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1.
BMC Psychiatry ; 24(1): 412, 2024 Jun 04.
Artigo em Inglês | MEDLINE | ID: mdl-38834952

RESUMO

BACKGROUND: The effect of childhood trauma on Internet gaming disorder remains unclear. In this study, we examined this association in Chinese students and explored the possible associated roles of psychological resilience and depression. METHODS: In total, 8,579 students from Hunan Province, China, provided information regarding their sociodemographic factors, history of childhood trauma, any symptoms of depression, psychological resilience, and characteristics of Internet gaming disorder for this cross-sectional study. The impact of childhood trauma on Internet gaming disorder, as well as the extent to which it was mediated by depression and moderated by psychological resilience was evaluated. RESULTS: The influence of childhood trauma on Internet gaming disorder was partially mediated by depression (B = 0.07, 95% CI [0.04, 0.05], p < 0.001), with psychological resilience acting as a mitigating factor (B = -0.002, 95% CI [13.74, 21.72], p < 0.001). Psychological resilience also moderated the association between childhood trauma and depression (B = - 0.003, 95% CI [22.17, 28.10], p < 0.001). Our moderated mediation model elucidated psychosocial mechanisms, revealing the underlying link between childhood trauma and Internet gaming disorder. It also demonstrated the partial mediating role of depression and modulating role of psychological resilience among Chinese students. CONCLUSIONS: Education and interventions, along with effective social support, should be provided to enhance students' psychological resilience and prevent childhood trauma and depression.


Assuntos
Experiências Adversas da Infância , Depressão , Transtorno de Adição à Internet , Análise de Mediação , Resiliência Psicológica , Humanos , Masculino , Transtorno de Adição à Internet/psicologia , Feminino , China , Estudos Transversais , Depressão/psicologia , Experiências Adversas da Infância/psicologia , Adulto Jovem , Adolescente , Adulto , Jogos de Vídeo/psicologia , Estudantes/psicologia
2.
Child Care Health Dev ; 50(4): e13288, 2024 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-38837450

RESUMO

BACKGROUND: Recent studies have revealed a negative relationship between children's digital media use and social-emotional development. However, few studies distinguish between different digital devices and the different functions they provide that may lead to different outcomes. METHODS: This study explored the relationship between young children's time spent on various digital devices and their social-emotional delay based on a survey of 1182 preschoolers (3 to 6 years old) in rural China. Children's social-emotional delay was assessed through a validated screening tool (ASQ-SE II). RESULTS: Children's time spent on television, computers, tablets, or smartphones was not associated with their social-emotional delay. However, their risk of social-emotional delay increased as their time spent on game consoles increased. This relationship was reflected in five of the seven behavioural areas of children's social-emotional development (i.e., self-regulation, compliance, affect, social communications, and interactions with people). Moreover, it did not vary between children with different socioeconomic statuses. CONCLUSIONS: This study suggests a possible relationship between children's social-emotional delay and video games, which might need to be paid more attention to than other media types.


Assuntos
População Rural , Jogos de Vídeo , Humanos , Pré-Escolar , Jogos de Vídeo/psicologia , Masculino , Feminino , China , Televisão , Desenvolvimento Infantil , Criança , Emoções , Tempo de Tela , Comportamento Infantil/psicologia , População do Leste Asiático
3.
Curr Biol ; 34(11): R524-R525, 2024 Jun 03.
Artigo em Inglês | MEDLINE | ID: mdl-38834021

RESUMO

Playing two-dimensional video games has been shown to result in improvements in a range of visual and cognitive tasks, and these improvements appear to generalize widely1,2,3,4,5,6. Here we report that young adults with healthy vision, surprisingly, showed a dramatic improvement in stereo vision after playing three-dimensional, but not two-dimensional, video games for a relatively short period of time. Intriguingly, neither group showed any significant improvement in binocular contrast sensitivity. This dissociation suggests that the visual enhancement was specific to genuine stereoscopic processing, not indirectly resulting from enhanced contrast processing, and required engaging in a disparity cue-rich three-dimensional environment.


