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1.
Clin Gerontol ; 45(4): 1034-1043, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-34666621

RESUMO

OBJECTIVES: This pilot study was intended to evaluate the effects of active game play on cognition, quality of life, and depression for older people with dementia. METHODS: Thirty-eight older people with dementia were recruited. Eighteen people received eight-week active game play using Xbox 360 Kinect. Twenty people received their usual care. The Mini Mental State Examination, Quality of Life-Alzheimer's Disease and Cornell Scale for Depression in Dementia were used to measure the outcomes. RESULTS: The results showed that there was no significant improvement on the mean scores of Mini Mental State Examination (P = .252), however, the active game play increased the mean score of Quality of Life-Alzheimer's Disease (P = .005), and reduced the mean score of Cornell Scale for Depression in Dementia (P = .001) in comparison with the usual care group. CONCLUSIONS: The study demonstrated that the active game play was effective in improving quality of life and alleviating depression in older people with dementia. CLINICAL IMPLICATIONS: Findings highlight the potential for gaming as a non-pharmacological interventions for older people with dementia.


Assuntos
Doença de Alzheimer , Demência , Idoso , Cognição , Demência/complicações , Demência/terapia , Depressão/terapia , Humanos , Projetos Piloto , Qualidade de Vida
2.
J Gambl Stud ; 37(2): 335-350, 2021 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-31823291

RESUMO

It has been suggested that much like commercial environments (e.g., retailing), the situational characteristics of gambling environments form an important determinant of gambling behavior. However, no research has examined whether ambient lighting in gaming venues can have unintended consequences in terms of gambling behavior. The results of three experimental laboratory studies show that game play duration and total spend increase when ambient lighting is dim (vs. bright). Process evidence suggests that this phenomenon occurs as ambient lighting influences risk-taking, which in turn increases game play duration and total spend. Further, evidence is provided that the effect of dim (vs. bright) ambient lighting reduces risk-taking and subsequent game play duration and total spend when an individual's self-awareness is facilitated (i.e., screening between gaming machines is removed). This research has implications in terms of public policy regarding the determination of minimum lighting levels in venues as a means to decrease gambling-related harm. Moreover, while gaming venues can use these insights and their ambient lighting switches to nudge individuals toward reducing their game play duration and total spend, gambling-afflicted consumers can opt for gambling venues with bright ambient lighting and those without screened gaming machines.


Assuntos
Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Iluminação , Estimulação Luminosa , Jogos de Vídeo/psicologia , Adulto , Humanos , Masculino
3.
J Sports Sci ; 37(2): 173-179, 2019 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-29912626

RESUMO

This study investigated if object control relates to children's game play competence, and examined these competencies as correlates of physical activity and cardiorespiratory fitness. Game play (Game Performance Assessment Instrument), object control (The Test Gross Motor Development-3), moderate-to-vigorous physical activity (Accelerometry), and cardiorespiratory fitness (20-metre shuttle) assessments were completed for 107 children (57% Female, 43% Male) aged 9-12 years (M 10.53, SD 0.65). Two-level regression of object control on game play competence, and object control and game play competence on physical activity and cardiorespiratory fitness assessed associations. Object control competence was positively associated with game play competence (Std. B = 0.25, t (104.77) = 2.38, p = 0.001). Game play competence (Std. B = 0.33, t (99.81) = 5.21, p < 0.000) was more strongly associated with moderate-to-vigorous physical activity than object control competence (Std. B = 0.20, t (106.93) = 2.96, p = 0.003). Likewise, game competence (Std. B = 0.39, t (104.41) = 4.36, p < 0.000) was more strongly associated with cardiorespiratory fitness than object control competence (Std. B = 0.22, t (106.69) = 2.63, p = 0.002). Object control and game competence are both important as correlates of physical activity and cardiorespiratory fitness in children.


