Search results for "games"
showing 10 items of 429 documents
Reading skill and neural processing accuracy improvement after a 3-hour intervention in preschoolers with difficulties in reading-related skills
2012
This study aimed at determining whether an intervention game developed for strengthening phonological awareness has a remediating effect on reading skills and central auditory processing in 6-year-old preschool children with difficulties in reading-related skills. After a 3-hour training only, these children made a greater progress in reading-related skills than did their matched controls who did mathematical exercises following comparable training format. Furthermore, the results suggest that this brief intervention might be beneficial in modulating the neural basis of phonetic discrimination as an enhanced speech-elicited mismatch negativity (MMN) was seen in the intervention group, indic…
Adding Clinical Validity to the Statistical Power of Large-Scale Epidemiological Surveys on Internet Addiction in Adolescence
2015
OBJECTIVE Research has indicated that internet addiction is associated with psychosocial maladjustment in adolescence. Many epidemiologic surveys are lacking representativeness, and knowledge on disorder-specific risk factors is scarce. One weakness of epidemiologic studies often regards their lack of generalizability to clinical reality. The aim of this study was to provide a detailed description of internet addiction among adolescents, focusing on its prevalence in a population-based context, psychopathological correlates, and predisposing factors. METHODS The main analyses were based on 2 large representative samples of German adolescents (N = 9,293; 12-19 years) collected in 2012, and t…
Nudging to prevent the purchase of incompatible digital products online: An experimental study.
2017
Ensuring safe and satisfactory online shopping activity, especially among vulnerable consumers such as elderly and less educated citizens, is part of a larger set of consumer policy objectives seeking to strengthen trust in the electronic marketplace. This article contributes to that goal by testing the effectiveness of nudges intended to prevent the purchase of 'incompatible' digital products (i.e., those which cannot be used with the devices owned by consumers or the systems they operate). We ran a computerised lab experiment (n = 626) examining three types of nudges, the effects of age and education, and interaction effects between these variables and the nudges. Results show that emotiv…
Free-to-play: About addicted Whales, at risk Dolphins and healthy Minnows. Monetarization design and Internet Gaming Disorder
2015
Abstract Introduction Video games are not only changing due to technical innovation, but also because of new game design and monetization approaches. Moreover, elite gamer groups with financial in-game-investments co-finance all users of free-to-play-games. Besides questions on youth protection, the growing popularity of free-to-play games has fostered discussions on supposed associations to Internet Gaming Disorder (IGD). Method Children and adolescents using free-to-play browser games were examined in a German school-based representative study (N = 3967; age range 12 to 18). Based on a clinical self-report AICA-S (Wolfling et al., 2011), students were categorized into non-problematic, ris…
Screen media usage, sleep time and academic performance in adolescents: clustering a self-organizing maps analysis.
2014
Screen media usage, sleep time and socio-demographic features are related to adolescents' academic performance, but interrelations are little explored. This paper describes these interrelations and behavioral profiles clustered in low and high academic performance. A nationally representative sample of 3,095 Spanish adolescents, aged 12 to 18, was surveyed on 15 variables linked to the purpose of the study. A Self-Organizing Maps analysis established non-linear interrelationships among these variables and identified behavior patterns in subsequent cluster analyses. Topological interrelationships established from the 15 emerging maps indicated that boys used more passive videogames and compu…
Relative Age Effect in the Sport Environment. Role of Physical Fitness and Cognitive Function in Youth Soccer Players
2019
The need to achieve short-term competitive outcomes in sports may influence the emergence of talent selection strategies, which could bias individuals&rsquo
Application of multivariant decision tree technique in high performance football: The female and male corner kick.
2019
The use of multidimensional statistical technique based on decision trees is of recent application in sports science. In the case of football, this technique has not yet been sufficiently proven. The aim of the present study was to search for different success models for the cor- ners in the FIFA World Cup 2014 and FIFA Women's World Cup 2015. For this, the statistical analysis focused on the search for classification models for the different criteria considered (shot, shot between the three posts and goal), based on the creation of different decision trees that allow the most important variables to be identified quickly and efficiently. For this, 1117 corners were collected between the two…
Screen-based sedentary time
2017
AimThe aim of the present study was to explore if children who spend more time on screen-based sedentary behaviors (i.e.TV viewing and computer use) drink more sugar-sweetened soft drinks. The study also assessed whether these associations were independent of individual and home environmental correlates of soft drink consumption and whether they were moderated by parental education.MethodsData were collected from 7886 children participating in the EuropeaN Energy balance Research to prevent excessive weight Gain among Youth (ENERGY) survey conducted in eight European countries. Self-report questionnaires were used. Multilevel linear regression analyses with soft drink consumption as depende…
Circulating, cell-free DNA as a marker for exercise load in intermittent sports
2017
Background Attempts to establish a biomarker reflecting individual player load in intermittent sports such as football have failed so far. Increases in circulating DNA (cfDNA) have been demonstrated in various endurance sports settings. While it has been proposed that cfDNA could be a suitable marker for player load in intermittent sports, the effects on cfDNA of repeated sprinting as an essential feature in intermittent sports are unknown. For the first time, we assessed both alterations of cfDNA due to repeated maximal sprints and due to a professional football game. Methods Nine participants were subjected to a standardised sprint training session with cross-over design of five maximal s…
Bout duration and number of players of soccer small-sided games affect perceived enjoyment, physiological responses, and technical-tactical performan…
2021
To compare perceived enjoyment (PE), % of heart rate peak (%HRpeak), blood lactate (La), rating of perceived exertion (RPE), and technical-tactical performance of soccer players after four-a-side (4vs4) and three-a-side (3vs3) small-sided games (SSGs) with goalkeepers.Sixteen males (20.7 ± 0.7 years; experience: 6.9 ± 1.2 years) completed and were measured after six sessions of SSGs (one twelve-minute bout (1x12), two six-minute bouts (2x6), and three four-minute bouts (3x4), both 3vs3 and 4vs4). Repeated measurements ANOVA evaluated significant differences (There was higher PE for 1 × 12 compared to 2 × 6 (effect sizes [ES] = 1.53 [3vs3 and 4vs4]) and 3 × 4 (ES = 3.13 [4vs4] and 4.16 [3vs3…