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1.
Neuroimage ; 293: 120633, 2024 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-38704057

RESUMO

Video games are a valuable tool for studying the effects of training and neural plasticity on the brain. However, the underlying mechanisms related to plasticity-associated brain structural changes and their impact on brain dynamics are unknown. Here, we used a semi-empirical whole-brain model to study structural neural plasticity mechanisms linked to video game expertise. We hypothesized that video game expertise is associated with neural plasticity-mediated changes in structural connectivity that manifest at the meso­scale level, resulting in a more segregated functional network topology. To test this hypothesis, we combined structural connectivity data of StarCraft II video game players (VGPs, n = 31) and non-players (NVGPs, n = 31), with generic fMRI data from the Human Connectome Project and computational models, to generate simulated fMRI recordings. Graph theory analysis on simulated data was performed during both resting-state conditions and external stimulation. VGPs' simulated functional connectivity was characterized by a meso­scale integration, with increased local connectivity in frontal, parietal, and occipital brain regions. The same analyses at the level of structural connectivity showed no differences between VGPs and NVGPs. Regions that increased their connectivity strength in VGPs are known to be involved in cognitive processes crucial for task performance such as attention, reasoning, and inference. In-silico stimulation suggested that differences in FC between VGPs and NVGPs emerge in noisy contexts, specifically when the noisy level of stimulation is increased. This indicates that the connectomes of VGPs may facilitate the filtering of noise from stimuli. These structural alterations drive the meso­scale functional changes observed in individuals with gaming expertise. Overall, our work sheds light on the mechanisms underlying structural neural plasticity triggered by video game experiences.


Assuntos
Encéfalo , Conectoma , Imageamento por Ressonância Magnética , Plasticidade Neuronal , Jogos de Vídeo , Humanos , Plasticidade Neuronal/fisiologia , Conectoma/métodos , Masculino , Adulto , Encéfalo/fisiologia , Encéfalo/diagnóstico por imagem , Adulto Jovem , Feminino , Rede Nervosa/fisiologia , Rede Nervosa/diagnóstico por imagem , Modelos Neurológicos
2.
Eur Child Adolesc Psychiatry ; 33(8): 2657-2668, 2024 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-38180537

RESUMO

INTRODUCTION: Internet Gaming Disorder (IGD) according to DSM-5 is a behavioral addiction needing additional study. IGD in youth is correlated with anxiety, depression, attention problems, interpersonal problems, social phobia, behavior problems and low academic achievement. The aim of the present research is to contribute to the understanding of the disorder, by providing preliminary data on the factorial structure of the IGD Questionnaire in the Italian version. PARTICIPANTS: 612 Italian students (323 females), mean of age = 13.94 (SD = 2.44). Instruments: a survey comprising IGD Questionnaire, Internet Addiction Test (IAT), Children's Coping Strategies Checklist (CCSC-R1), Assessment of Interpersonal Relations (AIR), and Child Behavior Checklist (CBCL). RESULTS: 15.2% of participants showed a sub-clinical IGD and 2.1% met the full diagnostic criteria. Participants with IGD showed lower scores in interpersonal relationships, worse coping strategies and higher scores in externalization. The factorial structure of the IGD Questionnaire highlights 4 factors ("addiction", "gaming as coping", "impaired control" and "negative outcomes") that explain 52.14% of the variance. A single-factor solution was also tested and results seem to be coherent with the four-factor solution, explaining less variance. CONCLUSIONS: IGD is a complex clinical condition that can be thought both as a single-factored and as a multi-faceted condition.


Assuntos
Transtorno de Adição à Internet , Humanos , Feminino , Masculino , Transtorno de Adição à Internet/psicologia , Itália , Adolescente , Inquéritos e Questionários , Criança , Adaptação Psicológica , Psicometria/instrumentação , Análise Fatorial , Jogos de Vídeo/psicologia , Comportamento Aditivo/psicologia , Internet , Relações Interpessoais
3.
Sensors (Basel) ; 24(3)2024 Jan 30.
Artigo em Inglês | MEDLINE | ID: mdl-38339621

