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1.
J. Phys. Educ. (Maringá) ; 33: e3354, 2022.
Artigo em Inglês | LILACS | ID: biblio-1421877

RESUMO

ABSTRACT The present study is dedicated to an analysis of e-sports, understanding them as a way of expressing sports culture in accordance with the contemporary social paradigm that involves cyberculture. Its main objective is to look into the senses and meanings of sports cyberculture for the social actors that make up the e-sports universe. Thus, in a qualitative approach, the semi-structured interview technique was used with 2 cyberathletes and 1 streamer, all professionals. The results show that sports cyberculture is appropriated by these social actors with expectations for career building, taking into account the growth of both the modality and its audience amidst perceptions and experiences of prejudice. It is concluded that sports cyberculture produces and reflects practices, attitudes and values that are similar to the traditional way of experiencing sports, reproducing stereotypes and prejudices, dreams of social ascension, and professionalization prospects.


RESUMO O presente estudo dedica-se a uma análise sobre os e-sports, compreendendo-os como uma maneira de expressão da cultura esportiva consonante ao paradigma social contemporâneo que implica a cibercultura. O objetivo principal deste estudo é analisar sentidos e significados da cibercultura esportiva para atores sociais implicados no universo dos e-sports. Assim, em abordagem qualitativa, empregou-se a técnica de entrevista semiestruturada com 2 ciberatletas e 1 streamer profissionais. Os resultados demonstram que a cibercultura esportiva é apropriada por estes atores sociais com expectativas para a construção da carreira, sobre o crescimento da modalidade e do público em meio às percepções e vivências de preconceitos. Conclui-se que a cibercultura esportiva produz e reflete práticas, atitudes e valores análogos ao modo tradicional de vivência do esporte, reproduzindo estereótipos e preconceitos, sonhos de ascensão social e perspectivas de profissionalização.


Assuntos
Humanos , Masculino , Feminino , Adulto Jovem , Esportes/tendências , Jogos de Vídeo/tendências , Atletas , Educação Física e Treinamento , Jogos e Brinquedos , Futebol/tendências , Acesso à Internet , Motivação
2.
Games Health J ; 10(4): 264-274, 2021 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-34283917

RESUMO

Objective: The objective of this pilot study was to analyze the efficacy on perceived health and the feasibility of a multicomponent psychological intervention to promote active aging through depression prevention, healthy lifestyle habits, and cognitive stimulation in middle-to-older adulthood administered through an interactive multimedia online videogame with a complementary smartphone app. Materials and Methods: Twenty-five participants from the general population aged 45 or older with computer and smartphone access and no difficulties in communication, sensory or mental health condition (64.0% women, mean age 54.9 years) participated in the intervention, which consisted of eight modules with tasks between sessions. The multicomponent intervention consisted of three components (depression prevention, healthy lifestyle habits, and cognitive stimulation) and was administered using an interactive online multimedia videogame (graphic adventure type), with a complementary smartphone app. Perceived health, dropouts, adherence to the intervention (performed modules and completed intersession tasks), and engagement were independently assessed. Results: After the intervention, participants exhibited significant improvement in their scores for General Health, Physical Functioning, Social Functioning, and Mental Health, with effect sizes ranging from small (d = 0.38) to medium (d = 0.59). The dropout rate was only 8%. The mean number of completed modules was 7.5 (SD = 1.8), and the mean number of tasks performed was 232.4 (out of 259) (SD = 15.4). Participants were highly satisfied (M = 27.7; SD = 3.1) and engaged (M = 42.7; SD = 4.7) with the intervention. Conclusion: The results support the efficacy and feasibility of using the videogame to promote active aging, and they encourage further evaluation through a randomized-controlled clinical trial. ClinicalTrials.gov NCT03643237.


