Search results for "Games"

showing 10 items of 429 documents

Identity profiles and digital engagement among Finnish high school students

2018

Developing a stable personal identity is considered a more precarious task in today’s society than hitherto. Skilful digital engagement may, however, constitute a valuable asset in necessary identity exploration and commitment. Applying a person-oriented approach, we examined for the first time how identity profiles are associated with digital engagement, operationalized as digital competence, gaming seriousness, type of internet activity and excessive ICT use. After controlling for gender, life satisfaction and parental SES, this study of a Finnish high school sample (N = 932) revealed that adolescents with future commitments and some exploration of options (achievement, searching moratori…

515 Psychologymedia_common.quotation_subjectIdentity (social science)050109 social psychologykäyttöVALIDATIONPathology and Forensic MedicineEXPLORATION0501 psychology and cognitive sciencesidentiteettiPERSPECTIVEdigitaaliset taidotGeneral PsychologyLATE ADOLESCENCESCALEmedia_commonInternetOperationalizationEMERGING ADULTHOODbusiness.industryidentity formation4. EducationCommunication05 social sciencesperson-oriented approachLife satisfactiondigital engagement16. Peace & justiceMODEL5144 Social psychologyInformation and Communications Technologyidentity statusPersonal identityverkkoympäristöIdentity formationThe InternetINTERNET USE516 Educational sciencesVIDEO GAMESbusinessPsychologyCOMMITMENTIdentity formationSocial psychologySocial Sciences (miscellaneous)Seriousness050104 developmental & child psychologyInformation Systems
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Use of a Perioperative Web-Based Exercise Program for a Patient with Barrett’s Carcinoma Scheduled for Esophagectomy

2019

A poor preoperative functional capacity increases the perioperative risk. Therefore, a web-based exercise approach has been initiated for a careful supervision and individual support of patients during their perioperative cancer therapy. Here, we present the data of a 57-year-old patient, scheduled for esophagectomy. Beside a five-week neoadjuvant chemoradiotherapy (CRT), the patient performed 10 weeks of a web-based prehabilitation exercise training (preconditioning) and continued the exercise program for 14 weeks after surgery. The patient performed 42 of 44 recommended training sessions in the preconditioning period in his home environment. This corresponds to a mean of 131 (±38) min of …

796 Sportexerciseperioperative carebarrett’s carcinomapreconditioningweb-basedCase ReportBarrett's carcinomaesophageal cancerprehabilitationlcsh:Neoplasms. Tumors. Oncology. Including cancer and carcinogenslcsh:RC254-282796 Athletic and outdoor sports and gamesCase Reports in Oncology
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Electrical Brain Activity and Its Functional Connectivity in the Physical Execution of Modern Jazz Dance

2020

Besides the pure pleasure of watching a dance performance, dance as a whole-body movement is becoming increasingly popular for health-related interventions. However, the science-based evidence for improvements in health or well-being through dance is still ambiguous and little is known about the underlying neurophysiological mechanisms. This may be partly related to the fact that previous studies mostly examined the neurophysiological effects of imagination and observation of dance rather than the physical execution itself. The objective of this pilot study was to investigate acute effects of a physically executed dance with its different components (recalling the choreography and physical …

796 Sportlcsh:BF1-990610 Medizinphysical activitypower spectrumrhythm796 Athletic and outdoor sports and gamescoherencelcsh:Psychology610 Medical sciencesbrain activityconnectivitydancePsychologyEEGOriginal ResearchFrontiers in Psychology
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Want to Impact Physical, Technical, and Tactical Performance during Basketball Small-Sided Games in Youth Athletes? Try Differential Learning Beforeh…

2020

This study aimed to analyze the acute effect of small-sided games, based on differential learning, on the physical, technical, and positioning performance of young basketball players. Eight basketball players under 13 (U13) participated in this study. A total of eight sessions involving half-court small-sided games (4 sets &times

