotion with children needs to incorporate more interactive media. Interactive media for weight control and health promotion among children can be broadly classified into web-based educational/therapeutic programs, tailored motivational messaging systems, data monitoring and feedback systems, active video games, and diverse forms of interactive multimedia experiences involving games. This article describes the primary characteristics of these different technological methods; presents the strengths and weaknesses of each in meeting the needs of children of different ages; emphasizes that we are in the earliest stages of knowing how best to design these systems, including selecting the optimal requisite behavioral change theories; and identifies high-priority research issues. Gaming and technology offer many exciting, innovative opportunities for engaging children and promoting diet and physical activity changes that can contribute to obesity prevention and weight loss maintenance. Research needs to clarify optimal procedures for effectively promoting change with each change procedure.


Subject(s)
Behavior Control , Biomedical Technology , Diet, Reducing , Health Promotion/methods , Motor Activity , Obesity , Video Games , Adolescent , Behavior Control/methods , Behavior Control/psychology , Biomedical Technology/methods , Biomedical Technology/organization & administration , Child , Child Behavior , Child, Preschool , Diffusion of Innovation , Humans , Obesity/prevention & control , Obesity/psychology , Obesity/therapy , Video Games/psychology , Video Games/supply & distribution , Weight Reduction Programs/methods , Weight Reduction Programs/organization & administration
6.
Addiction ; 106(1): 3-8, 2011 Jan.
Article in English | MEDLINE | ID: mdl-21188851

ABSTRACT

AIM: To illustrate ways in which industry control over the gambling market and its regulatory system have enabled rapid proliferation in gambling consumption and harm. METHOD: To discuss the relationship between government regulation and the accessibility, marketing and technologies of electronic gambling machines in Australia and New Zealand. FINDINGS: The regulatory framework for gambling in both countries has encouraged highly accessible,regressively distributed and heavily marketed high-impact electronic gambling machines. This framework has developed in large part through the conjunction of government revenue needs and the adaptation of a folk model of gambling appropriated by gambling businesses and engineered to incorporate a discourse that legitimate their gambling businesses. CONCLUSION: Governments should be encouraged to invest in 'upstream' public health strategies that contain the economic and social drivers for intensifying gambling consumption. One key aspect involves questioning the most suitable scale, location and marketing of gambling operations, and the reliance of government on gambling revenues (whether directly or as substitution for other government expenditure). Technological solutions to disrupt the development of obsessive gambling habits are also available and are likely to reduce gambling-related harm.


Subject(s)
Behavior, Addictive/epidemiology , Gambling/epidemiology , Government Regulation , Industry , Marketing , Video Games/supply & distribution , Adult , Australasia/epidemiology , Female , Gambling/economics , Harm Reduction , Humans , Male , Marketing/economics , Marketing/methods , Marketing/organization & administration , Poverty Areas , Private Sector , Public Facilities/legislation & jurisprudence , Public Policy , Socioeconomic Factors , Video Games/adverse effects
7.
Prev Med ; 51(1): 50-5, 2010 Jul.
Article in English | MEDLINE | ID: mdl-20359491

ABSTRACT

OBJECTIVE: To describe sedentary behaviors in adolescents and to examine the influence of media availability on TV viewing. METHOD: The study assessed 3278 adolescents (1537 males and 1741 females, 12.5-17.5 years) involved in the HELENA study (2007). Adolescents reported hours of TV viewing, computer games, console, internet for study and non-study reasons, and study, as well as availability of TVs, computers and consoles. RESULTS: Time spent in sedentary behaviors was higher during weekends (all p<0.001). Males spent more hours on TV viewing (for > or = 15 years at weekends), playing computer games and console games while females spent more time studying and surfing for non-study reasons. During weekdays, one third of adolescents exceeded the screen time guidelines (>2h/day) based solely on TV viewing, whereas around 60% exceeded it at weekends. Having a TV or a console in the bedroom was associated with higher TV viewing (OR=2.66; 95% CI 2.23-3.18; and OR=1.92; 95% CI 1.61-2.28, respectively) whereas the presence of computer reduced it (OR=0.57; 95% CI 0.48-0.68). CONCLUSION: Adolescents living in Europe are not meeting media recommendations, especially during weekend. The absence of a TV in the adolescents' bedroom might reduce TV viewing. Further studies are needed to confirm or contrast our findings.


