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1.
Allergy Asthma Clin Immunol ; 20(1): 24, 2024 Mar 25.
Artículo en Inglés | MEDLINE | ID: mdl-38528606

RESUMEN

Asthma exacerbations are a leading cause of pediatric hospitalizations despite multiple efforts to educate patients and families on disease course and medication management. Asthma education in the pediatric emergency department (ED) is challenging, and although the use of written action plans has been associated with reduction in hospitalizations and ED visits, written tools may not be useful for individuals with low health literacy. Moreover, asthmatic children should participate in their asthma education. In this prospective randomized study of 53 families presenting to a pediatric ED with a child experiencing an asthma exacerbation, education on asthma was presented via an interactive mobile-based video-game versus a standard-of-care asthma education video (SAV). Median age was 10 years; 64% were males. Many patients had moderate-to-severe asthma, with 57% experiencing ≥ 2 asthma-related ED visits in the last year, 58% requiring hospitalization and 32% reporting a critical care admission. In this cohort, the mobile-based video-game was found to be a feasible, acceptable educational tool; 86% of parents and 96% of children liked the game, while 96% of parents and 76% of children preferred playing the game over watching a SAV. Despite a history of persistent asthma, only 34% of children used an inhaled corticosteroid while 70% required rescue inhaler use in the prior week. Basic asthma knowledge was sub-optimal with only 60% of parents and 43% of children correctly recognizing symptoms that should prompt immediate medical care. This reflects a major gap in asthma knowledge that coexists with parental misconceptions regarding optimal asthma management.

2.
Front Psychiatry ; 14: 1257685, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-38025467

RESUMEN

Background: The realm of virtual games, video games, and e-sports has witnessed remarkable and substantial growth, captivating a diverse and global audience. However, some studies indicate that this surge is often linked to a desire to escape from real life, a phenomenon known as escapism. Much like substance abuse, escapism has been identified as a significant motivator, leading to adverse outcomes, including addiction. Therefore, it is crucial to comprehend the existing research on the connection between escapism and engagement in virtual gaming. This understanding can shed light on the reasons behind such practices and their potential impact on mental and public health. Purpose: The objective of this systematic review is investigate the findings pertaining to association between escapism and the practice of virtual games, such as video-games and e-sport. Methods: PUBMED and SCOPUS database were systematically searched. Six independent researchers screened articles for relevance. We extracted data regarding escapism-related measures, emotional/mental health-related measures and demographic information relevant to the review purpose. Results: The search yielded 357 articles, 36 were included. Results showed that: (i) Escapist motivation (EM) is one of the main motives for playing virtual games; (ii) EM is related to negative clinical traits; (iii) EM predicts negative psychological/emotional/mental health outcomes; (iv) EM is associated with impaired/negative perception of the real-world life; (v) EM predicts non-adaptive real social life; and (vi) EM is associated with dysfunctional gaming practices in some cases. However, EM can have beneficial effects, fostering confidence, determination, a sense of belonging in virtual communities, and representation through avatars. Furthermore, the reviewed findings suggest that EM was positively linked to mitigating loneliness in anxious individuals and promoting social activities that preserved mental health among typical individuals during the pandemic. Conclusion: Our review reinforces the evidence linking EM in the context of virtual games to poor mental health and non-adaptive social behavior. The ensuing discussion explores the intricate connection between escapism and mental health, alongside examining the broad implications of virtual gaming practices on underlying motivations for escapism in the realms of social cognition, health promotion, and public health.

3.
Eur Eat Disord Rev ; 31(6): 781-792, 2023 11.
Artículo en Inglés | MEDLINE | ID: mdl-37381106

RESUMEN

OBJECTIVE: The aim of the present study was to test the usefulness of an add-on serious video game approach (i.e., Playmancer) to treatment as usual (TAU) on reducing impulsive behaviours and psychopathology in individuals diagnosed with an eating disorder (ED). METHOD: Thirty-seven patients diagnosed with an ED according to the DSM-5 were included in the present randomized clinical trial (RCT; study record 35,405 in ClinicalTrials.gov) and were randomly assigned to either the TAU or TAU + Playmancer group. All participants completed a clinical interview. Impulsivity (UPPS-P self reported questionnaire and Stroop task) and general psychopathology (SCL-90-R) measures were assessed at: baseline, 4 weeks into treatment, at the end of TAU (after 16 weeks), and follow-up (2 years). In addition, patients in the experimental group underwent a total of nine sessions with Playmancer over the span of 3 weeks. RESULTS: Patients in both treatment groups (TAU + Playmancer or TAU) improved on Stroop task performance and psychological distress. Additionally, patients in TAU-Playmancer improved on the impulsive trait domain of lack of perseverance. No statistical differences were found regarding treatment outcomes (i.e., treatment adherence and remission of eating symptomatology) when comparing the two treatment groups. CONCLUSION: Our results suggest that the impulsivity associated with EDs should be addressed and could be modified, as some facets of trait impulsivity improved after Playmancer add-on treatment. Yet, there were no significant differences in treatment outcomes when comparing the two groups and further research needs to be conducted.