Assuntos
Envelhecimento/psicologia , Depressão/prevenção & controle , Jogos de Vídeo/tendências , Adulto , Idoso , Envelhecimento/fisiologia , Depressão/psicologia , Estudos de Viabilidade , Feminino , Humanos , Estilo de Vida , Masculino , Pessoa de Meia-Idade , Satisfação Pessoal , Projetos Piloto , Desenvolvimento de Programas/métodos
3.
Brain Res ; 1766: 147537, 2021 09 01.
Artigo em Inglês | MEDLINE | ID: mdl-34052260

RESUMO

Functional lateralization relates to a natural asymmetry in the dominance right or left body side, and is a fundamental principle of the brain. The hemispheres of the brain control the contralateral body side, and show subtle, yet striking, anatomical asymmetries and functional lateralization. Innovative technologies, including Virtual Reality (VR), are entering the areas of experimental research, modeling and simulation related to the study of lateralization, with new perspectives of different applications in modern medical practice. Researchers/clinicians note that there are fewer VR studies with healthy participants, and which are important in evaluating/interpreting clinical outcomes, and testing the usefulness, limitations, and sensitivity of VR. The presented influence of the domination of upper/lower limbs on the performance of VR exercises was studied in healthy right-handed adults. Virtual testing sessions were performed independently with both/ dominant/ non-dominant hands, and the similar VR sessions were conduced on a Wii Balance Board (WBB) with the choice of body side, at different levels of the difficulty. The obtained results are consistent with other studies which show that cognitive-motor training in VR with the WBB platform is a very sensitive and promising tool for recognizing/assessing functional asymmetries of the right-left body side not only in disturbed lateralization, but also in the test training of healthy subjects.


Assuntos
Lateralidade Funcional/fisiologia , Equilíbrio Postural/fisiologia , Jogos de Vídeo , Realidade Virtual , Adolescente , Adulto , Feminino , Voluntários Saudáveis , Humanos , Masculino , Jogos de Vídeo/tendências , Adulto Jovem
4.
Games Health J ; 10(2): 115-120, 2021 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-33818136

RESUMO

Objective: Slowing information processing speed (IPS) is a biomarker of neuronal damage in patients with multiple sclerosis (pwMS). A focus on IPS might be the ideal solution in the perspective of promptly detecting cognitive changes over time. We developed a tablet-based home-made videogame to test the sensitivity of this device in measuring subclinical IPS in pwMS. Materials and Methods: Forty-three pwMS without cognitive impairment and 20 healthy controls (HCs) were administered the videogame task with a tablet. Response times (RTs) and accuracy were recorded. Results: PwMS (mean RTs = 505.5 ± 73.9 ms) were significantly slower than HCs (mean RTs = 462.3 ± 40.3 ms, P = 0.014) on the videogame task. A moderate but significant correlation (r = -0.35, P = 0.03) between mean RTs and the Symbol Digit Modalities Test was observed. Conclusion: Our videogame showed good sensitivity in measuring IPS in apparently cognitive normal pwMS. Computerized testing might be useful in screening initial cognitive dysfunction that should be monitored as a marker of underlying disease progression. IRB approval Number is 2332CESC.


Assuntos
Processamento Eletrônico de Dados/normas , Esclerose Múltipla/complicações , Jogos de Vídeo/normas , Adulto , Processamento Eletrônico de Dados/classificação , Feminino , Humanos , Modelos Lineares , Masculino , Pessoa de Meia-Idade , Tempo de Reação/fisiologia , Jogos de Vídeo/tendências
5.
Neurosci Lett ; 746: 135668, 2021 02 16.
Artigo em Inglês | MEDLINE | ID: mdl-33497717

RESUMO

OBJECTIVES: This study aims to explore the age-related changes in cerebral cortex activation and functional connectivity (FC) during finger-to-thumb opposition movement based on video games (FTOMBVG). METHODS: A electronic fingercot was developed for FTOMBVG. The oxygenated hemoglobin concentration (Delta [HbO]) signals, measured by functional near-infrared spectroscopy (fNIRS), were recorded from prefrontal cortex (PFC), motor cortex (MC) and occipital lobe (OL) of two groups of subjects (old and young). RESULTS: The cognitive region of the old group showed bilateral activation, while the young group only showed unilateral activation. Both groups showed a wide range of bilateral activation in the motor region. The FC between cognitive region and motor region of the old group was enhanced considerably. CONCLUSION: Changes in cerebral cortex activation and the FC of different brain regions in the old group help explain the decline in cognitive executive and motor control function in the old from the perspective of brain functional structure, and provide a theoretical reference for the prevention of neural diseases caused by aging.


