Search results for "Games"

showing 10 items of 429 documents

A contribution to the clinical characterization of Internet addiction in a sample of treatment seekers: validity of assessment, severity of psychopat…

2014

Abstract Objective Internet addiction becomes a growing health problem worldwide with prevalence rates up to 3%. Still, uncertainties exist regarding its diagnostics and clinical characterization. Especially the lacking clinical evidence regarding self-report measures assessing Internet addiction has been criticized. Methods This study aimed to characterize 290 German treatment seekers and to determine the diagnostic accuracy of a self-report scale for Internet addiction. Patients filled in self-report measures (SCL-90R, PHQ, AICA-S – Scale for the Assessment of Internet and Computer game Addiction) and underwent diagnostic interviews to assess symptoms of Internet addiction and level of fu…

AdultMalemedicine.medical_specialtyPsychometricsPsychometricslcsh:RC435-571media_common.quotation_subjectComorbiditySensitivity and SpecificitySeverity of Illness Indexlcsh:Psychiatrymental disordersmedicinePrevalenceHumansPsychiatrySocial Behaviormedia_commonDepressive DisorderInternetbusiness.industryAddictionMental DisordersMiddle Agedmedicine.diseaseComorbidityComputer gameSocial Validity ResearchBehavior AddictivePsychiatry and Mental healthClinical PsychologyDistressVideo GamesThe InternetFemaleSelf ReportbusinessPsychologyPsychosocialClinical psychologyPsychopathologyComprehensive psychiatry
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The rates of co-occurring behavioural addictions in treatment-seeking individuals with obsessive-compulsive disorder: a preliminary report

2020

Objectives: To assess the rates of co-occurring putative ‘behavioural addictions’ in patients with obsessive-compulsive disorder (OCD). Methods: Twenty-three international centres specialising in the treatment of OCD were invited to participate in a survey of the rates of behavioural addictions and other relevant comorbidity within their samples. Results: Sixteen of 23 (69.6%) invited centres from 13 countries had sufficient data to participate in the survey. The use of validated diagnostic tools was discrepant, with most centres relying on a ‘clinical diagnosis’ to diagnose behavioural addictions. The final sample comprised of 6916 patients with a primary diagnosis of OCD. The reported rat…

AdultMalemedicine.medical_specialtybehavioural addictionsAdolescentSexual Behaviormedia_common.quotation_subjectDiagnosis; behavioural addictions; obsessive-compulsive disorderbehavioural addictionComorbidityDiagnostic toolsYoung Adult03 medical and health sciences0302 clinical medicineCo occurringObsessive compulsivePreliminary reportmental disordersDiagnosismedicineHumansPsychiatrymedia_commonTreatment seekingAddictionMiddle Agedmedicine.diseaseComorbidity030227 psychiatryBehavior Addictiveobsessive-compulsive disorderPsychiatry and Mental healthVideo Gamesbehavioural addictions; Diagnosis; obsessive-compulsive disorderClinical diagnosisGamblingFemalePsychologyInternet Addiction Disorder030217 neurology & neurosurgeryDiagnosi
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Arousal/Stress Effects of “Overwatch” eSports Game Competition in Collegiate Gamers

2022

Kraemer, WJ, Caldwell, LK, Post, EM, Beeler, MK, Emerson, A, Volek, JS, Maresh, CM, Fogt, JS, Fogt, N, Häkkinen, K, Newton, RU, Lopez, P, Sanchez, BN, and Onate, JA. Arousal/stress effects of “Overwatch” eSports game competition in collegiate gamers. J Strength Cond Res XX(X): 000–000, 2022—To date, no physical response data are available for one of the most popular eSport games, Overwatch. The purpose of this investigation was to describe the stress signaling associated with competitive Overwatch play and to understand how acute hormonal responses may affect performance. Thirty-two male college-aged gamers (age: 21.3 ± 2.7 years; estimated time played per week: 18 ± 15 hours) completed the…

AdultMalesykeendocrineAdolescentHydrocortisoneUniversitieselektroninen urheiluPhysical Therapy Sports Therapy and RehabilitationcortisolYoung Adulthydrokortisonipelaajatheart rateHumansTestosteroneOrthopedics and Sports Medicinesuorituskykysydänvideo gamesGeneral MedicinestressihormonittestosteronetestosteroniArousal
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Perceptions Underlying Addictive Technology Use Patterns: Insights for Cognitive-Behavioural Therapy

2022

International audience; Cognitive-Behavioural Therapy (CBT) is considered the ‘gold standard’ in the treatment of addictive disorders related to excessive technology use. However, the cognitive components of problematic internet use are not yet well-known. The aim of the present study was to explore the cognitive components, that according to problematic users, can lead to potential internet addiction. A total of 854 European adults completed an online survey using a mixed-methods design. Internet problems and attachment styles were assessed, prevalence rates estimated, correlations, chi-squared automatic interaction detection, and content analysis were performed. Self-reported addictions t…

AdultTechnologyPreoccupied attachment styleInternet addictionHealth Toxicology and Mutagenesis[SDV]Life Sciences [q-bio]educationBehavioursmanopcognitive-behavioural therapy; cognition; behaviours; internet addiction; compulsive internet use; internet use-related addiction; adults; preoccupied attachment style; mixed-methodsArticleSocial Networking03 medical and health sciencesddc:616.890302 clinical medicineCognitionmental disordersCognitive-behavioural therapyHumansAdultsInternetMixed-methodsCognitive Behavioral TherapyPublic Health Environmental and Occupational HealthR030227 psychiatry3. Good healthBehavior Addictive[SDV] Life Sciences [q-bio]Compulsive internet useVideo GamesMedicineInternet use-related addiction030217 neurology & neurosurgery
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The implicit motor learning use as a therapeutic tool in frail elderly people

