
Public Health in Practice, Journal Year: 2024, Volume and Issue: 9, P. 100565 - 100565
Published: Dec. 20, 2024
Language: Английский
Public Health in Practice, Journal Year: 2024, Volume and Issue: 9, P. 100565 - 100565
Published: Dec. 20, 2024
Language: Английский
JMIR Mental Health, Journal Year: 2022, Volume and Issue: 9(2), P. e23700 - e23700
Published: Feb. 17, 2022
Background There has been a surge in interest examining internet gaming disorder (IGD) and its associations with motivation. Three broad components of motivation have proposed: achievement, immersion, social. Achievement-oriented players are motivated by gaining in-game rewards, immersion-oriented the experience immersion virtual world, social-oriented need to socialize other through gaming. Objective This study aimed (1) quantitatively synthesize growing body literature systematically examine discrepancies magnitude between various IGD (2) moderating role cultural dimension on association escapism IGD. Methods We conducted systematic search multiple databases 2002 2020. Studies were included if they quantitative data, used measures assessing both IGD, (3) contained sufficient information for effect size calculation. Results The findings revealed stronger achievement (r=0.32) than (r=0.22) or social (r=0.20), but strongest such was found be (r=0.40), subcomponent Our cross-cultural comparison further showed studies individualistic (vs collectivistic) regions. Conclusions meta-analysis highlights importance acknowledging among different respect their development as well potential variations strength associations.
Language: Английский
Citations
93Informatics, Journal Year: 2022, Volume and Issue: 9(1), P. 14 - 14
Published: Feb. 22, 2022
Human-computer interaction (HCI) has contributed to the design and development of some efficient, user-friendly, cost-effective, adaptable digital mental health solutions. But HCI not been well-combined into technological developments resulting in quality safety concerns. Digital platforms artificial intelligence (AI) have a good potential improve prediction, identification, coordination, treatment by care suicide prevention services. AI is driving web-based smartphone apps; mostly it used for self-help guided cognitive behavioral therapy (CBT) anxiety depression. Interactive may help real-time screening outdated, strained or lacking healthcare systems. The barriers using include accessibility, efficacy, reliability, usability, safety, security, ethics, suitable education training, socio-cultural adaptability. Apps, machine learning algorithms, immersive technologies, phenotyping are notable prospects. Generally, there need faster better human factors combination with automation, higher levels effectiveness evaluation application blended, hybrid stepped an adjunct approach. modeling assist usable applications, effectively recognize, acknowledge, address inequities therapeutic alliance.
Language: Английский
Citations
58Frontiers in Psychology, Journal Year: 2024, Volume and Issue: 15
Published: April 26, 2024
Introduction In video gaming, tilt is thought to relate poor emotional control and game performance. Despite widespread recognition of in there a lack research examining empirically. Methods One thousand seven gamers took part our online study experience tilt, the factors which contribute protect against emotion regulation strategies employ deal with tilt. Results Gamers who reported playing for more competitive reasons, were at higher risk experiencing Additional associated an increased anger hours spent playing. Protective also identified, inclusive greater number years gaming engagement adaptive strategies. Discussion This provides important starting point creating better understanding equipping us new knowledge support improve their during play performance
Language: Английский
Citations
92021 IEEE 13th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), Journal Year: 2022, Volume and Issue: unknown, P. 1 - 6
Published: Dec. 1, 2022
This research project presents the development of a video game entitled "Chyilax" – an innovative three-dimensional about person's struggle against mental breakdown while trying to alleviate its symptoms. The was developed be medium that would raise awareness risks and conditions health breakdown. player can choose take role either college student or working adult, both experience symptoms due tangled situation in their past. tasked help protagonist overcome before it leads nervous In order protagonist, make up with people who got involved past circumstances through puzzle-solving, role-playing, problem-solving. Chyilax using Unity as engine 3D models were created Autodesk Maya. tested evaluated via virtual open house. questionnaires collated online form assesses following criteria for game: effectiveness, visuals, mechanics, audio, enjoyment website: functionality, usability, reliability, performance, supportability criteria. received overall mean 4.32 website 4.35, which have verbal interpretation "Strongly Agree", interprets objectives achieved drawn impact on issues focusing
Language: Английский
Citations
26Healthcare, Journal Year: 2023, Volume and Issue: 11(12), P. 1767 - 1767
Published: June 15, 2023
Video games have been increasingly used as a form of therapy for various mental health conditions. Research has shown that video can be to treat conditions such depression, anxiety, PTSD, and addiction. One the main benefits in is they provide sense engagement immersion traditional methods may lack. Additionally, teach valuable skills problem solving, decision making, coping strategies. also simulate real-life scenarios, allowing individuals practice improve social safe controlled environment. Furthermore, feedback track progress objectively quantifiably. This paper proposes an approach, Game Therapy® (VGT®) where game experience put at center tailored way, connecting individual patient's personality, therapy's goals, suggested type through Myers Briggs Type Indicator (MBTI).VGT®'s core assumption playing could facilitate patients reaching methodologies therapeutic approaches work best. VGT® was elaborated according Adlerian vision and, consequently, different phases match. Despite use psychotherapy might some adverse effects specific cases, currently three associations with positive results promoting emotional experimentation literacy, feeling, identity, activating cognitive processes. Future developments include expanding further validate from statistical point view.