Assuntos
Envelhecimento/metabolismo , Envelhecimento/psicologia , Córtex Cerebral/metabolismo , Dedos/fisiologia , Polegar/fisiologia , Jogos de Vídeo/psicologia , Adulto , Idoso , Eletrodos , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Rede Nervosa/metabolismo , Espectroscopia de Luz Próxima ao Infravermelho/métodos , Jogos de Vídeo/tendências , Adulto Jovem
6.
Child Dev ; 92(2): 704-714, 2021 03.
Artigo em Inglês | MEDLINE | ID: mdl-33427312

RESUMO

A sample of 10,460 U.S. elementary schoolchildren was analyzed to identify early predictors of frequent use of online technologies (i.e., messaging, online gaming, and social networking). Children (Mage  = 67.44 months) at greater risk displayed more externalizing problem behaviors in kindergarten (messaging OR = 1.11; online gaming OR = 1.21; social networking OR = 1.12) or were Black (messaging OR = 1.65; online gaming OR = 1.64; social networking OR = 1.68). Children from higher-income families were at lower risk (online gaming OR = 0.89; social networking OR = 0.89). Boys were more frequent users of online gaming (OR = 3.35) but less frequent users of messaging (OR = 0.62) and social networking (OR = 0.80). Protective factors included specific parenting behaviors.


Assuntos
Comportamento Problema/psicologia , Mídias Sociais/tendências , Rede Social , Jogos de Vídeo/psicologia , Jogos de Vídeo/tendências , Criança , Pré-Escolar , Estudos de Coortes , Humanos , Estudos Longitudinais , Masculino , Poder Familiar/psicologia , Poder Familiar/tendências , Fatores de Proteção , Fatores de Risco
7.
Games Health J ; 10(1): 28-32, 2021 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-33434444

RESUMO

Objective: This study assessed the oxygen consumption [VO2 mL/(kg·min)], liking, and relative reinforcing (motivating) value (RRV) of a moderately physiologically challenging exergame [Nintendo Wii-Sports Boxing (Boxing)] versus a minimally challenging exergame [Nintendo Wii Lego Star Wars (Lego)]. Materials and Methods: VO2 and liking were recorded in children(N = 28, 7.8 ± 1.3 years old) during three 10-minute conditions: recumbent resting (Resting), and playing Wii Boxing or Wii Lego. Resting was completed first, and the order of exergames was randomized. Next, children performed an operant button pressing task using a progressive fixed ratio to assess the RRV of the two videogame conditions. Children worked to earn up to 11 minutes for Boxing, Lego, or a combination of the two. The output maximum (Omax) performed to earn access to each game was the measure of RRV. Results: There was a significant (P ≤ 0.03 for all conditions) step-wise increase in VO2 from Resting [4.3 ± 1.2 mL/(kg·min)] to Lego [5.3 ± 0.5 mL/(kg·min)] and from Lego to Boxing [11.7 ± 4.2 mL/(kg·min)]. Liking was significantly greater for Boxing (P = 0.003) and Lego (P < 0.0001, 7.1 ± 2.9 cm; 7.1 ± 2.7 cm, respectively) versus Resting (4.6 ± 3.8 cm), with no significant difference between Boxing and Lego (P = 0.358). Lastly, Omax was significantly (P = 0.021) greater for Lego (257.7 ± 390.6 presses) than for Boxing (51.7 ± 131.0 presses). Conclusion: Oxygen consumption during Wii Boxing was significantly greater than during Wii Lego. Despite this greater physiological challenge, liking was similar for both Lego and Boxing. However, children were more motivated to play Lego than Boxing.