RESUMO

BACKGROUND: The aim of this systematic review with meta-analysis was to assess the effectiveness of non-immersive virtual reality (niVR) active videogames in patients who underwent cardiac rehabilitation (CR). METHODS: A systematic review with meta-analysis, according to the PRISMA guidelines and previously registered in PROSPERO (CRD42023485240), was performed through a literature search in PubMed (Medline), SCOPUS, WOS, and PEDro since inception to 21 November 2023. We included randomized controlled trials (RCTs) that assessed the effectiveness of an niVR intervention, in comparison with conventional CR and usual care, on aerobic capacity and cardiovascular endurance (physical function), anxiety, depression, and quality of life (QoL). The risk of bias in individual studies was assessed using the Cochrane risk of bias tool. Effect size was estimated using Cohen's standardized mean difference (SMD) and its 95% confidence interval (95% CI) in a random-effects model. RESULTS: Nine RCT that met the inclusion criteria were included in the meta-analysis. The meta-analysis showed a moderate-to-large effect favoring niVR active videogames included in CR in increasing aerobic capacity and cardiovascular endurance (SMD = 0.74; 95% CI 0.11 to 1.37; p = 0.021) and reducing anxiety (SMD = -0.66; 95% CI -1.13 to -0.2; p = 0.006). Only 4.8% of patients reported adverse events while performing niVR active videogames. CONCLUSIONS: Inclusion of niVR active videogames in CR programs is more effective than conventional CR in improving aerobic capacity and cardiovascular endurance and in reducing anxiety.


Assuntos
Reabilitação Cardíaca , Qualidade de Vida , Realidade Virtual , Humanos , Reabilitação Cardíaca/métodos , Ansiedade , Jogos de Vídeo , Ensaios Clínicos Controlados Aleatórios como Assunto , Depressão/psicologia
4.
Sensors (Basel) ; 23(9)2023 May 06.
Artigo em Inglês | MEDLINE | ID: mdl-37177733

RESUMO

Immersive virtual reality (IVR) uses customized and advanced software and hardware to create a digital 3D reality in which all of the user's senses are stimulated with computer-generated sensations and feedback. This technology is a promising tool that has already proven useful in Parkinson's disease (PD). The risk of falls is very high in people with PD, and reaction times and processing speed may be markers of postural instability and functionality, cognitive impairment and disease progression. An exploratory study was conducted to explore the feasibility of reaction time tests performed in IVR as predictors of falls. A total of 26 volunteers (79.2% male; 69.73 ± 6.32 years) diagnosed with PD (1.54 ± 0.90 H&Y stage; 26.92 ± 2.64 MMSE) took part in the study. IVR intervention was feasible, with no adverse effects (no Simulator Sickness Questionnaire symptoms). IVR reaction times were related (Spearman's rho) to functionality (timed up and go test (TUG) (rho = 0.537, p = 0.005); TUG-Cognitive (rho = 0.576, p = 0.020); cognitive impairment mini mental state exam (MMSE) (rho = -0.576, p = 0.002)) and the years of the patients (rho = 0.399, p = 0.043) but not with the first PD symptom or disease stage. IVR test is a complementary assessment tool that may contribute to preventing falls in the proposed sample. Additionally, based on the relationship between TUG and reaction times, a cut-off time is suggested that would be effective at predicting the risk of suffering a fall in PD patients using a simple and quick IVR test.


Assuntos
Doença de Parkinson , Realidade Virtual , Humanos , Masculino , Feminino , Doença de Parkinson/diagnóstico , Tempo de Reação , Equilíbrio Postural , Estudos de Tempo e Movimento
5.
J Bus Res ; 157: 113620, 2023 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-36618961

RESUMO

The covid-19 pandemic has shocked society greatly, causing many changes in people's lives. One of these changes relates to leisure and how we relate to others. Videogames became one of the first entertainment options during the pandemic, making the video game industry and the pharmaceutical industry-one of the least affected by economic slowdown. This study analyzes how Twitch and sustainability jointly influence the stock returns of major videogame companies before and during Covid-19 using panel fsQCA analysis. The results show a positive relationship between Twitch, sustainability, and stock returns in video game companies, but this relationship differs yearly, being stronger during the Covid-19 period.

