Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 20 de 186
Filtrar
1.
Biomedica ; 44(3): 368-378, 2024 08 29.
Artigo em Inglês, Espanhol | MEDLINE | ID: mdl-39241247

RESUMO

INTRODUCTION: Video games have a strong influence on children and adolescents. Video game addiction has negative effects on children's health. OBJECTIVE: To determine the relationship between video game addiction and bladder/bowel dysfunction in children. MATERIALS AND METHODS: Three hundred sixty-three children and their mothers who met the inclusion criteria constituted the sample of this correlational study. The data were collected using a descriptive information form, the Video Game Addiction Scale for Children, and the Childhood Bladder and Bowel Dysfunction Questionnaire. RESULTS: We found that 72.5% of the children were nine years old and 27.5% were ten years old; 50.4% were males and 49.6% were female. While 4.7% of the children who participated in the study were underweight, 19.6% were overweight, and 17.9% were obese. The mean Video Game Addiction Scale for Children score was 50.77 ± 16.17, whereas the mean Childhood Bladder and Bowel Dysfunction Questionnaire score was 29.98 ± 8.90. The ratio of children with a mean Video Game Addiction Scale for Children scores equal to or greater than 90 was 0.8% (n = 3). We found that 3.6% (n = 13) of the children had urinary/fecal incontinence while playing video games. There was a weak positive relationship between the dimensions of the Video Game Addiction Scale for Children scores, the Childhood Bladder and Bowel Dysfunction Questionnaire scores, and children's bladder and bowel function (r = 0.220; p ˂ 0.05). CONCLUSIONS: There is a correlation between children's video game addiction level and their bladder and bowel dysfunction grade. Higher video game addiction levels correspond to higher bladder and bowel dysfunction.


Introducción: Los videojuegos tienen una fuerte influencia en los niños y adolescentes. La adicción a ellos tiene efectos perjudiciales para la salud de los niños. Objetivo: Determinar la relación entre la adicción a los videojuegos y la disfunción vesical o intestinal en niños. Materiales y métodos: Los 373 niños y sus madres que cumplieron con los criterios de inclusión constituyeron la muestra de este estudio descriptivo y correlacional. Los datos se recopilaron mediante un formulario de información descriptiva, la Video Game Addiction Scale for Children y el Childhood Bladder and Bowel Dysfunction Questionnaire. Resultados: El 72,5 % de los niños tenía nueve años y, el 27,5 %, diez; el 50,4 % eran hombres y el 49,6 %, mujeres. El 4,7 % de los estudiantes que participaron en el estudio tenían bajo peso, el 19,6 % presentaba sobrepeso y el 17,9 % tenía obesidad. Se constató que las puntuaciones medias de las escalas fueron 50,77 ± 16,17 para la Video Game Addiction Scale for Children y 29,98 ± 8,90 para el Childhood Bladder and Bowel Dysfunction Questionnaire. La proporción de niños con una puntuación de 90 o superior en la dicha escala fue del 0,8 % (n = 3). Se encontró que el 3,6 % (n = 13) de los niños tenía incontinencia urinario-fecal mientras jugaba videojuegos. Se reveló que había una correlación positiva débil entre las dimensiones de las dos escalas evaluadas, y la función de la vejiga y el intestino (p ˂ 0,05). Conclusiones: El grado de adicción a los videojuegos de los niños está correlacionado con su grado de disfunción vesical o intestinal: entre mayor sea la adicción, mayor es la disfunción.


Assuntos
Jogos de Vídeo , Humanos , Criança , Feminino , Masculino , Jogos de Vídeo/efeitos adversos , Comportamento Aditivo/psicologia , Adolescente , Incontinência Fecal/etiologia , Incontinência Urinária/etiologia , Inquéritos e Questionários , Transtorno de Adição à Internet/epidemiologia
2.
Biomédica (Bogotá) ; Biomédica (Bogotá);44(3): 368-378, jul.-set. 2024. tab
Artigo em Inglês | LILACS-Express | LILACS | ID: biblio-1574103

RESUMO

Abstract Introduction. Video games have a strong influence on children and adolescents. Video game addiction has negative effects on children's health. Objective. To determine the relationship between video game addiction and bladder/bowel dysfunction in children. Materials and methods. Three hundred sixty-three children and their mothers who met the inclusion criteria constituted the sample of this correlational study. The data were collected using a descriptive information form, the Video Game Addiction Scale for Children, and the Childhood Bladder and Bowel Dysfunction Questionnaire. Results. We found that 72.5% of the children were nine years old and 27.5% were ten years old; 50.4% were males and 49.6% were female. While 4.7% of the children who participated in the study were underweight, 19.6% were overweight, and 17.9% were obese. The mean Video Game Addiction Scale for Children score was 50.77 ± 16.17, whereas the mean Childhood Bladder and Bowel Dysfunction Questionnaire score was 29.98 ± 8.90. The ratio of children with a mean Video Game Addiction Scale for Children scores equal to or greater than 90 was 0.8% (n = 3). We found that 3.6% (n = 13) of the children had urinary/fecal incontinence while playing video games. There was a weak positive relationship between the dimensions of the Video Game Addiction Scale for Children scores, the Childhood Bladder and Bowel Dysfunction Questionnaire scores, and children's bladder and bowel function (r = 0.220; p < 0.05). Conclusions. There is a correlation between children's video game addiction level and their bladder and bowel dysfunction grade. Higher video game addiction levels correspond to higher bladder and bowel dysfunction.


