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1.
Artigo em Inglês | MEDLINE | ID: mdl-33203076

RESUMO

The COVID-19 pandemic led to unprecedented restrictions on people's movements and interactions, as well as the cancellation of major sports events and social activities, directly altering the gambling landscape. There is urgent need to provide regulators, policy makers and treatment providers with evidence on the patterns and context of gambling during COVID-19 and its aftermath. This protocol describes a study addressing the following three questions: (1) How has COVID-19 changed gambling practices and the risk factors for, and experience of, gambling harms? (2) What is the effect of COVID-19 on gambling marketing? (3) How has COVID-19 changed high risk groups' gambling experiences and practices? This mixed-method study focuses on two groups, namely young adults and sports bettors. In workpackage-1, we will extend an existing longitudinal survey of gambling in young adults (aged 16-24 years) (first wave conducted June-August 2019), adding COVID-19-related questions to the second wave (July-August 2020) and extending to a third wave in 2021; and undertake a survey of sports bettors in the UK (baseline n = 4000, ~July-August 2020), with follow-ups in ~October-November 2020 and ~February-March 2021. In workpackage-2, we will examine changes in expenditure on paid-for gambling advertising from January 2019 to July 2021 and undertake a mixed-method content analysis of a random sample of paid-for gambling advertising (n ~ 200) and social media marketing (n ~ 100) during the initial COVID-19 "lockdown". Workpackage-3 will involve qualitative interviews with a purposive sample of (a) young adults (aged 18-24 years) and (b) sports bettors.


Assuntos
Infecções por Coronavirus , Jogo de Azar , Marketing , Pandemias , Pneumonia Viral , Jogos de Vídeo , Adolescente , Adulto , Betacoronavirus , Jogo de Azar/epidemiologia , Humanos , Projetos de Pesquisa , Reino Unido/epidemiologia , Adulto Jovem
3.
Annu Int Conf IEEE Eng Med Biol Soc ; 2020: 867-870, 2020 07.
Artigo em Inglês | MEDLINE | ID: mdl-33018122

RESUMO

Stress can affect a person's performance and health positively and negatively. A lot of the relaxation methods have been suggested to reduce the amount of stress. This study used virtual reality (VR) video games to alleviate stress. Physiological signals captured from Electrocardiogram (ECG), galvanic skin response (GSR), and respiration (RESP) were used to determine if the subject was stressed or relaxed. Time and frequency domain features were then extracted to evaluate stress levels. Frequency domain methods such as low-frequency (LF), high-frequency (HF), LF-HF ratio (LF/HF) are considered the most effective for HRV analysis, Poincare plots are moré discerning visually and shares a 81% correlation with LF/HF ratio. GSR is associated with EDA activity, which only increases due to stress. Stress and relax were classified using Linear Discriminant Analysis (LDA), Decision Tree, Support Vector machine (SVM), Gradient Boost (GB), and Naive Bayes. GB performed the best with an accuracy of 85% after 5 fold cross validation with 100 iterations, which is admirable from a small dataset with 50 samples.


Assuntos
Jogos de Vídeo , Realidade Virtual , Teorema de Bayes , Eletrocardiografia , Resposta Galvânica da Pele , Humanos
4.
Annu Int Conf IEEE Eng Med Biol Soc ; 2020: 4583-4587, 2020 07.
Artigo em Inglês | MEDLINE | ID: mdl-33019014

RESUMO

In the recent decade, mobile exergaming has emerged as a way to motivate physical activity and thereby increase fitness. It has been found that those which encourage social interaction and multiplayer gaming leads to better fitness outcomes than single player games [1]. However, none have yet to tailor exergames for people who use wheelchairs due to lower mobility impairment. We present a mobile exergaming and fitness tracking app in which the exergames are tailored toward people in wheelchairs and features a virtual community which allows social interaction through multiplayer gaming and leaderboard features. We hypothesized that users would find the multiplayer games more useful for improving fitness than the single player games. However, perceived usefulness survey results indicate overall satisfaction with the main design features but not a particular preference for the multiplayer gaming over single player gaming. Users overall found the app useful and easy to use, and the results provide indication that the virtual community created through the multiplayer feature of the mobile exergaming app does promote and enhance exercising.Clinical relevance- Multiplayer gaming was designed into a mobile fitness app to encourage exercise amongst individuals in wheelchairs. The virtual community created is expected to increase activity levels and its many associated health benefits in this community, promote a greater sense of belonging, and increase social participation.