6.
Curr Psychiatry Rep ; 24(9): 399-406, 2022 09.
Artigo em Inglês | MEDLINE | ID: mdl-35792965

RESUMO

PURPOSE OF REVIEW: Modern methods of communication and engagement, such as social media, video games, and online shopping, use a variety of behavioral techniques to encourage and reward frequent use, opening the door to addiction. The technological addictions (TAs) are a set of disorders that accompany the technological advances that define the digital age. The TAs are an active source of research in the literature, with promising treatment options already available. RECENT FINDINGS: There are promising therapeutic and psychopharmacologic treatments for a broad range of TAs. Stimulants, antidepressants, and cognitive therapies may all be effective for internet gaming disorder (IGD). Cognitive therapies may be effective for other TAs, such as social media addiction (SMA), online shopping addiction (OSA), and online porn addiction. Society's dependence on addictive technologies will only increase. Many of the TAs can be addressed with medication and therapy, with more research and literature developing at a rapid pace.


Assuntos
Comportamento Aditivo , Mídias Sociais , Jogos de Vídeo , Comportamento Aditivo/terapia , Humanos , Internet , Recompensa , Dependência de Tecnologia
7.
Aggress Behav ; 48(3): 356-364, 2022 05.
Artigo em Inglês | MEDLINE | ID: mdl-35112713

RESUMO

The rapid proliferation of online multiplayer games has opened a new avenue for aggressive behaviors such as hostile communication, sabotaging, and griefing. The present investigation explores the prevalence, perception, risk factors, and consequences of victimization in toxic behaviors. A total of 2097 Hungarian gamers (88.5% male, Mage = 26.2 years, SD = 6.8) completed an online questionnaire. Most (66%) were victims of such incidents in the past year, and gamers considered the problem of toxic behaviors as severe. Younger gamers who spent more time playing competitive videogames (especially multiplayer online battle arena and shooter games) were more likely to experience toxic behaviors from others. Repeatedly victimized gamers reported more symptoms of depression and problematic videogame use, while victim/perpetrators expressed higher anxiety and anger rumination. These results highlight the importance of cultivating prosocial group norms in gamers to improve safety of online multiplayer environments.


Assuntos
Vítimas de Crime , Jogos de Vídeo , Adulto , Feminino , Humanos , Internet , Masculino , Percepção , Prevalência , Fatores de Risco , Jogos de Vídeo/psicologia
8.
Sensors (Basel) ; 22(18)2022 Sep 06.
Artigo em Inglês | MEDLINE | ID: mdl-36146092

RESUMO

One of the pillars which underpins active aging is found in the performance of physical activity. While adherence to physical activity programs has traditionally been low in older people, immersive virtual reality (IVR) could provide an alternative and complementary training mode. A randomized clinical trial was conducted to explore the feasibility and effects of a 10-week IVR exergame program on physical functions of 24 institutionalized older adults who were allocated to an experimental group (EG n = 13; 85.08 ± 8.48 years) and control group (CG n = 11; 84.82 ± 8.10 years). The IVR intervention was feasible, with no adverse effects being reported (no Simulator Sickness Questionnaire symptoms; low negative experience scores on the Game Experience Questionnaire < 0.34/4), no dropouts, high adherence, and good post-gaming usability (System Usability Scale > 73.96%). The EG showed significant improvements: Tinetti scores for balance (1.84 ± 1.06; p < 0.001), gait (1.00 ± 1.08; p < 0.001), total score (2.84 ± 1.67; p < 0.001), and handgrip (4.96 ± 4.22; p < 0.001) (pre−post assessment). The CG showed significantly worsened compared to the EG: Five times sit-to-stand test, Tinetti scores for balance, gait, and total score, and the Timed Up and Go test total score (post-assessment). The findings show that the IVR intervention is a feasible method to approach a personalized exercise program and an effective way by which to improve physical function in the target population.


Assuntos
Equilíbrio Postural , Realidade Virtual , Idoso , Terapia por Exercício/métodos , Jogos Eletrônicos de Movimento , Estudos de Viabilidade , Força da Mão , Humanos , Estudos de Tempo e Movimento
9.
Am J Bioeth ; 21(6): 37-50, 2021 06.
Artigo em Inglês | MEDLINE | ID: mdl-33502959

RESUMO

Empirical research in bioethics has developed rapidly over the past decade, but has largely eschewed the use of technology-driven methodologies. We propose "design bioethics" as an area of conjoined theoretical and methodological innovation in the field, working across bioethics, health sciences and human-centred technological design. We demonstrate the potential of digital tools, particularly purpose-built digital games, to align with theoretical frameworks in bioethics for empirical research, integrating context, narrative and embodiment in moral decision-making. Purpose-built digital tools can engender situated engagement with bioethical questions; can achieve such engagement at scale; and can access groups traditionally under-represented in bioethics research and theory. If developed and used with appropriate rigor, tools motivated by "design bioethics" could offer unique insights into new and familiar normative and empirical issues in the field.


