RESUMEN
Electronic sports (esports), or competitive video gaming, is a rapidly growing industry and phenomenon. While around 90% of American children play video games recreationally, the average professional esports athlete spends 5.5 to 10 h gaming daily. These times and efforts parallel those of traditional sports activities where individuals can participate at the casual to the professional level with the respective time commitments. Given the rapid growth in esports, greater emphasis has been placed on identification, management, and prevention of common health hazards that are associated with esports participation while also focusing on the importance of health promotion for this group of athletes. This review outlines a three-point framework for sports medicine providers, trainers, and coaches to provide a holistic approach for the care of the esports athlete. This esports framework includes awareness and management of common musculoskeletal and health hazards, opportunities for health promotion, and recommendations for performance optimization.
Asunto(s)
Promoción de la Salud/métodos , Salud Holística , Medicina Deportiva , Deportes/tendencias , Juegos de Video/tendencias , Adolescente , Adulto , Traumatismos en Atletas/etiología , Traumatismos en Atletas/prevención & control , Rendimiento Atlético , Niño , Trastornos de Traumas Acumulados/etiología , Ingestión de Líquidos , Ergonomía , Humanos , Salud Mental , Enfermedades Musculoesqueléticas/etiología , Enfermedades Musculoesqueléticas/terapia , Acondicionamiento Físico Humano , Postura , Conducta Sedentaria , Factores de Tiempo , Tromboembolia Venosa/etiología , Tromboembolia Venosa/prevención & control , Juegos de Video/efectos adversos , Visión Ocular , Adulto JovenRESUMEN
Neurofeedback video games respond to electrical brain signals instead to a mouse, joystick, or game controller input. These games embody the concept of improving physiological functioning by rewarding specific healthy body signals with success at playing a video game. In this paper, a threefold framework in reference to attention deficit disorder (ADD) and attention deficit hyperactivity disorder (ADHD) treatment blending with neurofeedback techniques and video game implementation is presented. In particular, the specifications of a neurofeedback-based video game for children dealing with ADHD, in order to enhance attention and concentration skills, are analyzed. Potential boundaries of this cognitive enhancement approach and authors future directions are also discussed.
Asunto(s)
Trastorno por Déficit de Atención con Hiperactividad , Interfaces Cerebro-Computador , Neurorretroalimentación , Juegos de Video , Trastorno por Déficit de Atención con Hiperactividad/rehabilitación , Niño , Humanos , Resultado del Tratamiento , Juegos de Video/normas , Juegos de Video/tendenciasRESUMEN
Background: Despite the variety of available treatments for mental health symptoms, many individuals do not engage with treatment and among those who do, dropout rates are often high. Therefore, providing alternative opportunities to access treatment is imperative. Research interest in the therapeutic effects of digital mental health initiatives and serious games has grown in recent years, but the potential of simple, easy-to-use casual videogames (CVGs) that can be played in short bursts of time has seldom been considered. Objective: The objective of the present study is to provide a systematic review of the literature examining the effects of CVGs on treating anxiety, depression, stress, and low mood. Method: A systematic search was conducted, using the terms (casual gam* or casual videogam* or mini gam* or minigam* or mini-gam* or gamif*) and (mental health or anx* or depress* or stress or mood) and (study or trial or treatment or prescribed or prevention) as "Title," "Abstracts," "Keywords," or "Topic" words across all years. A Google search was also completed to check for articles that may have been missed. Results: N = 13 studies met inclusion criteria (no studies were added via the Google search). These studies reported findings for nine different CVGs, with six studies aimed at reducing anxiety, two examining effects for depression, and four investigating the effects of CVGs on treating stress or low mood. Promising effects were identified. Conclusion: CVGs may have promise for treating anxiety, depression, stress, and low mood.