Assuntos
Aptidão Cardiorrespiratória , Exercício Físico/fisiologia , Jogos Recreativos , Destreza Motora/fisiologia , Acelerometria , Criança , Feminino , Humanos , Masculino , New South Wales , Instituições Acadêmicas
4.
J Sports Sci ; 34(14): 1319-27, 2016 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-26708611

RESUMO

The objective of this study was to create a valid, self-reported, game-specific soccer competence scale. A structural model of perceived competence, performance measures and motivation was tested as the basis for the scale. A total of 1321 soccer players (261 females, 1060 males) ranging from 12 to 15 years (13.4 ± 1.0 years) participated in the study. They completed the Perceived Game-Specific Soccer Competence Scale (PGSSCS), self-assessments of tactical skills and motivation, as well as technical and speed and agility tests. Results of factor analyses, tests of internal consistency and correlations between PGSSCS subscales, performance measures and motivation supported the reliability and validity of the PGSSCS. The scale can be considered a suitable instrument to assess perceived game-specific competence among young soccer players.


Assuntos
Desempenho Atlético/fisiologia , Desempenho Atlético/psicologia , Destreza Motora/fisiologia , Percepção , Testes Psicológicos , Autoavaliação (Psicologia) , Futebol/fisiologia , Futebol/psicologia , Adolescente , Aptidão , Criança , Feminino , Humanos , Masculino , Tutoria , Motivação , Psicometria , Reprodutibilidade dos Testes
5.
Sensors (Basel) ; 16(10)2016 Oct 21.
Artigo em Inglês | MEDLINE | ID: mdl-27775673

RESUMO

Wearable electronic devices have experienced increasing development with the advances in the semiconductor industry and have received more attention during the last decades. This paper presents the development and implementation of a novel inertial sensor-based foot-mounted wearable electronic device for a brand new application: game playing. The main objective of the introduced system is to monitor and identify the human foot stepping direction in real time, and coordinate these motions to control the player operation in games. This proposed system extends the utilized field of currently available wearable devices and introduces a convenient and portable medium to perform exercise in a more compelling way in the near future. This paper provides an overview of the previously-developed system platforms, introduces the main idea behind this novel application, and describes the implemented human foot moving direction identification algorithm. Practical experiment results demonstrate that the proposed system is capable of recognizing five foot motions, jump, step left, step right, step forward, and step backward, and has achieved an over 97% accuracy performance for different users. The functionality of the system for real-time application has also been verified through the practical experiments.


Assuntos
Técnicas Biossensoriais/instrumentação , , Dispositivos Eletrônicos Vestíveis , Algoritmos , Desenho de Equipamento , Humanos , Processamento de Sinais Assistido por Computador
6.
J Youth Adolesc ; 45(2): 391-401, 2016 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-26033045

RESUMO

Given the extreme popularity of video games among older adolescents and emerging adults, the investigation of positive outcomes of video game play during these developmental periods is crucial. An important direction for research in this area is the investigation of a link between sports video game play and involvement in real-life sports among youth. Yet, this association has not been examined in the long-term among older adolescents and emerging adults, and thus represents an exciting new area for discovery. The primary goal of the current study, therefore, was to examine the long-term association between sports video game play and involvement in real-life sports clubs among older adolescents and emerging adults. In addition, we examined whether self-esteem was an underlying mechanism of this longitudinal association. We surveyed older adolescents and emerging adults (N = 1132; 70.6 % female; M age = 19.06 years, range of 17-25 years at the first assessment) annually over 3 years about their video game play, self-esteem, and involvement in real-life sports. We found a long-term predictive effect of sports video game play on increased involvement in real-life sports over the 3 years. Furthermore, we demonstrated that self-esteem was an underlying mechanism of this long-term association. Our findings make an important contribution to an emerging body of literature on the positive outcomes of video game play, as they suggest that sports video game play may be an effective tool to promote real-life sports participation and physical activity among older adolescents and emerging adults.