Assuntos
Bioética , Temas Bioéticos , Dissidências e Disputas , Pesquisa Empírica , Humanos , Princípios Morais
10.
J Gambl Stud ; 37(2): 467-481, 2021 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-32253655

RESUMO

Behavioral addictions have been related with biased emotional reactions to risky choices. However, few studies have analyzed the role of both explicit and implicit emotional expression in gambling disorder (GD). This pilot study aims to examine emotion regulation in treatment-seeking patients with GD. The sample included n = 35 participants classified into three groups: patients with current GD, patients with GD in remission, and a control group without GD. Implicit emotional expressions were evaluated through a serious videogame (Playmancer) and explicit emotions were measured through self-reports. Patients in the current GD group had, compared to the remission and control groups, lower levels of implicit emotion expression and higher levels of explicit emotion expression. The patients in GD remission group endorsed better emotion regulation capacity in comparison to patients with current GD. We conclude that differences in emotion expression profiles (such as anger and anxiety) should be considered both in the development of screening and diagnostic measures and in the planning of prevention and treatment programs.


Assuntos
Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Autocontrole/psicologia , Jogos de Vídeo/psicologia , Adulto , Ira , Ansiedade/psicologia , Emoções/fisiologia , Humanos , Masculino , Pessoa de Meia-Idade , Projetos Piloto , Fatores Socioeconômicos
11.
J Gambl Stud ; 37(3): 765-778, 2021 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-33169222

RESUMO

Gambling advertising can influence attitudes and gaming behavior of adolescents and young adults (A&Y). To study the effect of advertising on the attitudes and gaming behavior of a sample of 2887 Spanish A&Y (12-22 years old), by means of a self-report assessment. On average, participants show a weak effect of advertising, however there are great variations, estimating that 11% of A&Y acknowledge being influenced by advertising and 5% recognize being severely affected. Men see themselves more impacted than women, without age differences. Those who play videogames signal a stronger effect of this kind of advertising and although these differences are not substantial in effect size, they reach statistically significance in 12 of the 13 questions assessed. A&Y who showed higher scores indicating problematic use of videogames in the IDGS9-SF, are those who indicate a greater impact of advertising on their attitudes towards gaming, as well as on the way they play or on their intention to play. These results support the idea that videogames can, albeit modestly, predispose engagement in games of chance.


Assuntos
Comportamento Aditivo , Jogo de Azar , Jogos de Vídeo , Adolescente , Publicidade , Feminino , Jogo de Azar/psicologia , Humanos , Masculino , Autorrelato , Espanha , Adulto Jovem
12.
Sensors (Basel) ; 21(21)2021 Nov 06.
Artigo em Inglês | MEDLINE | ID: mdl-34770694

RESUMO

Patients with multiple sclerosis (PwMS) have a high level of fatigue and a reduced quality of life (QoL) due to the impact of multiple sclerosis (MS). Virtual reality-based therapy (VRBT) is being used to reduce disability in PwMS. The aim of this study was to assess the effect of VRBT on fatigue, the impact of MS, and QoL in PwMS. METHODS: A systematic review with meta-analysis was conducted through a bibliographic search on PubMed, Scopus, Web of Science, and PEDro up to April 2021. We included randomized controlled trials (RCTs) with PwMS that received VRBT in comparison to conventional therapy (CT) including physiotherapy, balance and strength exercises, and stretching or physical activity, among others; or in comparison to simple observation; in order to assess fatigue, MS-impact, and QoL. The effect size was calculated using Cohen's standardized mean difference with a 95% confidence interval (95% CI). RESULTS: Twelve RCTs that provided data from 606 PwMS (42.83 ± 6.86 years old and 70% women) were included. The methodological quality mean, according to the PEDro Scale, was 5.83 ± 0.83 points. Our global findings showed that VRBT is effective at reducing fatigue (SMD -0.33; 95% CI -0.61, -0.06), lowering the impact of MS (SMD -0.3; 95% CI -0.55, -0.04), and increasing overall QoL (0.5; 95% CI 0.23, 0.76). Subgroup analysis showed the following: (1) VRBT is better than CT at reducing fatigue (SMD -0.4; 95% CI -0.7, -0.11), as well as in improving the mental dimension of QoL (SMD 0.51; 95% CI 0.02, 1); (2) VRBT is better than simple observation at reducing the impact of MS (SMD -0.61; 95% CI -0.97, -0.23) and increasing overall QoL (SMD 0.79; 95% CI 0.3, 1.28); and (3) when combined with CT, VRBT is more effective than CT in improving the global (SMD 0.6, 95% CI 0.13, 1.07), physical (SMD 0.87; 95% CI 0.3, 1.43), and mental dimensions (SMD 0.6; 95% CI 0.08, 1.11) of QoL. CONCLUSION: VRBT is effective at reducing fatigue and MS impact and improving QoL in PwMS.


