Search results for "VIDEO GAMES"

showing 10 items of 102 documents

Screen-based activities and physical complaints among adolescents from the Nordic countries

2010

Publisher's version (útgefin grein)

Malemedicine.medical_specialtyPediatricsAdolescentCross-sectional studyScreen based activitiesSkjánotkunLogistic regressionEnvironmental healthEpidemiologyHumansMedicineUnglingarTv viewingInternetComputersbusiness.industryPublic healthlcsh:Public aspects of medicineHeadacheHealth behaviourPublic Health Environmental and Occupational HealthPublic Health Global Health Social Medicine and Epidemiologylcsh:RA1-1270Physical complaintsPeer reviewEuropeFolkhälsovetenskap global hälsa socialmedicin och epidemiologiCross-Sectional StudiesLogistic ModelsVideo GamesBack PainFemaleTelevisionBiostatisticsbusinessSocial MediaResearch ArticleLíðanBMC Public Health
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Effectiveness of Exergame Intervention on Walking in Older Adults: A Systematic Review and Meta-Analysis of Randomized Controlled Trials

2020

Abstract Objective The objective of this review was to systematically evaluate the effectiveness of exergaming on walking in older adults. In addition, the aim was to investigate the relationship between the exergaming effect and age, baseline walking performance, exercise traits, technology used, and the risk of bias. Methods A literature search was carried out in the databases MEDLINE, CINAHL, CENTRAL, EMBASE, WoS, PsycInfo, and PEDro up to January 10, 2020. Studies with a randomized controlled trial design, people ≥60 years of age without neurological disorders, comparison group with other exercise or no exercise, and walking-related outcomes were included. Cochrane RoB2, meta-analysis, …

Malemedicine.medical_specialtymedicine.medical_treatmentMEDLINEPsychological interventionPhysical Therapy Sports Therapy and RehabilitationHealth PromotionWalkingPsycINFOCINAHLlaw.inventionRandomized controlled triallawHumansMedicineMuscle StrengthExerciseAgedRandomized Controlled Trials as TopicRehabilitationbusiness.industryAge FactorsExercise TherapyVideo GamesStrictly standardized mean differenceMeta-analysisPhysical therapyFemalebusinessAttitude to HealthPhysical Therapy
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Effects of video games : English language learning of girls

2014

Erilaiset kannettavat laitteet ovat lisääntyneet viimeisen muutaman vuoden aikana ja levinneet yleiseen käyttöön. Tämä levinneisyys on johtanut myös siihen, että videopelejä on saatavilla enemmän ja pelaaminen on yleistynyt. Samalla pelaamisen tutkimus on lisääntynyt ja videopelit on havaittu hyödyllisiksi. Toisaalta globaalisaatio ja teknologian kehitys on johtanut siihen, että englanti on tullut osaksi arkea entistä enemmän. Videopelit tarjoavat hauskan ja laajan oppimisympäristön, mutta videopelien vaikutuksia kielenoppimiseen ei kuitenkaan ole tutkittu vielä kovinkaan paljoa. Etenkin tyttöjen pelaamisen tutkiminen on vielä vähäistä, koska perinteisesti ajatellaan, että vain pojat pelaav…

New digital mediayouth culturemotivationflowvideo gamessecond language acquisition
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Harder, Better, Faster, Stronger? The Relationship between Cognitive Task Demands in Video Games and Recovery Experiences

2019

Research has repeatedly demonstrated that the use of interactive media is associated with recovery experiences, suggesting that engaging with media can help people to alleviate stress and restore mental and physical resources. Video games, in particular, have been shown to fulfil various aspects of recovery, not least due to their ability to elicit feelings of mastery and control. However, little is known about the role of cognitive task demand (i.e., the amount of cognitive effort a task requires) in that process. Toward this end, our study aimed to investigate how cognitive task demand during gameplay affects users’ recovery experiences. Results of a laboratory experiment suggest that dif…

Process (engineering)media_common.quotation_subjectControl (management)050801 communication & media studies050109 social psychologyddc:070Task (project management)cognitive task demandlcsh:Communication. Mass media0508 media and communicationsInteractive electronic Mediaddc:150Stress (linguistics)recovery experiencesPsychology0501 psychology and cognitive sciencesgaminginteraktive elektronische MedienGeneral Psychologymedia_commonNews media journalism publishingAllgemeine PsychologieRelaxation (psychology)business.industryCommunication05 social sciencesCognitionvideo gameslcsh:P87-96interactive mediaFeelingPsychologiecognitive task demand; gaming; interactive media; recovery experiences; video gamesPublizistische Medien JournalismusVerlagswesenPsychologybusinessInteractive mediaCognitive psychologyMedia and Communication
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Expert appraisal of criteria for assessing gaming disorder: An international Delphi study