Assuntos
Motivação , Esportes , Jogos de Vídeo/psicologia , Adolescente , Adulto , Feminino , Humanos , Estudos Longitudinais , Masculino , Autoimagem , Inquéritos e Questionários , Adulto Jovem
7.
Clin Rehabil ; 27(11): 972-82, 2013 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-23787940

RESUMO

OBJECTIVE: To investigate the feasibility, acceptability, and safety of a supervised video game exercise program administered via Dance Dance Revolution in individuals with Huntington's disease. DESIGN: A cross-over, controlled, single-blinded, six-week trial. SETTING: Home-based. PARTICIPANTS: Eighteen ambulatory individuals with Huntington's disease (seven male, mean age 50.7 SD 14.7). INTERVENTIONS: Participants played the Dance Dance Revolution game with supervision and the handheld game without supervision for 45 minutes, two days per week for six weeks. OUTCOME MEASURES: Game play performance and adherence, participant perceptions of the game, safety (vital signs, adverse health changes), spatiotemporal gait measures, Four-Square Step Test, Tinetti Mobility Test, Activities-Specific Balance Confidence Scale, and World Health Organization Quality of Life - Bref, before and after each intervention. RESULTS: Most participants improved on game play, enjoyed playing the game, and wanted to continue playing after study completion. After playing Dance Dance Revolution, participants showed significant reductions in double support percentage (adjusted mean difference (95% confidence intervals): -2.54% (-4.75, -0.34) for forward walking and -4.18 (-6.89, -0.48) for backward walking) and those with less severe motor symptoms had reductions in heel-to-heel base of support during forward walking. The remaining measures were not significantly impacted by the intervention. CONCLUSION: Dance Dance Revolution appears to be a feasible, motivating, and safe exercise intervention for individuals with Huntington's disease.


Assuntos
Dançaterapia , Doença de Huntington/reabilitação , Jogos de Vídeo , Adulto , Idoso , Estudos Cross-Over , Estudos de Viabilidade , Feminino , Marcha , Humanos , Masculino , Pessoa de Meia-Idade , Aceitação pelo Paciente de Cuidados de Saúde , Equilíbrio Postural , Qualidade de Vida , Método Simples-Cego , Resultado do Tratamento , Adulto Jovem
8.
Artigo em Inglês | MEDLINE | ID: mdl-36833844

RESUMO

This study aimed to compare physical activity patterns according to the type of physical education by sex and body mass index categories among Korean adolescents. We analyzed physical activity using an accelerator in a physical education class among Korean middle school students (1305 boys and 1328 girls). An independent t-test and regression analysis were conducted to compare differences between the obesity groups by sex. As game play time increased, light activity increased in boys in the normal group. Among the girls, sedentary time decreased in the normal, at-risk for obesity, and obese groups. Moderate activity increased in the underweight, normal, at-risk for obesity, and obese groups. Vigorous activity increased in the normal group. As free activity time increased, sedentary time also increased in the normal, at-risk for obesity, and obese groups. Vigorous activity decreased in the normal group. Among the girls, sedentary time increased in the underweight group. Light activity decreased in the underweight and normal groups. A strategy to increase physical activity during physical education class is to increase game play time for girls and decrease free activity time for boys.


Assuntos
Educação Física e Treinamento , Magreza , Masculino , Feminino , Humanos , Adolescente , Obesidade , Exercício Físico , Índice de Massa Corporal , República da Coreia , Sobrepeso
9.
Cyberpsychol Behav Soc Netw ; 23(4): 264-270, 2020 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-32031868

RESUMO

Little previous research has examined the in-play decision-making processes of multiplayer video game players related to both prosocial (helping others in general) and altruistic (helping with no expectation of reward) actions. The study used an established decision-making model, the Theory of Planned Behavior, and assessed additional constructs of prototypical images (favorability and similarity to a typical gamer who helps) and general levels of empathy. Participants completed two self-report online surveys. At Time 1, participants (N = 387) completed measures assessing the predictors of prosocial and altruistic intentions. The model accounted for 53 percent of variance in prosocial players' prosocial intentions and 60 percent of variance in players' altruistic intentions. Participants' reported prosocial and altruistic gameplay behaviors were assessed 4 weeks later (n = 107), with intention to help significantly predicting both types of helping behaviors. Given established links between helping and positive health and well-being outcomes, these findings are relevant to both game developers, as well as stakeholders concerned with the impact of video games on players.