Assuntos
Percepção de Profundidade , Jogos de Vídeo , Visão Binocular , Humanos , Adulto Jovem , Percepção de Profundidade/fisiologia , Visão Binocular/fisiologia , Masculino , Adulto , Feminino , Sensibilidades de Contraste/fisiologia
4.
J Neuroeng Rehabil ; 21(1): 95, 2024 Jun 05.
Artigo em Inglês | MEDLINE | ID: mdl-38840217

RESUMO

OBJECTIVE: This scoping review aims to explore published literature testing Virtual Reality (VR) interventions for improving upper limb motor performance in children and adolescents with Developmental Coordination Disorder (DCD). Our primary focus was on the types of VR systems used and the measurement tools employed within the International Classification of Functioning, Disability and Health Children and Youth Version (ICF-CY) domains in these studies. METHODS: A comprehensive search of six electronic databases up to 11th January 2024 was conducted using predefined terms. Inclusion and exclusion criteria were applied to determine study eligibility, with two authors independently assessing titles, abstracts, and full-text articles. RESULTS: Out of 788 potential studies, 14 met the eligibility criteria. Studies predominantly utilized non-immersive VR (nVR) systems, for example, commercial platforms such as Nintendo Wii. Most interventions targeted general motor coordination or balance, with only four studies specifically focusing on upper limb motor performance. The Movement Assessment Battery for Children-2 was the predominant assessment tool. However, the use of game scores and trial durations raised concerns about the accuracy of assessments. The majority of studies reported no significant improvement in upper limb motor performance following VR interventions, though some noted improvements in specific tasks or overall outcomes. CONCLUSION: The findings suggest that, while nVR interventions are being explored for paediatric motor rehabilitation, their impact on enhancing upper limb motor performance in children with DCD is unclear. The variability in intervention designs, outcome measures, and the predominant focus on general motor skills rather than specific upper limb improvements highlight the need for more targeted research in this area. IMPACT: This review underscores the importance of developing precise and clinically relevant measurement tools in a broader range of VR technologies to optimize the use of VR in therapy for children with DCD. Future research should aim for more rigorous study designs and emerging immersive technologies to maximize therapeutic benefits.


Assuntos
Transtornos das Habilidades Motoras , Extremidade Superior , Humanos , Transtornos das Habilidades Motoras/reabilitação , Transtornos das Habilidades Motoras/diagnóstico , Criança , Adolescente , Extremidade Superior/fisiopatologia , Realidade Virtual , Jogos de Vídeo , Classificação Internacional de Funcionalidade, Incapacidade e Saúde , Destreza Motora/fisiologia , Terapia de Exposição à Realidade Virtual/métodos
5.
Sci Rep ; 14(1): 13030, 2024 06 06.
Artigo em Inglês | MEDLINE | ID: mdl-38844772

RESUMO

Digital media (DM) takes an increasingly large part of children's time, yet the long-term effect on brain development remains unclear. We investigated how individual effects of DM use (i.e., using social media, playing video games, or watching television/videos) on the development of the cortex (i.e., global cortical surface area), striatum, and cerebellum in children over 4 years, accounting for both socioeconomic status and genetic predisposition. We used a prospective, multicentre, longitudinal cohort of children from the Adolescent Brain and Cognitive Development Study, aged 9.9 years when entering the study, and who were followed for 4 years. Annually, children reported their DM usage through the Youth Screen Time Survey and underwent brain magnetic resonance imaging scans every 2 years. Quadratic-mixed effect modelling was used to investigate the relationship between individual DM usage and brain development. We found that individual DM usage did not alter the development of cortex or striatum volumes. However, high social media usage was associated with a statistically significant change in the developmental trajectory of cerebellum volumes, and the accumulated effect of high-vs-low social media users on cerebellum volumes over 4 years was only ß = - 0.03, which was considered insignificant. Nevertheless, the developmental trend for heavy social media users was accelerated at later time points. This calls for further studies and longer follow-ups on the impact of social media on brain development.


Assuntos
Encéfalo , Imageamento por Ressonância Magnética , Jogos de Vídeo , Humanos , Criança , Masculino , Feminino , Encéfalo/crescimento & desenvolvimento , Encéfalo/diagnóstico por imagem , Estudos Longitudinais , Jogos de Vídeo/efeitos adversos , Mídias Sociais , Estudos Prospectivos , Desenvolvimento Infantil , Adolescente , Cerebelo/crescimento & desenvolvimento , Cerebelo/diagnóstico por imagem
6.
BMC Geriatr ; 24(1): 410, 2024 May 08.
Artigo em Inglês | MEDLINE | ID: mdl-38720259