Asunto(s)
Terapia Cognitivo-Conductual , Trastornos de Alimentación y de la Ingestión de Alimentos , Juegos de Video , Humanos , Proyectos Piloto , Terapia Cognitivo-Conductual/métodos , Trastornos de Alimentación y de la Ingestión de Alimentos/terapia , Conducta Impulsiva
4.
Healthcare (Basel) ; 11(12)2023 Jun 15.
Artículo en Inglés | MEDLINE | ID: mdl-37372884

RESUMEN

Video games have been increasingly used as a form of therapy for various mental health conditions. Research has shown that video games can be used to treat conditions such as depression, anxiety, PTSD, and addiction. One of the main benefits of video games in therapy is that they can provide a sense of engagement and immersion that traditional therapy methods may lack. Additionally, video games can teach valuable skills such as problem solving, decision making, and coping strategies. Video games can also simulate real-life scenarios, allowing individuals to practice and improve social skills in a safe and controlled environment. Furthermore, video games can provide feedback and track progress objectively and quantifiably. This paper proposes an approach, the Video Game Therapy® (VGT®) approach, where game experience is put at the center of the therapy in a tailored way, connecting the individual patient's personality, the therapy's goals, and the suggested type of video game through the Myers Briggs Type Indicator (MBTI).VGT®'s core assumption is that playing video games could facilitate patients in reaching conditions where traditional methodologies and therapeutic approaches could work best. VGT® was elaborated according to the Adlerian therapy vision and, consequently, the different phases of Adlerian therapy and VGT® match. Despite the use of video games in psychotherapy might have some adverse effects in specific cases, VGT® is currently used in three associations with positive results in promoting emotional experimentation and literacy, social feeling, sense of identity, and activating cognitive processes. Future developments include expanding the use of VGT® further to validate such results from a statistical point of view.

5.
Games Health J ; 12(5): 366-376, 2023 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-37311178

RESUMEN

Introduction: We investigated the effects of an exergames-based exercise program for older adults, and its benefits on their physical literacy (PL) domains, such as physical (mobility skills), affective (motivation and confidence), cognitive (knowledge about physical activity [PA]), and behavioral (daily exertion) when compared with a conventional exercise program and no training (NT) (control). Material and Methods: Forty older adults (mean age 72 years) volunteered and were randomized within three groups-exergame training (ET; n = 15), conventional training (CT; n = 14), and NT (n = 11). ET group performed training sessions based on a commercially available exergame console, while the CT group enrolled in a convention exercise program (aerobic, strength, balance, and flexibility exercises). The training program was conducted three times a week for 6 weeks. The Timed Up and Go Test (TUG), Exercise Confidence Survey (ECS), Motives for Physical Activity Measure-Revised (MPAM-R), Knowledge and Understanding Questionnaire (K&UQ), and total PA tracking (using wearable technology) were used as the study's outcomes. Outcome variables were measured at preintervention (week 0), postintervention (week 6), and at the time of final follow-up (week 9). Results: We observed a reduction in the ET TUG time at postintervention and follow-up. Also, a significant main effect for group and moment of measurement was observed for the Fitness-Health subscore, derived from MPAM-R. The values demonstrated by ET and CT were statistically different (P = 0.01) and a within-group comparison revealed significant differences in the ET from preintervention to both postintervention and follow-up (both, P = 0.01). We did not observe any other significant difference. Conclusion: Our results suggest that a 6-week exergame-based training program may have the potential in improving the physical and affective domains of PL in community-dwelling older adults. The topics related to fitness and health seem to be of interest in this population and programs can make use of them to improve the PL domains.


