Otizmli Bireylerde Beslenme DOI Creative Commons

Melek Zülal Acar,

Bilal Karakoç

Özgür Yayınları eBooks, Journal Year: 2024, Volume and Issue: unknown

Published: Dec. 30, 2024

Otizm nedeni tam olarak bilinmeyen iletişim ve davranışlarda ortaya çıkan nörolojik bir bozukluktur. Önceden otizm 3-4’e ayrılırken, son yıllarda görülen her otizmli bireyin farklı dünya farklılık olduğu görülmektedir. Davranışlar, eksiklikler birey için farklılıklar göstermektedir. Bundan dolayı bireyi yakından tanımak çok önemlidir. Otizmli bireye eğitim verirken de sahip hassasiyetler dikkate alınmalıdır. bireylerde beslenme konusunda da çıkabilmektedir. kişilere göre ihtiyacı çıkarabilmektedir. Bu çalışmada nelere dikkat edilmesi faydalı olacaktır ile ilgili bilgi verilmesi amaçlanmıştır.

The Associations Between Screen Time and Mental Health in Adults: A Systematic Review DOI
Renata Maria Silva Santos, Samara de Alcântara Ventura, Yago Jean de Almeida Nogueira

et al.

Journal of Technology in Behavioral Science, Journal Year: 2024, Volume and Issue: unknown

Published: Feb. 17, 2024

Language: Английский

Citations

7

Perspectives of eFootball Players and Staff Members Regarding the Effects of Esports on Health: A Qualitative Study DOI Creative Commons
Ana Monteiro Pereira, Caroline Bolling, Phil Birch

et al.

Sports Medicine - Open, Journal Year: 2023, Volume and Issue: 9(1)

Published: July 26, 2023

Recently, esports have been argued to impact players' health, particularly for those competing at higher levels. Esports are a relatively new phenomenon, and an inside perspective regarding needs experiences is essential promote adequate health support this population. Thus, in qualitative study, we explored the perspectives of elite players staff members effects participation on health. Ten semi-structured interviews were performed with Portuguese FIFA (i.e. EA Sports®) eFootball National team five electronic football players, one world-class player, two national coaches, department). Data analysis was undertaken following principles thematic analysis.We identified four major superordinate themes: definition (1), factors that mental (2) (3), strategies improve (4). Esports-related such as gaming, competition, performance said while equipment, facilities, esports-related sitting time affect physical To minimise risks, main suggested: optimising scheduling training, improving lifestyle habits emphasis enhancing facilities support, professional.Esports concerned aware esports' demands. Understanding what need perceive about their complemented view members, proposed promotion might help define prioritise healthcare needs, which could broad community.

Language: Английский

Citations

15

Video gaming and sleep in adults: A systematic review DOI Creative Commons
Oreste De Rosa, Fiona C. Baker, Giacinto Barresi

et al.

Sleep Medicine, Journal Year: 2024, Volume and Issue: 124, P. 91 - 105

Published: Sept. 12, 2024

Language: Английский

Citations

4

Cognition, Lifestyle, and Gender: An Umbrella Review of Esport Performance, Participation, and Well-Being DOI
Jessica Hayburn, Gareth E. Jowett, Adam Gledhill

et al.

Journal of Electronic Gaming and Esports, Journal Year: 2025, Volume and Issue: 3(1)

Published: Jan. 1, 2025

Background : The recent exponential rise in esports participation has stimulated growing interest the performance, participation, and well-being of players. This research culminated several systematic reviews that provide an initial biopsychosocial perspective aim our umbrella review was to synthesize quality appraise these a coherent understanding factors affecting players’ performance well-being. Methods An conducted on literature published from 2010 onward six online databases identify examine within related mental health performance. A MeaSurement Tool Assess Systematic Reviews-2 used critically reviews. Results Fourteen were identified examining player ( n = 5), 4), combination both 5). Four key themes lifestyle, cognition, physical health, gender-based concerns. Twelve 14 rated low or quality. Discussion results highlight showing positive impact cognitive functioning, mixed-to-negative sleep outcomes activity, discrimination toward female low-quality show need for more rigorous methodology research.

Language: Английский

Citations

0

The impact of an action commercial video game on adult non-gamers psychological well-being, cognitive functioning, and sleep DOI Creative Commons
Oreste De Rosa,

Paolo D’Onofrio,

Francesca Conte

et al.

Sleep 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

0

Exploring sleep behaviour in esports and factors associated with sleep quality DOI Creative Commons
Andrew Kidcaff, Tristan J. Coulter, Craig McNulty

et al.

Advanced Exercise and Health Science, Journal Year: 2025, Volume and Issue: unknown

Published: April 1, 2025

Language: Английский

Citations

0

Practical psychiatry: Taking gaming seriously – a primer for psychiatrists on gamers and gaming culture DOI Creative Commons
Jeffrey CL Looi, Fiona Wilkes, Tarun Bastiampillai

et al.