RESUMO

BACKGROUND: Residents in nursing homes are prone to cognitive decline affecting memory, visuospatial cognition, and executive functions. Cognitive decline can lead to dementia, necessitating prioritized intervention. METHODS: The current study aimed to investigate whether an intervention using a digital game was effective for preserving and improving the cognitive function of residents in nursing homes. An intervention study was conducted using a single-case AB design with multiple baselines. The participants in the study were five older adults aged 65 and over who do not play digital games regularly. The study ran for 15 weeks, including a baseline (phase A) and an intervention phase (phase B). Phase A had five baselines (5 to 9 weeks) with random participant assignment. In phase B, participants engaged in a digital game (Space Invaders) individually. Cognitive function was assessed as the outcome, measured using the Brain Assessment (performed on a tablet through the Internet) at 16 measurement points. Four of five participants (two female and two male) were included in the analysis, using visual inspection and Bayesian statistics with multi-level modeling. RESULTS: Visual inspection of the graphs revealed cognitive function score improvements after the intervention for most layers in terms of memory of numbers, memory of words, mental rotation test (visuospatial ability), and total scores in the Brain Assessment. These effects were also significant in the analysis by multi-level modeling. CONCLUSIONS: The results suggest that the use of digital games may be effective for preserving and improving cognitive function among residents of nursing home. TRIAL REGISTRATION: This study was registered in the University Hospital Medical Information Network Clinical Trials Registry (UMIN000048677; public title: Effect of a Digital Game Intervention for Cognitive Functions in Older People; registration date: August 30, 2022).


Assuntos
Cognição , Disfunção Cognitiva , Casas de Saúde , Jogos de Vídeo , Humanos , Masculino , Feminino , Jogos de Vídeo/psicologia , Idoso , Idoso de 80 Anos ou mais , Cognição/fisiologia , Disfunção Cognitiva/terapia , Disfunção Cognitiva/psicologia , Estudos de Caso Único como Assunto , Instituição de Longa Permanência para Idosos
7.
PLoS One ; 19(5): e0301033, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38728280

RESUMO

The development of believable, natural, and interactive digital artificial agents is a field of growing interest. Theoretical uncertainties and technical barriers present considerable challenges to the field, particularly with regards to developing agents that effectively simulate human emotions. Large language models (LLMs) might address these issues by tapping common patterns in situational appraisal. In three empirical experiments, this study tests the capabilities of LLMs to solve emotional intelligence tasks and to simulate emotions. It presents and evaluates a new Chain-of-Emotion architecture for emotion simulation within video games, based on psychological appraisal research. Results show that it outperforms control LLM architectures on a range of user experience and content analysis metrics. This study therefore provides early evidence of how to construct and test affective agents based on cognitive processes represented in language models.


Assuntos
Emoções , Idioma , Jogos de Vídeo , Humanos , Emoções/fisiologia , Inteligência Emocional/fisiologia , Masculino , Feminino , Adulto , Simulação por Computador
8.
PLoS One ; 19(5): e0302429, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38696501

RESUMO

Personality questionnaires stand as crucial instruments in personnel selection but their limitations turn the interest towards alternatives like game-related assessments (GRAs). GRAs developed for goals other than fun are called serious games. Within them, gamified assessments are serious games that share similarities with traditional assessments (questionnaires, situational judgment tests, etc.) but they incorporate game elements like story, music, and game dynamics. This paper aims to contribute to the research on serious games as an alternative to traditional personality questionnaires by analyzing the characteristics of a gamified assessment called VASSIP. This gamified assessment, based on an existing measure of the Big Five personality traits, incorporates game elements such as storyfication, immersion, and non-evaluable gamified dynamics. The study performed included 98 university students (77.6% with job experience) as participants. They completed the original personality measure (BFI-2-S), the gamified evaluation of personality (VASSIP), a self-report measure of the main dimensions of job performance (task performance, contextual performance, and counterproductive work behaviors), and measures of applicant reactions to BFI-2-S and VASSIP. Results showed that the gamified assessment behaved similarly to the original personality measure in terms of reliability and participants' scores, although the scores in Conscientiousness were substantially higher in VASSIP. Focusing on self-reports of the three dimensions of job performance, regression models showed that the gamified assessment could explain all of them. Regarding applicant reactions, the gamified assessment obtained higher scores in perceptions of comfort, predictive validity, and attractiveness, although the effect size was small except for the latter. Finally, all applicant reactions except for attractiveness were related to age and personality traits. In conclusion, gamified assessments have the potential to be an alternative to traditional personality questionnaires but VASSIP needs more research before its application in actual selection processes.