Assuntos
Esclerose Múltipla , Realidade Virtual , Adulto , Exercício Físico , Fadiga/terapia , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Esclerose Múltipla/terapia , Qualidade de Vida
13.
Int Psychogeriatr ; 32(12): 1449-1456, 2020 12.
Artigo em Inglês | MEDLINE | ID: mdl-31455434

RESUMO

OBJECTIVES: Older adults with serious mental illness (SMI) often have poor physical health in addition to serious mental health issues. Sustained engagement in a group physical activity program may provide necessary physical and mental health benefits. The purpose of this report is to describe participants' feedback about a video game-based group physical activity program using the Kinect for Xbox 360 game system (Microsoft, Redmond, WA). In particular, we wanted to understand what worked about the program, what was not ideal, and how it impacted their lives. DESIGN: Semi-structured interviews were collected and analyzed with grounded theory methodology. SETTING: Mental health facility. PARTICIPANTS: Sixteen older adults with SMI. MEASUREMENTS: Participants played an active video game for 50-minute sessions, three times a week for 10 weeks. Qualitative interviews were conducted with 16 participants upon completion of the program. RESULTS: Participants expressed enthusiasm for the physical activity program, indicating it was an activity that they looked forward to doing. The results of the study provide insight into how the program may be implemented into practice at mental health facilities. Three implementation to practice categories were identified: (1) programmatic considerations, such as when to hold the groups and where; (2) the critical importance of staff involvement; and (3) harnessing patients' interest in the program. CONCLUSION: Our results suggest that engagement in an intense video game-based group physical activity program has a positive impact on participants' overall health. The group atmosphere, staff involvement, availability of the program at a mental health facility, and health benefits were critical.


Assuntos
Exercício Físico/psicologia , Transtornos Mentais , Avaliação de Programas e Projetos de Saúde , Jogos de Vídeo/psicologia , Idoso , Feminino , Humanos , Ciência da Implementação , Entrevistas como Assunto , Masculino , Saúde Mental , Pessoa de Meia-Idade , Pesquisa Qualitativa , Índice de Gravidade de Doença , Inquéritos e Questionários
14.
Sensors (Basel) ; 20(21)2020 Oct 22.
Artigo em Inglês | MEDLINE | ID: mdl-33105845

RESUMO

The use of videogames and motion capture systems in rehabilitation contributes to the recovery of the patient. This systematic review aimed to explore the works related to these technologies. The PRISMA method (Preferred Reporting Items for Systematic reviews and Meta-Analyses) was used to search the databases Scopus, PubMed, IEEE Xplore, and Web of Science, taking into consideration four aspects: physical rehabilitation, the use of videogames, motion capture technologies, and upper limb rehabilitation. The literature selection was limited to open access works published between 2015 and 2020, obtaining 19 articles that met the inclusion criteria. The works reported the use of inertial measurement units (37%), a Kinect sensor (48%), and other technologies (15%). It was identified that 26% used commercial products, while 74% were developed independently. Another finding was that 47% of the works focus on post-stroke motor recovery. Finally, diverse studies sought to support physical rehabilitation using motion capture systems incorporating inertial units, which offer precision and accessibility at a low cost. There is a clear need to continue generating proposals that confront the challenges of rehabilitation with technologies which offer precision and healthcare coverage, and which, additionally, integrate elements that foster the patient's motivation and participation.