Assuntos
Jogos de Vídeo , Cadeiras de Rodas , Computação em Nuvem , Exercício Físico , Humanos , Relações Interpessoais
5.
Psychiatr Danub ; 32(Suppl 3): 382-385, 2020 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-33030458

RESUMO

INTRODUCTION: Addiction is not solely "substance dependence". Diminished control is a core defining concept of psychoactive substance addiction. Several behaviors, besides psychoactive substance ingestion, produce short-term reward that may engender diminished control over the behavior. Growing evidence suggests that behavioral addictions resemble substance addictions in many domains, including phenomenology, tolerance, comorbidity, overlapping genetic contribution, neurobiological mechanisms, and response to treatment. This similarity has given rise to the concept of non-substance or behavioral addictions, i.e., syndromes analogous to substance addiction, but with a behavioral focus. The type of excessive behaviors identified as being addictive include gambling, use of computers, playing video games, use of the internet, exercise, and shopping. Behavioral addictions have been proposed as a new class in DSM-5, but the only category included is gambling disorder. Internet gaming disorder is included in the appendix as a condition for further study. The ICD-11 included also the definition of a new disorder, gaming disorder. To present actual knowledge about behavioral addictions in childhood and adolescence. METHODS: Analysis of data in available literature in data basis and textbooks. RESULTS: Some behavioral addictions are becoming more common in children and adolescents. Dominant are gaming and gambling addiction that are also best researched. CONCLUSIONS: Behavioral addiction becomes an epidemic in children and adolescents.


Assuntos
Comportamento Aditivo/epidemiologia , Internet , Adolescente , Criança , Jogo de Azar/epidemiologia , Humanos , Pandemias , Comportamento Sexual , Jogos de Vídeo
7.
Annu Int Conf IEEE Eng Med Biol Soc ; 2020: 980-983, 2020 07.
Artigo em Inglês | MEDLINE | ID: mdl-33018149

RESUMO

Gamers with Internet gaming disorder (IGD) dynamically regulate their psychophysiological responses during playing; however, analyzing instantaneous psychophysiological responses in these gamers has been limited by a lack of appropriate methods. We propose combining the Complementary Ensemble Empirical Mode Decomposition and Direct Quadrature methods to overcome this limitation. The related effect of abdominal breathing (AB) training (as a relaxing psychology method) on the distribution of instantaneous frequency (IF) was investigated by calculating median (IFmed), kurtosis (IFkurt) and skewness (IFskew), and 19 participants with high-risk IGD (HIGD) were found to have increased IFmed [massively multiplayer online role-playing game (MMORPG): 0.36 ± 0.08; first-person shooter game (FPSG): 0.34 ± 0.08] but decreased IFkurt (MMORPG: 5.98 ± 2.31; FPSG: 6.84 ± 4.61) and IFskew (MMORPG: 0.40 ± 0.69; FPSG: 0.64 ±1.04) during game-film stimuli compared with baseline and recovery states. After AB training, IFmed of these 19 participants (MMORPG: 0.24 ± 0.11; FPSG: 0.18 ± 0.06) decreased significantly. This study is firstly to observe the IF distribution of respiratory signal in gamers with HIGD; thus, this distribution may be used as a respiratory physiological marker of IGD risk.


Assuntos
Comportamento Aditivo , Transtornos Disruptivos, de Controle do Impulso e da Conduta , Jogos de Vídeo , Humanos , Internet , Desempenho de Papéis
8.
Am J Nurs ; 120(10): 50-56, 2020 10.
Artigo em Inglês | MEDLINE | ID: mdl-32976152

RESUMO

Educational versions of interactive escape room games can be used to teach and reinforce knowledge and clinical skills. In this article, the authors describe their experience creating, piloting, implementing, and evaluating a safe medication educational escape room for first-year nursing students. They highlight the steps needed to develop an effective learning experience and provide insight into lessons they've learned throughout this process.


Assuntos
Educação em Enfermagem/métodos , Aprendizagem Baseada em Problemas/métodos , Jogos de Vídeo , Simulação por Computador , Humanos , Erros de Medicação/prevenção & controle , Estudantes de Enfermagem
9.
J Vis Exp ; (162)2020 08 15.
Artigo em Inglês | MEDLINE | ID: mdl-32865525

RESUMO

Feedback control theory has been extensively implemented to theoretically model human sensorimotor control. However, experimental platforms capable of manipulating important components of multiple feedback loops lack development. This paper describes WheelCon, an open-source platform aimed at resolving such insufficiencies. Using only a computer, a standard display, and inexpensive gaming steering wheel equipped with a force feedback motor, WheelCon safely simulates the canonical sensorimotor task of riding a mountain bike down a steep, twisting, bumpy trail. The platform provides flexibility, as will be demonstrated in the demos provided, so that researchers may manipulate the disturbances, delay, and quantization (data rate) in the layered feedback loops, including a high-level advanced plan layer and a low-level delayed reflex layer. In this paper, we illustrate WheelCon's graphical user interface (GUI), the input and output of existing demos, and how to design new games. In addition, we present the basic feedback model and the experimental results from the demo games, which align well with the model's prediction. The WheelCon platform can be downloaded at https://github.com/Doyle-Lab/WheelCon. In short, the platform is featured to be cheap, simple to use, and flexible to program for effective sensorimotor neuroscience research and control engineering education.