Assuntos
Personalidade , Humanos , Masculino , Feminino , Inquéritos e Questionários , Adulto , Adulto Jovem , Jogos de Vídeo/psicologia , Determinação da Personalidade , Reprodutibilidade dos Testes , Estudantes/psicologia
9.
Multisens Res ; 37(2): 89-124, 2024 Feb 13.
Artigo em Inglês | MEDLINE | ID: mdl-38714311

RESUMO

Prior studies investigating the effects of routine action video game play have demonstrated improvements in a variety of cognitive processes, including improvements in attentional tasks. However, there is little evidence indicating that the cognitive benefits of playing action video games generalize from simplified unisensory stimuli to multisensory scenes - a fundamental characteristic of natural, everyday life environments. The present study addressed if video game experience has an impact on crossmodal congruency effects when searching through such multisensory scenes. We compared the performance of action video game players (AVGPs) and non-video game players (NVGPs) on a visual search task for objects embedded in video clips of realistic scenes. We conducted two identical online experiments with gender-balanced samples, for a total of N = 130. Overall, the data replicated previous findings reporting search benefits when visual targets were accompanied by semantically congruent auditory events, compared to neutral or incongruent ones. However, according to the results, AVGPs did not consistently outperform NVGPs in the overall search task, nor did they use multisensory cues more efficiently than NVGPs. Exploratory analyses with self-reported gender as a variable revealed a potential difference in response strategy between experienced male and female AVGPs when dealing with crossmodal cues. These findings suggest that the generalization of the advantage of AVG experience to realistic, crossmodal situations should be made with caution and considering gender-related issues.


Assuntos
Atenção , Jogos de Vídeo , Percepção Visual , Humanos , Masculino , Feminino , Percepção Visual/fisiologia , Adulto Jovem , Adulto , Atenção/fisiologia , Percepção Auditiva/fisiologia , Estimulação Luminosa , Adolescente , Tempo de Reação/fisiologia , Sinais (Psicologia) , Estimulação Acústica
10.
J Neuroeng Rehabil ; 21(1): 89, 2024 May 29.
Artigo em Inglês | MEDLINE | ID: mdl-38811987

RESUMO

BACKGROUND: Restoring hand functionality is critical for fostering independence in individuals with neurological disorders. Various therapeutic approaches have emerged to address motor function restoration, with music-based therapies demonstrating notable advantages in enhancing neuroplasticity, an integral component of neurorehabilitation. Despite the positive effects observed, there remains a gap in the literature regarding implementing music treatments in neurorehabilitation, such as Neurologic Music Therapy (NMT), especially in conjunction with emerging fields like wearable devices and game-based therapies. METHODS: A literature search was conducted in various databases, including PubMed, Scopus, IEEE Xplore, and ACM Digital Library. The search was performed using a literature search methodology based on keywords. Information collected from the studies pertained to the approach used in music therapy, the design of the video games, and the types of wearable devices utilized. RESULTS: A total of 158 articles were found, including 39 from PubMed, 34 from IEEE Xplore, 48 from Scopus, 37 from ACM Digital Library, and 35 from other sources. Duplicate entries, of which there were 41, were eliminated. In the first screening phase, 152 papers were screened for title and abstract. Subsequently, 89 articles were removed if they contained at least one exclusion criterion. Sixteen studies were considered after 63 papers had their full texts verified. CONCLUSIONS: The convergence of NMT with emerging fields, such as gamification and wearable devices designed for hand functionality, not only expands therapeutic horizons but also lays the groundwork for innovative, personalized approaches to neurorehabilitation. However, challenges persist in effectively incorporating NMT into rehabilitation programs, potentially hindering its effectiveness.


Assuntos
Mãos , Musicoterapia , Reabilitação Neurológica , Jogos de Vídeo , Dispositivos Eletrônicos Vestíveis , Humanos , Reabilitação Neurológica/instrumentação , Reabilitação Neurológica/métodos , Musicoterapia/instrumentação , Musicoterapia/métodos , Mãos/fisiologia
11.
Artigo em Inglês | MEDLINE | ID: mdl-38801680

RESUMO

Stroke rehabilitation faces challenges in attaining enduring improvements in hand motor function and is frequently constrained by interventional limitations. This research aims to present an innovative approach to the integration of cognitive engagement within visual feedback incorporated into fully immersive virtual reality (VR) based games to achieve enduring improvements. These innovative aspects of interaction provide more functional advantages beyond motivation to efficiently execute repeatedly hand motor tasks. The effectiveness of virtual reality games incorporated with innovative aspects has been investigated for improvements in hand motor functions. A randomized controlled trial was conducted, a total of (n=56) subacute stroke patients were assessed for eligibility and (n=52) patients fulfilled the inclusion criteria. (n=26) patients were assigned to the experimental group and (n=26) patients were assigned to the control group. VR intervention involves four VR based games, developed based on hand movements including flexion/extension, close/open, supination/pronation and pinch. All patients got therapy of 24 sessions, lasting 4 days/week for a total of 6 weeks. Five clinical outcome measures were Fugl- Meyer Assessment-Upper Extremity, Action Research Arm Test, Box and Block Test, Modified Barthel Index, and Stroke-Specific Quality of Life were assessed to evaluate patients' performance. Results revealed that after therapy there was significant improvement between the groups (p<0.05) and within groups (p<0.05) in all assessment weeks in all clinical outcome measures however, improvement was observed significantly greater in the experimental group due to fully immersive VR-based games. Results indicated that cognitive engagement within visual feedback incorporated in VR-based hand games effectively improved hand motor functions.


