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1.
Arch Dis Child Fetal Neonatal Ed ; 105(1): 98-107, 2020 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-31256010

RESUMEN

BACKGROUND: Neonatal healthcare professionals require frequent simulation-based education (SBE) to improve their cognitive, psychomotor and communication skills during neonatal resuscitation. However, current SBE approaches are resource-intensive and not routinely offered in all healthcare facilities. Serious games (board and computer based) may be effective and more accessible alternatives. OBJECTIVE: To review the current literature about serious games, and how these games might improve knowledge retention and skills in neonatal healthcare professionals. METHOD: Literature searches of PubMed, Google Scholar, Cochrane Central Register of Controlled Trials, CINAHL, Web of Science and EMBASE databases were performed to identify studies examining serious games in neonatology. All games, such as board games, tabletop games, video games, screen-based simulators, tabletop simulators and virtual reality games were included. RESULTS: Twelve serious games were included in this review (four board games, five video games and three virtual reality games). Overall, knowledge improvement was reported for the RETAIN (REsuscitationTrAINing for healthcare professionals) board game (10% increase in knowledge retention) and The Neonatology Game (4.15 points higher test score compared with control). Serious games are increasingly incorporated into Nursing and Medical School Curriculums to reinforce theoretical and practical learning. CONCLUSIONS: Serious games have the potential to improve healthcare professionals' knowledge, skills and adherence to the resuscitation algorithm and could enhance access to SBE in resource-intensive and resource-limited areas. Future research should examine important clinical outcomes in newborn infants.


Asunto(s)
Juegos Recreacionales , Resucitación/educación , Entrenamiento Simulado/métodos , Juegos de Video , Realidad Virtual , Humanos , Recién Nacido
2.
Dev Sci ; 23(1): e12840, 2020 01.
Artículo en Inglés | MEDLINE | ID: mdl-31021495

RESUMEN

Combining information across different sensory modalities is of critical importance for the animal's survival and a core feature of human's everyday life. In adulthood, sensory information is often integrated in a statistically optimal fashion, so that the combined estimates of two or more senses are more reliable than the best single one. Several studies have shown that young children use one sense to calibrate the others, which results in unisensory dominance and undermines their optimal multisensory integration abilities. In this study we trained children aged 4-5 years with action-like mini games, to determine whether it could improve their multisensory as well as their visuo-spatial skills. Multisensory integration abilities were assessed using a visuo-haptic size discrimination task, while visuo-spatial attention skills were investigated using a multiple object tracking task (MOT). We found that 2-weeks training were sufficient to observe both optimal multisensory integration and visuo-spatial enhancements selectively in the group trained with action-like mini games. This plastic change persisted up to 3 months, as assessed in a follow-up. Our novel findings reveal that abilities that are commonly known to emerge in late childhood can be promoted in younger children through action-like mini games and have long-lasting effects. Our data have clinical implications, in that they suggest that specific trainings could potentially help children with multisensory integration deficits.


Asunto(s)
Juegos Recreacionales/psicología , Sensación/fisiología , Adulto , Animales , Atención , Preescolar , Aprendizaje Discriminativo , Femenino , Humanos , Masculino , Procesamiento Espacial
3.
Arch. argent. pediatr ; 117(6): 405-: I-410, III, dic. 2019. tab, ilus
Artículo en Inglés, Español | LILACS, BINACIS | ID: biblio-1046453

RESUMEN

Los juegos tradicionales se han modificado con el desarrollo de la tecnología. Se analizaron los juegos de destreza en general y la payana en particular que practicaban los niños y sus padres. Se realizó una encuesta a niños de 5 a 12 años y a sus familias. Se completaron 109 encuestas; el 91,7 % de los padres refirió haber jugado payana y el 4,6 % de sus hijos jugaba también (p < 0,00001). Las niñas jugaban menos que sus madres al elástico y a la ronda, pero más al fútbol. Los niños jugaban menos a la ronda que sus padres. El 28,4 % de los padres no solía jugar ningún juego de destreza con sus hijos.En conclusión, la payana, el elástico y la ronda han disminuido y las niñas juegan más al fútbol que sus madres. Los padres suelen jugar pocos juegos de destreza con sus hijos.


