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1.
Prax Kinderpsychol Kinderpsychiatr ; 69(2): 109-125, 2020 Mar.
Artigo em Alemão | MEDLINE | ID: mdl-32114953

RESUMO

Playing Violent Digital Games and Openly Aggressive Behavior by Children and Adolescents: A Literature Review on the Direction of Effects The majority of adolescents play digital games and many play violent ones. That youngsters with more intensive use of violent digital games would increase their physically aggressive behavior measured outside the laboratory over time, was supported in a meta-analysis from 2018. The overall socialization effect of beta = 0.11 was, however, modest. It was reduced to a unique effect of beta = 0.08 for playing violent digital games, when third variables which also explain the physically aggressive behavior were included. In addition, selection effects must be taken into account, which are based on aggressive individuals' preferences for violent digital games. Of the ten studies in this meta-analysis which analyzed the direction of effects in cross-lagged-panel or special regression designs, three established socialization effects only, two found bidirectional effects, three found selection effects only, and two found neither effect. Selection effects were more likely to be found in larger samples and in samples with young adolescents whose preference for violent games was less stable. This more complex result is discussed before the background of the biological, cognitive, and social transitions at the beginning of adolescence.


Assuntos
Comportamento do Adolescente , Agressão , Comportamento Infantil , Jogos de Vídeo/psicologia , Violência , Adolescente , Criança , Humanos , Metanálise como Assunto
2.
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
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.
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
5.
Artigo em Inglês | MEDLINE | ID: mdl-31574911

RESUMO

The aim of the study is to assess the enjoyment and intensity of physical exercise while practicing physical activity (PA) in immersive virtual reality (IVR) using innovative training devices (omni-directional Omni treadmill and Icaros Pro flight simulator). The study also contains the results of subjective research on the usefulness of such a form of PA in the opinion of users. In total, 61 adults (10 women and 51 men) took part in the study. To assess the enjoyment level (EL) Interest/Enjoyment subscale of Intrinsic Motivation Inventory (IMI) was used. Exercise intensity was assessed during 10-min sessions of active video games (AVGs) in IVR based on heart rate (HR). The average enjoyment level during physical exercise in IVR on the tested training devices was high (Omni 5.74 points, Icaros 5.60 points on a 1-7 Likert scale) and differed significantly in favor of PA on Omni. In the opinion of the majority of participants, AVGs in IVR on the tested devices constitute a sufficiently useful form of PA to meet the needs of leisure time activities, and they can even replace some forms of physical effort performed in a classic way. The intensity of PA during games on training devices was at the level recommended for health benefits for 80.55% (Omni) and 50.77% (Icaros Pro) of its duration. Based on the conducted research, it can be assumed that AVGs in IVR using a multi-directional treadmill and a flight simulator can be an effective tool for increasing participation in health-oriented PA.


Assuntos
Exercício , Jogos de Vídeo , Realidade Virtual , Adolescente , Adulto , Exercício/psicologia , Feminino , Humanos , Masculino , Prazer , Jogos de Vídeo/psicologia , Adulto Jovem
6.
Acta Psychol (Amst) ; 200: 102945, 2019 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-31665622

RESUMO

Changes in the temporal as well as the physical context produces the reappearance of extinguished behaviors. Furthermore, combining both kinds of contextual stimuli often causes greater levels of recovery. The current experiment explored the impact of extinction reminders on spontaneous recovery, renewal, and a combination of both effects using an instrumental learning task with humans. All participants learned to shoot at enemies in a videogame. Then, throughout extinction, the instrumental response was eliminated. We found a return of the extinguished behavior by introducing a retention interval of 48 h, by changing the physical background and by testing participants in a spatiotemporal context different from the extinction context. However, we also found that the presentation of a stimulus directly associated with extinction attenuates all three forms of operant reoccurrence. These results are consistent with the perspective that emphasizes that context plays a key role in response-recovery phenomena. Moreover, our findings may be promissory for therapeutic strategies involving relapse treatment.


