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Sample records for videogames evi joosten

  1. Videogames and Education

    Science.gov (United States)

    Brown, Harry J.

    2008-01-01

    Videogames challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret videogames in the context of human experience and in the field of…

  2. Definition of Videogames

    Directory of Open Access Journals (Sweden)

    Grant Tavinor

    2008-01-01

    Full Text Available Can videogames be defined? The new field of games studies has generated three somewhat competing models of videogaming that characterize games as new forms of gaming, narratives, and interactive fictions. When treated as necessary and sufficient condition definitions, however, each of the three approaches fails to pick out all and only videogames. In this paper I argue that looking more closely at the formal qualities of definition helps to set out the range of definitional options open to the games theorist. A disjunctive definition of videogaming seems the most appropriate of these definitional options. The disjunctive definition I offer here is motivated by the observation that there is more than one characteristic way of being a videogame.

  3. Videogames, consumption and education

    Directory of Open Access Journals (Sweden)

    Felix ETXEBERRIA VALERDI

    2017-07-01

    Full Text Available The ever-increasing success and use of videogames is a reality in our current society, being 54% of the total consumption of audiovisual or interactive entertainment in Spain in 2007. One of the aspects to be taken into consideration, with respect to the education of children, is the implication for consumption in relation to videogames. The violence portrayed in these games is one of the main topics of debate in the literature about and studies on the effects of videogames on children’s behaviour. However, it is not just a question of protecting minors against the risks of videogames use without control and care exercised by parents or educators. For many years now, despite the risks involved in their use, videogames have been used as another medium in education itself.

  4. EVI and MDS/EVI are required for adult intestinal stem cell formation during postembryonic vertebrate development.

    Science.gov (United States)

    Okada, Morihiro; Shi, Yun-Bo

    2018-01-01

    The gene ectopic viral integration site 1 (EVI) and its variant myelodysplastic syndrome 1 (MDS)/EVI encode zinc-finger proteins that have been recognized as important oncogenes in various types of cancer. In contrast to the established role of EVI and MDS/EVI in cancer development, their potential function during vertebrate postembryonic development, especially in organ-specific adult stem cells, is unclear. Amphibian metamorphosis is strikingly similar to postembryonic development around birth in mammals, with both processes taking place when plasma thyroid hormone (T3) levels are high. Using the T3-dependent metamorphosis in Xenopus tropicalis as a model, we show here that high levels of EVI and MDS/EVI are expressed in the intestine at the climax of metamorphosis and are induced by T3. By using the transcription activator-like effector nuclease gene editing technology, we have knocked out both EVI and MDS/EVI and have shown that EVI and MDS/EVI are not essential for embryogenesis and premetamorphosis in X. tropicalis On the other hand, knocking out EVI and MDS/EVI causes severe retardation in the growth and development of the tadpoles during metamorphosis and leads to tadpole lethality at the climax of metamorphosis. Furthermore, the homozygous-knockout animals have reduced adult intestinal epithelial stem cell proliferation at the end of metamorphosis (for the few that survive through metamorphosis) or during T3-induced metamorphosis. These findings reveal a novel role of EVI and/or MDS/EVI in regulating the formation and/or proliferation of adult intestinal adult stem cells during postembryonic development in vertebrates.-Okada, M., Shi, Y.-B. EVI and MDS/EVI are required for adult intestinal stem cell formation during postembryonic vertebrate development. © FASEB.

  5. Videogame Music: chiptunes byte back?

    OpenAIRE

    Mitchell, Grethe; Clarke, Andy

    2007-01-01

    This chapter explores the sonic subcultures of videogame art and videogame-related fan art. It looks at the work of videogame musicians - not those producing the music for commercial games - but artists and hobbyists who produce musci by hacking and reprogramming videogame hardware, or by sampling in-game sound effects and music for use in their own compositions. It discusses the motivations and methodologies behind some of this work. It explores

  6. The Upside of Videogame Playing.

    Science.gov (United States)

    Jackson, Linda A

    2012-12-01

    In our research on the relationship between videogame playing and cognitive outcomes we found that children (n=481, 12 year olds) who played videogames more were more creative than those who played them less. Here we summarize these findings and propose new research to identify mediating cognitive factors influenced by videogame playing.

  7. Scientific rigor through videogames.

    Science.gov (United States)

    Treuille, Adrien; Das, Rhiju

    2014-11-01

    Hypothesis-driven experimentation - the scientific method - can be subverted by fraud, irreproducibility, and lack of rigorous predictive tests. A robust solution to these problems may be the 'massive open laboratory' model, recently embodied in the internet-scale videogame EteRNA. Deploying similar platforms throughout biology could enforce the scientific method more broadly. Copyright © 2014 Elsevier Ltd. All rights reserved.

  8. Co-creating videogames

    CERN Document Server

    Banks, John

    2013-01-01

    This book draws from and is supported by a decade of ethnographic reserach undertaken with videogames development companies located in Austrailia and the USA. It explores key contemporary issues in participatory media culture, including questions of technology, labour and professional expertise.

  9. ERAD-dependent control of the Wnt secretory factor Evi.

    Science.gov (United States)

    Glaeser, Kathrin; Urban, Manuela; Fenech, Emma; Voloshanenko, Oksana; Kranz, Dominique; Lari, Federica; Christianson, John C; Boutros, Michael

    2018-02-15

    Active regulation of protein abundance is an essential strategy to modulate cellular signaling pathways. Within the Wnt signaling cascade, regulated degradation of β-catenin by the ubiquitin-proteasome system (UPS) affects the outcome of canonical Wnt signaling. Here, we found that abundance of the Wnt cargo receptor Evi (Wls/GPR177), which is required for Wnt protein secretion, is also regulated by the UPS through endoplasmic reticulum (ER)-associated degradation (ERAD). In the absence of Wnt ligands, Evi is ubiquitinated and targeted for ERAD in a VCP-dependent manner. Ubiquitination of Evi involves the E2-conjugating enzyme UBE2J2 and the E3-ligase CGRRF1. Furthermore, we show that a triaging complex of Porcn and VCP determines whether Evi enters the secretory or the ERAD pathway. In this way, ERAD-dependent control of Evi availability impacts the scale of Wnt protein secretion by adjusting the amount of Evi to meet the requirement of Wnt protein export. As Wnt and Evi protein levels are often dysregulated in cancer, targeting regulatory ERAD components might be a useful approach for therapeutic interventions. © 2018 The Authors. Published under the terms of the CC BY 4.0 license.

  10. Epilepsy and videogames.

    Science.gov (United States)

    Bureau, Michelle; Hirsch, Edouard; Vigevano, Federico

    2004-01-01

    Since the first case of videogame (VG) epilepsy was reported in 1981, many cases of seizures triggered by VGs were reported, not only in photosensitive, but also in non-photosensitive children and adolescents with epilepsy. We provide an overview of the literature with overall conclusions and recommendations regarding VG playing. Specific preventive measures concerning the physical characteristics of images included in commercially available VGs (flash rate, choice of colors, patterns, and contrast) can lead in the future to a clear decrease of this problem. In addition to the positive effect of such measures, the collaborative studies performed in France and in the rest of Europe have stressed the importance of a safe distance to the screen of > or = 2 m, and the less provocative role of 100-Hz screens.

  11. Videogames, Television Violence, and Aggression in Teenagers.

    Science.gov (United States)

    Dominick, Joseph R.

    1984-01-01

    Investigated relationships relative to teenagers' videogame playing, watching violent television programs, antisocial behavior, and self-esteem. Concluded that videogame playing is neither the menace critics portray it nor without possible negative consequences. (PD)

  12. A Short and Simple Definition of What a Videogame Is

    OpenAIRE

    Esposito, Nicolas

    2005-01-01

    Introduction Why should we define the term videogame? Because we have reasons to study videogames. What are these reasons? James Newman gives us an answer: "the size of the videogames industry; the popularity of videogames; videogames as an example of human-computer interaction." Indeed, videogames belong to of our culture. But surprisingly, it is rare to come across concise definitions of the word videogame. Then, it is necessary to work on it. I am not claiming that nobody defined properly ...

  13. A brief history of videogames

    Directory of Open Access Journals (Sweden)

    Simone Belli

    2008-11-01

    Full Text Available The following text contains a brief journey through a short and yet intense adventure, the history of videogames. Since its beginnings in the 1950's decade to the present time, videogames have progressively changed from a hobby for ingeneering studens to the most powerfull leisure industry. In order to gain a better understanding of this phenomenon it is necessary to look over the path of its transformation from a retrospecive point of view. Such a look has necessarily to focus on those devices and games that had made a landmark in the history of videogames, taking them to their current position. Besides, it is crucial to address their implications in contemporary visual culture, along with current prejudices against them. This is a short account about a great history.

  14. Reading Videogames as (Authorless) Literature

    Science.gov (United States)

    Berger, Richard; McDougall, Julian

    2013-01-01

    This article presents the outcomes of research, funded by the Arts and Humanities Research Council in England and informed by work in the fields of new literacy research, gaming studies and the socio-cultural framing of education, for which the videogame "L. A. Noire" was studied within the orthodox framing of the English literature…

  15. [Videogames risks: diagnosis and management].

    Science.gov (United States)

    Tisseron, S

    2009-01-01

    Videogames accompany teenagers from childhood to adulthood, because they are the stage of their fantasies and hopes. But they are dangerous when teenagers are insecure, when they have lived early sufferings, or when they have a bad self-esteem. Doctor must in the same time advice the parents, and appreciate the gravity.

  16. Phosphorylation of the leukemic oncoprotein EVI1 on serine 196 modulates DNA binding, transcriptional repression and transforming ability.

    Directory of Open Access Journals (Sweden)

    Daniel J White

    Full Text Available The EVI1 (ecotropic viral integration site 1 gene at 3q26 codes for a transcriptional regulator with an essential role in haematopoiesis. Overexpression of EVI1 in acute myeloid leukaemia (AML is frequently associated with 3q26 rearrangements and confers extremely poor prognosis. EVI1 mediates transcriptional regulation, signalling, and epigenetic modifications by interacting with DNA, proteins and protein complexes. To explore to what extent protein phosphorylation impacts on EVI1 functions, we analysed endogenous EVI1 protein from a high EVI1 expressing Fanconi anaemia (FA derived AML cell line. Mass spectrometric analysis of immunoprecipitated EVI1 revealed phosphorylation at serine 196 (S196 in the sixth zinc finger of the N-terminal zinc finger domain. Mutated EVI1 with an aspartate substitution at serine 196 (S196D, which mimics serine phosphorylation of this site, exhibited reduced DNA-binding and transcriptional repression from a gene promotor selectively targeted by the N-terminal zinc finger domain. Forced expression of the S196D mutant significantly reduced EVI1 mediated transformation of Rat1 fibroblasts. While EVI1-mediated serial replating of murine haematopoietic progenitors was maintained by EVI1-S196D, this was associated with significantly higher Evi1-trancript levels compared with WT-EVI1 or EVI1-S196A, mimicking S196 non-phosphorylated EVI1. These data suggest that EVI1 function is modulated by phosphorylation of the first zinc finger domain.

  17. Milošević - folkeforføreren

    DEFF Research Database (Denmark)

    Fledelius, Karsten

    2016-01-01

    Slobodan Milošević kom til magten ved en dygtig manipulation med medierne i et Jugoslavien svækket af økonomisk krise og etniske konflikter. De store forventninger, der skabtes til ham i 1980erne i ind- og udland, formåede han dog på ingen måde at indfri, og til sidste døde han som anklaget ved den...

  18. Examining Enjoyment of Casual Videogames.

    Science.gov (United States)

    Shafer, Daniel M; Carbonara, Corey P

    2015-12-01

    This study investigated the processes leading to enjoyment of casual videogames on both mobile devices and console systems. Building upon a foundation in mental models theory and the psychology of play, the study focuses on how performance and experience-based variables impact enjoyment of casual videogames played on mobile devices and console devices. The grounding assumption of this research is that playing videogames produces enjoyment that contributes to mental health in the form of a brief distraction from the stress of daily life, social connections with family and friends through casual gameplay, and, in some cases, a compelling reason to engage in physical activity. A student sample of players (n=363) played a variety of casual games on mobile (iPad(®) or iPod(®) Touch(®) [Apple, Cupertino, CA]) or console (Wii™ [Nintendo, Japan], Xbox(®) 360 Kinect(®) [Microsoft, Redmond, WA], or PS3™ Move [Sony, Tokyo, Japan]) platforms. They then answered a questionnaire assessing their evaluations of the game's interactivity level, their sense of spatial presence in the game, their perception of the game's realism, and, most importantly, their enjoyment. Path analysis demonstrated the interrelationships among these variables. The results show that spatial presence is a powerful predictor of videogame enjoyment for both console- and mobile-based casual games. Patterns of prediction for games on each platform, as demonstrated using path analysis, were similar and aligned with predictions based on mental models and the psychology of play. The psychological theory of play and the mental models perspective offer firm theoretical grounds for understanding how enjoyment is wrought in the process of playing casual games. The relationships among interactivity, spatial presence, perceived reality, and enjoyment hold for games played on handheld or console devices. Furthermore, this study is one of the first to demonstrate these relationships and test them simultaneously

  19. Feedback in Videogame-based Adaptive Training

    Science.gov (United States)

    2011-05-01

    G. (1985). The geometry tutor. Proceedings of the International Joint Conference on Artificial Intelligence . Los Altos, CA: Kaufmann. Anderson, R...Technical Report 1287 Feedback in Videogame -based Adaptive Training Iris D. Rivera Florida Institute of Technology...REPORT TYPE Final 3. DATES COVERED (from. . . to) August 2008 – April 2010 4. TITLE AND SUBTITLE Feedback in Videogame -based Adaptive

  20. Designing Social Videogames for Educational Uses

    Science.gov (United States)

    Gonzalez-Gonzalez, Carina; Blanco-Izquierdo, Francisco

    2012-01-01

    In this paper we analyze the main areas of research into educational videogames and in the evolution of the technologies and design methodologies that are making these interactive systems increasingly natural, immersive and social. We present the design and development of a prototype for a collaborative educational videogame based on a Massively…

  1. Feedback in Videogame-Based Adaptive Training

    Science.gov (United States)

    Rivera, Iris Daliz

    2010-01-01

    The field of training has been changing rapidly due to advances in technology such as videogame-based adaptive training. Videogame-based adaptive training has provided flexibility and adaptability for training in cost-effective ways. Although this method of training may have many benefits for the trainee, current research has not kept up to pace…

  2. Nostalgia Videogames as Playable Game Criticism

    Directory of Open Access Journals (Sweden)

    Robin J.S. Sloan

    2016-11-01

    Full Text Available The aim of this paper is to consider the emergence of nostalgia videogames in the context of playable game criticism. Mirroring the development of the nostalgia film in cinema, an increasing number of developers are creating videogames that are evocative of past gaming forms, designs, and styles. The primary focus of this paper is to explore the extent to which these nostalgia videogames could be considered games-on-games: games that offer a critical view on game design and development, framed by the nostalgia and cultural memory of both gamers and game developers. Theories of pastiche and parody as applied to literature, film, and art are used to form a basis for the examination of recent nostalgia videogames, all of which demonstrate a degree of reflection on the videogame medium.

  3. Expression of the transcription factor Evi-1 in human erythroleukemia cell lines and in leukemias.

    Science.gov (United States)

    Fontenay-Roupie, M; Bouscary, D; Melle, J; Viguié, F; Picard, F; Guesnu, M; Dreyfus, F

    1997-02-01

    The Evi-1 proto-oncogene is a zinc finger DNA binding protein. Although activation of the Evi-1 gene has been associated with chromosomal rearrangements of the 3q25-q28 region, ectopic expression of Evi-1 could also be observed in acute myelogenous leukemias and myelodysplastic syndromes without cytogenetic abnormalities of the 3q26 locus. In this study, human erythroleukemic cell lines were screened for the expression of Evi-1 mRNA by northern blotting. Evi-1 was expressed in all the erythroid cell lines, whether undifferentiated (K 562, HEL, LAMA 84) or exhibiting spontaneous terminal erythroid differentiation (KU 812, JK-1). Evi-1 mRNA levels were constant or elevated in hemoglobin-synthesizing KU 812 or K 562 cells in response to erythropoietin or hemin treatment, respectively. In human acute myeloblastic leukemias (AML), 11/30 expressed Evi-1 by RT-PCR. Among these cases, 4/6 erythroleukemias without abnormalities of the 3q25-q28 region were found positive. The presence of acidophilic erythroblasts (15-47% of bone marrow cells) accounted for the existence of a terminal erythroid differentiation in all Evi-1-positive AML M6, whereas one negative case was poorly differentiated and referred to as AML M6 variant. These results suggest that Evi-1 mRNA expression can coexist with erythroid differentiation.

  4. Compendium of Environmental Sustainability Indicator Collections: 2004 Environmental Vulnerability Index (EVI)

    Data.gov (United States)

    National Aeronautics and Space Administration — The 2004 Environmental Vulnerability Index (EVI) portion of the Compendium of Environmental Sustainability Indicator Collections contains 111 variables for 235...

  5. Lacute evy diffusion and classes of universal parametric correlations

    International Nuclear Information System (INIS)

    Kusnezov, D.; Lewenkopf, C.H.

    1996-01-01

    A general formulation of translationally invariant, parametrically correlated random matrix ensembles, is used to classify universality in correlation functions. Surprisingly, the range of possible physical systems is bounded, and can be labeled by a parameter α element-of(0,2), in a manner analogous to Lacute evy diffusion. Universality is obtained after scaling by the (anomalous) diffusion constant D α (the usual scaling is divergent for α<2). For each α, correlation functions are universal, and distinct. The previous results in the literature correspond to the limiting case of superdiffusion, α=2. copyright 1996 The American Physical Society

  6. Are videogame training gains specific or general?

    Directory of Open Access Journals (Sweden)

    Adam C. Oei

    2014-04-01

    Full Text Available Many recent studies using healthy adults document enhancements in perception and cognition from playing commercial action videogames. Playing action games (e.g., Call of Duty, Medal of Honor is associated with improved bottom-up lower-level information processing skills like visual-perceptual and attentional processes. One proposal states a general improvement in the ability to interpret and gather statistical information to predict future actions which then leads to better performance across different perceptual/attentional tasks. Another proposal claims all the tasks are separately trained in the action videogames because the action videogames and laboratory tasks contain similar demands. We review studies of action and non-action videogames to show support for the latter proposal. To explain transfer in action videogames, we argue that the perceptual and attention tasks share common demands with the trained videogames (e.g., multiple object tracking, rapid attentional switches, and peripheral vision. In non-action videogames, several studies also demonstrate specific, limited transfer. One instance of specific transfer is the specific enhancement to mental rotation after training in games with a spatial emphasis (e.g, Tetris. In contrast, the evidence for transfer is equivocal where the game and task do not share common demands (e.g., executive functioning. Thus, the common demands hypothesis of transfer not only characterizes transfer effects in action videogames, but also non-action games. Furthermore, such a theory provides specific predictions, which can help in the selection of games to train human cognition as well as in the design of videogames purposed for human cognitive and perceptual enhancement. Finally this hypothesis is consistent with the cognitive training literature where most post-training gains are for tasks similar to the training rather than general, non-specific improvements.

  7. Pathological video-gaming among Singaporean youth.

    Science.gov (United States)

    Choo, Hyekyung; Gentile, Douglas A; Sim, Timothy; Li, Dongdong; Khoo, Angeline; Liau, Albert K

    2010-11-01

    Increase in internet use and video-gaming contributes to public concern on pathological or obsessive play of video games among children and adolescents worldwide. Nevertheless, little is known about the prevalence of pathological symptoms in video-gaming among Singaporean youth and the psychometric properties of instruments measuring pathological symptoms in video-gaming. A total of 2998 children and adolescents from 6 primary and 6 secondary schools in Singapore responded to a comprehensive survey questionnaire on sociodemographic characteristics, video-gaming habits, school performance, somatic symptoms, various psychological traits, social functioning and pathological symptoms of video-gaming. After weighting, the survey data were analysed to determine the prevalence of pathological video-gaming among Singaporean youth and gender differences in the prevalence. The construct validity of instrument used to measure pathological symptoms of video-gaming was tested. Of all the study participants, 8.7% were classified as pathological players with more boys reporting more pathological symptoms than girls. All variables, including impulse control problem, social competence, hostility, academic performance, and damages to social functioning, tested for construct validity, were significantly associated with pathological status, providing good evidence for the construct validity of the instrument used. The prevalence rate of pathological video-gaming among Singaporean youth is comparable with that from other countries studied thus far, and gender differences are also consistent with the findings of prior research. The positive evidence of construct validity supports the potential use of the instrument for future research and clinical screening on Singapore children and adolescents' pathological video-gaming.

  8. Learning Lunar Science Through the Selene Videogame

    Science.gov (United States)

    Reese, D. D.; Wood, C. A.

    2010-03-01

    Selene is a videogame to promote and assess learning of lunar science concepts. As players build and modify a Moon, Selene measures learning as it occurs. Selene is a model for 21st century learning and embedded assessment.

  9. Phosphorylation of the Leukemic Oncoprotein EVI1 on Serine 196 Modulates DNA Binding, Transcriptional Repression and Transforming Ability

    NARCIS (Netherlands)

    D.J. White (Daniel); R.D. Unwin (Richard); E.M.J. Bindels (Eric); A. Pierce (Andrew); H.Y. Teng (Hsiang-Ying); J. Muter (Joanne); B. Greystoke (Brigit); T.D. Somerville (Tim); D.J. Griffiths (Derek); S. Lovell (Simon); T.C.P. Somervaille (Tim); H.R. Delwel (Ruud); A.D. Whetton (Anthony); S. Meyer (Stefan)

    2013-01-01

    textabstractThe EVI1 (ecotropic viral integration site 1) gene at 3q26 codes for a transcriptional regulator with an essential role in haematopoiesis. Overexpression of EVI1 in acute myeloid leukaemia (AML) is frequently associated with 3q26 rearrangements and confers extremely poor prognosis. EVI1

  10. Videogames, Informal Teaching, and the Rhetoric of Design

    Science.gov (United States)

    Holmes, Jeffrey Brandon

    2016-01-01

    This dissertation is about videogames. It is also about teaching, and the ways videogame design represents good teaching. However, this dissertation is not about videogames alone. It makes broad claims about teaching in- and out-of-schools in the 21st Century. Over the last few decades many scholars have been impressed by the rich forms of…

  11. Is Enhanced Physical Activity Possible Using Active Videogames?

    Science.gov (United States)

    Baranowski, Tom; Baranowski, Janice; O'Connor, Teresia; Lu, Amy Shirong; Thompson, Debbe

    2012-06-01

    Our research indicated that 10-12-year-old children receiving two active Wii ™ (Nintendo ® ; Nintendo of America, Inc., Redmond, WA) console videogames were no more physically active than children receiving two inactive videogames. Research is needed on how active videogames may increase physical activity.

  12. Is Enhanced Physical Activity Possible Using Active Videogames?

    OpenAIRE

    Baranowski, Tom; Baranowski, Janice; O'Connor, Teresia; Lu, Amy Shirong; Thompson, Debbe

    2012-01-01

    Our research indicated that 10–12-year-old children receiving two active Wii™ (Nintendo®; Nintendo of America, Inc., Redmond, WA) console videogames were no more physically active than children receiving two inactive videogames. Research is needed on how active videogames may increase physical activity.

  13. Is enhanced physical activity possible using active videogames?

    Science.gov (United States)

    Our research indicated that 10– to 12-year-old children receiving two active Wii (TM)(Nintendo (R); Nintendo of America, Inc., Redmond, WA) console videogames were no more physically active than children receiving two inactive videogames. Research is needed on how active videogames may increase phys...

  14. Modified Active Videogame Play Results in Moderate-Intensity Exercise.

    Science.gov (United States)

    Monedero, Javier; McDonnell, Adam C; Keoghan, Melissa; O'Gorman, Donal J

    2014-08-01

    Large proportions of the population do not meet current American College of Sports Medicine physical activity recommendations, and innovative approaches are required. Most active videogames do not require a significant amount of energy expenditure. The purpose of this study was to determine if modifying an active videogame increased exercise intensity to meet current physical activity recommendations. After completing a maximal oxygen uptake test, participants did a familiarization session on a separate day. Thirteen healthy participants 24.2±3.4 years of age played (1) a sedentary videogame, (2) an active videogame, and (3) a modified active videogame designed to increase physical activity for 46 minutes in a randomized order on separate days. Oxygen uptake, heart rate, heart rate reserve, percentage of maximal heart rate, metabolic equivalents of task, and energy expenditure were significantly higher during the modified active videogame trial than during the active videogame or sedentary videogame trials and also between the active videogame and sedentary videogame. A simple modification to an existing active videogame was sufficient to reach moderate exercise intensity. Active videogames could provide an important option for increasing daily physical activity and reducing sedentary time.

  15. Mechanisms of video-game epilepsy.

    Science.gov (United States)

    Fylan, F; Harding, G F; Edson, A S; Webb, R M

    1999-01-01

    We aimed to elucidate the mechanisms underlying video-game epilepsy by comparing the flicker- and spatial-frequency ranges over which photic and pattern stimulation elicited photoparoxysmal responses in two different populations: (a) 25 patients with a history of seizures experienced while playing video games; and (b) 25 age- and medication-matched controls with a history of photosensitive epilepsy, but no history of video-game seizures. Abnormality ranges were determined by measuring photoparoxysmal EEG abnormalities as a function of the flicker frequency of patterned and diffuse intermittent photic stimulation (IPS) and the spatial frequency of patterns on a raster display. There was no significant difference between the groups in respect of the abnormality ranges elicited by patterned or diffuse IPS or by spatial patterns. When the groups were compared at one specific IPS frequency (-50 Hz), however, the flicker frequency of European television displays, the video-game patients were significantly more likely to be sensitive. The results suggest that video-game seizures are a manifestation of photosensitive epilepsy. The increased sensitivity of video-game patients to IPS at 50 Hz indicates that display flicker may underlie video-game seizures. The similarity in photic- and pattern-stimulation ranges over which abnormalities are elicited in video-game patients and controls suggests that all patients with photosensitive epilepsy may be predisposed toward video-game-induced seizures. Photosensitivity screening should therefore include assessment by using both IPS at 50 Hz and patterns displayed on a television or monitor with a 50-Hz frame rate.

  16. A Motion Videogame for Opioid Relapse Prevention.

    Science.gov (United States)

    Abroms, Lorien C; Leavitt, Leah E; Van Alstyne, Judy M; Schindler-Ruwisch, Jennifer M; Fishman, Marc J; Greenberg, Daniel

    2015-12-01

    This study examined the feasibility and acceptability of a body motion-activated videogame, targeting the prevention of opioid relapse among youth in the context of outpatient treatment. Participants attended four weekly gameplay sessions. Surveys were conducted at baseline and following each week's gameplay and assessed satisfaction with gameplay, craving intensity, and self-efficacy to refuse opioids. Participants expressed a high level of satisfaction with the videogame throughout the 4 weeks and agreed with the statement that they would be more likely to attend treatment sessions if the game was present (mean=4.6; standard deviation [SD]=0.7) and would recommend the videogame to other people in treatment (mean=4.2; SD=0.8). All participants recommended playing the videogame as part of treatment at least weekly, with a third recommending playing daily. Self-reported cravings declined over the 4-week period from baseline (mean=12.7; SD=8.4) to Week 4 (mean=9.8; SD=8.3), although the decline was not significant. Although participants stated that they liked the game, one-third of participants had dropped out of the study by the fourth session of gameplay. Preliminary evidence indicates that a motion videogame for addiction recovery may be feasible and acceptable within the context of outpatient treatment, although additional efforts are needed to keep youth in treatment. Future studies are needed to assess the impact of the game on long-term abstinence, treatment adherence, and engagement.

