Search results for "games"

showing 10 items of 429 documents

Tangibot: A collaborative multiplayer game for pediatric patients

2019

[EN] Background Previous research has studied the effects of games in pediatric wards, but none of it has focused on the impact of the hospital¿s school staff on the psychosocial state of the children nor on the gameplay itself. Objectives To present the Tangibot application and evaluate its impact on the children¿s psychosocial state in the short term and the impact of the teacher on their psychosocial state, communications and coordination during the activity. Methods A study was conducted in a hospital classroom with 20 participants, who participated twice in the game: one with the teacher playing along and another without her. An observational scale was used by two evaluators in order t…

Male020205 medical informaticsmedia_common.quotation_subjecteducationApplied psychologyHealth Informatics02 engineering and technologyUser-Computer Interface03 medical and health sciencesChildren hospitalization0302 clinical medicineGame TheoryAffection0202 electrical engineering electronic engineering information engineeringmedicineHumansTime management030212 general & internal medicineMultiplayer gameCooperative BehaviorChildmedia_commonPediatric socializationCommunicationTeachingRehabilitationSocializationSocializationBoredomGamificationHospitalizationVideo GamesFeelingChild PreschoolFemaleObservational studymedicine.symptomPsychologyLENGUAJES Y SISTEMAS INFORMATICOSPsychosocialInternational Journal of Medical Informatics
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Cognitive and motor effects of Kinect‐based games training in people with and without Parkinson disease: A preliminary study

2019

Objective Purpose of this study is to evaluate the effects of training with six commercial Xbox KinectTM games on cognitive and motor aspects in Parkinson's disease (PD) patients and to compare the effects with a group of paired healthy subjects. Methods This study was a quasi-experimental, controlled trial. Eight individuals with PD (mean age 68.9 ± 7.9) and eight older adults without PD, matched by age (mean age 67.6 ± 7.3) were enrolled in the study. Ten sessions of six Xbox 360 KinectTM commercial games were performed for 5 weeks. Subjects were evaluated before and 7 and 30 days after intervention. They were assessed using Montreal Cognitive Assessment, Frontal Assessment Battery (FAB),…

Male030506 rehabilitationmedicine.medical_specialtymedicine.medical_treatmentcognition Parkinson's disease rehabilitation video gamesPhysical Therapy Sports Therapy and RehabilitationTimed Up and Go testlaw.invention03 medical and health sciencesCognition0302 clinical medicinePhysical medicine and rehabilitationRandomized controlled triallawRating scalemedicineHumansGaitPostural BalanceGait Disorders NeurologicAgedRehabilitationbusiness.industryMontreal Cognitive AssessmentParkinson DiseaseCognitionMiddle AgedExecutive functionsGaitVideo GamesTime and Motion StudiesFemale0305 other medical sciencebusiness030217 neurology & neurosurgeryPhysiotherapy Research International
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Escapism and Excessive Online Behaviors: A Three-Wave Longitudinal Study in Finland during the COVID-19 Pandemic.

2022

Excessive online behaviors refer to harmful or disproportionate use of digital network applications. Such behaviors are likely to be associated with escapist motives. Our aim was to analyze whether escapism predicts excessive gambling, excessive gaming, and excessive internet use over time. A longitudinal sample of Finnish residents aged 18–75 years (n = 1022, 51.27% male) was surveyed at three time points during the COVID-19 pandemic in 6-month intervals: April 2021 (Time 1), October–November 2021 (Time 2), and April–May 2022 (Time 3). Of the original Time 1 respondents, 66.80% took part in the surveys at both Time 2 and Time 3. All surveys included measures for excessive gambling (Problem…

Male515 PsychologyHealth Toxicology and Mutagenesisescapism; addiction; excessive behaviors; internet use; gambling; gamingescapisminternet usepelihimoriippuvuusrahapelitHumansLongitudinal StudiesgamingPandemicsFinlandexcessive behaviorsInternetPublic Health Environmental and Occupational HealthCOVID-193142 Public health care science environmental and occupational healthgamblingBehavior AddictiveVideo Games5141 SociologyFemaleaddictionverkkopeliteskapismiInternational journal of environmental research and public health
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Acute Effects of Aerobic Exercise and Active Videogames on Cognitive Flexibility, Reaction Time, and Perceived Exertion in Older Adults

2019

Abstract Objective: The aim of this study was to analyze the acute effects of aerobic exercise (AE), active videogames (AVG), and AE+AVG on cognitive flexibility, choice reaction time (CRT), and po...

