Research Square (Research Square),
Год журнала:
2023,
Номер
unknown
Опубликована: Окт. 24, 2023
Abstract
Background
Adolescence
is
a
critical
period
for
the
onset
and
maintenance
of
anxiety
disorders,
which
raises
importance
intervening
early;
one
possibility
doing
so
via
digital
interventions.
Within
that
research
field,
at
least
two
important
paths
have
been
explored
in
past
years.
On
hand,
anxiolytic
effect
casual
video
games
has
tested
as
such
gaming
activity
may
distract
away
from
anxious
thoughts
through
induction
flow
redirection
attention
toward
game
thus
thoughts.
other
bidirectional
link
between
weak
attentional
control
higher
led
to
design
interventions
aiming
improving
working
memory
training
studies.
Taking
stock
another
genre
gaming,
action
games,
improves
control,
game-based
combines
cognitive
action-like
features
would
seem
relevant.
Objective
This
three-arm
randomized
controlled
trial
aims
evaluate
feasibility
efficacy
document
how
each
potentially
alleviate
adolescent
anxiety-related
symptoms
when
deployed
fully
on-line.
Methods
The
study
recruit
150
individuals,
12
14
years
age,
with
high
levels
reported
by
parents
online
form
Screen
Child
Anxiety
Related
Disorders
questionnaire.
contrasts
child-friendly,
“action-like”
designed
improve
abilities
progressive
stepwise
manner
(Eco-Rescue),
puzzle
selected
act
positive
distraction
tool
(Bejeweled)
finally
group
no
assigned
intervention
possible
test-retest
effects
(No-training).
Participants
will
be
randomly
three
arms
(i:
Eco-Rescue
training,
ii:
Bejeweled
iii:
No-training).
They
assessed
main
(anxiety)
secondary
outcomes
(attentional
affective
memory)
time
points,
before
(T1),
week
after
completing
6-week
(T2)
four
months
(T3).
Discussion
results
this
RCT
provide
evidence
mental
health
emotional
well-being
adolescents
anxiety.
project
contribute
unique
knowledge
there
are
few
studies
examined
play
context
adolescents.
Trial
Registration
registered
ClinicalTrials.gov:
NCT05923944,
June
20,
2023.
Physiological Reviews,
Год журнала:
2024,
Номер
104(3), С. 1205 - 1263
Опубликована: Март 14, 2024
Stress
resilience
is
the
phenomenon
that
some
people
maintain
their
mental
health
despite
exposure
to
adversity
or
show
only
temporary
impairments
followed
by
quick
recovery.
Resilience
research
attempts
unravel
factors
and
mechanisms
make
possible
harness
its
insights
for
development
of
preventative
interventions
in
individuals
at
risk
acquiring
stress-related
dysfunctions.
Biological
has
been
lagging
behind
psychological
social
sciences
but
seen
a
massive
surge
recent
years.
At
same
time,
progress
this
field
hampered
methodological
challenges
related
finding
suitable
operationalizations
study
designs,
replicating
findings,
modeling
animals.
We
embed
review
behavioral,
neuroimaging,
neurobiological,
systems
biological
findings
adults
critical
methods
discussion.
find
preliminary
evidence
hippocampus-based
pattern
separation
prefrontal-based
cognitive
control
functions
protect
against
pathological
fears
aftermath
singular,
event-type
stressors
[as
found
fear-related
disorders,
including
simpler
forms
posttraumatic
stress
disorder
(PTSD)]
facilitating
perception
safety.
Reward
system-based
pursuit
savoring
positive
reinforcers
appear
more
generalized
dysfunctions
anxious-depressive
spectrum
resulting
from
severe
longer-lasting
(as
depression,
comorbid
anxiety,
PTSD).
Links
between
preserved
functioning
these
neural
under
neuroplasticity,
immunoregulation,
gut
microbiome
composition,
integrity
barrier
blood-brain
are
beginning
emerge.
On
basis,
avenues
pointed
out.
Abstract
Objectives
To
evaluate
the
effect
of
different
exercise
interventions
on
depressive
symptoms
in
children
and
adolescents.