  17. A Gameplay Definition through Videogame Classification

    Directory of Open Access Journals (Sweden)

    Damien Djaouti

    2008-01-01

    Full Text Available This paper is part of an experimental approach aimed to raise a videogames classification. Being inspired by the methodology that Propp used for the classification of Russian fairy tales, we have identified recurrent diagrams within rules of videogames, that we called “Gameplay Bricks”. The combinations of these different bricks should allow us to represent a classification of all videogames in accordance with their rules. In this article, we will study the nature of these bricks, especially the link they seem to have with two types of game rules: the rules that allow the player to “manipulate” the elements of the game, and the rules defining the “goal” of the game. This study will lead to an hypothesis about the nature of gameplay.

  18. Using videogames to treat childhood obesity.

    Directory of Open Access Journals (Sweden)

    Druzhinenko D.A.

    2014-12-01

    Full Text Available Childhood obesity is one of the most dangerous pathologies; it can lead to serious illness in the absence of medical support. In this article we give an overview of the use of videogames for reducing and normalizing the weight of overweight and obese children. We discuss the categorization of the existing games and their limits, and we outline the perspectives of psychopedagogical research in the domain of game design for treating obese and overweight children. The role of long-term motivation in the treatment of obesity is one of the crucial questions we discuss. We try to understand how videogames can help children and parents maintain motivation during weight-loss treatment. The role of parents is undeniable in ensuring the success of weight-loss programs for overweight or obese children. Perhaps videogames can be the instrument for families’ lifestyle changes.

  19. Videogame interventions and spatial ability interactions

    Directory of Open Access Journals (Sweden)

    Thomas S. Redick

    2014-03-01

    Full Text Available Numerous research studies have been conducted on the use of videogames as tools to improve one’s cognitive abilities. While meta-analyses and qualitative reviews have provided evidence that some aspects of cognition such as spatial imagery are modified after exposure to videogames, other evidence has shown that matrix reasoning measures of fluid intelligence do not show evidence of transfer from videogame training. In the current work, we investigate the available evidence for transfer specifically to nonverbal intelligence and spatial ability measures, given recent research that these abilities may be most sensitive to training on cognitive and working memory tasks. Accordingly, we highlight a few studies that on the surface provide evidence for transfer to spatial abilities, but a closer look at the pattern of data does not reveal a clean interpretation of the results. We discuss the implications of these results in relation to research design and statistical analysis practices.

  20. Videogame interventions and spatial ability interactions.

    Science.gov (United States)

    Redick, Thomas S; Webster, Sean B

    2014-01-01

    Numerous research studies have been conducted on the use of videogames as tools to improve one's cognitive abilities. While meta-analyses and qualitative reviews have provided evidence that some aspects of cognition such as spatial imagery are modified after exposure to videogames, other evidence has shown that matrix reasoning measures of fluid intelligence do not show evidence of transfer from videogame training. In the current work, we investigate the available evidence for transfer specifically to nonverbal intelligence and spatial ability measures, given recent research that these abilities may be most sensitive to training on cognitive and working memory tasks. Accordingly, we highlight a few studies that on the surface provide evidence for transfer to spatial abilities, but a closer look at the pattern of data does not reveal a clean interpretation of the results. We discuss the implications of these results in relation to research design and statistical analysis practices.

  1. Adaptive nonparametric estimation for L\\'evy processes observed at low frequency

    OpenAIRE

    Kappus, Johanna

    2013-01-01

    This article deals with adaptive nonparametric estimation for L\\'evy processes observed at low frequency. For general linear functionals of the L\\'evy measure, we construct kernel estimators, provide upper risk bounds and derive rates of convergence under regularity assumptions. Our focus lies on the adaptive choice of the bandwidth, using model selection techniques. We face here a non-standard problem of model selection with unknown variance. A new approach towards this problem is proposed, ...

  2. Regional Scale High Resolution δ18O Prediction in Precipitation Using MODIS EVI

    Science.gov (United States)

    Huang, Cho-Ying; Wang, Chung-Ho; Lin, Shou-De; Lo, Yi-Chen; Huang, Bo-Wen; Hatch, Kent A.; Shiu, Hau-Jie; You, Cheng-Feng; Chang, Yuan-Mou; Shen, Sheng-Feng

    2012-01-01

    The natural variation in stable water isotope ratio data, also known as water isoscape, is a spatiotemporal fingerprint and a powerful natural tracer that has been widely applied in disciplines as diverse as hydrology, paleoclimatology, ecology and forensic investigation. Although much effort has been devoted to developing a predictive water isoscape model, it remains a central challenge for scientists to generate high accuracy, fine scale spatiotemporal water isoscape prediction. Here we develop a novel approach of using the MODIS-EVI (the Moderate Resolution Imagining Spectroradiometer-Enhanced Vegetation Index), to predict δ18O in precipitation at the regional scale. Using a structural equation model, we show that the EVI and precipitated δ18O are highly correlated and thus the EVI is a good predictor of precipitated δ18O. We then test the predictability of our EVI-δ18O model and demonstrate that our approach can provide high accuracy with fine spatial (250×250 m) and temporal (16 days) scale δ18O predictions (annual and monthly predictabilities [r] are 0.96 and 0.80, respectively). We conclude the merging of the EVI and δ18O in precipitation can greatly extend the spatial and temporal data availability and thus enhance the applicability for both the EVI and water isoscape. PMID:23029053

  3. Global Identification of EVI1 Target Genes in Acute Myeloid Leukemia.

    Directory of Open Access Journals (Sweden)

    Carolyn Glass

    Full Text Available The ecotropic virus integration site 1 (EVI1 transcription factor is associated with human myeloid malignancy of poor prognosis and is overexpressed in 8-10% of adult AML and strikingly up to 27% of pediatric MLL-rearranged leukemias. For the first time, we report comprehensive genomewide EVI1 binding and whole transcriptome gene deregulation in leukemic cells using a combination of ChIP-Seq and RNA-Seq expression profiling. We found disruption of terminal myeloid differentiation and cell cycle regulation to be prominent in EVI-induced leukemogenesis. Specifically, we identified EVI1 directly binds to and downregulates the master myeloid differentiation gene Cebpe and several of its downstream gene targets critical for terminal myeloid differentiation. We also found EVI1 binds to and downregulates Serpinb2 as well as numerous genes involved in the Jak-Stat signaling pathway. Finally, we identified decreased expression of several ATP-dependent P2X purinoreceptors genes involved in apoptosis mechanisms. These findings provide a foundation for future study of potential therapeutic gene targets for EVI1-induced leukemia.

  4. EVIE".!S

    African Journals Online (AJOL)

    Nicholson, 1975, pp. 384. The central role of the army in the historical development of Germany has long been wor- ried-at by historians and has formed the sub- ject of a number of specialised studies. Yet since the publicaton of Gordon A. Craig's. The Politics of the Prussian Army 1640-1915. (1955) and Karl Demeter's The ...

  5. Playing life away: Videogames and personality structure.

    Directory of Open Access Journals (Sweden)

    Leones do Couto G.

    2014-09-01

    Full Text Available This study aims to fill a gap in the current research on the personality organization of frequent videogame users. The scientific literature in this area refers only to the existence of risk factors that increase the likelihood of abusing videogames and their negative consequences on the mental health of users (Gentile et al., 2011; Lemmens, Valkenburg, & Peter, 2011; Rehbein & Baier, 2013. In this study, a sample of patients who reported spending an excessive amount of their time playing videogames were recruited from Instituto Quintino Aires–Lisbon/Oporto and took the Rorschach Personality Test (Exner, 1993, 1995. Two other samples—one consisting of patients who reported not playing videogames, and the other of patients who were discharged from the institution after psychotherapy—also took part in the study. The patients in the first sample revealed less exposure to the relational sources of stress that are necessary for socioemotional development and less interest in others than did patients in the other samples. Other results regarding the personality structure of the subjects in the three samples are compared and discussed in light of cultural-historical psychology.

  6. Videogames for Emotion Regulation: A Systematic Review.

    Science.gov (United States)

    Villani, Daniela; Carissoli, Claudia; Triberti, Stefano; Marchetti, Antonella; Gilli, Gabriella; Riva, Giuseppe

    2018-04-01

    Emotion regulation (ER) supports multiple individual functions and promotes mental health and wellbeing. Among the tools that may be used to help people in managing their affective states, videogames are reaching attention and are showing positive effects. Yet, little is known about their effectiveness. This study aims to assess the amount and quality of studies investigating the effects and modalities of the use of videogames for ER. A systematic literature search according to PRISMA guidelines was performed. Subsequently, according to expert advice other few studies have been added. Twenty-three studies met the inclusion criteria and were included in the review; they can be categorized into three groups, namely (1) cross-sectional and qualitative studies, (2) experimental studies investigating the effects of videogame experience on ER and (3) ER intervention with serious games. Discussion of the reviewed studies highlights that frequent gaming with commercial games offers more opportunities for ER improvement (related to gameplay and enjoyment of fictional properties) than limited-time experiences, such as those supported by bespoke serious games. This research area is still in its infancy and findings need to be interpreted with caution; furthermore, future reviews are encouraged to include clinical populations. Videogames offer several opportunities for ER and a challenge for educational and psychological interventions.

  7. Videogame Mechanics in Games for Health.

    Science.gov (United States)

    Baranowski, Moderator Tom; Lieberman, Participants Debra; Buday, Richard; Peng, Wei; Zimmerli, Lukas; Wiederhold, Brenda; Kato, Pamela M

    2013-08-01

    Game mechanics have been identified as "methods invoked by agents for interacting with the game world."(1) They are elements of game play that provide a primary source of interactivity and structure how videogames proceed. Many kinds of game mechanics have been generated. Some provide fun or enjoyment, others may provide excitement or even suspense (i.e., emotional aspects of game play), whereas some are guided by principles of behavior change theory. Game mechanics that succeed in off-the-shelf entertainment videogames, however, may not work in serious games, such as games for health (G4H). Although game mechanics are key to a serious videogame's success, maintaining a balance between the serious intent of the game while keeping it fun, there has been little attention to game mechanics in the academic G4H literature. Several eminent games for health developers (academics and nonacademics) were asked to share their experiences in regard to game mechanics in the serious videogames they have developed.

  8. Videogames e o aprender na complexidade

    Directory of Open Access Journals (Sweden)

    Paula Cristina Turcatto

    2016-06-01

    Full Text Available Ao conceber-se esta pesquisa, levou-se em consideração que cada ser humano aprende do seu modo pessoal e único, portanto, a proposta é pensar os videogames na sua relação com o Paradigma da Complexidade. Esta pesquisa teve como objetivo proporcionar um ambiente de encontro com diversos jogos de videogame, buscando instaurar a experimentação do novo, a abertura para o conhecer, ao habitar espaços inventivos, que valorizam a plasticidade e flexibilidade. Trata-se de uma pesquisa qualitativa, pois se propôs a trabalhar com os aspectos subjetivos como uma dimensão inseparável do conhecer. Foram 8 sujeitos de pesquisa – adolescentes – com os quais foram realizados 15 encontros, nos quais os mesmos estiveram em contato com diversos jogos de videogame. Foram utilizados diários de bordo para o registro das vivências, ancorados na metodologia cartográfica para tratamento dos registros. Os videogames propiciaram espaços para a emergência de diferentes formas de vivenciar a narrativa. Apesar de os jogos serem pré-moldados, os percursos produzidos, assim como as produções simbólicas frente ao contexto do jogo foram individuais. Jogar videogame relacionou-se ao posicionamento criador, de escrever as circunstâncias sob as quais as ações do jogo refletiram nas experiências vivenciadas pelo jogador.

  9. Videogame-Based Training Success: The Impact of Trainee Characteristics - Year 2

    National Research Council Canada - National Science Library

    Orvis, Karin A; Horn, Daniel B; Belanich, James

    2006-01-01

    .... Specifically, this follow-up research examines prior videogame experience, videogame self-efficacy, and goal orientation as antecedents that maximize trainee motivation, as well as other learner...

  10. Development of an HIV Prevention Videogame: Lessons Learned

    OpenAIRE

    Kimberly Hieftje; Lynn E. Fiellin; Tyra Pendergrass; Lindsay R Duncan

    2016-01-01

    The use of videogames interventions is becoming an increasingly popular and effective strategy in disease prevention and health promotion; however, few health videogame interventions have been scientifically rigorously evaluated for their efficacy. Moreover, few examples of the formative process used to develop and evaluate evidence-based health videogame interventions exist in the scientific literature. The following paper provides valuable insight into the lessons learned during the process...

  11. Development of an HIV Prevention Videogame: Lessons Learned

    Directory of Open Access Journals (Sweden)

    Kimberly Hieftje

    2016-06-01

    Full Text Available The use of videogames interventions is becoming an increasingly popular and effective strategy in disease prevention and health promotion; however, few health videogame interventions have been scientifically rigorously evaluated for their efficacy. Moreover, few examples of the formative process used to develop and evaluate evidence-based health videogame interventions exist in the scientific literature. The following paper provides valuable insight into the lessons learned during the process of developing the risk reduction and HIV prevention videogame intervention for young adolescents, PlayForward: Elm City Stories. 

  12. User-Centred BCI Videogame Design

    OpenAIRE

    Loup-Escande , Emilie; Lotte , Fabien; Loup , Guillaume; Lécuyer , Anatole

    2015-01-01

    International audience; This chapter aims to offer a user-centred methodological framework to guide the design and evaluation of Brain-Computer Interface videogames. This framework is based on the contributions of ergonomics to ensure these games are well suited for their users (i.e., players). It provides methods, criteria and metrics to complete the different phases required by ae human-centred design process. This aims to understand the context of use, specify the user needs and evaluate t...

  13. Tissue-Specific Upregulation of MDS/EVI Gene Transcripts in the Intestine by Thyroid Hormone during Xenopus Metamorphosis

    Science.gov (United States)

    Hasebe, Takashi; Fu, Liezhen; Heimeier, Rachel A.; Das, Biswajit; Ishizuya-Oka, Atsuko; Shi, Yun-Bo

    2013-01-01

    Background Intestinal remodeling during amphibian metamorphosis resembles the maturation of the adult intestine during mammalian postembryonic development when the adult epithelial self-renewing system is established under the influence of high concentrations of plasma thyroid hormone (T3). This process involves de novo formation and subsequent proliferation and differentiation of the adult stem cells. Methodology/Principal Findings The T3-dependence of the formation of adult intestinal stem cell during Xenopus laevis metamorphosis offers a unique opportunity to identify genes likely important for adult organ-specific stem cell development. We have cloned and characterized the ectopic viral integration site 1 (EVI) and its variant myelodysplastic syndrome 1 (MDS)/EVI generated via transcription from the upstream MDS promoter and alternative splicing. EVI and MDS/EVI have been implicated in a number of cancers including breast, leukemia, ovarian, and intestinal cancers. We show that EVI and MDS/EVI transcripts are upregulated by T3 in the epithelium but not the rest of the intestine in Xenopus laevis when adult stem cells are forming in the epithelium. Conclusions/Significance Our results suggest that EVI and MDS/EVI are likely involved in the development and/or proliferation of newly forming adult intestinal epithelial cells. PMID:23383234

  14. An approach to the virtual education of video-games

    Directory of Open Access Journals (Sweden)

    Charo SÁDABA

    2017-07-01

    Full Text Available Could a platform, as videogames, that requires the active participation of users, be helpful to develop a broader participation attitude? Is it possible to acquire social skills and attitudes for participation through videogames? Any of these questions have a simple answer; this article discusses several reflection points trying to guess how this new scenario of digital gaming affects teenagers.

  15. An Exploration of Adolescents' Perceptions of Videogame Realism

    Science.gov (United States)

    Malliet, Steven

    2006-01-01

    An attempt is made to translate the concept of perceived realism from the domain of general media studies to the domain of videogame studies. In order to make such a translation, a thorough knowledge and integration is required of the simulation aspects that distinguish videogames from older media such as film or television. The different meanings…

  16. Problematizing Videogames: Teaching Students to Be Critical Players

    Science.gov (United States)

    Love, Mark

    2017-01-01

    This contribution aims to familiarize educators with the unique ways in which videogames convey meaning as a media form and to provide an instrument, based on videogame theory, that educators can easily employ in intermediate and advanced English as a Foreign Language (EFL) classrooms to teach critical media literacy. In order to equip teachers…

  17. Game-Based Teaching: What Educators Can Learn from Videogames

    Science.gov (United States)

    Jackson, Janna

    2009-01-01

    Most teachers only dream of their students spending the amount of motivation, attention, passion, and critical thinking on their classes that some students do playing videogames. This investigation examines the success, pitfalls, and lessons learned from incorporating videogame-like components into an educational technology class. For example,…

  18. The Semiotic Construction of Values in the Videogame Watch Dogs

    Science.gov (United States)

    Lowien, Nathan

    2016-01-01

    The past decade has seen videogames become an important facet in the economic and cultural tapestry of the 21st century. However, while the Australian Curriculum: English (ACE) advocates the teaching of multimodal texts (ACARA, 2016), videogames have been neglected within the curriculum. Nevertheless, such a significant aspect of popular 21st…

  19. Efficient and Effective Change Principles in Active Videogames

    NARCIS (Netherlands)

    Straker, Leon M; Fenner, Ashley A; Howie, Erin K; Feltz, Deborah L; Gray, Cindy M; Lu, Amy Shirong; Mueller, Florian Floyd; Simons, Monique; Barnett, Lisa M

    Active videogames have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This article considers a range of principles that may be important to the design of effective and efficient active videogames from diverse discipline

  20. Efficient and Effective Change Principles in Active Videogames

    NARCIS (Netherlands)

    Straker, L.M.; Fenner, A.A.; Howie, E.K.; Feltz, D.L.; Gray, C.M.; Lu, A.S.; Mueller, F.F.; Simons, M.; Barnett, L.M.

    2015-01-01

    Active videogames have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This article considers a range of principles that may be important to the design of effective and efficient active videogames from diverse discipline

  1. An approach to the virtual education of video-games

    OpenAIRE

    Charo SÁDABA; Concepción NAVAL

    2017-01-01

    Could a platform, as videogames, that requires the active participation of users, be helpful to develop a broader participation attitude? Is it possible to acquire social skills and attitudes for participation through videogames? Any of these questions have a simple answer; this article discusses several reflection points trying to guess how this new scenario of digital gaming affects teenagers.

  2. Improving multi-tasking ability through action videogames.

    Science.gov (United States)

    Chiappe, Dan; Conger, Mark; Liao, Janet; Caldwell, J Lynn; Vu, Kim-Phuong L

    2013-03-01

    The present study examined whether action videogames can improve multi-tasking in high workload environments. Two groups with no action videogame experience were pre-tested using the Multi-Attribute Task Battery (MATB). It consists of two primary tasks; tracking and fuel management, and two secondary tasks; systems monitoring and communication. One group served as a control group, while a second played action videogames a minimum of 5 h a week for 10 weeks. Both groups returned for a post-assessment on the MATB. We found the videogame treatment enhanced performance on secondary tasks, without interfering with the primary tasks. Our results demonstrate action videogames can increase people's ability to take on additional tasks by increasing attentional capacity. Copyright © 2012 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  3. Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts

    Directory of Open Access Journals (Sweden)

    Stefano Gualeni

    2016-11-01

    Full Text Available Self-reflexive videogames are videogames designed to materialize critical and/or satirical perspectives on the ways in which videogames themselves are designed, played, sold, manipulated, experienced, and understood as social objects. This essay focuses on the use of virtual worlds as mediators, and in particular on the use of videogames to guide and encourage reflections on technical, interactive, and thematic conventions in videogame design and development.

  4. A single oncogenic enhancer rearrangement causes concomitant EVI1 and GATA2 deregulation in leukemia

    NARCIS (Netherlands)

    Gröschel, Stefan; Sanders, Mathijs A; Hoogenboezem, Remco; de Wit, Elzo; Bouwman, Britta A M; Erpelinck, Claudia; van der Velden, Vincent H J; Havermans, Marije; Avellino, Roberto; van Lom, Kirsten; Rombouts, Elwin J; van Duin, Mark; Döhner, Konstanze; Beverloo, H Berna; Bradner, James E; Döhner, Hartmut; Löwenberg, Bob; Valk, Peter J M; Bindels, Eric M J; de Laat, Wouter; Delwel, Ruud

    2014-01-01

    Chromosomal rearrangements without gene fusions have been implicated in leukemogenesis by causing deregulation of proto-oncogenes via relocation of cryptic regulatory DNA elements. AML with inv(3)/t(3;3) is associated with aberrant expression of the stem-cell regulator EVI1. Applying functional

  5. Functional spaces and operators connected with some L\\'evy noises

    OpenAIRE

    Lytvynov, E.

    2006-01-01

    We review some recent developments in white noise analysis and quantum probability. We pay a special attention to spaces of test and generalized functionals of some L\\'evy white noises, as well as as to the structure of quantum white noise on these spaces.

  6. Multitemporal MODIS-EVI relationships with precipitation and temperature at the Santa Rita Experimental Range

    Science.gov (United States)

    Jorry Z. U. Kaurivi; Alfredo R. Huete; Kamel Didan

    2003-01-01

    The Moderate Resolution Imaging Spectroradiometer (MODIS) provides temporal enhanced vegetation index (EVI) data at 250, 500, and 1,000 m spatial resolutions that can be compared to daily, weekly, monthly, and annual weather parameters. A study was conducted at the grassland site (less than 10 percent velvet mesquite [Prosopis juliflora, var. velutina]) and the...

  7. Are videogame training gains specific or general?

    Science.gov (United States)

    Oei, Adam C; Patterson, Michael D

    2014-01-01

    Many recent studies using healthy adults document enhancements in perception and cognition from playing commercial action videogames (AVGs). Playing action games (e.g., Call of Duty, Medal of Honor) is associated with improved bottom-up lower-level information processing skills like visual-perceptual and attentional processes. One proposal states a general improvement in the ability to interpret and gather statistical information to predict future actions which then leads to better performance across different perceptual/attentional tasks. Another proposal claims all the tasks are separately trained in the AVGs because the AVGs and laboratory tasks contain similar demands. We review studies of action and non-AVGs to show support for the latter proposal. To explain transfer in AVGs, we argue that the perceptual and attention tasks share common demands with the trained videogames (e.g., multiple object tracking (MOT), rapid attentional switches, and peripheral vision). In non-AVGs, several studies also demonstrate specific, limited transfer. One instance of specific transfer is the specific enhancement to mental rotation after training in games with a spatial emphasis (e.g., Tetris). In contrast, the evidence for transfer is equivocal where the game and task do not share common demands (e.g., executive functioning). Thus, the "common demands" hypothesis of transfer not only characterizes transfer effects in AVGs, but also non-action games. Furthermore, such a theory provides specific predictions, which can help in the selection of games to train human cognition as well as in the design of videogames purposed for human cognitive and perceptual enhancement. Finally this hypothesis is consistent with the cognitive training literature where most post-training gains are for tasks similar to the training rather than general, non-specific improvements.

  8. Are videogame training gains specific or general?

    Science.gov (United States)

    Patterson, Michael D.

    2014-01-01

    Many recent studies using healthy adults document enhancements in perception and cognition from playing commercial action videogames (AVGs). Playing action games (e.g., Call of Duty, Medal of Honor) is associated with improved bottom-up lower-level information processing skills like visual-perceptual and attentional processes. One proposal states a general improvement in the ability to interpret and gather statistical information to predict future actions which then leads to better performance across different perceptual/attentional tasks. Another proposal claims all the tasks are separately trained in the AVGs because the AVGs and laboratory tasks contain similar demands. We review studies of action and non-AVGs to show support for the latter proposal. To explain transfer in AVGs, we argue that the perceptual and attention tasks share common demands with the trained videogames (e.g., multiple object tracking (MOT), rapid attentional switches, and peripheral vision). In non-AVGs, several studies also demonstrate specific, limited transfer. One instance of specific transfer is the specific enhancement to mental rotation after training in games with a spatial emphasis (e.g., Tetris). In contrast, the evidence for transfer is equivocal where the game and task do not share common demands (e.g., executive functioning). Thus, the “common demands” hypothesis of transfer not only characterizes transfer effects in AVGs, but also non-action games. Furthermore, such a theory provides specific predictions, which can help in the selection of games to train human cognition as well as in the design of videogames purposed for human cognitive and perceptual enhancement. Finally this hypothesis is consistent with the cognitive training literature where most post-training gains are for tasks similar to the training rather than general, non-specific improvements. PMID:24782722

  9. Video-game epilepsy: a European study.

    Science.gov (United States)

    Kasteleijn-Nolst Trenité, D G; da Silva, A M; Ricci, S; Binnie, C D; Rubboli, G; Tassinari, C A; Segers, J P

    1999-01-01

    With the introduction of Nintendo video-games on a large scale, reports of children having seizures while playing suggested a possible specific, provocative factor. Although 50% of the photosensitive patients are also sensitive to a 50-Hz television, nonphotosensitive patients with a history of video-game seizures were described as well. The question arises whether this is a mere coincidence, provoked by fatigue and stress, is related to the reaction to the television screen itself, or depends on the movement and color of the pictures of this specific game. A European study was performed in four countries and five sites. All patients were selected because of a history of television, video- or computer-game seizures, with a history of sun-light-, discotheque-, or black and white pattern-evoked seizures, or were already known to be sensitive to intermittent photic stimulation. A total of 387 patients were investigated; 220 (75%) were female and 214 (55%) of those were video- or computer-game seizure, were significantly more sensitive to pattern and to the 50-Hz television (chi square, p video- or computer game, 14% proved not to be photosensitive. Although no difference in age or use of medication was found, twice as many men were found in this nonphotosensitive group.

  10. Video-games do not negatively impact adolescent academic performance in science, mathematics or reading.

    Science.gov (United States)

    Drummond, Aaron; Sauer, James D

    2014-01-01

    Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA) to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and reading. Contrary to claims that increased video-gaming can impair academic performance, differences in academic performance were negligible across the relative frequencies of videogame use. Videogame use had little impact on adolescent academic achievement.

  11. Video-games do not negatively impact adolescent academic performance in science, mathematics or reading.

    Directory of Open Access Journals (Sweden)

    Aaron Drummond

    Full Text Available Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and reading. Contrary to claims that increased video-gaming can impair academic performance, differences in academic performance were negligible across the relative frequencies of videogame use. Videogame use had little impact on adolescent academic achievement.

  12. Video-Games Do Not Negatively Impact Adolescent Academic Performance in Science, Mathematics or Reading

    Science.gov (United States)

    Drummond, Aaron; Sauer, James D.

    2014-01-01

    Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA) to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and reading. Contrary to claims that increased video-gaming can impair academic performance, differences in academic performance were negligible across the relative frequencies of videogame use. Videogame use had little impact on adolescent academic achievement. PMID:24699536

  13. Development of a parallel zoomed EVI sequence for high temporal resolution analysis of the BOLD response

    International Nuclear Information System (INIS)

    Rabrait, C.