Assuntos
Condicionamento Operante/fisiologia , Sinais (Psicologia) , Extinção Psicológica/fisiologia , Estimulação Luminosa/métodos , Jogos de Vídeo/psicologia , Animais , Feminino , Humanos , Masculino , Adulto Jovem
7.
Artigo em Inglês | MEDLINE | ID: mdl-31480445

RESUMO

Background and Aims: Using gaming to escape emotional difficulty has been suggested to be a candidate mechanism contributing to Internet gaming disorder (IGD). This study evaluated the associations among resilience, perceived stress, depression, and IGD. Methods: A total of 87 participants in an IGD group and 87 participants in a control group were recruited into this study. IGD was diagnosed using the Diagnostic and Statistical Manual of Mental Disorders. Stress levels, resilience, and depression were measured by a self-reported questionnaire. Results: The IGD group had a lower resilience, higher perceived stress, and depression than the control group. Hierarchical regression analysis demonstrated that resilience was associated with IGD when perceived stress was controlled. After depression was controlled, resilience and perceived stress were not associated with IGD. Among the IGD group, those with low resilience had higher depression. Furthermore, discipline was the resilience characteristic associated with IGD. Conclusions: Low resilience was associated with a higher risk of IGD. IGD individuals with low resilience had higher depression. Depression was more associated with IGD than resilience. Depression assessments and stress coping interventions should be provided for individuals with IGD who exhibit low resilience or high stress.


Assuntos
Depressão/psicologia , Internet , Resiliência Psicológica , Estresse Psicológico , Jogos de Vídeo/psicologia , Adulto , Comportamento Aditivo/diagnóstico , Manual Diagnóstico e Estatístico de Transtornos Mentais , Emoções , Feminino , Humanos , Masculino , Inquéritos e Questionários , Adulto Jovem
8.
Games Health J ; 8(4): 237-249, 2019 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-31386586

RESUMO

Introduction: Millions of people suffer from obstructive respiratory conditions globally. Including videogames in rehabilitation programs can be an interesting alternative to traditional programs or a complementary activity. Objective: To explore the use of videogames in the treatment of patients with obstructive respiratory diseases. Methods: A systematic literature search was performed to identify randomized clinical trials evaluating the effects of videogames on health outcomes in patients with respiratory obstructive diseases. The following databases were searched: PubMed, Web of Science, ScienceDirect, and Scopus. The methodological quality of the studies included was assessed with the Downs and Black quality assessment method. Results: Nine articles were included, of which three used videogames as physical training methods and managed to improve exercise capacity, strength, quality of life, and symptoms. The remaining six articles used videogames to educate patients about the disease and showed slight improvements in knowledge of the disease and use of medication. Conclusion: The results of this review show that videogames are a very useful complementary therapy. They can contribute to enhance rehabilitation programs, as they improve exercise capacity, muscle strength, quality of life, severity, control, and knowledge of the disease. Videogames should be supervised by a professional so that programs can be tailored to patients, proposing different activities in the game and controlling the correct performance, and generating an increase in adherence to treatment. Registry: prospective register of systematic reviews (PROSPERO) CRD42018094094.


Assuntos
Doença Pulmonar Obstrutiva Crônica/urina , Jogos de Vídeo/psicologia , Jogos de Vídeo/normas , Terapia por Exercício/métodos , Terapia por Exercício/normas , Humanos , Doença Pulmonar Obstrutiva Crônica/psicologia
9.
Acta Psychol (Amst) ; 199: 102895, 2019 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-31377309

RESUMO

Spatial abilities associated with success in educational and occupational fields of Science, Technology, Engineering, and Mathematics (STEM) have been repeatedly shown to be gendered, with males demonstrating measurably better spatial abilities than females. Less is known about why this is, or about how experience with spatial systems (videogames, for example) affects these abilities. We conducted two experiments with 82 participants with varying degrees of videogame experience on measures of mental rotation, spatial learning, and spatial memory. Spatial learning and memory were tested in a Virtual Morris Water Maze. In the first experiment, the maze lacked proximal landmarks. Males proved faster and more accurate than females in learning the location of the hidden platform. As predicted males also outperformed females in mental rotation abilities. Mental rotation correlated with performance in the virtual maze, indicating that in the absence of proximal landmarks, participants relied on strategies requiring mental rotation. Experienced 3D videogame players did not demonstrate superior spatial learning and memory, but performed better than novices in mental rotation. In the second experiment, the maze had proximal cues, in the form of landmarks on the circumference of the virtual pool, and gender-based differences in navigational performance significantly diminished. Under these changed environmental conditions, mental rotation ability did not correlate with performance in the VMWM, suggesting that given proximal cues, the need for mental rotation diminishes. Differences between videogame novices and experts also decreased when proximal cues were provided. Females in particular obtained more discernible benefits from videogame experience. Together, these experiments reveal how the spatial abilities and strategies used to solve the Morris maze task vary with environmental design. Given the structural similarities between the virtual maze and videogame environments, these results offer insight into how spatial experience gained through videogame playing can affect aspects of spatial cognition, and can help identify design elements that contribute to their improvement.