Assuntos
Terapia por Exercício/normas , Jogos de Vídeo/normas , Índice de Massa Corporal , Criança , Terapia por Exercício/métodos , Feminino , Frequência Cardíaca/fisiologia , Humanos , Masculino , Atividade Motora/fisiologia , Consumo de Oxigênio/fisiologia , Jogos de Vídeo/tendências
8.
J Autism Dev Disord ; 51(1): 255-266, 2021 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-32419043

RESUMO

Autism Spectrum Disorder (ASD) is often associated with impaired perspective-taking skills. Deception is an important indicator of perspective-taking, and therefore may be thought to pose difficulties to people with ASD (e.g., Baron-Cohen in J Child Psychol Psychiatry 3:1141-1155, 1992). To test this hypothesis, we asked participants with and without ASD to play a computerised deception game. We found that participants with ASD were equally likely-and in complex cases of deception even more likely-to deceive and detect deception, and learned deception at a faster rate. However, participants with ASD initially deceived less frequently, and were slower at detecting deception. These results suggest that people with ASD readily engage in deception but may do so through conscious and effortful reasoning about other people's perspective.


Assuntos
Transtorno do Espectro Autista/psicologia , Enganação , Resolução de Problemas/fisiologia , Jogos de Vídeo/psicologia , Adulto , Transtorno do Espectro Autista/diagnóstico , Feminino , Humanos , Aprendizagem/fisiologia , Masculino , Tempo de Reação/fisiologia , Jogos de Vídeo/tendências
9.
Motriz (Online) ; 27: e1021020197, 2021. tab, graf
Artigo em Inglês | LILACS | ID: biblio-1287359

RESUMO

Abstract Aim: The present study aimed to analyze if the exergaming exercise produces the same acute effects as conventional training. Methods: The Nintendo® Wii was chosen as the stimulus for this study. Participants should conduct a physical training session under Exergames Training (ET) and Conventional Training (CT). Both training conditions use two aerobic exercises and six strength exercises, which were always performed in the same sequence. The study group was composed of 30 young adults (16 men and 14 women, mean age of 23.7 ± 3.7 years). Results: Our findings showed significant results between pre and post-tests: the heart rate (HR) and the double product (DP) were higher in the post-exercise period, while the systolic blood pressure (SBP) was lower. Further analysis revealed that ET and CT conditions had no significant differences. ET condition showed to present similar results as CT condition to women (regarding HR, diastolic blood pressure - DBP, and DP), and to men (HR, SBP, and DBP). Conclusion: The present research showed that exergaming provides the same acute effects in physiological variables as conventional exercises. Thus, this kind of exercise can be a reliable way to improve the lifestyle of young adults.


Assuntos
Humanos , Jogos de Vídeo/tendências , Técnicas de Exercício e de Movimento/métodos , Estilo de Vida , Pressão Arterial/fisiologia , Frequência Cardíaca/fisiologia
10.
Curr Sports Med Rep ; 19(12): 537-545, 2020 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-33306517

RESUMO

Electronic sports (esports), or competitive video gaming, is a rapidly growing industry and phenomenon. While around 90% of American children play video games recreationally, the average professional esports athlete spends 5.5 to 10 h gaming daily. These times and efforts parallel those of traditional sports activities where individuals can participate at the casual to the professional level with the respective time commitments. Given the rapid growth in esports, greater emphasis has been placed on identification, management, and prevention of common health hazards that are associated with esports participation while also focusing on the importance of health promotion for this group of athletes. This review outlines a three-point framework for sports medicine providers, trainers, and coaches to provide a holistic approach for the care of the esports athlete. This esports framework includes awareness and management of common musculoskeletal and health hazards, opportunities for health promotion, and recommendations for performance optimization.


Assuntos
Promoção da Saúde/métodos , Saúde Holística , Medicina Esportiva , Esportes/tendências , Jogos de Vídeo/tendências , Adolescente , Adulto , Traumatismos em Atletas/etiologia , Traumatismos em Atletas/prevenção & controle , Desempenho Atlético , Criança , Transtornos Traumáticos Cumulativos/etiologia , Ingestão de Líquidos , Ergonomia , Humanos , Saúde Mental , Doenças Musculoesqueléticas/etiologia , Doenças Musculoesqueléticas/terapia , Condicionamento Físico Humano , Postura , Comportamento Sedentário , Fatores de Tempo , Tromboembolia Venosa/etiologia , Tromboembolia Venosa/prevenção & controle , Jogos de Vídeo/efeitos adversos , Visão Ocular , Adulto Jovem
11.
Games Health J ; 9(6): 415-424, 2020 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-33301386