Resumen Introducción. Los videojuegos tienen una fuerte influencia en los niños y adolescentes. La adicción a ellos tiene efectos perjudiciales para la salud de los niños. Objetivo. Determinar la relación entre la adicción a los videojuegos y la disfunción vesical o intestinal en niños. Materiales y métodos. Los 373 niños y sus madres que cumplieron con los criterios de inclusión constituyeron la muestra de este estudio descriptivo y correlacional. Los datos se recopilaron mediante un formulario de información descriptiva, la Video Game Addiction Scale for Children y el Childhood Bladder and Bowel Dysfunction Questionnaire. Resultados. El 72,5 % de los niños tenía nueve años y, el 27,5 %, diez; el 50,4 % eran hombres y el 49,6 %, mujeres. El 4,7 % de los estudiantes que participaron en el estudio tenían bajo peso, el 19,6 % presentaba sobrepeso y el 17,9 % tenía obesidad. Se constató que las puntuaciones medias de las escalas fueron 50,77 ± 16,17 para la Video Game Addiction Scale for Children y 29,98 ± 8,90 para el Childhood Bladder and Bowel Dysfunction Questionnaire. La proporción de niños con una puntuación de 90 o superior en la dicha escala fue del 0,8 % (n = 3). Se encontró que el 3,6 % (n = 13) de los niños tenía incontinencia urinario-fecal mientras jugaba videojuegos. Se reveló que había una correlación positiva débil entre las dimensiones de las dos escalas evaluadas, y la función de la vejiga y el intestino (p < 0,05). Conclusiones. El grado de adicción a los videojuegos de los niños está correlacionado con su grado de disfunción vesical o intestinal: entre mayor sea la adicción, mayor es la disfunción.

3.
Disabil Rehabil ; : 1-14, 2024 Jun 15.
Artigo em Inglês | MEDLINE | ID: mdl-38879761

RESUMO

PURPOSE: To analyze the effects of exergames on rehabilitation outcomes in osteoarthritis (OA) patients. MATERIALS AND METHODS: A systematic review was reported according to the PRISMA statement. Randomized controlled trials (RCTs) were searched in Pubmed, Scopus, WoS, CINAHL, and PEDro (inception to November 2023). Studies that applied non-immersive exergames and assessed physical, functional, cognitive, pain, and psychosocial outcomes were included. Comparisons were other exercise modalities and non-intervention. Methodological quality was assessed with PEDro scale, and risk of bias (RoB) was assessed with Cochrane RoB-2 tool. RESULTS: Eight studies were included (total of participants = 401). The mean PEDro score was 6.1, and seven studies had high RoB. Seven studies involved knee OA and one cervical OA. The most frequent duration for interventions was four weeks. Exergames were more effective than controls in at least one outcome in all studies. The outcomes for which exergames were most effective were functional disability, postural balance, muscle strength, proprioception, gait, range of motion, pain, quality of life, depression, and kinesiophobia. CONCLUSION: Non-immersive exergames constitute an effective strategy for optimizing several relevant outcomes in rehabilitation. However, more RCTs with high methodological quality are required to deepen the knowledge about the multidimensional effects of exergames in OA patients.


Osteoarthritis (OA) is one of the leading causes of disability, involving high health costs and a public health problem.Physical exercise has recently been recognized as a first-line treatment in OA to reduce symptomatology and to improve or maintain physical functioning and quality of life.Non-immersive exergames are a safe therapeutic strategy to improve functional disability, postural balance, muscle strength, proprioception, gait performance, range of motion, and pain in OA patients.Similarly, non-immersive virtual reality strategies contribute to the improvement of depression, kinesiophobia, and quality of life in people with OA.

4.
rev. psicogente ; 27(51): 1-27, ene.-jun. 2024. tab, graf
Artigo em Espanhol | LILACS-Express | LILACS | ID: biblio-1576952

RESUMO

Resumen Objetivo: Comprender la relación entre el uso de videojuegos según su nivel de violencia y la disposición empática en la adolescencia. Método: Enfoque cuantitativo de diseño no experimental, de corte transversal y de alcance descriptivo-correlacional. La recolección de datos se llevó a cabo a través de un cuestionario ad hoc que exploró los factores que componen al uso de videojuegos (α=0,951), y la escala Índice de Reactividad Interpersonal que evaluó las cuatro dimensiones de empatía (α=0,745). La muestra quedó conformada por n=400 adolescentes de 12 a 18 años de edad, 55,2 % hombres y 44,8 % mujeres. Se utilizó un muestro probabilístico aleatorio simple. Resultados: La prueba H de Kruskal-Wallis determinó que el uso de videojuegos excesivamente violentos es un factor que genera diferencias estadísticamente (+18; p-valor= 0,001) en una dimensión de la empatía (Malestar Personal, MP), siendo mayor en quienes actualmente juegan estos juegos. Discusiones: MP es un constructo que, en altos niveles, marca una tendencia a evitar a las personas que están pasando por situaciones adversas, relacionándose negativamente con el comportamiento prosocial y el altruismo. En la investigación, los adolescentes que más juegan videojuegos +18 son quienes presentan una menor disposición empática, lo cual es congruente con otras investigaciones, donde se encontró que el uso de videojuegos violentos (UVV) redujo los niveles de empatía en niños y adolescentes, prediciendo una mayor frecuencia de conductas violentas. Así mismo, estudios regionales sugieren que el UVV aumenta los niveles de ira y agresividad, a la par que reduce la empatía.


Abstract Objective: To understand the relationship between the use of video games according to their level of violence and empathic disposition in adolescence. Method: Quantitative approach of non-experimental design, cross-sectional and descriptive-correlational scope. Data collection was carried out through an ad hoc questionnaire that explored the factors that make up the use of video games (α=0,951), and the Interpersonal Reactivity Index scale that evaluated the four dimensions of empathy (α=0,745). The sample consisted of n=400 adolescents aged 12 to 18 years, 55,2 % male and 44,8 % female. A simple random probability sample was used. Results: The Kruskal-Wallis H-test determined that the use of excessively violent video games is a factor that generates statistically significant differences (+18; p-value = 0,001) in one dimension of empathy (Personal Malaise, PM), being higher in those who currently play these games. Discussion: PM is a construct that, at high levels, marks a tendency to avoid people who are going through adverse situations, being negatively related to prosocial behavior and altruism. In the research, adolescents who play more video games +18 are those who present a lower empathic disposition, which is congruent with other research, where it was found that the use of violent video games (VVG) reduced the levels of empathy in children and adolescents, predicting a higher frequency of violent behaviors. Likewise, regional studies suggest that VVG increases levels of anger and aggression, while reducing empathy.