Assuntos
Movimento , Reabilitação/métodos , Extremidade Superior , Jogos de Vídeo , Humanos , Reabilitação/instrumentação , Acidente Vascular Cerebral/terapia , Reabilitação do Acidente Vascular Cerebral/instrumentação , Reabilitação do Acidente Vascular Cerebral/métodos
15.
Scand J Psychol ; 61(6): 809-818, 2020 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-32754935

RESUMO

In the last two decades, scientific research has explored the problematic use of internet, videogames and mobile phones. However, there is still little consistent knowledge regarding the co-occurrence of problematic technology use and the role of maladaptive personality characteristics in adolescence. The present study aimed to investigate adolescents' styles of technology use with a cluster analysis approach focusing on personality functioning. The sample comprised 408 Italian adolescents (46.3% males) aged 11 to 18 years (M age  = 13.80; SD = 2.08). Data were collected using the Internet Addiction Test, the Videogame Dependency Scale, the Test of Mobile-Phone Dependence Brief Form and the Personality Inventory for DSM5 Brief Form. Results provided a four-cluster solution based on the co-occurrence of problematic technology use. The four clusters were labeled as follows: cluster 1: "Above average internet and mobile-phone use"; cluster 2: "Below average technology use"; cluster 3: "Above average videogame use"; and cluster 4: "Problematic technology use." Analyses on demographic variables (e.g., gender and age) demonstrated significant differences between the four groups. Adolescents with high levels of problematic technology use reported greater overall personality dysfunction than the other three groups. This finding supported our hypothesis on maladaptive personality functioning in adolescents at risk for addiction. Finally, the Antagonism domain played a specific role in differentiating the severity of adolescents' involvement in technology use. Further studies are needed to confirm our findings and to plan preventive interventions as well as therapeutic treatments.


Assuntos
Adaptação Psicológica/fisiologia , Comportamento do Adolescente/fisiologia , Transtorno de Adição à Internet/fisiopatologia , Personalidade/fisiologia , Jogos de Vídeo , Adolescente , Telefone Celular , Criança , Análise por Conglomerados , Feminino , Humanos , Itália , Masculino
16.
Conscious Cogn ; 74: 102778, 2019 09.
Artigo em Inglês | MEDLINE | ID: mdl-31295657

RESUMO

The Fading Affect Bias (FAB) is faster fading of unpleasant affect than pleasant affect. The FAB is negatively related to unhealthy outcomes and positively related to healthy outcomes. As videogames elicit strong emotions in players, we used retrospective methodology to examine the relation of the FAB to healthy and unhealthy variables for videogame and non-videogame events. We found robust FAB effects that were negatively related to unhealthy variables, which supported contemporary emotion regulation theories. Furthermore, the FAB was larger for non-videogame events than for videogame events, and frequent videogame play related to low FAB for videogame events; these results connected videogame play with poor emotion regulation. Unexpectedly, high levels of both gaming addiction and depression yielded high FAB. The complex FAB effects and the fact that rehearsal mediated them replicated past FAB findings across various events, and they extended these results to the context of videogames.


Assuntos
Afeto/fisiologia , Comportamento Aditivo/fisiopatologia , Regulação Emocional/fisiologia , Memória Episódica , Jogos de Vídeo , Adolescente , Adulto , Feminino , Humanos , Masculino , Adulto Jovem
17.
BMC Pediatr ; 19(1): 283, 2019 08 14.
Artigo em Inglês | MEDLINE | ID: mdl-31412815

RESUMO

BACKGROUND: This study aimed to describe, and identify predictors of, physical activity and screen time in children attending out of school hours care (OSHC). METHOD: Twenty-three randomly selected OSHC centres (n = 1068 children) participated in this observational, cross-sectional study. Service directors completed interviews regarding policy, training, scheduling and equipment related to physical activity and screen time. Children's activity behaviours (moderate to vigorous physical activity (MVPA), light physical activity, sedentary time and screen time) were measured using standardised direct observation. RESULTS: Directors' interviews revealed a lack of formal policy guiding physical activity and screen time. Time spent in activity behaviours varied widely among OSHC services; for example, average time spent in MVPA ranged from 4 to 49% of the session, time spent sedentary ranged from 31 to 79%, and screen time accounted for 0 to 41%. MVPA was inversely associated with total sedentary time (p < 0.001). Higher screen time was associated with OSHC services being larger in size (p = 0.04), offering screen activities on a daily basis (as opposed to less than daily; p = 0.001), offering screen activities prior to 5 pm (as opposed to offering screen activity 5 pm or later; p = 0.02), and having a larger number of screen devices available (p = 0.08). CONCLUSION: Physical activity and screen time practices in OSHC services are currently ad hoc and variable. In future, development of guidelines, policy and intervention programs may help improve physical activity and screen time in the OSHC setting.


