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1.
Acta Psychol (Amst) ; 230: 103758, 2022 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-36215803

RESUMO

This article proposes a framework to characterize joint action in digital spaces. "Digital joint action" maintains many known elements from physical, real-world joint action including representations relating to joint goals and individual subgoals, processes such as predicting and monitoring own and others' actions, and supporting coordination through signaling and direct communication. In contrast to social interaction in the real world, joint action performed online comes with a unique additional feature: Digital joint action is mediated through (more or less vividly visualized) avatars that are controlled by the individual users but also imply particular personas that come with their own skills and acting abilities. This makes digital joint action a highly interesting research field as it allows to investigate the cognitive principles of joint action that lie outside of the constraints of human physicality but are nevertheless embodied (i.e., in a virtual body). The aim of this article is two-fold: First, we introduce digital joint action as joint action between avatars in a digital environment, and we specify commonalities and differences between joint actions in the real world and in digital spaces to provide a framework for further research. Second, using a survey study among users of the popular massively multiplayer online role-playing game (MMORPG) Final Fantasy XIV, we provide empirical validation for our approach.


Assuntos
Jogos de Vídeo , Humanos , Jogos de Vídeo/psicologia , Interação Social , Desempenho de Papéis , Inquéritos e Questionários
2.
Artigo em Inglês | MEDLINE | ID: mdl-35954855

RESUMO

Gaming disorder (GD) is a new health condition still requiring a lot of evidence established around its underlying and related psychological mechanisms. In our study we focused on Massively Multiplayer Online Role Playing Games (MMORPGs), a specific very popular and engaging game genre, to determine that benefit, motivation and control aspects could be predictive of a dysfunctional engagement in gaming. In total, 313 participants were recruited from private forums of gamers between May 2009 and March 2010. They filled out a questionnaire on their socio-demographic data and their weekly gaming time. They also completed different psychometric assessments such as the DSM IV-TR criteria for substance dependence adapted to gaming such as the Dependence Adapted Scale (DAS), the external rewards they expected from gaming (External Motives), the expected internal reward they expected from gaming (Internal Motives), the Zuckerman Sensation Seeking Scale (ZSSS), and the Barratt impulsiveness Scale (BIS-10). Results showed that some psychological factors related to online gaming represented risk factors for GD in participants (i.e., competition and advancement motives, reduced anxiety, solace, greater personal satisfaction, and sense of power), whereas some others were found to be protective factors from GD (i.e., recreation, enjoyment and experience seeking) in participants. Additionally, the study found that disinhibition, boredom susceptibility, thrill and adventure seeking, and high impulsivity were correlated to GD in participants. In conclusion, not only motives for gaming and impulsivity could be predictors for GD, but maladaptive coping strategies based on experienced relief in-game from negative feelings (anxiety and boredom) or experienced improvement in-game of self-perception (personal satisfaction, sense of power) could play as well a role of negative reinforcers for GD. Some benefits from gaming, typically entertainment and enjoyment, are shown to be protective factors from GD, playing the role of positive reinforcing factors. They are worthy of being identified and promoted as functional gaming habits. These findings can feed the clinical and health promotion fields, with a more in-depth understanding of diverse psychological factors in gamers, identifying those at risk for GD and those protective from it. The current work can foster a more balanced approach towards gaming activities, taking their opportunities for mankind and controlling for their adverse effects in some individuals.


Assuntos
Comportamento Aditivo , Autocontrole , Jogos de Vídeo , Comportamento Aditivo/psicologia , Humanos , Internet , Recompensa , Desempenho de Papéis , Jogos de Vídeo/psicologia
3.
Evol Psychol ; 20(2): 14747049221109388, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35733406

RESUMO

Sex differences in the use of competitive tactics have been well established. Although many factors may contribute to these sex differences, according to social role theory (SRT), stereotypes and expectations about men's and women's typical social roles are crucial. We addressed the potential impact of social roles by studying massively multiplayer online role-playing games (MMORPGs), a setting where individuals represent themselves with avatars and thus enjoy the opportunity to compete without regard to the typical expectations and behaviors associated with men's and women's roles. We surveyed players via MTurk (63 women, 191 men) and Reddit (166 women, 1,326 men) regarding their frequency of engaging in five competitive behaviors and the sex and role of their primary avatar. As expected, there were reliable sex differences in competitiveness: men were more likely than women to engage in player-versus-player duels (MTurk d = 0.19; Reddit d = 0.51), do solo runs of difficult content (0.30, 0.35), and work to acquire expensive items (0.32, 0.19); women were more likely than men to seek in-game awards (-0.38, -0.36) and spend real-world money on expensive microtransactions (-0.16, -0.27). Contrary to SRT, these sex differences in forms of competitive behavior were generally unrelated to players' chosen avatar sex or avatar role. These results instead indicate that sex differences in competitiveness largely reflect evolved predispositions.