Asunto(s)
Videojuego de Ejercicio , Equilibrio Postural , Humanos , Anciano , Alfabetización , Estudios de Tiempo y Movimiento , Ejercicio Físico , Terapia por Ejercicio/métodos
6.
Games Health J ; 12(4): 323-329, 2023 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-36944143

RESUMEN

Objective: Pediatric hemiplegia is associated with wide-ranging deficits in arm and hand motor function, neg-atively impacting participation in daily occupations and quality of life. This study investigated whether performance measures generated during therapy videogame play by children with hemiplegia can be valid indicators of upper extremity motor function. Materials and Methods: Ten children with hemiplegia used a custom therapy game system alternatively using their affected and non-affected hand to provide motion capture data that spans a wide range of motor function status. The children also completed a series of standardized outcome measure assessments with each hand, including the Quality of Upper Extremity Skills Test, the Jebsen Taylor Hand Function Test, and the Wolf Motor Function Test. Results: Statistical analysis using the nonparametric Spearman rank correlation revealed high and significant correlation between videogame-derived motion capture measures, characterizing the speed and smoothness of movements, and the standardized outcome measure assessments. Conclusion: The results suggest that a low-cost motion capture system can be used to monitor a child's motor function status and progress during a therapy program.


Asunto(s)
Parálisis Cerebral , Juegos de Video , Niño , Humanos , Hemiplejía , Calidad de Vida , Captura de Movimiento , Extremidad Superior
7.
J Behav Addict ; 12(1): 1-8, 2023 Mar 30.
Artículo en Inglés | MEDLINE | ID: mdl-36961739

RESUMEN

The present paper provides an overview of the possible risks, harms, and challenges that might arise with the development of the esports field and pose a threat to professional esports players, spectators, bettors and videogame players, including underage players. These include physical and mental health issues, gambling and gambling-like elements associated with videogames and esports, the challenges arising from pursuing a career in esports, the unique difficulties women face, and a need for supporting professional esports players. It briefly discusses possible responses and suggestions regarding how to address and mitigate these negative consequences. It emphasizes the need for cooperation and collaboration between various stakeholders: researchers, policymakers, regulators, the gaming industry, esports organizations, healthcare and treatment providers, educational institutes and the need for further evidence-based information.


Asunto(s)
Juego de Azar , Deportes , Juegos de Video , Humanos , Femenino , Deportes/psicología , Juego de Azar/psicología , Juegos de Video/psicología , Políticas
8.
Front Psychiatry ; 14: 1336044, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-38250273

RESUMEN

Electroconvulsive therapy (ECT) is an important treatment modality in psychiatry, considered to be the most effective option for pharmaco-resistant affective and psychotic disorders. Despite its great efficacy, it still remains a rather controversial method, which hinders its full potential. It is feasible to say that in part, this controversy is caused by a largely negative image of ECT displayed through media. The depiction of ECT in movies has been studied and well documented in the past. The aim of our study was to provide an overview of how ECT is represented in video games - a form of media where ECT representation has been overlooked in scientific literature so far. As with movies, most of these portrayals are negative, depicting ECT as an obsolete, aggressive or torturous treatment method.

9.
Front Psychol ; 13: 918968, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-36300079

RESUMEN

Debate on violent games and their effect on aggressive behavior remains inconclusive. This study aims to study the predicting role of cognitive, affective, and behavioral engagement states in violent videogames on aggressive behavior, which remains nebulous to date. We visited gaming zones and administered the study survey to collect data from violent videogame users. We collected 208 valid responses that were further analyzed. The present study used SmartPLS (3.3.3) software to perform partial least squares structural equation modeling (PLS-SEM) analysis in two stages. In the first stage, the measurement model assessment reported that cognitive, affective, behavioral, and aggressive behavior proved to be reliable reflective-formative composite constructs. Whereas, the second phase illustrated that cognitive engagement in violent videogames fails to impact aggressive behavior. The other two engagement states (affective and behavioral) in violent games showed a positive impact on aggressive behavior. Our study contributes to aggressive behavior literature by understanding how violent videogame engagement states impact aggressive behavior, which is crucial to recognize aggression so that steps can be taken toward addressing it. This study also contributes methodologically by utilizing the hierarchical component model (HCM) approach to estimate, specify, and validate the hierarchical structure of higher-order constructs (i.e., consumer violent videogame engagement dimensions (cognitive, affective, and behavioral) and aggressive behavior) as reflective-formative composite models.