Assuntos
Exercício Físico , Tempo de Tela , Criança , Cuidado da Criança , Estudos Transversais , Feminino , Humanos , Masculino , Comportamento Sedentário
18.
J Med Syst ; 43(7): 198, 2019 May 22.
Artigo em Inglês | MEDLINE | ID: mdl-31119385

RESUMO

Obesity is considered a global epidemic of the twenty-first century by the World Health Organization (WHO). Specifically, the Canary Islands has the highest level of this disease in Europe and 40% of children in Spain are overweight or obese. This increase is a direct result of changes in the lifestyles of the population and its nutrition. Because of this, we have designed an educational program based on motor games, active videogames and virtual learning environments to improve the long-term health of children. This article presents and analyzes the results of a study on the nutritional knowledge and adherence to the Mediterranean diet of 46 obese children aged 6 to 12 years in the Canary Islands who participated in an educational program. The study design was quasi-experimental, with two groups (experimental and control). A long-term longitudinal study (3 years) was carried out. A set of evaluation instruments was used for the different phases. The results show significant improvements between the experimental and control groups in terms of their knowledge of healthy nutrition and their adherence to the Mediterranean diet. As a main conclusion, we emphasize that a gamified educational intervention program supported by ICT helps to motivate and promote improvements in the nutrition of children.


Assuntos
Dietoterapia , Promoção da Saúde/métodos , Obesidade Infantil/dietoterapia , Jogos de Vídeo , Criança , Feminino , Humanos , Masculino , Espanha
19.
Vis Neurosci ; 35: E015, 2018 01.
Artigo em Inglês | MEDLINE | ID: mdl-29905125

RESUMO

Although historically, treatment of amblyopia has been recommended prior to closure of a critical window in visual development, the existence and duration of that critical window is currently unclear. Moreover, there is clear evidence, both from animal and human studies of deprivation amblyopia, that there are different critical windows for different visual functions and that monocular and binocular deprivation have different neural and behavioral consequences. In view of the spectrum of critical windows for different visual functions and for different types of amblyopia, combined with individual variability in these windows, treatment of amblyopia has been increasingly offered to older children and adults. Nevertheless, treatment beyond the age of 7 years tends to be, on average, less effective than in younger children, and the high degree of variability in treatment response suggests that age is only one of many factors determining treatment response. Newly emerging treatment modalities may hold promise for more effective treatment of amblyopia at older ages. Additional studies are needed to characterize amblyopia by using new and existing clinical tests, leading to improved clinical classification and better prediction of treatment response. Attention also needs to be directed toward characterizing and measuring the impact of amblyopia on the patients' functional vision and health-related quality of life.


Assuntos
Envelhecimento/fisiologia , Ambliopia/fisiopatologia , Ambliopia/terapia , Fatores Etários , Criança , Pré-Escolar , Humanos
20.
J Neuroeng Rehabil ; 15(1): 113, 2018 11 26.
Artigo em Inglês | MEDLINE | ID: mdl-30477527

RESUMO

BACKGROUND: In the context of stroke rehabilitation, new training approaches mediated by virtual reality and videogames are usually discussed and evaluated together in reviews and meta-analyses. This represents a serious confounding factor that is leading to misleading, inconclusive outcomes in the interest of validating these new solutions. MAIN BODY: Extending existing definitions of virtual reality, in this paper I put forward the concept of virtual reality experience (VRE), generated by virtual reality systems (VRS; i.e. a group of variable technologies employed to create a VRE). Then, I review the main components composing a VRE, and how they may purposely affect the mind and body of participants in the context of neurorehabilitation. In turn, VRS are not anymore exclusive from VREs but are currently used in videogames and other human-computer interaction applications in different domains. Often, these other applications receive the name of virtual reality applications as they use VRS. However, they do not necessarily create a VRE. I put emphasis on exposing fundamental similarities and differences between VREs and videogames for neurorehabilitation. I also recommend describing and evaluating the specific features encompassing the intervention rather than evaluating virtual reality or videogames as a whole. CONCLUSION: This disambiguation between VREs, VRS and videogames should help reduce confusion in the field. This is important for databases searches when looking for specific studies or building metareviews that aim at evaluating the efficacy of technology-mediated interventions.


Assuntos
Reabilitação do Acidente Vascular Cerebral/métodos , Interface Usuário-Computador , Jogos de Vídeo , Realidade Virtual , Humanos
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