MaleAcute effects030506 rehabilitationmedicine.medical_specialtyHealth (social science)Physical ExertionPerceived exertionCognitive health03 medical and health sciencesCognition0302 clinical medicineReaction TimemedicineHumansAerobic exercise030212 general & internal medicineExerciseAgedChoice reaction timebusiness.industryRehabilitationPublic Health Environmental and Occupational HealthCognitive flexibilityMiddle AgedMental healthComputer Science ApplicationsVideo GamesPhysical therapyFemaleDisease prevention0305 other medical sciencebusinessGames for Health Journal
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A VR-based serious game for studying emotional regulation in adolescents

2015

[EN] We all use more or less adapted strategies to confront adverse emotional situations in our lives without being psychologically affected. Emotional Regulation (ER) strategies that we use determine the way in which we feel, express and behave. Moreover, ER strategies are particularly important in adolescents, a population in the age when the deficits of ER strategies can be linked to the appearance of numerous mental health disorders such as depression or anxiety, or disruptive behaviors. Thus, the early detection of dysfunctional ER strategies and the training in adaptive ER strategies will help us to prevent the future occurrence of possible behavioral and psychosocial disorders. In th…

MaleAdolescentPsychometricsEXPRESION GRAFICA EN LA INGENIERIAPsychometricsComputer scienceEmotionsPsychology AdolescentPopulationDysfunctional familycomputer.software_genreDevelopmental psychologyElectrocardiographyUser-Computer InterfaceHeart RateSurveys and QuestionnairesmedicineHumansChildeducationMonitoring Physiologiceducation.field_of_studyMultimediaECGSerious GamesVirtual RealityEmotional regulationUnity3DComputer Graphics and Computer-Aided DesignMental healthEmotional RegulationVideo GamesAnxietyFemalemedicine.symptomPsychosocialGame theorycomputerSoftware
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Psychometric properties of the Internet Gaming Disorder Test (IGDT-10) and problematic gaming behavior among Finnish vocational school students.

2019

This study was conducted to investigate the psychometric properties of the Finnish version of the Internet Gaming Disorder Test (IGDT-10), identify the proportion displaying problematic gaming behavior (PGB) among Finnish vocational school students, and characterize the relationships between sociodemographic factors and gaming characteristics predicting PGB in this population. This cross-sectional study involving 773 students (mean age 17.5 years). Socio-demographic and gaming behavior characteristics were established using a web-based survey. A confirmatory factor analysis (CFA) showed that the IGDT-10 test has appropriate psychometric properties. The proportion of students exhibiting PGB …

MaleAdolescentPsychometricsPopulationdigital games050109 social psychology050105 experimental psychologygaming disorderYoung AdultArts and Humanities (miscellaneous)riippuvuusDevelopmental and Educational PsychologyHumans0501 psychology and cognitive sciencespsychometric testingeducationStudentsGeneral Psychologyta515Finlandeducation.field_of_studyInternetSchoolsbusiness.industry05 social sciencesVocational schoolRegression analysisGeneral Medicineproblematic gamingPreferenceConfirmatory factor analysisTest (assessment)psykometriikkaBehavior AddictiveCross-Sectional StudiesVideo GamesAdolescent BehaviorPersonal computerammattikoululaisetThe InternetFemalePsychologybusinesshuman activitiesverkkopelitdigitaaliset pelitClinical psychologyScandinavian journal of psychology
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Race Profiles of Rowers During the 2014 Youth Olympic Games

2018

Cerasola, D, Cataldo, A, Bellafiore, M, Traina, M, Palma, A, Bianco, A, and Capranica, L. Race profiles of rowers during the 2014 Youth Olympic Games. J Strength Cond Res 32(7): 2055-2060, 2018-Among the different factors affecting the outcome of elite rowing competitions, pacing strategy plays a relevant role. The purpose of this study was to analyze the race profiles of youth athletes competing at the 2014 Youth Olympic Games over a distance of 1,000 m. According to the competition outcome of sculling and sweep events, 96 youth (17-18 years) rowers (48 male and 48 female) were divided into winner (W), not winner (NW), qualified (Q), and not-qualified (NQ) athletes. The time during the 1,0…