Traditional games have changed with the development of technology. We analyzed dexterity games played by children and their parents in general, and jacks in particular. A survey was administered to children aged 5-12 years and their families. A total of 109 surveys were completed; 91.7 % of parents referred that they had played jacks and that 4.6 % of their children also played it (p < 0.00001). Girls played Chinese jump rope and ring-a ring-a roses less often than their mothers, but football more often. Boys played ring-a ring-a roses less often than their fathers. Besides, 28.4 % of parents did not play any dexterity game with their children.To conclude, jacks, Chinese jump rope, and ring-a ring-a roses are now less common; and girls play football more often than their mothers. Parents do not usually play dexterity games with their children.


Asunto(s)
Humanos , Masculino , Femenino , Niño , Adulto , Persona de Mediana Edad , Juegos Recreacionales , Familia , Estudios Transversales , Encuestas y Cuestionarios , Brecha Generacional
4.
Acta colomb. psicol ; 22(2): 70-98, July-Dec. 2019. tab, graf
Artículo en Inglés | LILACS | ID: biblio-1019277

RESUMEN

Abstract Resources are distributed unequally depending on the social status (SS) of people. Researchers have often used experiments to explain the role of SS in economic decisions. However, the diverse ways of inducing SS has produced contradictory results. The aim of this study was to analyze the effect of SS on the distribution of monetary resources in students aged 18 to 25 years from Córdoba (Argentina). Three experiments using mixed factorial designs were conducted. Different ways of inducing SS and the effect on decisions in different games were examined. In Experiment 1, the effect of two SS induction techniques on the decisions of the Ultimatum Game (UG) and Dictator Game (DG) was compared. In Experiment 2, the effect of SS on the same games, including Social Value Orientation (SVO) and Subjective Social Status (SSS) as covariates was analyzed. In Experiment 3, the role of SS, SVO and SSS in the DG and the Dictator Game Taking (DGT) was examined. In the three experiments, it was not found that SS had any effect on the decisions of the games. However, more rejection and negative valence was observed (Exp. 1: p < .001, n 2 p =.72; Exp. 2: p < .001, n 2 p = .65) for unfair offers than for fair ones (Exp. 2: p < .001). Also, pro-social individuals made fairer offers in the DG (Exp. 2: p < .05) and participants offered more money in the DGT than in the DG (Exp. 3: p = .01). Those findings showed that the effect of SS on behavioral responses is not robust, which highlights the need to obtain new experimental evidence to investigate its role in those decisions.


Resumo Os recursos são normalmente distribuídos de maneira desigual em função do status social (SS) das pessoas, razão pela qual diversos pesquisadores utilizam experimentos para explicar o papel do SS nas decisões econômicas. No entanto, as diversas formas de induzir o SS geraram resultados contraditórios. No presente trabalho, investigou-se o efeito do SS na distribuição dos recursos monetários em estudantes de 18 a 25 anos da cidade de Córdoba, na Argentina, por meio de três experimentos com desenhos experimentais mistos. Especificamente, foram avaliadas diferentes técnicas para manipular o SS e seu efeito nas decisões econômicas: no Experimento 1 comparou-se o efeito de duas técnicas de manipulação do SS nas decisões do Jogo do Ultimato (JU) e do Ditador (JD); no Experimento 2 analisou-se o efeito do SS nos mesmos jogos, incluindo a orientação de valores sociais (SVO) e o status social subjetivo (SES) como covariáveis e, no Experimento 3, indagou-se o papel do SS, da SVO e do SES no JD e no Ditador de Tomar (do inglês, Dictator Taking Game). Nos três experimentos observou-se que o SS não teve efeito nas decisões dos jogos. Não obstante, evidenciou-se maior rejeição (Exp. 1: p < .001, n 2 p = .72; Exp. 2: p < .001, n 2 p = .65) e valência negativa para as ofertas injustas do que para as justas (Exp. 2: p < .001). Além disso, descobriu-se que quanto maior a pró-socialidade, maior a quantidade ofertada no JD (Exp. 2: p < .05) e que no JDT se oferece mais dinheiro do que no JD (Exp. 3: p = .01). Os resultados observados evidenciam que o efeito do SS nas respostas comportamentais não é robusto, por isso se destaca a importância de continuar investigando seu papel em tais decisões.