    2006-01-01

    The hemodynamic impulse response to any short stimulus typically lasts around 20 seconds. Thus, the detection of the Blood Oxygenation Level Dependent (BOLD) effect is usually performed using a 2D Echo Planar Imaging (EPI) sequence, with repetition times on the order of 1 or 2 seconds. This temporal resolution is generally enough for detection purposes. Nevertheless, when trying to accurately estimate the hemodynamic response functions (HRF), higher scanning rates represent a real advantage. Thus, in order to reach a temporal resolution around 200 ms, we developed a new acquisition method, based on Echo Volumar Imaging and 2D parallel acquisition (1). Echo Volumar Imaging (EVI) has been proposed in 1977 by Mansfield (2). EVI intrinsically possesses a lot of advantages for functional neuroimaging, as a 3 D single shot acquisition method. Nevertheless, to date, only a few applications have been reported (3, 4). Actually, very restricting hardware requirements make EVI difficult to perform in satisfactory experimental conditions, even today. The critical point in EVI is the echo train duration, which is longer than in EPI, due to 3D acquisition. Indeed, at equal field of view and spatial resolutions, EVI echo train duration must be approximately equal to EPI echo train duration multiplied by the number of slices acquired in EPI. Consequently, EVI is much more sensitive than EPI to geometric distortions, which are related to phase errors, and also to signal losses, which are due to long echo times (TE). Thus, a first improvement has been brought by 'zoomed' or 'localized' EVI (5), which allows to focus on a small volume of interest and thus limit echo train durations compared to full FOV acquisitions.To reduce echo train durations, we chose to apply parallel acquisition. Moreover, since EVI is a 3D acquisition method, we are able to perform parallel acquisition and SENSE reconstruction along the two phase directions (6). The R = 4 under-sampling consists in the

  14. Quando jogar é aprender: o videogame na sala de aula

    Directory of Open Access Journals (Sweden)

    Vilson J. Leffa

    2014-03-01

    Full Text Available Este trabalho tem por objetivo demonstrar a tese de que ovideogame pode se constituir em um importante instrumento demediação na aprendizagem de línguas. Para isso, destaca trêsaspectos do videogame: (1 o videogame é uma prática socialcaracterizada pelo uso intensivo da língua; (2 o videogame envolveo jogador por imersão, trazendo-o para dentro do jogo; e (3 ovideogame, ao mesmo tempo em que exige o conhecimento dalíngua para ser jogado, propicia sua aprendizagem. A conclusão éde que o videogame, visto como um objeto de lazer, pode resultarna aprendizagem da língua, oferecendo ao aluno três opções: (1aprender a língua para jogar; (2 jogar para aprender a língua; e(3 fazer as duas coisas ao mesmo tempo.

  15. Selene: A Videogame for Learning about the Moon

    Science.gov (United States)

    Wood, C. A.; Reese, D. D.

    2008-06-01

    The Selene game-based, metaphor-enhanced (GaME) learning object prepares players with concrete knowledge of basic lunar geology processes. Selene is embedded within an online research environment studying learning and assessment within videogames.

  16. Videogames as an incipient research object inMathematics Education

    OpenAIRE

    Albarracín, Lluís; Hernández-Sabaté, Aura; Gorgorió, Núria

    2017-01-01

    [EN] This article presents a review of research made in the eld of mathematics education onthe use of video games in the classroom. These investigations have focused on four areas:impact in academic performance focused on mathematical contents, speci c mathematicalcontents learning, videogame design elements for mathematical learning and relation bet-ween videogames and problem solving. Finally, we propose two research new approachesthat have not been explored so far, like ...

  17. Playing With the City: Street Art and Videogames

    OpenAIRE

    Vazques Marquez, Israel; Pajares Tosca, Susana

    2017-01-01

    In this paper we introduce and describe the phenomenon of videogame street art as a specific kind of street art. We consider its materiality and significance, and conceptualize it in the light of a double manifestation of play: the playful appropriation of the city by the artist and the fact that street art encapsulates the act of playing videogames in a visual form. Digital play spills out of our computer screens and occupies the urban space with the explicit intention of involving spectator...

  18. Extreme Drought-induced Trend Changes in MODIS EVI Time Series in Yunnan, China

    International Nuclear Information System (INIS)

    Huang, Kaicheng; Zhou, Tao; Zhao, Xiang

    2014-01-01

    Extreme climatic events triggered by global climate change are expected to increase significantly hence research into vegetation response is crucial to evaluate environmental risk. Yunnan province, locating in southwest China, experienced an extreme drought event (from autumn of 2009 to spring of 2010), with the lowest percentage rainfall anomaly and the longest non-rain days in the past 50 years. This study aimed to explore the characteristics and differences in the response to drought of four land cover types in Yunnan province, including forest, grassland, shrub, and cropland during the period 2001-2011. We used remote sensing data, MODIS-derived EVI (Enhanced Vegetation Index) to study the vegetation responses to this extreme drought event. The EVI time series were decomposed into trend, seasonal and remainder components using BFAST (Breaks For Additive Seasonal and Trend) which accounts for seasonality and enables the detection of trend changes within the time series. The preliminary results showed that: (1) BFAST proved to be capable of detecting drought-induced trend changes in EVI time series. (2) Changes in the trend component over time consisted of both gradual and abrupt changes. (3) Different spatial patterns were found for abrupt and gradual changes. (4) Cropland exhibited an abrupt change, due to its sensitivity to severe drought, while the forest seemed least affected by the extreme drought

  19. Towards Detection of Cutting in Hay Meadows by Using of NDVI and EVI Time Series

    Directory of Open Access Journals (Sweden)

    Andrej Halabuk

    2015-05-01

    Full Text Available The main requirement for preserving European hay meadows in good condition is through prerequisite cut management. However, monitoring these practices on a larger scale is very difficult. Our study analyses the use of MODIS vegetation indices products, namely EVI and NDVI, to discriminate cut and uncut meadows in Slovakia. We tested the added value of simple transformations of raw data series (seasonal statistics, first difference series, compared EVI and NDVI, and analyzed optimal periods, the number of scenes and the effect of smoothing on classification performance. The first difference series transformation saw substantial improvement in classification results. The best case NDVI series classification yielded overall accuracy of 85% with balanced rates of producer’s and user’s accuracies for both classes. EVI yielded slightly lower values, though not significantly different, although user accuracy of cut meadows achieved only 67%. Optimal periods for discriminating cut and uncut meadows lay between 16 May and 4 August, meaning only seven consecutive images are enough to accurately detect cutting in hay meadows. More importantly, the 16-day compositing period seemed to be enough for detection of cutting, which would be the time span that might be hopefully achieved by upcoming on-board HR sensors (e.g., Sentinel-2.

  20. Physiological Responses and Hedonics During Prolonged Physically Interactive Videogame Play.

    Science.gov (United States)

    Santo, Antonio S; Barkley, Jacob E; Hafen, Paul S; Navalta, James

    2016-04-01

    This study was designed to assess physiologic responses and hedonics (i.e., liking) during prolonged physically interactive videogame play. Participants (n = 24) completed three 30-minute videogame conditions on separate days in a random order. During two of the conditions participants played physically interactive videogames (Nintendo of America, Inc. [Redmond, WA] "Wii™ Fit" "Basic Run" and "Basic Step"). During the third condition participants played a traditional/sedentary game ("Tanks!"), which required minimal physical movement for gameplay. Oxygen consumption (VO2) was assessed using indirect calorimetry throughout each condition and averaged every 5 minutes. Liking was assessed via visual analog scale at the 15- and 30-minute time points during each condition. Mean VO2 was significantly (P videogame (5.39 ± 1.0 mL/kg/minute, 1.5 ± 0.1 METs). "Basic Step" was also greater (P videogame conditions. Furthermore, because liking was similar across all gaming conditions, participants may be willing to substitute the physically interactive videogames in place of the traditional/sedentary game.

  1. Thrombopoietin/MPL signaling confers growth and survival capacity to CD41-positive cells in a mouse model of Evi1 leukemia.

    Science.gov (United States)

    Nishikawa, Satoshi; Arai, Shunya; Masamoto, Yosuke; Kagoya, Yuki; Toya, Takashi; Watanabe-Okochi, Naoko; Kurokawa, Mineo

    2014-12-04

    Ecotropic viral integration site 1 (Evi1) is a transcription factor that is highly expressed in hematopoietic stem cells and is crucial for their self-renewal capacity. Aberrant expression of Evi1 is observed in 5% to 10% of de novo acute myeloid leukemia (AML) patients and predicts poor prognosis, reflecting multiple leukemogenic properties of Evi1. Here, we show that thrombopoietin (THPO) signaling is implicated in growth and survival of Evi1-expressing cells using a mouse model of Evi1 leukemia. We first identified that the expression of megakaryocytic surface molecules such as ITGA2B (CD41) and the THPO receptor, MPL, positively correlates with EVI1 expression in AML patients. In agreement with this finding, a subpopulation of bone marrow and spleen cells derived from Evi1 leukemia mice expressed both CD41 and Mpl. CD41(+) Evi1 leukemia cells induced secondary leukemia more efficiently than CD41(-) cells in a serial bone marrow transplantation assay. Importantly, the CD41(+) cells predominantly expressing Mpl effectively proliferated and survived on OP9 stromal cells in the presence of THPO via upregulating BCL-xL expression, suggesting an essential role of the THPO/MPL/BCL-xL cascade in enhancing the progression of Evi1 leukemia. These observations provide a novel aspect of the diverse functions of Evi1 in leukemogenesis. © 2014 by The American Society of Hematology.

  2. Evaluating Musical Foreshadowing of Videogame Narrative Experiences

    DEFF Research Database (Denmark)

    Scirea, Marco; Cheong, Yun-Gyung; Nelson, Mark

    2014-01-01

    undergraduate and graduate students participated in the study. Statistical analyses suggest that the use of musical cues for narrative foreshadowing induces a better perceived consistency between music and game narrative. Surprisingly, false foreshadowing was found to enhance the player's enjoyment.......We experiment with mood-expressing, procedurally generated music for narrative foreshadowing in videogames, investigating the relationship between music and the player's experience of narrative events in a game. We designed and conducted a user study in which the game's music expresses true...... foreshadowing in some trials (e.g. foreboding music before a negative event) and false foreshadowing in others (e.g. happy music that does not lead to a positive event). We observed players playing the game, recorded analytics data, and had them complete a survey upon completion of the gameplay. Thirty...

  3. Inexpensive driver for stereo videogame glasses

    Science.gov (United States)

    Pique, Michael; Coogan, Anthony

    1990-09-01

    We have adapted home videogame glasses from Sega as workstation stereo viewers. A small (4x7x9 cm.) box of electronics receives sync signals in parallel with the monitor (either separate ROB-Sync or composite video) and drives the glasses.The view is dimmer than with costlier shutters, there is more ghosting, and the user is feuered by the wires. But the glasses are so much cheaper than the full-screen shutters (250 instead of about 10 000) that it is practical to provide the benefits of stereo to many more workstation users. We are using them with Sun TAAC-1 workstations; the interlaced video can also be recorded on ordinary NTSC videotape and played on television monitors.

  4. Videogame related to athletics and educational possibilities

    Directory of Open Access Journals (Sweden)

    Guilherme Correa Camuci

    2017-04-01

    Full Text Available http://dx.doi.org/10.5007/2175-8042.2017v29n50p62 There are no doubts that Information and Communication Technology (ICT influence our daily life, requiring that different areas of knowledge, like Physical Education for example, thinks about how to use it. Because of that, the aim of this article was to analyze the game “Kinect Sports” of Xbox 360, about some athletics events, compare it with the official events and identify the pedagogical possibilities. Two steps were organized to do this research: data collection (visual methods and participant observation and thematic analysis. For a better way of presentation, the results were first organized by the athletics events. Each of those events was analyze with 3 themes: description, comparisons and pedagogical possibilities. The videogame can be an important resource for the Physical Education teacher, because it is a different strategy that can contribute for the exploration of the athletics universe.

  5. Relation of MODIS EVI and LAI across time, vegetation types and hydrological regimes

    Science.gov (United States)

    Alexandridis, Thomas; Ovakoglou, George

    2015-04-01

    Estimation of the Leaf Area Index (LAI) of a landscape is considered important to describe the ecosystems activity and is used as an important input parameter in hydrological and biogeochemical models related to water and carbon cycle, desertification risk, etc. The measurement of LAI in the field is a laborious and costly process and is mainly done by indirect methods, such as hemispherical photographs that are processed by specialized software. For this reason there have been several attempts to estimate LAI with multispectral satellite images, using theoretical biomass development models, or empirical equations using vegetation indices and land cover maps. The aim of this work is to study the relation of MODIS EVI and LAI across time, vegetation type, and hydrological regime. This was achieved by studying 120 maps of EVI and LAI which cover a hydrological year and five hydrologically diverse areas: river Nestos in Greece, Queimados catchment in Brazil, Rijnland catchment in The Netherlands, river Tamega in Portugal, and river Umbeluzi in Mozambique. The following Terra MODIS composite datasets were downloaded for the hydrological year 2012-2013: MOD13A2 "Vegetation Indices" and MCD15A2 "LAI and FPAR", as well as the equivalent quality information layers (QA). All the pixels that fall in a vegetation land cover (according to the MERIS GLOBCOVER map) were sampled for the analysis, with the exception of those that fell at the border between two vegetation or other land cover categories, to avoid the influence of mixed pixels. Using linear regression analysis, the relationship between EVI and LAI was identified per date, vegetation type and study area. Results show that vegetation type has the highest influence in the variation of the relationship between EVI and LAI in each study area. The coefficient of determination (R2) is high and statistically significant (ranging from 0.41 to 0.83 in 90% of the cases). When plotting the EVI factor from the regression equation

  6. Videogames and Therapy: A Narrative Review of Recent Publication and Application to Treatment.

    Science.gov (United States)

    Franco, Gilbert E

    2016-01-01

    Individuals who play videogames can interact with virtual worlds, resulting in emotional and intellectual connections that have therapeutic implications in the hands of a skilled and informed therapist. There is research available in the literature that suggests that videogames are a viable option in psychotherapy. The present article provides a review of the literature available in the use of videogames in treatment, discusses the importance of disseminating the findings in the literature, and discusses the integration of videogames in treatment.

  7. Pixellated Play: Practical and Theoretical Issues regarding Videogames in Art Education

    Science.gov (United States)

    Sweeny, Robert W.

    2010-01-01

    Videogames represent one of the fastest growing and most influential forms of contemporary visual culture. In this article, the author looks to five aspects of current videogames: perspective, interactivity, interface, narrative, and time and movement. Each of these videogame modalities is analyzed as related to a wide range of popular media,…

  8. Promoting Inclusive Education, Civic Scientific Literacy, and Global Citizenship with Videogames

    Science.gov (United States)

    Marino, Matthew T.; Hayes, Michael T.

    2012-01-01

    In this response to Yupanqui Munoz and Charbel El-Hani's paper, "The student with a thousand faces: From the ethics in videogames to becoming a citizen", we examine their critique of videogames in science education. Munoz and El-Hani present a critical analysis of videogames such as "Grand Theft Auto", "Street Fight", "Command and Conquer:…

  9. Videogames and Health Improvement: A Literature Review of Randomized Controlled Trials.

    Science.gov (United States)

    Rahmani, Esmaeel; Boren, Suzanne Austin

    2012-10-01

    There are potential benefits of playing videogames for health improvement such as increasing knowledge about health-related issues by playing educational games and fighting a sedentary lifestyle by playing exergames. The number of systematic review articles about "videogames" and "health improvement" is limited. Therefore, the purpose of this study is to review those randomized controlled trials (RCTs) with the topic of "videogames" and "health improvement." Several electronic databases were searched for RCTs testing videogames on health outcomes that were published in English between January 2000 and April 2012. Forty-five articles met the eligibility criteria and were categorized into five groups: (1) videogames and patient pain and stress reduction (nine articles), (2) videogames and patient behavioral change (19 articles), (3) videogames and patient rehabilitation (eight articles), (4) videogames as diagnostic tools (three articles), and (5) videogames and cognitive ability (six articles). Most of the articles have shown promising results in using videogames within various fields of healthcare. Although exergames are the most prominent choice regarding health improvement, videogames have the potential to be used as a pain management tool, diagnostic tool, or educational tool. They also can be used as a facilitator in physical rehabilitation or cognitive loss prevention. More RCTs are needed to fully uncover the benefits of using videogames for improving patients' health.

  10. Social Referencing Gaze Behavior during a Videogame Task: Eye Tracking Evidence from Children with and without ASD

    Science.gov (United States)

    Finke, Erinn H.; Wilkinson, Krista M.; Hickerson, Benjamin D.

    2017-01-01

    The purpose of this study was to understand the social referencing behaviors of children with and without autism spectrum disorder (ASD) while visually attending to a videogame stimulus depicting both the face of the videogame player and the videogame play action. Videogames appear to offer a uniquely well-suited environment for the emergence of…

  11. Assessing the Physiological Cost of Active Videogames (Xbox Kinect) Versus Sedentary Videogames in Young Healthy Males.

    Science.gov (United States)

    Barry, Gillian; Tough, Daniel; Sheerin, Phillip; Mattinson, Oliver; Dawe, Rachael; Board, Elisabeth

    2016-02-01

    The aims of this study were twofold: (1) to compare the physiological costs of active videogames (AVGs) and sedentary videogames (SVGs) and (2) to compare the exercise intensities attained during AVGs with the exercise intensity criteria for moderate and vigorous physical activity, as stated in current physical activity recommendations for improving public health. Nineteen young males participated in the study (age, 23 ± 3 years; height, 178 ± 6 cm; weight, 78 ± 15 kg). Participants completed a maximum oxygen uptake ([Formula: see text]) test and a gaming session, including AVGs ("Reflex Ridge," "River Rush," and "Boxing" for the Microsoft [Redmond, WA] Kinect™) and SVGs ("FIFA 14" [Electronic Arts, Burnaby, BC, Canada] and "Call of Duty" [Activision, Santa Monica, CA]). Heart rate (HR) and oxygen uptake [Formula: see text]) were recorded continuously during all videogames. Rating of perceived exertion (RPE) was taken every 3 minutes during AVGs and SVGs. Energy expenditure (EE), expressed as metabolic equivalents (METs), was calculated. One MET was defined as the volume of oxygen consumed at rest in a seated position and is equal to 3.5 mL of O2/kg of body mass/minute. The exercise intensity for each game was expressed as a percentage of [Formula: see text] and percentage of age-predicted maximum HR (HRmax). Exercise intensity (percentage HRmax, percentage [Formula: see text], and RPE) and EE (METs) were significantly higher during active gaming compared with sedentary gameplay (P < 0.01). AVGs elicited moderate levels of exercise intensity (64-72 percent HRmax) in line with current recommended physical activity guidelines. Our results indicate AVGs provoke physiological responses equivalent to a moderate-intensity physical activity.

  12. CHAOS EXPANSION FOR MULTIFRACTIONAL L ´EVY PROCESSES%多分数L´evy过程的混沌展开

    Institute of Scientific and Technical Information of China (English)

    吕学斌; 马树建

    2016-01-01

    In this paper, we study the chaos expansion for multifractional L´evy processes. By using the white noise analysis, we give the chaos expansion of multifractional L´evy Processes. Moreover, we derive their L´evy-Hermite transforms and Malliavin derivatives.%本文研究了多分数L´evy过程的混沌展开。利用白噪声分析方法,给出了多分数L´evy过程的混沌展开。进一步地,给出其L´evy-Hermite变换和Malliavin导数。

  13. An Annual Plant Growth Proxy in the Mojave Desert Using MODIS-EVI Data

    Directory of Open Access Journals (Sweden)

    Kathryn A. Thomas

    2008-12-01

    Full Text Available In the arid Mojave Desert, the phenological response of vegetation is largely dependent upon the timing and amount of rainfall, and maps of annual plant cover at any one point in time can vary widely. Our study developed relative annual plant growth models as proxies for annual plant cover using metrics that captured phenological variability in Moderate-Resolution Imaging Spectroradiometer (MODIS Enhanced Vegetation Index (EVI satellite images. We used landscape phenologies revealed in MODIS data together with ecological knowledge of annual plant seasonality to develop a suite of metrics to describe annual growth on a yearly basis. Each of these metrics was applied to temporally-composited MODIS-EVI images to develop a relative model of annual growth. Each model was evaluated by testing how well it predicted field estimates of annual cover collected during 2003 and 2005 at the Mojave National Preserve. The best performing metric was the spring difference metric, which compared the average of three spring MODIS-EVI composites of a given year to that of 2002, a year of record drought. The spring difference metric showed correlations with annual plant cover of R2 = 0.61 for 2005 and R2 = 0.47 for 2003. Although the correlation is moderate, we consider it supportive given the characteristics of the field data, which were collected for a different study in a localized area and are not ideal for calibration to MODIS pixels. A proxy for annual growth potential was developed from the spring difference metric of 2005 for use as an environmental data layer in desert tortoise habitat modeling. The application of the spring difference metric to other imagery years presents potential for other applications such as fuels, invasive species, and dust-emission monitoring in the Mojave Desert.

  14. Mapping Crop Cycles in China Using MODIS-EVI Time Series

    Directory of Open Access Journals (Sweden)

    Le Li

    2014-03-01

    Full Text Available As the Earth’s population continues to grow and demand for food increases, the need for improved and timely information related to the properties and dynamics of global agricultural systems is becoming increasingly important. Global land cover maps derived from satellite data provide indispensable information regarding the geographic distribution and areal extent of global croplands. However, land use information, such as cropping intensity (defined here as the number of cropping cycles per year, is not routinely available over large areas because mapping this information from remote sensing is challenging. In this study, we present a simple but efficient algorithm for automated mapping of cropping intensity based on data from NASA’s (NASA: The National Aeronautics and Space Administration MODerate Resolution Imaging Spectroradiometer (MODIS. The proposed algorithm first applies an adaptive Savitzky-Golay filter to smooth Enhanced Vegetation Index (EVI time series derived from MODIS surface reflectance data. It then uses an iterative moving-window methodology to identify cropping cycles from the smoothed EVI time series. Comparison of results from our algorithm with national survey data at both the provincial and prefectural level in China show that the algorithm provides estimates of gross sown area that agree well with inventory data. Accuracy assessment comparing visually interpreted time series with algorithm results for a random sample of agricultural areas in China indicates an overall accuracy of 91.0% for three classes defined based on the number of cycles observed in EVI time series. The algorithm therefore appears to provide a straightforward and efficient method for mapping cropping intensity from MODIS time series data.

  15. An Annual Plant Growth Proxy in the Mojave Desert Using MODIS-EVI Data.

    Science.gov (United States)

    Wallace, Cynthia S A; Thomas, Kathryn A

    2008-12-03

    In the arid Mojave Desert, the phenological response of vegetation is largely dependent upon the timing and amount of rainfall, and maps of annual plant cover at any one point in time can vary widely. Our study developed relative annual plant growth models as proxies for annual plant cover using metrics that captured phenological variability in Moderate-Resolution Imaging Spectroradiometer (MODIS) Enhanced Vegetation Index (EVI) satellite images. We used landscape phenologies revealed in MODIS data together with ecological knowledge of annual plant seasonality to develop a suite of metrics to describe annual growth on a yearly basis. Each of these metrics was applied to temporally-composited MODIS-EVI images to develop a relative model of annual growth. Each model was evaluated by testing how well it predicted field estimates of annual cover collected during 2003 and 2005 at the Mojave National Preserve. The best performing metric was the spring difference metric, which compared the average of three spring MODIS-EVI composites of a given year to that of 2002, a year of record drought. The spring difference metric showed correlations with annual plant cover of R² = 0.61 for 2005 and R² = 0.47 for 2003. Although the correlation is moderate, we consider it supportive given the characteristics of the field data, which were collected for a different study in a localized area and are not ideal for calibration to MODIS pixels. A proxy for annual growth potential was developed from the spring difference metric of 2005 for use as an environmental data layer in desert tortoise habitat modeling. The application of the spring difference metric to other imagery years presents potential for other applications such as fuels, invasive species, and dust-emission monitoring in the Mojave Desert.

  16. Correlation between videogame mechanics and executive functions through EEG analysis.

    Science.gov (United States)

    Mondéjar, Tania; Hervás, Ramón; Johnson, Esperanza; Gutierrez, Carlos; Latorre, José Miguel

    2016-10-01

    This paper addresses a different point of view of videogames, specifically serious games for health. This paper contributes to that area with a multidisciplinary perspective focus on neurosciences and computation. The experiment population has been pre-adolescents between the ages of 8 and 12 without any cognitive issues. The experiment consisted in users playing videogames as well as performing traditional psychological assessments; during these tasks the frontal brain activity was evaluated. The main goal was to analyse how the frontal lobe of the brain (executive function) works in terms of prominent cognitive skills during five types of game mechanics widely used in commercial videogames. The analysis was made by collecting brain signals during the two phases of the experiment, where the signals were analysed with an electroencephalogram neuroheadset. The validated hypotheses were whether videogames can develop executive functioning and if it was possible to identify which kind of cognitive skills are developed during each kind of typical videogame mechanic. The results contribute to the design of serious games for health purposes on a conceptual level, particularly in support of the diagnosis and treatment of cognitive-related pathologies. Copyright © 2016 Elsevier Inc. All rights reserved.

  17. Incorporating Behavioral Techniques into a Serious Videogame for Children.

    Science.gov (United States)

    Thompson, Debbe

    2017-04-01

    Little is known about how to design serious videogames for children. The purpose of this article is to describe how behavior change techniques promoting self-regulation were incorporated into a serious videogame to help children consume more fruits and vegetables (FVs) and the extent to which these techniques were used by players. A secondary goal is to contribute to the body of scientific knowledge regarding how to design effective serious videogames for children. This research examines the gameplay data from an effective 10-episode online serious videogame promoting FV consumption to preadolescent children in the United States (roughly 9-11-year-olds). Children participated in the self-regulation components. Modifications to reduce potential cognitive overload and inform future game design were identified. This research provided suggestive evidence that behavior change techniques promoting self-regulation can be successfully integrated into a serious videogame for children without detracting from game appeal. It also emphasizes the importance of formative research to the design of an appealing game where children understand and can successfully perform the behavior change procedures.

  18. Mythological hero in Boban Knežević's Black blossom

    Directory of Open Access Journals (Sweden)

    Jakovljević Mladen M.

    2013-01-01

    Full Text Available Black Blossom by Boban Knežević demonstrates that mythical structures and features, such as elements of the mythological adventure and mythical hero's traits known from ancient myths, as defined by Joseph Campbell, are still present in contemporary fiction, including Serbian literature, as well as that literary heroes and their adventures, regardless of when and where they have been created, have a lot in common. Such mythical patters and heterochrony in Black Blossom reveal the origins, essential features and mechanisms of the problems and dilemmas rooted in one nation's fictional and real past, as well as in its present.

  19. Karksi Peetri kirik tähistab sünnipäevi / Helika Gustavson

    Index Scriptorium Estoniae

    Gustavson, Helika

    2008-01-01

    Karksi Peetri kirikus tähistatakse 30. mail 160 aasta möödumist oreli pühitsemisest, juulis või augustis 200 aastat oreliehitaja Ernst Carl Kessleri sünnist ja 8. aug. 145 aastat tema surmast, 3. sept. saab kirikuhoone 230aastaseks. Tähtpäevi tähistatakse väikese kontsertide ja ettekannete sarjaga. Taani organistist Hans Christian Heinist (kontserdid 30. mail KArksi Peetri kirikus, 31. mail Viljandi Pauluse kirikus ja 1. juunil Kõpu kirikus)

  20. Educational Videogames: Concept, Design And Evaluation

    Science.gov (United States)

    Rohrlick, D.; Yang, A.; Kilb, D. L.; Ma, L.; Ruzic, R.; Peach, C. L.; Layman, C. C.