Subject(s)
Adolescent Behavior , Sedentary Behavior , Television/statistics & numerical data , Video Games/statistics & numerical data , Adolescent , Child , Europe/epidemiology , Female , Humans , Male , Prevalence , Sex Distribution , Television/supply & distribution , Video Games/supply & distribution
9.
Int J Health Geogr ; 7: 2, 2008 Jan 18.
Article in English | MEDLINE | ID: mdl-18205923

ABSTRACT

BACKGROUND: Researchers and public health officials in Canada, the United States and Australia have for some time noted broader geographic accessibility to gambling establishments, above all in socioeconomically underprivileged communities. This increase in availability could lead to more and more gambling problems. This article focuses, in an ecological perspective, in particular on a spatial analysis of the geographic accessibility of sites possessing a VLT permit in the Montréal area, i.e. Montréal Island, the South Shore and Laval, from the standpoint of the development of an indicator of the vulnerability (socioeconomic components and demographic components) to gambling of populations at the level of certain neighbourhood units (dissemination areas). With the recent development of geographic information systems (GIS), it is now possible to ascertain accessibility to services much more accurately, for example by taking into account the configuration of the road network. RESULTS: The findings of our analysis reveal widespread geographic accessibility to sites possessing a VLT permit in the downtown area and in pericentral districts. In some neighbourhood units, a site possessing a VLT permit may be within a three-minute walk. In the region studied overall, average walking time to a VLT site is nine minutes. Access to this type of service on foot is usually limited in the outskirts. However, a number of groups of sites possessing VLT permits are found along certain axial highways. According to local spatial self-correlation analyses, the findings suggest a significant link between walking accessibility to sites possessing VLT permits and the vulnerability of the communities. In a number of neighbourhood units with ready access to VLT's the populations display high vulnerability. CONCLUSION: These findings reveal that accessibility to sites possessing a VLT permit is often linked to the vulnerability (socioeconomic and demographic components) of communities. Reliance in our analyses on neighbourhood units with fairly small areas enabled us to emphasize the rectilinear dimension of the spatial distribution of sites possessing VLT permits. This is a significant link that public health officials must consider when elaborating programs to combat pathological gambling.


Subject(s)
Commerce/statistics & numerical data , Gambling/psychology , Public Policy , Residence Characteristics/classification , Urban Health , Video Games/supply & distribution , Vulnerable Populations/psychology , Adolescent , Adult , Cluster Analysis , Commerce/economics , Commerce/standards , Female , Financing, Government , Geographic Information Systems , Geography , Humans , Male , Poverty Areas , Quebec/epidemiology , Risk Factors , Sex Factors , Social Environment , Video Games/economics , Video Games/psychology
10.
Can J Public Health ; 97(3): 202-6, 2006.
Article in English | MEDLINE | ID: mdl-16827406

ABSTRACT

BACKGROUND: Gambling is a risky behaviour that involves uncertain financial outcomes, can be addictive, and has been associated with strongly adverse social and public health outcomes. We wanted to assess whether socio-economic and gambling-related-opportunity environments of neighbourhoods affected the uptake of video lottery terminal (VLT) gambling among Montréal youth. METHODS: Spatial and statistical analyses were conducted to examine geographical patterns of neighbourhood socio-economic conditions, VLT sites (n=407), and high school locations (n=305) within the Montréal Census Metropolitan Area (CMA). VLT concentration within high school neighbourhoods was measured to examine how the number of VLT opportunities varies according to socio-economic status of the school neighbourhood. A student survey was analyzed using logistic regression analysis to explore the role of individual (student) characteristics and environmental (neighbourhood) characteristics in predicting the VLT gambling behaviours reported among a sample (n=1206) of high school students. RESULTS: Video lottery gambling opportunities are more prevalent near schools located in socio-economically deprived neighbourhoods compared with schools located in more affluent neighbourhoods. The principal individual risk factors for VLT gambling were shown to be male sex, peer VLT-use, substance use, as well as the after-school routines of youth. INTERPRETATION: The spatial distribution of VLTs reflects local geographies of socio-economic disadvantage and may have a pronounced impact on students attending schools in lower income neighbourhoods, especially those with individual risk factors. Efforts to reduce gambling-related public health costs may want to take into account the socio-spatial distribution of gambling opportunities, particularly in the local environments that youth frequent.


Subject(s)
Behavior, Addictive/epidemiology , Computer Terminals/supply & distribution , Gambling , Risk-Taking , Schools , Students/statistics & numerical data , Video Games/supply & distribution , Adolescent , Adolescent Behavior , Child , Female , Geography , Humans , Male , Poverty Areas , Quebec , Residence Characteristics/classification , Social Environment , Socioeconomic Factors , Students/psychology , Urban Population
11.
J Ambul Care Manage ; 24(1): 26-38, 2001 Jan.
Article in English | MEDLINE | ID: mdl-11189794

ABSTRACT

In randomized clinical trials, children and adolescents improved their self care and reduced their emergency clinical utilization after playing health education and disease management video games. A diabetes game reduced diabetes-related urgent and emergency visits by 77 percent after diabetic youngsters had the game at home for six months, compared to no reduction in clinical utilization in a control group of diabetic youngsters who took home an entertainment video game that had no health content. Positive impacts were also found in clinical trials of games for asthma self-management and smoking prevention.


Subject(s)
Chronic Disease/therapy , Disease Management , Patient Education as Topic/methods , Self Care/standards , Video Games/psychology , Adolescent , Asthma/therapy , Child , Communication , Diabetes Mellitus/therapy , Emergencies/epidemiology , Health Knowledge, Attitudes, Practice , Humans , Outcome Assessment, Health Care , Randomized Controlled Trials as Topic , Self Efficacy , Smoking Prevention , Video Games/supply & distribution
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