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1.
Z Kinder Jugendpsychiatr Psychother ; 48(1): 3-14, 2020 Jan.
Artigo em Alemão | MEDLINE | ID: mdl-31094644

RESUMO

Effectiveness of an early intervention program for adolescents with Internet Gaming and Internet Use Disorder: Medium-term effects of the PROTECT+ Study Abstract. Objective: Internet Gaming and Internet Use Disorder (IGD and IUD) have gained increasing attention in the scientific community over the last few years. The inclusion of "Gaming Disorder" in the ICD-11 (International Statistical Classification of Diseases and Related Health Problems) promoted the need for evidence-based and effective treatments. PROTECT+ is such a cognitive-behavioral group therapy program for adolescents with IGD and IUD. The present study evaluates the medium-term effects after 4 months. Method: N = 54 patients, aged 9 to 19 years (M = 13.48, SD = 1.72), participated in the early intervention study between April 2016 and December 2017 in Heidelberg, Germany. Symptom severity was assessed at baseline, at the end of the treatment, and at 4-month follow-up using standardized diagnostic tools. Results: Multilevel analyses showed a significant reduction in symptom severity using the Video Game Dependency Scale (CSAS) at 4-month follow-up. We found a small effect size in self-reported reduction of symptom severity (d = 0.35) and a moderate effect size in parental ratings (d = 0.77). The Reliable Change Index measured by the Compulsive Internet Use Scale (CIUS) indicated a high heterogeneity in individual symptom changes over time. Patients showed high satisfaction regarding the treatment program at 1- und 4-month follow-up. Conclusions: This study is internationally one of the few to show a significant reduction of IGD and IUD symptoms after 4 months.


Assuntos
Comportamento Aditivo , Intervenção Médica Precoce , Internet , Jogos de Vídeo/psicologia , Adolescente , Comportamento do Adolescente , Criança , Alemanha , Humanos , Adulto Jovem
2.
Arch Dis Child Fetal Neonatal Ed ; 105(1): 98-107, 2020 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-31256010

RESUMO

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


Assuntos
Jogos Recreativos , Ressuscitação/educação , Treinamento por Simulação/métodos , Jogos de Vídeo , Realidade Virtual , Humanos , Recém-Nascido
3.
Z Kinder Jugendpsychiatr Psychother ; 48(1): 15-23, 2020 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-30777484

RESUMO

This study investigates the relationship between adverse childhood experiences (ACEs), age, and sex with respect to their avatar preference in online games. The analyses comprise a subsample of n = 1817 adolescents and adults from 14 to 60 years within a representative German population-based study. Results indicate that 14 % of this sample uses avatars in online games, with significantly more males (22.6 %) than females (7.7 %) doing so. Persons with multiple ACEs (≥ 4) have a higher OR of 2.05 (95 % CI: 1.418-2.956) to use avatars in online games. Regarding avatar preference, females are more likely to play supporters than males, and males are more likely to choose damagers and mixed-type avatars than females. Participants with an experience of parental divorce during their childhood reported higher preference of playing supporter or mixed-type avatars in comparison with damager avatars. Moreover, participants with mental illness or suicide in the family show a higher preference of mixed-type avatars compared to damager, but not to supporter avatars. Knowledge about the use of avatars can be an interesting source of information for supporting psychotherapeutic treatment in a young age group.


Assuntos
Experiências Adversas da Infância , Comportamento de Escolha , Internet , Jogos de Vídeo/psicologia , Adolescente , Adulto , Criança , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Adulto Jovem
4.
Nurs Educ Perspect ; 41(1): E8-E9, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-31860502

RESUMO

Knowing medications and their use in patient care is a component of safe practice. The Med-Match game transforms learning medications from a solitary task to an interactive activity. Educational games create real-life scenarios in a safe, context-rich environment without real-world consequences. Gaming is a form of active learning; learning occurs as a result of student-to-student interaction, peer feedback, and faculty debriefing. Although this activity was initially developed for nursing students, it can also be used with new RNs being oriented to a clinical setting or as an annual review for experienced nurses.