Acute effectsBasketballAdolescentHealth Toxicology and MutagenesisApplied psychologyAccelerationPsychological interventionlcsh:MedicineAcute effectBasketballAthletic PerformanceArticleRandom order03 medical and health sciencescollective behavior0302 clinical medicineexploratory behaviorHeart rate monitoringSmall sided gamesHumansperformance analysisyouth sportlearninglcsh:RPublic Health Environmental and Occupational Health030229 sport sciencestraining loadDifferential learningAthletestechnologyteam sportsPsychologyhuman activities030217 neurology & neurosurgeryfunctional variabilityInternational Journal of Environmental Research and Public Health
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Factors psicosocials rellevants en la violència de preadolescents i adolescents escolaritzats

2010

A pesar de la considerable evidència acumulada sobre els efectes de la violència en els mitjans, encara hi ha controvèrsia sobre el tema. La comunitat científica debat la influència de la TV i els videojocs en el comportament dels subjectes (vid. Kids, TV viewing, andaggressivebehavior, Science (Letters) 297, 49-50, 2002). Aquells que s'oposen al fet que la TV i els videojocs tenen influència sobre el comportament agressiu, defensen que la causalitat no es pot establir tan fàcilment, ja que als individus violents els agradarà més veure actes agressius en TV i que estiguen presents en els videojocs. En l'actual estudi realitzat amb escolars preadolescents i adolescents 'amb una grandària de …

Adolescents agressió deures diferències de sexe diferències evolutives impulsivitat ira lectura preadolescents televisió videojocs Adolescent aggression homework sex differences developmental differences impulsiveness anger reading preadolescent television videogames. Artículo:PSICOLOGÍA [UNESCO]UNESCO::PSICOLOGÍA
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Effectance and control as determinants of video game enjoyment

2007

This article explores video game enjoyment originated by games' key characteristic, interactivity. An online experiment (N = 500) tested experiences of effectance (perceived influence on the game world) and of being in control as mechanisms that link interactivity to enjoyment. A video game was manipulated to either allow normal play, reduce perceived effectance, or reduce perceived control. Enjoyment ratings suggest that effectance is an important factor in video game enjoyment but that the relationship between control of the game situation and enjoyment is more complex. © 2007 Mary Ann Liebert, Inc.

AdultEngineeringInjury controlAdolescentAccident preventionControl (management)HappinessPoison controlComputer securitycomputer.software_genreUser-Computer InterfaceInteractivityHumansPerceived controlVideo gameApplied PsychologyAgedbusiness.industryCommunicationComputingMilieux_PERSONALCOMPUTINGGeneral MedicineConsumer BehaviorMiddle AgedPlay and PlaythingsHuman-Computer InteractionVideo GamesbusinesscomputerSocial psychology
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Staying Active under Restrictions: Changes in Type of Physical Exercise during the Initial COVID-19 Lockdown

2021

Copyright: © 2021 by the authors. The COVID-19 pandemic and the associated governmental restrictions suddenly changed everyday life and potentially affected exercise behavior. The aim of this study was to explore whether individuals changed their preference for certain types of physical exercise during the pandemic and to identify risk factors for inactivity. An international online survey with 13,881 adult participants from 18 countries/regions was conducted during the initial COVID-19 related lock-down (between April and May 2020). Data on types of exercise performed during and before the initial COVID-19 lockdown were collected, translated, and categorized (free-text input). Sankey chart…

AdultGerontologyHealth Toxicology and MutagenesiscoronavirusPsychological interventionphysical activityContext (language use)Physical exerciseFootball790 Sports games & entertainmentliikuntaPhysical strengthArticlelockdownstay-at-homeHumansrisk factorsEveryday lifeExercisePandemicssopeutuminenSARS-CoV-2Social distanceRPublic Health Environmental and Occupational HealthCOVID-19structured exercisekansainvälinen vertailu790 Sports games & entertainmentinactivitypoikkeusolotCommunicable Disease ControlMedicineRural areaPsychologyfyysinen aktiivisuus
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Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers

2019

Background A positive relationship between problematic gaming and escapism motivation to play video games has been well established, suggesting that problematic gaming may result from attempts to deal with negative emotions. However, to date, no study has examined how emotion dysregulation affects both escapism motives and problematic gaming patterns. Methods Difficulties in emotion regulation, escapism, and problematic involvement with video games were assessed in a sample of 390 World of Warcraft players. A structural equation modeling framework was used to test the hypothesis that escapism mediates the relationship between emotion dysregulation and problematic gaming. Results Statistica…

