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1.
Front Psychiatry ; 15: 1407703, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-39238936

RESUMEN

Objective: Executive functions are important factors that affect the well-being of children with ADHD. Therefore, inclusion of a convenient assessment of executive dysfunction in diagnosis and treatment of ADHD patients is warranted. However, executive dysfunction assessment presently relies on lab-based neuropsychological tests and symptom rating scales. The present study examined the potential of a 3-D action puzzle video game to reflect ecologically valid executive functioning in pediatric ADHD patients. Methods: Participant gameplay metrics were compared to both their Cambridge Neuropsychological Test Automated Battery (CANTAB) and Conners 3 Parent Form's executive functioning subscale scores. Participants consisted of 33 ADHD and non-ADHD patients aged 8-21. Results: Metrics from gameplay were associated with distinct CANTAB test scores, and a composite score from gameplay was significantly correlated with executive dysfunction from Conners 3. Conclusion: For children with ADHD, cognitive domains related to executive function and overall real-life executive functioning appear to both be measurable via video games. It may be possible to develop individualized behavioral therapy based on the quantitative data obtained from the video game used in this study.

2.
Cureus ; 16(8): e66496, 2024 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-39247047

RESUMEN

Background In the evolving landscape of electronic sports (esports), where economic and social expectations are soaring, a critical concern has emerged in physical complaints among esports players. However, empirical insights into these complaints' prevalence and influencing factors are scarce. This study aimed to determine the prevalence of physical complaints and their association with esports activities among Japanese esports players. Methodology A web-based, cross-sectional survey encompassing 175 esports players from both professional and amateur teams in Japan was conducted. The analysis focused on 79 male participants (average age: 21.6 ± 5.6 years) with complete responses. The survey items included the esports factors about the esports title mainly play (device, career duration, playing time per day on weekdays and holidays, and the distance between the screen and the face) and physical complaints (headache, neck pain, stiff or sore shoulders, wrist pain, finger pain, lower back pain, and eye fatigue). Results A total of 49.4% reported stiff or sore shoulders, 48.1% faced eye fatigue, and 30.4% had headaches. Professionals exhibited a significantly higher likelihood of neck, wrist, and lower back pain and eye fatigue than amateurs. Age-adjusted univariate logistic regression analysis uncovered that using mainly mobile devices and being closer to the screen and face were significantly associated with neck pain, stiff or sore shoulders, lower back pain, and eye fatigue. Conclusions These results suggest that poor posture caused by using mobile devices and being closer to the screen was related to various physical complaints.

3.
Sleep Med ; 124: 91-105, 2024 Sep 12.
Artículo en Inglés | MEDLINE | ID: mdl-39284267

RESUMEN

Video games (VGs) are one of the most common forms of entertainment and their diffusion is constantly increasing. Although largely studied in the framework of their relationship with mental and physical health, the relationship of VGs with sleep are not yet fully understood. This review provides a systematic assessment of the studies that investigated the relationships between video gaming and sleep in adults. The review search included both online databases (PubMed, Scopus, and PsycInfo) and citation tracking. Twenty-six studies were included in the final qualitative analysis. Findings are described separately for subjective and objective sleep measures and then discussed considering exposure levels and VG typology. Observational studies showed an association between excessive video gaming, poor sleep quality, and delayed sleep timing, whereas habitual and/or casual use was not associated with poor sleep and some studies even showed a beneficial effect on daytime functioning. Experimental evidence shows that playing an arousing VG before sleep delays sleep onset with possible alteration of sleep structure, whereas non-arousing cognitively challenging video gaming resulted in improved sleep continuity, stability, and organization. Overall, these findings show that the effect of VGs on sleep depends on the level of arousal associated with gaming, gaming sessions' duration, and frequency of gaming.