10.
Games Health J ; 11(4): 252-261, 2022 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-35687479

RESUMEN

Objective: Assess the effect of nonimmersive virtual reality (VR) training as complementary rehabilitation on body oscillation in children with cerebral palsy (CP) while standing on different bases of support and surfaces. Materials and Methods: Twenty-three children with unilateral CP randomly allocated to an intervention group (IG, n = 12) or control group (CG, n = 11). The IG underwent two weekly 50-minute sessions of VR training over 8 weeks, associated with conventional therapy, while the CG was submitted to two 45-minute sessions of conventional neurodevelopmental-based physiotherapy a week over the same time period. Participants were evaluated on a force platform under control conditions (CCs) (rigid surface, feet parallel); semitandem stance; flexible surface (FS) with feet parallel; and flexible surface in a semitandem (FSST) stance. The effect of the group and time factors on the center of pressure oscillation variables was analyzed by repeated-measures analysis of variance (ANOVA), with significance set at 0.05. Results: The main effect observed was for time on the FS, with a decline in the amplitude of mediolateral (ML Amp) (P = 0.01) and mediolateral root mean square (P = 0.01) after intervention. In the IG, ML Amp also declined after intervention under CCs (P = 0.02) and total velocity increased for FSST (P = 0.04). The percentage change was significant only in the IG. Conclusion: VR training as complementary rehabilitation can help improve body oscillation in children with CP and mild functional impairment. Nonimmersive VR can be considered a complementary tool for the physical rehabilitation of children with CP. This study was registered with the Brazilian Clinical Trials Registry (RBR-3zty4w).


Asunto(s)
Parálisis Cerebral , Juegos de Video , Terapia de Exposición Mediante Realidad Virtual , Niño , Humanos , Parálisis Cerebral/rehabilitación , Modalidades de Fisioterapia
11.
Rev. inf. cient ; 101(3): e3804, mayo.-jun. 2022. tab, graf
Artículo en Español | LILACS-Express | LILACS | ID: biblio-1409549

RESUMEN

RESUMEN Introducción: La intervención desde un enfoque neuropsicológico permite conseguir mejoras, aportar estrategias y proponer cambios que impactan el aprendizaje y la salud cognitiva de los participantes. El empleo de videojuegos muestra mejoras en habilidades de dominio general como la memoria de trabajo y de dominio específico como el rendimiento. Objetivo: Determinar el efecto del entrenamiento de memoria de trabajo a través del videojuego "Recuérdalo Todo" en el rendimiento académico (matemático y lector), en niños de preescolar y segundo grado. Método: Se realizó un estudio cuasi-experimental en La Habana, Cuba, durante el curso 2018-2019. Participaron 29 niños de preescolar (14 niñas) y 27 niños de segundo grado (8 niñas) que fueron asignados aleatoriamente a un grupo experimental (recibe entrenamiento con el videojuego) y un grupo control (no recibe el entrenamiento hasta no concluir los pos-test). Fueron evaluados antes y después del entrenamiento con pruebas de procesos de dominio general y rendimiento académico. Resultados: El entrenamiento tuvo una influencia positiva en los procesos de dominio general más que en el rendimiento académico. El tamaño del efecto de intervención en los procesos de dominio general fue medio, lo cual avaló la efectividad. Conclusiones: "Recuérdalo todo" tiene un efecto favorable sobre procesos de dominio general y sobre procesos predictores de la adquisición de la lectura en preescolares, así como en el procesamiento numérico en niños de segundo grado. Esta intervención sobre memoria de trabajo aporta herramientas que pueden contribuir a la preparación de los maestros para optimizar el aprendizaje de los escolares, lo que tiene un impacto en su salud cognitiva.


ABSTRACT Introduction: Intervention method, from a neuropsychological point of view, helps for increasing, giving strategies, and to propose impact changing in learning process and cognitive health of participants. The uses of video games have demonstrated improvements in domain-general skills such as working memory and domain-specific skills as the performance. Objective: Determine the effect of working memory training through the video game "Recuérdalo Todo" on academic performance (mathematics and reading) in Pre-kindergarten and second grade children. Methods: A quasi-experimental study was conducted during the academic year 2018-2019 in Havana, Cuba. A total of 29 pre-kindergarten children (among them 14 girls) and 27 second graders (including 8 girls) were involved. They were randomly assigned to two groups, an experimental group which received the working memory training sessions through the video game "Recuérdalo Todo") and a control group which not received the training sessions during that period, but after the post-tests were concluded. They were evaluated before and after training with tests of domain-general processes and academic performance. Results: The training had a positive influence on domain-general processes rather than on academic performance. The effect of this intervention on domain-general processes was medium, which supported its effectiveness. Conclusions: The video game "Recuérdalo Todo" has a favorable effect on domain - general processes of reading in pre-kindergarten children, as well as in the numerical processing for children of second grade. This working memory intervention provides tools that can contribute to the preparation of teachers in order to optimize the schoolchildren learning process with an impact on their cognitive health.