Assuntos
Percepção Espacial/fisiologia , Aprendizagem Espacial/fisiologia , Jogos de Vídeo/psicologia , Realidade Virtual , Adolescente , Adulto , Feminino , Humanos , Masculino , Aprendizagem em Labirinto/fisiologia , Fatores Sexuais , Memória Espacial/fisiologia , Navegação Espacial/fisiologia , Adulto Jovem
10.
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
11.
Appl Ergon ; 81: 102879, 2019 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-31422241

RESUMO

Increasing popularity of virtual reality (VR) gaming is causing increased concern, as prolonged use induces visual adaptation effects which disturbs normal vision. Effects of VR gaming on accommodation and convergence of young adults by measuring accommodative response and phoria before and after experiencing virtual reality were measured. An increase in accommodative response and a decrease in convergence was observed after immersion in VR games. It was found that visual symptoms were apparent among the subjects post VR exposure.


Assuntos
Acomodação Ocular/fisiologia , Convergência Ocular/fisiologia , Jogos de Vídeo/psicologia , Realidade Virtual , Adolescente , Adulto , Feminino , Humanos , Masculino , Adulto Jovem
12.
Actas esp. psiquiatr ; 47(4): 158-164, jul.-ago. 2019. tab, graf
Artigo em Espanhol | IBECS | ID: ibc-185166

RESUMO

Introducción. El trastorno por déficit de atención/hiperactividad (TDAH) es uno de los trastornos más prevalentes en la población infanto-juvenil con un impacto ya conocido sobre el aprendizaje, la relación social y la calidad de vida. Sin embargo, los hábitos de vida de los pacientes con este trastorno han sido pobremente estudiados. Material y métodos. Un total de ciento sesenta niños y adolescentes con edades comprendidas entre los 6 y los 16 años (104 varones y 56 mujeres) participaron en este estudio. La mitad de ellos tenían un diagnóstico de TDAH de acuerdo a los criterios del DSM-IV-TR; eran pacientes sin tratamiento y sin comorbilidades. El grupo control estaba formado por 80 niños y adolescentes sin trastornos del neurodesarrollo o psiquiátricos conocidos. Las familias completaron un cuestionario sobre los hábitos de vida de sus hijos e hijas (dedicación extraescolar -horas al día- a diferentes actividades durante la semana lectiva). Resultados. Los grupos tenían un nivel socioeconómico similar y no diferían en edad y sexo. Sin embargo, los pacientes con TDAH dedicaban más tiempo al estudio que los controles y menos a actividades como la TV, el ordenador, los videojuegos y el juego con otras personas. Además, los pacientes con TDAH dormían menos horas diarias que los controles. No se observaron diferencias entre los grupos en el tiempo dedicado a la lectura, el deporte o la música. Conclusiones. Los resultados del presente estudio sugieren que los niños y adolescentes con TDAH tienen hábitos de vida diferentes a los niños y adolescentes con desarrollo típico. Estos hallazgos no se explican por la presencia de trastornos comórbidos o por el tratamiento farmacológico o psicológico


Introduction. Attention-deficit/hyperactivity disorder (ADHD) is one of the most prevalent disorders in the child and adolescent population, with a known impact on learning, social relations and quality of life. However, the lifestyle habits of patients with this disorder have been poorly studied. Material and methods. A total of 160 children and adolescents, aged between 6 and 16 years, participated in the study. Half of them were treatment-naïve patients with a clinical diagnosis of ADHD according to DSM-IV-TR criteria, and without comorbidities. The remaining 80 participants were typically developing (TD) controls without known neurodevelopmental or psychiatric disorders. Parents of all participants completed a questionnaire about their children's lifestyle habits (e.g, daily hours of sleep, media use and study). Results. The groups had a similar socioeconomic back-ground and did not differ with respect to age and sex distribution. However, patients with ADHD spent more time than TD children studying, and less time watching TV, playing video games, using computers and playing with other people. They also slept fewer hours per night than children and adolescents with TD. ADHD and TD groups spent similar time reading, listening to music and playing sports