Assuntos
Mãos , Reabilitação do Acidente Vascular Cerebral , Jogos de Vídeo , Realidade Virtual , Humanos , Reabilitação do Acidente Vascular Cerebral/métodos , Reabilitação do Acidente Vascular Cerebral/instrumentação , Feminino , Masculino , Pessoa de Meia-Idade , Idoso , Adulto , Resultado do Tratamento , Retroalimentação Sensorial , Recuperação de Função Fisiológica , Acidente Vascular Cerebral/fisiopatologia , Acidente Vascular Cerebral/complicações
12.
PLoS One ; 19(5): e0303259, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38748683

RESUMO

This study investigates the effectiveness of gamification in enhancing learning outcomes in Environmental, Social, and Governance (ESG) education. Employing a cluster randomized experiment, the research involved 22 classes from four universities, divided into gamified and traditional teaching groups. The gamified group engaged with ESG concepts through interactive, game-like elements, while the control group followed standard educational practices. The study aimed to determine whether gamification could improve ESG course effectiveness and enhance Psychological Ownership and Perceived Importance, thereby influencing learning outcomes. Data collected through post-experiment surveys were analyzed using multiple linear regression and Structural Equation Modeling (SEM). Results indicated that students in the gamified group performed significantly better in ESG exams compared to the control group, demonstrating the effectiveness of gamification in enhancing academic achievement. The SEM analysis further revealed that gamification positively impacted Psychological Ownership and Perceived Importance, which in turn significantly improved academic performance. These findings suggest that incorporating gamification in ESG education can effectively engage students and deepen their understanding of complex sustainability issues. This study contributes to the field by highlighting the potential of gamification as a transformative tool in higher education, particularly in teaching abstract and multifaceted subjects like ESG.


Assuntos
Aprendizagem , Estudantes , Humanos , Masculino , Feminino , Estudantes/psicologia , Universidades , Adulto Jovem , Jogos de Vídeo , Jogos Experimentais , Adulto , Inquéritos e Questionários
13.
Cogn Sci ; 48(5): e13454, 2024 May.
Artigo em Inglês | MEDLINE | ID: mdl-38773755

RESUMO

Open-ended tasks can be decomposed into the three levels of Newell's Cognitive Band: the Unit-Task level, the Operation level, and the Deliberate-Act level. We analyzed the video game Co-op Space Fortress at these levels, reporting both the match of a cognitive model to subject behavior and the use of electroencephalogram (EEG) to track subject cognition. The Unit Task level in this game involves coordinating with a partner to kill a fortress. At this highest level of the Cognitive Band, there is a good match between subject behavior and the model. The EEG signals were also strong enough to track when Unit Tasks succeeded or failed. The intermediate Operation level in this task involves legs of flight to achieve a kill. The EEG signals associated with these operations are much weaker than the signals associated with the Unit Tasks. Still, it was possible to reconstruct subject play with much better than chance success. There were significant differences in the leg behavior of subjects and models. Model behavior did not provide a good basis for interpreting a subject's behavior at this level. At the lowest Deliberate-Act level, we observed overlapping key actions, which the model did not display. Such overlapping key actions also frustrated efforts to identify EEG signals of motor actions. We conclude that the Unit-task level is the appropriate level both for understanding open-ended tasks and for using EEG to track the performance of open-ended tasks.


Assuntos
Cognição , Eletroencefalografia , Humanos , Cognição/fisiologia , Masculino , Jogos de Vídeo , Feminino , Adulto , Desempenho Psicomotor/fisiologia , Adulto Jovem
14.
BMC Psychiatry ; 24(1): 381, 2024 May 21.
Artigo em Inglês | MEDLINE | ID: mdl-38773555