4.
JMIR Res Protoc ; 13: e55738, 2024 Sep 13.
Artículo en Inglés | MEDLINE | ID: mdl-39269750

RESUMEN

BACKGROUND: The practice of dental surgery requires a few different skills, including mental rotation of an object, precision of movement with good hand-eye coordination, and speed of technical movement. Learning these different skills begins during the preclinical phase of dental student training. Moreover, playing a musical instrument or video game seems to promote the early development of these skills. However, we found that studies specifically addressing this issue in the field of dental education are lacking. OBJECTIVE: The main aims of this study are to evaluate whether the ability to mentally represent a volume in 3D, the precision of gestures with their right and left hand, or the speed of gesture execution is better at baseline or progresses faster for players (video games or music or both). METHODS: A prospective monocentric controlled and longitudinal study will be conducted from September 2023 and will last until April 2025 in the Faculty of Dental Surgery of Nantes. Participants were students before starting their preclinical training. Different tests will be used such as Vandenberg and Kuse's mental rotation test, the modified Precision Manual Dexterity (PMD), and performing a pulpotomy on a permanent tooth. This protocol was approved by the Ethics, Deontology, and Scientific Integrity Committee of Nantes University (institutional review board approval number IORG0011023). RESULTS: A total of 86 second-year dental surgery students were enrolled to participate in the study in September 2023. They will take part in 4 iterations of the study, the last of which will take place in April 2025. CONCLUSIONS: Playing video games or a musical instrument or both could be a potential tool for initiating or facilitating the learning of certain technical skills in dental surgery. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): DERR1-10.2196/55738.


Asunto(s)
Música , Estudiantes de Odontología , Juegos de Video , Humanos , Estudiantes de Odontología/psicología , Estudios Prospectivos , Música/psicología , Estudios Longitudinales , Educación en Odontología/métodos , Competencia Clínica , Femenino , Masculino
5.
BMC Psychol ; 12(1): 460, 2024 Aug 30.
Artículo en Inglés | MEDLINE | ID: mdl-39215348

RESUMEN

In contrast to conventional cognitive training paradigms, where learning effects are specific to trained parameters, playing action video games has been shown to produce broad enhancements in many cognitive functions. These remarkable generalizations challenge the conventional theory of generalization that learned knowledge can be immediately applied to novel situations (i.e., immediate generalization). Instead, a new "learning to learn" theory has recently been proposed, suggesting that these broad generalizations are attained because action video game players (AVGPs) can quickly acquire the statistical regularities of novel tasks in order to increase the learning rate and ultimately achieve better performance. Although enhanced learning rate has been found for several tasks, it remains unclear whether AVGPs efficiently learn task statistics and use learned task knowledge to guide learning. To address this question, we tested 34 AVGPs and 36 non-video game players (NVGPs) on a cue-response associative learning task. Importantly, unlike conventional cognitive tasks with fixed task statistics, in this task, cue-response associations either remain stable or change rapidly (i.e., are volatile) in different blocks. To complete the task, participants should not only learn the lower-level cue-response associations through explicit feedback but also actively estimate the high-level task statistics (i.e., volatility) to dynamically guide lower-level learning. Such a dual learning system is modelled using a hierarchical Bayesian learning framework, and we found that AVGPs indeed quickly extract the volatility information and use the estimated higher volatility to accelerate learning of the cue-response associations. These results provide strong evidence for the "learning to learn" theory of generalization in AVGPs. Taken together, our work highlights enhanced hierarchical learning of both task statistics and cognitive abilities as a mechanism underlying the broad enhancements associated with action video game play.


Asunto(s)
Juegos de Video , Humanos , Masculino , Femenino , Adulto Joven , Adulto , Aprendizaje por Asociación/fisiología , Aprendizaje , Señales (Psicología) , Generalización Psicológica
6.
JMIR Serious Games ; 12: e54684, 2024 Aug 21.
Artículo en Inglés | MEDLINE | ID: mdl-39167443

RESUMEN

BACKGROUND: Approximately half of smokers attempt to quit, but 90% of these attempts fail. Video game-based interventions have the potential to address common barriers to evidence-based smoking cessation treatment, including high cost, lack of health care access, and low engagement. OBJECTIVE: The purpose of this study was to evaluate the feasibility and acceptability of a video game-based smoking cessation intervention called Inspired and its impact on the 7-day smoking point prevalence at the 30-day follow-up. METHODS: US adults (n=48) were recruited via the web to use Inspired on their smartphones for 7 weeks. The object of the game was to defend a healing tree against attackers. Levels of the game were unlocked twice daily when participants self-reported the number of cigarettes they smoked since the previous entry. Completion of the levels awarded players in-game currency, which could strengthen in-game abilities. Participants received additional in-game rewards to aid gameplay by submitting either smoking self-reports only or self-reports indicating abstinence, determined through random assignment. In addition, participants completed a web-based survey at intake, week 4, week 7, and the 30-day follow-up. RESULTS: Of the 48 participants, who had an average age of 39.8 (SD 10.7) years, 27 (56%) were female, 4 (8%) Hispanic, 37 (77%) White, and 27 (56%) employed; 26 (54%) earned