Assuntos
Aprendizagem Baseada em Problemas , Estudantes de Enfermagem , Retroalimentação , Humanos , Jogos de Vídeo
5.
Presse Med ; 48(12): 1551-1568, 2019 Dec.
Artigo em Francês | MEDLINE | ID: mdl-31767247

RESUMO

CONTEXT: Gambling and gaming disorders have been introduced as addictions in the DSM-5 and have been announced for the next edition of the ICD. Links between gambling and gaming and psychiatric comorbidities have been thoroughly investigated, but so far the impact of gambling and gaming on physical health has been overlooked. OBJECTIVE: Our aim was to evaluate the impact of gaming and gambling disorders on the physical health of gamers and gamblers. SOURCES: We conducted a systematic review of the literature, using PubMed/Medline to retrieve studies with the following: keywords: "gambling" ; "pathological gambling" ; "gambling health" ; "gaming" ; "pathological gaming" and "gaming health". PAPERS SELECTION: Selected studies all reported on the physical health of gamers and gamblers with addiction. We obtained 133 articles from the Medline database. After screening abstracts and introductions and full reading of papers we retrieved 25 articles for this review. Seventeen articles reporting 56,179 subjects with gambling disorder and 8 articles reporting 63,887 subjects with gaming disorder. RESULTS: All papers described the physical health of individuals with gaming and gambling disorders. For gambling, data showed the existence of digestive disorder (20 to 40%), sleeping disorders (35 to 68%), headaches (20 to 30%) and cardiovascular disorders: tachycardia (9%) and coronary artery disease (2 to 23%). Results were mostly significant when compared to the general population. For gaming, available studies reported qualitative data. Most frequently reported symptoms were sleeping complaints, joint pain, headaches and visual problems. These symptoms were more frequently described for teenagers. Sleeping complaints were the most frequently reported symptom. LIMITS: Although we found that the physical health of gamers and gamblers with addiction was impaired, no study investigated the causal role of addiction, gaming, and gambling. Further studies are needed to better understand how behavioral addictions impact physical heath. CONCLUSION: Data reported in this review documented that individuals with gaming or gambling disorders have an impaired physical health. Knowledge of the symptoms reported could help primary care physicians to better screen for gambling and gaming disorders among their patients.


Assuntos
Jogo de Azar/fisiopatologia , Nível de Saúde , Jogos de Vídeo/efeitos adversos , Comportamento Aditivo/complicações , Comportamento Aditivo/epidemiologia , Comportamento Aditivo/fisiopatologia , Manual Diagnóstico e Estatístico de Transtornos Mentais , Transtornos Disruptivos, de Controle do Impulso e da Conduta/diagnóstico , Transtornos Disruptivos, de Controle do Impulso e da Conduta/epidemiologia , Transtornos Disruptivos, de Controle do Impulso e da Conduta/etiologia , Jogo de Azar/complicações , Jogo de Azar/epidemiologia , Humanos , Jogos de Vídeo/psicologia , Jogos de Vídeo/estatística & dados numéricos
6.
Adv Exp Med Biol ; 1192: 263-279, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31705499

RESUMO

This article gives an overview of the concept and brain mechanisms of Internet game and smartphone addiction and the applicability of precision medicine and smart healthcare system. Internet game and smartphone addiction are categorized as behavioral addictions, which share similar phenomenology and neurobiological underpinnings with substance addictions. Neuroimaging studies revealed the alteration in the functional activity and structure of individuals with Internet game and smartphone addiction, which also can be potent biomarkers. Precision medicine is defined as treatments targeted to the individual patients on the basis of genetic, biomarker, phenotypic or psychosocial characteristics. Recent advances in high-throughput technology and bioinformatics have enabled us to integrate these big data with behavioral data collected from smartphones or other wearable devices. Data collected via smart devices can be transferred to medical institute and integrated in order to diagnose current status precisely and to provide optimal intervention. The feedbacks of intervention are sent back to the medical provider via self-reports or objective measures to evaluate the appropriateness of the intervention. In conclusion, Internet game and smartphone addiction can be diagnosed precisely using high-throughput technology and optimally managed via smart healthcare system.