    2013-12-01

    Videogames have historically gained popularity thanks to their entertainment rather than their educational value. This may be due, in part, to the fact that many educational videogames present academic concepts in dry, quiz-like ways, without the visual experiences, interactivity, and excitement of non-educational games. The increasing availability of tools that allow designers to easily create rich experiences for players now makes it simpler than ever for educational game designers to generate the visual experiences, interactivity, and excitement that gamers have grown to expect. Based on data from our work, when designed effectively, educational games can engage players, teach concepts, and tear down the stereotype of the stuffy, boring educational game. Our team has been experimenting with different ways to present scientific and mathematical concepts to middle and high school students through engaging, interactive games. When designing a gameplay concept, we focus on what we want the player to learn and experience as well as how to maintain a learning environment that is fun and engaging. Techniques that we have found successful include the use of a series of fast-paced 'minigames,' and the use of a 'simulator' learning method that allows a player to learn by completing objectives similar to those completed by today's scientists. Formative evaluations of our games over the past year have revealed both design strengths and weaknesses. Based on findings from a systematic evaluation of game play with diverse groups, with data collected through in-person observations of game play, knowledge assessments, focus groups, interviews with players, and computer tracking of students' game play behavior, we have found that players are uniformly enthusiastic about the educational tools. At the same time, we find there is more work to be done to make our tools fully intuitive, and to effectively present complex mathematical and scientific concepts to learners from a wide

  1. Videogames as an incipient research object inMathematics Education

    Directory of Open Access Journals (Sweden)

    Lluís Albarracín

    2017-01-01

    Full Text Available This article presents a review of research made in the field of mathematics education on the use of video games in the classroom. These investigations have focused on four areas: impact in academic performance focused on mathematical contents, specific mathematical contents learning, videogame design elements for mathematical learning and relation bet-ween videogames and problem solving.  Finally,  we  propose  two  research  new  approaches that  have  not  been  explored  so  far,  like  the  use  of  commercial  videogames  for  mathematical  activities  or  the  use  of  simulation  games  as  environment  to  promote  mathematical modeling.

  2. Gaming well: links between videogames and flourishing mental health.

    Science.gov (United States)

    Jones, Christian M; Scholes, Laura; Johnson, Daniel; Katsikitis, Mary; Carras, Michelle C

    2014-01-01

    This paper is a review of the state of play of research linking videogaming and flourishing, and explores the role of videogames and technology to improve mental health and well-being. Its purpose is to develop understandings about the positive intersection of gaming and well-being, to document evidence regarding links between videogames and positive mental health, and to provide guidelines for use by other researchers as they design and use tools and games to improve mental health and well-being. Using Huppert's (Huppert and So, 2013) proposition that to flourish is more than the absence of mental disorder but rather a combination of feeling good and functioning effectively, resulting in high levels of mental well-being, and Seligman's (Seligman, 2011) PERMA theory of well-being, the paper identifies strengths in existing games that generate positive affect, positive functioning, and positive social functioning, contributing to, and supporting mental health and well-being.

  3. Efficient and Effective Change Principles in Active Videogames.

    Science.gov (United States)

    Straker, Leon M; Fenner, Ashley A; Howie, Erin K; Feltz, Deborah L; Gray, Cindy M; Lu, Amy Shirong; Mueller, Florian Floyd; Simons, Monique; Barnett, Lisa M

    2015-02-01

    Active videogames have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This article considers a range of principles that may be important to the design of effective and efficient active videogames from diverse discipline areas, including behavioral sciences (health behavior change, motor learning, and serious games), business production (marketing and sales), and technology engineering and design (human-computer interaction/ergonomics and flow). Both direct and indirect pathways to impact on population levels of habitual physical activity are proposed, along with the concept of a game use lifecycle. Examples of current active and sedentary electronic games are used to understand how such principles may be applied. Furthermore, limitations of the current usage of theoretical principles are discussed. A suggested list of principles for best practice in active videogame design is proposed along with suggested research ideas to inform practice to enhance physical activity.

  4. Exploring the representation of health in videogames: a content analysis.

    Science.gov (United States)

    Brooksby, Alan

    2008-12-01

    Early qualitative work has suggested that videogame players see the concept of health as an important part of the gaming interface, but the way health is shown in games is commonly considered to be simplistic. The aim of this study is to explore further ways in which the concept of health is represented in videogames beyond its most common usage in the interface. Ten videogames were analyzed for content in mobility, ability, psychology, social, and pain dimensions by coding 15 minutes of videotaped play. Pain was the category that was overwhelmingly represented in this sample, with the social category the second most common. Further work is needed to explore the impact on play experience.

  5. Efficient and Effective Change Principles in Active Videogames

    Science.gov (United States)

    Fenner, Ashley A.; Howie, Erin K.; Feltz, Deborah L.; Gray, Cindy M.; Lu, Amy Shirong; Mueller, Florian “Floyd”; Simons, Monique; Barnett, Lisa M.

    2015-01-01

    Abstract Active videogames have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This article considers a range of principles that may be important to the design of effective and efficient active videogames from diverse discipline areas, including behavioral sciences (health behavior change, motor learning, and serious games), business production (marketing and sales), and technology engineering and design (human–computer interaction/ergonomics and flow). Both direct and indirect pathways to impact on population levels of habitual physical activity are proposed, along with the concept of a game use lifecycle. Examples of current active and sedentary electronic games are used to understand how such principles may be applied. Furthermore, limitations of the current usage of theoretical principles are discussed. A suggested list of principles for best practice in active videogame design is proposed along with suggested research ideas to inform practice to enhance physical activity. PMID:26181680

  6. Correlates of Active Videogame Use in Children.

    Science.gov (United States)

    Schneider, Kristin L; Carter, Jocelyn Smith; Putnam, Cynthia; Keeney, Jacey; DeCator, Draycen D; Kern, Daniel; Aylward, Laura

    2018-04-01

    Active videogames (AVGs) could provide a novel approach to increasing physical activity and decreasing sedentary activity in children, but little is known about which children are likely to use AVGs. This study examined whether youth demographics, social support, and AVG engagement influence use of AVGs and physical activity. A diverse sample of youth participants (42.4% non-Hispanic white), aged 8-14 years (n = 85), who owned an AVG console, completed surveys, wore an activity monitor, and logged AVG use for 1 week. Regression analyses were used to examine variables associated with daily AVG minutes and to examine the relationship between daily AVG minutes and daily steps. Older and non-Hispanic white children played AVGs for fewer minutes per day (P's < 0.03). Greater peer support for playing AVGs was associated with greater daily AVG minutes (P = 0.003). Daily AVG minutes were not associated with daily steps. Results suggest that younger children and children who do not identify as non-Hispanic white may be more open to playing AVGs. Targeting social support in AVG interventions may increase time spent playing AVGs.

  7. The life and work of Tomislav Rakićević

    Directory of Open Access Journals (Sweden)

    Tasić Ana

    2015-01-01

    Full Text Available After the Second World War begins the rapid development of the scientific geography and climatology, the discipline whose pioneer was in the first half of XX century Pavle Vujević, attracts a number of researchers. Tomislav Rakićević, professor at the Faculty of Geography, University of Belgrade, has dedicated its researches to this discipline of physical geography throughout his career, giving it special focus since the 70’s with only occasional researches in his primarily field of hydrogeography. This paper concerns with the life and work of Tomislav Rakićević, his scientific development, professional engagement, researches, fields of interest, influences of his work, participation in various conventions but also with his pedagogical activities, devotion to bring science closer to the public and his work on the popularization of science. Among the honours he received, the “Jovan Cvijić” medal is of the special importance. The paper includes the comprehensive bibliography of published works after 1990, the first of its kind.

  8. Playing With the City: Street Art and Videogames

    DEFF Research Database (Denmark)

    Vazques Marquez, Israel; Pajares Tosca, Susana

    2017-01-01

    In this paper we introduce and describe the phenomenon of videogame street art as a specific kind of street art. We consider its materiality and significance, and conceptualize it in the light of a double manifestation of play: the playful appropriation of the city by the artist and the fact...... that street art encapsulates the act of playing videogames in a visual form. Digital play spills out of our computer screens and occupies the urban space with the explicit intention of involving spectators, who are invited to play in symbolic ways that actualize nostalgic memories of gaming and can be related...

  9. Pissing in the Fountain: Videogames and Expressive Performance

    Directory of Open Access Journals (Sweden)

    Veli-Matti Karhulahti

    2012-04-01

    Full Text Available The drawn-out discussion of videogames as art took a significant step in May last year when the National Endowment for the Arts in the United States added digital games to their list of financially supported art forms. It placed games in the category of Arts in Media among "documentaries and dramatic narratives; media created for theatrical release; performance programs; artistic segments for use within existing series; multi-part webisodes; installations; and short films". This context defines the nature of videogame art – generally thought of in terms of expression through narration and performance – relatively well.

  10. Development and Validation of Videogame Addiction Scale for Children (VASC)

    OpenAIRE

    Y?lmaz, Ey?p; Griffiths, Mark D.; Kan, Adnan

    2017-01-01

    The aim of the present study was to develop a valid and reliable Videogame Addiction Scale for Children (VASC). The data were derived from 780 children who completed the Videogame Addiction Scale (405 girls and 375 boys; 48.1% ranging in age from 9 to 12?years). The sample was randomly split into two different sub-samples (sample 1, n?=?400; sample 2, n?=?380). Sample 1 was used to perform exploratory factor analysis (EFA) to define the factorial structure of VASC. As a result of EFA, a four-...

  11. [Internet and videogame addiction: a review].

    Science.gov (United States)

    Abreu, Cristiano Nabuco de; Karam, Rafael Gomes; Góes, Dora Sampaio; Spritzer, Daniel Tornaim

    2008-06-01

    With the introduction of the new technologies to our daily lives, the Internet and electronic games have become widely and unrestrictedly used tools and one of the major global phenomena in the last decade. Several investigations have attested the benefits from such resources; however, their healthy, adaptive use progressively gave place to their abuse and the lack of control, which have severely impacted on the daily life of millions of users. The objective of this study was to systematically review the articles looking into Internet and electronic games addiction in the general population. We intend, therefore, to evaluate the progression of these concepts in the course of the last decade, as well as contributing to better understand this condition and its comorbidities. A systematic literature review was conducted by means of MedLine, Lilacs, SciELO, and Cochrane using the following terms as a parameter: "Internet addiction", "pathological internet use", "internet abuse", "videogame" , "computer games" and "electronic games". The electronic search was done up to December 2007. Studies conducted in distinct countries still indicate very different prevalence rates; this is probably due to the absence of consensus and the use of diverse names, which brings about the adoption of distinct diagnostic criteria. Many patients reporting abusive use and dependence show significant consequences to their professional, academic (school), social and family lives. Further investigations are needed to determine whether this abusive Internet and electronic game use should be understood as one of the newest psychiatric classifications of the 21st century or just substrates of other disorders.

  12. From Content to Context: Videogames as Designed Experience

    Science.gov (United States)

    Squire, Kurt

    2006-01-01

    Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a "designed experience." Players'…

  13. Videogame-Like Applications to Enhance Autonomous Learning

    Science.gov (United States)

    Berns, Anke; Valero-Franco, Concepción

    2013-01-01

    This paper presents the results of an ongoing study which has been carried out with a group of German Foreign Language students at the University of Cadiz since 2012. The purpose of the study was to analyze the impact of videogame-like applications on foreign language learning and their motivational potential to increase learning beyond the…

  14. Videogames: Multisensory Incentives Boosting Multiple Intelligences in Primary Education

    Science.gov (United States)

    del Moral-Pérez, Mª Esther; Fernández-García, Laura Carlota; Guzmán-Duque, Alba Patricia

    2015-01-01

    Introduction: Our research focused on studying the extent to which the planned, systematic use of educational videogames can result in the generation of learning contexts conducive to developing Multiple Intelligences (MIs) amongst schoolchildren. Methodology: A twofold methodological approach was adopted: a) qualitative: previous assessment and…

  15. LEVEL UP! DESENVOLVIMENTO COGNITIVO, APRENDIZAGEM ENATIVA E VIDEOGAMES

    Directory of Open Access Journals (Sweden)

    Carlos Baum

    Full Text Available Resumo Os videogames são frequentemente acusados de serem prejudiciais à saúde. Sua operatividade colocaria o jogador em uma série de rotinas irracionais, muito próximas a uma relação estímulo-resposta. Sugerimos que tal posição limita as possibilidades de relação entre o videogame e a aprendizagem e está baseada em uma imagem teleológica do desenvolvimento da cognição que toma o aprender como uma caminhada em direção à racionalidade lógica. O presente artigo parte da descrição do aprendizado de um dos autores analisada a partir da retórica procedural com um jogo eletrônico para propor um modo de compreender a ação com o videogame, que convoca a uma constante recomposição do sujeito que joga e do jogo. A teoria da enação, por sua vez, apresenta proposições que sustentam uma modalidade de conhecimento operativo e incorporado, mais próximo da experiência com os videogames.

  16. Biofeedback-Based, Videogame Balance Training in Autism

    Science.gov (United States)

    Travers, Brittany G.; Mason, Andrea H.; Mrotek, Leigh Ann; Ellertson, Anthony; Dean, Douglas C., III; Engel, Courtney; Gomez, Andres; Dadalko, Olga I.; McLaughlin, Kristine

    2018-01-01

    The present study examined the effects of a visual-based biofeedback training on improving balance challenges in autism spectrum disorder (ASD). Twenty-nine youth with ASD (7-17 years) completed an intensive 6-week biofeedback-based videogame balance training. Participants exhibited training-related balance improvements that significantly…

  17. Storyline-Based Videogames in the FL Classroom

    Science.gov (United States)

    Casañ-Pitarch, Ricardo

    2017-01-01

    The use of videogames in the foreign language (FL) classroom seems to be gradually increasing nowadays. TICs are making the lives of educators easier and their teaching methods more effective; these positive experiences make that researchers in this field are constantly introducing and developing new teaching methods and electronic applications.…

  18. Videogames to Promote Physical Activity in Older Adults with Schizophrenia.

    Science.gov (United States)

    Leutwyler, Heather; Hubbard, Erin M; Vinogradov, Sophia; Dowling, Glenna A

    2012-10-01

    Older adults with schizophrenia need physical activity interventions to improve their physical health. The purpose of this report is to describe the preliminary acceptability of a videogame-based physical activity program using the Kinect™ for Xbox 360 game system (Microsoft, Redmond, WA) in older adults with schizophrenia.

  19. Story Immersion in a Health Videogame for Childhood Obesity Prevention.

    Science.gov (United States)

    Lu, Amy Shirong; Thompson, Debbe; Baranowski, Janice; Buday, Richard; Baranowski, Tom

    2012-02-15

    Stories can serve as powerful tools for health interventions. Story immersion refers to the experience of being absorbed in a story. This is among the first studies to analyze story immersion's role in health videogames among children by addressing two main questions: Will children be more immersed when the main characters are similar to them? Do increased levels of immersion relate to more positive health outcomes? Eighty-seven 10-12-year-old African-American, Caucasian, and Hispanic children from Houston, TX, played a health videogame, "Escape from Diab" (Archimage, Houston, TX), featuring a protagonist with both African-American and Hispanic phenotypic features. Children's demographic information, immersion, and health outcomes (i.e., preference, motivation, and self-efficacy) were recorded and then correlated and analyzed. African-American and Hispanic participants reported higher immersion scores than Caucasian participants ( P = 0.01). Story immersion correlated positively ( P values videogame characters and players enhanced immersion and several health outcomes. Effectively embedding characters with similar phenotypic features to the target population in interactive health videogame narratives may be important when motivating children to adopt obesity prevention behaviors.

  20. Developing New Literacies Using Commercial Videogames as Educational Tools

    Science.gov (United States)

    Lacasa, Pilar; Martinez, Rut; Mendez, Laura

    2008-01-01

    The general aim of this paper is to examine how videogames, supported by conversations and theatrical performances in the classroom, can contribute to the development of narrative thought as present in written compositions in various contexts. Given that one of the primary ecological influences on children is the mass media, we discuss how media…

  1. PENGGUNAAN ALGORITMA NDVI DAN EVI PADA CITRA MULTISPEKTRAL UNTUK ANALISA PERTUMBUHAN PADI (STUDI KASUS : KABUPATEN INDRAMAYU, JAWA BARAT

    Directory of Open Access Journals (Sweden)

    Aulia Hafizh S

    2015-02-01

    Full Text Available Kabupaten Indramayu merupakan salah satu kabupaten yang merupakan daerah sentra pertanian dimana sektor ini menyumbang 43% dari total PDRB (Produk Domestik Regional Bruto. Strategi yang tepat dan cepat harus dicanangkan untuk selalu memenuhi kebutuhan akan bahan pokok tersebut. Teknologi penginderaan jauh dapat mengakomodir informasi suatu objek secara cepat dan akurat tanpa harus berinteraksi langsung dengan objek dan dapat dimanfaatkan dalam berbagai aplikasi yang diinginkan. Pembangunan model - model estimasi produktivitas pada beberapa komoditas vegetasi pertanian seperti padi telah digunakan sejak dua dekade lalu. Dari berbagai macam permodelan vegetasi, indeks vegetasi yang paling umum digunakan adalah NDVI (Normalized Difference Vegetation Index dan EVI (Enhanced Vegetation Index. Hasil dari penelitian ini adalah penentuan fase pertumbuhan , masa tanam, dan masa panen tumbuhan padi pada citra MODIS L1B. Masa tanam padi di kabupaten Indramayu berada pada bulan Juni dan Desember 2011, masa panen berada pada bulan  Mei dan September 2011. Citra Aster digunakan sebagai data pendukung untuk menentukan korelasi linear  terhadap data lapangan (fieldspectometer. Korelasi yang dihasilkan Antara Modis - Aster sebesar 0.9576 pada EVI dan 0.9654 pada NDVI; Modis - Fieldspectometer sebesar 0.8798 pada EVI dan 0.9077 pada NDVI; dan pada Aster - Fieldspectometer sebesar 0.9220 pada EVI dan 0.9460 pada NDVI. Korelasi dari ketiga data tersebut memiliki hubungan yang cukup kuat dikarenakan nilai yang dihasilkan mendekati nilai 1.

  2. Video-Games Do Not Negatively Impact Adolescent Academic Performance in Science, Mathematics or Reading

    OpenAIRE

    Drummond, Aaron; Sauer, James D.

    2014-01-01

    Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA) to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and readi...

  3. Real and virtual worlds alike: Adolescents' psychopathology is reflected in their videogame virtual behaviors

    OpenAIRE

    Segev, Aviv; Gabay-Weschler, Hila; Naar, Yossi; Maoz, Hagai; Bloch, Yuval

    2017-01-01

    Current research refers to videogames as a constant variable. However, games today are designed to be highly interactive and versatile: two players may be using the same videogame, but as a result of different using patterns, the game will not necessarily encompass the same content and gameplay. The current study examined the possible relationship between psychopathology and in-game playing patterns. We hypothesized that adolescents would play videogames differently, in a manner that would re...

  4. Best Practices and Provisional Guidelines for Integrating Mobile, Virtual, and Videogame-Based Training and Assessments

    Science.gov (United States)

    2014-01-01

    videogame -based platforms, 2) role of assessments and how they can be implemented within these platforms, or 3) benefits or challenges of the...Technical Report 1334 Best Practices and Provisional Guidelines for Integrating Mobile, Virtual, and Videogame -Based Training and...Virtual, and Videogame -Based Training and Assessments 5a. CONTRACT OR GRANT NUMBER W5J9CQ-11-D-0002 5b. PROGRAM ELEMENT NUMBER 622785

  5. Visual Speed of Processing and Publically Observable Feedback in Video-Game Players

    OpenAIRE

    Patten, James William

    2016-01-01

    Time spent playing action-oriented video-games has been proposed to improve the functioning of visual attention and perception in a number of areas. These benefits are not always consistently reported, however. It was hypothesized that an improvement to visual Speed of Processing (SOP) in action-oriented Video-Game Players (VGPs) underlies many of the benefits of action video-game play, and furthermore the expression of this improvement was modulated by a Hawthorne effect (individuals behavin...

  6. Fun, Flow, and Fitness: Opinions for Making More Effective Active Videogames.

    Science.gov (United States)

    Maloney, Ann E; Mellecker, Robin; Buday, Richard; Gao, Zan; Hinkley, Trina; Esparza, Laura; Alexander, Shirley

    2015-02-01

    Despite active videogames' popularity and ability to increase a player's energy expenditure, research indicates their use sharply declines over time, which limits their utility in promoting physical activity. A frequent criticism is that a player's interest is quickly exhausted. At the preconference of the International Society of Behavioral Nutrition and Physical Activity 2014, a group of investigators and videogame developers gathered to share lessons learned from using serious videogames in health behavior change and offer insight to guide future efforts.

  7. Engagement in Games: Developing an Instrument to Measure Consumer Videogame Engagement and Its Validation

    OpenAIRE

    Abbasi, Amir Zaib; Ting, Ding Hooi; Hlavacs, Helmut

    2017-01-01

    The aim of the study is to develop a new instrument to measure engagement in videogame play termed as consumer videogame engagement. The study followed the scale development procedure to develop an instrument to measure the construct of consumer videogame engagement. In this study, we collected the data in two different phases comprising study 1 (n=136) and study 2 (n=270). We employed SPSS 22.0 for exploratory factor analysis using study 1 respondents to explore the factors for consumer vide...

  8. Breaking out of the industry: The independent games movement as resistance to hegemonic videogame discourse

    OpenAIRE

    Christiansen, Peter

    2013-01-01

    The aim of this thesis is to examine the way that the videogame industry has evolved as a complex sociotechnological system and how the discourse surrounding the industry, as well as videogames as a medium of expression, has shaped that development. This shift in the nature of videogame creation from individual authors and small studios to the monolithic entity known as "the Industry" was accompanied by the creation of an ideology that defines the identity of a community and places constraint...

  9. Videogames and therapy: A narrative review of recent publication and application to treatment.

    Directory of Open Access Journals (Sweden)

    Gilbert Ernest Franco

    2016-07-01

    Full Text Available Individuals who play videogames can interact with virtual worlds, resulting in emotional and intellectual connections that have have therapeutic implications in the hands of a skilled and informed therapist. There is research available in the literature that suggests that videogames are a viable option in psychotherapy. The present article provides a review of the literature available in the use of videogames in treatment, discusses the importance of disseminating the findings in the literature, and discusses the integration of videogames in treatment.

  10. The Influence of Trainee Gaming Experience and Computer Self-Efficacy on Learner Outcomes of Videogame-Based Learning Environments

    National Research Council Canada - National Science Library

    Orvis, Karin A; Orvis, Kara L; Belanich, James; Mullin, Laura N

    2005-01-01

    .... The purpose of the current research was to investigate the influence of two trainee characteristics, prior videogame experience and computer self-efficacy, on learner outcomes of a videogame-based training environment...

  11. Cardiovascular changes in video-game players. Cause for concern?

    Science.gov (United States)

    Gwinup, G; Haw, T; Elias, A

    1983-12-01

    Video games are one of the most popular recreational activities among Americans of all ages, especially teenaged boys and young men. Studies of the health hazards of video-game playing have linked seizures, psychologic disturbances, and other health problems with the games. The study reported here measured changes in blood pressure and heart rate that occurred in 23 young men when they played a video game. The mean systolic blood pressure for the entire group was considerably higher during play than before or after and was significantly higher in novice players than in more skilled players. Heart rate was also significantly higher during play. In view of these results, other cardiovascular changes might be expected to occur during video-game playing. Although the changes reported here were minor, even minor cardiovascular alterations could potentially prove serious in persons with cardiovascular disease.

  12. Pedagogical Dramas and Transformational Play: Realizing Narrative through Videogames Design

    Science.gov (United States)

    Barab, Sasha A.; Dodge, Tyler; Ingram-Goble, Adam; Volk, Charlene; Peppler, Kylie; Pettyjohn, Patrick; Solomou, Maria

    Whereas traditionally stories involve an author, a performer, and an audience, much of the power of videogames as media for advancing narrative springs from their affordance for the player to occupy more than one role—and sometimes all three—simultaneously. In the narratively-rich videogames that we design, players have the opportunity to perform actions, experience consequences, and reflect on the underlying social values that these situations were designed to engage. Here, our focus is on the use of these games to engage children in experiencing ideological struggles associated with realizing social commitments. Toward this end, we will present our theoretical argument for the power of games as a contemporary story medium, grounding this discussion in the demonstration of three game design projects and their implementations.

  13. Storytelling in videogames: a cultural space to learn emocional habilities

    Directory of Open Access Journals (Sweden)

    Graciela Alicia ESNAOLA HORACEK

    2017-07-01

    Full Text Available We want to analyze the characteristics of nowadays learning and the construction of the social identity through the storytelling of videogames. We recognize these technologies as an “homogeneous culture discourse” that can only be understood searching the keys that move the world beyond the walls of the school. From this perspective we are interested in the new spaces of power and authority that these technologies introduce in the institutions. To understand these processes we organize the analysis around certain aspects that operate in the interaction between children and this object. These reasons will guide us in the analyses. The problem of our investigation is defined by stating that videogames are involved in the construction of the social identity of the users facilitating archetypes of identification models. These discourses, also, design learning modes that generate a microculture of practices and meanings with a particular logic different from the school culture. As educators, we are interested in understanding how students organize their behaviours and identifications once immersed in this technological culture. Furthermore, we aim at comprehending the communicative strategies developed by users when utilizing this technology. We claim that these cultural behaviours bring about consequences in academic learning. This investigation presents basic aspects of the theoretical background, underpinning the construction of the social identity in the context of the global condition and the hybridization of cultures. We point out the characteristics of the cultural scenario linking the students and the Informational Society. It also studies in depth the characteristics of the digitalization of the narrative space and the ludic area, which offer us the possibility to analyze videogames from a complex perspective. To sum up, our main interest is to ascertain the characteristics of learning within the storytelling and game narrative generated

  14. Designing a Creature Believability Scale for Videogames

    OpenAIRE

    Barreto , Nuno; Craveirinha , Rui; Roque , Licinio

    2017-01-01

    Part 6: Game Understanding; International audience; This paper describes the design, and early evaluation of a scale aimed at assessing the believability of creatures in videogames. These creatures include all zoomorphic entities that do not qualify as fundamentally human-like, whether or not they have characteristics identifiable as anthropomorphic. The work is based on principles drawn from biology, animation, illustration and artificial intelligence. After developing the scale’s 46 origina...

  15. A Arquivologia e os videogames: primeiras aproximações

    Directory of Open Access Journals (Sweden)

    Roberto Lopes dos Santos Junior

    2016-12-01

    Full Text Available Análise, baseado em levantamento bibliográfico e revisão de literatura em fontes secundárias, identificando, preliminarmente, o “estado da arte” das pesquisas e trabalhos ligados a Arquivologia (e áreas correlatas como Ciência da Informação e Biblioteconomia sobre os videogames. Inicialmente foi feito breve estudo histórico sobre a origem e evolução dos jogos eletrônicos, entre a segunda metade do século vinte e os primeiros anos do século 21. Posteriormente, foram analisadas as principais temáticas localizadas na literatura arquivística sobre os videogames, separadas, respectivamente, nas pretensas características documentais dessas mídias, dos aspectos teóricos ligados a preservação dos videogames, e sobre as estratégias de emulação, encapsulamento, e da utilização de repositórios e museus tecnológicos para o armazenamento desses suportes. O trabalho identificou a existência, principalmente após 2005, de estudos, ligados a Arquivologia norte-americana e europeia, indicando a necessidade de análises aprofundadas sobre diferentes características presentes nos videogames, apesar dos objetivos e premissas que consolidem essas pesquisas ainda estarem em fase de desenvolvimento. O levantamento indicou também que a temática possui potencial de desenvolvimento na Arquivologia brasileira.