Resumen Los recursos son usualmente distribuidos de manera inequitativa en función del estatus social (ES) de las personas, razón por la cual diversos investigadores utilizan experimentos para explicar el rol del ES en las decisiones económicas; sin embargo, las diversas formas de inducir el ES han generado resultados contradictorios. En el presente trabajo se investigó el efecto del ES en la distribución de los recursos monetarios en estudiantes de 18 a 25 años de la ciudad de Córdoba, Argentina, por medio de tres experimentos con diseños experimentales mixtos. Específicamente, se evaluaron distintas técnicas para manipular el ES y su efecto en las decisiones económicas: en el Experimento 1 se comparó el efecto de dos técnicas de manipulación del ES en las decisiones del Juego del Ultimátum (JU) y del Dictador (JD); en el Experimento 2 se analizó el efecto del ES en los mismos juegos, incluyendo la orientación de valores sociales (SVO) y el estatus social subjetivo (SES) como covariables; y en el Experimento 3 se indagó el rol del ES, de la SVO y del ESS en el JD y en el Dictador de Tomar (JDT). En los tres experimentos se observó que el ES no tuvo efecto en las decisiones de los juegos. No obstante, se evidenció mayor rechazo (Exp. 1: p < .001, n 2 p = .72; Exp. 2: p < .001, n 2 p = .65) y valencia negativa para las ofertas injustas que para las justas (Exp. 2: p < .001). Además, se encontró que a mayor prosocialidad, mayor cantidad ofertada en el JD (Exp. 2: p < .05), y que en el JDT se ofrece más dinero que en el JD (Exp. 3: p = .01). Los resultados observados evidencian que el efecto del ES en las respuestas comportamentales no es robusto, por lo que se destaca la importancia de continuar investigando su rol en dichas decisiones.


Asunto(s)
Humanos , Masculino , Femenino , Adulto Joven , Constitución y Estatutos , Juegos Recreacionales , Jerarquia Social
5.
Acta Trop ; 199: 105117, 2019 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-31369727

RESUMEN

The Snakes and Ladders board game was modified so that it contained information on taeniasis. A quantitative approach was used to evaluate if elementary school children were able to answer correctly more questions about Taenia saginata and Taenia solium transmission and control after playing the game compared to before playing the game. In total, 78 children (9-12 years of age) from Dukuh elementary school in Karangasem District, Bali, Indonesia, were evaluated. The children were asked to complete a pre- and post-test assessment before and after playing the game a single time. Overall proportion of correct answers was 40.3% before playing the game and 58.8% after playing the game. There was a greater proportion of correct answers for questions pertaining to the transmission route for T. saginata (p < 0.001) and T. solium (p < 0.001), human infection type with T. solium (p = 0.035) and T. saginata (p < 0.001), and animal infection type with T. solium or T. saginata (p < 0.001) after playing the game compared to before playing the game. However, there was no significant difference for any question for the youngest grade level. Use of this popular board game appears to be a promising tool for teaching older (10 years of age and above) children about taeniasis in endemic areas.