5.
ABCS health sci ; 49: [1-9], 11 jun. 2024.
Artigo em Inglês | LILACS-Express | LILACS | ID: biblio-1572587

RESUMO

Serious games emerge as teaching tools with a purpose beyond entertainment, aiming to improve some aspect of the teaching-learning process. Given the high prevalence of chronic noncommunicable diseases in the Brazilian population, this study aimed to evaluate, through a systematic literature review, the potential of serious games as a tool for Food and Nutrition Education. To this end, we searched the PubMed, Biblioteca Virtual de Saúde, and SciELO databases for articles published in the last five years in english and portuguese. A total of 63 studies were identified, of which only 10 met the inclusion and exclusion criteria established for this review. Most studies reported positive outcomes with the use of serious games as an educational tool, finding positive effects on the retention of knowledge learned about food and nutrition, and their use showed promise as an alternative to traditional teaching methodologies. Despite this, the studies had limitations regarding the duration of the interventions and the representativeness of their sample sizes, indicating the need for future studies with methodological designs that fill such gaps. This review shows that gamified approaches to nutrition education seem promising in the context of the teaching-learning process but still lack methodological standardization for interventions based on serious games to be validated as a tool for Food and Nutrition Education.

6.
Arch Argent Pediatr ; 122(6): e202310218, 2024 12 01.
Artigo em Inglês, Espanhol | MEDLINE | ID: mdl-38568951

RESUMO

Serious games (SG) or educational games are complete games designed for a specific purpose that fulfill both their classic function of entertainment and promote the learning of specific concepts or skills and optimize health care in general. In the pediatric setting, these games combine strategies to educate about health issues, promote healthy behaviors, provide therapy or medical treatment. SG have been shown to promote adherence to treatment in children with chronic diseases, reduce anxiety in those undergoing invasive medical procedures, and stimulate the development of cognitive, emotional, or psychomotor skills. However, it is important to emphasize that the success of SG in pediatrics depends to a large extent on game quality, their design based on clear objectives, and their accurate adaptation to the individual needs and preferences of patients.


Los juegos serios, serious games (SG) o juegos formativos son juegos completos diseñados con un propósito determinado, que cumplen tanto su función clásica de entretenimiento como la de estimular el aprendizaje de conceptos o habilidades específicas y optimizar la atención médica en general. En el ámbito de la pediatría, estos juegos combinan estrategias para educar sobre temas de salud, promover comportamientos saludables, proporcionar terapia o tratamiento médico. Los SG han demostrado favorecer la adherencia al tratamiento en niños con enfermedades crónicas, reducir la ansiedad en aquellos que se enfrentan a procedimientos médicos invasivos y estimular el desarrollo de habilidades cognitivas, emocionales y/o psicomotoras. Sin embargo, es importante destacar que el éxito de los SG en pediatría depende en gran medida de la calidad de los juegos, del diseño basado en objetivos claros y de su adaptación precisa a las necesidades y preferencias individuales de los pacientes.


Assuntos
Jogos de Vídeo , Humanos , Criança , Pediatria/métodos
7.
Aging Ment Health ; 28(2): 268-274, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-37712842

RESUMO

OBJECTIVE: To evaluate the impact of cognitive stimulation via digital inclusion and the practice of video games on the cognition of the older population. METHOD: This is a randomized controlled intervention study, nested in a population cohort study. Based on the application of the Clinical Dementia Rating (CDR) test, individuals aged 60 years or older with scores 0 and 0.5 were included and randomly allocated in the Intervention Group (IG) or Control Group (CG). Initially, 160 participants met the selection criteria and underwent neuropsychological evaluation via the Montreal Cognitive Assessment (MoCA), applied before and after intervention. The IG (n = 62) participated in computer-based intervention once a week for one-and-a-half hours, for 4 months. The CG (n = 47) participated in the mindfulness workshops held in the same period. RESULTS: The digital literacy intervention group averaged 2.6 points more in the MoCA after 4 months. The change in the final MoCA decreased in 0.46 points at each unit in the basal MoCA. Individuals with average schooling had an increase of 0.93 points in the change of the MoCA in relation to individuals with low or high schooling. CONCLUSION: Digital inclusion combined with the practice of video games has the potential to improve the cognition of the older population.


Assuntos
Disfunção Cognitiva , Humanos , Idoso , Estudos de Coortes , Disfunção Cognitiva/prevenção & controle , Disfunção Cognitiva/psicologia , Cognição/fisiologia , Testes Neuropsicológicos , Testes de Estado Mental e Demência
8.
Estud. Psicol. (Campinas, Online) ; 41: e220032, 2024. tab, graf
Artigo em Inglês | LILACS, Index Psicologia - Periódicos | ID: biblio-1550254

RESUMO

Objective Impulsivity has been robustly linked to various addictions, including behavioral addictions. This systematic review aimed to investigate possible relationships between impulsivity and gaming disorder. Method A total of 1,710 empirical studies, without date or language restrictions, were retrieved from Biblioteca Virtual em Saúde, Cumulative Index to Nursing and Allied Health Literature, PubMed, PsycNET, Scopus, and Web of Science databases. In total, 16 studies met the inclusion criteria and were included for extraction, quantitative analysis, and integrative synthesis. Results Overall, a positive association was observed between gaming disorder and both self-reported measures of impulsivity and behavioral measures of impulsivity. Gaming disorder was associated with the presence of high-risk trends, high sensitivity to rewards, reduced inhibitory control, and low self-control among video game players. Conclusion The present systematic review provides preliminary support for the robust association between impulsivity and gaming disorder. However, given the methodological heterogeneity in assessment instruments and statistical procedures, the identified association should be interpreted cautiously.