Assuntos
Tomada de Decisões , Comportamento de Ajuda , Jogos de Vídeo/psicologia , Adulto , Altruísmo , Empatia , Feminino , Humanos , Intenção , Masculino , Recompensa , Inquéritos e Questionários , Adulto Jovem
10.
Addict Behav Rep ; 11: 100244, 2020 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-32467833

RESUMO

For most people, playing video games is a normal recreational activity, with little disruption to gamers' emotional, social, or physical health and well-being. However, for a small percentage of gamers, video gaming can become pathological (Fam, 2018). Substantial research has examined pathological gaming in teens and young adults (Cheng, Cheung, & Wang, 2018; Choo, Gentile, Sim, Khoo, & Liau, 2010), yet pathological gaming in adults (c.f. Holgren, 2017), especially in the context of parenthood, has been relatively ignored. The current study sought to address this limitation by studying associations between pathological gaming characteristics and parenting outcomes in a sample of men and women who have had a child in the last year. Fathers spent more time than mothers playing video games and displayed more pathological video gaming tendencies. Pathological gaming for mothers and fathers was related to increased depressive symptoms. Depressive symptoms mediated the relationship between pathological gaming and decreased feelings of parental efficacy, perceived parental competence, increased parenting stress, and increased perceived impact of parenting. Pathological video game playing was also directly related to decreased feelings of parental efficacy for mothers and fathers. Implications of the results and directions for future research are discussed.

11.
J Sport Health Sci ; 7(2): 176-182, 2018 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-30356430

RESUMO

PURPOSE: The aims of this study were to: (1) provide a comprehensive physiological profile of simulated basketball activity and (2) identify temporal changes in player responses in controlled settings. METHODS: State-level male basketball players (n = 10) completed 4 × 10 min simulated quarters of basketball activity using a reliable and valid court-based test. A range of physiological (ratings of perceived exertion, blood lactate concentration ([BLa-]), blood glucose concentration ([BGlu]), heart rate (HR), and hydration) and physical (performance and fatigue indicators for sprint, circuit, and jump activity) measures were collected across testing. RESULTS: Significantly reduced [BLa-] (6.19 ± 2.30 vs. 4.57 ± 2.33 mmol/L; p = 0.016) and [BGlu] (6.91 ± 1.57 vs. 5.25 ± 0.81 mmol/L; p = 0.009) were evident in the second half. A mean HR of 180.1 ± 5.7 beats/min (90.8% ± 4.0% HRmax) was observed, with a significant increase in vigorous activity (77%-95% HRmax) (11.31 ± 6.91 vs. 13.50 ± 6.75 min; p = 0.024) and moderate decrease in near-maximal activity (>95% HRmax) (7.24 ± 7.45 vs. 5.01 ± 7.20 min) in the second half. Small increases in performance times accompanied by a significantly lower circuit decrement (11.67% ± 5.55% vs. 7.30% ± 2.16%; p = 0.032) were apparent in the second half. CONCLUSION: These data indicate basketball activity imposes higher physiological demands than previously thought and temporal changes in responses might be due to adapted pacing strategies as well as fatigue-mediated mechanisms.

12.
Cyberpsychol Behav Soc Netw ; 20(11): 689-694, 2017 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-29048933

RESUMO

Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.


