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1.
Digit Health ; 6: 2055207620949391, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32944270

RESUMO

BACKGROUND: Mental distress and disorders among adolescents are well documented. Despite the array of treatments available, many mental health issues remain untreated and often undiagnosed. In an attempt to narrow the treatment gap, researchers have adapted existing mental health interventions into digital formats. Despite their efficacy in trial settings, however, real-world uptake of digital mental health interventions is typically low. Casual video games (CVGs) are popular among adolescents and may be a promising tool to reduce stress, anxiety and depression. AIM: We set out to explore young adolescents' views of CVGs and their opinions of mental health CVG prototypes, to help determine whether this idea warrants further investigation. METHODS: Pen and paper feedback forms following a brief presentation to 13-15-year-old adolescents in seven high schools (n = 207) followed by more detailed focus groups (n = 42) and workshops (n = 21) with interested students. FINDINGS: Across all three methods, participants reported playing CVGs several times a week or day to help relieve stress, feel more relaxed and relieve boredom. Most were also interested in the idea of a mental health CVG. Participants in focus groups and workshops confirmed that playing CVGs was common among themselves and their peers, and that the idea of a CVG with subtle and brief mental health content such as game-linked 'micro messages' was appealing. Participants recommended that the game should have an engaging interface and subtle mental health skills and information. CONCLUSIONS: Findings from this exploratory study suggest that the concept of a mental health CVG appears to be appealing to adolescents. This novel approach should be tested.

2.
Games Health J ; 9(4): 255-264, 2020 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-32053021

RESUMO

Background: Despite the variety of available treatments for mental health symptoms, many individuals do not engage with treatment and among those who do, dropout rates are often high. Therefore, providing alternative opportunities to access treatment is imperative. Research interest in the therapeutic effects of digital mental health initiatives and serious games has grown in recent years, but the potential of simple, easy-to-use casual videogames (CVGs) that can be played in short bursts of time has seldom been considered. Objective: The objective of the present study is to provide a systematic review of the literature examining the effects of CVGs on treating anxiety, depression, stress, and low mood. Method: A systematic search was conducted, using the terms (casual gam* or casual videogam* or mini gam* or minigam* or mini-gam* or gamif*) and (mental health or anx* or depress* or stress or mood) and (study or trial or treatment or prescribed or prevention) as "Title," "Abstracts," "Keywords," or "Topic" words across all years. A Google search was also completed to check for articles that may have been missed. Results: N = 13 studies met inclusion criteria (no studies were added via the Google search). These studies reported findings for nine different CVGs, with six studies aimed at reducing anxiety, two examining effects for depression, and four investigating the effects of CVGs on treating stress or low mood. Promising effects were identified. Conclusion: CVGs may have promise for treating anxiety, depression, stress, and low mood.


Assuntos
Ludoterapia/normas , Jogos de Vídeo/normas , Adulto , Ansiedade/classificação , Ansiedade/psicologia , Ansiedade/terapia , Depressão/classificação , Depressão/psicologia , Depressão/terapia , Humanos , Transtornos do Humor/classificação , Transtornos do Humor/psicologia , Transtornos do Humor/terapia , Ludoterapia/instrumentação , Ludoterapia/tendências , Estresse Psicológico/classificação , Estresse Psicológico/psicologia , Estresse Psicológico/terapia , Jogos de Vídeo/psicologia , Jogos de Vídeo/tendências
3.
Games Health J ; 5(4): 241-51, 2016 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-27192473

RESUMO

OBJECTIVE: The goal of this study was to design and develop a serious game for cognitive health screening of the elderly, namely Smartkuber, and evaluate its construct, criteria (concurrent and predictive), and content validity, assessing its relationship with the Montreal Cognitive Assessment (MoCA) test. Furthermore, the study aims to evaluate the elderly players' game experience with Smartkuber. SUBJECTS AND METHODS: Thirteen older adults were enrolled in the study. The game was designed and developed by a multidisciplinary team. The study follows a mixed methodological approach, utilizing the In-Game Experience Questionnaire to assess the players' game experience and a correlational study, to examine the relationship between the Smartkuber and MoCA scores. The learning effect is also examined by comparing the mean game scores of the first and last game sessions of each player (Delta scores). RESULTS: All 13 participants (mean age: 68.69, SD: 7.24) successfully completed the study. Smartkuber demonstrated high concurrent validity with the MoCA test (r = 0.81, P = 0.001) and satisfying levels of predictive and content validity. The Delta scores showed no statistically significant differences in scoring, thus indicating no learning effects during the Smartkuber game sessions. CONCLUSIONS: The study shows that Smartkuber is a promising tool for cognitive health screening, providing an entertaining and motivating gaming experience to elderly players. Limitations of the study and future directions are discussed.


Assuntos
Disfunção Cognitiva/diagnóstico , Jogos Recreativos/psicologia , Testes Neuropsicológicos/normas , Idoso , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Motivação , Reprodutibilidade dos Testes , Estatística como Assunto/métodos , Inquéritos e Questionários , Interface Usuário-Computador
4.
Stud Health Technol Inform ; 200: 81-7, 2014.
Artigo em Inglês | MEDLINE | ID: mdl-24851967

RESUMO

There is the potential that cognitive activity may delay cognitive decline in people with mild cognitive impairment. Games provide both cognitive challenge and motivation for repeated use, a prerequisite for long lasting effect. Recent advances in technology introduce several new interaction methods, potentially leading to more efficient, personalized cognitive gaming experiences. In this paper, we present an Augmented Reality (AR) cognitive training game, utilizing cubes as input tools, and we test the cube interaction with a pilot study. The results of the study revealed the marker occlusion problem, and that novice AR users can adjust to the developed AR environment after a small number of sessions.