Asunto(s)
Juegos Recreacionales , Conocimiento , Taenia saginata , Taenia solium , Teniasis , Animales , Niño , Cisticercosis/epidemiología , Cisticercosis/transmisión , Femenino , Humanos , Indonesia/epidemiología , Masculino , Pruebas de Memoria y Aprendizaje , Registros , Instituciones Académicas , Encuestas y Cuestionarios , Teniasis/epidemiología , Teniasis/transmisión
6.
Artículo en Inglés | MEDLINE | ID: mdl-31398910

RESUMEN

The need to achieve short-term competitive outcomes in sports may influence the emergence of talent selection strategies, which could bias individuals' opportunities. The present study aimed to further explore the relative age effect (RAE), a phenomenon that strongly influences youth sport development. The RAE refers to a disproportionately high percentage in sport teams of athletes born early in the selection year. Our primary focus was to explore whether the RAE is supported by behavioral evidence in favor of better fitness-and especially cognitive-attentional functioning-of early as compared to late-born players. A cross-sectional study was conducted on 105 young athletes (u10, n = 52; 9.8 ± 0.3 years old, and u12, n = 53; 11.8 ± 0.2 years old) attending two youth elite soccer academies. Attentional functioning, anthropometrics, physical fitness, and game intelligence were compared across two Age Groups (u10 vs. u12) and four Birth Quarters (BQ1-BQ4). The RAE was statistically significant (p < 0.001), showing that about 50% of participants were born in the first quarter and 75% were born in the first half of the year. More importantly, U12 players outperformed u10 players in measures that were related to sustained attention (with faster and less variable responses; p < 0.001 and p < 0.05, respectively), and in all anthropometric measures (p < 0.001), physical-fitness capacities (p < 0.05). Crucially, neither the attentional measures, game intelligence, anthropometrics, nor physical fitness were affected by BQ (all ps > 0.1 and BF10 between 0.08 and 0.6, showing strong evidence for the null hypothesis). The present findings suggest that the early selection process that occurs during scouting in youth soccer academies offsets the age-related differences that could be anticipated in cognitive skills, anthropometrics, and physical abilities, due to growth and maturation. These birth asymmetries could lead teams to disregard later maturation athletes and athletes born later in the year inducing a larger dropout of those players with the consequent reduction in the talent pool.


Asunto(s)
Atletas/psicología , Rendimiento Atlético/fisiología , Rendimiento Atlético/psicología , Cognición/fisiología , Aptitud Física/fisiología , Aptitud Física/psicología , Fútbol , Factores de Edad , Atletas/estadística & datos numéricos , Niño , Estudios Transversales , Femenino , Juegos Recreacionales , Humanos , Masculino , España
7.
IEEE Int Conf Rehabil Robot ; 2019: 294-299, 2019 06.
Artículo en Inglés | MEDLINE | ID: mdl-31374645

RESUMEN

A key feature of a successful game is its ability to provide the player with an adequate level of challenge. However, the objective of difficulty adaptation in serious games is not only to maintain the player's motivation by challenging, but also to ensure the completion of training objectives.This paper describes our proposed upper-limb rehabilitation game with tangible robots and investigates the effect of game elements and gameplay on the amount of the performed motion in several planes and percentage of failure by using the data from 33 unimpaired subjects who played 53 games within two consecutive days. In order to provide a more generic adaptation strategy in the future, we discretize the game area to circular zones. We then show the effect of changing these zones during gameplay on the activation of different muscles through EMG data in a pilot study.The study shows that it is possible to increase the challenge level by adding more active agents chasing the player and increasing the speed of these agents. However, only the increase in number of agents significantly increases the users' motion on both planes. Analysis of player behaviors leads us to suggest that by adapting the behaviour of these active agents in specific zones, it is possible to change the trajectory of the user, and to provide a focus on the activation of specific muscles.