Assuntos
Cognição/fisiologia , Computadores/estatística & dados numéricos , Smartphone/estatística & dados numéricos , Jogos de Vídeo , Adulto , Humanos , Aplicativos Móveis , Motivação , Inquéritos e Questionários , Jogos de Vídeo/psicologia , Jogos de Vídeo/estatística & dados numéricos , Adulto Jovem
13.
Artigo em Inglês | MEDLINE | ID: mdl-30613250

RESUMO

Identifying educational competencies for the 21st workplace is driven by the need to mitigate disparities between classroom learning and the requirements of workplace environments. Multiple descriptors of desired 21st century skill sets have been identified through various wide-scale studies (e.g., International Commission on Education for the 21st Century) and consistently within the context of science, technology, engineering, and mathematics (STEM) learning, the ability to problem solve, particularly complex problem-solving, remains a crucial competency. In this paper, we look at how current contemporary spaces such as the immensely popular, massively multiplayer online role-playing game(MMORPG), World of Warcraft, (WoW) afford problem-solving skill acquisition in the context of Singaporean youth learners. Given that WoW exists as a contextual space with an overarching narrativized problem to be solved, our investigation focused on two important related constructs that underpin learners' problem-solving trajectory-learning and identity becoming within contemporary domains of technology learning. We present findings of an ethnographic investigation of one youth gamer within the affinity spaces of WoW. Moving away from traditional mentalistic construals of problem-solving, our findings indicate that problem-solving within WoW may be characterized by a triadic-D model of domain, disquisitional, and discursive practices within self, social, and structural dialectics. Theoretical considerations for broadening the understanding of a situated and embodied notion of problem-solving and identity becoming within STEM learning are proposed.

14.
Cyberpsychol Behav Soc Netw ; 20(5): 292-295, 2017 May.
Artigo em Inglês | MEDLINE | ID: mdl-28498045

RESUMO

This study examined the relationship between problematic video game play (PVGP), video game usage, and attention deficit hyperactivity disorder (ADHD) traits in an adult population. A sample of 205 healthy adult volunteers completed the Adult ADHD Self-Report Scale (ASRS), a video game usage questionnaire, and the Problem Video Game Playing Test (PVGT). A significant positive correlation was found between the ASRS and the PVGT. More specifically, inattention symptoms and time spent playing video games were the best predictors of PVGP. No relationship was found between frequency and duration of play and ADHD traits. Hyperactivity symptoms were not associated with PVGP. Our results suggest that there is a positive relationship between ADHD traits and problematic video game play. In particular, adults with higher level of self-reported inattention symptoms could be at higher risk of PVGP.


Assuntos
Transtorno do Deficit de Atenção com Hiperatividade/psicologia , Comportamento Aditivo , Jogos de Vídeo , Adulto , Humanos , Autorrelato , Inquéritos e Questionários , Jogos de Vídeo/psicologia , Jogos de Vídeo/estatística & dados numéricos
15.
Front Psychol ; 8: 1303, 2017.
Artigo em Inglês | MEDLINE | ID: mdl-28798717

RESUMO

The importance of emotions experienced by learners during their interaction with multimedia learning systems, such as serious games, underscores the need to identify sources of information that allow the recognition of learners' emotional experience without interrupting the learning process. Bodily expression is gaining in attention as one of these sources of information. However, to date, the question of how bodily expression can convey different emotions has largely been addressed in research relying on acted emotion displays. Following a more contextualized approach, the present study aims to identify features of bodily expression (i.e., posture and activity of the upper body and the head) that relate to genuine emotional experience during interaction with a serious game. In a multimethod approach, 70 undergraduates played a serious game relating to financial education while their bodily expression was captured using an off-the-shelf depth-image sensor (Microsoft Kinect). In addition, self-reports of experienced enjoyment, boredom, and frustration were collected repeatedly during gameplay, to address the dynamic changes in emotions occurring in educational tasks. Results showed that, firstly, the intensities of all emotions indeed changed significantly over the course of the game. Secondly, by using generalized estimating equations, distinct features of bodily expression could be identified as significant indicators for each emotion under investigation. A participant keeping their head more turned to the right was positively related to frustration being experienced, whereas keeping their head more turned to the left was positively related to enjoyment. Furthermore, having their upper body positioned more closely to the gaming screen was also positively related to frustration. Finally, increased activity of a participant's head emerged as a significant indicator of boredom being experienced. These results confirm the value of bodily expression as an indicator of emotional experience in multimedia learning systems. Furthermore, the findings may guide developers of emotion recognition procedures by focusing on the identified features of bodily expression.