Objetivo A impulsividade tem estado fortemente ligada a vários tipos de dependência, incluindo as dependências comportamentais. Esta revisão sistemática visou investigar possíveis relações entre a impulsividade e o transtorno por jogos eletrônicos. Método Um total de 1.710 estudos empíricos, sem restrições de data ou linguagem, foram recuperados das bases de dados Biblioteca Virtual em Saúde, Cumulative Index to Nursing and Allied Health Literature, PubMed, PsycNET, Scopus, e Web of Science. No total, 16 estudos preencheram os critérios de inclusão e foram incluídos para extração, análise quantitativa, e síntese integrativa. Resultados Observou-se uma associação positiva entre o transtorno por jogos eletrônicos e as medidas de impulsividade e de comportamento de impulsividade autorrelatadas. O transtorno por jogos eletrônicos foi associado à presença de tendências de alto risco, alta sensibilidade às recompensas, controle inibitório reduzido, e baixo autocontrole entre os jogadores. Conclusão A presente revisão fornece apoio preliminar para uma associação robusta entre a impulsividade e o transtorno por jogos eletrônicos. Contudo, dada a heterogeneidade metodológica nos instrumentos de avaliação e procedimentos estatísticos, esta associação deve ser interpretada com cautela.


Assuntos
Jogos de Vídeo , Revisão Sistemática , Transtorno de Adição à Internet , Comportamento Impulsivo
9.
Texto & contexto enferm ; 33: e20230198, 2024. tab, graf
Artigo em Inglês | LILACS-Express | LILACS, BDENF - Enfermagem | ID: biblio-1560589

RESUMO

ABSTRACT Objective: To develop and validate serious game for teaching-learning regarding surgical site infection prevention. Method: This is a methodological study conducted in stages: game content development and validity based on virtual simulation (preparation, participation and debriefing) and challenges; game development, following the concept, pre-production, prototype, production and post-production stages; and usability validity, using an instrument called Heuristic Evaluation for Digital Educational Games. To assess the game content and usability, 12 nurses and 08 experts in digital games were involved. Results: The serious game script contained three sequential pre-, intra- and post-operative periods, focusing on nursing interventions aimed at preventing surgical site infections. A Content Validity Coefficient above 0.80 was obtained for game content. Regarding gameplay assessment using the assessed heuristics, all statements present in game script were considered adequate, and adjustments were implemented regarding feedback, access to the theoretical framework on preventing surgical site infections, the inclusion of images in the study material and directing players to the debriefing session. Conclusion: The serious game developed was considered valid and a potential pedagogical tool in nursing for learning how to prevent surgical site infections.


RESUMEN Objetivo: desarrollar y validar el serious game para la enseñanza-aprendizaje sobre la prevención de infecciones del sitio quirúrgico. Método: estudio metodológico realizado por etapas: desarrollo y validación del contenido del juego, basado en simulación virtual (preparación, participación y debriefing) y desafíos; desarrollo de juegos, siguiendo las etapas de concepto, preproducción, prototipo, producción y postproducción; y validación de usabilidad mediante el instrumento Heuristic Evaluation for Digital Educational Games. Para evaluar el contenido y usabilidad del juego participaron 12 enfermeros y 08 expertos en juegos digitales. Resultados: el guión del serious game contenía tres períodos pre, intra y postoperatorios secuenciales, centrándose en intervenciones de enfermería destinadas a prevenir infecciones del sitio quirúrgico. Se obtuvo un Coeficiente de Validez de Contenido superior a 0,80 para el contenido del juego. En cuanto a la evaluación de la jugabilidad mediante las heurísticas evaluadas, todas las afirmaciones presentes en el guión del juego fueron consideradas adecuadas y se implementaron ajustes en cuanto a retroalimentación, acceso al marco teórico sobre prevención de infecciones del sitio quirúrgico, inclusión de imágenes en el material de estudio y orientación del jugador en la sesión de debriefing. Conclusión: el serious game desarrollado se consideró válido y potencial herramienta pedagógica en el área de enfermería para aprender a prevenir infecciones del sitio quirúrgico.


RESUMO Objetivo: desenvolver e validar serious game para o ensino-aprendizagem referente à prevenção de infecção de sítio cirúrgico. Método: estudo metodológico conduzido por etapas: desenvolvimento e validação do conteúdo do jogo, baseados na simulação virtual (preparação, participação e debriefing) e desafios; desenvolvimento do jogo, seguindo as etapas de conceito, pré-produção, protótipo, produção e pós-produção; e, validação da usabilidade, por meio do instrumento Heuristic Evaluation for Digital Educational Games. Para avaliação do conteúdo e usabilidade do jogo, contou-se com 12 enfermeiros e 08 especialistas em jogos digitais. Resultados: o script do serious game conteve três períodos sequenciais pré, intra e pós-operatório, com enfoque em intervenções de enfermagem voltadas para prevenção de infecção de sítio cirúrgico. Obteve-se um Coeficiente de Validade de Conteúdo acima de 0,80 para o conteúdo do jogo. Referente à avaliação da jogabilidade pelas heurísticas avaliadas, todas as afirmativas presentes no script do jogo foram consideradas adequadas e houve a implementação de ajustes no que se refere ao feedback, ao acesso ao referencial teórico sobre prevenção de infecção de sítio cirúrgico, à inclusão de imagens no material de estudo e ao direcionamento do jogador à sessão de debriefing. Conclusão: o serious game desenvolvido foi considerado válido e potencial ferramenta pedagógica na área de enfermagem para aprendizagem da prevenção de infecção de sítio cirúrgico.