Assuntos
Jogos de Vídeo , Feminino , Humanos , Internet , Masculino , Desempenho de Papéis , Caracteres Sexuais , Inquéritos e Questionários , Jogos de Vídeo/psicologia
4.
Cyberpsychol Behav Soc Netw ; 25(6): 360-368, 2022 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-35612469

RESUMO

The current study aimed to identify specific feedback mechanics and psychological processes that may contribute to positive outcomes in biofeedback applications for anxiety regulation. Specifically, using a dismantling study design, the unique impact of visualizations that directly mirror users' breathing was examined in relation to anxiety regulation as well as locus of control and self-efficacy. Following an anxiety induction, participants (N = 67) were randomly assigned to play one of two variations of a biofeedback video game. In both versions, players' in-game movement was contingent on their breathing; however, the experimental condition additionally included visualizations that directly mirrored players' breathing. Changes in self-reported state anxiety and physiological arousal were measured as well as the level of internal control and self-efficacy participants experienced while playing the game. Results showed that all participants were able to effectively reduce their anxiety and arousal, but no condition differences were found. Implementing mirroring visualizations did not contribute to individuals' ability to self-regulate nor their self-efficacy or locus of control above and beyond receiving feedback based on their in-game movement. Overall, individuals who experienced higher self-efficacy and a stronger internal locus of control were better able to regulate their anxiety, but no clear links were found with changes in self-reported physiological arousal. In light of these results, we recommend the continued exploration of the role of specific design choices and intervention components as well as underlying mechanisms of change in biofeedback interventions, especially pertaining to how individuals perceive themselves and their ability to change.


Assuntos
Jogos de Vídeo , Realidade Virtual , Ansiedade/terapia , Biorretroalimentação Psicológica/métodos , Biorretroalimentação Psicológica/fisiologia , Humanos , Controle Interno-Externo , Autoeficácia , Jogos de Vídeo/psicologia
5.
PLoS One ; 16(12): e0261328, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34914782

RESUMO

The COVID-19 pandemic has been a major source of stress for a majority of people that might have negative long-term effects on mental health and well-being. In recent years, video games and their potential positive effects on stress relief have been researched and "relaxation" has been an important keyword in marketing a certain kind of video game. In a quasi-experimental design, this study investigated the increase of average daily player peak (ADPPs) for the COVID period compared to the pre-COVID period and if this increase was significantly larger for relaxing games in contrast to non-relaxing games. Results showed a medium-sized increase of ADPPs over all types of games but no difference between relaxing games and non-relaxing games. These results are discussed in regards to their potential of presenting gaps between the current theoretical models of the influence of video games on mental health and actual observed player behaviour.


Assuntos
COVID-19/psicologia , Jogos de Vídeo/psicologia , Jogos de Vídeo/estatística & dados numéricos , Estudos de Casos e Controles , Bases de Dados Factuais , Humanos , Relaxamento , Estresse Psicológico
6.
Nutrients ; 13(11)2021 Oct 24.
Artigo em Inglês | MEDLINE | ID: mdl-34836014