Asunto(s)
Ludoterapia/normas , Juegos de Video/normas , Adulto , Ansiedad/clasificación , Ansiedad/psicología , Ansiedad/terapia , Depresión/clasificación , Depresión/psicología , Depresión/terapia , Humanos , Trastornos del Humor/clasificación , Trastornos del Humor/psicología , Trastornos del Humor/terapia , Ludoterapia/instrumentación , Ludoterapia/tendencias , Estrés Psicológico/clasificación , Estrés Psicológico/psicología , Estrés Psicológico/terapia , Juegos de Video/psicología , Juegos de Video/tendenciasRESUMEN
This study explores brain-computer interfacing, its possible use in serious or educational games and frameworks. Providing real-time feedback regarding cognitive states and behaviours can be a powerful tool for mental health education and games can offer unique and engaging environments for these neurofeedback experiences. We explore how EEG neurofeedback systems can be affordably created for further research and experimentation and suggest design choices that may assist in developing effective experiences of this nature.
Asunto(s)
Salud Mental , Neurorretroalimentación , Aprendizaje Basado en Problemas , Juegos de Video , Interfaces Cerebro-Computador/economía , Interfaces Cerebro-Computador/normas , Interfaces Cerebro-Computador/tendencias , Humanos , Salud Mental/educación , Juegos de Video/psicología , Juegos de Video/tendenciasRESUMEN
BACKGROUND: Video games have grown in popularity since the 1970s, and tobacco imagery is present in a substantial subset of games, including those oriented to youth. Much like exposure to tobacco content in films, exposure to tobacco content in video games may influence smoking uptake and use; however, the tobacco industry's role in facilitating or promoting the use of tobacco imagery in video games is unclear. We explored the industry's interest in and use of video games to market their products to youth and young adults. METHODS: We retrieved and analyzed archival tobacco industry documents. We supplemented information from the documents with current and archived versions of several brand and corporate websites and one website containing user-supplied information on video games. RESULTS: Tobacco companies recognized the youth appeal and marketing potential of video games as early as 1980. Initial marketing ideas included incorporating video game themes into product packaging and design. More fully realized plans focused on incorporating video games into product promotions in bars, as a high visibility way to attract younger patrons and increase long-term marketing opportunities by generating names for tobacco company direct-marketing databases. Tobacco companies also incorporated video games into in-home product promotions, primarily as components of brand websites, in order to enhance brand image and generate repeat website traffic. A similar desire to attract and keep visitors led to discussions about the inclusion of video games on corporate youth smoking prevention websites, although only one company, Lorillard, followed through. CONCLUSIONS: Video game players are an attractive target market for tobacco companies. Video games, as used by these companies, facilitate consumer engagement with particular tobacco brands or particular corporate messages. Eliminating the use of video games as a promotional vehicle may require limiting tobacco marketing in both physical and online environments.
Asunto(s)
Publicidad/métodos , Mercadotecnía/métodos , Industria del Tabaco , Productos de Tabaco , Juegos de Video , Adolescente , Adulto , Publicidad/tendencias , Ansia/fisiología , Historia del Siglo XX , Historia del Siglo XXI , Humanos , Internet , Embalaje de Productos/métodos , Industria del Tabaco/economía , Industria del Tabaco/historia , Industria del Tabaco/métodos , Industria del Tabaco/tendencias , Productos de Tabaco/economía , Productos de Tabaco/provisión & distribución , Juegos de Video/psicología , Juegos de Video/tendencias , Adulto JovenRESUMEN
BACKGROUND: Hand strength weakness affects the performance of most activities of daily living. This study aims to design, develop, and test an electromyography (EMG) biofeedback training system based on serious games to promote motivation and synchronization and proper work intensity in grip exercises for improving hand strength. MATERIALS AND METHODS: An EMG surface sensor, soft balls with different stiffness and three exergames, conforms the system to drive videogame clues in response to EMG-inferred grip strength, while overseeing motivation. An experiment was designed to study the effect of performing handgrip (HG) exercises with the proposed system versus traditional exercises. Participants, organized into two groups, followed a training program for each hand. One group followed a HG exergame training (ET) with the dominant hand and traditional HG training with the nondominant hand and inverse sequence by the second group. Initial and final grip forces were measured using a digital dynamometer. Questionnaires evaluated motivation and user experience, and exercise performance was evaluated in terms of work and rest time percentage and maximal voluntary contraction percentage over contraction periods. Data were analyzed for statistically significant differences and increase of means. RESULTS: Participants showed significantly better exercise performance and higher grip forces, with sustained intrinsic motivation and user experience, with the ET. CONCLUSION: Improvement in force level arises evidently from the synchronized work-rest time pattern and appropriated intensity of the muscle activity. This leads to support that EMG biofeedback exergames improve motor neurons firing and resting.