  16. Semantic neology in the domain of videogames in Spanish

    Directory of Open Access Journals (Sweden)

    Inmaculada Álvarez de Mon Rego

    2013-04-01

    Full Text Available The aim of this paper is to discuss the meaning of five neologisms in the domain of videogames in Spanish: título, aventura, personaje, plataforma, and rol. Our study focuses on a special type of neologism since the Spanish terms we deal with here are not strictly new words; they are what have been called sense neologisms or neosemanticisms, that is, old words taking a new sense in a different domain. These words were identified as new concepts after a process of analysis based on contextual evidence. This study of neology is based on the analysis of a corpus of press articles evaluating videogames published by the Spanish newspaper El País from 1998 to 2008. The analysis of the instances of use of domain specific terms in the corpus revealed that they acquired new senses different to those they have in other domains where they are also used. The paper explains the process of discovering the specialized meaning these words have developed in the domain of videogames and how the analysis of collocational behavior helps in the process of discovering the new sense and in the design of the definition provided.

  17. Emotions with videogames: increasing the motivation to learn

    Directory of Open Access Journals (Sweden)

    Carina S. GONZÁLEZ

    2017-07-01

    Full Text Available Emotions can influence the learning in a positive or a negative way, especially in the motivation to learn. Have a student motivated or not to learn “something” is one of the autonomous learnig keys. For that reason, in this article we present the design and experimentation of a 3D videogame prototype integrated into a virtual classroom with university students with the aim of analyse how the emotions produced by videogames can influence positive or negatively on the motivation to learn. We have support our research on theories regarding to afective interfaces, computer support colaborative learning (CSCL and videogames; meanwhile for the desing, development and evaluation methodology we have used the guide of Human Computer Interaction (HCI area. In particular, we have followed the User Centered Design (UCD principles. In the evaluation, we have analized the reasons of the motivation and its influence to the positive actitude on the subject. The results of evaluation shows that not only the motivation can be used positively in the learning, but frustation also, for example, can be used to produce a major persistence in the achivemment of learning goals. On the other hand, we found some problems in the perception of ludic things as a learning activity in high levels of teaching, such as univercity students.

  18. Story Immersion in a Health Videogame for Childhood Obesity Prevention

    Science.gov (United States)

    Thompson, Debbe; Baranowski, Janice; Buday, Richard; Baranowski, Tom

    2012-01-01

    Abstract Objective Stories can serve as powerful tools for health interventions. Story immersion refers to the experience of being absorbed in a story. This is among the first studies to analyze story immersion's role in health videogames among children by addressing two main questions: Will children be more immersed when the main characters are similar to them? Do increased levels of immersion relate to more positive health outcomes? Subjects and Methods Eighty-seven 10–12-year-old African-American, Caucasian, and Hispanic children from Houston, TX, played a health videogame, “Escape from Diab” (Archimage, Houston, TX), featuring a protagonist with both African-American and Hispanic phenotypic features. Children's demographic information, immersion, and health outcomes (i.e., preference, motivation, and self-efficacy) were recorded and then correlated and analyzed. Results African-American and Hispanic participants reported higher immersion scores than Caucasian participants (P=0.01). Story immersion correlated positively (P valuesvideogame characters and players enhanced immersion and several health outcomes. Effectively embedding characters with similar phenotypic features to the target population in interactive health videogame narratives may be important when motivating children to adopt obesity prevention behaviors. PMID:24066276

  19. Gaming well: links between videogames and flourishing mental health

    Directory of Open Access Journals (Sweden)

    Christian eJones

    2014-03-01

    Full Text Available This paper is a review of the state of play of research linking videogaming and flourishing, and explores the role of videogames and technology to improve mental health and well-being. Its purpose is to develop understandings about the positive intersection of gaming and well-being, to document evidence regarding links between videogames and positive mental health, and to provide guidelines for use by other researchers as they design and use tools and games to improve mental health and well-being. Using Huppert’s (Huppert & So, 2013 proposition that to flourish is more than the absence of mental disorder but rather a combination of feeling good and functioning effectively resulting in high levels of mental well-being, and Seligman’s (Seligman, 2011 PERMA theory of well-being, the paper identifies strengths in existing games that generate positive affect, positive functioning and positive social functioning, contributing to, and supporting mental health and well-being.

  20. Alpha Test of a Videogame to Increase Children's Vegetable Consumption.

    Science.gov (United States)

    Beltran, Alicia; O'Connor, Teresia; Hughes, Sheryl; Baranowski, Janice; Nicklas, Theresa A; Thompson, Debbe; Baranowski, Tom

    2012-06-01

    This is a report of an alpha test with a computer of one episode of a casual videogame smartphone application, called Kiddio Food Fight™ (Archimage Inc., Houston, TX), targeted at training parents to increase their 3-5-year-old child's vegetable consumption. This was a qualitative study using semistructured interviews. Sixteen parents from three ethnic groups living with their 3-5-year-old child were recruited. Parents provided screening information and informed consent and played the videogame. Afterward, semistructured intensive interviews were conducted about their experience. Parents generally liked the game. Their suggestions included a reduced list of values, rewording of reasons statements, an improved storyline, and feedback during and at the end of the game. The scoring system was ignored or confusing. Problems with the tool bar and game navigation caused problems in performance. A tutorial was requested. Kiddio Food Fight could have positive acceptance among parents with minor modifications. A videogame play could help parents learn effective vegetable parenting practices.

  1. Experiences of time loss among videogame players: an empirical study.

    Science.gov (United States)

    Wood, Richard T A; Griffiths, Mark D; Parke, Adrian

    2007-02-01

    Playing videogames is now a major leisure pursuit, yet research in the area is comparatively sparse. Previous correlational evidence suggests that subjective time loss occurs during playing videogames. This study examined experiences of time loss among a relatively large group of gamers (n = 280). Quantitative and qualitative data were collected through an online survey. Results showed that time loss occurred irrespective of gender, age, or frequency of play, but was associated with particular structural characteristics of games such as their complexity, the presence of multi-levels, missions and/or high scores, multiplayer interactions, and plot. Results also demonstrated that time loss could have both positive and negative outcomes for players. Positive aspects of time loss included helping players to relax and temporarily escape from reality. Negative aspects included the sacrificing of other things in their lives, guilty feelings about wasted time, and social conflict. It is concluded that for many gamers, losing track of time is a positive experience and is one of the main reasons for playing videogames.

  2. Losers Don’t Play Videogames. . . Heroes Do: The Remediation of Videogames in 1980s Science Fiction Films

    Directory of Open Access Journals (Sweden)

    Dawn Stobbart

    2015-07-01

    Full Text Available A decade before the first adaptation of a videogame to film (Super Mario Brothers, 1993, computer and arcade videogames were incorporated as subject matter in mainstream Hollywood films such as War Games (1983, The Terminator (1984, and The Last Starfighter (1984, presenting the new medium through a science fictional lens. While these films aired widespread anxieties about the ability of computers and videogames to start global wars and override human social structures and agency, at the same time, they offered a counterpoint to the traditional masculine hero, which this article will explore, situating the adolescent within the historical context of the 1980s, film, and videogames. The article will also consider the rhetorical questions raised by these films: the protagonist of War Games both inadvertently sets off and stops a chain of events that would lead to World War III. He does more than save the world from his own error, however: he teaches the government’s military computer to think and humanises the machine, rendering it less dangerous. When the protagonist of The Last Starfighter beats the arcade game for which the film is named, he is visited by aliens, who inform him that they planted the game in hope of finding a hero with shooting skills that can save the galaxy from its enemies. They transport him to fight that war, and he emerges a victorious hero. All of these films reinvent the adolescent as a hero, and at the same time, question the role of technology as a growing part of 1980s culture.

  3. [Videogame addiction: a danger for only at-risk children or for all children].

    Science.gov (United States)

    Le Heuzey, Marie-France; Mouren, Marie-Christine

    2012-01-01

    With the rapid growth in the number of children and adolescents having access to videogames, there is a risk of addictive behavior, especially among those with underlying mental illnesses. Yet there is no consensual definition of videogame addiction. Depression, anxiety disorders and hostility are all associated with overuse, but attention-deficit hyperactivity disorder (ADHD) is the most significant predictor.

  4. Toward a consensus definition of pathological video-gaming: a systematic review of psychometric assessment tools

    NARCIS (Netherlands)

    King, D.L.; Haagsma, M.C.; Delfabbro, P.H.; Gradisar, M.; Griffiths, M.D.

    2013-01-01

    Pathological video-gaming, or its proposed DSM-V classification of "Internet Use Disorder", is of increasing interest to scholars and practitioners in allied health disciplines. This systematic review was designed to evaluate the standards in pathological video-gaming instrumentation, according to

  5. Towards a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools

    NARCIS (Netherlands)

    King, Daniel L.; Haagsma, M.C.; Delfabbro, Paul H.; Gradisar, Michael; Griffiths, Mark D.

    2013-01-01

    Pathological video-gaming, or its proposed DSM-V classification of “Internet Use Disorder”, is of increasing interest to scholars and practitioners in allied health disciplines. This systematic review was designed to evaluate the standards in pathological video-gaming instrumentation, according to

  6. Can Videogames Be Used to Develop the Infant Stage Educational Curriculum?

    Science.gov (United States)

    Marín Díaz, Verónica; Martín-Párraga, Javier

    2014-01-01

    The utilization of videogames is not too common due to their consideration as an element that interferes with the educational and learning process. Thus, few teachers are ready to include videogames as didactic tools. Nevertheless, some educators who consider that they have a potential to become didactic tools are progressively adopting videogames…

  7. Children and videogames: leisure activities, aggression, social integration and school performance

    NARCIS (Netherlands)

    van Schie, Emil G.M.; van Schie, E.G.M.; Wiegman, O.

    1997-01-01

    A survey was conducted among 346 children from the 7th and 8th grade of 7 elementary schools to examine possible positive and negative effects of playing videogames. Analyses revealed that playing videogames did not appear to take place at the expense of children's other leisure activities, social

  8. The effect of playing videogames on social, psychological and physiological variables in children and adolescents

    Directory of Open Access Journals (Sweden)

    Moncada Jiménez, José

    2012-01-01

    Full Text Available The purpose of this manuscript will be to present scientific evidence regarding the effects of videogame playing on different aspects of the social life of children and adolescents, as well as the general potential psychological and physiological effects. A literature review from relevant databases has been performed, and experimental and meta-analytical studies have been scrutinized for positive and negative effects of videogames in children and adolescents. In general, it has been found that there is a billionaire videogame industry and yet, despite the worldwide popularity of videogames, research is still scarce and sometimes contradictory. Some research suggests a correlation between excess time video gaming on negative social and psychological aspects such as isolation and aggressive behavior; while other research suggests a positive association with motor learning, motor re-training and resilience. As far as physiological effects it has been reported that active videogames might promote higher energy expenditure than passive videogames; therefore, given an adequate parental instruction might provide videogames beneficial properties to combat the global epidemic of sedentary behavior and obesity. Videogames and everything related «to be» in front of a screen will be common to future generations, and therefore more systematic studies are required to determine the long-term exposure effects to these devices.

  9. Impact of Incentives on the Use of Feedback in Educational Videogames. CRESST Report 813

    Science.gov (United States)

    Delacruz, Girlie C.

    2012-01-01

    Educational videogames can be designed to provide instructional feedback that is responsive to specific actions. However, existing research indicates that students tend to ignore videogame feedback and subsequently use less effective help-seeking strategies. Research on help-seeking in learning environments has primarily focused on the role of…

  10. Categorization of videogames: some comments on 'Children and electronic games' by Funk, et al.

    Science.gov (United States)

    Griffiths, M

    2000-06-01

    Comments are made on an article by Funk, et al. about children and electronic games. This author argues the cross-cultural differences and developmental effects must be taken into account and that the categorization system of videogames based on content is incomplete or too general to cover the complex actions of contemporary videogames. These factors alone may have implications for research.

  11. Dangerous Forms – Playing by the Visual Rules. Ecological Approach to Videogames as Activity

    DEFF Research Database (Denmark)

    Meldgaard, Betty Li Malvang

    2011-01-01

    The purpose of the dissertation is to investigate the role of perception while palying videogames. The main thesis is that theories of perception have been largely overlooked within the videogame research field. The basic assumption is that to address the perceptual implications of game play...

  12. Know Thy Learner: User Characteristics Underlying Effective Videogame-Based Training

    Science.gov (United States)

    Orvis, Karin A.; Horn, Daniel B.; Belanich, James

    2008-01-01

    Some proponents of training games argue that younger adults (Soldiers) are part of the "digital"or "twitch" generation, having grown up uing computers and playing videogames (e.g.,Prensky,2001). The Entertainment Software Association (ESA) reports that 69%of American heads of households play computer and/or videogames. "65% of college students reported being regular or occasional game players" (Jones, 2003).

  13. Engagement in Games: Developing an Instrument to Measure Consumer Videogame Engagement and Its Validation

    Directory of Open Access Journals (Sweden)

    Amir Zaib Abbasi

    2017-01-01

    Full Text Available The aim of the study is to develop a new instrument to measure engagement in videogame play termed as consumer videogame engagement. The study followed the scale development procedure to develop an instrument to measure the construct of consumer videogame engagement. In this study, we collected the data in two different phases comprising study 1 (n=136 and study 2 (n=270. We employed SPSS 22.0 for exploratory factor analysis using study 1 respondents to explore the factors for consumer videogame engagement and reliability analysis. Results of EFA resulted with six-factor solution. We further used SmartPLS 3.0 software on study 2 respondents to further confirm the six-factor solution as reflective measurement model on the first-order level, and three second-order formative constructs on the second-order or higher-order level as formative measurement model. Results of the reflective measurement model and formative measurement model evidenced that consumer videogame engagement has strong psychometric properties and is a valid instrument to measure engagement in videogame play. Results also confirmed that consumer videogame engagement is a multidimensional construct as well as a reflective-formative construct. The study is unique in its investigation as it develops an instrument to measure engagement in videogame play which comprises the cognitive, affective, and behavioral dimensions.

  14. Distinguishing Land Change from Natural Variability and Uncertainty in Central Mexico with MODIS EVI, TRMM Precipitation, and MODIS LST Data

    Directory of Open Access Journals (Sweden)

    Zachary Christman

    2016-06-01

    Full Text Available Precipitation and temperature enact variable influences on vegetation, impacting the type and condition of land cover, as well as the assessment of change over broad landscapes. Separating the influence of vegetative variability independent and discrete land cover change remains a major challenge to landscape change assessments. The heterogeneous Lerma-Chapala-Santiago watershed of central Mexico exemplifies both natural and anthropogenic forces enacting variability and change on the landscape. This study employed a time series of Enhanced Vegetation Index (EVI composites from the Moderate Resolution Imaging Spectoradiometer (MODIS for 2001–2007 and per-pixel multiple linear regressions in order to model changes in EVI as a function of precipitation, temperature, and elevation. Over the seven-year period, 59.1% of the variability in EVI was explained by variability in the independent variables, with highest model performance among changing and heterogeneous land cover types, while intact forest cover demonstrated the greatest resistance to changes in temperature and precipitation. Model results were compared to an independent change uncertainty assessment, and selected regional samples of change confusion and natural variability give insight to common problems afflicting land change analyses.

  15. Correlation maps to assess soybean yield from EVI data in Paraná State, Brazil

    Directory of Open Access Journals (Sweden)

    Gleyce Kelly Dantas Araújo Figueiredo

    Full Text Available ABSTRACT Vegetation indices are widely used to monitor crop development and generally used as input data in models to forecast yield. The first step of this study consisted of using monthly Maximum Value Composites to create correlation maps using Enhanced Vegetation Index (EVI from Moderate Resolution Imaging Spectroradiometer (MODIS sensor mounted on Terra satellite and historical yield during the soybean crop cycle in Paraná State, Brazil, from 2000/2001 to 2010/2011. We compared the ability of forecasting crop yield based on correlation maps and crop specific masks. We ran a preliminary regression model to test its ability on yield estimation for four municipalities during the soybean growing season. A regression model was developed for both methodologies to forecast soybean crop yield using leave-one-out cross validation. The Root Mean Squared Error (RMSE values in the implementation of the model ranged from 0.037 t ha−1 to 0.19 t ha−1 using correlation maps, while for crop specific masks, it varied from 0.21 t ha−1 to 0.35 t ha−1. The model was able to explain 96 % to 98 % of the variance in estimated yield from correlation maps, while it was able to explain only 2 % to 67 % for crop specific mask approach. The results showed that the correlation maps could be used to predict crop yield more effectively than crop specific masks. In addition, this method can provide an indication of soybean yield prior to harvesting.

  16. Interactive Videogame Technologies to Support Independence in the Elderly: A Narrative Review.

    Science.gov (United States)

    Marston, Hannah R; Smith, Stuart T

    2012-04-01

    In recent years the use of videogame technology has increased within the domain of health, in particular to facilitate rehabilitation following a stroke or fall. This review presents an overview of how videogame technologies can be used to address health issues contributing to reduced independence in older adults. Four themes were identified: (1) hardware, (2) software, (3) health issues addressed using videogames, and (4) clinicians' perspectives. Several recommendations have been proposed to build upon the use and integration of videogame technology into rehabilitation and training for older adults. In particular, the use of videogames for health requires an appropriate game classification system for development of games that are appropriate for the physical, cognitive, and social requirements of older adults or those living with a disability.

  17. Charging Electric Vehicles in Smart Cities: An EVI-Pro Analysis of Columbus, Ohio

    Energy Technology Data Exchange (ETDEWEB)

    Wood, Eric W. [National Renewable Energy Lab. (NREL), Golden, CO (United States); Rames, Clement L. [National Renewable Energy Lab. (NREL), Golden, CO (United States); Muratori, Matteo [National Renewable Energy Lab. (NREL), Golden, CO (United States); Srinivasa Raghavan, Sesha [National Renewable Energy Lab. (NREL), Golden, CO (United States); Young, Stanley E. [National Renewable Energy Lab. (NREL), Golden, CO (United States)

    2018-02-09

    With the support of the U.S. Department of Energy's Vehicle Technologies Office, the National Renewable Energy Laboratory (NREL) worked with the City of Columbus, Ohio, to develop a plan for the expansion of the region's network of charging stations to support increased adoption of plug-in electric vehicles (PEVs) in the local market. NREL's Electric Vehicle Infrastructure Projection (EVI-Pro) model was used to generate scenarios of regional charging infrastructure to support consumer PEV adoption. Results indicate that approximately 400 Level 2 plugs at multi-unit dwellings and 350 Level 2 plugs at non-residential locations are required to support Columbus' primary PEV goal of 5,300 PEVs on the road by the end of 2019. This analysis finds that while consumer demand for fast charging is expected to remain low (due to modest anticipated adoption of short-range battery electric vehicles), a minimum level of fast charging coverage across the city is required to ease consumer range anxiety concerns by providing a safety net for unexpected charging events. Sensitivity analyses around some key assumptions have also been performed; of these, consumer preference for PHEV versus BEV and for their electric driving range, ambient conditions, and availability of residential charging at multi-unit dwellings were identified as key determinants of the non-residential PEV charging infrastructure required to support PEV adoption. The results discussed in this report can be leveraged by similar U.S. cities as part of a strategy to accelerate PEV adoption in the light-duty vehicle market.

  18. Active Videogaming for Individuals with Severe Movement Disorders: Results from a Community Study.

    Science.gov (United States)

    Chung, Peter J; Vanderbilt, Douglas L; Schrager, Sheree M; Nguyen, Eugene; Fowler, Eileen

    2015-06-01

    Active videogaming (AVG) has potential to provide positive health outcomes for individuals with cerebral palsy (CP), but their use for individuals with severe motor impairments is limited. Our objective was to evaluate the accessibility and enjoyment of videogames using the Kinect™ (Microsoft, Redmond, WA) with the Flexible Action and Articulated Skeleton Toolkit (FAAST) system (University of Southern California Institute for Creative Technologies, Los Angeles, CA) for individuals with severely limiting CP. A videogaming system was installed in a community center serving adults with CP, and a staff member was instructed in its use. Participants completed a baseline survey assessing demographics, mobility, and prior videogame experience; they then used the FAAST system with Kinect and completed a 5-point Likert survey to assess their experience. Descriptive statistics assessed overall enjoyment of the system, and Mann-Whitney U tests were conducted to determine whether responses differed by demographic factors, mobility, or prior videogame experience. Twenty-two subjects were recruited. The enjoyment scale demonstrated high internal consistency (Cronbach's alpha=0.88). The mean total enjoyment score was 4.24 out of 5. Median scores did not significantly differ by ethnicity, gender, CP severity, or previous videogame exposure. The FAAST with Kinect is a low-cost system that engages individuals with severe movement disorders across a wide range of physical ability and videogame experience. Further research should be conducted on in-home use, therapeutic applications, and potential benefits for socialization.

  19. Health-risk correlates of video-game playing among adults.

    Science.gov (United States)

    Weaver, James B; Mays, Darren; Sargent Weaver, Stephanie; Kannenberg, Wendi; Hopkins, Gary L; Eroğlu, Doğan; Bernhardt, Jay M

    2009-10-01

    Although considerable research suggests that health-risk factors vary as a function of video-game playing among young people, direct evidence of such linkages among adults is lacking. The goal of this study was to distinguish adult video-game players from nonplayers on the basis of personal and environmental factors. It was hypothesized that adults who play video games, compared to nonplayers, would evidence poorer perceptions of their health, greater reliance on Internet-facilitated social support, more extensive media use, and higher BMI. It was further hypothesized that different patterns of linkages between video-game playing and health-risk factors would emerge by gender. A cross-sectional, Internet-based survey was conducted in 2006 with a sample of adults from the Seattle-Tacoma area (n=562), examining health risks; media use behaviors and perceptions, including those related to video-game playing; and demographics. Statistical analyses conducted in 2008 to compare video-game players and nonplayers included bivariate descriptive statistics, stepwise discriminant analysis, and ANOVA. A total of 45.1% of respondents reported playing video games. Female video-game players reported greater depression (M=1.57) and poorer health status (M=3.90) than female nonplayers (depression, M=1.13; health status, M=3.57). Male video-game players reported higher BMI (M=5.31) and more Internet use time (M=2.55) than male nonplayers (BMI, M=5.19; Internet use, M=2.36). The only determinant common to female and male video-game players was greater reliance on the Internet for social support. A number of determinants distinguished video-game players from nonplayers, and these factors differed substantially between men and women. The data illustrate the need for further research among adults to clarify how to use digital opportunities more effectively to promote health and prevent disease.

  20. Changes in cue-induced, prefrontal cortex activity with video-game play.

    Science.gov (United States)

    Han, Doug Hyun; Kim, Yang Soo; Lee, Yong Sik; Min, Kyung Joon; Renshaw, Perry F

    2010-12-01

    Brain responses, particularly within the orbitofrontal and cingulate cortices, to Internet video-game cues in college students are similar to those observed in patients with substance dependence in response to the substance-related cues. In this study, we report changes in brain activity between baseline and following 6 weeks of Internet video-game play. We hypothesized that subjects with high levels of self-reported craving for Internet video-game play would be associated with increased activity in the prefrontal cortex, particularly the orbitofrontal and anterior cingulate cortex. Twenty-one healthy university students were recruited. At baseline and after a 6-week period of Internet video-game play, brain activity during presentation of video-game cues was assessed using 3T blood oxygen level dependent functional magnetic resonance imaging. Craving for Internet video-game play was assessed by self-report on a 7-point visual analogue scale following cue presentation. During a standardized 6-week video-game play period, brain activity in the anterior cingulate and orbitofrontal cortex of the excessive Internet game-playing group (EIGP) increased in response to Internet video-game cues. In contrast, activity observed in the general player group (GP) was not changed or decreased. In addition, the change of craving for Internet video games was positively correlated with the change in activity of the anterior cingulate in all subjects. These changes in frontal-lobe activity with extended video-game play may be similar to those observed during the early stages of addiction.

  1. Jogando phantasy star: trajetória compreensiva ao sentido de jogar videogame

    OpenAIRE

    Thiago de Paula Cruz

    2010-01-01

    Esta pesquisa parte do problema acerca do sentido de jogar videogame. Estudos sobre videogame nunca foram muitos na área acadêmica, todavia vemos um crescimento na preocupação séria com o tema nos últimos anos com os game studies que englobam estudos interdisciplinares vários. O objetivo deste trabalho é compreender como é jogar videogame com base em um relato referente à experiência em Phantasy Star . Propõe-se a utilização do método fenomenológico como forma de análise dos dados e um diálog...

  2. Assessing the Performance of MODIS NDVI and EVI for Seasonal Crop Yield Forecasting at the Ecodistrict Scale

    Directory of Open Access Journals (Sweden)

    Louis Kouadio

    2014-10-01

    Full Text Available Crop yield forecasting plays a vital role in coping with the challenges of the impacts of climate change on agriculture. Improvements in the timeliness and accuracy of yield forecasting by incorporating near real-time remote sensing data and the use of sophisticated statistical methods can improve our capacity to respond effectively to these challenges. The objectives of this study were (i to investigate the use of derived vegetation indices for the yield forecasting of spring wheat (Triticum aestivum L. from the Moderate resolution Imaging Spectroradiometer (MODIS at the ecodistrict scale across Western Canada with the Integrated Canadian Crop Yield Forecaster (ICCYF; and (ii to compare the ICCYF-model based forecasts and their accuracy across two spatial scales-the ecodistrict and Census Agricultural Region (CAR, namely in CAR with previously reported ICCYF weak performance. Ecodistricts are areas with distinct climate, soil, landscape and ecological aspects, whereas CARs are census-based/statistically-delineated areas. Agroclimate variables combined respectively with MODIS-NDVI and MODIS-EVI indices were used as inputs for the in-season yield forecasting of spring wheat during the 2000–2010 period. Regression models were built based on a procedure of a leave-one-year-out. The results showed that both agroclimate + MODIS-NDVI and agroclimate + MODIS-EVI performed equally well predicting spring wheat yield at the ECD scale. The mean absolute error percentages (MAPE of the models selected from both the two data sets ranged from 2% to 33% over the study period. The model efficiency index (MEI varied between −1.1 and 0.99 and −1.8 and 0.99, respectively for the agroclimate + MODIS-NDVI and agroclimate + MODIS-EVI data sets. Moreover, significant improvement in forecasting skill (with decreasing MAPE of 40% and 5 times increasing MEI, on average was obtained at the finer, ecodistrict spatial scale, compared to the coarser CAR scale. Forecast

  3. Videogame: é do bem ou do mal? Como orientar pais

    Directory of Open Access Journals (Sweden)

    Luciana Alves

    2011-06-01

    Full Text Available Desde a década de 70 milhares de crianças, adolescentes e adultos praticam jogos de computador ou videogame. O objetivo deste artigo foi identificar os efeitos deste artefato tecnológico para a cognição, sua aplicabilidade e sua influência sobre o comportamento e a saúde do jogador e, desta forma, delinear orientações para pais e profissionais de saúde que lidam com crianças e adolescentes. Na primeira parte do artigo são apresentados alguns efeitos negativos e positivos dos jogos; na segunda é proposto um conjunto de orientações que podem tornar a brincadeira mais segura; e na última parte, as considerações finais. Concluiu-se que o videogame é uma ferramenta capaz de aperfeiçoar as habilidades cognitivas e perceptivas, sendo os jogos educacionais apontados como uma experiência benéfica aos seus usuários, e que as repercussões negativas se referem, principalmente, ao efeito daqueles com conteúdo de violência.

