Your browser doesn't support javascript.
loading
: 20 | 50 | 100
1 - 13 de 13
1.
Front Psychol ; 14: 1244404, 2023.
Article En | MEDLINE | ID: mdl-37908810

Introduction: This paper aims to identify and compare changes in trends and research interests in soccer articles from before and during the COVID-19 pandemic. Methods: We compared research interests and trends in soccer-related journal articles published before COVID-19 (2018-2020) and during the COVID-19 pandemic (2021-2022) using Bidirectional Encoder Representations from Transformers (BERT) topic modeling. Results: In both periods, we categorized the social sciences into psychology, sociology, business, and technology, with some interdisciplinary research topics identified, and we identified changes during the COVID-19 pandemic period, including a new approach to home advantage. Furthermore, Sports science and sports medicine had a vast array of subject areas and topics, but some similar themes emerged in both periods and found changes before and during COVID-19. These changes can be broadly categorized into (a) Social Sciences and Technology; (b) Performance training approaches; (c) injury part of body. With training topics being more prominent than match performance during the pandemic; and changes within injuries, with the lower limbs becoming more prominent than the head during the pandemic. Conclusion: Now that the pandemic has ended, soccer environments and routines have returned to pre-pandemic levels, but the environment that have changed during the pandemic provide an opportunity for researchers and practitioners in the field of soccer to detect post-pandemic changes and identify trends and future directions for research.

2.
Behav Sci (Basel) ; 13(10)2023 Sep 22.
Article En | MEDLINE | ID: mdl-37887437

This study identifies the topical areas of research that have attempted a psychological approach to soccer research over the last 33 years (1990-2022) and explored the growth and stagnation of the topic as well as research contributions to soccer development. Data were obtained from 1863 papers from the Web of Science database. The data were collected through keyword text mining and data preprocessing to determine the keywords needed for analysis. Based on the keywords, latent Dirichlet allocation-based topic modeling analysis was performed to analyze the topic distribution of papers and explore research trends by topic area. The topic modeling process included four topic area and fifty topics. The "Coaching Essentials in Football" topic area had the highest frequency, but it was not statistically identified as a trend. However, coaching, including training, is expected to continue to be an important research topic, as it is a key requirement for success in the highly competitive elite football world. Interest in the research field of "Psychological Skills for Performance Development" has waned in recent years. This may be due to the predominance of other subject areas rather than a lack of interest. Various high-tech interventions and problem-solving attempts are being made in this field, providing opportunities for qualitative and quantitative expansion. "Motivation, cognition, and emotion" is a largely underrated subject area in soccer psychology. This could be because survey-based psychological evaluation attempts have decreased as the importance of rapid field application has been emphasized in recent soccer-related studies. However, measuring psychological factors contributes to the study of football psychology through a new methodology and theoretical background. Recognizing the important role of psychological factors in player performance and mental management, as well as presenting new research directions and approaches that can be directly applied to the field, will advance soccer psychology research.

3.
JMIR Med Inform ; 11: e53484, 2023 Oct 31.
Article En | MEDLINE | ID: mdl-37906924

[This corrects the article DOI: 10.2196/47934.].

4.
JMIR Serious Games ; 11: e49080, 2023 Oct 19.
Article En | MEDLINE | ID: mdl-37856178

BACKGROUND: This study explored the use of virtual reality (VR) technology to enhance the effectiveness and duration of low-intensity movements and postures in Pilates-derived exercises. We postulate that by leveraging the flow state in VR, individuals can engage in these exercises for longer periods while maintaining a high level of flow. OBJECTIVE: The purpose of this study was to compare differences in posture maintenance and flow between VR Pilates training and conventional Pilates training, and the correlation between the 2 factors. METHODS: The 18 participants in each group received either VR training or conventional training and were switched to the other training type after a 2-day wash-out period. Each group performed Pilates movements in a VR environment and a conventional environment, divided into 4 types. After training sessions, participants were evaluated for flow using a self-report questionnaire. In addition, a sports video analysis program was used to measure the duration of posture maintenance in 2 video-recorded sessions. Repeated-measures ANOVA and correlation analysis were performed on the measured duration of posture maintenance and flow scores. In all cases, the statistical significance level was set at P<.05. RESULTS: Results for the duration of posture maintenance verification by type showed that simple behavior (F1,16=17.631; P<.001), upper body-arm coordination behavior (F1,16=6.083; P=.04), upper body-leg coordination behavior (F1,16=8.359; P<.001), and whole-body coordination behavior (F1,16=8.426; P<.001) all showed an interaction effect at P<.05. Flow (F1,16=15.250; P<.001) also showed an interaction effect. In addition, significant correlations were determined between duration of all types of posture maintenance and flow in the VR training group at P<.05. CONCLUSIONS: Our results indicate that VR Pilates training may be more useful than conventional Pilates training in improving the duration of posture maintenance and that it promotes a significantly higher degree of flow when compared with conventional Pilates training.