RESUMO Introdução: A intervenção a partir de uma abordagem neuropsicológica permite alcançar melhorias, fornecer estratégias e propor mudanças que impactam na aprendizagem e na saúde cognitiva dos participantes. O uso de videogames mostra melhorias em habilidades de domínio geral, como memória de trabalho, e habilidades de domínio específico, como desempenho. Objetivo: Determinar o efeito do treinamento da memória de trabalho por meio do videogame "Recuérdalo Todo" no desempenho acadêmico (matemático e leitura), em crianças da pré-escola e da segunda série. Método: Um estudo quase experimental foi realizado em Havana, Cuba, durante o ano letivo 2018-2019. Os participantes foram 29 crianças pré-escolares (14 meninas) e 27 crianças da segunda série (8 meninas) que foram aleatoriamente designadas para um grupo experimental (recebe treinamento com o videogame) e um grupo controle (não recebe treinamento até que os pós-testes sejam concluídos). Eles foram avaliados antes e após o treinamento com testes de processos de domínio geral e desempenho acadêmico. Resultados: O treinamento influenciou positivamente nos processos de domínio geral mais do que no desempenho acadêmico. O tamanho do efeito da intervenção nos processos de domínio geral foi médio, o que apoiou a eficácia. Conclusões: "Recuérdalo Todo" tem um efeito favorável nos processos de domínio geral e nos processos preditivos de aquisição de leitura em pré-escolares, bem como no processamento numérico em crianças do segundo ano. Esta intervenção na memória de trabalho fornece ferramentas que podem contribuir para a preparação dos professores para otimizar a aprendizagem dos escolares, o que tem impacto na sua saúde cognitiva.

12.
Mult Scler Relat Disord ; 63: 103823, 2022 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-35523062

RESUMEN

BACKGROUND: There is no information about the effects and usability of rehabilitation during corticosteroid treatment. This randomized clinical trial was conducted to evaluate and compare the effects and safety of exergaming and conventional rehabilitation (CR) on persons with multiple sclerosis (MS, pwMS) during corticosteroid treatment. METHODS: The participants were randomly divided into two groups: Exergaming (n=15) and CR (n=15). Rehabilitation was applied by a physiotherapist who has expertise in MS. Measurements were done at baseline (T1), immediately after discharge (T2), and 1 month after discharge (T3). The outcome measures included upper extremity functions, walking, balance, cognitive functions, quality of life, depression, and fatigue. RESULTS: The Nine Hole Peg Test, California Verbal Learning Test, Symbol Digit Modalities Test, MS Walking Scale-12, Six Spot Step Test showed a significant difference between T1 to T2 and T1 to T3 in the exergaming and CR groups (p < 0.05). The Timed 25 Foot Walk and Multiple Sclerosis International Quality of Life Questionnaire were significantly different between T1 to T3 in the exergaming and CR groups (p < 0.05). Brief Visuospatial Memory Test-Revised was significantly different between T1 to T3 and T2 to T3 in the exergaming and CR groups (p < 0.05). The MFIS showed a significant difference between T1 to T2 and T1 to T3 in the exergaming group (p < 0.05). CONCLUSIONS: This study suggests that exergaming and CR are effective and safe methods for improving upper extremity, cognitive functions, fatigue, quality of life, balance, and walking ability in pwMS during the hospitalization period.


Asunto(s)
Esclerosis Múltiple , Corticoesteroides , Videojuego de Ejercicio , Fatiga/etiología , Fatiga/terapia , Humanos , Esclerosis Múltiple/tratamiento farmacológico , Esclerosis Múltiple/rehabilitación , Proyectos Piloto , Calidad de Vida
13.
Games Health J ; 11(2): 85-92, 2022 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-35290742

RESUMEN

Objective: Low back pain (LBP) and falls are among the major problems experienced by the elderly population. The present study investigated the effectiveness of an 8-week virtual reality training (VRT) program in helping relieve pain, minimize fall risk, and improve quality of life (QoL) in elderly women suffering from chronic LBP (CLBP). Materials and Methods: Twenty-five elderly women (VRT/intervention group = 13, control group = 12) with CLBP and aged 65 to 75 years were recruited. The VRT involved three 30-minute weekly sessions of exercises that were carried out using the Xbox Kinect headset. Pain intensity, fall risk, and QoL were assessed via the Visual Analog Scale, the Biodex Balance System, and the 36-Item Short Form Health Survey, respectively. Results: The outcomes of a one-way analysis of covariance indicated that the pain intensity score of the intervention group significantly decreased after participation in the VRT program (P = 0.001). The intervention group also showed reduced fall risk (P = 0.001) and elevated QoL (P = 0.001). Conclusion: The results confirmed that the VRT program can be regarded as a valid therapeutic intervention that helps reduce patients' symptoms and increase the effectiveness of exercises in the elderly by teaching pain-related insight as well as enhancing QoL and reduce fall risk through various movements.