Assuntos
Humanos , Masculino , Feminino , Criança , Adolescente , Transtorno do Deficit de Atenção com Hiperatividade/epidemiologia , Estilo de Vida Saudável , Transtorno do Deficit de Atenção com Hiperatividade/psicologia , Qualidade de Vida/psicologia , Inquéritos e Questionários , Jogos de Vídeo/psicologia
13.
J Ment Health Policy Econ ; 22(2): 61-70, 2019 Jun 01.
Artigo em Inglês | MEDLINE | ID: mdl-31319376

RESUMO

BACKGROUND: Despite growing evidence of the adverse effects of internet gaming, it has emerged as a popular leisure activity in South Korea and Asia. This is the first study that examines the causal effect of internet gaming on alcohol consumption. AIMS OF THE STUDY: The primary goal of this study is to evaluate the effect of internet gaming on alcohol consumption while controlling for unobserved individual attributes that are omitted in the alcohol consumption regression but are correlated with internet game usage. METHODS: We use data from a survey of 5,003 men and women who lived in Seoul and the surrounding metropolitan area of South Korea during the year 2014. We use the instrumental variable regressions and partially linear regressions. RESULTS: We first find that the age at which an individual starts internet gaming and being a member of an internet gaming club are significantly associated with the average hours spent internet gaming in adulthood. Using these two instrumental variables, we show that longer hours of internet gaming is associated with less consumption of alcohol among men, but more consumption of alcohol among women. The opposite effects of internet gaming on alcohol consumption for male and female users are robust to alternative specifications and estimation methods. DISCUSSION: We investigate potential channels through which men and women are differently affected by internet gaming on alcohol consumption. We find large disparities in types of gaming devices and playing partners between men and women and that these factors account for part of the different gaming effects by gender. Other gaming preferences contributing to the heterogeneous game effects are not examined due to lack of data, which is the limitation of this study. IMPLICATIONS FOR HEALTH POLICIES: The empirical findings suggest that female users of internet games, in particular those who are vulnerable to social isolation, can reap the most benefit toward reducing the risk of developing Alcohol Use Disorder (AUD) from health interventions that aim to monitor unhealthy use of internet games. IMPLICATIONS FOR HEALTH CARE PROVISION AND USE: Understanding the impact of internet gaming on other substance use such as alcohol will be useful for the design of effective clinical treatments and preventative health care provision. IMPLICATIONS FOR FURTHER RESEARCH: Based on the finding that men are likely to sit for longer periods of time indulging in games, further research may examine how the prolonged sedentary leisure activity of internet gaming affect obesity and other physical health problems.


Assuntos
Consumo de Bebidas Alcoólicas/efeitos adversos , Comportamento Aditivo/psicologia , Internet , Jogos de Vídeo , Adulto , Fatores Etários , Ásia , Feminino , Humanos , Masculino , República da Coreia , Jogos de Vídeo/psicologia , Jogos de Vídeo/estatística & dados numéricos
14.
Sensors (Basel) ; 19(13)2019 Jun 28.
Artigo em Inglês | MEDLINE | ID: mdl-31261716

RESUMO

Emotion detection based on computer vision and remote extraction of user signals commonly rely on stimuli where users have a passive role with limited possibilities for interaction or emotional involvement, e.g., images and videos. Predictive models are also trained on a group level, which potentially excludes or dilutes key individualities of users. We present a non-obtrusive, multifactorial, user-tailored emotion detection method based on remotely estimated psychophysiological signals. A neural network learns the emotional profile of a user during the interaction with calibration games, a novel game-based emotion elicitation material designed to induce emotions while accounting for particularities of individuals. We evaluate our method in two experiments ( n = 20 and n = 62 ) with mean classification accuracy of 61.6%, which is statistically significantly better than chance-level classification. Our approach and its evaluation present unique circumstances: our model is trained on one dataset (calibration games) and tested on another (evaluation game), while preserving the natural behavior of subjects and using remote acquisition of signals. Results of this study suggest our method is feasible and an initiative to move away from questionnaires and physical sensors into a non-obtrusive, remote-based solution for detecting emotions in a context involving more naturalistic user behavior and games.