Asunto(s)
Terapia por Ejercicio , Juegos Recreacionales , Robótica , Extremidad Superior/fisiopatología , Adolescente , Adulto , Anciano , Anciano de 80 o más Años , Electromiografía , Femenino , Humanos , Masculino , Persona de Mediana Edad , Proyectos Piloto
8.
IEEE Int Conf Rehabil Robot ; 2019: 447-452, 2019 06.
Artículo en Inglés | MEDLINE | ID: mdl-31374670

RESUMEN

The ability of individuals to accurately judge the forces that they generate is integral to seamlessly controlling their movements during everyday life. Individuals with chronic hemiparetic stroke have been shown to be impaired when matching forces between arms; this impairment may make activities as simple as carrying a tray challenging. Our goal was to develop a training protocol that individuals with stroke could use to improve their accuracy in judging the torques that they generate between arms. We designed a torque coordination game for this goal and tested its feasibility in six individuals without neurological impairments. Participants interacted with an instrumented isometric device at each arm and received automated audiovisual cues in response to the torques that they generated about each elbow joint. During the game, the participant's task was to keep a launched ball on its planned course. The participant achieved this task by sequentially applying required elbow torques at the correct times to close a left flap using the left arm and a right flap using the right arm. Participants performed this task 20 times when initiating with their left arm and 20 times when initiating with their right arm. Results indicate that all participants had a success rate in the range of 60% to 80% regardless of the arm dominance of the leading arm. Additionally, all participants anecdotally reported the game to be intuitive, and they provided an average difficulty rating that indicated the task was relatively easy to learn (i.e., 3 out of 10). Based on these findings, we conclude that this game may be suitable, enjoyable, and motivational for training coordination of torques between arms in individuals with stroke.


Asunto(s)
Brazo/fisiopatología , Articulación del Codo/fisiopatología , Terapia por Ejercicio , Juegos Recreacionales , Rehabilitación de Accidente Cerebrovascular , Accidente Cerebrovascular/fisiopatología , Adulto , Anciano , Terapia por Ejercicio/instrumentación , Terapia por Ejercicio/métodos , Femenino , Humanos , Masculino , Persona de Mediana Edad , Rehabilitación de Accidente Cerebrovascular/instrumentación , Rehabilitación de Accidente Cerebrovascular/métodos , Torque
9.
IEEE Int Conf Rehabil Robot ; 2019: 1031-1036, 2019 06.
Artículo en Inglés | MEDLINE | ID: mdl-31374765

RESUMEN

Competitive rehabilitation games can enhance motivation and exercise intensity compared to solo exercise; however, since such games may be played by two people with different abilities, game difficulty must be dynamically adapted to suit both players. State-of-the-art adaptation algorithms are based on players' performance (e.g., score), which may not be representative of the patient's physical and psychological state. Instead, we propose a method that estimates players' states in a competitive game based on the covariation of players' physiological responses. The method was evaluated in 10 unimpaired pairs, who played a competitive game in 6 conditions while 5 physiological responses were measured: respiration, skin conductance, heart rate, and 2 facial electromyograms. Two physiological linkage methods were used to assess the similarity of the players' physiological measurements: coherence of raw measurements and correlation of heart and respiration rates. These linkage features were compared to traditional individual physiological features in classification of players' affects (enjoyment, valence, arousal, perceived difficulty) into 'low' and 'high' classes. Classifiers based on physiological linkage resulted in higher accuracies than those based on individual physiological features, and combining both feature types yielded the highest classification accuracies (75% to 91%). These classifiers will next be used to dynamically adapt game difficulty during rehabilitation.


Asunto(s)
Juegos Recreacionales , Adulto , Algoritmos , Electromiografía , Femenino , Frecuencia Cardíaca/fisiología , Humanos , Masculino , Motivación , Respiración
10.
Stud Health Technol Inform ; 264: 1962-1963, 2019 Aug 21.
Artículo en Inglés | MEDLINE | ID: mdl-31438429

RESUMEN

The use of games may constitute an innovative strategy for training. OBJECTIVE: Develop an educational quiz type game, construct 60 assessment items and validate this content. METHODOLOGY: Elaboration of the didactic-pedagogical project, development of the game, creation of the assessment items and validation of the content. RESULTS: the technical evaluation obtained a Content Validity Index (CVI) over 80%. CONCLUSIONS: The game can be used as a tool for making information available, thus contributing to the democratization of knowledge.