Assuntos
Terapia Cognitivo-Comportamental/métodos , Disfunção Cognitiva/reabilitação , Jogos de Vídeo , Realidade Virtual , Humanos
5.
Stud Health Technol Inform ; 189: 139-44, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-23739373

RESUMO

Serious games for health and, more specifically, for elderly people have developed rapidly in recent years. The recent popularization of novel interaction methods of consoles, such as the Nintendo Wii and Microsoft Kinect, has provided an opportunity for the elderly to engage in computer and video games. These interaction methods, however, still present various challenges for elderly users. To address these challenges, we propose an architecture consisted of Augmented Reality (as an output mechanism) combined with gestured-based devices (as an input method). The intention of this work is to provide a theoretical justification for using these technologies and to integrate them into an architecture, acting as a basis for potentially creating suitable interaction techniques for the elderly players.


Assuntos
Computadores de Mão , Preferência do Paciente , Software , Terapia Assistida por Computador/instrumentação , Terapia Assistida por Computador/métodos , Interface Usuário-Computador , Jogos de Vídeo , Idoso , Idoso de 80 Anos ou mais , Jogos Experimentais , Humanos , Masculino , Design de Software
6.
Stud Health Technol Inform ; 177: 85-96, 2012.
Artigo em Inglês | MEDLINE | ID: mdl-22942036

RESUMO

Computer games are no longer just a trivial activity played by children in arcades. Social networking and casual gaming have broadened the market for, and acceptance of, games. This has coincided with a realization of their power to engage and motivate players. Good computer games are excellent examples of modern educational theory [1]. The military, health providers, governments, and educators, all use computer games. This paper focuses on Games for Health, discussing the range of areas and approaches to developing these games. We extend a taxonomy for Games for Health, describe a case study on games for dementia sufferers, and finally, present some challenges and research opportunities in this area.


Assuntos
Atenção à Saúde/métodos , Diagnóstico por Computador/métodos , Jogos Experimentais , Medicina de Precisão/métodos , Terapia Assistida por Computador/métodos , Jogos de Vídeo
7.
Proc Natl Acad Sci U S A ; 105(43): 16737-42, 2008 Oct 28.
Artigo em Inglês | MEDLINE | ID: mdl-18922777

RESUMO

The "baby machine" provides a means of generating synchronized cultures of minimally perturbed cells. We describe the use of this technique to establish the key cell-cycle parameters of hyperthermophilic archaea of the genus Sulfolobus. The 3 DNA replication origins of Sulfolobus acidocaldarius were mapped by 2D gel analysis to near 0 (oriC2), 579 (oriC1), and 1,197 kb (oriC3) on the 2,226-kb circular genome, and we present a direct demonstration of their activity within the first few minutes of a synchronous cell cycle. We also detected X-shaped DNA molecules at the origins in log-phase cells, but these were not directly associated with replication initiation or ongoing chromosome replication in synchronized cells. Whole-genome marker frequency analyses of both synchronous and log-phase cultures showed that origin utilization was close to 100% for all 3 origins per round of replication. However, oriC2 was activated slightly later on average compared with oriC1 and oriC3. The DNA replication forks moved bidirectionally away from each origin at approximately 88 bp per second in synchronous culture. Analysis of the 3 Orc1/Cdc6 initiator proteins showed a uniformity of cellular abundance and origin binding throughout the cell cycle. In contrast, although levels of the MCM helicase were constant across the cell cycle, its origin localization was regulated, because it was strongly enriched at all 3 origins in early S phase.


Assuntos
Cromossomos de Archaea , Sulfolobus acidocaldarius/citologia , Sulfolobus acidocaldarius/genética , Ciclo Celular , Replicação do DNA , Origem de Replicação , Fase S
8.
EMBO J ; 26(3): 816-24, 2007 Feb 07.
Artigo em Inglês | MEDLINE | ID: mdl-17255945

RESUMO

Although the Archaea exhibit an intriguing combination of bacterial- and eukaryotic-like features, it is not known how these prokaryotic cells segregate their chromosomes before the process of cell division. In the course of our analysis of the third replication origin in the archaeon Sulfolobus solfataricus, we identify and characterise sister chromatid junctions in this prokaryote. This pairing appears to be mediated by hemicatenane-like structures, and we provide evidence that these junctions persist in both replicating and postreplicative cells. These data, in conjunction with fluorescent in situ hybridisation analyses, suggest that Sulfolobus chromosomes have a significant period of postreplicative sister chromatid synapsis, a situation that is more reminiscent of eukaryotic than bacterial chromosome segregation mechanisms.


Assuntos
Cromátides/genética , Complexo de Reconhecimento de Origem/genética , Troca de Cromátide Irmã/fisiologia , Sulfolobus solfataricus/genética , Primers do DNA , Eletroforese em Gel Bidimensional , Citometria de Fluxo , Hibridização in Situ Fluorescente , Complexo de Reconhecimento de Origem/metabolismo , Troca de Cromátide Irmã/genética
9.
Neural Netw ; 17(3): 313-26, 2004 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-15037350

RESUMO

Hopfield/constraint satisfaction type networks can be used to learn (autoassociate) patterns. Random inputs to the network will sometimes converge on states which are learned patterns, and sometimes converge on states which are unlearned/spurious. It would be useful for many reasons to be able to tell whether or not a given state was learned or spurious. In this paper we present a robust and general method, based on 'energy profiles', which allows us to make this distinction. We briefly describe related research, and note links with the study of recall, recognition and familiarity in the psychological literature.


Assuntos
Inteligência Artificial , Aprendizagem por Associação/fisiologia , Modelos Neurológicos , Redes Neurais de Computação , Dinâmica não Linear , Algoritmos , Simulação por Computador , Humanos
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