Asunto(s)
Biorretroalimentación Psicológica/métodos , Electromiografía/métodos , Fuerza de la Mano , Motivación , Juegos de Video/normas , Adulto , Anciano , Terapia por Ejercicio/métodos , Terapia por Ejercicio/normas , Femenino , Humanos , Masculino , Persona de Mediana Edad , Juegos de Video/tendenciasRESUMEN
The first-ever Games for Health Conference (Madison, WI, September 16-17, 2004) identified issues, trends, and needs unique to games for healthcare. More than 130 doctors, educators, therapists, and game makers gathered to share experiences particular to the health industry, health practitioners, and patient treatment. Co-sponsored by Games for Health, Project of the Serious Games Initiative, the Academic ADL Co-Lab, and the Federation of American Scientists, the conference highlighted applications for direct patient care and therapy, as well as health education, policy, and management ideas. This paper presents key concepts from the conference's panel discussions and summarizes successful projects demonstrated at the conference that can serve as models for the field.
Asunto(s)
Computadores/tendencias , Educación Médica/tendencias , Educación en Salud/tendencias , Terapia Asistida por Computador/tendencias , Juegos de Video/tendencias , Educación Médica/métodos , Predicción , Conductas Relacionadas con la Salud , Educación en Salud/métodos , Humanos , Desempeño de Papel , Terapia Asistida por Computador/métodos , Estados Unidos , Juegos de Video/psicologíaRESUMEN
The "Pockemon shock" is the most famous accident in the history of the broadcasting industry in Japan. Based on the experiences of this unfortunate accident from famous animation program "Pocket Monster", this study focused on the psychology and psychosomatics of the patients. A head-mounted display was used as the three-dimensional image presentation device and "Descent", a free software shooting game, was used as the software. Ten healthy adult male volunteers were used in this experiment after obtaining their informed consent. The oxygen metabolic change in the anterior lobe of the brain was measured by near infrared spectroscopy and recorded on an electrocardiogram. The mental scaling tendency of the object was analyzed using the type A behavior pattern and the hostility scaling. The Cook and Medley hostility (HO) scale from the Minnesota multiphasic personality inventory (MMPI) was also used in this experiment. From this scaling methodology, the paranoid scale, cynicism scale, lie scale, social support quality and social support quantity were calculated. All measured time series data were kept in the normal range, and no fatal arrhythmia or epilepsy were observed during experiments. In some cases, the brain oxygen metabolism may completely differ for the objects of Type A and Type B behavior patterns. On the whole, correlation did not become significant in type A scaling and hostility scaling. In a comparison of the percent changes of the HF in HRV with lie scaling, significant negative correlation was observed. The social support quantity was calculated from Cook and Medley, and significant negative correlations were observed with percent changes of LF/HF in HRV. The lie scale and social support quantity are opposite scaling. The sympathetic nervous system and parasympathetic nervous system have an opposite function also. Therefore, our results showed an interesting phenomenon, when considering the relationship between the autonomic function and the pathophysiological reaction to the audiovisual stimulations. As for the photo sensitive epilepsy, it was reported to be only 5-10% for all patients. Therefore, 90% or more of the cause could not be determined in patients who started a morbid response. The results in this study suggest that the autonomic function was connected to the mental tendency of the objects. By examining such directivity, it is expected that subjects, which show morbid reaction to an audiovisual stimulation, can be screened beforehand.