RESUMO

Inositol stabilized arginine silicate (ASI) ingestion has been reported to increase nitric oxide levels while inositol (I) has been reported to enhance neurotransmission. The current study examined whether acute ASI + I (Inositol-enhanced bonded arginine silicate) ingestion affects cognitive function in e-sport gamers. In a double blind, randomized, placebo controlled, and crossover trial, 26 healthy male (n = 18) and female (n = 8) experienced gamers (23 ± 5 years, 171 ± 11 cm, 71.1 ± 14 kg, 20.7 ± 3.5 kg/m2) were randomly assigned to consume 1600 mg of ASI + I (nooLVL®, Nutrition 21) or 1600 mg of a maltodextrin placebo (PLA). Prior to testing, participants recorded their diet, refrained from consuming atypical amounts of stimulants and foods high in arginine and nitrates, and fasted for 8 h. During testing sessions, participants completed stimulant sensitivity questionnaires and performed cognitive function tests (i.e., Berg-Wisconsin Card Sorting task test, Go/No-Go test, Sternberg Task Test, Psychomotor Vigilance Task Test, Cambridge Brain Sciences Reasoning and Concentration test) and a light reaction test. Participants then ingested treatments in a randomized manner. Fifteen minutes following ingestion, participants repeated tests (Pre-Game). Participants then played their favorite video game for 1-h and repeated the battery of tests (Post-Game). Participants observed a 7-14-day washout period and then replicated the study with the alternative treatment. Data were analyzed by General Linear Model (GLM) univariate analyses with repeated measures using weight as a covariate, paired t-tests (not adjusted to weight), and mean changes from baseline with 95% Confidence Intervals (CI). Pairwise comparison revealed that there was a significant improvement in Sternberg Mean Present Reaction Time (ASI + I vs. PLA; p < 0.05). In Post-Game assessments, 4-letter Absent Reaction Time (p < 0.05), 6-letter Present Reaction Time (p < 0.01), 6-letter Absent Reaction Time (p < 0.01), Mean Present Reaction Time (p < 0.02), and Mean Absent Reaction Time (p < 0.03) were improved with ASI + I vs. PLA. There was a non-significant trend in Pre-Game Sternberg 4-letter Present Reaction time in ASI + I vs. PLA (p < 0.07). ASI + I ingestion better maintained changes in Go/No-Go Mean Accuracy and Reaction Time, Psychomotor Vigilance Task Reaction Time, and Cambridge Post-Game Visio-spatial Processing and Planning. Results provide evidence that ASI + I ingestion prior to playing video games may enhance some measures of short-term and working memory, reaction time, reasoning, and concentration in experienced gamers.


Assuntos
Arginina/administração & dosagem , Cognição/efeitos dos fármacos , Suplementos Nutricionais , Função Executiva/efeitos dos fármacos , Inositol/administração & dosagem , Silicatos/administração & dosagem , Jogos de Vídeo/psicologia , Adulto , Atenção/efeitos dos fármacos , Estudos Cross-Over , Método Duplo-Cego , Combinação de Medicamentos , Feminino , Voluntários Saudáveis , Humanos , Masculino , Memória de Curto Prazo/efeitos dos fármacos , Testes Neuropsicológicos , Resolução de Problemas/efeitos dos fármacos , Tempo de Reação/efeitos dos fármacos , Adulto Jovem
7.
J Behav Addict ; 10(2): 223-233, 2021 Jul 08.
Artigo em Inglês | MEDLINE | ID: mdl-34280128

RESUMO

BACKGROUND AND AIMS: Previous studies have reported that stronger avatar identification and negative self-concept are associated with gaming disorder (GD). This study aimed to examine the value and significance of avatars based on firsthand accounts from regular and problematic gamers, and to identify any potential links between avatar-related experiences and excessive gaming. METHODS: An online survey of 993 adult gamers yielded 3,972 text responses. Qualitative analysis of 59,059 words extracted 10 categories of avatar-related perspectives. RESULTS: Some problem and non-problem gamers employed sentimental language (e.g., 'dear friend', 'like a child', 'part of my soul') to refer to their avatar. However, most participants perceived avatars as a means of achieving in-game goals and enabling greater interactivity (e.g., socializing). When asked to reflect on hypothetically losing their avatar, participants generally anticipated feeling temporary frustration or annoyance due to lost time and effort invested into the avatar. Although some participants reported that their avatar 'mattered', avatars were often considered as superficial ('just pixels') and peripheral to the primary reinforcement of achieving in-game rewards and objectives. Some broader psychological and identity issues such as gender dysphoria, rather than 'addiction', were cited as motivating persistent avatar-related interactions and attachment. DISCUSSION AND CONCLUSIONS: Participants reported diverse views on the psychological value and function of avatars, but the relationship between avatars and problematic gaming or GD was largely unclear or inconsistent, and refuted by some participants. Future research with clinical samples may lead to a better understanding of player-avatar processes, including whether avatar-stimuli facilitate the development of maladaptive gaming habits, particularly among psychologically vulnerable players. Future investigations should be mindful of 'overpathologizing' avatar-related phenomena and recognize their important role in socializing, storytelling, and creative expression among gamers.