Language: Английский
Citations
13Child and Adolescent Psychiatry and Mental Health, Journal Year: 2024, Volume and Issue: 18(1)
Published: Jan. 19, 2024
Abstract Background Longitudinal evidence is lacking on the interplay between lifestyle behaviors and depressive symptoms, especially in context of COVID-19 pandemic. This study investigated changes physical activity recreational screen time during pandemic, along with their reciprocal associations symptoms among children adolescents. Methods The public health emergency due to pandemic started January 2023 lasted for two months Shanghai, China. A three-wave longitudinal was conducted 1,666 adolescents (6–18 years) January, March, July 2023. Moderate-to-vigorous intensity (MVPA), time, were measured using self-reported questionnaires. Random-intercept cross-lagged panel models constructed examine bidirectional symptoms. Results Children experienced a significant decrease MVPA substantial increase which failed return pre-pandemic levels post-pandemic. Pre-pandemic negatively associated subsequent (β = -0.147). Conversely, positively 0.085), turn predicted heightened post-pandemic 0.076). When stratified by age, found but not children. Conclusions Sustained unhealthy observed elucidates potential relationship mental well-being. Effective interventions are emphasized counter negative impacts insufficient excessive use
Language: Английский
Citations
5Sleep Medicine, Journal Year: 2025, Volume and Issue: 129, P. 274 - 282
Published: March 4, 2025
The ever-growing diffusion of video games (VG) prompts to investigate their effects on health. While different studies exist the topic, results are difficult interpret, probably because modulating factors have been mostly neglected. Here, we explore VG type and gamers' experience levels by assessing impact a violent sleep, cognitive functioning, psychological well-being in sample non-gamers. In within-subjects design, 18 adult non-gamers (Mage = 24.4 ± 3.68 years, 12 F) underwent baseline assessment including sleep logs actigraphy for one week, night home polysomnography (PSG), administration testing battery, questionnaires was followed an experimental condition active control condition, balanced order between participants, each lasting four days: a) three nights pre-sleep activity manipulation, which participants either played action or watched familiar TV series hour before bedtime, with PSG last night; b) battery 4th day. After gaming, reported better visuospatial working memory reduced stress compared active-control condition. Except efficiency TVW, no between-condition difference emerged measures. contrast common assumption that VGs detrimental several health-related variables, our data show controlled, time-constrained gaming may positively affect next-day functioning stress, while not compromising objective quality.
Language: Английский
Citations
0Journal of Consumer Behaviour, Journal Year: 2023, Volume and Issue: 23(1), P. 218 - 228
Published: May 16, 2023
Abstract Neuroscience and its offshoot as neuromarketing have helped marketers understand neuroscientific aspects of customers while gamification has them the psyche consumers. Despite neuromarketing's many potential benefits to businesses, little academic work been done on field so far. Most studies examined consumer shifts during after pandemics without analyzing from two critical perspectives: theories psychology theories. As streams knowledge lean each other, their interdependence in e‐engagement needs exploration. The purpose this study is answer an important question – “How do use online engagement consumers?”. We used a quantitative empirical research approach assess inter‐relationship between gamification. collected data digital marketing strategists retail firms propose theoretical framework for self‐determination theory successfully implementing new age technologies by plugging cues neuromarketing. would be useful design strategies capturing attention consumers across different geographies. Findings indicated that, are interested main reasons: first, they think it can help save money improve plans, second, that cutting‐edge techniques such brain imaging get more accurate findings.
Language: Английский
Citations
11Journal of Medical Internet Research, Journal Year: 2024, Volume and Issue: 26, P. e51908 - e51908
Published: Feb. 14, 2024
Background Evidence supports the effectiveness of serious games in health education, but little is known about their effects on psychosocial well-being children general population. Objective This study aimed to investigate potential a mobile game–based safety education program improving children’s and outcomes. Methods Safe City roleplaying game specifically designed educate Hong Kong safety. randomized controlled trial included 340 grades 4 through 6. Intervention arm participants (n=170) were instructed play for weeks, whereas control received booklet. All completed survey knowledge behaviors problems at baseline (T1), 1 month postintervention (T2), 3 months (T3). Cumulative scores mini-game performance analyzed as proxy extent exposure game. Outcome data using 2-sample 2-tailed t tests compare mean change from T1 T2 T3 intervention versus participants. The association use with outcome changes was generalized additive models. Results No significant differences found between arms. However, analyses showed that higher associated improvements safe behavior (P=.03) internalizing (P=.01) T3. Matching Spot Danger significantly predicted Conclusions Analysis has shown playing can result reductions unsafe problems. These findings provide evidence positive impact psychological social well-being, highlighting technology-driven interventions assist learning preventing injuries. Trial Registration ClinicalTrials.org NCT04096196; https://clinicaltrials.gov/show/NCT04096196 International Registered Report Identifier (IRRID) RR2-10.2196/17756
Language: Английский
Citations
4Multimedia Tools and Applications, Journal Year: 2024, Volume and Issue: 83(36), P. 84047 - 84094
Published: April 6, 2024
Abstract The use of smartphone-based Serious Games in mental health care is an emerging and promising research field. Combining the intrinsic characteristics games (e.g., interactiveness, immersiveness, playfulness, user-tailoring engaging nature) with capabilities smartphones versatility, ubiquitous connectivity, built-in sensors anywhere–anytime yields great potential to deliver innovative psychological treatments, which are engaging, effective, fun always available. This article presents a scoping review, based on PRISMA (scoping review extension) guidelines, field serious for care. combines analysis technical characteristics, including game design, smartphone game-specific features, dimensions, type purpose use, underlying frameworks strategies. It also explores integration features into summarizes findings evaluations performed. A systematic search identified 40 majority consist standalone self-administrable interventions, applying myriad strategies address wide range symptoms disorders. explore as treatments enhancing patient engagement; we conclude by proposing several avenues future order identify best practices success factors.
Language: Английский
Citations
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