Australasian Psychiatry, Journal Year: 2023, Volume and Issue: 32(1), P. 59 - 62

Published: Oct. 31, 2023

Objective Up to three billion, of the eight billion people in world, play videogames. Gaming is a significant global sociocultural influence. This primer will aid psychiatrists understanding milieux gamers, who include patients and their communities. Method A rapid narrative review. Results Benefits expression personality, identity culture through social aspects gaming. Improved physical health, neurocognition, self-efficacy quality life are associated with gaming those certain mental health disorders including schizophrenia. Harms may in-game discrimination, disordered gaming, as well encouragement online gambling. There no longitudinal association between violent games youth aggression. Conclusions Psychiatrists should enquire about part patients’ lives, perceived benefits harms

Language: Английский

Citations

8

Perspectives of Elite Esports Players and Staff Members Regarding the Effects of Esports on Health – a Qualitative Study DOI Creative Commons
Ana Monteiro Pereira, Caroline Bolling, Phil Birch

et al.

Research Square (Research Square), Journal Year: 2023, Volume and Issue: unknown

Published: April 25, 2023

Abstract Background: Recently, esports have been argued to impact players' health, particularly for those competing at higher levels. Esports are a relatively new phenomenon, and an inside perspective regarding needs experiences is essential promote adequate health support this population. Thus, in qualitative study, we explored the perspectives of elite players staff members effects participation on health. Ten semi-structured interviews were performed with Portuguese FIFA (i.e., EA Sports®) eFootball National team 5 electronic football players, 1 world-class player, 2 coaches, department). Data analysis was undertaken following principles thematic analysis. Results: We identified two major themes: physical mental Esports-related factors such as gaming, competition, performance said while equipment, facilities, esports-related sitting time affect To minimise risks, six main strategies suggested: optimising scheduling training, improving lifestyle habits emphasis having other activities besides esports, getting social support, enhancing facilities clinical professional. Conclusion: concerned aware esports' demands. Understanding what need perceive about their proposed promotion might help define prioritise healthcare needs, which could broad community.

Language: Английский

Citations

7

Esports Games in Elementary School: A Systematic Literature Review DOI Creative Commons
Hamidulloh Ibda, Muhammad Fadloli Al Hakim, Khamim Saifuddin

et al.

JOIV International Journal on Informatics Visualization, Journal Year: 2023, Volume and Issue: 7(2), P. 319 - 319

Published: May 18, 2023

Several studies have explored esports games, and few examined games in elementary schools with a systematic literature review. This research explores articles on the concept, features, training, implementation, impact of schools. The SLR PRISMA methods were applied this stages identification, screening, eligibility, inclusion assisted by Publish or Perish 7, VOS viewer, NVIVO 12 Plus applications. There 521 Scopus-indexed found. Furthermore, filtered according to theme into 50 pieces. findings relevant topics are esports, concept school, etc. analyzed specified through application, results described. study state that digital innovations online video competitions, such as tournaments developing education. features school manual sports integrated augmentation, multiplayer competitive, digitalization physical sports, new digital-based educational LoL (MOBA), Battle Royal, FIFA EA Sports, Mobile Legend, WISE game, others. Training socialization, education, workshops, GDLC, curriculum development, multimedia games. Implementation competition, entertainment, game-based multimedia, SE, TGfU, has positive negative impacts. limitations it only collects information from current literature, reviews at level, is not field study. Future needs examine times school.

Language: Английский

Citations

7

Unveiling the Connection Between Video Games and Mental Health Among College Students in South India DOI Creative Commons

Anantha Eashwar VM,

RJ Charulatha,

S Hariharan

et al.

National Journal of Community Medicine, Journal Year: 2024, Volume and Issue: 15(01), P. 19 - 28

Published: Jan. 1, 2024

Introduction: Playing Video Games without control can lead to Gaming Disorder (GD) which is also called a problematic gaming pattern or video game addiction. This study determine the prevalence of disorders and various associated factors leading them. Methodology: cross-sectional was done among 930 medical students studying MBBS in private college Chengalpattu district, Tamil Nadu. Data collected by pre-tested semi-structured questionnaire. disorder assessed Internet Short Form – 9 (IGD-SF 9), depression Patient Health Questionnaire 9, anxiety Generalized Anxiety - 7 Questionnaire. were analysed using SPSS version 26. Results: Among participants, 37% males, 63% females. The (IGD) 9.7%. Greater than 2 hours per day, online genre, having academic impact due gaming, sleep problems, neck pain/back pain found be important predictors disorder. Conclusion: Awareness has created stakeholders regarding students. Further research should understand relationship between GD psychological problems like anxiety.

Language: Английский

Citations

1