Assuntos
Transtorno de Adição à Internet/psicologia , Desempenho de Papéis , Autoimagem , Identificação Social , Jogos de Vídeo/psicologia , Adulto , Feminino , Objetivos , Humanos , Masculino , Motivação , Pesquisa Qualitativa
8.
Int Rev Psychiatry ; 33(4): 435-441, 2021 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-33210563

RESUMO

The mental health gap has been a persistent concern globally, especially in low and middle-income countries (LMIC). In an attempt to mitigate resource limitations, the psychiatric practice has been undergoing a paradigm shift into digitalized mental health interventions. One such innovation involves digital gaming utilizing the principles of 'gamification' to incorporate both the playfulness component of online gaming as well as the domain-targeted design of gaming elements. Digital gaming-based interventions have been to deliver psychotherapy, biofeedback, cognitive training and rehabilitation, as well as behavioural modification and social skills training. Research shows their utility in autism spectrum disorders, attention deficit disorders, schizophrenia, depression, anxiety disorders, post-traumatic stress, eating disorders, neurocognitive disorders and also to promote healthy aging. Though promising in scope, these interventions face pragmatic challenges for implementation in developing countries. Even though increased use of technology, internet penetration and growing digital literacy have enhanced their accessibility and feasibility, various factors like socio-cultural diversity, lack of standardization, poor infrastructural support, bandwidth issues and lack of practice can impair their use and acceptability. Keeping this in the background, this commentary critically discusses the scope, applications and challenges of digital gaming in mental healthcare delivery in one of the rapidly globalizing LMIC nations, India.


Assuntos
Comportamento Aditivo/psicologia , Comportamento Aditivo/terapia , Saúde Mental/estatística & dados numéricos , Jogos de Vídeo/psicologia , Comportamento Aditivo/reabilitação , Humanos , Índia , Saúde Mental/economia , Psicoterapia
9.
Top Magn Reson Imaging ; 29(4): 197-201, 2020 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-32472820

RESUMO

Periprocedural anxiety is a major cause of morbidity, particularly for interventional radiology procedures that often depend on conscious sedation. Management of anxiety and pain during image-guided procedures has traditionally relied on pharmacologic agents such as benzodiazepines and opioids. Although generally safe, use of these medications risks adverse events, and newer noninvasive, nonpharmacologic techniques have evolved to address patient needs. In this review, we explore the roles of hypnosis, structured empathic attention, anodyne imagery, music, video glasses, and mobile applications in reducing procedural anxiety and pain with the goal of improving patient satisfaction, operational efficiency, and clinical outcomes.


Assuntos
Ansiedade/prevenção & controle , Hipnose/métodos , Imagens, Psicoterapia/métodos , Música/psicologia , Radiologia Intervencionista/métodos , Jogos de Vídeo/psicologia , Ansiedade/etiologia , Atenção , Humanos , Aplicativos Móveis
10.
Sci Rep ; 10(1): 6511, 2020 04 16.
Artigo em Inglês | MEDLINE | ID: mdl-32300129

RESUMO

Clinical evidence suggests that mindfulness meditation reduces anxiety, depression, and stress, and improves emotion regulation due to modulation of activity in neural substrates linked to the regulation of emotions and social preferences. However, less was known about whether mindfulness meditation might alter pro-social behavior. Here we examined whether mindfulness meditation activates human altruism, a component of social cooperation. Using a simple donation game, which is a real-world version of the Dictator's Game, we randomly assigned 326 subjects to a mindfulness meditation online session or control and measured their willingness to donate a portion of their payment for participation as a charitable donation. Subjects who underwent the meditation treatment donated at a 2.61 times higher rate than the control (p = 0.005), after controlling for socio-demographics. We also found a larger treatment effect of meditation among those who did not go to college (p < 0.001) and those who were under 25 years of age (p < 0.001), with both subject groups contributing virtually nothing in the control condition. Our results imply high context modularity of human altruism and the development of intervention approaches including mindfulness meditation to increase social cooperation, especially among subjects with low baseline willingness to contribute.