Asunto(s)
Dolor de la Región Lumbar , Juegos de Video , Realidad Virtual , Anciano , Terapia por Ejercicio/métodos , Femenino , Humanos , Dolor de la Región Lumbar/terapia , Calidad de Vida
14.
Artículo en Inglés | MEDLINE | ID: mdl-35206445

RESUMEN

The professionalisation of esports has increased in recent years, generating the need for further study. Its evolution and continuous development have led the consideration of esports as a profession, increasing the number of players, practice modalities, and hours of play dedicated to this field. The aim of this study was to analyse the relationship between physical activity levels and motivational orientations in an international sample of professional esports players. A cross-sectional and observational study was conducted in European and Latin American countries. The sample was non-probabilistic by convenience, and 260 male professional esports players were recruited. A survey was used that included demographic data, body composition, physical activity (International Physical Activity Questionnaire), and motivation (Sport Motivation Scale). The results show that 92.7% of professional esports players have moderate and high levels of physical activity and that players with low levels of physical activity have positive values in all dimensions of motivation. It is concluded that extrinsic and intrinsic motivation correlates inversely with energy expenditure.


Asunto(s)
Deportes , Juegos de Video , Estudios Transversales , Ejercicio Físico , Humanos , Masculino , Motivación
15.
Disabil Rehabil ; 44(10): 2044-2052, 2022 05.
Artículo en Inglés | MEDLINE | ID: mdl-32962436

RESUMEN

PURPOSE: This study investigated the experiences of participation in a standing balance exergame program amongst people with major neurocognitive disorder (MNCD) within residential care settings. MATERIALS AND METHODS: A qualitative descriptive study was conducted in participants with MNCD recruited from two residential settings. Participants exergamed for 15 min, three times per week for 8 weeks. Semi-structured interviews were conducted in all participants of the trial after 4 and 8 weeks. Audio files were transcribed and subsequently a thematic content analysis was performed using NVivo 12. Activity logs including adherence and attrition rates were kept. RESULTS: Thirty-one participants with MNCD participated (median age = 85 (67-93) years; 77.4% women; Mini-Mental State Examination score = 19 (10-25)). Four broad themes emerged: (1) cognitive effects; (2) physical effects; (3) psychosocial effects and (4) motivators. The tailored exergame program was perceived as enjoyable. It stimulated participants' attention, concentration, reaction time, and memory. Participants reported improvements in balance, flexibility, and gait. Exergaming made participants energetic and calm. The attrition rate was 0% and the mean attendance rate was 79.3%. CONCLUSIONS: The results indicate that standing balance exergaming is feasible, beneficial, and engaging in people with MNCD.Implications for rehabilitationExergames present a personalised intervention for engaging people with major neurocognitive disorder in physical activity.An exergame intervention is feasible and highly appreciated in this population.Exergames should be adapted to the individuals' needs and possibilities in order to enhance motivation and learning.


Asunto(s)
Videojuego de Ejercicio , Juegos de Video , Anciano de 80 o más Años , Ejercicio Físico/psicología , Terapia por Ejercicio/métodos , Femenino , Humanos , Masculino , Trastornos Neurocognitivos , Juegos de Video/psicología
16.
Audiol Neurootol ; 27(1): 40-47, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-34038909

RESUMEN

BACKGROUND: Video gaming (VG) has since the 1980s become increasingly ubiquitous entertainment among the adolescents and young adults. Many young people expe-rienced dizzy spells, but not vertiginous episodes, after playing VG. OBJECTIVES: This study performed ocular vestibular-evoked myogenic potential (oVEMP) and cervical VEMP (cVEMP) tests in subjects before and after engaging on VG to investigate the effect of VG on the otolithic reflex system. METHODS: Twenty subjects who frequently played VG (>3 days per week) for more than 10 years were assigned to the long-term group. Another 20 subjects with engaging on VG <3 days per week or <10 years were assigned to the short-term group. Each subject underwent baseline oVEMP and cVEMP tests first, followed by playing VG for 1 h. Then, all subjects underwent the same paradigm. The "VG-year" is defined as frequency of VG playing within 1 week (day/week) multiplied by total length of VG engagement (year). RESULTS: Engagement on VG rarely affected the oVEMP responses for either short- or long-term players. In contrast, the response rates of cVEMP significantly declined from pre-VG period (80%) to post-VG period (58%) in the short-term group, but not in the long-term group. The cutoff value for predicting absent cVEMP in VG engagement is 21 VG-year. CONCLUSION: Short-term engagement on VG may result in temporary cVEMP loss, while permanent cVEMP loss could be identified in long-term VG players. The cutoff value for predicting absent cVEMP in VG engagement is 21 VG-year, indicating that damage to the sacculo-collic reflex system could be anticipated in a subject who has played VG at least 1 h per session, 7 days weekly for 3 years.