Assuntos
Comportamento Aditivo/diagnóstico , Terapia Cognitivo-Comportamental/métodos , Assistência à Saúde/métodos , Internet , Transtornos Mentais/epidemiologia , Medicina de Precisão , Smartphone , Comportamento Aditivo/terapia , Humanos , Neuroimagem , Transtornos Relacionados ao Uso de Substâncias , Jogos de Vídeo
7.
Cyberpsychol Behav Soc Netw ; 22(10): 662-669, 2019 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-31613156

RESUMO

Mobile gaming has gained popularity among adolescents, and an increase in problematic use has been reported. The aims of this study are as follows: (a) develop a self-report questionnaire, the Problematic Mobile Gaming Questionnaire (PMGQ); (b) establish a validated cutoff value using structured interviews; and (c) evaluate the prevalence of mobile gaming addiction in adolescents. The PMGQ was built as a 12-item questionnaire rated on a 4-point Likert scale to evaluate the symptoms of problematic mobile gaming (PMG). The construct validity of the PMGQ was examined using exploratory factor analysis. Overall, 10,775 students with smartphones from grade 4 to senior high school were recruited to complete the questionnaire. A total of 113 senior high school students were interviewed using previously developed criteria for PMG to develop an optimal cutoff point measuring sensitivity, specificity, and diagnostic accuracy. The cutoff point was determined using the Youden index and optimal diagnostic accuracy. The PMGQ showed good internal consistency (Cronbach's α = 0.92) and adequate diagnostic efficiency (area under the receiver operating characteristic curve = 0.802). The items revealed three factors of addiction: compulsion, tolerance, and withdrawal. For the PMGQ, a cutoff point of 29/30 demonstrated the most optimal Youden index and diagnostic accuracy. Demographic data showed that the proportion of PMG was 19.1 percent among elementary school students, 20.5 percent among junior high school students, and 19.0 percent among senior high school students. The PMGQ demonstrated appropriate validity and accuracy in the assessment for PMG.


Assuntos
Comportamento Aditivo/epidemiologia , Jogos de Vídeo/efeitos adversos , Adolescente , Humanos , Prevalência , Inquéritos e Questionários , Taiwan/epidemiologia
8.
Health Psychol ; 38(12): 1107-1115, 2019 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-31512923

RESUMO

OBJECTIVE: Exercise video games (EVGs) may offer an attractive, sustainable alternative or supplement to traditional modes of exercise. Understanding the psychosocial factors that influence the appeal of EVGs is important for improving the efficacy of video games as a method of promoting the uptake and long-term maintenance of physical activity. METHODS: This study examined changes in psychosocial constructs from self-determination theory and self-efficacy theory as mediators of intervention efficacy among 189 healthy, sedentary adults randomized to 12-week programs of either EVGs or standard exercise (e.g., treadmill walking, stationary cycling) followed by 6 months of follow-up. The EVG group engaged in significantly more weekly minutes of moderate to vigorous physical activity (MVPA) at the end of treatment compared with the standard exercise group. Univariate and multivariate mediational models were used to examine theoretically derived psychosocial constructs as potential mediators of differential intervention effects. RESULTS: Univariate mediational models suggest a significant indirect effect of treatment on MVPA outcomes through enjoyment, self-efficacy, stress management, depressive symptoms, and positive engagement (p < .05). Multiple mediational analyses confirm all the univariate results (p < .05), with the exception of enjoyment. CONCLUSIONS: Differences in the efficacy of EVG versus standard exercise interventions were mediated by several psychosocial constructs, suggesting that qualities specific to game play may enhance adherence to physical activity both in and outside of the laboratory environment. (PsycINFO Database Record (c) 2019 APA, all rights reserved).


Assuntos
Exercício/psicologia , Jogos de Vídeo/normas , Adulto , Feminino , Humanos , Masculino , Pessoa de Meia-Idade
9.
Zh Nevrol Psikhiatr Im S S Korsakova ; 119(7. Vyp. 2): 52-57, 2019.
Artigo em Russo | MEDLINE | ID: mdl-31532591

RESUMO

OBJECTIVE: To study the prevalence of computer game addiction in educational institutions and to develop additional diagnostics of computer game addiction using the vocabulary of colloquial speech of a computer gamer and the «portrait of a gamer student¼. MATERIAL AND METHODS: The study included 7-10 grade students, aged 12-17 years (14.6±2.4 years), their parents and teachers from educational institutions. Sociological, clinical, psychometric and statistical methods were used. RESULTS AND CONCLUSION: The study has established that the more time a student spend playing computer games, the more words in the test he/she defines as «familiar¼; the difference in the means for analyzing quantitative data between groups with different degrees of involvement in computer games is significant. The results indicate that the proposed «language vocabulary¼ testing is suitable for additional diagnosis of the degree of computer game dependence.