7.
Epidemiologia (Basel) ; 5(3): 511-524, 2024 Aug 12.
Artículo en Inglés | MEDLINE | ID: mdl-39189254

RESUMEN

INTRODUCTION: In the literature, video game addiction in youths is correlated with dysfunctional symptoms of anxiety, emotional disorders, and mood disorders, and the pandemic period of 2020-2022 has favored the aggravation of this behavioral addiction. Therefore, we identified the need to analyze this phenomenon with an emphasis on the risks and correlates related to deviance and maladjustment from a prospective perspective, seeking to understand the impact of the individual variables examined. AIM: To demonstrate whether the condition of "gaming non-pathological abuse" (GNPA) promotes psychopathological features of clinical interest, in the absence of a diagnosis of "gaming disorder" (GD). MATERIALS AND METHODS: A search performed on PubMed and administration of an ad hoc sociological questionnaire were used to investigate individual variables of criminological interest in a representative population sample (531 males/females, 8-18 years old, M: 14.4, SD: 2.5). RESULTS: Statistical analysis showed that after the pandemic period, digital video game addiction was reinforced, feeding psychopathological traits consistent with anxiety, emotional disorders, and mood disorders. Variables correlated with impulsive, aggressive, and violent behavior related to age, gender, socio-environmental and economic background, and the severity of digital video game addiction. CONCLUSIONS: In the youth population (8-18 years), "gaming non-pathological abuse" (GNPA) is related to aggressive, impulsive and violent behaviors that foster phenomena of social maladjustment and deviance, especially in individuals living in disadvantaged or otherwise complex socio-economic and family contexts. Looking forward, the study of structural and functional personality profiles is essential in order to anticipate and reduce the future risk of psychopathological and criminal behavior.

8.
Postep Psychiatr Neurol ; 33(2): 59-66, 2024 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-39119543

RESUMEN

Purpose: This study aims to adapt and verify the psychometric properties of the Craving for Internet Gaming Scale (CIGS) in a Polish sample. Craving, although observed as significantly associated with Internet Gaming Disorder, is not currently included in its diagnostic criteria. This research addresses the need for scales to measure craving in this particular context. Methods: The research involved a sample of 575 participants. Psychometric analysis, including confirmatory factor analysis, was conducted to assess the CIGS' reliability and validity. Additional scales, such as the Game Transfer Phenomena Scale, Motives for Online Gaming Questionnaire, and the Depression Anxiety Stress Scales, were used for concurrent validity analysis. Results: The study results demonstrate the excellent psychometric properties of the Polish adaptation of the CIGS. It showed high reliability in terms of internal consistency and provided evidence for construct validity. Furthermore, it exhibited a positive correlation with various scales associated with problematic video game use and gaming addiction, while also showing a moderate negative correlation with self-control. Conclusions: Our findings suggest that the CIGS retains its psychometric properties in different cultures, making it a valuable instrument for comprehending craving within the context of Internet gaming disorder. Future research should focus on the adaptation of the CIGS to various cultural settings and the exploration of potential intergroup differences.