10.
Nutrients ; 15(19)2023 Sep 28.
Artigo em Inglês | MEDLINE | ID: mdl-37836483

RESUMO

As the esports industry grows, marketing campaigns for fast food, soft drinks, alcoholic and energy drinks, and dietary supplements at related events intensify. Portuguese and Brazilian esports players' dietary patterns remain unexplored. This study aimed to characterize the dietary and gaming habits of esports players. We applied an anonymous, open online survey to a convenience sample of esports players that included the PREDIMED and the Internet Gaming Disorder Scale. The survey was shared through email and social media platforms, including Facebook, Twitter, Instagram, Discord, WhatsApp, and Twitch. The sample (n = 579) was predominantly male (91.4%), averaged 26.1 (SD = 7.0) years, and 25.9 (SD = 5.5) kg/m2. Most reported a weak (53.7%) adherence to the Mediterranean diet. Almost a third (32.3%) consumed dietary supplements. Our sample presented a low adhesion to the Mediterranean dietary pattern, low consumption of fruit and vegetables, and high consumption of fast food, red and processed meat, soft drinks, and dietary supplements, including caffeine-based supplements. Dietary supplement consumption was related to a higher adhesion to the Mediterranean diet, and a higher level of professionalization and internet gaming disorder correlated with a lower adhesion. In conclusion, we infer that Portuguese and Brazilian esports players follow an unbalanced diet.


Assuntos
Dieta Mediterrânea , Jogos de Vídeo , Humanos , Masculino , Feminino , Brasil , Portugal , Comportamento Alimentar
11.
Brain Sci ; 13(8)2023 Aug 07.
Artigo em Inglês | MEDLINE | ID: mdl-37626528

RESUMO

Attention deficit hyperactivity disorder (ADHD) is a neurodevelopmental disorder characterized by inattention, hyperactivity, and impulsivity that affects a large number of young people in the world. The current treatments for children living with ADHD combine different approaches, such as pharmacological, behavioral, cognitive, and psychological treatment. However, the computer science research community has been working on developing non-pharmacological treatments based on novel technologies for dealing with ADHD. For instance, social robots are physically embodied agents with some autonomy and social interaction capabilities. Nowadays, these social robots are used in therapy sessions as a mediator between therapists and children living with ADHD. Another novel technology for dealing with ADHD is serious video games based on a brain-computer interface (BCI). These BCI video games can offer cognitive and neurofeedback training to children living with ADHD. This paper presents a systematic review of the current state of the art of these two technologies. As a result of this review, we identified the maturation level of systems based on these technologies and how they have been evaluated. Additionally, we have highlighted ethical and technological challenges that must be faced to improve these recently introduced technologies in healthcare.

12.
rev. psicogente ; 26(49)jun. 2023.
Artigo em Espanhol | LILACS-Express | LILACS | ID: biblio-1536971

RESUMO

Introducción: El nivel de riesgo de consumo se establece a partir de la exposición que tiene una persona a ciertos factores de riesgo o características individuales, familiares o sociales, que posibilitan o aumentan el consumo de sustancias psicoactivas (SPA). Objetivo: Este estudio tuvo como propósito relacionar el nivel de riesgo de consumo de SPA con el uso problemático de videojuegos y redes sociales, a fin de establecer su posible papel como factores de riesgo de tipo social. Método: Se realizó un estudio de tipo cuantitativo con un diseño no experimental transversal de alcance descriptivo correlacional con la participación de 736 estudiantes. Se emplearon como instrumentos de recolección de datos el cuestionario sociodemográfico, prueba de tamizaje ASSIST 3,1, cuestionario de adicción a redes sociales - ARS y el cuestionario de Experiencias Relacionadas con los Videojuegos - CERV. Resultados: Algunos resultados sugieren mayor exposición al consumo de sustancias alcohólicas, derivados del tabaco, del cannabis y mayores niveles en el uso problemático de redes sociales y videojuegos. Conclusiones: A partir de lo hallado, las evidencias apuntan a que el aumento de riesgo no depende de la tipología familiar, al contrario de lo que pasa con el sexo, a su vez el consumo de tabaco, alcohol, cocaína, inhalantes, sedantes y opiáceos dependen de variaciones.


Introduction: The level of risk of consumption is established from the exposure that a person has to certain risk factors or individual, family, or social characteristics, which enable or increase the consumption of psychoactive substances (PAS). Objective: The purpose of this study was to relate the level of risk of PAS consumption with the problematic use of video games and social networks, in order to establish their possible role as social risk factors. Method: A quantitative study was carried out with a non-experimental cross-sectional design of descriptive correlational scope with the participation of 736 students. The sociodemographic questionnaire, ASSIST 3,1 screening test, social network addiction questionnaire ARS and the Video Game Related Experiences Questionnaire CERV were used as data collection instruments. Results: It was found Some results suggest greater exposure to the consumption of alcoholic substances, tobacco derivatives, cannabis derivatives and higher levels in the problematic use of social networks and video games. Conclusions: From what was found, the evidence points to the fact that increased risk does not depend on family typology, contrary to what happens with sex, in turn the consumption of tobacco, alcohol, cocaine, inhalants, sedatives and opiates depend on variations.

13.
J. bras. psiquiatr ; J. bras. psiquiatr;72(2): 111-117, ab.-jun. 2023. tab
Artigo em Inglês | LILACS-Express | LILACS | ID: biblio-1506603

RESUMO

ABSTRACT Objective To investigate the prevalence of internet gaming disorder (IGD) symptoms in a sample of Brazilian adults, and its association with personality, psychiatric symptoms and psychosocial measures. Methods We evaluated 219 adults online recruited using questionnaires and psychometric scales. We evaluated the behavior and pattern of internet games using the Game Addiction Scale (GAS). We tested the association of the previous measures with the GAS scores by spearman correlations and multiple regression analysis. Results Of our sample, 74% played games online. We found correlations between IGD symptoms and most symptoms of mental disorders, with small or moderate effect sizes, as well as correlations with the personality traits of agreeableness (r = -0.272; p < 0.001), conscientiousness (r = - 0.314; p < 0.001), and neuroticism (r = 0.299; p < 0.001). Additionally, we found a negative association with psychosocial outcomes such as quality of life (r = -0.339; p < 0.001) and life satisfaction (r = - 0.202; p < 0.003). The multivariate model included the personality traits of conscientiousness and agreeableness and symptoms of dissociation and somatization as predictors. The prevalence of IGD was 9% in those who played online games. Conclusion IGD is correlated with different areas of the individual's life, such as personality, quality of life, and several common symptoms of mental disorders. The prevalence can be considered high among players (9%). Conscientiousness, agreeability, somatic symptoms, and dissociative symptoms were associated with the symptoms of IGD.