MaleAdolescentYouth athleteRowingPhysical Therapy Sports Therapy and RehabilitationAthletic Performance03 medical and health sciencesRace (biology)0302 clinical medicinerowing race profile olympic gamesRace strategyHumansOrthopedics and Sports MedicinebiologyAthletesRowing030229 sport sciencesGeneral Medicinebiology.organism_classificationAthletesFemalePsychologyAnaerobic exercise030217 neurology & neurosurgeryDemographySports
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Insights Into Aspects Behind Internet-Related Disorders in Adolescents: The Interplay of Personality and Symptoms of Adjustment Disorders

2017

Abstract Purpose Problematic Internet use (PIU) that has recently been referred to as Internet-related disorder is a growing health concern. Yet, it is unclear why some adolescents are developing problematic use, whereas others sustain control. Based on previous research, we hypothesize that personality traits (low conscientiousness and high neuroticism) act as predispositions for PIU. We further hypothesize that PIU can be understood as a maladaptive reaction toward critical life events and that these maladaptive reactions are exacerbated by dysfunctional personality traits. Methods The study investigates the prevalence of distinct subtypes of PIU among a sample of adolescents (n = 1,489; …

MaleAdolescentmedia_common.quotation_subjectAdjustment disordersPerceived Stress ScaleDysfunctional familySocial NetworkingAdjustment Disorders03 medical and health sciencesSex Factors0302 clinical medicinePrevalencemedicineHumansPersonality030212 general & internal medicineBig Five personality traitsChildmedia_commonInternetPublic Health Environmental and Occupational HealthConscientiousnessmedicine.diseaseNeuroticism030227 psychiatryComputer gameBehavior AddictivePsychiatry and Mental healthCross-Sectional StudiesVideo GamesAdolescent BehaviorPediatrics Perinatology and Child HealthFemalePsychologyStress PsychologicalPersonalityClinical psychologyJournal of Adolescent Health
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Learning implicitly to produce avoided behaviours

2011

The literature on repetition processing reveals an intriguing paradox between the particular salience of repetitions, which makes them easy to learn, and a tendency to avoid them when generating sequences. The aim of this experiment was to study the extent to which children can learn to produce these avoided behaviours by means of an artificial grammar paradigm using generation tests with implicit or explicit instructions. The analysis of the control group's performance confirmed the presence of a spontaneous tendency to avoid generating repetitions. A comparison with chance revealed that the children learned to produce repetitions in the explicit test but not in the implicit test. However…

MaleArtificial grammar learningPhysiologymedia_common.quotation_subjectChild BehaviorExperimental and Cognitive PsychologyCognitionPhysiology (medical)HumansLearningChildControl (linguistics)General Psychologymedia_commonGrammarSalience (language)Repetition (rhetorical device)LinguisticsGeneral MedicineImplicit learningTest (assessment)Neuropsychology and Physiological PsychologyVideo GamesPractice PsychologicalFemalePsychologySocial psychologyCognitive psychologyQuarterly Journal of Experimental Psychology
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Gaming is related to enhanced working memory performance and task-related cortical activity

2017

Gaming experience has been suggested to lead to performance enhancements in a wide variety of working memory tasks. Previous studies have, however, mostly focused on adult expert gamers and have not included measurements of both behavioral performance and brain activity. In the current study, 167 adolescents and young adults (aged 13–24 years) with different amounts of gaming experience performed an n-back working memory task with vowels, with the sensory modality of the vowel stream switching between audition and vision at random intervals. We studied the relationship between self-reported daily gaming activity, working memory (n-back) task performance and related brain activity measured u…

MaleBrain activity and meditationNeuropsychological TestsTask (project management)Developmental psychologyCohort StudiesCreativity0302 clinical medicineSurveys and Questionnairesgaming10. No inequalityta515Cerebral CortexBrain Mappingdorsolateral prefrontal cortexmedicine.diagnostic_testGeneral Neuroscience05 social sciencesSMA*Magnetic Resonance ImagingMemory Short-Termmedicine.anatomical_structurefunctional MRIFemalePsychologypsychological phenomena and processesCognitive psychologyAdolescent515 Psychologyeducationta3112behavioral disciplines and activitiesworking memory050105 experimental psychologyYoung Adult03 medical and health sciencesStimulus modalitymedicineHumans0501 psychology and cognitive sciencesAssociation (psychology)Molecular BiologyAnalysis of VarianceInternetWorking memorytyömuistiDorsolateral prefrontal cortexCross-Sectional StudiesVideo Gamesadolescence516 Educational sciencesSelf ReportNeurology (clinical)Functional magnetic resonance imaginghuman activities030217 neurology & neurosurgeryDevelopmental Biology
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