9.
JMIR Serious Games ; 12: e60771, 2024 Aug 08.
Artículo en Inglés | MEDLINE | ID: mdl-39116437

RESUMEN

BACKGROUND: Home gardens worldwide provide sustenance, economic support, and access to fresh produce and promote household well-being, health, self-sufficiency, and food security. However, they face significant challenges worldwide and necessitate innovative promotion approaches. Serious video games have proven effective in promoting agricultural knowledge. However, more research is needed on the persuasive potential of agriculture games to influence players' thoughts, attitudes, and behaviors. This provides an opportunity to examine the impact of persuasive games on promoting home gardening among novices. OBJECTIVE: This study aims to describe the design and development of Farmily, a persuasive video game promoting home gardening among novices. In addition, it evaluated the effectiveness of Farmily and compared its impact with that of a traditional home gardening workshop. Furthermore, the study explored how game enjoyment relates to the game's outcomes. METHODS: A randomized controlled trial with 50 novice gardening participants aged 20 to 50 years was carried out. Participants were randomly assigned to a control group (1.5-hour workshop) or an experimental group (1.5-hour Farmily session). Pre- and postintervention assessments were conducted. We evaluated Farmily's impact on knowledge, attitudes, perceived self-efficacy, and intentions regarding initiating home gardens. In addition, we investigated the user enjoyment and its relationship with the game's effect outcomes. RESULTS: The experimental group significantly improved their knowledge (t24=4.26; P<.001), attitude (z24=2.98; P=.003), self-efficacy (t24=2.6; P=.02), and intention to initiate home gardens (z24=4.15; P<.001). The experimental group showed similar effectiveness in knowledge transfer (t24=-1.71; P=.09) and a more significant impact on attitude (z24=2.73; P=.006), self-efficacy (t24=2.21; P=.03), and intention to start a home garden (t24=-5.33; P<.001) than the control group. Farmily was well received by the intervention group, generating high enjoyment. Furthermore, user enjoyment substantially correlated with user attitudes (r23=0.72; P<.001) and self-efficacy (r23=0.67; P<.001), yet no discernible association was observed among user enjoyment, knowledge (r23=0.26; P=.20), and intention (r23=0.06; P=.77). CONCLUSIONS: Evidence indicates that Farmily appears to be a viable tool for promoting home gardening among novices in the short term. Farmily demonstrated similar effects in knowledge improvement to those of a traditional workshop and had a more significant impact on the other variables. In addition, we found that the player's gaming experience positively relates to the player's attitudes and self-efficacy. A well-powered randomized controlled trial with more diverse samples and extended follow-up periods will be conducted to establish the long-term efficacy of Farmily and gain a deeper understanding of the influence of enjoyment on game outcomes.

10.
Behav Sci (Basel) ; 14(7)2024 Jun 24.
Artículo en Inglés | MEDLINE | ID: mdl-39062347

RESUMEN

Video game addiction among adolescents, particularly those with ADHD, is a significant concern. To gather more insights into video game usage patterns in this population, we investigated levels of potentially problematic use, passion, motivations, and emotional/behavioral symptoms in adolescents with and without ADHD. Our cross-sectional, multicenter study involved 2513 subjects (Age M = 15.07; SD = 2.82) from 24 schools in Galicia (Spain), including 158 (6.3%) diagnosed with ADHD. We employed an ad hoc questionnaire covering sociodemographic data and ADHD diagnosis, the Questionnaire of Experiences Associated with Video Games (CERV), the scale of passion for video games, reasons for playing video games Questionaire (VMQ), and emotional/behavioral problems assessment (SDQ). Results indicated heightened vulnerability in adolescents with ADHD, manifesting in longer usage durations and higher problematic use scores. Interestingly, ADHD medication did not affect internet gaming disorder development. Motivations for gaming differed between groups, with the ADHD cohort showing distinctions in cognitive development, coping, and violent reward. Additionally, the ADHD group exhibited greater emotional/behavioral symptoms, hyperactivity, and reduced prosocial behavior.