Assuntos
Altruísmo , Emoções/fisiologia , Meditação/psicologia , Comportamento Social , Adulto , Ansiedade/psicologia , Instituições de Caridade , Feminino , Humanos , Masculino , Atenção Plena/métodos , Jogos de Vídeo/psicologia
11.
Games Health J ; 9(4): 255-264, 2020 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-32053021

RESUMO

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.


Assuntos
Ludoterapia/normas , Jogos de Vídeo/normas , Adulto , Ansiedade/classificação , Ansiedade/psicologia , Ansiedade/terapia , Depressão/classificação , Depressão/psicologia , Depressão/terapia , Humanos , Transtornos do Humor/classificação , Transtornos do Humor/psicologia , Transtornos do Humor/terapia , Ludoterapia/instrumentação , Ludoterapia/tendências , Estresse Psicológico/classificação , Estresse Psicológico/psicologia , Estresse Psicológico/terapia , Jogos de Vídeo/psicologia , Jogos de Vídeo/tendências
12.
Early Interv Psychiatry ; 14(4): 476-485, 2020 08.
Artigo em Inglês | MEDLINE | ID: mdl-31502420

RESUMO

AIM: Many youth in residential care suffer from post-traumatic symptoms that have adverse effects on a range of psychological, behavioural and physiological outcomes. Although current evidence-based treatment options are effective, they have their limitations. Meditation interventions are an alternative to traditional trauma-focused treatment. This pilot study aimed to evaluate three game-based meditation interventions in a sample of traumatized youth in residential care. METHODS: Fifteen participants were randomly divided over three conditions (Muse, DayDream and Wild Divine) that all consisted of twelve 15-minute game-play sessions. Physiological measurements (heart rate variability) were conducted at baseline, post-treatment and during each intervention session. Post-traumatic symptoms, stress, depression, anxiety and aggression were assessed at baseline, post-treatment and 1-month follow-up. RESULTS: Physiological stress regulation was improved during the meditation sessions of all three interventions. User evaluations were in particular high for Muse with a rating of 8.42 out of 10 for game evaluation. Overall, outcomes on psychopathology demonstrated the most robust effect on stress. Muse performed best, with all participants showing reliable improvements (reliable change indexes [RCIs]) in post-traumatic symptoms, stress and anxiety. Participants who played Daydream or Wild Divine showed inconsistent progression: some participants improved, whereas others remained stable or even deteriorated based on their RCIs. CONCLUSIONS: Preliminary findings show promising outcomes on physiology, psychopathology and user evaluations. All indicate the potential of this innovative form of stress regulation intervention, and the potential of Muse in particular, although findings should be considered preliminary due to our small sample size. Further studies are warranted to assess intervention effectiveness effects of Muse or other game-based meditation interventions for traumatized youth.


Assuntos
Meditação , Transtornos de Estresse Pós-Traumáticos/terapia , Jogos de Vídeo/psicologia , Adolescente , Agressão/fisiologia , Ansiedade/complicações , Ansiedade/fisiopatologia , Ansiedade/terapia , Depressão/complicações , Depressão/fisiopatologia , Depressão/terapia , Estudos de Viabilidade , Feminino , Frequência Cardíaca/fisiologia , Humanos , Masculino , Meditação/métodos , Meditação/psicologia , Projetos Piloto , Sintomas Prodrômicos , Instituições Residenciais , Transtornos de Estresse Pós-Traumáticos/complicações , Transtornos de Estresse Pós-Traumáticos/diagnóstico , Transtornos de Estresse Pós-Traumáticos/fisiopatologia , Estresse Fisiológico/fisiologia
13.
Nutrients ; 11(10)2019 Oct 01.
Artigo em Inglês | MEDLINE | ID: mdl-31581523

RESUMO

Cognitive function is critical for successful prolonged performance in eSports. This double-blind placebo-controlled study examined the effect of an inositol-enhanced arginine silicate oral supplement on cognitive performance and energy in eSports athletes. Sixty healthy men and women who spent 5 or more hours a week playing video games were randomly assigned to take supplement or placebo for 7 days. On day 1 and 7, before and 15 min after dosing, subjects completed the Trail Making Test (TMT), Parts A and B; Stroop Test; and Profile of Mood States (POMS) questionnaire, and then played a video game for 60 min. Immediately after, cognitive tests were repeated. Self-reported energy levels increased, anger decreased, and TMT-B test errors decreased in the supplement group compared to placebo (p < 0.05). Fatigue, TMT-B time, and TMT B-A score improved in the supplement group compared to baseline (p < 0.05). After 60 min of gaming, supplementation decreased Stroop Test errors and TMT-A time (p < 0.05). Adverse events were minimal and not different between groups. These data appear to support the use of the studies product (nooLVL®) in eSports gamers looking to improve their accuracy, decision making, and reaction time during gaming.