RESUMO

BACKGROUND: Nowadays, moderate gaming behaviors can be a pleasant and relaxing experiences among adolescents. However, excessive gaming behavior may lead to gaming disorder (GD) that disruption of normal daily life. Understanding the possible risk factors of this emerging problem would help to suggest effective at preventing and intervening. This study aimed to investigate the prevalence of GD and analyze its possible risk factors that adolescents with GD. METHODS: Data were collected between October 2020 and January 2021. In total, a sample of 7901 students (4080 (52%) boys, 3742 (48%) girls; aged 12-18 years) completed questionnaires regarding the Gaming-Related Behaviors Survey, Gaming Disorder Symptom Questionnaire-21 (GDSQ-21); Behavioral Inhibition System and Behavioral Activation System Scale (BIS/BAS Scale); Emotion Regulation Questionnaire (ERQ); Short-form Egna Minnenav Barndoms Uppfostran for Chinese (s-EMBU-C); and Adolescent Self-Rating Life Events Checklist (ASLEC). RESULTS: The prevalence of GD was 2.27% in this adolescent sample. The GD gamers were a little bit older (i.e., a higher proportion of senior grades), more boys, with more gaming hours per week in the last 12 months, with more reward responsiveness, maternal rejecting and occurrence of negative life events (e.g., interpersonal relationships, being punished and bereavement factors). CONCLUSION: These possible risk factors may influence the onset of GD. Future research in clinical, public health, education and other fields should focus on these aspects for provide target prevention and early intervention strategies.


Assuntos
Transtorno de Adição à Internet , Humanos , Adolescente , Masculino , Feminino , China/epidemiologia , Fatores de Risco , Prevalência , Criança , Transtorno de Adição à Internet/epidemiologia , Transtorno de Adição à Internet/psicologia , Jogos de Vídeo/psicologia , Comportamento do Adolescente/psicologia , Inquéritos e Questionários , Comportamento Aditivo/epidemiologia , Comportamento Aditivo/psicologia
16.
Trials ; 25(1): 340, 2024 May 22.
Artigo em Inglês | MEDLINE | ID: mdl-38778411

RESUMO

BACKGROUND: Acquired brain injury (ABI) often leads to persisting somatic, cognitive, and social impairments. Cognitive impairments of processing speed, sustained attention, and working memory are frequently reported and may negatively affect activities of daily living and quality of life. Rehabilitation efforts aiming to retrain these cognitive functions have often consisted of computerized training programs. However, few studies have demonstrated effects that transfer beyond the trained tasks. There is a growing optimism regarding the potential usefulness of virtual reality (VR) in cognitive rehabilitation. The research literature is sparse, and existing studies are characterized by considerable methodological weaknesses. There is also a lack of knowledge about the acceptance and tolerability of VR as an intervention method for people with ABI. The present study aims to investigate whether playing a commercially available VR game is effective in training cognitive functions after ABI and to explore if the possible effects transfer into everyday functioning. METHODS: One hundred participants (18-65 years), with a verified ABI, impairments of processing speed/attention, and/or working memory, and a minimum of 12 months post injury will be recruited. Participants with severe aphasia, apraxia, visual neglect, epilepsy, and severe mental illness will be excluded. Participants will be randomized into two parallel groups: (1) an intervention group playing a commercial VR game taxing processing speed, working memory, and sustained attention; (2) an active control group receiving psychoeducation regarding compensatory strategies, and general cognitive training tasks such as crossword puzzles or sudoku. The intervention period is 5 weeks. The VR group will be asked to train at home for 30 min 5 days per week. Each participant will be assessed at baseline with neuropsychological tests and questionnaires, after the end of the intervention (5 weeks), and 16 weeks after baseline. After the end of the intervention period, focus group interviews will be conducted with 10 of the participants in the intervention group, in order to investigate acceptance and tolerability of VR as a training method. DISCUSSION: This study will contribute to improve understanding of how VR is tolerated and experienced by the ABI population. If proven effective, the study can contribute to new rehabilitation methods that persons with ABI can utilize in a home setting, after the post-acute rehabilitation has ended.


Assuntos
Atenção , Lesões Encefálicas , Cognição , Memória de Curto Prazo , Humanos , Lesões Encefálicas/reabilitação , Lesões Encefálicas/psicologia , Pessoa de Meia-Idade , Adulto , Adolescente , Adulto Jovem , Fatores de Tempo , Masculino , Idoso , Feminino , Resultado do Tratamento , Jogos de Vídeo , Ensaios Clínicos Controlados Aleatórios como Assunto , Atividades Cotidianas , Realidade Virtual , Testes Neuropsicológicos , Remediação Cognitiva/métodos , Terapia de Exposição à Realidade Virtual/métodos , Recuperação de Função Fisiológica , Transferência de Experiência , Treino Cognitivo , Velocidade de Processamento
17.
Transl Psychiatry ; 14(1): 218, 2024 May 28.
Artigo em Inglês | MEDLINE | ID: mdl-38806461