11.
BMC Psychol ; 12(1): 375, 2024 Jul 02.
Artículo en Inglés | MEDLINE | ID: mdl-38956639

RESUMEN

INTRODUCTION: The rapid proliferation of technology and its impact on adolescents' lives have raised concerns about addictive behaviors and its potential consequences, including behavioral and mental health problems. This study investigates the prevalence and risk factors associated with the co-occurrence of Problematic Facebook Use and Problematic Video game Use among Tunisian adolescents. METHODOLOGY: We conducted a cross-sectional study in the urban area of Sousse governorate in Tunisia during the 2018/2019 school year. We selected a representative sample of high school students enrolled in public educational institutions in Sousse. Data collection was performed through a self-administered structured questionnaire, which gathered information on sociodemographic characteristics, lifestyle behaviors, and mental health disorders. Problematic Facebook Use was assessed using the validated Arabic version of the Bergen Scale, while Problematic Video Game Use was measured using the 21-point Lemmens Scale, which was translated into Arabic. Statistical analysis was carried out using the SPSS program (version 20). RESULTS: We enrolled a total of 1342 high school students in our study, of whom, 63.2% were female with a mean age of 17.5 ± 1.44 years. The prevalence of Problematic Facebook Use and Problematic Video Game Use was  28.3% and  13% respectively. Regarding the co-occurrence of the two problematic behaviors, 31.3% of participants faced a singular addictive behavior, either related to problematic Facebook or video game use, while 5% had both addictive behaviors simultaneously. In a multivariate analysis, risk factors for the co-occurrence of Problematic Facebook and Video Game Use, in decreasing order of significance, included severe depression (AOR = 4.527; p = 0.003), anxiety (AOR = 4.216; p = 0.001), male gender (AOR = 4.130; p < 0.001), problematic internet use (AOR = 3.477; p = 0.006), as well as moderate depression (AOR = 3.048; p = 0.007). CONCLUSION: Our study found that Problematic Facebook and Video Game Use were prevalent among Tunisian adolescents. The co-occurrence of these disorders is strongly linked to male gender, problematic internet use, depression, and anxiety disorders. These findings underscore the urgency of implementing tailored and effective awareness and prevention programs to address these emerging challenges.


Asunto(s)
Conducta del Adolescente , Medios de Comunicación Sociales , Juegos de Video , Humanos , Masculino , Femenino , Adolescente , Estudios Transversales , Prevalencia , Juegos de Video/estadística & datos numéricos , Juegos de Video/psicología , Túnez/epidemiología , Conducta del Adolescente/psicología , Medios de Comunicación Sociales/estadística & datos numéricos , Conducta Adictiva/epidemiología , Conducta Adictiva/psicología , Trastorno de Adicción a Internet/epidemiología , Trastorno de Adicción a Internet/psicología , Trastornos Mentales/epidemiología , Trastornos Mentales/psicología , Estudiantes/estadística & datos numéricos , Estudiantes/psicología , Factores de Riesgo , Encuestas y Cuestionarios
12.
Front Sports Act Living ; 6: 1437700, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-39055173

RESUMEN

Caffeine is recognized as one of the most effective dietary ergogenic aids in sports, yet its evidence-based effectiveness in esports is unclear. This study investigated the effects of two different doses of caffeine on the shooting performance and reaction time of 24 first-person shooter (FPS) esports players (22 men, 2 women; age = 22.29 ± 2.91 years). Participants completed three experimental trials in which they consumed either a water control (CON), a 1 mg·kg-1 BM (CAF1) or a 3 mg·kg-1 BM (CAF3) dose of caffeine. Performance measures (e.g., score, accuracy (%), hit rate (hits/sec), and shots fired) were assessed in a static clicking and reactive tracking style task on the KovaaK's FPS aim trainer. Reaction time was used to assess vigilance on the psychomotor vigilance test (PVT). Performance was measured at four time points in each trial: pre-treatment (PRE), 60 min (POST1), 80 min (POST2), and 100 min (POST3) post-treatment. Significant differences were identified using repeated-measures analysis of variances. Caffeine, irrespective of dose, significantly improved performance compared to CON for static clicking score and hit rate, reactive tracking accuracy, and reaction time on the PVT. Significant interactions between treatment and time were identified and post hoc analyses showed that compared to CON, CAF1 significantly improved static clicking score at POST1 and POST3, static clicking hit rate at POST1, reactive tracking accuracy at POST1, POST2, and POST3, and reaction time on the PVT at POST1 and POST2. Post hoc analysis also showed that compared to CON, CAF3 significantly improved static clicking score, reactive tracking accuracy, and reaction time on the PVT at all time points, in addition to static clicking hit rate at POST1 and POST3. In summary, caffeine supplementation enhances the shooting performance and reaction time of FPS esports players.