16.
Soc Cogn Affect Neurosci ; 12(12): 1869-1880, 2017 12 01.
Artigo em Inglês | MEDLINE | ID: mdl-29040750

RESUMO

Research on the effects of media violence exposure has shown robust associations among violent media exposure, increased aggressive behavior, and decreased empathy. Preliminary research indicates that frequent players of violent video games may have differences in emotional and cognitive processes compared to infrequent or nonplayers, yet research examining the amount and content of game play and the relation of these factors with affective and cognitive outcomes is limited. The present study measured neural correlates of response inhibition in the context of implicit attention to emotion, and how these factors are related to empathic responding in frequent and infrequent players of video games with graphically violent content. Participants completed a self-report measure of empathy as well as an affective stop-signal task that measured implicit attention to emotion and response inhibition during electroencephalography. Frequent players had lower levels of empathy as well as a reduction in brain activity as indicated by P100 and N200/P300 event related potentials. Reduced P100 amplitude evoked by happy facial expressions was observed in frequent players compared to infrequent players, and this effect was moderated by empathy, such that low levels of empathy further reduced P100 amplitudes for happy facial expressions for frequent players compared to infrequent players. Compared to infrequent players, frequent players had reduced N200/P300 amplitude during response inhibition, indicating less neural resources were recruited to inhibit behavior. Results from the present study illustrate that chronic exposure to violent video games modulates empathy and related neural correlates associated with affect and cognition.


Assuntos
Inibição Psicológica , Jogos de Vídeo/psicologia , Violência/psicologia , Adolescente , Adulto , Afeto , Atenção/fisiologia , Encéfalo/fisiologia , Eletroencefalografia , Emoções/fisiologia , Empatia/fisiologia , Potenciais Evocados P300/fisiologia , Expressão Facial , Feminino , Humanos , Masculino , Inquéritos e Questionários , Adulto Jovem
17.
Front Psychol ; 7: 1278, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-27621714

RESUMO

Previous studies have found that block play, board games, and puzzles result in better spatial ability. This study focused on examining the differential impact of structured block play and board games on spatial processing. Two groups of 8-year-old children were studied. One group participated in a five session block play training paradigm and the second group had a similar training protocol but played a word/spelling board game. A mental rotation task was assessed before and after training. The mental rotation task was performed during fMRI to observe the neural changes associated with the two play protocols. Only the block play group showed effects of training for both behavioral measures and fMRI measured brain activation. Behaviorally, the block play group showed improvements in both reaction time and accuracy. Additionally, the block play group showed increased involvement of regions that have been linked to spatial working memory and spatial processing after training. The board game group showed non-significant improvements in mental rotation performance, likely related to practice effects, and no training related brain activation differences. While the current study is preliminary, it does suggest that different "spatial" play activities have differential impacts on spatial processing with structured block play but not board games showing a significant impact on mental rotation performance.

18.
Cyberpsychol Behav Soc Netw ; 19(10): 628-634, 2016 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-27732076

RESUMO

The main objective of our study is to assess the relationship between playing online video games and mental wellbeing of adolescents based on a nationally representative sample. Data come from the Korean Children and Youth Panel Survey (KCYPS), a government-funded multiyear research project. Through a secondary analysis of W2 and W3 of data collected in 2011 and 2012, we examine the extent to which time spent playing online games is related to depression, as measured by a battery of items modeled after the abridged version of Center for Epidemiologic Studies Depression Scale Revised (CESD-R). For proper temporal ordering, the outcome variable is drawn from the latter wave (W3), whereas all time-lagged covariates are taken from the earlier wave (W2). Multilevel regression models show that more game playing is associated with greater depression. Findings also indicate that, net of individual-level variables (e.g., gender, health, family background), living in a community with more divorced families adds to adolescent depression. Finally, a cross-level interaction is observed: the positive association between game playing and depression is more pronounced in an area characterized by a lower aggregate divorce rate.