RESUMO

Recent research shows that videogame training enhances neuronal plasticity and cognitive improvements in healthy individuals. As patients with schizophrenia exhibit reduced neuronal plasticity linked to cognitive deficits and symptoms, we investigated whether videogame-related cognitive improvements and plasticity changes extend to this population. In a training study, patients with schizophrenia and healthy controls were randomly assigned to 3D or 2D platformer videogame training or E-book reading (active control) for 8 weeks, 30 min daily. After training, both videogame conditions showed significant increases in sustained attention compared to the control condition, correlated with increased functional connectivity in a hippocampal-prefrontal network. Notably, patients trained with videogames mostly improved in negative symptoms, general psychopathology, and perceived mental health recovery. Videogames, incorporating initiative, goal setting and gratification, offer a training approach closer to real life than current psychiatric treatments. Our results provide initial evidence that they may represent a possible adjunct therapeutic intervention for complex mental disorders.


Assuntos
Atenção , Hipocampo , Imageamento por Ressonância Magnética , Plasticidade Neuronal , Córtex Pré-Frontal , Esquizofrenia , Jogos de Vídeo , Humanos , Esquizofrenia/fisiopatologia , Esquizofrenia/reabilitação , Hipocampo/fisiopatologia , Masculino , Feminino , Adulto , Córtex Pré-Frontal/fisiopatologia , Atenção/fisiologia , Plasticidade Neuronal/fisiologia , Pessoa de Meia-Idade , Psicologia do Esquizofrênico
18.
BMC Med Educ ; 24(1): 583, 2024 May 28.
Artigo em Inglês | MEDLINE | ID: mdl-38807167

RESUMO

BACKGROUND: This study aimed to design and implement a gamified application about the theoretical aspects of laser applications in dentistry and investigate students' satisfaction with their learning experience. METHODS: An engaging educational program named Essential Skills and Knowledge in Learning Laser (ESKILLD) was developed to teach laser applications in dentistry. The program comprises two primary components: a "Tutorial and Quiz" section and a "Games" section. Final-year dental students were tasked with installing and using this application. A 29-item validated questionnaire (Cronbach's alpha = 0.97, ICC = 0.94) was used to evaluate students' perceptions of the applications' design and functionality. The influence of participants' gender and Grade Point Average (GPA) on their satisfaction levels was examined via the student t-test and Pearson's correlation, with a significance level of 0.05. RESULTS: The study had 56 participants, of which 37 were female (66.07%), and 19 were male (33.92%). The students' average GPA was 15.16 out of 20. The mean rating for ESKILLD's design and functionality was 1.39 ± 0.47 and 1.37 ± 0.46, respectively, signifying a high satisfaction level. Female students rated the application's coherence and learning perception significantly higher than their male counterparts (p < 0.05). However, gender did not significantly influence scores on other perception aspects or overall scores. Students' GPAs and their perception scores did not have a significant correlation. CONCLUSIONS: The results indicate that the participants were generally satisfied with the game's features and attitudes towards it, which underscores the potential effectiveness of gamification in dental courses focused on laser applications.


Assuntos
Educação em Odontologia , Satisfação Pessoal , Estudantes de Odontologia , Humanos , Estudantes de Odontologia/psicologia , Feminino , Masculino , Educação em Odontologia/métodos , Lasers , Avaliação Educacional , Jogos de Vídeo , Inquéritos e Questionários , Adulto Jovem
19.
JMIR Mhealth Uhealth ; 12: e50851, 2024 May 14.
Artigo em Inglês | MEDLINE | ID: mdl-38743461

RESUMO

BACKGROUND: Medication nonadherence remains a significant health and economic burden in many high-income countries. Emerging smartphone interventions have started to use features such as gamification and financial incentives with varying degrees of effectiveness on medication adherence and health outcomes. A more consistent approach to applying these features, informed by patient perspectives, may result in more predictable and beneficial results from this type of intervention. OBJECTIVE: This qualitative study aims to identify patient perspectives on the use of gamification and financial incentives in mobile health (mHealth) apps for medication adherence in Australian patients taking medication for chronic conditions. METHODS: A total of 19 participants were included in iterative semistructured web-based focus groups conducted between May and December 2022. The facilitator used exploratory prompts relating to mHealth apps, gamification, and financial incentives, along with concepts raised from previous focus groups. Transcriptions were independently coded to develop a set of themes. RESULTS: Three themes were identified: purpose-driven design, trust-based standards, and personal choice. All participants acknowledged gamification and financial incentives as potentially effective features in mHealth apps for medication adherence. However, they also indicated that the effectiveness heavily depended on implementation and execution. Major concerns relating to gamification and financial incentives were perceived trivialization and potential for medication abuse, respectively. CONCLUSIONS: The study's findings provide a foundation for developers seeking to apply these novel features in an app intervention for a general cohort of patients. However, the study highlights the need for standards for mHealth apps for medication adherence, with particular attention to the use of gamification and financial incentives. Future research with patients and stakeholders across the mHealth app ecosystem should be explored to formalize and validate a set of standards or framework.