5.
Front Psychiatry ; 14: 1211889, 2023.
Article En | MEDLINE | ID: mdl-37575574

Background: Positive and negative parenting styles as well as psychiatric comorbidities including attention deficit hyperactivity disorder (ADHD) have been associated with internet gaming disorder (IGD) in children and adolescents. We hypothesized that ADHD and parenting style would be associated with IGD in adolescents. In addition, psychological status could mediate the link between parenting style and the severity of IGD. Methods: A total of 256 adolescents with IGD and 211 healthy internet game players and their mothers participated in the current study. Demographic data, gaming patterns, and psychological status including ADHD were recorded for all adolescents. The parenting style of each adolescent's mother was assessed using the Maternal Behavior Research Instrument (Korean version). Results: There were significant differences in the internet game play patterns, psychological status, and parenting styles between the IGD group and healthy internet game players. In the hierarchical logistic regression analysis, higher ADHD scores, less affective parenting styles, and less autonomous parenting styles, were significant predictors of IGD. In the mediation test, the ADHD score was found to mediate the association between affective and autonomous parenting styles and the severity of IGD. Conclusion: Attention problems could directly and indirectly mediate the relationship between positive parenting styles and the severity of IGD. Our findings have the potential to aid in the development of treatment plans for IGD and ADHD as well as to contribute to the development of educational resources regarding parenting styles.

6.
JMIR Med Inform ; 11: e47934, 2023 Jul 19.
Article En | MEDLINE | ID: mdl-37467028

BACKGROUND: Studies on competency in medical education often explore the acquisition, performance, and evaluation of particular skills, knowledge, or behaviors that constitute physician competency. As physician competency reflects social demands according to changes in the medical environment, analyzing the research trends of physician competency by period is necessary to derive major research topics for future studies. Therefore, a more macroscopic method is required to analyze the core competencies of physicians in this era. OBJECTIVE: This study aimed to analyze research trends related to physicians' competency in reflecting social needs according to changes in the medical environment. METHODS: We used topic modeling to identify potential research topics by analyzing data from studies related to physician competency published between 2011 and 2020. We preprocessed 1354 articles and extracted 272 keywords. RESULTS: The terms that appeared most frequently in the research related to physician competency since 2010 were knowledge, hospital, family, job, guidelines, management, and communication. The terms that appeared in most studies were education, model, knowledge, and hospital. Topic modeling revealed that the main topics about physician competency included Evidence-based clinical practice, Community-based healthcare, Patient care, Career and self-management, Continuous professional development, and Communication and cooperation. We divided the studies into 4 periods (2011-2013, 2014-2016, 2017-2019, and 2020-2021) and performed a linear regression analysis. The results showed a change in topics by period. The hot topics that have shown increased interest among scholars over time include Community-based healthcare, Career and self-management, and Continuous professional development. CONCLUSIONS: On the basis of the analysis of research trends, it is predicted that physician professionalism and community-based medicine will continue to be studied in future studies on physician competency.