Asunto(s)
Potenciales Vestibulares Miogénicos Evocados , Juegos de Video , Adolescente , Mareo , Humanos , Membrana Otolítica , Reflejo , Potenciales Vestibulares Miogénicos Evocados/fisiología , Adulto Joven
17.
J Sport Health Sci ; 11(2): 172-178, 2022 03.
Artículo en Inglés | MEDLINE | ID: mdl-33722758

RESUMEN

BACKGROUND: Active videogames or exergames have been used as an innovative way to promote physical activity (PA) among various populations. A player's interest in active videogames is associated with the fun and entertaining nature of the games and may trigger situational interest, thus increasing engagement. The goal of this study was to examine the impact of situational interest dimensions on college students' PA when playing the design-based bike exergame Greedy Rabbit (Vescape, Berlin, Germany). METHODS: Sixty undergraduate students (age: 20.8 ± 1.3 years, mean ± SD, 18-25 years old; 51.7% males) were recruited from the kinesiology department of a university located in the southern region of Belgium. The participants were assigned to an experimental group (n = 41) or a control group (n = 19) based on an incremental cycling test. Students in the experimental group engaged in 1 session of Greedy Rabbit (Vescape) while students in the control group engaged in 1 session of a placebo version of Greedy Rabbit (Vescape). The length of the sessions ranged from 24 min to 31 min. RESULTS: Results for the control group indicated that the players' PA metrics (cadence: F(19, 360) = 1.43, p = 0.11; heart rate: F(19, 360) = 1.16, p = 0.29; oxygen consumption: F(19, 360) = 0.83, p = 0.67) were stable during the exergame. Results for the experimental group demonstrated the effects of time on the players' PA metrics and revealed significant associations between the change in the players' situational interest dimensions and PA metrics (cadence: F(19, 800) = 26.30, p < 0.01; heart rate: F(19, 800) = 19.77, p < 0.01; oxygen consumption: F(19, 800) = 10.04, p < 0.01). CONCLUSION: An approach using a design-based exergame may be a relevant strategy for promoting levels of PA that yields positive health-related outcomes among college students.


Asunto(s)
Ciclismo , Juegos de Video , Adolescente , Adulto , Animales , Videojuego de Ejercicio , Femenino , Humanos , Masculino , Motivación , Estudiantes , Adulto Joven
18.
J Robot Surg ; 16(3): 621-629, 2022 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-34312804

RESUMEN

Robotic surgery is increasing in prevalence, thanks to its potential benefits for patients (e.g., reduced blood loss) and surgeons (e.g., ergonomics). It is important to know what inherent characteristics of potential surgeons may facilitate robotic surgery training and performance. Findings from previous studies indicate videogames can be inexpensive tools that help improve hand-eye coordination, coordination of 3-D movements with 2-D images, and spatial orientation. In the context of robotic-assisted knee arthroscopy using a MAKO robotic arm, this study explored performance and subjective experiences of novices (N = 104) with a fake bone shaving task at a public event. Participants' performance was measured based on how much of the bone they successfully shaved. Findings showed that duration of videogame play per week was negatively related to performance with the robotic arm. Male and female participants performed similarly on the bone shaving task, and reported similar difficulty with and enjoyment of the task. However, female participants who played videogames performed better than those who did not play videogames. Participants who were younger than 11 had the worst performance and the most difficulty with the robotic arm. Overall, the findings indicate that the effect of videogame experience on the performance with the robotic arm may differ based on gender and age. This has implications on the length of training for surgeons of different gender using videogames and other emerging technologies.