Assuntos
Afeto/efeitos dos fármacos , Arginina/administração & dosagem , Cognição/efeitos dos fármacos , Suplementos Nutricionais , Inositol/administração & dosagem , Saúde Mental , Estado Nutricional , Silicatos/administração & dosagem , Jogos de Vídeo/psicologia , Administração Oral , Adulto , Arginina/efeitos adversos , Tomada de Decisões/efeitos dos fármacos , Suplementos Nutricionais/efeitos adversos , Método Duplo-Cego , Combinação de Medicamentos , Feminino , Humanos , Inositol/efeitos adversos , Masculino , Missouri , Testes Neuropsicológicos , Estudos Prospectivos , Tempo de Reação/efeitos dos fármacos , Silicatos/efeitos adversos , Análise e Desempenho de Tarefas , Fatores de Tempo , Resultado do Tratamento , Adulto Jovem
14.
Games Health J ; 8(5): 326-331, 2019 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-31539291

RESUMO

Objective: A range of recent studies suggest that overall mindset about stress is related to health, performance, and well-being. Therefore, an exploratory study was conducted to examine whether virtual reality (VR) with real-time biofeedback would have potential in training people in an engaging way to develop a new stress-is-enhancing mindset. Materials and Methods: The specific application to improve people's stress mindset that was used in this study is Stressjam. The application was tested on its attractiveness by 111 healthy participants, specifically on their personal involvement through the Personal Involvement Inventory and its usability through the System Usability Scale. In addition to the healthy participants, a group of 64 patients dealing with stress used Stressjam for at least three sessions. The Stress Mindset Measure was used to assess the stress mindset of both groups, at baseline and after finishing their session(s). Results: Stressjam appears to be an application that is user friendly with good user involvement. The healthy participants and the patient sample both had a more positive stress mindset after using the application than at baseline, t(111) = 4.38, P < 0.001, and F(1,63) = 66.57, P < 0.001, respectively. Conclusion: The results of this study give some indications that using VR with biofeedback might be useful in working toward a more positive stress mindset. As such, further research into applications such as Stressjam is warranted.


Assuntos
Biorretroalimentação Psicológica/métodos , Estresse Psicológico/psicologia , Jogos de Vídeo/normas , Realidade Virtual , Adulto , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Psicometria/instrumentação , Psicometria/métodos , Estresse Psicológico/terapia , Jogos de Vídeo/psicologia
15.
Games Health J ; 8(4): 237-249, 2019 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-31386586

RESUMO

Introduction: Millions of people suffer from obstructive respiratory conditions globally. Including videogames in rehabilitation programs can be an interesting alternative to traditional programs or a complementary activity. Objective: To explore the use of videogames in the treatment of patients with obstructive respiratory diseases. Methods: A systematic literature search was performed to identify randomized clinical trials evaluating the effects of videogames on health outcomes in patients with respiratory obstructive diseases. The following databases were searched: PubMed, Web of Science, ScienceDirect, and Scopus. The methodological quality of the studies included was assessed with the Downs and Black quality assessment method. Results: Nine articles were included, of which three used videogames as physical training methods and managed to improve exercise capacity, strength, quality of life, and symptoms. The remaining six articles used videogames to educate patients about the disease and showed slight improvements in knowledge of the disease and use of medication. Conclusion: The results of this review show that videogames are a very useful complementary therapy. They can contribute to enhance rehabilitation programs, as they improve exercise capacity, muscle strength, quality of life, severity, control, and knowledge of the disease. Videogames should be supervised by a professional so that programs can be tailored to patients, proposing different activities in the game and controlling the correct performance, and generating an increase in adherence to treatment. Registry: prospective register of systematic reviews (PROSPERO) CRD42018094094.