13.
Behav Brain Res ; 472: 115154, 2024 08 24.
Artículo en Inglés | MEDLINE | ID: mdl-39038519

RESUMEN

INTRODUCTION: This research evaluated the feasibility of a hybrid SSVEP + P300 brain computer interface (BCI) for controlling the movement of an avatar in a virtual reality (VR) gaming environment (VR + BCI). Existing VR + BCI gaming environments have limitations, such as visual fatigue, a lower communication rate, minimum accuracy, and poor system comfort. Hence, there is a need for an optimized hybrid BCI system that can simultaneously evoke the strongest P300 and SSVEP potentials in the cortex. METHODS: A BCI headset was coupled with a VR headset to generate a VR + BCI environment. The author developed a VR game in which the avatar's movement is controlled using the user's cortical responses with the help of a BCI headset. Specifically designed visual stimuli were used in the proposed system to elicit the strongest possible responses from the user's brain. The proposed system also includes an auditory feedback mechanism to facilitate precise avatar movement. RESULTS AND CONCLUSIONS: Conventional P300 BCI and SSVEP BCI were also used to control the movements of the avatar, and their performance metrics were compared to those of the proposed system. The results demonstrated that the hybrid SSVEP + P300 BCI system was superior to the other systems for controlling avatar movement.


Asunto(s)
Avatar , Interfaces Cerebro-Computador , Electroencefalografía , Potenciales Relacionados con Evento P300 , Juegos de Video , Adulto , Femenino , Humanos , Masculino , Adulto Joven , Potenciales Relacionados con Evento P300/fisiología , Movimiento/fisiología , Desempeño Psicomotor/fisiología
14.
Curr Heart Fail Rep ; 21(4): 439-459, 2024 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-39023808

RESUMEN

PURPOSE OF REVIEW: To evaluate the feasibility of exergaming among older adults, focusing on acceptability, demand, implementation, and practicality. Additionally, to offer practical implications based on the review's findings. RECENT FINDINGS: Exergaming is a safe for older adults, potentially increasing physical activity, balance, cognition, and mood. Despite these possible benefits, barriers such as unfamiliarity with equipment, complex controls, and unclear instructions may challenge older adults in exergaming. Based on the experience of older adults, they found exergaming enjoyable, particularly the social interactions. Exergaming was perceived as physically and cognitively demanding, with technical and safety challenges. Introducing exergaming requires thorough familiarization, including written and video instructions, follow-up support, and home accessibility. To be able to follow improvements during exergaming as well as age-appropriate challenges are important for successful integration into daily life. Based on these findings, an ExerGameFlow model for older adults was developed which provides practical implications for future design of exergames and interventions.


Asunto(s)
Ejercicio Físico , Estudios de Factibilidad , Juegos de Video , Humanos , Ejercicio Físico/fisiología , Anciano , Terapia por Ejercicio/métodos
15.
Iran J Psychiatry ; 19(3): 274-284, 2024 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-39055523

RESUMEN

Objective: With the increase of game addiction, the problem of aggression as one of the most serious issues confronting today's society is affecting the mental health of the young generation. While available research has clarified the relationship between game addiction and aggression, this research contributes to future literature through examining the mediating role of narcissism and self-control in this relationship. Method : This study is a quantitative, cross-sectional, correlational research conducted in 2023 on Malaysian adolescents aged 12 to 18 years. Volunteer adolescents completed self-report questionnaires including the Buss and Perry Aggression Questionnaire, Gaming Addiction Scale, Childhood Narcissism Scale, and Brief Self-Control Scale. All questionnaires were prepared through a Sojump link posted on social media platforms. Descriptive statistics, Pearson correlation analysis, and path analysis were used for statistical analysis. Results: N = 595 adolescents were participated in this survey. According to correlation analysis, there were significant positive correlations between game addiction and aggression (r = 0.777, P < 0.001), game addiction and narcissism (r = 0.785, P < 0.001) as well as a significant negative correlation between game addiction and self-control (r = -0.668, P < 0.001). Besides, narcissism and self-control could significantly partially mediate the relationship between game addiction and aggression. The mediation model discovered a significant path from game addiction to narcissism (ß = 0.785, CI = [0.7692, 1.0293], P < 0.001) and from narcissism to aggression (ß = 0.442, CI [0.7731, 1.7244], P < 0.001). The total effect of game addiction on aggression was found to be statistically significant (ß = 0.777, P < 0.001). Conclusion: The findings of this research reveal a captivating profile, indicating that specific psychological attributes such as aggression, self-control, and narcissistic tendencies might make certain individuals more susceptible to developing an addiction to online games.