7.
JMIR Serious Games ; 11: e40421, 2023 Jan 05.
Article En | MEDLINE | ID: mdl-36602842

BACKGROUND: Virtual reality (VR) has been suggested to be effective at enhancing physical exercises because of its immersive characteristics. However, few studies have quantitatively assessed the range of motion and brain activity during VR exercises. OBJECTIVE: We hypothesized that 3D immersive VR could stimulate body movement and brain activity more effectively than standard exercises and that the increased range of motions during 3D immersive VR exercises would be associated with orbitofrontal activation. METHODS: A randomized crossover trial was conducted to compare exercises with and without VR. A total of 24 healthy males performed the same motions when exercising with and without 3D immersive VR, and the recorded videos were used for motion analysis. Hemodynamic changes in the prefrontal cortex were assessed using functional near-infrared spectroscopy. RESULTS: There were significant differences in the total angle (z=-2.31; P=.02), length (z=-2.78; P=.005), calorie consumption (z=-3.04; P=.002), and change in accumulated oxygenated hemoglobin within the right orbitofrontal cortex (F1,94=9.36; P=.003) between the VR and offline trials. Hemodynamic changes in the right orbitofrontal cortex were positively correlated with the total angle (r=0.45; P=.001) and length (r=0.38; P=.007) in the VR exercise; however, there was no significant correlation in the offline trial. CONCLUSIONS: The results of this study suggest that 3D immersive VR exercise effectively increases the range of motion in healthy individuals in relation to orbitofrontal activation. TRIAL REGISTRATION: Clinical Research Information Service KCT0008021; https://cris.nih.go.kr/cris/search/detailSearch.do/23671.

8.
J Mot Behav ; 55(1): 18-30, 2023.
Article En | MEDLINE | ID: mdl-35726151

The purpose of this study was to investigate effects of brain excitability by transcranial direct current stimulation (tDCS) on spike performances of professional female volleyball players. Thirteen professional female volleyball players were recruited for participation. We performed a randomized single-blind, SHAM-stimulus controlled, and counter-balanced crossover design with two interventions in this study. An anodal tDCS current was applied over the primary motor cortex (M1) for 20 min at 2 mA. In the SHAM intervention, the current was first applied for 30 s, after which it was terminated. Exercise performance assessment which comprised spike performance (spike ball speed, spiking consistency), two vertical jumps (jump and reach: JaR, countermovement jump: CMJ), bench-press and back-squat one-repetition maximum (1RM) were tested pre- and post-intervention. Results indicated that spike ball speed and spiking consistency following tDCS were significantly higher than those after SHAM intervention (both p < 0.05). However, JaR and CMJ did not show any significant differences between tDCS and SHAM intervention groups (both p > 0.05). There was no significant difference in bench-press and back-squat 1RM between two groups either (both p > 0.05). These findings suggest that tDCS could be effective in enhancing motor coordination performances of professional female volleyball athletes.


Motor Cortex , Transcranial Direct Current Stimulation , Volleyball , Female , Humans , Motor Cortex/physiology , Single-Blind Method , Transcranial Direct Current Stimulation/methods , Volleyball/physiology
9.
Front Psychol ; 13: 1033872, 2022.
Article En | MEDLINE | ID: mdl-36452388

Introduction: The COVID-19 pandemic could generate a turning point for introducing a new system for sports participation and business. The purpose of this study is to explore trends and topic structures of COVID-19-related sports research by analyzing the relevant literature. Methods: Sports studies related to COVID-19 were collected in searching international academic databases. After the pre-processing step using the refinement and morpheme analysis function of the Net Miner program, topic modeling and social network analysis were used to analyze Journal Citation Reports found using the search term 'COVID-19 sports'. Results: As a result, this study used subject modeling to reveal important potential topics in COVID-19-related sports research articles. 'Sports participation', 'elite players', and 'sports industry' were macroscopically classified, and detailed research topics could be identified from each division. Conclusion: This study revealed important latent topics from COVID-19-related sports research articles using topic modeling. The results of the research elucidate the structure of academic knowledge on this topic and provide guidance for future research.

10.
J Korean Med Sci ; 37(17): e143, 2022 May 02.
Article En | MEDLINE | ID: mdl-35502506

BACKGROUND: Smartphone use patterns may predict daily life efficacy and performance improvements in sports. Additionally, personal characteristics may be associated with smartphone overuse. METHODS: We investigated the correlation between the temperament and character inventory (TCI) and academic performance using smartphone log data. We hypothesized that the elite and general groups, divided based on academic performance, differed according to the TCI and downloadable smartphone apps (applications). Additionally, we hypothesized a correlation between smartphone app usage patterns and TCI. A total of 151 students provided smartphone log data of the previous four weeks. They also completed the TCI and provided academic records of the previous year. RESULTS: The first and second most frequently used apps by both groups of students were social networking and entertainment, respectively. Elite students scored higher on novelty seeking, reward dependence, persistence, self-directedness, and self-transcendence than general students. In all participants, the usage time of serious apps was correlated with the scores for novelty seeking (r = 0.32, P < 0.007), reward dependence (r = 0.32, P < 0.007), and self-transcendence (r = 0.35, P < 0.006). In the elite group, the usage time of serious apps was correlated with the scores for novelty seeking (r = 0.45, P < 0.001), reward dependence (r = 0.39, P = 0.022), and self-transcendence (r = 0.35, P = 0.031). In the general group, the usage time of serious apps was correlated only with self-transcendence (r = 0.32, P < 0.007). CONCLUSION: High usage time of serious apps can help sports majors to excel academically. Particularly among sports majors, serious apps are related to activity, the desire for rewards and recognition, and the tendency to transcend themselves.