Assuntos
Doença Pulmonar Obstrutiva Crônica/urina , Jogos de Vídeo/psicologia , Jogos de Vídeo/normas , Terapia por Exercício/métodos , Terapia por Exercício/normas , Humanos , Doença Pulmonar Obstrutiva Crônica/psicologia
16.
Adv Exp Med Biol ; 1156: 97-109, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31338780

RESUMO

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.


Assuntos
Saúde Mental , Neurorretroalimentação , Aprendizagem Baseada em Problemas , Jogos de Vídeo , Interfaces Cérebro-Computador/economia , Interfaces Cérebro-Computador/normas , Interfaces Cérebro-Computador/tendências , Humanos , Saúde Mental/educação , Jogos de Vídeo/psicologia , Jogos de Vídeo/tendências
17.
PLoS One ; 14(7): e0220407, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31344096

RESUMO

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.


Assuntos
Publicidade/métodos , Marketing/métodos , Indústria do Tabaco , Produtos do Tabaco , Jogos de Vídeo , Adolescente , Adulto , Publicidade/tendências , Fissura/fisiologia , História do Século XX , História do Século XXI , Humanos , Internet , Embalagem de Produtos/métodos , Indústria do Tabaco/economia , Indústria do Tabaco/história , Indústria do Tabaco/métodos , Indústria do Tabaco/tendências , Produtos do Tabaco/economia , Produtos do Tabaco/provisão & distribuição , Jogos de Vídeo/psicologia , Jogos de Vídeo/tendências , Adulto Jovem
18.
Games Health J ; 8(4): 257-264, 2019 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-30964335

RESUMO

Background: Previous research indicates games for health have substantial promise in promoting change in children's diet and physical activity (PA) behavior for obesity and diabetes prevention, but the research has generally not been rigorous. The study reported here was an efficacy trial of two role-playing videogames played in sequence, "Escape from Diab" (hereinafter called Diab) and "Nanoswarm: Invasion from Inner Space" (hereinafter called Nano), on diabetes and obesity risk factors: fasting insulin and body mass index (BMI), and risk-related behaviors: diet, PA, and sedentary behavior (SB). Design: A two-group (treatment vs. wait list control) randomized clinical trial was used with baseline, immediate postintervention (∼3 months postbaseline), and 2 months postassessments. Intervention: Diab and Nano were desktop or laptop role-playing videogames with nine sessions (each episode/session lasting ∼60 minutes). Two storylines attempted to immerse players and used ethnically diverse characters to model desired behaviors. Tailored goal setting, problem solving, and motivational statements were used. Methods: A sample of 200 overweight or obese children (ages 10-12 years from 85th to 99th BMI percentile [%ile]) was recruited, primarily using a volunteer list. Fasting insulin was the primary dependent variable. BMI, fruit, vegetable and sweetened beverage intakes, PA, and SBs were secondary outcomes. Generalized linear mixed models were used to test for the treatment effects. Results: No significant differences were detected in any of the tested outcome variables. Conclusions: The lack of differences may indicate that games cannot change dietary behaviors and thereby not change-related clinical outcomes. Alternatively, there seem to have been changes in (1) the types of videogames children expect and like to play since a pilot study was conducted, (2) productization challenges, and/or (3) problems in staff management of the trial. All may have contributed to the lack of effect.


Assuntos
Promoção da Saúde/normas , Insulina/análise , Sobrepeso/metabolismo , Obesidade Infantil/metabolismo , Jogos de Vídeo/normas , Índice de Massa Corporal , Criança , Jejum/sangue , Jejum/metabolismo , Feminino , Promoção da Saúde/métodos , Promoção da Saúde/estatística & dados numéricos , Humanos , Insulina/sangue , Masculino , Sobrepeso/sangue , Obesidade Infantil/sangue , Projetos Piloto , Pesquisa Qualitativa , Inquéritos e Questionários , Jogos de Vídeo/psicologia , Jogos de Vídeo/estatística & dados numéricos
19.
BMC Geriatr ; 19(1): 81, 2019 03 13.
Artigo em Inglês | MEDLINE | ID: mdl-30866834