Assuntos
Comportamento Aditivo , Linguística , Jogos de Vídeo , Adolescente , Comportamento Aditivo/diagnóstico , Criança , Feminino , Humanos , Masculino , Psicometria , Estudantes
11.
Ophthalmologe ; 116(12): 1231-1234, 2019 Dec.
Artigo em Alemão | MEDLINE | ID: mdl-31552468

RESUMO

Technical innovations, such as computer games and shutter glasses open up elegant treatment options for amblyopia. The lack of monitoring of compliance means that there is no scientific basis on which a comparative study between a new therapeutic approach and occlusion therapy as the standard of care could be designed. An easy to use microsensor for measurement of compliance could have a broad spectrum of applications in scientific studies as well as in routine clinical practice. This article gives a brief overview about emerging and innovative approaches.


Assuntos
Ambliopia , Ambliopia/diagnóstico , Ambliopia/terapia , Óculos , Humanos , Cooperação do Paciente , Privação Sensorial , Resultado do Tratamento , Jogos de Vídeo
12.
J Clin Neurophysiol ; 36(5): 389-391, 2019 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-31490453

RESUMO

Smartphones and other personal electronic devices present novel cortical processing tasks with potential for identification of novel EEG waveforms. A 17-year-old patient with epilepsy manifested as recurrent myoclonic seizures, absence seizures, and a single generalized tonic-clonic seizure was hospitalized to undergo video-EEG monitoring for seizure quantification and classification of the epilepsy syndrome. During the monitoring session, a frontocentral predominant 5 to 6 Hz theta rhythm was identified only when the patient was actively texting or playing a video game on his smartphone. Previously, patients with focal epilepsy have been found to have a frontocentral theta rhythm on EEG while texting on mobile devices. We report similar EEG findings in a patient with genetic generalized epilepsy during smartphone gaming to expand the population and triggers for this theta waveform. Given the young age and type of epilepsy, we suggest that the waveform represents the EEG manifestation of the attention-visuomotor pathway that is stimulus independent.


Assuntos
Epilepsias Mioclônicas/fisiopatologia , Smartphone/tendências , Ritmo Teta/fisiologia , Jogos de Vídeo/tendências , Adolescente , Eletroencefalografia/métodos , Eletroencefalografia/tendências , Epilepsias Mioclônicas/diagnóstico , Humanos , Masculino , Mensagem de Texto/tendências , Jogos de Vídeo/efeitos adversos
13.
NeuroRehabilitation ; 45(2): 255-263, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31498138

RESUMO

BACKGROUND: Studies have demonstrated that the combination of Nintendo Wii (NW) with Conventional Exercises (CE) was effective in the rehabilitation of patients with Parkinson's Disease (PD), but there are no studies comparing the effects of this combination on both techniques isolated. OBJECTIVE: To investigate if the effects of the combination of NW to CE are superior to isolated techniques in the rehabilitation of balance, gait, functional mobility and improvement of the quality of life of individuals with PD. METHODS: 45 patients with PD were divided into three groups, NW alone, CE alone and NW plus EC. The sessions occurred for 50 minutes, twice a week and evaluations administered before and after the 2-month intervention. RESULTS: Significant differences were found in the pre and post intervention analyzes of all the outcomes in the three groups, but there was no difference between the groups. The effect size was evaluated, in which the NW plus CE group had a greater magnitude of the therapeutic effect. CONCLUSION: The NW plus CE was statistically as effective as each intervention alone in the rehabilitation of patients with PD, however, the use of this combination provided a magnitude of the therapeutic effect superior to the other groups.


Assuntos
Terapia por Exercício/métodos , Reabilitação Neurológica/métodos , Doença de Parkinson/reabilitação , Ludoterapia/métodos , Jogos de Vídeo , Idoso , Feminino , Marcha , Humanos , Masculino , Pessoa de Meia-Idade , Equilíbrio Postural , Qualidade de Vida , Método Simples-Cego
14.
Neuropsychiatr ; 33(4): 179-190, 2019 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-31493233