RESUMO

Sleep deprivation and emotional problems such as stress, anxiety, and depression commonly occur in university students. Exercise is beneficial to ameliorate those problems; however, university students are not serious to take up physical activity. Commercially available exergame such as Xbox® 360 Kinect is one of the alternatives. This study aims at investigating the feasibility and the potential efficacy of using Xbox 360 Kinect game among health care undergraduate students. A pilot two-armed parallel randomized controlled trial was implemented. A total of 36 undergraduate students was recruited and randomly allocated into the intervention group (playing Xbox 360 Kinect) or the control group (continue with normal daily routine). The intervention group received 30 minutes of Xbox Kinect activity, three times per week for 6 weeks. Information on psychology (Depression, Anxiety, and Stress Scale-21) and sleep (Functional Outcome Sleep Questionnaire-30) status was collected at pre- and post-experiment. The researcher-developed feasibility questionnaire was given to the participants in the intervention group at post-experiment. Repeated-measures analysis of variance was used to investigate within-between group comparison, and significance value was set at p ≤ 0.05. The analysis found potential improvement on sleep (p = 0.039) and psychological health (p = 0.002-0.067). The intervention protocol is feasible and highly accepted by the participants. The required optimum amount of dosage, sample size, and the use of outcome measures are suggested from the findings. This pilot and feasibility study supports the use of Xbox 360 Kinect games in practice and to be implemented for future research.


Assuntos
Exercício Físico/psicologia , Transtornos do Sono do Ritmo Circadiano/terapia , Estudantes/psicologia , Jogos de Vídeo/normas , Adulto , Emoções , Estudos de Viabilidade , Feminino , Humanos , Masculino , Transtornos do Sono do Ritmo Circadiano/prevenção & controle , Transtornos do Sono do Ritmo Circadiano/psicologia , Estudantes/estatística & dados numéricos , Inquéritos e Questionários , Universidades/organização & administração , Universidades/estatística & dados numéricos , Jogos de Vídeo/psicologia , Jogos de Vídeo/tendências
12.
Enferm. glob ; 19(60): 573-582, oct. 2020. tab, graf
Artigo em Espanhol | IBECS | ID: ibc-200750

RESUMO

OBJETIVO: Identificar y mapear los Serious Games que son producidos para la enseñanza de enfermería. MÉTODO: Se trata de una scoping review. La colecta de datos ocurrió en marzo de 2018, en 14 bases de datos nacionales e internacionales. Para la extracción de los datos se utilizaron los indicadores: año de publicación, país de origen, objetivo del estudio, clasificación de los Serious Games, área temática abordada por los Serious Games y los principales resultados. RESULTADOS: La muestra del estudio estuvo compuesta por siete artículos, publicados entre 2011 y 2017, seis de estos (85,7%) producidos en Brasil. Los contenidos abordados en los serious games, fueron: salud mental, seguridad del paciente, cuidados en neonatología, salud infantil, administración de fármacos y gasometría arterial. CONCLUSIÓN: Los serious game producidos para la enseñanza de la enfermería abordaron diferentes temáticas relacionadas: la salud mental, salud del niño, neonatología, seguridad del paciente, administración de fármacos y gasometría


OBJETIVO: Identificar e mapear os Serious Games que são produzidos para o ensino da enfermagem. MÉTODO: Trata-se de uma scoping review. A coleta de dados ocorreu em março de 2018, em 14 bases de dados nacionais e internacionais. Para extração dos dados utilizou-se os indicadores: ano de publicação, país de origem, objetivo do estudo, classificação do Serious Games, área temática abordada pelo Serious Games e os principais resultados. RESULTADOS: A amostra do estudo foi composta por sete artigos, publicados entre 2011 e 2017, com seis (85,7%) produzidos no Brasil. Os conteúdos abordados nos serious games, foram: saúde mental, segurança do paciente, cuidados em neonatologia, saúde infantil, administração de fármacos e gasometria arterial. CONCLUSÃO: Os serious game produzidos para o ensino da enfermagem abordaram diferentes temáticas relacionadas: a saúde mental, saúde da criança, neonatologia, segurança do paciente, administração de fármacos e gasometria