  4. To Fatality and Beyond: The Deathsetics of Failure in Videogames

    Directory of Open Access Journals (Sweden)

    Stephen Curtis

    2015-07-01

    Full Text Available From the early static ‘Game Over’ screens of 1980s videogames to the elaborate and snuff-like voyeurism of contemporary character death videos, the end of games has always held the potential for a final realisation of the death drive that motivates the player. As technology has developed and enabled the increasing realism, or, more accurately, fidelity, of videogame visuals, a concomitant fascination with the death of the player character has arisen. My article examines the ways in which we can read the aesthetic nature of this development. The relationship between avatar deaths and visual fidelity is emblematic of the rapidly increasing economic aspects of the gaming industry. The constant deaths and restarts of the coin-op arcade games necessitated a killscreen as a financial imperative - ‘Insert coin to continue’ - but gaming’s filmic aspirations, and the accompanying budgets, seem to have reversed this relationship. Instead of frustrating the player through constant deaths, modern games do not require such a transparent application of the economics of play. It is ironic, therefore, that recent games such as Dark Souls have become so unexpectedly popular because of their willingness to kill the player. My article argues for a notion of ‘deathsetics’ predicated on the idea that death is a necessary part of the pleasure of playing games. I provide a brief history of virtual death in games and offer some explanations as to why this aspect has continued to be so central to the gaming experience.

  5. Development and Validation of Videogame Addiction Scale for Children (VASC).

    Science.gov (United States)

    Yılmaz, Eyüp; Griffiths, Mark D; Kan, Adnan

    2017-01-01

    The aim of the present study was to develop a valid and reliable Videogame Addiction Scale for Children (VASC). The data were derived from 780 children who completed the Videogame Addiction Scale (405 girls and 375 boys; 48.1% ranging in age from 9 to 12 years). The sample was randomly split into two different sub-samples (sample 1, n  = 400; sample 2, n  = 380). Sample 1 was used to perform exploratory factor analysis (EFA) to define the factorial structure of VASC. As a result of EFA, a four-factor structure comprising 21 items was obtained and explained 55% of the total variance (the four factors being "self-control," "reward/reinforcement," "problems," and "involvement"). The internal consistency reliability of VASC has found 0.89. Confirmatory factor analysis (CFA) was performed to confirm the factorial structure obtained by EFA in the remaining half of sample ( n  = 390). The obtained fit indices from the CFA confirmed the structure of the EFA. The 21-item VASC has good psychometric properties that can be used among Turkish schoolchildren populations.

  6. Influence of videogames and musical instruments on performances at a simulator for robotic surgery.

    Science.gov (United States)

    Moglia, Andrea; Perrone, Vittorio; Ferrari, Vincenzo; Morelli, Luca; Boggi, Ugo; Ferrari, Mauro; Mosca, Franco; Cuschieri, Alfred

    2017-06-01

    To assess if exposure to videogames, musical instrument playing, or both influence the psychomotor skills level, assessed by a virtual reality simulator for robot-assisted surgery (RAS). A cohort of 57 medical students were recruited: playing musical instruments (group 1), videogames (group 2), both (group 3), and no activity (group 4); all students executed four exercises on a virtual simulator for RAS. Subjects from group 3 achieved the best performances on overall score: 527.09 ± 130.54 vs. 493.73 ± 108.88 (group 2), 472.72 ± 85.31 (group 1), and 403.13 ± 99.83 (group 4). Statistically significant differences (p videogames is higher than that in those practicing either one alone. The effect of videogames appears negligible in individuals playing the piano.

  7. Television watching, videogames, and excess of body fat in Spanish adolescents: the AVENA study.

    Science.gov (United States)

    Vicente-Rodríguez, Germán; Rey-López, J Pablo; Martín-Matillas, Miguel; Moreno, Luis A; Wärnberg, Julia; Redondo, Carlos; Tercedor, Pablo; Delgado, Manuel; Marcos, Ascensión; Castillo, Manuel; Bueno, Manuel

    2008-01-01

    We assessed the individual association of sedentary behaviors with the risk of overweight and excess body fat (overfat) in adolescents. A representative sample (1960 subjects, 1012 males, age 13-18.5 y) of Spanish adolescents was studied within the framework of the Alimentación y Valoración del Estado Nutricional de los Adolescentes (AVENA) study. Television (TV) watching, videogame and computer usage, doing homework, and the way students got to school, physical activity, and socioeconomic status were analyzed. Anthropometrics were measured to describe overweight (International Obesity Task Force cutoffs for body mass index) and overfat (body fat percentage >85th percentile). When all subjects were considered as an entire group, the overweight risk increased by 15.8% (P videogame usage, respectively (both Ps videogame usage (P videogames during the weekend.

  8. Political Leaders after the Cold War. The Case of Slobodan Milošević: Toxic vs. Charismatic Leader

    Directory of Open Access Journals (Sweden)

    Adriana Popoiu

    2012-12-01

    Full Text Available The end of the Cold War is often associated with the close of the year 1989, characterizedby the regaining of independence in Eastern Europe countries that were under dictatorships.The endof the Cold War was also connected with the fall of the Berlin Wall or with the disintegration of theSoviet Union in 1991. This paper is aimed to present Slobodan Milošević, analyzed as a toxic but alsoas a charismatic leader. Furthermore, this paper analyses the role of this political leader in Serbia andalso in the Federal Republic of Yugoslavia. The paper presents the concept of “toxic” leader, with thepurpose of identifying characteristics of this type of leaders. In order to perceive the complexity of theconcept, the paper is focused on a multidimensional study that should emphasize the intentions, thebehaviors, the character of a “toxic” leader, the impact and also the consequences of his decisions andactions. Focusing on Slobodan Milošević, this paper also outlines essential aspects which describe“charismatic” leaders and addresses the challenging possibility of the “charismatic” leaders being“toxic” leaders simultaneously.

  9. MODIS-derived EVI, NDVI and WDRVI time series to estimate phenological metrics in French deciduous forests

    Science.gov (United States)

    Testa, S.; Soudani, K.; Boschetti, L.; Borgogno Mondino, E.

    2018-02-01

    Monitoring forest phenology allows us to study the effects of climate change on vegetated land surfaces. Daily and composite time series (TS) of several vegetation indices (VIs) from MODerate resolution Imaging Spectroradiometer (MODIS) data have been widely used in scientific works for phenological studies since the beginning of the MODIS mission. The objective of this work was to use MODIS data to find the best VI/TS combination to estimate start-of-season (SOS) and end-of-season (EOS) dates across 50 temperate deciduous forests. Our research used as inputs 2001-2012 daily reflectance from MOD09GQ/MOD09GA products and 16-day composite VIs from the MOD13Q1 dataset. The 50 pixels centered on the 50 forest plots were extracted from the above-mentioned MODIS imagery; we then generated 5 different types of TS (1 daily from MOD09 and 4 composite from MOD13Q1) and used all of them to implement 6 VIs, obtaining 30 VI/TS combinations. SOS and EOS estimates were determined for each pixel/year and each VI/TS combination. SOS/EOS estimations were then validated against ground phenological observations. Results showed that, in our test areas, composite TS, if actual acquisition date is considered, performed mostly better than daily TS. EVI, WDRVI0.20 and NDVI were more suitable to SOS estimation, while WDRVI0.05 and EVI were more convenient in estimating early and advanced EOS, respectively.

  10. Pathological videogame use: the role of gender, self-esteem and educational context

    OpenAIRE

    Bilić, Vesna; Ljubin Golub, Tajana

    2011-01-01

    Rationale: This research examined factors associated with pathological use of video games, i.e. videogames addiction (VA) in adolescence. The first aim of the study was to investigate prevalence of addiction to videoames among secondary school students in Zagreb area in Croatia. The second aim was to examine the relationship of gender, self-esteem and educational context in tendency toward pathological videogaming. Method: A sample of 184 (56,5 % female) students from gymnasia and 143 (44,...

  11. Relevance of Videogames in the Learning and Development of Young Children

    Science.gov (United States)

    Zhao, Zhuxuan; Linaza-Iglesias, José L.

    2015-01-01

    Introduction: The study was carried out with children of 2nd, 4th and 6th grades of elementary school in order to explore what and how will children learn from a completely new videogame. Method: We organized children from 2nd, 4th and 6th grades of elemental school, giving them chance to play a freshly released videogame by that time. We formed…

  12. New developments on the neurobiological and pharmaco-genetic mechanisms underlying internet and videogame addiction.

    Science.gov (United States)

    Weinstein, Aviv; Lejoyeux, Michel

    2015-03-01

    There is emerging evidence that the psychobiological mechanisms underlying behavioral addictions such as internet and videogame addiction resemble those of addiction for substances of abuse. Review of brain imaging, treatment and genetic studies on videogame and internet addiction. Literature search of published articles between 2009 and 2013 in Pubmed using "internet addiction" and "videogame addiction" as the search word. Twenty-nine studies have been selected and evaluated under the criteria of brain imaging, treatment, and genetics. Brain imaging studies of the resting state have shown that long-term internet game playing affected brain regions responsible for reward, impulse control and sensory-motor coordination. Brain activation studies have shown that videogame playing involved changes in reward and loss of control and that gaming pictures have activated regions similarly to those activated by cue-exposure to drugs. Structural studies have shown alterations in the volume of the ventral striatum possible as result of changes in reward. Furthermore, videogame playing was associated with dopamine release similar in magnitude to those of drugs of abuse and that there were faulty inhibitory control and reward mechanisms videogame addicted individuals. Finally, treatment studies using fMRI have shown reduction in craving for videogames and reduced associated brain activity. Videogame playing may be supported by similar neural mechanisms underlying drug abuse. Similar to drug and alcohol abuse, internet addiction results in sub-sensitivity of dopamine reward mechanisms. Given the fact that this research is in its early stage it is premature to conclude that internet addiction is equivalent to substance addictions. © American Academy of Addiction Psychiatry.

  13. "To Be Quite Honest, If It Wasn't for Videogames I Wouldn't Have a Social Life at All": Motivations of Young Adults With Autism Spectrum Disorder for Playing Videogames as Leisure.

    Science.gov (United States)

    Finke, Erinn H; Hickerson, Benjamin D; Kremkow, Jennifer M D

    2018-05-03

    Leisure activities are underutilized as a context for intervention in the field of speech-language pathology despite the fact that leisure can be an important context for skill development. The current study investigated the perceptions of individuals with autism spectrum disorder (ASD) who play videogames as their primary leisure activity regarding the role of videogames in their lives and their motivations for playing videogames. Qualitative interview methodology was used to investigate the experiences of 10 18-24-year-olds with ASD. Information was collected about the role of videogames in the lives of adolescents and young adults with ASD and the perceived benefits of playing videogames. Results indicated the participants perceived playing videogames to have a positive impact on their lives and their development. The motivations for playing videogames described are similar to those reported by typically developing populations. Videogaming is a popular leisure pursuit for adolescents and young adults with and without ASD. Speech-language pathologists should consider how videogame play may be a useful context for teaching new communication, social, and language.

  14. Development of a 3D immersive videogame to improve arm-postural coordination in patients with TBI

    OpenAIRE

    Ustinova, Ksenia I; Leonard, Wesley A; Cassavaugh, Nicholas D; Ingersoll, Christopher D

    2011-01-01

    Abstract Background Traumatic brain injury (TBI) disrupts the central and executive mechanisms of arm(s) and postural (trunk and legs) coordination. To address these issues, we developed a 3D immersive videogame-- Octopus. The game was developed using the basic principles of videogame design and previous experience of using videogames for rehabilitation of patients with acquired brain injuries. Unlike many other custom-designed virtual environments, Octopus included an actual gaming component...

  15. Promoting inclusive education, civic scientific literacy, and global citizenship with videogames

    Science.gov (United States)

    Marino, Matthew T.; Hayes, Michael T.

    2012-12-01

    In this response to Yupanqui Munoz and Charbel El-Hani's paper, "The student with a thousand faces: From the ethics in videogames to becoming a citizen", we examine their critique of videogames in science education. Munoz and El-Hani present a critical analysis of videogames such as Grand Theft Auto, Street Fight, Command and Conquer: Generals, Halo, and Fallout 3 using Neil Postman's (1993) conceptualization of technopoly along with Bill Green and Chris Bigum's (1993) notion of the cyborg curriculum. Our contention is that these games are not representative of current educational videogames about science, which hold the potential to enhance civic scientific literacy across a diverse range of students while promoting cross-cultural understandings of complex scientific concepts and phenomenon. We examine games that have undergone empirical investigation in general education science classrooms, such as River City, Quest Atlantis, Whyville, Resilient Planet, and You Make Me Sick!, and discuss the ways these videogames can engage students and teachers in a constructivist dialogue that enhances science education. Our critique extends Munoz and El-Hani's discussion through an examination of the ways videogames can enhance science education by promoting inclusive education, civic scientific literacy, and global citizenship.

  16. The case for causal influences of action videogame play upon vision and attention.

    Science.gov (United States)

    Kristjánsson, Árni

    2013-05-01

    Over the past decade, exciting findings have surfaced suggesting that routine action videogame play improves attentional and perceptual skills. Apparently, performance during multiple-object tracking, useful-field-of-view tests, and task switching improves, contrast sensitivity and spatial-resolution thresholds decrease, and the attentional blink and backward masking are lessened by short-term training on action videogames. These are remarkable findings showing promise for the training of attention and the treatment of disorders of attentional function. While the findings are interesting, evidence of causal influences of videogame play is not as strong as is often claimed. In many studies, observers with game play experience and those without are tested. Such studies do not address causality, since preexisting differences are not controlled for. Other studies investigate the training of videogame play, with some evidence of training benefits. Methodological shortcomings and potential confounds limit their impact, however, and they have not always been replicated. No longitudinal studies on videogame training exist, but these may be required to provide conclusive answers about any benefits of videogame training and any interaction with preexisting differences. Suggestions for methodological improvement are made here, including recommendations for longitudinal studies. Such studies may become crucial for the field of attentional training to reach its full potential.

  17. Playing shooter and driving videogames improves top-down guidance in visual search.

    Science.gov (United States)

    Wu, Sijing; Spence, Ian

    2013-05-01

    Playing action videogames is known to improve visual spatial attention and related skills. Here, we showed that playing action videogames also improves classic visual search, as well as the ability to locate targets in a dual search that mimics certain aspects of an action videogame. In Experiment 1A, first-person shooter (FPS) videogame players were faster than nonplayers in both feature search and conjunction search, and in Experiment 1B, they were faster and more accurate in a peripheral search and identification task while simultaneously performing a central search. In Experiment 2, we showed that 10 h of play could improve the performance of nonplayers on each of these tasks. Three different genres of videogames were used for training: two action games and a 3-D puzzle game. Participants who played an action game (either an FPS or a driving game) achieved greater gains on all search tasks than did those who trained using the puzzle game. Feature searches were faster after playing an action videogame, suggesting that players developed a better target template to guide search in a top-down manner. The results of the dual search suggest that, in addition to enhancing the ability to divide attention, playing an action game improves the top-down guidance of attention to possible target locations. The results have practical implications for the development of training tools to improve perceptual and cognitive skills.

  18. Intrinsic or Extrinsic? Using Videogames to Motivate Stroke Survivors: A Systematic Review.

    Science.gov (United States)

    Swanson, LaTasha R; Whittinghill, David M

    2015-06-01

    The main objective of this study was to explore, via a systematic review of available literature, the effectiveness of videogame-based rehabilitation interventions on the motivation and health outcomes of stroke patients. Using a systematic literature review of 18 articles, we sought to address three key research questions: (1) Do videogames improve function or health outcomes among stroke survivors? (2) Do videogames increase stroke patients' motivation to engage in rehabilitation exercise and activities? (3) Which motivational techniques, principles, and theoretical frameworks have been applied in the reviewed studies? A key word search was conducted, and articles were coded for inclusion of motivational theories or principles, intervention effectiveness, and participants' motivation to perform tasks. Three motivational frameworks and principles were used (self-determination theory [SDT], flow theory, and operant conditioning) to investigate intrinsic and extrinsic approaches. Past research suggests videogame-based interventions are effective at improving and increasing a variety of health-related outcomes, including motor functioning, energy expenditure, muscle strength, and recovery times in stroke patients. Past evidence shows videogame-based interventions are a promising tool to motivate stroke patients' engagement in effective rehabilitation activities. This study also identifies an opportunity for future research to apply motivational theories from SDT to studies on stroke rehabilitation and videogames.

  19. Nintendo Wii video-gaming ability predicts laparoscopic skill.

    Science.gov (United States)

    Badurdeen, Shiraz; Abdul-Samad, Omar; Story, Giles; Wilson, Clare; Down, Sue; Harris, Adrian

    2010-08-01

    Studies using conventional consoles have suggested a possible link between video-gaming and laparoscopic skill. The authors hypothesized that the Nintendo Wii, with its motion-sensing interface, would provide a better model for laparoscopic tasks. This study investigated the relationship between Nintendo Wii skill, prior gaming experience, and laparoscopic skill. In this study, 20 participants who had minimal experience with either laparoscopic surgery or Nintendo Wii performed three tasks on a Webcam-based laparoscopic simulator and were assessed on three games on the Wii. The participants completed a questionnaire assessing prior gaming experience. The score for each of the three Wii games correlated positively with the laparoscopic score (r = 0.78, 0.63, 0.77; P skill overlap between the Nintendo Wii and basic laparoscopic tasks. Surgical candidates with advanced Nintendo Wii ability may possess higher baseline laparoscopic ability.

  20. Active Videogames and Weight Management: Is There a Future?

    Science.gov (United States)

    Maddison, Ralph; Jull, Andrew; Marsh, Samantha; Direito, Artur; Mhurchu, Cliona Ni

    2013-06-01

    We evaluated the effects of an active videogame (AVG) intervention (Sony [Tokyo, Japan] PlayStation(®) EyeToy(®)) compared with non-AVGs on body composition, physical activity, sedentary behavior, and snack food consumption among overweight 10-12-year-old children over 24 weeks. Our research showed a treatment effect on body mass index and percentage body fat in favor of the intervention group. There was no difference between groups for total physical activity levels, but there was an increase in self-reported AVG play and reductions in non-AVG play and snack food consumption in the intervention group. Research is needed to determine how to augment the effects observed in this study.

  1. Videogame playing as distraction technique in course of venipuncture

    Directory of Open Access Journals (Sweden)

    M. Minute

    2012-04-01

    Full Text Available Background: needle-related procedures (venipuncture, intravenous cannulation are the most common source of pain and distress for children. reducing needle related pain and anxiety could be important in order to prevent further distress, especially for children needing multiple hospital admissions. the aim of the present open randomized controlled trial was to investigate the efficacy of adding an active distraction strategy (videogame to eMlA premedication in needle-related pain in children. Methods: one-hundred and nine children (4 -10 years of age were prospectively recruited to enter in the study. ninety-seven were randomized in two groups: CC group (conventional care: eMlA only as control group and Ad group (active distraction: eMlA plus videogame as intervention group. outcome measures were: selfreported pain by mean of FPS-r scale (main study outcome, observer-reported pain by FlACC scale, number of attempts for successful procedure. Results: in both groups FPS-r median rate was 0 (interquartile range: 0-2, with significant pain (FPS-r>4 reported by 9% of subjects. FlACC median rate was 1 in both groups (interquartile range 0-3 in CC group; 0-2 in Ad group. the percentage of children with major pain (FlACC>4 was 18% in CC group and 9% in Ad group (p=0.2. the median of necessary attempts to succeed in the procedures was 1 (interquartile range 1-2 in both groups.. Conclusion: Active distraction doesn’t improve eMlA analgesia for iv cannulation and venipuncture. even though, it resulted in an easily applicable strategy appreciated by children. this technique could be usefully investigated in other painful procedures.

  2. Body Segment Kinematics and Energy Expenditure in Active Videogames.

    Science.gov (United States)

    Böhm, Birgit; Hartmann, Michael; Böhm, Harald

    2016-06-01

    Energy expenditure (EE) in active videogames (AVGs) is a component for assessing its benefit for cardiovascular health. Existing evidence suggests that AVGs are able to increase EE above rest and when compared with playing passive videogames. However, the association between body movement and EE remains unclear. Furthermore, for goal-directed game design, it is important to know the contribution of body segments to EE. This knowledge will help to acquire a certain level of exercise intensity during active gaming. Therefore, the purpose of this study was to determine the best predictors of EE from body segment energies, acceleration, and heart rate during different game situations. EE and body segment movement of 17 subjects, aged 22.1 ± 2.5 years, were measured in two different AVGs. In randomized order, the subjects played a handheld-controlled Nintendo(®) Wii™ tennis (NWT) game and a whole body-controlled Sony EyeToy(®) waterfall (ETW) game. Body segment movement was analyzed using a three-dimensional motion capture system. From the video data, mean values of mechanical energy change and acceleration of 10 body segments were analyzed. Measured EE was significantly higher in ETW (7.8 ± 1.4 metabolic equivalents [METs]) than in NWT (3.4 ± 1.0 METs). The best prediction parameter for the more intense ETW game was the energy change of the right thigh and for the less intense hand-controlled NWT game was the energy change of the upper torso. Segment acceleration was less accurate in predicting EE. The best predictors of metabolic EE were the thighs and the upper torso in whole body and handheld-controlled games, respectively. Increasing movement of these body segments would lead to higher physical activity intensity during gaming, reducing sedentary behavior.

  3. Videogame playing as distraction technique in course of venipuncture.

    Science.gov (United States)

    Minute, M; Badina, L; Cont, G; Montico, M; Ronfani, L; Barbi, E; Ventura, A

    2012-01-01

    Needle-related procedures (venipuncture, intravenous cannulation) are the most common source of pain and distress for children. Reducing needle related pain and anxiety could be important in order to prevent further distress, especially for children needing multiple hospital admissions. The aim of the present open randomized controlled trial was to investigate the efficacy of adding an active distraction strategy (videogame) to EMLA premedication in needle-related pain in children. One-hundred and nine children (4 -10 years of age) were prospectively recruited to enter in the study. Ninety-seven were randomized in two groups: CC group (conventional care: EMLA only) as control group and AD group (active distraction: EMLA plus videogame) as intervention group. Outcome measures were: self-reported pain by mean of FPS-R scale (main study outcome), observer-reported pain by FLACC scale, number of attempts for successful procedure. In both groups FPS-R median rate was 0 (interquartile range: 0-2), with significant pain (FPS-R > 4) reported by 9% of subjects. FLACC median rate was 1 in both groups (interquartile range 0-3 in CC group; 0-2 in AD group). The percentage of children with major pain (FLACC > 4) was 18% in CC group and 9% in AD group (p = 0.2). The median of necessary attempts to succeed in the procedures was 1 (interquartile range 1-2) in both groups.. Active distraction doesn't improve EMLA analgesia for iv cannulation and venipuncture. Even though, it resulted in an easily applicable strategy appreciated by children. This technique could be usefully investigated in other painful procedures.

  4. Muusikamaailm : Lihavõttefestivalid Euroopas. Uus kontserdimaja avati Barcelonas. Johann Adolf Hasse ئ 300. Märtsikuu teisi tähtpäevi / Priit Kuusk

    Index Scriptorium Estoniae

    Kuusk, Priit, 1938-

    1999-01-01

    Lihavõttefestivalidest Salzburgis, Viinis ja Luzernis. kontsertidest, esinejatest. Barcelonas avatud uuest kontserdimajast L"Auditori. Helilooja 300. sünniaastapäeva puhul on mitmel pool Euroopas välja toodud tema ooperite uuslavastusi. Muusikute tähtpäevi märtsis 1999

  5. Masarykʼs Correspondence with the South Slavs: A Collection of Letters from Milan Pribićević to T. G. Masaryk

    Czech Academy of Sciences Publication Activity Database

    Hladký, Ladislav; Škerlová, Jana; Cibulka, Pavel

    2016-01-01

    Roč. 102, č. 3 (2016), s. 393-422 ISSN 0037-6922 Institutional support: RVO:67985963 Keywords : T. G. Masaryk * South Slavs * correspondence * Milan Pribićević * Czech-South Slavs relations Subject RIV: AB - History

  6. The impact of prolonged violent video-gaming on adolescent sleep: an experimental study.

    Science.gov (United States)

    King, Daniel L; Gradisar, Michael; Drummond, Aaron; Lovato, Nicole; Wessel, Jason; Micic, Gorica; Douglas, Paul; Delfabbro, Paul

    2013-04-01

    Video-gaming is an increasingly prevalent activity among children and adolescents that is known to influence several areas of emotional, cognitive and behavioural functioning. Currently there is insufficient experimental evidence about how extended video-game play may affect adolescents' sleep. The aim of this study was to investigate the short-term impact of adolescents' prolonged exposure to violent video-gaming on sleep. Seventeen male adolescents (mean age = 16 ± 1 years) with no current sleep difficulties played a novel, fast-paced, violent video-game (50 or 150 min) before their usual bedtime on two different testing nights in a sleep laboratory. Objective (polysomnography-measured sleep and heart rate) and subjective (single-night sleep diary) measures were obtained to assess the arousing effects of prolonged gaming. Compared with regular gaming, prolonged gaming produced decreases in objective sleep efficiency (by 7 ± 2%, falling below 85%) and total sleep time (by 27 ± 12 min) that was contributed by a near-moderate reduction in rapid eye movement sleep (Cohen's d = 0.48). Subjective sleep-onset latency significantly increased by 17 ± 8 min, and there was a moderate reduction in self-reported sleep quality after prolonged gaming (Cohen's d = 0.53). Heart rate did not differ significantly between video-gaming conditions during pre-sleep game-play or the sleep-onset phase. Results provide evidence that prolonged video-gaming may cause clinically significant disruption to adolescent sleep, even when sleep after video-gaming is initiated at normal bedtime. However, physiological arousal may not necessarily be the mechanism by which technology use affects sleep. © 2012 European Sleep Research Society.

  7. Age-Related Cognitive Effects of Videogame Playing Across the Adult Life span.

    Science.gov (United States)

    Wang, Ping; Zhu, Xing-Ting; Liu, Han-Hui; Zhang, Yi-Wen; Hu, Yang; Li, Hui-Jie; Zuo, Xi-Nian

    2017-08-01

    Previous studies found positive influences of videogame playing on cognition. However, the age-related and task-related effects of videogame experience across the adult life span are still unknown. The current study aimed to systematically investigate this question. The current study used the cross-sectional approach. A total of 166 participants (84 videogame players [VGPs], 82 nonvideogame players [NVGPs]) at the age of 18-80 in the present study were recruited, including 62 young adults aged from 18 to 34 (35 VGPs, 27 NVGPs), 55 middle-aged adults aged between 35 and 59 (24 VGPs, 31 NVGPs), and 49 older adults aged between 60 and 80 (25 VGPs, 24 NVGPs). 1,2 A series of neuropsychological tests from different cognitive domains, including processing speed, visuospatial, attention, memory, and executive function, were conducted on participants. The age-related effects demonstrated that young and older adults benefited more from videogame experience than middle-aged adults. The task-related effects showed that VGPs benefited more from videogame experience in processing speed and visuospatial processing; next was executive function and attention, while no benefits in memory. The effect sizes suggested that the difference in extent between VGPs and NVGPs in processing speed and visuospatial processing is moderate, in attention and executive function is small, and in memory is negligible. The current findings support the beneficial effects and transfer effects of videogame experience; however, the effects presented age-specific and task-specific characteristics. The results provide useful insights for future videogame intervention studies for healthy adults of different ages.

  8. Use of television, videogames, and computer among children and adolescents in Italy.

    Science.gov (United States)

    Patriarca, Alessandro; Di Giuseppe, Gabriella; Albano, Luciana; Marinelli, Paolo; Angelillo, Italo F

    2009-05-13

    This survey determined the practices about television (video inclusive), videogames, and computer use in children and adolescents in Italy. A self-administered anonymous questionnaire covered socio-demographics; behaviour about television, videogames, computer, and sports; parental control over television, videogames, and computer. Overall, 54.1% and 61% always ate lunch or dinner in front of the television, 89.5% had a television in the bedroom while 52.5% of them always watched television there, and 49% indicated that parents controlled the content of what was watched on television. The overall mean length of time daily spent on television viewing (2.8 hours) and the frequency of watching for at least two hours per day (74.9%) were significantly associated with older age, always ate lunch or dinner while watching television, spent more time playing videogames and using computer. Those with parents from a lower socio-economic level were also more likely to spend more minutes viewing television. Two-thirds played videogames for 1.6 daily hours and more time was spent by those younger, males, with parents that do not control them, who watched more television, and who spent more time at the computer. The computer was used by 85% of the sample for 1.6 daily hours and those older, with a computer in the bedroom, with a higher number of computers in home, who view more television and play videogames were more likely to use the computer. Immediate and comprehensive actions are needed in order to diminish time spent at the television, videogames, and computer.