Methods
Randomized
controlled
trials
(RCT)
published
until
May
2023
were
screened
four
databases.
The
Cochrane
collaboration
tool
was
used
to
assess
risk
bias
for
quality
evaluation.
Stata
16.0
software
both
a
pairwise
meta-analysis
series
frequentist
network
meta-analyses
(NMA).
Results
A
total
35
RCTs
5393
participants
included.
Aerobic
had
most
significant
(66.2%),
followed
by
group
training
(62.5%),
resistance
(59.0%),
aerobic
combined
with
(57.9%).
Furthermore,
adolescents
younger
than
15
years
showed
improvement
(SMD=-0.41,
95%
CI
(-0.63,
-0.19),
P
<
0.01).
study
also
found
depression
among
healthy,
obesity,
depressed
populations
(SMD=-0.25,
(-0.41,
-0.08),
0.01);
SMD=-0.15,
(-0.31,
-0.00),
0.01;
SMD=-0.75,
(-1.32,
Additionally,
30
min
(SMD=-0.14,
(-0,81,
-0.01),
0.01),
40–50
best
(SMD=-0.17,
(-0,33,
-0.02),
Lastly,
frequency
three
times
per
week
(SMD=-0.42,
(-0,66,
-0.18),
Conclusion
Exercise
significantly
improves
adolescents,
having
effect.
12-week,
three-times-a-week,
40-50-minute
intervention
be
more
effective
Applied Sciences,
Год журнала:
2025,
Номер
15(3), С. 1223 - 1223
Опубликована: Янв. 25, 2025
Executive
functions
(EFs)
are
essential
cognitive
processes
involved
in
concentration,
planning,
decision-making,
and
impulse
control
during
adolescence.
Dysfunction
(ED)
can
lead
to
significant
academic
socio-emotional
difficulties,
particularly
with
impairments
emotion
regulation
(ER).
This
study
aims
assess
a
virtual
reality
(VR)
training
intervention
on
EFs,
ER,
internalizing
symptoms
adolescents
at
risk
for
ED.
Thirty-eight
aged
12–14
years,
identified
as
being
moderate
high
ED,
were
randomly
assigned
two
groups.
The
experimental
group
(n
=
22)
received
gamified
VR
training,
while
the
16)
nature-based
relaxation
training.
Both
interventions
lasted
five
weeks,
twice
week
30
min
each.
Pre-
post-assessments
included
ER
skills,
symptoms,
performance
measures.
Two-way
mixed
ANOVAs
showed
×
time
interactions
(p
<
0.05)
measures
of
depression
symptoms.
reductions
these
compared
group.
Significant
main
effects
also
found
some
groups
experienced
reduced
anxiety,
improved
emotional
functioning,
was
effective
reducing
both
promising
results
improving
skills
performance.
findings
demonstrate
preliminary
VR-based
psychological
well-being
ED
suggest
that
integrating
technologies
into
educational
settings
effectively
address
challenges
faced
by
students.
Research Square (Research Square),
Год журнала:
2025,
Номер
unknown
Опубликована: Фев. 3, 2025
Abstract
Background
Adolescence
is
a
time
of
increased
emotional
volatility,
with
emotion
regulation
still
developing.
Training
the
cognitive
substrate
successful
has
been
shown
to
benefit
adolescents’
mental
health.
However,
training
interventions
often
have
low
adherence
rates
in
this
age
group.
The
current
study
therefore
trialled
novel
gamified
program
adolescents.
Methods
A
longitudinal
was
conducted
throughout
2023
where
144
culturally
diverse
adolescents
(13–16
years,
48%
female)
completed
12
days
either
affective
control
program,
Social
Brain
Train
(SBT),
or
standard
non-gamified
(AffeCT).
Participants
also
health
and
mechanisms
change
questionnaires
at
baseline,
post-training,
1-month
follow-up,
as
well
behavioural
interpretation
bias
measures
baseline
post-training.