Assuntos
Grupos Focais , Adesão à Medicação , Aplicativos Móveis , Motivação , Pesquisa Qualitativa , Telemedicina , Humanos , Aplicativos Móveis/normas , Aplicativos Móveis/estatística & dados numéricos , Grupos Focais/métodos , Masculino , Feminino , Adesão à Medicação/psicologia , Adesão à Medicação/estatística & dados numéricos , Pessoa de Meia-Idade , Adulto , Austrália , Telemedicina/métodos , Telemedicina/normas , Idoso , Jogos de Vídeo/normas , Jogos de Vídeo/psicologia
20.
Headache ; 64(5): 482-493, 2024 May.
Artigo em Inglês | MEDLINE | ID: mdl-38693749

RESUMO

OBJECTIVE: In this cross-sectional observational study, we aimed to investigate sensory profiles and multisensory integration processes in women with migraine using virtual dynamic interaction systems. BACKGROUND: Compared to studies on unimodal sensory processing, fewer studies show that multisensory integration differs in patients with migraine. Multisensory integration of visual, auditory, verbal, and haptic modalities has not been evaluated in migraine. METHODS: A 12-min virtual dynamic interaction game consisting of four parts was played by the participants. During the game, the participants were exposed to either visual stimuli only or multisensory stimuli in which auditory, verbal, and haptic stimuli were added to the visual stimuli. A total of 78 women participants (28 with migraine without aura and 50 healthy controls) were enrolled in this prospective exploratory study. Patients with migraine and healthy participants who met the inclusion criteria were randomized separately into visual and multisensory groups: Migraine multisensory (14 adults), migraine visual (14 adults), healthy multisensory (25 adults), and healthy visual (25 adults). The Sensory Profile Questionnaire was utilized to assess the participants' sensory profiles. The game scores and survey results were analyzed. RESULTS: In visual stimulus, the gaming performance scores of patients with migraine without aura were similar to the healthy controls, at a median (interquartile range [IQR]) of 81.8 (79.5-85.8) and 80.9 (77.1-84.2) (p = 0.149). Error rate of visual stimulus in patients with migraine without aura were comparable to healthy controls, at a median (IQR) of 0.11 (0.08-0.13) and 0.12 (0.10-0.14), respectively (p = 0,166). In multisensory stimulation, average gaming score was lower in patients with migraine without aura compared to healthy individuals (median [IQR] 82.2 [78.8-86.3] vs. 78.6 [74.0-82.4], p = 0.028). In women with migraine, exposure to new sensory modality upon visual stimuli in the fourth, seventh, and tenth rounds (median [IQR] 78.1 [74.1-82.0], 79.7 [77.2-82.5], 76.5 [70.2-82.1]) exhibited lower game scores compared to visual stimuli only (median [IQR] 82.3 [77.9-87.8], 84.2 [79.7-85.6], 80.8 [79.0-85.7], p = 0.044, p = 0.049, p = 0.016). According to the Sensory Profile Questionnaire results, sensory sensitivity, and sensory avoidance scores of patients with migraine (median [IQR] score 45.5 [41.0-54.7] and 47.0 [41.5-51.7]) were significantly higher than healthy participants (median [IQR] score 39.0 [34.0-44.2] and 40.0 [34.0-48.0], p < 0.001, p = 0.001). CONCLUSION: The virtual dynamic game approach showed for the first time that the gaming performance of patients with migraine without aura was negatively affected by the addition of auditory, verbal, and haptic stimuli onto visual stimuli. Multisensory integration of sensory modalities including haptic stimuli is disturbed even in the interictal period in women with migraine. Virtual games can be employed to assess the impact of sensory problems in the course of the disease. Also, sensory training could be a potential therapy target to improve multisensory processing in migraine.


Assuntos
Transtornos de Enxaqueca , Humanos , Feminino , Adulto , Estudos Transversais , Transtornos de Enxaqueca/fisiopatologia , Estudos Prospectivos , Jogos de Vídeo , Percepção Visual/fisiologia , Adulto Jovem , Realidade Virtual , Estimulação Luminosa/métodos , Percepção Auditiva/fisiologia
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