OBJECTIVE: To identify and map the serious games that are produced to teach nursing. METHOD: This is a scoping review. Data collection took place in March 2017, in 14 national and international databases. The following indicators were used for data extraction: year of publication, country of origin, objective of the study, classification of the serious games, thematic area addressed by the serious games, and main results. RESULTS: The sample consisted of seven articles. The studies were published between 2011 and 2017, and six (85.7%) were produced in Brazil. The subjects addressed by the serious games were mental health, patient safety, neonatology care, child health, drug administration, and arterial gasometry. CONCLUSION: The serious games produced for teaching nursing addressed different related themes: mental health, child health, neonatology, patient safety, drug administration, and arterial gasometry


Assuntos
Humanos , Educação em Enfermagem/métodos , Recursos Audiovisuais/classificação , Tecnologia Educacional/tendências , Materiais de Ensino , Jogos de Vídeo/tendências
13.
Rev Bras Enferm ; 73(4): e20190116, 2020.
Artigo em Inglês, Português | MEDLINE | ID: mdl-32609174

RESUMO

OBJECTIVES: to develop and assess the serious game e-Baby Família with parents of premature infants. METHODS: a methodological study regarding the development of the serious game, with participatory design in scope definition, starting from parents' learning needs about premature infant care. A qualitative approach was performed in the assessment stage with parents, with content analysis of the speech of the eight participants. RESULTS: the following categories emerged: Realistic appearance of the virtual setting and game content and Gameplay implications for the use of e-Baby Família. The game was satisfactorily assessed regarding content, appearance and dynamics use, motivating participants to learn. FINAL CONSIDERATIONS: in the context of prematurity as a public health problem in Brazil and the need to strengthen family health education for care, the serious game was assessed as motivating and appropriate for health learning.


Assuntos
Cuidado do Lactente/métodos , Recém-Nascido Prematuro , Pais/educação , Jogos de Vídeo/tendências , Brasil , Tecnologia Educacional , Humanos , Lactente , Cuidado do Lactente/instrumentação , Recém-Nascido , Pais/psicologia
14.
Games Health J ; 9(6): 389-404, 2020 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-32589482

RESUMO

Objective: This article presents the results of a systematic review of the latest, state-of-the-art research on videogames designed for older adults (i.e., those aged 65 or older) and the health benefits derived from playing these games. Findings from each study that met the inclusion criteria were analyzed and summarized into emergent themes to determine the impact of digital games in promoting healthy behaviors and benefits among these older adults. Materials and Methods: Five databases (PubMed, ScienceDirect, IEEE Xplore, ACM Digital Library, and Google Scholar) were searched for studies that evaluated interventions of videogames for older adults aged 65 and older. The initial search yielded 806 articles. After evaluating them against the inclusion criteria, 23 studies remained. Results: Out of the 23 studies we reviewed, 20 reported the significant impact of videogame interventions on the elderly's physical health. In addition, 14 studies reported effects on the elderly's mental health. Exergame is the most popular type of game used in these videogame-based interventions. This review also includes the details of study design (e.g., type of intervention, length, frequency), population sample, and measurements used in the studies. Conclusions: This systematic review demonstrates that videogame-based interventions are helpful in promoting physical health (i.e., balance, mobility, strength, physical fitness, and walking performance/gait parameters) and mental health (i.e., balance confidence, executive functions, reaction time, and processing speed) among older adults. It can also be used by researchers in this field to inform their design decisions. We have listed guidelines that can be used to frame future research in the area and enhance its quality.


Assuntos
Envelhecimento/psicologia , Benefícios do Seguro/tendências , Jogos de Vídeo/normas , Humanos , Saúde Mental , Aptidão Física/fisiologia , Aptidão Física/psicologia , Jogos de Vídeo/psicologia , Jogos de Vídeo/tendências
15.
Games Health J ; 9(4): 265-272, 2020 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-32397760