Asunto(s)
Juegos de Video , Odontología , Juegos Recreacionales
11.
Stud Health Technol Inform ; 264: 1997-1998, 2019 Aug 21.
Artículo en Inglés | MEDLINE | ID: mdl-31438447

RESUMEN

Serious games have been used to increase the accuracy and usege of clinical guidelines during routine clinical practice. This document presents the development of a serious game called SIM-GIC, a video game designed to simulate virtual patients and evaluate the decision making of players based on computer-interpretable clinical guidelines. The system is currently being developed with a content focus on antenatal care guidelines, where a number of obstetric guidelines were coded in XML files.


Asunto(s)
Juegos de Video , Computadores , Toma de Decisiones , Femenino , Juegos Recreacionales , Humanos , Embarazo
12.
Artículo en Inglés | MEDLINE | ID: mdl-31405090

RESUMEN

BACKGROUND: Our understanding of gambling relapse is limited despite the damaging consequences affecting many aspects of the gambler's life. Paradoxically, regardless of these negative consequences problem gamblers (PGs) continue to relapse, seemingly unable to stop this cycle of harm. This paper addresses the phenomenon of repeated gambling relapse shedding some insights into why gamblers continue to relapse. METHODS: The study comprised of (n = 54) participants purposefully selected who participated in either 1 of 5 focus groups (n = 35) or in-depth interviews (n = 19). The new knowledge obtained was from PGs, significant others, and workers with direct experience of gambling relapse. Interview recordings were analysed using thematic, textual analysis. RESULTS: The avoidance of negative emotions from the consequences of the destructive behaviour associated with repeated relapse leads to a hopeless "merry-go-round". Once on this "merry go round", relapse becomes a habitual way of life where behaviour change and learning from the devastation of a gambling relapse is challenging. Exiting this cycle means PGs must face the consequences of their gambling which for many is overwhelming, and relapse is a way to avoid despair. CONCLUSIONS: These findings provide insights into relapse which has implications for gamblers seeking treatment, assessment and treatment "drop-outs".


Asunto(s)
Juego de Azar/psicología , Adulto , Anciano , Femenino , Grupos Focales , Juegos Recreacionales , Humanos , Masculino , Persona de Mediana Edad , Investigación Cualitativa , Recurrencia
13.
Stud Health Technol Inform ; 266: 63-69, 2019 Aug 08.
Artículo en Inglés | MEDLINE | ID: mdl-31397303

RESUMEN

In recent years, the use of interactive game technology has gained much interest in the research community as a means to measure indicators associated with the risk of falling in the elderly. Input devices used for gaming offer an inexpensive but yet reliable alternative to the costly apparatuses used in clinics and medical centers. In this paper, we explore the feasibility of using virtual reality technology as a tool to assess the risk of falling in the senior community in a more immersive, intuitive and descriptive manner. Our VR-based tool captures stepping performance parameters in order to fulfill the requirements of a well-established clinical test for fall risk assessment. The use of virtual reality allows for an immersive experience where elderly users can fully concentrate on the motor and cognitive functions being assessed rather than the technology being used.


Asunto(s)
Accidentes por Caídas , Realidad Virtual , Anciano , Cognición , Juegos Recreacionales , Humanos
14.
Brain Nerve ; 71(7): 681-694, 2019 Jul.
Artículo en Japonés | MEDLINE | ID: mdl-31289242

RESUMEN

When the Information Processing Society of Japan (IPSJ) declared the end of the challenge to the Japanese Shogi Association in 2015, the belief was that it would take more than 20 years for computers to catch up with human professional Go players, as Go is far more complex than shogi from a combinatorial perspective. However, AlphaGo, whose paper was just published the same year, beat the Go world champion in all three games in 2017. In this paper, we describe the artificial intelligence methods adopted by AlphaGo, especially deep learning, and consider their relationship with neuroscience.