Assuntos
Retroalimentação Sensorial , Jogos de Vídeo , Custos e Análise de Custo , Humanos , Internet
10.
Psychiatr Danub ; 32(Suppl 1): 36-41, 2020 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-32890360

RESUMO

BACKGROUND: Parental anxiety about young people's use of media has increased with the advent of Generation Alpha. Excessive consumption is assumed to lead to a sedentary lifestyle, psychiatric disorders, overconsumption of sexual content and suicidal behaviour. But are these assumptions valid? METHODS: We supplemented data from the 2014 Health Behaviour in School-aged Children Study for Belgium with a bibliographical search of online databases (Medline, Scopus, PsycArticles, PsycInfo, PubMed) with the keywords 'adolescent' - 'internet' and 'sedentarity' or 'suicide' or 'family' or 'sex*' or 'porno*' for articles published between 2014 and 2019. We selected 27 original research articles and/ or quantitative or qualitative meta-analyses. RESULTS: Total consumption of different media (television, video games, internet) remained stable until 2010, and significantly increased in 2014. No parallel increase in sedentarity was reported. Controversy continues to surround the quantification of overconsumption, and the definition of 'problematic use'. Nevertheless, it appears that 5% of young people have unusual internet use, and 97.5% of these meet the criteria for a mental disorder. The risk of overconsumption is related to four factors: familial, personality, peer influence and supply. These general factors are supplemented by specific factors related to the abuse of sexual content and suicidal behaviour. For the latter, specific risk factors are the same as for suicidal young people who are not influenced by social media. CONCLUSION: Even if screen time is higher for Generation Alpha, these young people are no more at risk unless they accumulate risk factors. They are also exposed to challenges that researchers have not yet studied in any depth. One question relates to how they can manage their privacy if their parents published, without their consent, photographs of them as children? Another issue is their relationship to knowledge, given that everything they need to know can easily be found online.


Assuntos
Mídias Sociais , Suicídio , Jogos de Vídeo , Adolescente , Bélgica , Criança , Humanos , Tempo de Tela
11.
Psychiatr Danub ; 32(Suppl 1): 167-171, 2020 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-32890384

RESUMO

BACKGROUND: Video game has become the preferred form of play among youth. Substantial research has mainly examined problems related to potential negative effects of video games ranging from sedentary screen time, exposure to violence, and excessive or problematic gaming. However, over the past two decades, the use of video games in psychotherapy has become increasingly popular with a lot of applications. SUBJECTS AND METHODS: After a review of the use and the effectiveness of commercial video games in the psychotherapy framework, we will share our experience in the use of video games in a child and adolescent psychiatric unit. We will illustrate it with the presentation of specific case reports. RESULT: As video games are highly popular among children and adolescents, they are also interesting tools in the psychotherapeutic work with them. It's a new kind of play therapy, considering the setting, the psychological material that expresses during the game, the interpersonal relationships between gamers, the projective representation within the avatars, the cognitive strategies within the game. CONCLUSIONS: Video games represent an essential tool in taking care of child psychiatric patients because of their popularity. They contribute greatly to build the patient/psychotherapist relationship. They help to approach cognitive, emotional and social patient's functioning, and also psychopathologic understanding and then psychiatric diagnosis.


Assuntos
Comportamento do Adolescente , Transtornos Mentais , Jogos de Vídeo , Adolescente , Criança , Humanos , Relações Interpessoais , Psicoterapia
12.
Rev Prat ; 70(4): 447-450, 2020 Apr.
Artigo em Francês | MEDLINE | ID: mdl-32877107

RESUMO

Dangerous practices and games at school. Three separate categories of dangerous games can be distinguished. The non-oxygenating or fainting games, which consist of mechanical compressions or strangulative mechanisms. These are performed in the search of pseudo-hallucinogenic sensations. There are several such games: from the simple but non-the-less dangerous "tomato game", performed by younger children (from 3-4 years of age), to the "choking game", between 7 and 14 years of age. "Aggressive" or "violent" games which use physical and psychological violence from a group of people towards a single individual. Acute neurological complications can be the consequence of such games, and their degree depends on the duration and intensity of the strangulation. These can vary from cerebral edema, loss of consciousness, long term cerebral damage (deafness, blindness, bedridden), irreversible coma and death. Physical consequences of aggressive games are equally important, such as vertebral fractures, cranial trauma, organ rupture. Victims of violence present repeated psycho-traumatic manifestations. Preventive messages associate information on the risks of such games with civic education (listening, solidarity and trust in others), the development of psychological and social skills, an active involvement in school-life and concrete responsibility taking. Early identification of symptoms of these practices by family members and professionals helps to avoid their repetition and increased danger, even addictive patterns.