  9. Regional-scale assessment of soil salinity in the Red River Valley using multi-year MODIS EVI and NDVI.

    Science.gov (United States)

    Lobell, D B; Lesch, S M; Corwin, D L; Ulmer, M G; Anderson, K A; Potts, D J; Doolittle, J A; Matos, M R; Baltes, M J

    2010-01-01

    The ability to inventory and map soil salinity at regional scales remains a significant challenge to scientists concerned with the salinization of agricultural soils throughout the world. Previous attempts to use satellite or aerial imagery to assess soil salinity have found limited success in part because of the inability of methods to isolate the effects of soil salinity on vegetative growth from other factors. This study evaluated the use of Moderate Resolution Imaging Spectroradiometer (MODIS) imagery in conjunction with directed soil sampling to assess and map soil salinity at a regional scale (i.e., 10-10(5) km(2)) in a parsimonious manner. Correlations with three soil salinity ground truth datasets differing in scale were made in Kittson County within the Red River Valley (RRV) of North Dakota and Minnesota, an area where soil salinity assessment is a top priority for the Natural Resource Conservation Service (NRCS). Multi-year MODIS imagery was used to mitigate the influence of temporally dynamic factors such as weather, pests, disease, and management influences. The average of the MODIS enhanced vegetation index (EVI) for a 7-yr period exhibited a strong relationship with soil salinity in all three datasets, and outperformed the normalized difference vegetation index (NDVI). One-third to one-half of the spatial variability in soil salinity could be captured by measuring average MODIS EVI and whether the land qualified for the Conservation Reserve Program (a USDA program that sets aside marginally productive land based on conservation principles). The approach has the practical simplicity to allow broad application in areas where limited resources are available for salinity assessment.

  10. The effect of presleep video-game playing on adolescent sleep.

    Science.gov (United States)

    Weaver, Edward; Gradisar, Michael; Dohnt, Hayley; Lovato, Nicole; Douglas, Paul

    2010-04-15

    Video-game use before bedtime has been linked with poor sleep outcomes for adolescents; however, experimental evidence to support this link is sparse. The present study investigated the capacity of presleep video-game playing to extend sleep latency and reduce subjective feelings of sleepiness in adolescents. The arousing psychophysiologic mechanisms involved and the impact of presleep video-game playing on sleep architecture were also explored. Thirteen male adolescent "evening types" (mean age = 16.6 years, SD = 1.1) participated in a counterbalanced, within-subjects design with experimental (active video gaming) and control (passive DVD watching) conditions. The experiment was conducted in the Flinders University Sleep Research Laboratory. Relative to the control condition, presleep video-game playing increased sleep-onset latency (Z= 2.45, p= .01) and reduced subjective sleepiness (Z = 2.36, p = .02)-but only slightly. Video gaming was related to changes in cognitive alertness (as measured by a power: p 0.05). Contrary to previous findings, sleep architecture was unaffected (both rapid eye movement and slow wave sleep: p > 0.05). Results suggest the direct effect of presleep video-game playing on adolescent sleep may be more modest than previously thought, suggesting that surveys linking stimulating presleep activities to poor sleep need substantiating with empirical evidence.

  11. The effects of single bouts of aerobic exercise, exergaming, and videogame play on cognitive control.

    Science.gov (United States)

    O'Leary, Kevin C; Pontifex, Matthew B; Scudder, Mark R; Brown, Michael L; Hillman, Charles H

    2011-08-01

    The effects of single bouts of aerobic exercise, exergaming, and action videogame play on event-related brain potentials (ERPs) and task performance indices of cognitive control were investigated using a modified flanker task that manipulated demands of attentional inhibition. Participants completed four counterbalanced sessions of 20 min of activity intervention (i.e., seated rest, seated videogame play, and treadmill-based and exergame-based aerobic exercise at 60% HR(max)) followed by cognitive testing once heart rate (HR) returned to within 10% of pre-activity levels. Results indicated decreased RT interference following treadmill exercise relative to seated rest and videogame play. P3 amplitude was increased following treadmill exercise relative to rest, suggesting an increased allocation of attentional resources during stimulus engagement. The seated videogame and exergame conditions did not differ from any other condition. The findings indicate that single bouts of treadmill exercise may improve cognitive control through an increase in the allocation of attentional resources and greater interference control during cognitively demanding tasks. However, similar benefits may not be derived following short bouts of aerobic exergaming or seated videogame participation. Although exergames may increase physical activity participation, they may not exert the same benefits to brain and cognition as more traditional physical activity behaviors. Copyright © 2011 International Federation of Clinical Neurophysiology. Published by Elsevier Ireland Ltd. All rights reserved.

  12. Cardiopulmonary Response to Videogaming: Slaying Monsters Using Motion Sensor Versus Joystick Devices.

    Science.gov (United States)

    Sherman, Jeffrey D; Sherman, Michael S; Heiman-Patterson, Terry

    2014-10-01

    Replacing physical activity with videogaming has been implicated in causing obesity. Studies have shown that using motion-sensing controllers with activity-promoting videogames expends energy comparable to aerobic exercise; however, effects of motion-sensing controllers have not been examined with traditional (non-exercise-promoting) videogames. We measured indirect calorimetry and heart rate in 14 subjects during rest and traditional videogaming using motion sensor and joystick controllers. Energy expenditure was higher while subjects were playing with the motion sensor (1.30±0.32 kcal/kg/hour) than with the joystick (1.07±0.26 kcal/kg/hour; Pvideogaming averaged 15.7 percent of predicted maximum for the motion sensor and 11.8 percent of maximum for the joystick. Minute ventilation was higher playing with the motion sensor (10.7±3.5 L/minute) than with the joystick (8.6±1.8 L/minute; Pvideogaming, rather than a result of exercise. We conclude that using a motion sensor with traditional videogames does not provide adequate energy expenditure to provide cardiovascular conditioning.

  13. Solitary Active Videogame Play Improves Executive Functioning More Than Collaborative Play for Children with Special Needs.

    Science.gov (United States)

    Flynn, Rachel M; Colon, Nirmaliz

    2016-12-01

    This pilot study examined the impact of playing an active videogame on executive functioning (EF) skills for children with special needs, who typically have lower EF skills. Acute EF change was measured in 36 children with a range of special needs, including mental health disorders and developmental disabilities. Participants were assigned to one of two active videogame conditions: playing alone and playing with a peer. Two different EF tasks were conducted pre- and postplay. Children who played alone increased their accuracy performance more than children in the paired-play condition on two measures of EF. The study explored potential covariates of prior videogame experience, age, and enjoyment, but none of these variables related to EF change. This study's findings support active videogame play as an activity that can boost EF skills for children with special needs when they play alone. Future research should continue to examine the relationships between EF and active videogame play with a peer to elucidate the contributions of social interactions.

  14. The effects of coping style on virtual reality enhanced videogame distraction in children undergoing cold pressor pain.

    Science.gov (United States)

    Sil, Soumitri; Dahlquist, Lynnda M; Thompson, Caitlin; Hahn, Amy; Herbert, Linda; Wohlheiter, Karen; Horn, Susan

    2014-02-01

    This study sought to evaluate the effectiveness of virtual reality (VR) enhanced interactive videogame distraction for children undergoing experimentally induced cold pressor pain and examined the role of avoidant and approach coping style as a moderator of VR distraction effectiveness. Sixty-two children (6-13 years old) underwent a baseline cold pressor trial followed by two cold pressor trials in which interactive videogame distraction was delivered both with and without a VR helmet in counterbalanced order. As predicted, children demonstrated significant improvement in pain tolerance during both interactive videogame distraction conditions. However, a differential response to videogame distraction with or without the enhancement of VR technology was not found. Children's coping style did not moderate their response to distraction. Rather, interactive videogame distraction with and without VR technology was equally effective for children who utilized avoidant or approach coping styles.

  15. Extensive video-game experience alters cortical networks for complex visuomotor transformations.

    Science.gov (United States)

    Granek, Joshua A; Gorbet, Diana J; Sergio, Lauren E

    2010-10-01

    Using event-related functional magnetic resonance imaging (fMRI), we examined the effect of video-game experience on the neural control of increasingly complex visuomotor tasks. Previously, skilled individuals have demonstrated the use of a more efficient movement control brain network, including the prefrontal, premotor, primary sensorimotor and parietal cortices. Our results extend and generalize this finding by documenting additional prefrontal cortex activity in experienced video gamers planning for complex eye-hand coordination tasks that are distinct from actual video-game play. These changes in activation between non-gamers and extensive gamers are putatively related to the increased online control and spatial attention required for complex visually guided reaching. These data suggest that the basic cortical network for processing complex visually guided reaching is altered by extensive video-game play. Crown Copyright © 2009. Published by Elsevier Srl. All rights reserved.

  16. Social Behaviors and Active Videogame Play in Children with Autism Spectrum Disorder.

    Science.gov (United States)

    Chung, Peter J; Vanderbilt, Douglas L; Soares, Neelkamal S

    2015-06-01

    Children with autism spectrum disorder (ASD) often display problematic and excessive videogame play. Using active videogames (AVGs) may have physical benefits, but its effects on socialization are unknown. We conducted an A-B-A' experiment comparing sedentary videogames and AVGs for three dyads of a child with ASD and his sibling. An augmented reality (AR) game was used to introduce AVGs. Sessions were coded for communication, positive affect, and aggression. One dyad had increases in positive affect with AVGs. Otherwise, social behaviors were unchanged or worse. The AR game demonstrated consistent elevations in social behaviors. Use of AVGs has inconsistent effects on social behavior for children with ASD. Further research is needed to understand mediators of response to AVGs. AR games should be evaluated for potential benefits on socialization and positive affect.

  17. Laying the Foundations for Video-Game Based Language Instruction for the Teaching of EFL

    Directory of Open Access Journals (Sweden)

    Héctor Alejandro Galvis

    2015-04-01

    Full Text Available This paper introduces video-game based language instruction as a teaching approach catering to the different socio-economic and learning needs of English as a Foreign Language students. First, this paper reviews statistical data revealing the low participation of Colombian students in English as a second language programs abroad (U.S. context especially. This paper also provides solid reasons why the use of video games in education and foreign language education is justified. Additionally, this paper reviews second language acquisition theoretical foundations that provide the rationale for adapting video-game based language instruction in light of important second language acquisition constructs such as culture and identity, among others. Finally, this document provides options for further research to construct and test the efficacy of video-game based language instruction while simultaneously leaving it open for collaborative contributions.

  18. Library on Crowd Behavior for Agents Treatment on Videogames

    Directory of Open Access Journals (Sweden)

    M. Proenza

    2013-01-01

    Full Text Available Abstract This paper covers the investigation process and further design and implementation of a library on crowd behaviors for videogames. Three methods were studied in order to pick up one of them, resulting to be Steering Behaviors method the one selected to be adopted. The library supports simulations with a large number of moving agents. It also copes with polygonal obstacles avoidance. Additionally, simulations can be adapted to many contexts by tuning some parameters. The library consists of an original design mostly based on Command Pattern that allows it to be easily usable and extendable.   Resumen Este documento cubre el proceso de investigación y el diseño e implementación de una biblioteca en los comportamientos de multitud de videojuegos. Tres métodos fueron estudiados con el fin de recoger a uno de ellos, el resultado es el método de dirección Comportamientos que se ha seleccionado para su adopción. La biblioteca admite simulaciones con un gran número de agentes móviles. También hace frente a la evitación obstáculos poligonales. Además, las simulaciones se pueden adaptar a diferentes contextos mediante la regulación de algunos parámetros. La biblioteca consta de un diseño original basado principalmente en modelo de comandos que permite que sea fácilmente utilizable y extensible.

  19. Spazio, movimento, prospettiva ed empatia: un prototipo di videogame didattico

    Directory of Open Access Journals (Sweden)

    Pio Alfredo Di Tore

    2014-09-01

    Full Text Available Questo lavoro presenta la cornice teorica che sta alla base della progettazione di un videogame didattico pensato per valutare le abilità di perspective taking (capacità di adottare la prospettiva altrui e di mental rotation (rotazione mentale dei giocatori. Lo studio mira a rilevare come tali abilità siano coinvolte nella relazione empatica e a verificarne le implicazioni in campo educativo. Il lavoro adotta la definizione di empatia riconducibile ad Alain Berthoz ed alla teoria spaziale dell’empatia qui presentata con i relativi sistemi di riferimento spaziale. È inoltre fornita una rapida revisione della letteratura sulla rappresentazione dello spazio nel bambino e sulla rappresentazione dello spazio nel gioco (su base visiva. Infine, il lavoro descrive il prototipo di gioco – realizzato presso l’Università di Salerno – in cui il giocatore si trova alle prese con tre differenti compiti di cui due progettati per misurare le abilità di perspective taking mentre il terzo è calibrato sulle abilità di mental rotation.

  20. Therapeutic Uses of Active Videogames: A Systematic Review.

    Science.gov (United States)

    Staiano, Amanda E; Flynn, Rachel

    2014-12-01

    Active videogames (AVGs) may be useful for promoting physical activity for therapeutic uses, including for balance, rehabilitation, and management of illness or disease. The literature from 64 peer-reviewed publications that assessed health outcomes of AVGs for therapeutic purposes was synthesized. PubMed, Medline, and PyschInfo were queried for original studies related to the use of AVGs to improve physical outcomes in patients who were ill or undergoing rehabilitation related to balance, burn treatment, cancer, cerebral palsy, Down's syndrome, extremity dysfunction or amputation, hospitalization, lupus, Parkinson's disease, spinal injury, or stroke. The following inclusion criteria were used: (1) human subjects; (2) English language; (3) not duplicates; (4) new empirical data; and (5) tests an AVG, including commercially available or custom-designed. Studies were included regardless of participants' age or the study design. Overall, the vast majority of studies demonstrated promising results for improved health outcomes related to therapy, including significantly greater or comparable effects of AVG play versus usual care. However, many studies were pilot trials with small, homogeneous samples, and many studies lacked a control or comparison group. Some trials tested multiweek or multimonth interventions, although many used a single bout of gameplay, and few included follow-up assessments to test sustainability of improved health. AVGs were acceptable and enjoyable to the populations examined and appear as a promising tool for balance, rehabilitation, and illness management. Future research directions and implications for clinicians are discussed.

  1. An Exploratory Study of the Impact of Contextual Cues of Violence in an Active Videogame.

    Science.gov (United States)

    Peng, Wei; Pfeiffer, Karin; Winn, Brian

    2014-04-01

    With the expanded genres of active videogames, one inevitably raises the question of whether it is worthwhile to use active videogames to promote physical activity if games involve violent themes. The purpose of the current study was to explore the effects of contextual cues of violence in an active videogame on (1) state hostility, (2) perceived arousal, (3) game enjoyment, (4) perceived effort in the game, and (5) activity intensity in the game. A one-factor between-subjects experiment with three conditions (minimal, moderate, and extreme contextual cues of violence) of playing an in-house-developed active videogame was conducted. Activity intensity was objectively measured using the ActiGraph (Pensacola, FL) model GT3X accelerometer. Psychological outcomes were measured using established scales. We did not find that the level of contextual cues of violence had any effect on the outcome variables, although the moderate level of contextual cues of violence resulted in a greater amount of feeling mean (P=0.011) and unsociable (P=0.038) among the players immediately after gameplay than players in the minimal contextual cues of violence condition. We did not find any statistically significant difference among the three conditions in terms of enjoyment, perceived arousal, or activity intensity. This study empirically examined the effects of contextual cues of violence in active videogames on player hostility, arousal, and enjoyment after gameplay as well as their physical activity intensity during gameplay. These findings provide some initial evidence to guide active videogame designers and researchers on how to design the games to be more engaging and thus elicit more activities among the players.

  2. Deciding to defect: the effects of video-game violence on cooperative behavior.

    Science.gov (United States)

    Sheese, Brad E; Graziano, William G

    2005-05-01

    This experiment examined the effect of video-game violence on cooperative decision making. Participants (N= 48) were randomly assigned to play either a violent or a nonviolent version of the video game Doom in dyads. Following the video-game task, participants were separated and given an opportunity to choose to cooperate with their partner for mutual gain, withdraw from the interaction, or exploit their partner for their own benefit. Participants in the violent condition were significantly more likely to choose to exploit their partners than participants in the nonviolent condition. These findings suggest that playing violent video games may undermine prosocial motivation and promote exploitive behavior in social interactions.

  3. Audio Haptic Videogaming for Developing Wayfinding Skills in Learners Who are Blind.

    Science.gov (United States)

    Sánchez, Jaime; de Borba Campos, Marcia; Espinoza, Matías; Merabet, Lotfi B

    2014-01-01

    Interactive digital technologies are currently being developed as a novel tool for education and skill development. Audiopolis is an audio and haptic based videogame designed for developing orientation and mobility (O&M) skills in people who are blind. We have evaluated the cognitive impact of videogame play on O&M skills by assessing performance on a series of behavioral tasks carried out in both indoor and outdoor virtual spaces. Our results demonstrate that the use of Audiopolis had a positive impact on the development and use of O&M skills in school-aged learners who are blind. The impact of audio and haptic information on learning is also discussed.

  4. Is it worth it to consider videogames in accounting education? A comparison of a simulation and a videogame in attributes, motivation and learning outcomes

    Directory of Open Access Journals (Sweden)

    Jordi Carenys

    2017-07-01

    Full Text Available The objective of this study is to assess the effectiveness of videogames in comparison to simulations in a higher education environment and with regard to their attributes, motivation, and learning outcomes, as three of the main dimensions that play a role in the effectiveness of digital game-based learning. Results demonstrate significant differences between the attributes and motivation dimensions, while no significant differences were found for the learning outcomes. This would imply that although both instructional tools lead students to the desired level of knowledge acquisition, the motivation generated, together with the set of features provided by the games complement each other, leading to a superior learning experience. These results support the inclusion of videogames as a complement to simulations in higher education accounting and business environments and allow us to propose a blended approach that provides the learner with the ‘best of both worlds’.

  5. Identification of pests and diseases of Dalbergia hainanensis based on EVI time series and classification of decision tree

    Science.gov (United States)

    Luo, Qiu; Xin, Wu; Qiming, Xiong

    2017-06-01

    In the process of vegetation remote sensing information extraction, the problem of phenological features and low performance of remote sensing analysis algorithm is not considered. To solve this problem, the method of remote sensing vegetation information based on EVI time-series and the classification of decision-tree of multi-source branch similarity is promoted. Firstly, to improve the time-series stability of recognition accuracy, the seasonal feature of vegetation is extracted based on the fitting span range of time-series. Secondly, the decision-tree similarity is distinguished by adaptive selection path or probability parameter of component prediction. As an index, it is to evaluate the degree of task association, decide whether to perform migration of multi-source decision tree, and ensure the speed of migration. Finally, the accuracy of classification and recognition of pests and diseases can reach 87%--98% of commercial forest in Dalbergia hainanensis, which is significantly better than that of MODIS coverage accuracy of 80%--96% in this area. Therefore, the validity of the proposed method can be verified.

  6. Spectral narrowing and spin echo for localized carriers with heavy-tailed L evy distribution of hopping times

    Energy Technology Data Exchange (ETDEWEB)

    Yue, Z. [Univ. of Utah, Salt Lake City, UT (United States); Mkhitaryan, Vagharsh [Ames Lab. and Iowa State Univ., Ames, IA (United States); Raikh, M. E. [Univ. of Utah, Salt Lake City, UT (United States)

    2016-02-02

    We study analytically the free induction decay and the spin echo decay originating from the localized carriers moving between the sites which host random magnetic fields. Due to disorder in the site positions and energies, the on-site residence times, , are widely spread according to the L evy distribution. The power-law tail ∝ τ-1-∝ in the distribution of does not affect the conventional spectral narrowing for α > 2, but leads to a dramatic acceleration of the free induction decay in the domain 2 > α > 1. The next abrupt acceleration of the decay takes place as becomes smaller than 1. In the latter domain the decay does not follow a simple-exponent law. To capture the behavior of the average spin in this domain, we solve the evolution equation for the average spin using the approach different from the conventional approach based on the Laplace transform. Unlike the free induction decay, the tail in the distribution of the residence times leads to the slow decay of the spin echo. The echo is dominated by realizations of the carrier motion for which the number of sites, visited by the carrier, is minimal.

  7. The Ethics of Video-Game Monetization Modelling: A Discussion on Ethics and Legitimacy of Micro-transactions

    OpenAIRE

    Khan, Arun Rashid

    2017-01-01

    The purpose of the paper is to present an insight and elaboration of the growing Gaming Industry. As the video-game industry has enjoyed immense growth in both consumers that part-take / consume the product of video-games and increases in profits, current research discourse has been focussed around the emergence of micro-transactions and their role in business model development of the firm. Furthermore research has also been focussed around the sociological aspects of video-games in terms of ...

  8. Effects of the Spock Videogame on Improving Emotional Intelligence in Adolescents

    Science.gov (United States)

    Cejudo, Javier; Latorre, Sebastián

    2015-01-01

    Introduction: The aim of the present research is to experimentally assess the effects of a videogame program ("Spock") for improving emotional intelligence (EI) as an ability among a sample of adolescents. Method: The sample was made up of 92 adolescents, aged 17 to 19, who were currently studying the second year of…

  9. A Qualitative Study to Inform the Development of a Videogame for Adolescent Human Immunodeficiency Virus Prevention

    Science.gov (United States)

    Rosenthal, Marjorie S.; Camenga, Deepa R.; Edelman, E. Jennifer; Fiellin, Lynn E.

    2012-01-01

    Abstract We used qualitative methods to inform the development of an interactive videogame focused on behavior change to reduce risk and promote human immunodeficiency virus (HIV) prevention in young minority adolescents. Guided by community-partnered research principles, we conducted and analyzed 16 individual interviews and six focus groups with 10–15 year-old boys and girls (36 unique participants) at a neighborhood-based nonprofit organization serving youth from low-resource neighborhoods. Three recurrent themes lent themselves to translation into a videogame-based intervention. Adolescents reported protective factors and facilitators to engaging in risk behaviors, including (1) their personal ability to balance the tension between individuation and group membership, (2) the presence of stable mentor figures in their life, and (3) the neighborhood in which they live. We used these themes to inform the design of our videogame intervention with the goal that these methods may increase the intervention's efficacy at promoting HIV prevention by making them more tailored and relevant to a specific population. Our qualitative study provides a practical understanding of how important elements identified by minority youth regarding negotiating around risk behaviors can be integrated into a videogame intervention. These findings offer valuable insights to researchers whose goal is to design effective and tailored interventions to affect behavior change. PMID:24078897

  10. Real and virtual worlds alike: Adolescents' psychopathology is reflected in their videogame virtual behaviors.

    Science.gov (United States)

    Segev, Aviv; Gabay-Weschler, Hila; Naar, Yossi; Maoz, Hagai; Bloch, Yuval

    2017-01-01

    Current research refers to videogames as a constant variable. However, games today are designed to be highly interactive and versatile: two players may be using the same videogame, but as a result of different using patterns, the game will not necessarily encompass the same content and gameplay. The current study examined the possible relationship between psychopathology and in-game playing patterns. We hypothesized that adolescents would play videogames differently, in a manner that would reflect their particular psychopathologies. We examined 47 male adolescents from three diagnostic groups: those suffering from externalizing psychopathologies, internalizing psychopathologies and controls. We performed a high-resolution examination of their gameplay, using in-game quantitative statistics mechanisms of two fundamentally different games, a structured racing game and an unstructured adventure game. While there was no difference in the groups' using patterns of the structured game, there was a high variability between the groups' using patterns when they were using a non-structured game. These findings suggest that virtual behavior in unstructured games is reflective of adolescent-players psychopathology, and might shed light on an unexplored facet of videogames research. Possible implications are discussed.

  11. Story immersion of videogames for youth health promotion: A review of literature

    Science.gov (United States)

    This article reviews research in the fields of psychology, literature, communication, human–computer interaction, public health, and consumer behavior on narrative and its potential relationships with videogames and story immersion. It also reviews a narrative's role in complementing behavioral chan...

  12. Toward a consensus definition of pathological video-gaming: a systematic review of psychometric assessment tools.

    Science.gov (United States)

    King, Daniel L; Haagsma, Maria C; Delfabbro, Paul H; Gradisar, Michael; Griffiths, Mark D

    2013-04-01

    Pathological video-gaming, or its proposed DSM-V classification of "Internet Use Disorder", is of increasing interest to scholars and practitioners in allied health disciplines. This systematic review was designed to evaluate the standards in pathological video-gaming instrumentation, according to Cicchetti (1994) and Groth-Marnat's (2009) criteria and guidelines for sound psychometric assessment. A total of 63 quantitative studies, including eighteen instruments and representing 58,415 participants, were evaluated. Results indicated that reviewed instrumentation may be broadly characterized as inconsistent. Strengths of available measures include: (i) short length and ease of scoring, (ii) excellent internal consistency and convergent validity, and (iii) potentially adequate data for development of standardized norms for adolescent populations. However, key limitations included: (a) inconsistent coverage of core addiction indicators, (b) varying cut-off scores to indicate clinical status, (c) a lack of a temporal dimension, (d) untested or inconsistent dimensionality, and (e) inadequate data on predictive validity and inter-rater reliability. An emerging consensus suggests that pathological video-gaming is commonly defined by (1) withdrawal, (2) loss of control, and (3) conflict. It is concluded that a unified approach to assessment of pathological video-gaming is needed. A synthesis of extant research efforts by meta-analysis may be difficult in the context of several divergent approaches to assessment. Copyright © 2013 Elsevier Ltd. All rights reserved.

  13. Using Free Internet Videogames in Upper Extremity Motor Training for Children with Cerebral Palsy

    Directory of Open Access Journals (Sweden)

    Marisa Sevick

    2016-06-01

    Full Text Available Movement therapy is one type of upper extremity intervention for children with cerebral palsy (CP to improve function. It requires high-intensity, repetitive and task-specific training. Tedium and lack of motivation are substantial barriers to completing the training. An approach to overcome these barriers is to couple the movement therapy with videogames. This investigation: (1 tested the feasibility of delivering a free Internet videogame upper extremity motor intervention to four children with CP (aged 8–17 years with mild to moderate limitations to upper limb function; and (2 determined the level of intrinsic motivation during the intervention. The intervention used free Internet videogames in conjunction with the Microsoft Kinect motion sensor and the Flexible Action and Articulated Skeleton Toolkit software (FAAST software. Results indicated that the intervention could be successfully delivered in the laboratory and the home, and pre- and post- impairment, function and performance assessments were possible. Results also indicated a high level of motivation among the participants. It was concluded that the use of inexpensive hardware and software in conjunction with free Internet videogames has the potential to be very motivating in helping to improve the upper extremity abilities of children with CP. Future work should include results from additional participants and from a control group in a randomized controlled trial to establish efficacy.