Asunto(s)
Aprendizaje Profundo , Juegos Recreacionales , Humanos , Japón , Neurociencias
15.
Artículo en Inglés | MEDLINE | ID: mdl-31340426

RESUMEN

Currently about 2.71 billion humans use a smartphone worldwide. Although smartphone technology has brought many advances, a growing number of scientists discuss potential detrimental effects due to excessive smartphone use. Of importance, the likely culprit to understand over-usage is not the smartphone itself, but the excessive use of applications installed on smartphones. As the current business model of many app-developers foresees an exchange of personal data for allowance to use an app, it is not surprising that many design elements can be found in social media apps and Freemium games prolonging app usage. It is the aim of the present work to analyze several prominent smartphone apps to carve out such elements. As a result of the analysis, a total of six different mechanisms are highlighted to illustrate the prevailing business model in smartphone app development. First, these app-elements are described and second linked to classic psychological/economic theories such as the mere-exposure effect, endowment effect, and Zeigarnik effect, but also to psychological mechanisms triggering social comparison. It is concluded that many of the here presented app-elements on smartphones are able to prolong usage time, but it is very hard to understand such an effect on the level of a single element. A systematic analysis would require insights into app data usually only being available for the app-designers, but not for independent scientists. Nevertheless, the present work supports the notion that it is time to critically reflect on the prevailing business model of 'user data in exchange for app-use allowance'. Instead of using a service in exchange for data, it ultimately might be better to ban or regulate certain design elements in apps to come up with less addictive products. Instead, users could pay a reasonable fee for an app service.


Asunto(s)
Conducta Adictiva , Aplicaciones Móviles , Teléfono Inteligente , Medios de Comunicación Sociales , Juegos Recreacionales , Humanos
16.
Nature ; 571(7765): 307-308, 2019 07.
Artículo en Inglés | MEDLINE | ID: mdl-31312056
17.
BMC Public Health ; 19(1): 822, 2019 Jun 26.
Artículo en Inglés | MEDLINE | ID: mdl-31242890

RESUMEN

BACKGROUND: 'Pop-up' warning messages have potential as a Responsible Gambling tool, but many warning messages in the literature are generic. The present study simulated digital roulette to compare the effectiveness of expenditure-specific, generic and control messages, during online roulette. METHODS: Forty-five casual gamblers participated in a laboratory setting. Gambles were 'rigged' such that participants suffered a net loss. Total 'play money' wagers from individual bets after the presentation of the messages were measured. RESULTS: Expenditure-specific warning messages demonstrated significant reductions in wager amounts compared with other message types - Generic (p = .035) and Control messages (p < .001). No significant differences were found between Generic and Control messages (p > .05). Thus expenditure-specific warning messages about current losses were more effective than generic messages for reducing expenditure. CONCLUSIONS: Expenditure-specific warning messages exhibit potential for ameliorating potentially harmful gambling behaviour. Expenditure-specific messages should be tested in a broader range of gambling contexts to examine their generalizability and potential for implementation in the gambling industry.


Asunto(s)
Comunicación , Costos y Análisis de Costo , Toma de Decisiones , Juego de Azar , Reducción del Daño , Promoción de la Salud/métodos , Adolescente , Adulto , Anciano , Recolección de Datos , Femenino , Juegos Recreacionales , Humanos , Industrias , Laboratorios , Masculino , Persona de Mediana Edad , Proyectos Piloto , Adulto Joven
18.
Scand J Med Sci Sports ; 29(10): 1610-1617, 2019 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-31206782