RESUMO Objetivo Investigar a prevalência de sintomas do transtorno do jogo pela internet (TJI) em uma amostra de adultos brasileiros e sua associação com personalidade, sintomas psiquiátricos e medidas psicossociais. Métodos Avaliamos 219 adultos recrutados on-line por meio de questionários e escalas psicométricas. Avaliamos o comportamento e o padrão dos jogos na internet usando a Game Addiction Scale (GAS). Testamos a associação das medidas anteriores com as pontuações na GAS por meio de correlações de Spearman e análise de regressão múltipla. Resultados De nossa amostra, 74% jogavam jogos on-line. Encontramos correlações entre sintomas do TJI e a maioria dos sintomas de transtornos mentais, com tamanhos de efeito pequenos ou moderados, bem como correlações com os traços de personalidade de amabilidade (r = -0,272; p < 0,001), conscienciosidade (r = - 0,314; p < 0,001) e neuroticismo (r = 0,299; p < 0,001). Além disso, encontramos uma associação negativa com resultados psicossociais, como qualidade de vida (r = -0,339; p < 0,001) e satisfação com a vida (r = - 0,202; p < 0,003). O modelo multivariado incluiu os traços de personalidade de conscienciosidade e amabilidade e sintomas de dissociação e somatização como preditores. A prevalência de TJI foi de 9% entre os que jogavam jogos on-line. Conclusão O TJI está correlacionado com diferentes áreas da vida do indivíduo, como personalidade, qualidade de vida e vários sintomas comuns de transtornos mentais. A prevalência pode ser considerada alta entre os jogadores (9%). Conscienciosidade, amabilidade, sintomas somáticos e sintomas dissociativos estavam associados aos sintomas do TJI.

14.
J Mot Behav ; 55(4): 384-393, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37245864

RESUMO

Postural instability affects motor tasks after a stroke. We investigated the strategies used to maintain balance during quiet standing posture and dynamic tasks in a video game. Sixteen stroke volunteers (12 males, 56 ± 9 years, post-stroke time 35 ± 10 months) and sixteen matched healthy volunteers had their biomechanical data collected to obtain the variables: center of mass, base of support, margin of stability, and weight symmetry. Healthy individuals and stroke patients showed similar dynamic stability. However, they adopted different motor strategies to achieve this: healthy individuals increased their base of support as they progressed to more challenging tasks, and stroke volunteers maintained the same base. The margin of stability of stroke volunteers was correlated with the MiniBEST scale.


Assuntos
Reabilitação do Acidente Vascular Cerebral , Acidente Vascular Cerebral , Jogos de Vídeo , Masculino , Humanos , Equilíbrio Postural , Acidente Vascular Cerebral/complicações , Postura
15.
Arq. neuropsiquiatr ; Arq. neuropsiquiatr;81(5): 484-491, May 2023. tab, graf
Artigo em Inglês | LILACS-Express | LILACS | ID: biblio-1447403

RESUMO

Abstract Background Currently, studies using video games as an intervention to improve cognitive functions in the elderly are on the rise. Objective To investigate and evaluate the effects of cognitive interventions using video games on cognition in healthy elderly people published in the last ten years. Methods A systematic review involving a qualitative analysis carried out between July and September 2021 on the SciELO, LILACS and MEDLINE databases.. Results A total of 262 articles were identified in the initial search. After exclusion of duplicates, analysis of titles/abstracts and of the full text, a final total of 9 studies were included in the review. The objectives of the studies included investigating the effects on cognition of cognitive training (CT) programs using video games compared to programs using entertainment games or to low-intensity CT games. Despite the growing number of studies, many of them were focused on cognitive rehabilitation in elderly people with some degree of cognitive impairment, and few involved training among healthy elderly people.


Resumo Antecedentes Atualmente, estão em alta estudos que utilizam video games para melhorar as funções cognitivas em idosos. Objetivo Investigar e avaliar os efeitos de intervenções cognitivas com video games na cognição de idosos saudáveis publicadas nos últimos dez anos. Métodos Estudo de revisão sistemática com análise qualitativa realizado entre julho e setembro de 2021, das bases de dados SciELO, LILACS e MEDLINE. Resultados Foram identificados 262 estudos na busca inicial. Após a exclusão de estudos duplicados, análise dos títulos e resumos, e análise integral dos estudos, nove estudos foram incluídos na revisão. Os objetivos de alguns estudos incluíam investigar os efeitos na cognição de programas de treino cognitivo (TC) com video games comparados aos de programas com jogos de entretenimento ou com jogos com baixa intensidade de TC. Apesar do crescente número de estudos, muitos centravam-se na reabilitação cognitiva em idosos com algum comprometimento cognitivo e poucos realizaram o treino em idosos saudáveis. Conclusão Pelos estudos analisados, as intervenções de TC com video games apresentaram melhorias significativas na velocidade de processamento (VP) e na memória operacional (MO); por outro lado, não foram observadas melhorias nas funções executivas.

16.
Eur J Neurosci ; 57(11): 1870-1891, 2023 06.
Artigo em Inglês | MEDLINE | ID: mdl-37032582

RESUMO

Playing specific genres of video games (e.g., action video games) has been linked to improvements in cognitive skills mostly related to attentional phenomena. Nonetheless, do video games have features or dimensions in common that impact cognitive improvements beyond the game genre? Here, we argue that the sensorimotor demand-the amount of demand for precise coordination between movement and perception-is a key element in the improvements associated with playing video games. We conducted a two-part study to test this hypothesis: a self-report online gaming instrument development and validation and an in-lab behavioural and electrophysiological study. In the first study, data from 209 participants were used to devise the sensorimotor demand instrument (SMDI). The SMDI was split into three dimensions of video game playing: sensorimotor contingency, immersion and unfocused gaming. Criterion validity related to video gamers' characteristics supported that the SMDI is sensitive to the input device (e.g., keyboard or touchscreens), and the most recent experience gained during gaming sessions while not being sensitive to the game genre. In the second study, data from 20 participants who performed four visual-attentional tasks previously reported in the literature showed that the SMDI's dimensions were associated with behavioural performance measures and the latency and amplitude of event-related potentials (N1, P2 and P3). Despite the challenge of studying the video gamer population, our study remarks on the relevance of sensorimotor demands in the performance of attentional tasks and its potential use as a dimension to characterize the experience of playing video games beyond the game genre.