16.
Front Public Health ; 12: 1344019, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-38975352

RESUMEN

Introduction: Falls prevention is a global priority given its substantial impact on older adults and cost to healthcare systems. Advances in telerehabilitation technology such as `exergaming' show potential for delivering accessible, engaging exercise programs for older adults. This study aimed to establish the feasibility, acceptability and usability of exergaming in sheltered housing. Methods: A mixed-methods study with participants randomised in 2 sheltered housing facilities to intervention (n = 1 home, 12 participants) and control (n = 1 home 2, 12 participants) provided usual care for all, (physiotherapy prescribed strength and balance exercises and falls prevention advice) and a 6-week supervised exergaming programme (MIRA) offered 3 times per week to the intervention group only. At 6 weeks, feasibility, usability and acceptability outcomes were collected and analysed using descriptive statistics; qualitative focus groups with participants and interviews with staff were also completed and thematically analysed to elicit barriers and facilitators to usability and acceptability. Results: Mean exercise per week increased from 10.6 to 14.1 minutes in the control group and 9.6 to 36.8 minutes in the intervention group. All study processes and measures appeared feasible; 72% of those invited consented to taking part and 92% completed 6-week follow-up. Individual domains for the System Usability Scores (SUS) showed participants felt `very confident' using the system with support (70%), would `like to use exergames frequently' (50%) and found the system `easy to use' (90%). However, they also felt they `needed to learn a lot at the beginning' (40%) and would `need technical support' (70%) for independent use of the exergames. Mean overall SUS was 63 reflecting moderate usability for independent use. Qualitative data indicated exergames were well received and highlighted motivational and social aspects; costs and set up. Staff also felt exergaming complemented traditional care. Discussion: Our study contributes to the evidence guiding the use of exergames to deliver suitable falls prevention interventions for older adults within sheltered housing in community settings.


Asunto(s)
Accidentes por Caídas , Terapia por Ejercicio , Estudios de Factibilidad , Humanos , Accidentes por Caídas/prevención & control , Masculino , Femenino , Anciano , Terapia por Ejercicio/métodos , Juegos de Video , Anciano de 80 o más Años , Grupos Focales
17.
BMC Psychol ; 12(1): 364, 2024 Jun 24.
Artículo en Inglés | MEDLINE | ID: mdl-38915089

RESUMEN

BACKGROUND: Video games have become a prevalent source of entertainment, especially among children. Furthermore, the amount of time spent playing video games has grown dramatically. The purpose of this research was to examine the mediation effects of attention and child memory on the relationship between video games addiction and cognitive and learning abilities in Egyptian children. METHODS: A cross-sectional research design was used in the current study in two schools affiliated with Dakahlia District, Egypt. The study included 169 children aged 9 to 13 who met the inclusion criteria, and their mothers provided the questionnaire responses. The data collection methods were performed over approximately four months from February to May. Data were collected using different tools: Socio-demographic Interview, Game Addiction Scale for Children (GASC), Children's Memory Questionnaire (CMQ), Clinical Attention Problems Scale, Learning, Executive, and Attention Functioning (LEAF) Scale. RESULTS: There was a significant indirect effect of video game addiction on cognitive and learning skills through attention, but not child memory. Video game addiction has a significant impact on children's attention and memory. Both attention and memory have a significant impact on a child's cognitive and learning skills. CONCLUSIONS: These results revealed the significant effect of video game addiction on cognitive and learning abilities in the presence of mediators. It also suggested that attention-focused therapies might play an important role in minimizing the harmful effects of video game addiction on cognitive and learning abilities.


Asunto(s)
Atención , Cognición , Aprendizaje , Memoria , Juegos de Video , Humanos , Niño , Femenino , Masculino , Juegos de Video/psicología , Adolescente , Estudios Transversales , Conducta Adictiva/psicología , Egipto , Trastorno de Adicción a Internet/psicología , Función Ejecutiva
18.
Ophthalmol Ther ; 13(8): 2185-2196, 2024 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-38834934