Assuntos
Comportamento do Adolescente , Depressão/epidemiologia , Características de Residência/estatística & dados numéricos , Estudantes/estatística & dados numéricos , Jogos de Vídeo/estatística & dados numéricos , Adolescente , Feminino , Seguimentos , Humanos , Masculino , República da Coreia
19.
Atten Percept Psychophys ; 78(4): 1125-36, 2016 05.
Artigo em Inglês | MEDLINE | ID: mdl-26860712

RESUMO

Although prior research suggests that playing video games can improve cognitive abilities, recent empirical studies cast doubt on such findings (Unsworth et al., 2015). To reconcile these inconsistent findings, we focused on the link between video games and task switching. Furthermore, we conceptualized video-game expertise as the onset age of active video-game play rather than the frequency of recent gameplay, as it captures both how long a person has played video games and whether the individual began playing during periods of high cognitive plasticity. We found that the age of active onset better predicted switch and mixing costs than did frequency of recent gameplay; specifically, players who commenced playing video games at an earlier age reaped greater benefits in terms of task switching than did those who started at a later age. Moreover, improving switch costs required a more extensive period of video-game experience than did mixing costs; this finding suggests that certain cognitive abilities benefit from different amounts of video game experience.


Assuntos
Fatores Etários , Cognição , Análise e Desempenho de Tarefas , Jogos de Vídeo/psicologia , Adulto , Aptidão , Atenção , Feminino , Humanos , Masculino , Adulto Jovem
20.
JMIR Serious Games ; 4(1): e8, 2016 Jun 02.
Artigo em Inglês | MEDLINE | ID: mdl-27255497

RESUMO

BACKGROUND: Obesity and weight gain is a critical public health concern. Serious digital games are gaining popularity in the context of health interventions. They use persuasive and fun design features to engage users in health-related behaviors in a non-game context. As a young field, research about effectiveness and acceptability of such games for weight loss is sparse. OBJECTIVE: The goal of this study was to evaluate real-world play patterns of SpaPlay and its impact on body mass index (BMI) and nutritional knowledge. SpaPlay is a computer game designed to help women adopt healthier dietary and exercise behaviors, developed based on Self-Determination theory and the Player Experience of Need Satisfaction (PENS) model. Progress in the game is tied to real-life activities (e.g., eating a healthy snack, taking a flight of stairs). METHODS: We recruited 47 women to partake in a within-subject 90-day longitudinal study, with assessments taken at baseline, 1-, 2-, and 3- months. Women were on average, 29.8 years old (±7.3), highly educated (80.9% had BA or higher), 39% non-White, baseline BMI 26.98 (±5.6), who reported at least contemplating making changes in their diet and exercise routine based on the Stages of Change Model. We computed 9 indices from game utilization data to evaluate game play. We used general linear models to examine inter-individual differences between levels of play, and multilevel models to assess temporal changes in BMI and nutritional knowledge. RESULTS: Patterns of game play were mixed. Participants who reported being in the preparation or action stages of behavior change exhibited more days of play and more play regularity compared to those who were in the contemplation stage. Additionally, women who reported playing video games 1-2 hours per session demonstrated more sparse game play. Brief activities, such as one-time actions related to physical activity or healthy food, were preferred over activities that require a longer commitment (e.g., taking stairs every day for a week). BMI decreased significantly (P<.001) from baseline to 3-month follow-up, yielding a large effect size of 1.28. Nutritional knowledge increased significantly (P<.001) from first to third month follow-ups, with an effect size of .86. The degree of change in both outcomes was related to game play, baseline readiness to change, and the extent of video game play in general. CONCLUSIONS: This work demonstrates initial evidence of success for using a serious game as an intervention for health behavior change in real world settings. Our findings also highlight the need to understand not only game effectiveness but also inter-individual differences. Individualizing content and the intervention medium appears to be necessary for a more personalized and long-lasting impact.

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