Results
total
minutes
spent
did
not
differ
significantly
across
two
groups.
assigned
SBT
training,
however,
engage
more
sessions
than
participants
AffeCT
training.
Additionally,
all
showed
improvements
performance
reduction
rumination
from
observed
persisted
follow-up.
Conclusions
As
engagement
most
difficult
thing
achieve
adolescents,
observing
greater
repeated
promising,
given
on
these
apps
entirely
self-motivated.
Observing
benefits
reduced
tendencies
after
very
limited
factors
previously
linked
improved
symptoms
among
present
findings
suggest
there
may
be
merit
using
gamification
techniques
improve
design
future
programs,
employing
affective,
cognitive,
abilities
Abstract
Background
Adolescence
is
a
critical
period
for
the
onset
and
maintenance
of
anxiety
disorders,
which
raises
importance
intervening
early;
one
possibility
doing
so
via
digital
interventions.
Within
that
research
field,
at
least
two
important
paths
have
been
explored
in
past
years.
On
hand,
anxiolytic
effect
casual
video
games
has
tested
as
such
gaming
activity
may
distract
away
from
anxious
thoughts
through
induction
flow
redirection
attention
toward
game
thus
thoughts.
other
bidirectional
link
between
weak
attentional
control
higher
led
to
design
interventions
aiming
improving
working
memory
training
studies.
Taking
stock
another
genre
gaming,
action
games,
improves
control,
game-based
combines
cognitive
action-like
features
would
seem
relevant.
This
three-arm
randomized
controlled
trial
aims
evaluate
feasibility
efficacy
document
how
each
potentially
alleviate
adolescent
anxiety-related
symptoms
when
deployed
fully
on-line.
Methods
The
study
recruit
150
individuals,
12
14
years
age,
with
high
levels
reported
by
parents’
online
form
Screen
Child
Anxiety
Related
Disorders
questionnaire.
contrasts
child-friendly,
“action-like”
designed
improve
abilities
progressive
stepwise
manner
(Eco-Rescue),
puzzle
selected
act
positive
distraction
tool
(Bejeweled)
finally
group
no
assigned
intervention
possible
test-retest
effects
(No-training).
Participants
will
be
randomly
three
arms.
They
assessed
main
(anxiety)
secondary
outcomes
(attentional
affective
memory)
time
points,
before
(T1),
week
after
6-week
(T2)
four
months
completing
(T3).
Discussion
results
provide
evidence
mental
health
emotional
well-being
adolescents
anxiety.
project
contribute
unique
knowledge
few
studies
examined
play
context
adolescents.
Trial
registration
registered
on
ClinicalTrials.gov
(NCT05923944,
June
20,
2023).
Abstract
Background
Anxiety,
depression,
and
stress
are
the
most
common
mental
health
problems
in
childhood.
Exercise
interventions
childhood
help
to
promote
health.
Objective
To
investigate
relationship
between
exercise
improvement
of
negative
emotions
such
as
anxiety,
children
(5–12
years).
Methods
Articles
were
searched
five
electronic
databases
from
their
inception
January
2023.
The
meta-analysis
was
performed
using
Stata
16.0.
Results
Twenty-three
intervention
studies
included
6830
children.
1)
group
significantly
better
than
control
improving
(Standard
Mean
Difference
SMD=-0.25,
95%
Confidence
Intervals
CI:
-0.34
-0.15,
P
<
0.01).
improved
different
kinds
emotions:
anxiety
(SMD=-0.19,
-0.33
-0.06,
0.01),
depression
(SMD=-0.22,
-0.43
-0.01,
(SMD=-0.33,
-0.53
-0.14,
0.01);
it
effective
at
relieving
problematic
stress.
lasting
20–45
min
children’s
(SMD=-0.38,
-0.56
-0.20,
An
period
10
weeks
more
mood
(SMD=-0.26,
-0.17,
=
0.274).
Conclusion
may
improve
These
findings
have
clinical
implications
for
with
affect.
However,
these
showed
a
large
heterogeneity,
results
should
be
interpreted
caution.
Future
report
variability
by
gender,
age
group,
type,
intensity,
place
exercise.