RESUMO

BACKGROUND: The percentage of smartphone users-especially among minors-is growing, and so is the body of literature hinting at increasing rates of problematic smartphone use in children and adolescents. However, comprehensive reviews regarding this issue are still scarce. OBJECTIVE: The main aim of this review was to provide an overview of studies focusing on specific risk factors predicting problematic smartphone use in children and adolescents. METHODS: A literature search was conducted in Google Scholar and PubMed. RESULTS: The search yielded 38 articles that met the criteria for inclusion in this review. Research regarding influencing factors such as gender, age, and social, family, and personality factors, as well as duration of use and use patterns, could be found. Results seem to cautiously suggest that using a smartphone for gaming and social networking might be risk factors, whereas having good friendships might constitute a protective factor. Also, female adolescents seem to be prone to a higher smartphone addiction risk than male adolescents. For family, school, and personality factors, results are still scarce, and more research is needed. Nevertheless, strict parenting, low self-control, and low self-esteem seem to increase risks for problematic use, whereas academic motivation and school success might decrease this risk. CONCLUSION: A concise theoretical conceptualization of problematic smartphone use and corresponding standardized measures are needed to increase comparability of future studies and to thereby add to a clearer understanding of this contested concept.


Assuntos
Comportamento Aditivo , Utilização de Equipamentos e Suprimentos , Smartphone/estatística & dados numéricos , Sucesso Acadêmico , Adolescente , Criança , Amigos/psicologia , Humanos , Motivação , Fatores de Risco , Fatores Sexuais , Rede Social , Jogos de Vídeo
15.
Dement. neuropsychol ; 13(3): 259-267, July-Sept. 2019. tab, graf
Artigo em Inglês | LILACS | ID: biblio-1039651

RESUMO

ABSTRACT This systematic review examined the evidence about the effects of virtual reality (VR) on dual-task gait training in Parkinson's disease (PD). Methods: this study (PROSPERO registration CRD42019114736) aimed to answer the question: "Is VR beneficial for dual-task gait training in patients with PD?" We searched for studies from 2008 to 2018 on Medline/PubMed and Web of Science/Web of knowledge databases. The keywords were Parkinson AND gait training AND virtual reality OR Parkinson AND gait training AND game. A total of 55 articles were retrieved, of which 11 systematic reviews, 11 opinions, letters to the editor, posters or conferences abstracts and 17 studies not evaluating the effects of VR gait training were excluded. Three further studies addressing VR dual-task gait training in PD (found in references of studies selected) were also included. Therefore, 19 studies were included and analysed. Results: all studies reported gait improvement after VR training. Many clinical scales were used, hampering comparison of the effects of each protocol. Conclusion: VR dual-task gait training should be part of rehabilitation protocols for PD. The studies showed that VR training was effective, although specific guidelines have not yet been established.


RESUMO Essa revisão sistemática examinou as evidências sobre os efeitos da realidade virtual (RV) no treinamento de marcha com tarefa-dupla na doença de Parkinson (DP). Métodos: esse estudo (registro PROSPERO: CRD42019114736) visou responder à questão: "A RV é benéfica no treinamento de marcha com tarefa-dupla em pacientes com DP?" A busca, de 2008 a 2018, foi feita nos bancos de dados Medline/PubMed e Web of Science/Web of Knowledge. Os descritores foram Parkinson, treinamento de marcha, realidade virtual e jogos eletrônicos. Foram encontrados 55 artigos e eliminadas 11 revisões sistemáticas, 11 cartas ao editor, resumos de pôsteres ou conferências e 17 estudos que não avaliaram os efeitos do treinamento da marcha em RV. Três outros estudos (encontrados nas referências dos estudos selecionados) foram incluídos porque também abordaram o treinamento de marcha com dupla tarefa de RV em DP. Portanto, 19 estudos foram incluídos e analisados. Resultados: todos os estudos relataram melhora da marcha após o treinamento com RV. Muitas escalas clínicas foram usadas e foi difícil comparar os efeitos de cada protocolo. Conclusão: RV deve fazer parte dos protocolos de reabilitação em DP. O treinamento com RV é eficaz, embora recomendações específicas ainda não tenham sido estabelecidas.