Assuntos
Emoções/fisiologia , Fotopletismografia/métodos , Tecnologia de Sensoriamento Remoto , Jogos de Vídeo/psicologia , Adulto , Tédio , Feminino , Humanos , Aprendizagem , Masculino , Pessoa de Meia-Idade , Inquéritos e Questionários , Interface Usuário-Computador
15.
Sleep Health ; 5(6): 647-650, 2019 12.
Artigo em Inglês | MEDLINE | ID: mdl-31320292

RESUMO

Over the last decade, Esports, defined as a form of organized video game competition, has emerged as a global phenomenon. The professional players who compete in Esports, namely, Eathletes, share many similarities with their traditional athlete counterparts. However, in sharp contrast to traditional athletes, there is a paucity of research investigating the factors that influence the performance of Eathletes. This gap in the literature is problematic because Eathletes are unable to make informed and empirically supported decisions about their performance management, unlike traditional athletes. Sleep is an important factor that influences athletic performance in traditional sports, particularly those that require a high level of cognitive demand. Research is yet to examine whether sleep also plays an important function in optimal performance and success of Eathletes in Esports. Accordingly, the aim of this opinion piece is to review the broader sleep and sports medicine literature and provide theoretically grounded suggestions as to how existing findings may apply to Eathletes competing professionally in Esports. Overall, it appears that Eathlete performance may be vulnerable to the deleterious effects of sleep restriction. Furthermore, Eathletes are likely at risk of sleep disturbances due to the unique situations and conditions that characterize Esports.


Assuntos
Desempenho Atlético/fisiologia , Cognição/fisiologia , Sono/fisiologia , Jogos de Vídeo/psicologia , Comportamento Competitivo , Humanos , Internet
16.
J Youth Adolesc ; 48(12): 2333-2342, 2019 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-31327099

RESUMO

With the increase in social concern regarding pathological gaming among adolescents, the WHO (World Health Organization) included "gaming disorder" in the International Classification of Disorders, 11th version (ICD-11). However, little longitudinal research has been conducted examining social influences on pathological gaming, particularly in Asian countries (e.g., South Korea, China). With 4-year panel data from young adolescents (N = 968, 50.7% girls; Mage = 13.3 years) in South Korea, this study examined the effects of cultural environmental factors (parents' excessive interference, communication with parents, and friends' and teachers' support) on pathological gaming through academic stress and self-control. The results showed the critical role of academic stress and self-control in the effects of environmental factors on pathological gaming. Parents' excessive interference increased the degree to which youth experienced academic stress while the degree of communication with parents decreased this stress. Increased academic stress damaged self-control, which finally increased the degree of pathological gaming. Self-control affected the degree of pathological gaming stronger than gaming time did. The theoretical and practical implications from the study findings are discussed.


Assuntos
Comportamento do Adolescente/psicologia , Comportamento Aditivo/psicologia , Autocontrole , Jogos de Vídeo/psicologia , Adolescente , Transtornos Disruptivos, de Controle do Impulso e da Conduta/psicologia , Feminino , Humanos , Internet , Estudos Longitudinais , Masculino , República da Coreia
17.
Artigo em Inglês | MEDLINE | ID: mdl-31336804

RESUMO

Previous studies have shown the positive effects of educational video games (serious games) in improving motivation, attention and other cognitive components in students with learning disabilities. This study analyzes the effects on attention of a serious game based on multiple intelligences in a sample of 44 students (age range = 6-16 years; experimental group = 24; control group = 20) with attention deficit hyperactivity disorder (ADHD) and specific learning disorder (SLD). Performance and observation measures of attention were used. The intervention consisted of 28 sessions (10 min each), in which the participants trained with 10 games based on multiple intelligences. A significant improvement in attention performance measures (visual attention) was found after the intervention, with the experimental and the control groups significantly differing in the posttest. These results invite consideration of the applicability of boosting different intelligences, talents or unique abilities through educational videogames as an important bridge to improving areas of deficit-in this case attention-in students with learning disabilities.


Assuntos
Transtorno do Deficit de Atenção com Hiperatividade/psicologia , Atenção , Estudantes/psicologia , Jogos de Vídeo/psicologia , Adolescente , Criança , Feminino , Humanos , Masculino , Motivação , Adulto Jovem
18.
Adv Exp Med Biol ; 1156: 97-109, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31338780

RESUMO

This study explores brain-computer interfacing, its possible use in serious or educational games and frameworks. Providing real-time feedback regarding cognitive states and behaviours can be a powerful tool for mental health education and games can offer unique and engaging environments for these neurofeedback experiences. We explore how EEG neurofeedback systems can be affordably created for further research and experimentation and suggest design choices that may assist in developing effective experiences of this nature.