Assuntos
Jogos de Vídeo , Violência , Adolescente , Agressão , Asfixia , Criança , Pré-Escolar , Humanos
13.
PLoS One ; 15(9): e0237966, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32911501

RESUMO

Primary symptoms of adults with autism spectrum disorder (ASD), such as pervasive social deficits in social interaction and communication, cause adults with ASD to adopt a sedentary lifestyle. Meanwhile, gamified and behavioral theory-based interventions have been shown to improve physical activity in a fun and unobtrusive way. In this paper, we describe the iterative design inquiry process of PuzzleWalk, a gamified, physical activity-promoting mobile app designed for adults with ASD. We report the design rationales and lessons learned across four user-centered design phases with ASD experts and adults with ASD, including user requirement gathering, iterative participatory design, usability evaluation, and field deployment. The design insights generated from this work could inform future research focusing on designing sociotechnical systems, games, and interventions for people with ASD.


Assuntos
Transtorno do Espectro Autista/psicologia , Transtorno do Espectro Autista/terapia , Terapia por Exercício , Aplicativos Móveis/estatística & dados numéricos , Modelos Teóricos , Projetos de Pesquisa/normas , Jogos de Vídeo/estatística & dados numéricos , Adolescente , Adulto , Comunicação , Feminino , Humanos , Relações Interpessoais , Masculino , Jogos de Vídeo/psicologia , Adulto Jovem
14.
PLoS One ; 15(9): e0237220, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32877425

RESUMO

Forty percent of all general-practitioner appointments are related to mental illness, although less than 35% of individuals have access to therapy and psychological care, indicating a pressing need for accessible and affordable therapy tools. The ubiquity of smartphones offers a delivery platform for such tools. Previous research suggests that gamification-turning intervention content into a game format-could increase engagement with prevention and early-stage mobile interventions. This study aimed to explore the effects of a gamified mobile mental health intervention on improvements in resilience, in comparison with active and inactive control conditions. Differences between conditions on changes in personal growth, anxiety and psychological wellbeing, as well as differences in attrition rates, were also assessed. The eQuoo app was developed and published on all leading mobile platforms. The app educates users about psychological concepts including emotional bids, generalization, and reciprocity through psychoeducation, storytelling, and gamification. In total, 358 participants completed in a 5-week, 3-armed (eQuoo, "treatment as usual" cognitive behavioral therapy journal app, no-intervention waitlist) randomized controlled trial. Relevant scales were administered to all participants on days 1, 17, and 35. Repeated-measures ANOVA revealed statistically significant increases in resilience in the test group compared with both control groups over 5 weeks. The app also significantly increased personal growth, positive relations with others, and anxiety. With 90% adherence, eQuoo retained 21% more participants than the control or waitlist groups. Intervention delivered via eQuoo significantly raised mental well-being and decreased self-reported anxiety while enhancing adherence in comparison with the control conditions. Mobile apps using gamification can be a valuable and effective platform for well-being and mental health interventions and may enhance motivation and reduce attrition. Future research should measure eQuoo's effect on anxiety with a more sensitive tool and examine the impact of eQuoo on a clinical population.


Assuntos
Saúde Mental , Telemedicina , Jogos de Vídeo , Adolescente , Adulto , Ansiedade/psicologia , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Avaliação de Resultados em Cuidados de Saúde , Resiliência Psicológica , Inquéritos e Questionários , Resultado do Tratamento , Adulto Jovem
17.
Int J Rehabil Res ; 43(3): 280-284, 2020 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-32769585

RESUMO

The objective of this study was to investigate the effect of serious games on hand muscle strength and functionality in a series of cases with ulnar nerve damage. Two patients were included in this 16-week intervention study using biofeedback. Electromyography electrodes and dynamometers were used in treatment. Functionality was assessed by Rosen and Lundborg score, Disabilities of the arm, shoulder and hand (DASH) questionnaire and International Classification of Functioning, Disability and Health (ICF). Grip and pinch strength were assessed by dynamometers. Results revealed an increase in sensory domain of Rosen and Lundborg score of the two patients. Patients increased values from the DASH questionnaire; however, they got better results with ICF. Grip strength of the two patients increased; pinch strength varied between patients; key pinch had the best results. Serious games can be effective to enhance hand strength and improve functionality in patients with ulnar nerve damage.