RESUMO

Objective: We examine the extent that videogame avatars provide players with opportunities for identity exploration, aiming to test the findings of self-discrepancy theory research on the user/avatar relationship with novel cognitive anthropological methods. Specifically, we examine if avatar traits are idealized (more representative of players' ideal rather than actual self) or actualized (more representative of players' actual self) as a function of players' self-esteem. Materials and Methods: Utilizing cognitive anthropological methods, we examine the relationship between actual, avatar, and ideal selves. We first asked 21 respondents to list traits they associated with their various selves. We then asked 57 new respondents to perform four pile sorts of the salient items from these lists (1 unconstrained sort of like-traits, and 3 sorts of terms indicative of respondents' ideal/actual/avatar self). Analysis of this "free list" and "pile sort" data allowed us to clarify (in a manner sensitive to gamer culture) relationships between respondents' various conceptions of self, including how those relationships were modified by self-esteem. Illustrative quotes from the interviews further clarified these relationships. Results: Paired t-test analysis shows that informants as a whole describe their avatar compared with actual selves with fewer negative terms (idealization). Low-esteem players actualize what they deem as positive traits onto their avatars, while simultaneously idealizing avatars' negative traits by minimizing them. Compared with low-esteem gamers, high-esteem players associate significantly more positive attributes with all their various selves-actual, avatar, and ideal-while describing avatar compared with actual selves with fewer positive terms and comparable numbers of negative terms (the latter a process of actualization). Conclusion: Results point to the necessity of theoretical accounts that recognize that avatars may reflect a complex relationship with the user's actual and ideal self, without assuming that avatar play frees gamers from offline social, psychological, or bodily constraints.


Assuntos
Identificação Social , Jogos de Vídeo/psicologia , Humanos , Entrevistas como Assunto/métodos , Pesquisa Qualitativa , Autoimagem , Comportamento Social , Interface Usuário-Computador , Jogos de Vídeo/tendências
16.
Games Health J ; 9(4): 279-289, 2020 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-32391734

RESUMO

Objectives: Smartphone applications ("apps") can be used to promote health behavior change and expand the reach of behavioral interventions. To date, only a few existing apps have been developed for health promotion among adolescent survivors of childhood cancer. To address this gap, we developed an app-based intervention, using game design characteristics, theory-based behavioral strategies, and assistance from a health coach to motivate health behavior change for adolescent survivors of childhood cancer. This article describes the development and initial feasibility evaluation of the intervention. Methods: Using a theoretical framework and an extensive formative process, we developed an app-based game ("Mila Blooms") that promotes healthy eating and physical activity among adolescent survivors of childhood cancer. A single-arm 8-week intervention, using this app-based game, with assistance from a health coach, was conducted among a sample of pediatric cancer survivors (n = 15) to evaluate its initial feasibility for promoting health behavior change. Results: Results from the feasibility evaluation were encouraging. The majority of enrolled participants were retained throughout the 8-week intervention (93.8%). Participant satisfaction feedback indicated positive experiences, related to ease of use and enjoyment of the app. Although there was little evidence for behavior change attributable to the app in this first stage of development, there was a solid demonstration of the viability and appeal of the game features, and there were no adverse side effects. Conclusions: Results provide insights into how gamification can be used to promote health behaviors through an app-based intervention. Mila Blooms holds promise for promoting health behavior change. Lessons learned from our experiences could be useful for the future development and implementation of app-based adolescent health interventions.


Assuntos
Terapia Comportamental/instrumentação , Sobreviventes de Câncer/psicologia , Dieta Saudável/psicologia , Exercício Físico/psicologia , Aplicativos Móveis/tendências , Adolescente , Terapia Comportamental/tendências , Sobreviventes de Câncer/estatística & dados numéricos , Criança , Dieta Saudável/estatística & dados numéricos , Feminino , Promoção da Saúde/métodos , Promoção da Saúde/estatística & dados numéricos , Humanos , Masculino , Neoplasias/complicações , Neoplasias/psicologia , Jogos de Vídeo/normas , Jogos de Vídeo/tendências
17.
Health Educ Res ; 35(3): 153-164, 2020 06 01.
Artigo em Inglês | MEDLINE | ID: mdl-32441759