RESUMEN

INTRODUCTION: Dichoptic training has emerged as a promising rehabilitation approach for improving binocular visual function in patients with strabismus. A prospective observational study design was employed to assess the effectiveness of online video game-based dichoptic training in rehabilitating binocular visual function in patients who had undergone an operation for intermittent exotropia. METHODS: A total of 64 patients who had undergone an operation for intermittent exotropia were recruited and divided into the training group and the control group based on whether they would receive the dichoptic training. The dichoptic training was conducted for 3 months in the training group and the control group would not accept any form of orthoptic therapy. Assessments of binocular visual functions and deviation were conducted at baseline, 3-month and 6-month follow-up. RESULTS: Twenty-nine participants in the training group (mean 9.69 ± 2.66 years old) and 26 participants in the control group (mean 8.41 ± 2.64 years old) completed follow-up. At both 3- and 6-month follow-ups, the training group showed superior distance stereopsis compared to the control group, with near stereopsis only showing significant difference at the 6-month follow-up. Additionally, the training group exhibited significantly less distance exo-deviation drift than the control group at these times, and no significant difference was observed in near exo-deviation drift between the groups. The control group had a significantly higher rate of suboptimal surgical outcomes at both the 3- and 6-month follow-up. However, no significant differences were observed in simultaneous perception and fusion functions between the two groups. CONCLUSIONS: Online video game-based dichoptic training has the potential to become a novel postoperative rehabilitation strategy for patients with intermittent exotropia.

19.
Cyberpsychol Behav Soc Netw ; 27(8): 599-605, 2024 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-38905139

RESUMEN

It is well known that social interaction enhances learning processes, improving abilities such as attention and memorization. However, it is not clear whether similar advantages may be obtained even in virtual environments. Here, we investigate whether virtual interactions in a video game, similarly to real-life social interactions, may improve individuals' performance in a subsequent implicit learning task. Twenty-one healthy participants were asked to play a cooperative video game for 20 minutes in three different gaming modalities: alone (Single-Player); together with someone without verbal interactions (Multi-Player -); and with someone with verbal interactions (Multi-Player +). After each gaming session, participants were presented with an EEG paradigm directed to measure mismatch negativity (MMN) responses, a well-validated index of implicit learning. MMN responses were significantly larger following Multi-Player +, as compared with Single-Player, and Multi-Player - conditions. No significant difference was found between Single-Player, and Multi-Player - conditions. These results indicate that implicit learning processes are enhanced following communicative virtual interactions. Verbal interaction in a virtual environment seems necessary to elicit social copresence and its positive effects on learning performances. This finding may have important implications for the design of virtual rehabilitation protocols and distance learning programs.


Asunto(s)
Electroencefalografía , Aprendizaje , Interacción Social , Juegos de Video , Humanos , Masculino , Femenino , Juegos de Video/psicología , Electroencefalografía/métodos , Adulto , Adulto Joven , Aprendizaje/fisiología , Realidad Virtual , Interfaz Usuario-Computador
20.
Soc Cogn Affect Neurosci ; 19(1)2024 Jul 04.
Artículo en Inglés | MEDLINE | ID: mdl-38727544

RESUMEN

Research examining the purported association between violent gaming and aggression remains controversial due to concerns related to methodology, unclear neurocognitive mechanisms, and the failure to adequately consider the role of individual differences in susceptibility. To help address these concerns, we used fMRI and an emotional empathy task to examine whether acute and cumulative violent gaming exposure were associated with abnormalities in emotional empathy as a function of trait-empathy. Emotional empathy was targeted given its involvement in regulating not only aggression, but also other important social functions such as compassion and prosocial behaviour. We hypothesized that violent gaming exposure increases the risk of aberrant social behaviour by altering the aversive value of distress cues. Contrary to expectations, neither behavioural ratings nor empathy-related brain activity varied as a function of violent gaming exposure. Notably, however, activation patterns in somatosensory and motor cortices reflected an interaction between violent gaming exposure and trait empathy. Thus, our results are inconsistent with a straightforward relationship between violent gaming exposure and reduced empathy. Furthermore, they highlight the importance of considering both individual differences in susceptibility and other aspects of cognition related to social functioning to best inform public concern regarding safe gaming practices.


Asunto(s)
Empatía , Imagen por Resonancia Magnética , Juegos de Video , Humanos , Empatía/fisiología , Juegos de Video/psicología , Masculino , Imagen por Resonancia Magnética/métodos , Adulto Joven , Adulto , Encéfalo/fisiología , Encéfalo/diagnóstico por imagen , Femenino , Adolescente , Violencia/psicología , Mapeo Encefálico/métodos , Agresión/fisiología , Agresión/psicología , Emociones/fisiología , Exposición a la Violencia/psicología , Cognición/fisiología
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