Assuntos
Nervo Ulnar , Adulto , Feminino , Força da Mão/fisiologia , Humanos , Masculino , Pessoa de Meia-Idade , Inquéritos e Questionários , Extremidade Superior , Jogos de Vídeo
18.
Cyberpsychol Behav Soc Netw ; 23(9): 581-587, 2020 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-32833511

RESUMO

The past 10 years have seen the development and maturation of several digital technologies that can have a critical role to enhancement of happiness and psychological well-being. In particular, the past decade has seen the emergence of a new paradigm: "Positive Technology," the scientific and applied approach to the use of technology for improving the quality of our personal experience. In this article we discussed the potential of Positive Technology to augment and enhance the existing strategies for generating psychological well-being during the COVID-19 pandemic. In particular different positive technologies-m-Health and smartphone apps, stand-alone and social virtual reality, video games, exergames, and social technologies-have the potential of enhancing different critical features of our personal experience-affective quality, engagement/actualization, and connectedness-that are challenged by the pandemic and its social and economic effects. In conclusion, although the focus of tackling the direct impact of COVID-19 is important, positive technologies can be extremely useful to reduce the psychological burden of the pandemic and to help individuals in flourishing even during difficult and complex times.


Assuntos
Infecções por Coronavirus , Saúde Mental , Aplicativos Móveis , Pandemias , Pneumonia Viral , Betacoronavirus , Felicidade , Humanos , Mídias Sociais , Tecnologia , Jogos de Vídeo , Realidade Virtual
19.
J Vis Exp ; (161)2020 07 16.
Artigo em Inglês | MEDLINE | ID: mdl-32744527

RESUMO

Beachgoers in the United States face many different hazards, but rip currents are annually the deadliest for ocean swimmers. Despite the risk presented by rip currents, it is apparent that the public has a limited understanding of their danger and the proper mitigating actions to take when caught in one. A virtual reality (VR) video game placing participants in a simulated rip current was developed to help ameliorate this issue. The VR game was used to survey beachgoers on the Atlantic Coast of Long Island, New York during July and August 2019. The actions participants took when confronted with the rip current were recorded, along with whether they escaped it or drowned. An interview with each player was also conducted after they partook in the game to determine the realism of the rip current simulation and its effectiveness in demonstrating proper actions to take when impacted by one. Analysis of those results indicates that VR has potential to communicate rip current risk and ways to minimize it in a unique and engaging manner. However, further work is needed to improve ease of use of the VR simulation and better understand how factors such as demographics influence perceived rip current risk and behavioral response.


Assuntos
Jogos de Vídeo/psicologia , Realidade Virtual , Ciclo Hidrológico , Feminino , Humanos , Masculino
20.
Braz J Psychiatry ; 42(5): 532-535, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32785455

RESUMO

OBJECTIVES: To estimate the prevalence of internet gaming disorder (IGD) and associated risk factors in a sample of secondary and postsecondary students from a public federal institution of higher education (Instituto Federal de Educação, Ciência e Tecnologia) in Southern Brazil. METHODS: The study included a sociodemographic questionnaire, the Beck Depression Inventory (BDI), Self-Report Questionnaire (SRQ-20), Pittsburgh Sleep Quality Index (PSQI-BR), the Mini-Social Phobia Inventory (Mini-SPIN), and the Game Addiction Scale (GAS). Finally, IGD was measured with the Brazilian version of the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), which has been psychometrically validated in this population. RESULTS: Overall, 38.2% (n=212) of the sample exhibited IGD symptoms, with 18.2% (n=101) being classed as at-risk gamers. Regression analysis found IGD to be associated with male gender, severe depressive symptoms, poor sleep quality, increased time spent gaming, and total free time spent gaming (p < 0.001). CONCLUSIONS: The prevalence of IGD in this sample was relatively high, and associated risk factors found were similar to those previously reported in the literature. Further studies investigating the epidemiology of IGD in Brazilian samples are warranted to better understand treatment needs and inform preventive measures in this population.


Assuntos
Comportamento Aditivo/epidemiologia , Internet , Jogos de Vídeo/efeitos adversos , Adolescente , Adulto , Comportamento Aditivo/psicologia , Brasil/epidemiologia , Feminino , Humanos , Masculino , Prevalência , Fatores de Risco , Fatores Socioeconômicos , Inquéritos e Questionários , Adulto Jovem
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