Academic Performance , Mobile Applications , Humans , Personality Inventory , Students , Temperament , Universities
11.
Front Psychol ; 12: 678691, 2021.
Article En | MEDLINE | ID: mdl-34108922

Smartphone app-use patterns will predict professional golfers' athletic performance, and the use time of serious apps would be associated with improved performance. This longitudinal 4-week observation of 79 professional golfers assessed golf handicaps and smartphone app-use patterns at the start of the Korean professional golf season and 2 and 4 weeks later. We classified use as social networking, entertainment, serious apps, and others. Use time of entertainment apps increased for non-improved golfers but did not change for improved golfers. Use time of serious apps increased for improved golfers and decreased for non-improved ones. Changes in golf handicaps were positively correlated with changes in entertainment app use time and negatively correlated with changes in serious app use time. Professional golfers' sports performance was not associated with smartphone use time but was with the smartphone app type. The management of smartphone app-use patterns is important for professional golfers' performance.

12.
Int J Sports Med ; 42(4): 377-385, 2021 Apr.
Article En | MEDLINE | ID: mdl-33075828

This study aimed to determine the neurophysiological mechanisms underlying the effects of aerobic exercise, which influence brain O2 consumption, on cognitive enhancement. Sixteen healthy men were asked to complete a 2-back test at rest and after moderate and high-intensity aerobic exercise. During the 2-back test, hemodynamic changes within the prefrontal cortex were assessed using high-density functional near-infrared spectroscopy. Scores of the 2-back test, regardless of the exercise intensity, were positively correlated with the hemodynamic changes within the right and left dorsolateral prefrontal cortex (DLPFC). During an 2-back test, there were differences in the hemodynamic changes within the DLPFC with moderate and high-intensity exercise conditions. In the 2-back condition, the accumulated oxyhemoglobin within the right DLPFC after moderate intensity exercise was 7.9% lower than that at baseline, while the accumulated oxyhemoglobin within the left DLPFC was 14.6% higher than that at baseline after high-intensity exercise. In response to the 2-back test, the accumulated oxygenated hemoglobin within the left DLPFC after high-intensity exercise increased more significantly than that observed after moderate intensity exercise. These results show that the right DLPFC consumes O2 more efficiently in response to moderate intensity aerobic exercise than in response to high-intensity aerobic exercise.


Cognition/physiology , Exercise/physiology , Hemodynamics/physiology , Oxygen Consumption , Oxyhemoglobins/metabolism , Prefrontal Cortex/metabolism , Brain/metabolism , Executive Function/physiology , Humans , Male , Spectroscopy, Near-Infrared/methods , Young Adult
13.
Article En | MEDLINE | ID: mdl-32635282

The esports industry is increasing in popularity and is now played at the professional level. We hypothesized that esports players may have a significant advantage over the general population in terms of psychological and cognitive characteristics, which may be similar to that of professional baseball players. We recruited three participant groups: esports players (n = 55), pro-baseball players (n = 57), and age- and sex-matched healthy comparison subjects (n = 60). We assessed psychological status using the Korean versions of Temperament and Character Inventory and State and Trait Anxiety Inventory and cognitive functions using the modified Tower of London, Emotional Perception, and Mental Rotation tests. Esports players had similar psychological characteristics to pro-baseball players (higher novelty seeking [p < 0.01 *, ŋ = 0.818], self-directedness [p < 0.01 *, ŋ = 0.757], and self-transcendence scores [p < 0.01 *, ŋ = 0.853], and decreased state anxiety scores [p < 0.01 *, ŋ = 0.808]), which differed from those of the general population. However, esports players showed higher working memory [p < 0.01 *, ŋ = 0.823] and slower emotional perception than pro-baseball players [p < 0.01 *, ŋ = 0.812]. In conclusion, esports and pro-baseball players had similar psychological but different cognitive characteristics.


Baseball/psychology , Video Games/psychology , Anxiety/epidemiology , Cognition , Humans , Internet , London/epidemiology
...