RESUMO

Electronic games delivered via smartphones have the potential to become valuable tools in HIV prevention in high-prevalence and low-resource international settings. To ground theoretical elaboration around novel mHealth interventions in contextual realities, it is important to understand the mechanisms of their effects as perceived by local populations. Such perspectives are particularly important when working cross-culturally. 'Tumaini' is an interactive narrative-based smartphone game that uses a 'choose-your-own-adventure' format. It is designed to prevent HIV among young African adolescents (aged 11-14) by increasing age and condom use at first sex. It was developed with a US-based commercial game developer and is grounded in social behavioral theory, evidence-based practice and contextually relevant scenarios. In a 2017 randomized pilot study (n = 60) in Western Kenya, 'Tumaini' showed promising effects on behavioral mediators of sexual debut. In subsequent focus group discussions, adolescent participants and their parents shared their perceptions of the game's mechanisms of effect, which included motivation to play, future orientation, decision-making, relationship to a diverse range of characters and a bridging of the virtual and real worlds. These findings align with our theoretical framework, confirm its successful translation into the intervention and will inform mediation analyses in an upcoming efficacy trial.


Assuntos
Infecções por HIV , Smartphone , Jogos de Vídeo , Adolescente , Adulto , Criança , Feminino , Infecções por HIV/prevenção & controle , Humanos , Quênia , Masculino , Percepção , Projetos Piloto , Comportamento Sexual , Jogos de Vídeo/estatística & dados numéricos , Jogos de Vídeo/tendências
19.
Adv Exp Med Biol ; 1194: 217-224, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32468537

RESUMO

Neurofeedback video games respond to electrical brain signals instead to a mouse, joystick, or game controller input. These games embody the concept of improving physiological functioning by rewarding specific healthy body signals with success at playing a video game. In this paper, a threefold framework in reference to attention deficit disorder (ADD) and attention deficit hyperactivity disorder (ADHD) treatment blending with neurofeedback techniques and video game implementation is presented. In particular, the specifications of a neurofeedback-based video game for children dealing with ADHD, in order to enhance attention and concentration skills, are analyzed. Potential boundaries of this cognitive enhancement approach and authors future directions are also discussed.


Assuntos
Transtorno do Deficit de Atenção com Hiperatividade , Interfaces Cérebro-Computador , Neurorretroalimentação , Jogos de Vídeo , Transtorno do Deficit de Atenção com Hiperatividade/reabilitação , Criança , Humanos , Resultado do Tratamento , Jogos de Vídeo/normas , Jogos de Vídeo/tendências
20.
Psychiatry Res ; 289: 113036, 2020 07.
Artigo em Inglês | MEDLINE | ID: mdl-32450451

RESUMO

Problematic Internet Use (PIU) encloses excessive online activities (like video gaming, social media use, web-streaming, pornography viewing, buying). Despite its psychological burden, risk factors related to PIU remain still unclear. In the present study we explored the role of personality traits and emotion dysregulation as potential vulnerability factors for PIU. In a sample of American young adults with different PIU risk levels (established through the Internet Addiction Diagnostic Questionnaire), we administered the Tridimensional Personality Questionnaire (TPQ), the Difficulties in Emotion Regulation Scale (DERS), the Barratt Impulsiveness Scale, the Hamilton Depression Rating Scale, the Hamilton Anxiety Rating Scale. PIU participants were more likely to report lower TPQ scores in novelty seeking, harm avoidance and reward dependence. Moreover, DERS total scores significantly differed across PIU-risk groups, along with a progressively higher occurrence of depression, anxiety and impulsivity. These results preliminarily support the hypothesis of PIU as a mainly behavior aimed at 'escaping' from negative affects. Besides confirming the role of some personality traits and emotional dysregulation, we propose the concept of risk-trajectories to monitor and prevent the emergence of PIU. Gaining more insight into PIU vulnerability factors may allow us to establish targeted interventions to cope with emotion dysregulation and negative affects.


Assuntos
Comportamento Aditivo/psicologia , Regulação Emocional/fisiologia , Uso da Internet , Transtornos da Personalidade/psicologia , Personalidade/fisiologia , Assunção de Riscos , Adolescente , Adulto , Comportamento Aditivo/diagnóstico , Estudos de Coortes , Estudos Transversais , Feminino , Humanos , Uso da Internet/tendências , Masculino , Transtornos da Personalidade/diagnóstico , Mídias Sociais/tendências , Inquéritos e Questionários , Jogos de Vídeo/psicologia , Jogos de Vídeo/tendências , Adulto Jovem
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