2021

Background and aims Following the recognition of ‘internet gaming disorder’ (IGD) as a condition requiring further study by the DSM‐5, ‘gaming disorder’ (GD) was officially included as a diagnostic entity by the World Health Organization (WHO) in the eleventh revision of the International Classification of Diseases (ICD‐11). However, the proposed diagnostic criteria for gaming disorder remain the subject of debate, and there has been no systematic attempt to integrate the views of different groups of experts. To achieve a more systematic agreement on this new disorder, this study employed the Delphi expert consensus method to obtain expert agreement on the diagnostic validity, clinical util…

Research Reportmedicine.medical_specialtyInternet addictionDelphi TechniquediagnosisGaming disordermedia_common.quotation_subjectDelphi methodinternet gaming disorderMedizin030508 substance abuseMedicine (miscellaneous)DelphiWorld health03 medical and health sciencesgaming disorderddc:616.89DSMInternet gaming disorder0302 clinical medicineDiagnosismedicineHumansMedical physics030212 general & internal medicinemedia_commoncomputer.programming_languageInternetResearch Reports (Alcohol‐Drugs‐Solvents‐Gambling‐Nicotine)ICDExpert consensusJoc compulsiuDeceptionBehavior AddictiveDiagnostic and Statistical Manual of Mental DisordersDisruptive Impulse Control and Conduct DisordersPsychiatry and Mental healthMoodVideo GamesDiagnostic validityAddicció a Internet0305 other medical sciencePsychologyCompulsive gamblingcomputerDelphiGaming Disorder; Delphi; DSM; ICD; Diagnosis; Internet Gaming Disorder
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Screen media time usage of 12-16 year-old Spanish school adolescents: Effects of personal and socioeconomic factors, season and type of day.

2007

Abstract This study examined screen media time usage (SMTU) and its association with personal and socioeconomic factors, as well as the effect of season and type of day, in a Spanish sample of 12–16 year-old school adolescents (N = 323). The research design was a cross-sectional survey, in which an interviewer-administered recall questionnaire was used. Statistical analyses included repeated measures analyses of variance, analysis of covariance and structural equation models. Results showed an average of 2.52 h per day of total SMTU and partial times of 1.73 h per day in TV viewing, 0.27 h per day in computer/videogames, and 0.52 h per day in mobile use. Four significant predictors of SMTU …

Research designMaleTime FactorsSocial PsychologyAdolescentSample (statistics)Structural equation modelingDevelopmental psychologySurveys and QuestionnairesDevelopmental and Educational PsychologyHumansMass MediaChildStudentsSocioeconomic statusMass mediabusiness.industryComputersRepeated measures designSocial environmentCircadian RhythmPsychiatry and Mental healthCross-Sectional StudiesSocioeconomic FactorsVideo GamesMobile phoneSpainPediatrics Perinatology and Child HealthMental RecallFemaleSeasonsbusinessPsychologyDemographyJournal of adolescence
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Do Women in Nepal Like Playing a Mobile Game? MANTRA: A Mobile Gamified App for Improving Healthcare Seeking Behavior in Rural Nepal

2021

In Low and Middle Income Countries (LMIC), one of the causes of maternal and child mortality is a lack of medical knowledge and consequently the inability to seek timely healthcare. Mobile health (mHealth) technology is gradually becoming a universal intervention platform across the globe due to ubiquity of mobile phones and network coverage. MANTRA is a novel mHealth intervention developed to tackle maternal and child health issues through a serious mobile game app in rural Nepal, which demonstrated a statistically significant knowledge improvement in rural women. This paper explores the perceptions and usability of the MANTRA app amongst rural women and Female Community Health Volunteers …

Rural Populationserious gamesInternet privacyPsychological interventionmaternal healthMantraLMICNepalIntervention (counseling)Health careHumansChildmHealthOriginal Researchbusiness.industryPublic Health Environmental and Occupational HealthUsabilityneonatal healthMobile Applicationsknowledge gainChild mortalityeducational gameVideo GamesmHealthCommunity healthVDP::Samfunnsvitenskap: 200FemalePublic HealthBusinessPublic aspects of medicineRA1-1270Delivery of Health CareFrontiers in Public Health
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ANALYZING VIDEOGAMES TO LEARN HOW TO THINK CRITICALLY

2013

The reflections contained in this research work deal with the educational challenge launched by the cultural and social phenomenon of videogames, which have become more than pure forms of entertainment and fun, more and more metaphors of the big game of the reality of life. Many of the earliest scholarly studies emanated from the research laboratories of pedagogical departments were typically concerned with the possible effect of games and young players. For a long time videogames have been forgotten as educative medium because they have been considered as mere trifles – low art – carrying none of the weight, gravitas or credibility of more traditional media. The seemingly bewildering varie…

Settore M-PED/04 - Pedagogia SperimentaleInnovation Video games evaluation.
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“SIMaging the CITY. The Educational Use of Simulation Video Games for Disadvantaged Youth”

2013

Settore SPS/08 - Sociologia Dei Processi Culturali E ComunicativiVideo games educational use disadvantaged youth
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SIMaging the City. The Educational Use of Video Games in a Youth Club of Palermo (Italy)

2013

Settore SPS/08 - Sociologia Dei Processi Culturali E ComunicativiVideo games media education video game education
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