Assuntos
Imersão , Jogos de Vídeo , Humanos , Atenção/fisiologia , Jogos de Vídeo/psicologia , Movimento
17.
Climacteric ; 26(5): 445-454, 2023 10.
Artigo em Inglês | MEDLINE | ID: mdl-36999579

RESUMO

OBJECTIVE: This study aimed to assess whether prior knowledge of computer use determines performance of virtual reality tasks by postmenopausal women and whether menopausal symptoms, sociodemographic factors, lifestyle and cognition modify or interfere with their performance. METHOD: This cross-sectional study included 152 postmenopausal women divided into two groups: computer users and non-users. Age, ethnicity, time of menopause, menopausal symptoms, female health status, level of physical activity and cognitive function were considered. The participants played a virtual reality game and were assessed for hits, errors, omissions and game time. The Mann-Whitney, chi-square and Fisher exact tests and multivariate linear regression analysis were used. RESULTS: Postmenopausal computer users play virtual reality games (p = 0.005) better than postmenopausal non-users of computers. Vasomotor symptoms were high in women who used computers compared to those who did not (p = 0.006). Multivariate linear regression analysis found that the best-fitting predictors for the number of hits - that is, age (p = 0.039), Mini-Mental State Examination score (p = 0.006) and the headache symptom (p = 0.021) - influence the performance of virtual reality tasks. CONCLUSION: Computer users performed virtual reality tasks better than non-users. Headache and age but not vasomotor symptoms negatively affected the postmenopausal women's performance.


Assuntos
Pós-Menopausa , Realidade Virtual , Humanos , Feminino , Estudos Transversais , Cognição , Cefaleia
18.
RECIIS (Online) ; 17(1): 175-189, jan.-marc. 2023.
Artigo em Português | LILACS | ID: biblio-1419249

RESUMO

Considerando que o conhecimento do direito à saúde de toda a população deve ser estimulado no público jovem com a finalidade de fortalecer as políticas públicas dessa área, este artigo baseia-se em uma pesquisa que buscou analisar o potencial do jogo SuperSUS, por meio de sua utilização por jovens de escolas públicas, como recurso para atingir esse objetivo. A pesquisa exploratória, com abordagem qualitativa, foi realizada em duas escolas estaduais da Região Nordeste do Brasil, no período de agosto de 2019 a março de 2020. Seus resultados desvelaram aposteriori cinco categorias temáticas e 11 subcategorias, que destacam elementos do SuperSUS que facilitam a comunicação acerca do Sistema Único de Saúde (SUS). Foram evidenciados os limites e as possibilidades do uso do jogo SuperSUS para fortalecer o Sistema Único de Saúde como política pública. Em suma, ele se mostrou dialógico, interativo e elementar para a aquisição de conhecimentos, pelo público jovem, acerca da saúde e das práticas de comunicação necessárias para o seu fortalecimento, confirmando assim que as tecnologias digitais como os serious games podem contribuir para o êxito desse processo.


Considering that the knowledge of the right to health of the entire population should be stimulated among young people, with the purpose of strengthening health policies, in this area, this article bases on research that sought to analyse the potential of the SuperSUS (a serious game), through its use by young people from public schools, as a resource to achieve this goal. The exploratory research, with a qualitative approach, was carried out in two state schools in the Northeast Region of Brazil, from August 2019 to March 2020. Its results revealed a posteriori five thematic categories and 11 subcategories, which highlight some elements of the SuperSUS that facilitate communication about the SUS - Sistema Único de Saúde (Unified Health System). The limits and possibilities of using the SuperSUS to strengthen the Sistema Único de Saúde as a public policy were evidenced. In short, it proved to be dialogic, interactive, and elementary for the acquisition of knowledge, by the young people, about the public health system and the indispensable communication practices for its strengthening, thus confirming that digital technologies such as serious games can contribute to the success of this process.


Considerando que el conocimiento del derecho a la salud de toda la población debe ser fomentado entre los jóvenes, con el objetivo de fortalecer las políticas públicas en esta área, este artículo se basa en una investigación que buscó analizar el potencial del juego SuperSUS, a través de su uso por jóvenes de escuelas públicas, como recurso para lograr este objetivo. La investigación exploratoria, con enfoque cualitativo, fue realizada en dos escuelas públicas de la Región Nordeste de Brasil, de agosto de 2019 a marzo de 2020. Sus resultados revelaron aposteriori cinco categorías temáticas y 11 subcategorías, que destacan algunos elementos del SuperSUS que facilitan la comunicación sobre el SUS - Sistema Único de Saúde (Sistema Único de Salud). Se destacaron los límites y las posibilidades de utilizar el juego SuperSUS para fortalecer el Sistema Único de Saúde como política pública. En síntesis, el juego demostró ser dialógico, interactivo y imprescindible para la adquisición de conocimientos, por parte del público joven, sobre el sistema público de salud y las prácticas de comunicación necesarias para su fortalecimiento, confirmando así que las tecnologías digitales como los serious games pueden contribuir para el éxito de este proceso


Assuntos
Masculino , Jogos e Brinquedos , Política Pública , Sistema Único de Saúde , Adolescente , Direito à Saúde , Pesquisa , Comunicação
19.
Licere (Online) ; 26(04): [53]-[81], dez.2023.
Artigo em Português | LILACS | ID: biblio-1531411

RESUMO

A pandemia de Covid-19 modificou drasticamente a vida das pessoas, inclusive as formas como vivenciaram o lazer. Entre as opções no período de quarentena se destacaram o lazer virtual e os jogos eletrônicos. Portanto essa pesquisa teve como objetivo analisar as vivências de lazer dos universitários da Faculdade de Educação Física da Universidade Estadual de Campinas no que se refere ao uso dos jogos eletrônicos durante o período de distanciamento social estabelecido pela pandemia de Covid-19. Foi realizada uma pesquisa bibliográfica e de campo por meio da aplicação de um questionário online, que foi respondido por universitários da Faculdade de Educação Física da Unicamp. Os dados foram analisados pela estatística descritiva. Os resultados mostraram que a maioria dos/as participantes da pesquisa utilizaram o lazer virtual e os jogos eletrônicos nos tempos "livres" durante o período citado.