Asunto(s)
Procedimientos Quirúrgicos Robotizados , Cirujanos , Juegos de Video , Ergonomía , Femenino , Humanos , Masculino , Procedimientos Quirúrgicos Robotizados/métodos , Cirujanos/educación
19.
Rev. bras. ciênc. esporte ; 44: e000222, 2022. tab, graf
Artículo en Inglés | LILACS-Express | LILACS | ID: biblio-1407355

RESUMEN

ABSTRACT To compare measured and estimated metabolic equivalent (MET) and energy expenditure (EE) in different situations with Type-1 diabetes (T1DM) patients. Ten T1DM patients performed three 30-minute sessions (resting, running-RS, and exergame-VS) at moderate intensity. MET and EE were measured by direct gas analyzer and estimated using the formula applying heart rate and V̇02peak. MET values (measured vs. estimated) were statistically different during RS (4.58±1.11 vs.7.59±1.36) and VS (3.98± 0.84 vs. 5.77±0.84) (p<0.001). EE values were similar: RS (147±43 vs. 246±157) and VS (129±33 vs. 184±20) (p<0.001). The error between the methods: 0.41, 1.51, and 1.07 METs and 20.1, 51.5, and 32.5 Kcals for resting, RS, and VS. Estimation could be used in resting and with caution for RS and VS.


RESUMO Comparar o equivalente metabólico (MET) medido e estimado e o gasto energético (EE) em diferentes situações em pacientes com diabetes tipo 1 (DM1). Dez DM1 realizaram três sessões de 30 minutos (Repouso, Corrida-RS e Exergame-VS) em intensidade moderada. MET e EE foram medidos por um analisador direto de gases e estimados pela fórmula usando frequência cardíaca e V̇02pico. Valores MET (medidos vs. estimados) foram estatisticamente diferentes durante o RS (4,58±1,11 vs. 7,59±1,36) e o VS (3,98±0,84 vs. 5,77±0,84) (p<0,001). Semelhante em EE: RS (147±43 vs. 246±157) e VS (129±33 vs. 184±20) (p<0,001). O erro entre os métodos: 0,41, 1,51 e 1,07 MET e 20,1, 51,5 e 32,5 Kcal para Repouso, RS e VS. A estimativa pode ser usada em repouso e com cuidado durante RS e VS.


RESUMEN Comparar el equivalente metabólico (MET)y gasto energético (EE) medido y estimado en diferentes situaciones en diabeticos tipo-1 (T1DM). Diez T1DM realizaron tres sesiones de 30 minutos (Descanso, Running-RS y Exergame-VS) en intensidad moderada. El MET y EE se midieron con un analizador de gases y se calcularon con fórmula utilizando la frecuencia cardíaca y VO2pico. Valores MET (medidos frente a estimados) eran estadísticamente diferentes durante RS (4,58±1,11 vs 7,59±1,36) y VS (3,98±0,84 vs 5,77±0,84) (p<0,001). Similar en EE: RS (147±43 vs 246±157) y VS (129±33 vs 184±20) (p<0,001). El error entre los métodos: 0.41, 1.51 y 1.07 MET y 20.1, 51.5 y 32.5 Kcal para Reposo, RS y VS. La estimación podría usarse en reposo y con cuidado durante RS y VS.

20.
Front Psychiatry ; 12: 764054, 2021.
Artículo en Inglés | MEDLINE | ID: mdl-34858233

RESUMEN

Introduction: In the last years, there has been a rise in the use of technology among children and adolescents, which has led to a greater concern about its impact on their socioemotional and cognitive development. Aims: To explore the time spent using technology, the risk perception of its use by students, and the association between frequency of technology use and life satisfaction and academic performance among children and adolescents in Chile. Additionally, we explored the mediating effect of sleep deprivation on these outcomes. Methods: This is a cross-sectional study, where 2,440 students (9-12 years old) from 13 schools participated. Data was collected using an online survey answered by students during school hours. The association analyses were performed using multivariable regression models considering life satisfaction and academic performance as dependent variables. Additionally, mediating analyses were conducted using structural equation modeling. Results: Time watching television and using cellphones were similar on weekdays, and playing video games was the most frequent activity during weekends. A 42.1% of students reported playing online video games with strangers, and 12.7% had sleep deprivation. Lower self-reported academic performance was associated with cyberbullying victimization, sleep deprivation, being hacked, exposure to violent content, time spent using cell phones during weekdays and weekends, and playing video games during weekdays. Students who perceived that playing video games after 9 pm affected their sleep had a higher academic performance. There was a clear mediating effect of sleep deprivation in the relationship between time spent using a cellphone during weekdays and weekends and playing video games during weekdays and GPA. Conclusions: Time spent using technological devices was not associated with life satisfaction; however, the time spent using cell phones and playing video games was related to lower self-reported academic performance, mediated by sleep deprivation. Future research may focus on a better understanding of the mechanisms involved in the effect of technology use on sleep routines among adolescents and potential interventions to reduce its impact on academic performance.

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