Assuntos
Humanos , Doença de Parkinson , Cognição , Jogos de Vídeo , Realidade Virtual
16.
Medicine (Baltimore) ; 98(33): e16863, 2019 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-31415420

RESUMO

Heart rate variability (HRV) is an objective measure of emotional regulation. This study aimed to estimate the accuracy with which an artificial neural network (ANN) algorithm could classify emotions using HRV data that were obtained using wristband heart rate monitors.Four emotions were evoked during gameplay: pleasure, happiness, fear, and anger. Seven normalized HRV features (i.e., 3 time-domain features, 3 frequency-domain features, and heart rate), which yielded 29,727 segments during gameplay, were collected and analyzed first by statistics and then classified by the trained ANN model.General linear model adjusted for individual differences in HRV showed that all HRV features significantly differed across emotions, despite disparities in their magnitudes and associations. When compared to neutral status (i.e., no emotion evoked), the mean of R-R interval was significantly higher for pleasure and fear but lower for happiness and anger. In addition, pleasure evidenced the HRV features that suggested a superior parasympathetic to sympathetic activation. Happiness was associated with a prominent sympathetic activation. These statistical findings suggest that HRV features significantly differ across emotions evoked by gameplay. When further utilizing ANN-based emotion classification, the accuracy rates for prediction were above 75.0% across the 4 emotions with accuracy rates for classification of paired emotions ranging from 82.0% to 93.4%.For classifying emotion in an individual person, the trained ANN model utilizing HRV features yielded a high accuracy rate in our study. ANN is a time-efficient and accurate means to classify emotions using HRV data obtained from wristband heart rate monitors. Thus, this integrated platform can help monitor and quantify human emotions and physiological biometrics.


Assuntos
Ira/fisiologia , Medo/fisiologia , Felicidade , Frequência Cardíaca/fisiologia , Prazer/fisiologia , Adulto , Algoritmos , Humanos , Masculino , Smartphone , Jogos de Vídeo/psicologia , Dispositivos Eletrônicos Vestíveis , Adulto Jovem
17.
Asia Pac J Ophthalmol (Phila) ; 8(4): 330-334, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31385820

RESUMO

BACKGROUND: A near vision game has been developed for the autostereoscopic screen of the Nintendo 3DS console. Ease of use and time for testing by non-English-speaking patients was not known. METHODS: Adult and pediatric patients in a remote Burma clinic were compared with US military staff with each performing conventional near acuity, Stereo Fly, and Ishihara color in addition to PDI Check game, so results could be correlated and timed. RESULTS: Seventeen Burma adults (aged 19-58), 20 Burma children (aged 7-15), and 14 US military staff (aged 21-36) completed the testing. Conventional testing correlated with PDI Check for stereo (P < 0.001), acuity oculo dexter (P < 0.01), acuity oculo sinister (P < 0.01). For visual acuity and stereopsis, the intraclass coefficient was 0.55 [95% confidence interval (CI) 0.28-0.72] and 0.62 (95% CI 0.41-0.77) respectively, but with few color deficient cases color was 0.30 (95% CI -0.05 to 0.60). The time in seconds to complete near vision testing with PDI Check (172 ±â€Š27, overall; 198 ±â€Š34, Burma; 99 ±â€Š20, military) was significantly (25% ±â€Š18%) briefer than conventional testing (226 ±â€Š31, overall; 270 ±â€Š34, Burma; 126 ±â€Š20, military). The Burma patients took significantly longer than the military staff (234 ±â€Š25 vs 112 ±â€Š14, P < 0.01). Time for Burma children did not differ from Burma adults for PDI (109 ±â€Š47 vs 217 ±â€Š54, P = 0.42) and for conventional testing (266 ±â€Š51 vs 275 ±â€Š52, P = 0.80). CONCLUSIONS: Non-English-speaking Burma children and adults were able to reliably perform 3 types of near vision testing with a Nintendo 3DS game 25% quicker than the 2 to 3 minutes for conventional methods. They were slower than experienced US military staff adults.


Assuntos
Percepção de Profundidade/fisiologia , Jogos de Vídeo , Transtornos da Visão/diagnóstico , Seleção Visual/instrumentação , Acuidade Visual , Adolescente , Adulto , Criança , Desenho de Equipamento , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Mianmar/epidemiologia , Prevalência , Estudos Prospectivos , Reprodutibilidade dos Testes , Transtornos da Visão/epidemiologia , Adulto Jovem
18.
Stud Health Technol Inform ; 266: 70-75, 2019 Aug 08.
Artigo em Inglês | MEDLINE | ID: mdl-31397304

RESUMO

A healthy and active lifestyle can significantly improve the well-being and quality of life; however, some elderly people struggle to stay motivated and engaged with any form of exercise. The project Elaine (Elderly, AI and New Experiences) addresses this problem by seeking to improve the quality of life of the elderly through exergames. Currently, the project explores a novel approach in the field of health informatics called asynchronous exergaming. This approach, a new trend in games in the health domain, allows the elderly to workout at their own pace, and in their own time, with their physical activity linked asynchronously to a game. This paper presents the study protocol for Solitaire Fitness, a new asynchronous exergame developed by the team. The game aims at increasing the motivation of the elderly to engage in physical exercise whilst helping to maintain their cognitive abilities. It also describes the protocol for the trial. The result of this research has the potential to benefit elderly that need nudging to be motivated to exercise, health care providers treating people with sedentary lifestyles and researchers investigating ways to encourage the elderly to exercise.


