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…
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),…
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…
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...
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…
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 …
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…
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; …
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…
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…