2016

To write, take, walk, talk is a part of our daily. Our motor ability is used to change depending on our environment and our skill, acquired thanks to our experience, learnings, and according to our age. We strive to find optimal solutions, to be more performants, more efficient. But we must be able to discern to act well and act to better discern. This « perception-action » coupling is the basis of the organization of motor control. Human can discern through several sensory systems (Visual, auditory, proprioceptive) intrinsic informations, coming from his own body, and extrinsic informations, from his environment. All of these informations are in the service of the movement and actions of d…

AgingSerious gamesFrailtyFragilitéCouplage perception-actionMaladie d’AlzheimerVieillissementVirtual realityApprentissagePerception-action couplingRéalité virtuelle[ SDV.NEU ] Life Sciences [q-bio]/Neurons and Cognition [q-bio.NC]Learning[SDV.NEU] Life Sciences [q-bio]/Neurons and Cognition [q-bio.NC]Alzheimer’s disease
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A comparative study of silver amalgam and compomer as retrograde filling materials in periapical surgery

2008

Objective: A comparative study is made of the histological effects of silver amalgam versus compomer (Dyract®) 90 days after placement as retrograde filling materials in experimental animals. Method: Six Beagle dogs were used, with total pulpectomy and orthograde material filling followed by periapical surgery of the 6 upper and 6 lower incisors (for a total of 72 teeth). Thirty-six teeth corresponded to the right side and were filled with the control material (silver amalgam), while the 36 teeth on the left side were filled with the compomer study material (Dyract®). After three months the animals were sacrificed and the histological study was carried out, with evaluation of bone formation…

Amalgames dentalsDental surgeryUNESCO::CIENCIAS MÉDICASCirurgia dentalAnimalsEndodònciaDental amalgams:CIENCIAS MÉDICAS [UNESCO]Endodontics
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Infinite games and cardinal properties of topological spaces

2015

Inspired by work of Scheepers and Tall, we use properties defined by topological games to provide bounds for the cardinality of topological spaces. We obtain a partial answer to an old question of Bell, Ginsburg and Woods regarding the cardinality of weakly Lindel¨of first-countable regular spaces and answer a question recently asked by Babinkostova, Pansera and Scheepers. In the second part of the paper we study a game-theoretic version of cellularity, a special case of which has been introduced by Aurichi. We obtain a game-theoretic proof of Shapirovskii’s bound for the number of regular open sets in an (almost) regular space and give a partial answer to a natural question about the produ…

Arhangel’skii TheoremLindelofH-closed.Infinite games
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Mapping research on legacy of mega sporting events: structural changes, consequences, and stakeholder evaluations in empirical studies

2019

Findings from empirical studies on the legacy of hosting a mega sporting event are inconclusive. This paper considers empirical studies published in English language peer-reviewed journals between ...

Asian gamesHistoryEmpirical researchbusiness.industryEvent (computing)Tourism Leisure and Hospitality ManagementGeography Planning and DevelopmentStakeholderEnglish languagePublic relationsbusinessMega-Leisure Studies
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Contribuições e efeitos dos videogames na atenção à diversidade

2021

[Resumen] Este artículo presenta los resultados de una revisión de la literatura sobre estudios centrados en las contribuciones y los efectos de los videojuegos en la atención a la diversidad. Para ello, se tomó como muestra las investigaciones recogidas en las bases de datos Scopus, wos, eric, ProQuest Dissertations & Theses Global (pqdt), Dialnet y csic-isoc y en los buscadores académicos Rebiun, Teseo y ScienceDirect. Después de considerar algunos aspectos del análisis bibliométrico, con el propósito de contextualizar la autoría y la procedencia de los artículos, se procedió a analizar en profundidad el contenido de los documentos seleccionados, de acuerdo con los objetivos de este estud…

Atenção à diversidadeeducationinclusive educationeducação;atenção à diversidadevideojuegoseducação inclusivavideo gamesEducationatención a la diversidadeducación inclusivaattention to diversityEducaçãovideogamesEducacióeducación
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Designing motion-based activities to engage students with autism in classroom settings

2015

We report on a nine-month-long observational study with teachers and students with autism in a classroom setting. We explore the impact of motion-based activities on students' behavior. In particular, we examine how the playful gaming activity impacted students' engagement, peer-directed social behaviors, and motor skills. We document the effectiveness of a collaborative game in supporting initiation of social activities between peers, and in eliciting novel body movements that students were not observed to produce outside of game play. We further identify the positive impact of game play on overall classroom engagement. This includes an "audience effect" whereby non-playing peers direct in…

Audience effectCommunicationbusiness.industryAutismMotion-based gameseducationComputingMilieux_PERSONALCOMPUTINGMotor skillsGame playmedicine.diseasebehavioral disciplines and activitiesMotion (physics)Autism; Motion-based games; Motor skills; Social skillsSocial skillsComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationmedicineAutismObservational studySocial skillsbusinessPsychologyhuman activitiesMotor skillSocial behavior
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