Assuntos
Exercício , Jogos de Vídeo , Idoso , Envelhecimento , Humanos , Estilo de Vida , Qualidade de Vida , Comportamento Sedentário
19.
Artigo em Inglês | MEDLINE | ID: mdl-31394855

RESUMO

The purpose of this preliminary study was to investigate trends in children's sedentary behavior (SB), physical activity (PA), and motivation during a 12 week classroom-based Active Video Game (AVG) program. A sample of 16 children, recruited from an elementary school, participated in AVG for 30 minutes per school day for 12 consecutive weeks. School day time in SB and PA, in addition to step counts, were assessed across 12 weeks using accelerometers and motivation was assessed via questionnaires. Mixed effects models with a quadratic time parameter were employed to examine time trends. A significant negative trend was observed for SB, while light and vigorous PA and step counts yielded positive trends until approximately 8-9 weeks where a quadratic inflection point was observed (p < 0.001). Regarding motivational variables, enjoyment and social support from teachers significantly increased across 12 weeks (p < 0.05). A 12 week classroom AVG program yielded a positive trend in school day light and vigorous PA and step counts, and a negative trend in SB until 8-9 weeks into the program. This study supports the use of low-cost classroom-based AVG programs to improve children's physical and mental health, but favorable PA trends were attenuated past 8-9 weeks.


Assuntos
Exercício , Motivação , Instituições Acadêmicas , Comportamento Sedentário , Jogos de Vídeo , Criança , Feminino , Humanos , Masculino , Estados Unidos
20.
Sensors (Basel) ; 19(16)2019 Aug 09.
Artigo em Inglês | MEDLINE | ID: mdl-31395802

RESUMO

Internet gaming disorder in adolescents and young adults has become an increasing public concern because of its high prevalence rate and potential risk of alteration of brain functions and organizations. Cue exposure therapy is designed for reducing or maintaining craving, a core factor of relapse of addiction, and is extensively employed in addiction treatment. In a previous study, we proposed a machine-learning-based method to detect craving for gaming using multimodal physiological signals including photoplethysmogram, galvanic skin response, and electrooculogram. Our previous study demonstrated that a craving for gaming could be detected with a fairly high accuracy; however, as the feature vectors for the machine-learning-based detection of the craving of a user were selected based on the physiological data of the user that were recorded on the same day, the effectiveness of the reuse of the machine learning model constructed during the previous experiments, without any further calibration sessions, was still questionable. This "high test-retest reliability" characteristic is of importance for the practical use of the craving detection system because the system needs to be repeatedly applied to the treatment processes as a tool to monitor the efficacy of the treatment. We presented short video clips of three addictive games to nine participants, during which various physiological signals were recorded. This experiment was repeated with different video clips on three different days. Initially, we investigated the test-retest reliability of 14 features used in a craving detection system by computing the intraclass correlation coefficient. Then, we classified whether each participant experienced a craving for gaming in the third experiment using various classifiers-the support vector machine, k-nearest neighbors (kNN), centroid displacement-based kNN, linear discriminant analysis, and random forest-trained with the physiological signals recorded during the first or second experiment. Consequently, the craving/non-craving states in the third experiment were classified with an accuracy that was comparable to that achieved using the data of the same day; thus, demonstrating a high test-retest reliability and the practicality of our craving detection method. In addition, the classification performance was further enhanced by using both datasets of the first and second experiments to train the classifiers, suggesting that an individually customized game craving detection system with high accuracy can be implemented by accumulating datasets recorded on different days under different experimental conditions.


Assuntos
Comportamento Aditivo/fisiopatologia , Fissura/fisiologia , Aprendizado de Máquina , Eletroculografia , Frequência Cardíaca/fisiologia , Humanos , Masculino , Taxa Respiratória/fisiologia , Movimentos Sacádicos/fisiologia , Autorrelato , Jogos de Vídeo , Adulto Jovem
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