RESUMO

BACKGROUND: Older adults often suffer from age- and behavior-related brain changes affecting neuronal functioning and, therefore, cognitive and motor functions. The improvement of these functions might decrease falls and improve mobility. Previous studies indicate that video game-based physical exercise, so-called exergames, or omega-3 fatty acids (FAs) improve motor and cognitive functioning through brain adaptations. The aim of this study was to assess the effects of exergame training combined with fish oil supplementation on neuronal system levels in the brain and behavioral measurements in older adults. We hypothesized that the combination would differently affect these factors compared to the sole administration of exergame. METHODS: Fifty-eight participants were randomly assigned to one of two groups (N = 29 each group) in a parallel, double-blind, randomized controlled trial lasting 26 weeks. The experimental group received daily fish oil, whereas the control group received daily olive oil. After 16 weeks, both groups started with an exergame training. Measurements were performed pre, during, and post intervention. Primary outcomes were recruitment curves using transcranial magnetic stimulation and response-locked potentials using electroencephalography. Secondary outcomes included executive functions and gait parameters. Blood samples were taken to control for FAs. RESULTS: Forty-three individuals (mean age 69.4 ± 4.6 years) completed the study (Nexperimental = 22, Ncontrol = 21). The results showed no significant time × group interaction effects for any parameters. Blood samples demonstrated significant time × group interaction effects. Post-hoc tests showed a significant increase of omega-3 FAs (p < .001) and a significant decrease of omega-6 FAs (p < .001) for the experimental group. CONCLUSION: The combination of exergame training and fish oil did not lead to additional beneficial effects. To trigger possible effects, future studies should carefully consider study design aspects; e.g. study duration, individual nutritional supplementation dose, omega-3 FAs supplementation composition, and placebo. Furthermore, studies should consider neuroimaging methods as these might be more sensitive to assess early brain adaptations. Thus, future studies should be aware of several aspects running a combinatory study that includes omega-3 FAs according to their expected effects. TRIAL REGISTRATION: Swiss National Clinical Trials SNCTP000001623 and ISRCTN12084831 registered 30 November 2015.


Assuntos
Encéfalo/efeitos dos fármacos , Suplementos Nutricionais , Exercício Físico/fisiologia , Exercício Físico/psicologia , Ácidos Graxos Ômega-3/administração & dosagem , Jogos de Vídeo/psicologia , Idoso , Idoso de 80 Anos ou mais , Encéfalo/fisiologia , Cognição/efeitos dos fármacos , Cognição/fisiologia , Terapia Combinada , Método Duplo-Cego , Feminino , Óleos de Peixe/administração & dosagem , Humanos , Masculino , Estimulação Magnética Transcraniana/métodos , Resultado do Tratamento
20.
Psychophysiology ; 56(7): e13347, 2019 07.
Artigo em Inglês | MEDLINE | ID: mdl-30888710

RESUMO

Video games are enjoyed most when the level and speed of the game match the players' skills. An optimal balance between challenges and skills triggers the subjective experience of "flow," a focused motivation leading to a feeling of spontaneous joy. The present research investigates the behavioral and neural correlates of a paradigm aimed to assess the players' subjective experience during gameplay. Attentional engagement changes were assessed first at the behavioral level and in a second stage by means of EEG recordings. An auditory novelty oddball paradigm was implemented as a secondary task while subjects played in three conditions: boredom, frustration, and flow. We found higher reaction times and error rates in the flow condition. In a second stage, EEG time domain analysis revealed a significantly delayed response-locked frontocentral negative deflection during flow, likely signaling the reallocation of attentional resources. Source reconstruction analyses showed that the brain regions responsible for the genesis of this negativity were located within the medial frontal cortex. Frequency domain analyses showed a significant power increase only in the alpha band for the flow condition. Our results showed that this alpha power enhancement was correlated with faster reaction times. This suggests that frontal alpha changes recorded as maximal at the midfrontal lines during flow might be related to inhibitory top-down cognitive control processes.


Assuntos
Atenção/fisiologia , Percepção Auditiva/fisiologia , Encéfalo/fisiologia , Potenciais Evocados Auditivos/fisiologia , Jogos de Vídeo/psicologia , Estimulação Acústica , Adulto , Eletroencefalografia , Feminino , Humanos , Masculino , Tempo de Reação/fisiologia , Adulto Jovem
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