Assuntos
Saúde Mental , Neurorretroalimentação , Aprendizagem Baseada em Problemas , Jogos de Vídeo , Interfaces Cérebro-Computador/economia , Interfaces Cérebro-Computador/normas , Interfaces Cérebro-Computador/tendências , Humanos , Saúde Mental/educação , Jogos de Vídeo/psicologia , Jogos de Vídeo/tendências
19.
NeuroRehabilitation ; 44(4): 493-510, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31256084

RESUMO

BACKGROUND: Dual-task (simultaneous motor and cognitive task) (DT) training via virtual-reality exergaming is known to benefit balance control post-stroke. However, the efficacy of such training on DT balance control (volitional and reactive) and cognitive (executive function and attention) domains associated with fall risk remains unclear. OBJECTIVE: We evaluated the efficacy of cognitive-motor exergame training (CMT) (Wii-fit games in conjunction with cognitive tasks) for improving balance control (volitional and reactive) and cognition (executive function and attention) among people with chronic stroke (PwCS). METHODS: Hemiparetic, ambulatory PwCS were randomly assigned to either CMT (n = 12) or conventional training (CT) (n = 12) and underwent six weeks of high-intensity, tapered balance training. The CMT group performed Wii-fit games in conjunction with cognitive tasks, while CT group underwent customized, progressive balance training. Performance under DT conditions on Limits of Stability (volitional) and Slip-Perturbation (reactive) tests, and letter-number sequencing (cognition) determined the efficacy of CMT. RESULTS: Post-intervention, under DT reactive conditions, CMT group improved both motor and cognition, while the CT group improved motor alone. Under DT volitional conditions, motor performance improved only in CMT group. CONCLUSION: Cognitive-motor exergaming appears to be effective for improving balance control and cognition and could be implemented in clinical stroke rehabilitation settings.


Assuntos
Acidentes por Quedas/prevenção & controle , Cognição/fisiologia , Terapia por Exercício/métodos , Atividade Motora/fisiologia , Acidente Vascular Cerebral/terapia , Jogos de Vídeo , Idoso , Atenção/fisiologia , Doença Crônica , Função Executiva/fisiologia , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Equilíbrio Postural/fisiologia , Fatores de Risco , Acidente Vascular Cerebral/fisiopatologia , Acidente Vascular Cerebral/psicologia , Reabilitação do Acidente Vascular Cerebral/métodos , Jogos de Vídeo/psicologia
20.
NeuroRehabilitation ; 44(4): 569-577, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31256088

RESUMO

BACKGROUND: Randomized clinical trials (RCTs) used the Nintendo Wii (NW) in the treatment of Parkinson Disease, however, no meta-analysis was developed to determine the effects in these patients. OBJECTIVE: To analyze RCTs that investigated the effects of NW versus traditional physiotherapy on balance rehabilitation and quality of life of patients with PD. METHODS: Electronic research was conducted between December 2018 and January 2019 in the MEDLINE, PEDro, CENTRAL, LILACS and SciELO databases. The methodological quality was evaluated by the PEDro scale and the completeness of the description of the interventions by the TIDieR checklist. Weighted mean differences (WMD) and 95% confidence interval (CI) were calculated. RESULTS: Five studies were included and presented an average of 5.4 (1.5) on the PEDro scale and 6.7 (1.4) on the TIDieR. Compared to traditional physiotherapy, combined NW and traditional physiotherapy resulted in improvement in balance WMD 1.24 (95% CI: CI: 0.2 to 2.3 N = 72) and quality of life WMD- 8.9 (95% CI: -15.2 to -2.6 N = 56). CONCLUSION: combined NW and traditional physiotherapy was more effective on balance rehabilitation and quality of life of patients with PD, but the values demonstrated a poor methodological quality and a low level of completeness of the intervention descriptions.


Assuntos
Terapia por Exercício/métodos , Terapia por Exercício/psicologia , Doença de Parkinson/psicologia , Doença de Parkinson/reabilitação , Equilíbrio Postural/fisiologia , Jogos de Vídeo/psicologia , Humanos , Doença de Parkinson/fisiopatologia , Qualidade de Vida/psicologia , Resultado do Tratamento
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