AdultMale050103 clinical psychologyemotion regulationAdolescentFull-Length Reportmedia_common.quotation_subjectescapismMedicine (miscellaneous)Sample (statistics): Traitement & psychologie clinique [H13] [Sciences sociales & comportementales psychologie]: Treatment & clinical psychology [H13] [Social & behavioral sciences psychology]03 medical and health sciencesYoung AdultInternet gaming disordergaming disorder0302 clinical medicineSettore M-PSI/08 - Psicologia ClinicaAdaptation PsychologicalHumans0501 psychology and cognitive sciencesAffective SymptomsVideo gameMMORPGmedia_commonAgedInternet05 social sciencesGeneral MedicineMiddle Agedproblematic gaming030227 psychiatryBehavior AddictivePsychiatry and Mental healthClinical PsychologyEscapismVideo GamesProblematic gaming Emotion regulation Internet gaming disorder Escapism MMORPG Gaming disorderPositive relationshipFemalePsychologySocial psychologyhuman activities
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Acute effects of exercise and active video games on adults’ reaction time and perceived exertion

2016

The purpose of the present study was to examine the acute effects of resting, aerobic exercise practised alone, and aerobic exercise with active video games (AVG), on complex reaction time (CRT) and the post-exercise acute rate of perceived exertion (RPE) in young healthy adults. The experimental group was composed of 92 healthy young adults, 78 males and 13 females (age M = 21.9 ± 2.7 years) who completed two sessions, A and B. In session A, participants rode 30 min on an ergometer, while in session B they exercised for 30 min on an ergometer while playing an AVG on a Wii. The control group was composed of 30 young adults, 26 males and 4 females (age M = 21.4 ± 2.9 years) who rested for 30…

AdultMaleAcute effectsmedicine.medical_specialtyAdolescentInjury controlAccident preventionRestPoison controlPhysical Therapy Sports Therapy and RehabilitationPerceived exertionYoung Adult03 medical and health sciences0302 clinical medicinePhysical medicine and rehabilitationTask Performance and AnalysisReaction TimeHumansMedicineAerobic exerciseAttentionOrthopedics and Sports MedicineYoung adultExerciseFatiguebusiness.industryRepeated measures design030229 sport sciencesGeneral MedicineVideo GamesPhysical therapyFemalePerceptionbusiness030217 neurology & neurosurgeryEuropean Journal of Sport Science
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A clinical evaluation of the DSM-5 criteria for Internet Gaming Disorder and a pilot study on their applicability to further Internet-related disorde…

2019

Background and aims Internet Gaming Disorder (IGD) and other Internet-related disorders (IRDs) have become growing health concerns in our today’s lives. Based on defined diagnostic criteria, IGD has been recognized as a condition for further research in the DSM-5; however, other IRDs have been excluded. Since the release of the DSM-5, representativeness and appropriateness of the nine diagnostic criteria have been debated. Although some first evidence has been published to evaluate these criteria, our knowledge is still limited. Thus, the purpose of this study was to provide data on the clinical validity of the DSM-5 criteria for IGD and other types of IRD. We were also interested in exami…

AdultMaleAdolescentFull-Length ReportInternet addiction030508 substance abuseMedicine (miscellaneous)Diagnostic accuracyPilot Projectsbehavioral disciplines and activitiesDSM-5DSM-5Cohort Studies03 medical and health sciencesYoung Adult0302 clinical medicineparasitic diseasesmental disordersclinical validityHumansPsychiatric Status Rating ScalesInternetbusiness.industryReproducibility of ResultsGeneral MedicineInternet Gaming Disorder030227 psychiatryBehavior AddictiveDiagnostic and Statistical Manual of Mental DisordersPsychiatry and Mental healthClinical PsychologyVideo GamesClinical validityInternet-related disordersThe InternetFemalediagnostic accuracy0305 other medical sciencePsychologybusinessClinical evaluationClinical psychologyJournal of behavioral addictions
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