The Covid-19 pandemic has drastically changed people's lives, including the ways they experience leisure. Among the options in the quarantine period, virtual leisure and electronic games stood out. Therefore, research aimed to analyze the leisure experiences of university students from the Faculty of Physical Education of the State University of Campinas regarding the use of electronic games during the period of social distancing established by the Covid-19 pandemic. A bibliographical and field research was carried out through the application of an online questionnaire, which was answered by university students from the Faculty of Physical Education at Unicamp. Data were analyzed using descriptive statistics. The results showed that most of the researchparticipants used virtual leisure and electronic games in their "free" time during the mentioned period.

20.
Texto & contexto enferm ; 32: e20220324, 2023. tab, graf
Artigo em Inglês | LILACS-Express | LILACS, BDENF - Enfermagem | ID: biblio-1442221

RESUMO

ABSTRACT Objective: to develop a playful-educational technology for learning Nursing Semiology and Semiotics, as well as to carry out the evaluation of its playability before and after implementing adjustments with undergraduate Nursing students. Method: a methodological study that followed the planning, prototyping and production stages corresponding to the first playable version for development. For the playability evaluation, 62 students were divided into two groups: one for to evaluate the preliminary version and the other for after implementing adjustments; and, for this, the Friedman test was used, which allows detecting differences between medians of more than two paired samples, considering p-value below 5% as statistical significance. Results: the game had three sequential phases: the first addressed vital signs; the second, biosafety measures; and the third, the physical examination. Referring to the playability evaluation, it was possible to observe that the "Concentration" and "Feedback" categories and the general median presented better evaluation scores after implementing adjustments. Conclusion: the current study sought to develop a technology that would allow students attending Bachelor's degree courses in Nursing to sharpen their knowledge in Nursing Semiology and Semiotics. In addition to that, it was sought to evaluate the playability of Semio em Jogo ®; thus, it was observed that the academic community considered the game satisfactory after the modifications as much as before implementing them.


RESUMEN Objetivos: desarrollar una tecnología lúdico-educativa para la enseñanza de Semiología y Semiotécnica en Enfermería; y evaluar la facilidad de juego de una tecnología lúdico-educativa antes y después de implementar ajustes con estudiantes de la carrera de grado en Enfermería. Métodos: estudio metodológico que siguió las etapas de planificación, diseño del prototipo y producción de la primera versión apta para jugar para el desarrollo. A fin de evaluar la facilidad de juego se recurrió a 62 estudiantes divididos en dos grupos: uno para evaluar la versión preliminar y otro para luego de implementar los ajustes; y para ello se utilizó la prueba de Friedman, que permite detectar diferencias entre medianas de más de dos muestras emparejadas, considerando valores de p inferiores al 5% como significancia estadística. Resultados: el juego estuvo compuesto por tres fases secuenciales: en la primera se abordaron los signos vitales; en la segunda, las medidas de bioseguridad; y en la tercera, el examen físico. En cuanto a la evaluación de la facilidad de juego, se pudo observar que las categorías "Concentración" y "Feedback" y la mediana general presentaron una mejor evaluación después de implementar ajustes. Conclusión: el presente estudio pretendió desarrollar una tecnología que permitiese que los alumnos de la Licenciatura en Enfermería agudicen sus conocimientos de Semiología y Semiotécnica en Enfermería. También se buscó evaluar la facilidad de juego de Semio em Jogo ®; de esta manera, se observó que la comunidad académica consideró que el juego alcanzó niveles satisfactorios tanto antes como después de las modificaciones.


RESUMO Objetivo: desenvolver uma tecnologia lúdico-educativa para a aprendizagem de semiologia e semiotécnica em enfermagem e realizar a avaliação da jogabilidade de uma tecnologia lúdico-educativa antes e após a implementação de ajustes com estudantes da graduação em enfermagem. Método: estudo metodológico, seguindo as etapas de planejamento, prototipagem e produção da primeira versão jogável para o desenvolvimento. Para a avaliação da jogabilidade, contou-se com 62 estudantes divididos em dois grupos, um para a avaliação da versão preliminar e outro para após a implementação de ajustes, e, para tal, utilizou-se o teste de Friedman que permite detectar diferenças entre medianas de mais de duas amostras emparelhadas, considerando como significância estatística valores de p-valor menor que 5%. Resultados: o jogo contou com três fases sequenciais: na primeira foram abordados os sinais vitais; na segunda, as medidas de biossegurança; e na terceira, o exame físico. Referente à avaliação da jogabilidade, foi possível observar que as categorias "concentração", "feedback" e mediana geral apresentaram melhor avaliação após a implementação de ajustes. Conclusão: o presente estudo buscou desenvolver uma tecnologia que possibilitasse ao aluno de cursos de bacharel em enfermagem aguçar seus conhecimentos em semiologia e semiotécnica em enfermagem. Além disso, buscou-se avaliar a jogabilidade do Semio em Jogo®, assim, observou-se que a comunidade acadêmica considerou o jogo como satisfatório após as modificações tanto quanto antes delas.

SELEÇÃO DE REFERÊNCIAS
DETALHE DA PESQUISA