RESUMEN

OBJECTIVE: To evaluate the effects of 24-week exergame intervention in the physical fitness of women with fibromyalgia in both single- and dual-task conditions. DESIGN: Single-blinded, randomized controlled trial. SETTING: University facilities. PARTICIPANTS: Fifty-five women with fibromyalgia, recruited from the local fibromyalgia association, were randomly assigned to one of the two groups: exercise group and control group. INTERVENTION: The exercise group completed 24 weeks of supervised and group-based exergame protocol, divided into two sessions of 60 minutes. The intervention was focused on mobility, postural control, upper and lower limbs coordination, aerobic fitness, and strength. MAIN OUTCOME MEASURES: The strength of the upper limbs was measured using the arm curl test. The mobility skill was assessed through the timed-up and go test, and the flexibility of both upper and lower limbs was measured using the back scratch and the sit and reach tests, respectively. RESULTS: Fifty participants completed the study. In the single-task condition, exergame intervention led to significantly higher effects in the arm curl test (P = 0.008), sit and reach test (P = 0.033), and timed-up and go test (P = 0.021). Moreover, under dual-task condition, exergames led to significant effects in all the physical fitness tests (arm curl test, timed-up and go test, back scratch test, and sit and reach test) compared to the control group. CONCLUSIONS: Exergame is an effective tool to improve the physical fitness in women with fibromyalgia under single or dual-task conditions.


Asunto(s)
Terapia por Ejercicio , Fibromialgia/terapia , Aptitud Física , Adulto , Femenino , Fibromialgia/fisiopatología , Juegos Recreacionales , Humanos , Persona de Mediana Edad , Balance Postural , Rango del Movimiento Articular , Método Simple Ciego
19.
Artículo en Inglés | MEDLINE | ID: mdl-31207926

RESUMEN

BACKGROUND: dementia is one of the main causes of disability and dependency among the older population worldwide, producing physical, psychological, social and economic impact in those affected, caregivers, families and societies. However, little is known about dementia protective factors and their potential benefits against disease decline in the diagnosed population. Cognitive stimulating activities seem to be protective factors against dementia, though there is paucity in the scientific evidence confirming this, with most publications focusing on prevention in non-diagnosed people. A scoping review was conducted to explore whether chess practice could mitigate signs, deliver benefits, or improve cognitive capacities of individuals diagnosed with dementia through the available literature, and therefore act as a protective factor. METHODS: twenty-one articles were selected after applying inclusion and exclusion criteria. RESULTS: the overall findings stress that chess could lead to prevention in non-diagnosed populations, while little has been shown with respect to individuals already diagnosed. However, some authors suggest its capacity as a protective factor due to its benefits, and the evidence related to the cognitive functions associated with the game. CONCLUSION: although chess is indirectly assumed to be a protective factor due to its cognitive benefits, more studies are required to demonstrate, with strong evidence, whether chess could be a protective factor against dementia within the diagnosed population.


Asunto(s)
Demencia/prevención & control , Juegos Recreacionales , Humanos , Factores Protectores
20.
Compr Child Adolesc Nurs ; 42(sup1): 173-178, 2019.
Artículo en Inglés | MEDLINE | ID: mdl-31192741

RESUMEN

The aim of this quantitative study was to identify the effect of interactive education with 3-dimensional puzzles on the injury-prevention behaviours of school-age children in Bekasi, Indonesia. This study used a pre-post group design to select the intervention group and the control group. Of the 120 elementary school students included, 60 were placed in the intervention group and 60 in the control group. Multistage random sampling determined the schools, and simple random sampling determined the subjects. The results showed that interactive education with 3-dimensional puzzles was significant for knowledge (p < 0.001), attitude (p < 0.001) and injury prevention skills (p < 0.001). Interactive education sessions with 3-dimensional puzzles significantly improved knowledge related to injury prevention. Therefore, interactive education with 3-dimensional puzzles may prevent injuries in school-age children. School nurses can use this technique to improve their health education programs.


Asunto(s)
Juegos Recreacionales/psicología , Conductas Relacionadas con la Salud , Entrenamiento Simulado/normas , Estudiantes/psicología , Heridas y Traumatismos/prevención & control , Niño , Femenino , Humanos , Indonesia , Masculino , Población , Entrenamiento Simulado/métodos , Estudiantes/estadística & datos numéricos , Encuestas y Cuestionarios
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