  14. Cognitive pitfall! Videogame players are not immune to dual-task costs.

    Science.gov (United States)

    Donohue, Sarah E; James, Brittany; Eslick, Andrea N; Mitroff, Stephen R

    2012-07-01

    With modern technological advances, we often find ourselves dividing our attention between multiple tasks. While this may seem a productive way to live, our attentional capacity is limited, and this yields costs in one or more of the many tasks that we try to do. Some people believe that they are immune to the costs of multitasking and commonly engage in potentially dangerous behavior, such as driving while talking on the phone. But are some groups of individuals indeed immune to dual-task costs? This study examines whether avid action videogame players, who have been shown to have heightened attentional capacities, are particularly adept multitaskers. Participants completed three visually demanding experimental paradigms (a driving videogame, a multiple-object-tracking task, and a visual search), with and without answering unrelated questions via a speakerphone (i.e., with and without a dual-task component). All of the participants, videogame players and nonvideogame players alike, performed worse while engaging in the additional dual task for all three paradigms. This suggests that extensive videogame experience may not offer immunity from dual-task costs.

  15. Prose fiction as a narrative companion for a vegetable parenting videogame

    Science.gov (United States)

    The purpose of this research is to explore the capacity of story to connect to a health-related videogame, as well as the qualities that may increase efficacy by making the story compelling. Parents of 3–5 year-old children often report difficulty getting their children to eat vegetables, which are ...

  16. A Systematic Review of Health Videogames on Childhood Obesity Prevention and Intervention.

    Science.gov (United States)

    Lu, Amy Shirong; Kharrazi, Hadi; Gharghabi, Fardad; Thompson, Debbe

    2013-06-01

    Childhood obesity is a global epidemic. Health videogames are an emerging intervention strategy to combat childhood obesity. This systematic review examined published research on the effect of health videogames on childhood obesity. Fourteen articles examining 28 health videogames published between 2005 and 2013 in English were selected from 2433 articles identified through five major search engines. Results indicated that academic interest in using health videogames for childhood obesity prevention has increased during this time. Most games were commercially available. Most studies were of short duration. Diverse player and game play patterns have been identified. Most studies involved players of both genders with slightly more boys. The majority of players were non-white. Most studies had the players play the games at home, whereas some extended the play setting to school and sports/recreational facilities. Most of the games were commercially available. Positive outcomes related to obesity were observed in about 40 percent of the studies, all of which targeted overweight or obese participants.

  17. Gaining Modelling and Mathematical Experience by Constructing Virtual Sensory Systems in Maze-Videogames

    Science.gov (United States)

    Sacristán, Ana Isabel; Pretelín-Ricárdez, Angel

    2017-01-01

    This work is part of a research project that aims to enhance engineering students' learning of how to apply mathematics in modelling activities of real-world situations, through the construction (design and programming) of videogames. We want also for students to relate their mathematical knowledge with other disciplines (e.g., physics, computer…

  18. Story Immersion of Videogames for Youth Health Promotion: A Review of Literature.

    Science.gov (United States)

    Lu, Amy Shirong; Baranowski, Tom; Thompson, Debbe; Buday, Richard

    2012-06-01

    This article reviews research in the fields of psychology, literature, communication, human-computer interaction, public health, and consumer behavior on narrative and its potential relationships with videogames and story immersion. It also reviews a narrative's role in complementing behavioral change theories and the potential of story immersion for health promotion through videogames. Videogames have potential for health promotion and may be especially promising when attempting to reach youth. An understudied characteristic of videogames is that many contain a narrative, or story. Story immersion (transportation) is a mechanism through which a narrative influences players' cognition, affect, and, potentially, health behavior. Immersion promotes the suspension of disbelief and the reduction of counterarguments, enables the story experience as a personal experience, and creates the player's deep affection for narrative protagonists. Story immersion complements behavioral change theories, including the Theory of Planned Behavior, Social Cognitive Theory, and Self-Determination Theory. Systematic investigations are needed to realize the powerful potential of interactive narratives within theory-driven research.

  19. You Cannot Do This Alone! Increasing Task Interdependence in Cooperative Educational Videogames to Encourage Collaboration

    Science.gov (United States)

    Nebel, Steve; Schneider, Sascha; Beege, Maik; Kolda, Franziska; Mackiewicz, Valerie; Rey, Günter Daniel

    2017-01-01

    Complex, multimedia software such as educational videogames offer a wide range of elements to modify learner behavior. The adjustment of such software might support learning, especially in complex settings like collaborative or cooperative scenarios. Coming from a theoretical background of educational psychology, our experiment seeks to implement…

  20. A new adaptive videogame for training attention and executive functions: design principles and initial validation

    Science.gov (United States)

    Montani, Veronica; De Filippo De Grazia, Michele; Zorzi, Marco

    2014-01-01

    A growing body of evidence suggests that action videogames could enhance a variety of cognitive skills and more specifically attention skills. The aim of this study was to develop a novel adaptive videogame to support the rehabilitation of the most common consequences of traumatic brain injury (TBI), that is the impairment of attention and executive functions. TBI patients can be affected by psychomotor slowness and by difficulties in dealing with distraction, maintain a cognitive set for a long time, processing different simultaneously presented stimuli, and planning purposeful behavior. Accordingly, we designed a videogame that was specifically conceived to activate those functions. Playing involves visuospatial planning and selective attention, active maintenance of the cognitive set representing the goal, and error monitoring. Moreover, different game trials require to alternate between two tasks (i.e., task switching) or to perform the two tasks simultaneously (i.e., divided attention/dual-tasking). The videogame is controlled by a multidimensional adaptive algorithm that calibrates task difficulty on-line based on a model of user performance that is updated on a trial-by-trial basis. We report simulations of user performance designed to test the adaptive game as well as a validation study with healthy participants engaged in a training protocol. The results confirmed the involvement of the cognitive abilities that the game is supposed to enhance and suggested that training improved attentional control during play. PMID:24860529

  1. Videogame Construction by Engineering Students for Understanding Modelling Processes: The Case of Simulating Water Behaviour

    Science.gov (United States)

    Pretelín-Ricárdez, Angel; Sacristán, Ana Isabel

    2015-01-01

    We present some results of an ongoing research project where university engineering students were asked to construct videogames involving the use of physical systems models. The objective is to help them identify and understand the elements and concepts involved in the modelling process. That is, we use game design as a constructionist approach…

  2. The effects of active videogames on BMI among young people: A meta-analysis

    NARCIS (Netherlands)

    Riet, J.P. van 't; Alblas, E.E.; Crutzen, R.M.M.; Lu, A.S.; Novák, D.; Tulu, B.; Brendryen, H.

    2015-01-01

    The objective of this chapter is a systematic review and meta-analysis was performed to quantify the effectiveness of active videogames (AVGs) as obesity prevention interventions aimed at children and adolescents. The method is studies were included that focused on children or adolescents (=18

  3. Videogames en gender : over spelende meiden, sexy avatars en huiselijkheid op het scherm

    NARCIS (Netherlands)

    Vosmeer, M.S.

    2010-01-01

    Nog niet zo lang geleden waren videogames typische mannenmedia, maar tegenwoordig zijn er steeds meer meisjes en vrouwen die ook games spelen. Vergeleken met mannelijke gamers is deze groep echter tamelijk onzichtbaar, en is er weinig over hen bekend. In dit boek komen vrouwelijke gamers in

  4. Disruptive conflicts in computopic space : Japanese sf videogames as sources of otherness and radical political imagination

    NARCIS (Netherlands)

    Roth, Martin Erwin

    2014-01-01

    Can you imagine a radically different world? In our times dominated by neoliberal capitalism, we seem to lack not only viable alternatives, but also the capacity to envision anything outside of the status quo. In this PhD thesis, I show that videogames can be a potential source of inspiration and

  5. A new adaptive videogame for training attention and executive functions: Design principles and initial validation

    Directory of Open Access Journals (Sweden)

    Veronica eMontani

    2014-05-01

    Full Text Available A growing body of evidence suggests that action videogames could enhance a variety of cognitive skills and more specifically attention skills. The aim of this study was to develop a novel adaptive videogame to support the rehabilitation of the most common consequences of traumatic brain injury (TBI, that is the impairment of attention and executive functions. TBI patients can be affected by psychomotor slowness and by difficulties in dealing with distraction, maintain a cognitive set for a long time, processing different simultaneously presented stimuli, and planning purposeful behaviour. Accordingly, we designed a videogame that was specifically conceived to activate those functions. Playing involves visuospatial planning and selective attention, active maintenance of the cognitive set representing the goal, and error monitoring. Moreover, different game trials require to alternate between two tasks (i.e., task switching or to perform the two tasks simultaneously (i.e., divided attention / dual-tasking. The videogame is controlled by a multidimensional adaptive algorithm that calibrates task difficulty on-line based on a model of user performance that is updated on a trial-by-trial basis. We report simulations of user performance designed to test the adaptive game as well as a validation study with healthy participants engaged in a training protocol. The results confirmed the involvement of the cognitive abilities that the game is supposed to enhance and suggested that training improved attentional control during play.

  6. Using Free Internet Videogames in Upper Extremity Motor Training for Children with Cerebral Palsy.

    Science.gov (United States)

    Sevick, Marisa; Eklund, Elizabeth; Mensch, Allison; Foreman, Matthew; Standeven, John; Engsberg, Jack

    2016-06-07

    Movement therapy is one type of upper extremity intervention for children with cerebral palsy (CP) to improve function. It requires high-intensity, repetitive and task-specific training. Tedium and lack of motivation are substantial barriers to completing the training. An approach to overcome these barriers is to couple the movement therapy with videogames. This investigation: (1) tested the feasibility of delivering a free Internet videogame upper extremity motor intervention to four children with CP (aged 8-17 years) with mild to moderate limitations to upper limb function; and (2) determined the level of intrinsic motivation during the intervention. The intervention used free Internet videogames in conjunction with the Microsoft Kinect motion sensor and the Flexible Action and Articulated Skeleton Toolkit software (FAAST) software. Results indicated that the intervention could be successfully delivered in the laboratory and the home, and pre- and post- impairment, function and performance assessments were possible. Results also indicated a high level of motivation among the participants. It was concluded that the use of inexpensive hardware and software in conjunction with free Internet videogames has the potential to be very motivating in helping to improve the upper extremity abilities of children with CP. Future work should include results from additional participants and from a control group in a randomized controlled trial to establish efficacy.

  7. The Work of Play: Meaning-Making in Videogames. New Literacies and Digital Epistemologies. Volume 48

    Science.gov (United States)

    Hung, Aaron Chia Yuan

    2011-01-01

    Some educational researchers claim that videogames can energize learning in both traditional and non-traditional contexts; cultivate skills more useful to a changing economy; and present information in ways more appealing to students. The notion of "serious games" dates back as early as the 1950s, but so far has failed to make a significant…

  8. A new adaptive videogame for training attention and executive functions: design principles and initial validation.

    Science.gov (United States)

    Montani, Veronica; De Filippo De Grazia, Michele; Zorzi, Marco

    2014-01-01

    A growing body of evidence suggests that action videogames could enhance a variety of cognitive skills and more specifically attention skills. The aim of this study was to develop a novel adaptive videogame to support the rehabilitation of the most common consequences of traumatic brain injury (TBI), that is the impairment of attention and executive functions. TBI patients can be affected by psychomotor slowness and by difficulties in dealing with distraction, maintain a cognitive set for a long time, processing different simultaneously presented stimuli, and planning purposeful behavior. Accordingly, we designed a videogame that was specifically conceived to activate those functions. Playing involves visuospatial planning and selective attention, active maintenance of the cognitive set representing the goal, and error monitoring. Moreover, different game trials require to alternate between two tasks (i.e., task switching) or to perform the two tasks simultaneously (i.e., divided attention/dual-tasking). The videogame is controlled by a multidimensional adaptive algorithm that calibrates task difficulty on-line based on a model of user performance that is updated on a trial-by-trial basis. We report simulations of user performance designed to test the adaptive game as well as a validation study with healthy participants engaged in a training protocol. The results confirmed the involvement of the cognitive abilities that the game is supposed to enhance and suggested that training improved attentional control during play.

  9. Videogame Cybersubjects: Questioning the Myths of Violence and Identification (Implications for Educational Technologies)

    Science.gov (United States)

    Jagodzinski, Jan

    2007-01-01

    In this article I explore the question of videogame cybersubjects and the myths of violence and identification made available by the new interactive media so as to vivify what is at stake when it comes to educational technologies. I introduce the concept of interpassivity to provide an aspect of technological interactivity that is missing in the…

  10. Stimulus- en goal-driven control of eye movements: Action videogame players are faster not better

    NARCIS (Netherlands)

    Heimler, B.; Pavani, F.; Donk, M.; van Zoest, W.

    2014-01-01

    Action videogame players (AVGPs) have been shown to outperform nongamers (NVGPs) in covert visual attention tasks. These advantages have been attributed to improved top-down control in this population. The time course of visual selection, which permits researchers to highlight when top-down

  11. Structural Changes after Videogame Practice Related to a Brain Network Associated with Intelligence

    Science.gov (United States)

    Colom, Roberto; Quiroga, Ma. Angeles; Solana, Ana Beatriz; Burgaleta, Miguel; Roman, Francisco J.; Privado, Jesus; Escorial, Sergio; Martinez, Kenia; Alvarez-Linera, Juan; Alfayate, Eva; Garcia, Felipe; Lepage, Claude; Hernandez-Tamames, Juan Antonio; Karama, Sherif

    2012-01-01

    Here gray and white matter changes after four weeks of videogame practice were analyzed using optimized voxel-based morphometry (VBM), cortical surface and cortical thickness indices, and white matter integrity computed from several projection, commissural, and association tracts relevant to cognition. Beginning with a sample of one hundred young…

  12. Child goal setting of dietary and physical activity in a serious videogame

    NARCIS (Netherlands)

    Simons, M.; Baranowski, J.; Thompson, D.; Buday, R.; Abdelsamad, D.; Baranowski, T.

    2013-01-01

    To inform child obesity prevention programs, the current article identified what children thought were the most important goals, values, and perceived barriers related to healthy eating and physical activity (PA) within a serious videogame for health, “Escape from Diab” (Archimage Inc., Houston,

  13. Laying the Foundations for Video-Game Based Language Instruction for the Teaching of EFL

    Science.gov (United States)

    Galvis, Héctor Alejandro

    2015-01-01

    This paper introduces video-game based language instruction as a teaching approach catering to the different socio-economic and learning needs of English as a Foreign Language students. First, this paper reviews statistical data revealing the low participation of Colombian students in English as a second language programs abroad (U.S. context…

  14. Relationship Between Use of Videogames and Sexual Health in Adult Males.

    Science.gov (United States)

    Sansone, Andrea; Sansone, Massimiliano; Proietti, Marco; Ciocca, Giacomo; Lenzi, Andrea; Jannini, Emmanuele A; Romanelli, Francesco

    2017-07-01

    Videogame use is increasingly prevalent in people of all ages, and despite the wide amount of scientific evidence proving a role for electronic entertainment in human health, there is no evidence about the relation between use of videogames and sexual health. To investigate the association between use of videogames and male sexual health. We administered the two validated questionnaires, the Premature Ejaculation Diagnostic Tool (PEDT) and the International Index of Erectile Function (IIEF-15), to men 18 to 50 years old recruited through social networks and specific websites. In addition to the questionnaires, volunteers were asked to provide information on their gaming habit and lifestyle. An extended version of the IIEF-15 and PEDT, including data about gaming habits and relevant lifestyles. From June 18, 2014 through July 31, 2014, 599 men 18 to 50 years old completed the questionnaires. One hundred ninety-nine men reported no sexual activity during the previous 4 weeks; four records were rejected because of inherent errors. The remaining 396 questionnaires were analyzed, with 287 "gamers" (playing >1 hour/day on average) and 109 "non-gamers" providing all the required information. We found a lower prevalence of premature ejaculation in gamers compared with non-gamers (mean PEDT score = 3.57 ± 3.38 vs 4.52 ± 3.7, P videogame use and male sexual health. Compared with non-gamers, men playing videogames for more than 1 hour/day were less likely to have premature ejaculation but more likely to have decreased sexual desire. This is the first study aimed to assess male sexual health in gamers. We identified an association between PEDT and IIEF scores and videogame use; however, these findings require validation through interventional studies. Furthermore, volunteers were recruited through social networks, thus increasing the risk of recruitment bias. To our knowledge, this is the first observational study investigating the link between electronic entertainment and

  15. Health Benefits of Digital Videogames for Older Adults: A Systematic Review of the Literature.

    Science.gov (United States)

    Hall, Amanda K; Chavarria, Enmanuel; Maneeratana, Vasana; Chaney, Beth H; Bernhardt, Jay M

    2012-12-01

    This article is a systematic review conducted of the research literature on digital videogames played by older adults and health outcomes associated with game play. Findings from each study meeting the inclusion criteria were analyzed and summarized into emergent themes to determine the impact of digital games in promoting healthy behaviors among older adults. A systematic review of the research literature was conducted through multiple academic databases for works, published between the years 2000 and 2011, looking at digital videogame interventions with adults 65 years of age and older. Multiple combinations of search terms and Boolean operators relevant to digital videogames and older adults were queried. A criteria matrix was created to code and evaluate studies. Thirteen studies met specific criteria for inclusion and were analyzed in the final review. Significant mental, physical, and social health factors, type of digital game platform, study design, and measurements are among emergent themes summarized from the reviewed research literature. Significant mental health outcomes of digital game interventions were found in the majority of the reviewed studies, followed by physical and lastly social health outcomes in older adults. A majority of the studies revealed significant positive effects on health outcomes associated with digital videogame play among older adults. With current advancements in technology, including advanced motion sensing, digital game platforms have significant potential for positive health impact among older populations. More robust and rigorous research designs are needed to increase validity and reliability of results and establish stronger causal relationships on the health benefits of digital videogame play for older adults.

  16. Adherence to a Videogame-Based Physical Activity Program for Older Adults with Schizophrenia

    Science.gov (United States)

    Hubbard, Erin M.; Dowling, Glenna A.

    2014-01-01

    Abstract Objectives: Adults with schizophrenia are a growing segment of the older adult population. Evidence suggests that they engage in limited physical activity. Interventions are needed that are tailored around their unique limitations. An active videogame-based physical activity program that can be offered at a treatment facility can overcome these barriers and increase motivation to engage in physical activity. The purpose of this report is to describe the adherence to a videogame-based physical activity program using the Kinect® for Xbox® 360 game system (Microsoft®, Redmond, WA) in older adults with schizophrenia. Materials and Methods: This was a descriptive longitudinal study among 34 older adults with schizophrenia to establish the adherence to an active videogame-based physical activity program. In our ongoing program, once a week for 6 weeks, participants played an active videogame, using the Kinect for Xbox 360 game system, for 30 minutes. Adherence was measured with a count of sessions attended and with the total minutes attended out of the possible total minutes of attendance (180 minutes). Results: Thirty-four adults with schizophrenia enrolled in the study. The mean number of groups attended was five out of six total (standard deviation=2), and the mean total minutes attended were 139 out of 180 possible (standard deviation=55). Fifty percent had perfect attendance. Conclusions: Older adults with schizophrenia need effective physical activity programs. Adherence to our program suggests that videogames that use the Kinect for Xbox 360 game system are an innovative way to make physical activity accessible to this population. PMID:26192371

  17. Adherence to a Videogame-Based Physical Activity Program for Older Adults with Schizophrenia.

    Science.gov (United States)

    Leutwyler, Heather; Hubbard, Erin M; Dowling, Glenna A

    2014-08-01

    Adults with schizophrenia are a growing segment of the older adult population. Evidence suggests that they engage in limited physical activity. Interventions are needed that are tailored around their unique limitations. An active videogame-based physical activity program that can be offered at a treatment facility can overcome these barriers and increase motivation to engage in physical activity. The purpose of this report is to describe the adherence to a videogame-based physical activity program using the Kinect(®) for Xbox(®) 360 game system (Microsoft(®), Redmond, WA) in older adults with schizophrenia. This was a descriptive longitudinal study among 34 older adults with schizophrenia to establish the adherence to an active videogame-based physical activity program. In our ongoing program, once a week for 6 weeks, participants played an active videogame, using the Kinect for Xbox 360 game system, for 30 minutes. Adherence was measured with a count of sessions attended and with the total minutes attended out of the possible total minutes of attendance (180 minutes). Thirty-four adults with schizophrenia enrolled in the study. The mean number of groups attended was five out of six total (standard deviation=2), and the mean total minutes attended were 139 out of 180 possible (standard deviation=55). Fifty percent had perfect attendance. Older adults with schizophrenia need effective physical activity programs. Adherence to our program suggests that videogames that use the Kinect for Xbox 360 game system are an innovative way to make physical activity accessible to this population.

  18. Interactive design of patient-oriented video-games for rehabilitation: concept and application.

    Science.gov (United States)

    Lupinacci, Giorgia; Gatti, Gianluca; Melegari, Corrado; Fontana, Saverio

    2018-04-01

    Serious video-games are innovative tools used to train the motor skills of subjects affected by neurological disorders. They are often developed to train a specific type of patients and the rules of the game are standardly defined. A system that allows the therapist to design highly patient-oriented video-games, without specific informatics skills, is proposed. The system consists of one personal computer, two screens, a Kinect™ sensor and a specific software developed here for the design of the video-games. It was tested with the collaboration of three therapists and six patients, and two questionnaires were filled in by each patient to evaluate the appreciation of the rehabilitative sessions. The therapists learned easily how to use the system, and no serious difficulties were encountered by the patients. The questionnaires showed an overall good satisfaction by the patients and highlighted the key-role of the therapist in involving the patients during the rehabilitative session. It was found that the proposed system is effective for developing patient-oriented video-games for rehabilitation. The two main advantages are that the therapist is allowed to (i) develop personalized video-games without informatics skills and (ii) adapt the game settings to patients affected by different pathologies. Implications for rehabilitation Virtual reality and serious video games offer the opportunity to transform the traditional therapy into a more pleasant experience, allowing patients to train their motor and cognitive skills. Both the therapists and the patients should be involved in the development of rehabilitative solutions to be highly patient-oriented. A system for the design of rehabilitative games by the therapist is described and the feedback of three therapists and six patients is reported.

  19. Effects of playing violent videogames on Chinese adolescents' pro-violence attitudes, attitudes toward others, and aggressive behavior.

    Science.gov (United States)

    Wei, Ran

    2007-06-01

    This study examines the effects of exposure to online videogame violence on Chinese adolescents' attitudes toward violence, empathy, and aggressive behavior. Results of bivariate analyses show that playing violent videogames on the Internet was associated with greater tolerance of violence, a lower emphatic attitude, and more aggressive behavior. Results of hierarchical regression analyses showed sustained relationships between exposure and pro-violent attitudes and empathy when exposure was examined simultaneously with gender, computer use, and Internet use. However, the linkage between exposure and aggression became non-significant, suggesting that the effects of playing violent videogames were greater for attitudinal outcomes than on overt behavior. Gender differences in playing videogames and in effects were also found.

  20. A feasibility study on the effectiveness of a full-body videogame intervention for decreasing attention deficit hyperactivity disorder symptoms

    NARCIS (Netherlands)

    Weerdmeester, J.W.; Cima, M.; Granic, I.; Hashemian, Y.; Gotsis, M.

    2016-01-01

    OBJECTIVE: The current study assessed the feasibility and effectiveness of a full-body-driven intervention videogame targeted at decreasing attention deficit hyperactivity disorder (ADHD) symptoms, specifically inattention, hyperactivity, impulsivity, and motor deficiency. MATERIALS AND METHODS: The

  1. Case study: videogame distraction reduces behavioral distress in a preschool-aged child undergoing repeated burn dressing changes: a single-subject design.

    Science.gov (United States)

    Sil, Soumitri; Dahlquist, Lynnda M; Burns, Andrew J

    2013-04-01

    This single-subject design study evaluated the feasibility and efficacy of passive and interactive videogame distraction on behavioral distress for a preschool-aged child receiving repeated burn dressing changes. A 4-year-old girl underwent 3 baseline and 10 videogame distraction sessions (5 passive and 5 interactive) using a restricted alternating treatments design. Observed behavioral distress was coded, and parents and nurses rated the child's distress and cooperative behavior. Relative to baseline, behavioral distress decreased and cooperative behavior increased immediately after the onset of videogame distraction. Single Case Randomization Tests revealed significantly lower behavioral distress and greater cooperation during interactive videogame distraction relative to passive videogame distraction. Interactive videogame distraction appears to be a feasible and effective pain management strategy for a preschool-aged child undergoing repeated painful medical procedures.

  2. Effects of Videogame Distraction using a Virtual Reality Type Head-Mounted Display Helmet on Cold Pressor Pain in Children

    OpenAIRE

    Dahlquist, Lynnda M.; Weiss, Karen E.; Dillinger Clendaniel, Lindsay; Law, Emily F.; Ackerman, Claire Sonntag; McKenna, Kristine D.

    2008-01-01

    Objective To test whether a head-mounted display helmet enhances the effectiveness of videogame distraction for children experiencing cold pressor pain. Method Forty-one children, aged 6–14 years, underwent one or two baseline cold pressor trials followed by two distraction trials in which they played the same videogame with and without the helmet in counterbalanced order. Pain threshold (elapsed time until the child reported pain) and pain tolerance (total time the child kept the hand submer...

  3. The therapeutic use of videogames within secure forensic settings: a review of the literature and application to practice

    OpenAIRE

    Gooch, P.; Living, R.

    2004-01-01

    Engagement in leisure pursuits that involves the use of tools and objects and the exploration of a new environment can provide a success experience that leads to increased feelings of competence and mastery. Such experiences are considered important in the rehabilitation of forensic clients. The findings from videogame research within a general population are compared with those among mental health and forensic clients. Within the general population, videogames may provide opportunities for s...

  4. Monitoring vegetation dynamics with medium resolution MODIS-EVI time series at sub-regional scale in southern Africa

    Science.gov (United States)

    Dubovyk, Olena; Landmann, Tobias; Erasmus, Barend F. N.; Tewes, Andreas; Schellberg, Jürgen

    2015-06-01

    Currently there is a lack of knowledge on spatio-temporal patterns of land surface dynamics at medium spatial scale in southern Africa, even though this information is essential for better understanding of ecosystem response to climatic variability and human-induced land transformations. In this study, we analysed vegetation dynamics across a large area in southern Africa using the 14-years (2000-2013) of medium spatial resolution (250 m) MODIS-EVI time-series data. Specifically, we investigated temporal changes in the time series of key phenometrics including overall greenness, peak and timing of annual greenness over the monitoring period and study region. In order to specifically capture spatial and per pixel vegetation changes over time, we calculated trends in these phenometrics using a robust trend analysis method. The results showed that interannual vegetation dynamics followed precipitation patterns with clearly differentiated seasonality. The earliest peak greenness during 2000-2013 occurred at the end of January in the year 2000 and the latest peak greenness was observed at the mid of March in 2012. Specifically spatial patterns of long-term vegetation trends allowed mapping areas of (i) decrease or increase in overall greenness, (ii) decrease or increase of peak greenness, and (iii) shifts in timing of occurrence of peak greenness over the 14-year monitoring period. The observed vegetation decline in the study area was mainly attributed to human-induced factors. The obtained information is useful to guide selection of field sites for detailed vegetation studies and land rehabilitation interventions and serve as an input for a range of land surface models.

  5. Participant Outcomes from Methods of Recruitment for Videogame Research.

    Science.gov (United States)

    Ryan, Courtney; Dadabhoy, Hafza; Baranowski, Tom

    2018-02-01

    The most productive methods of recruitment for a videogame for health (G4H) trial are not known. Success or failure of recruitment methods has been reported for a variety of clinical trials, but few specifically for G4H trials. This study's goal was to recruit 444 overweight or obese (body mass index percentile between the 84.5th-99.4th percentiles) children between the ages of 10-12 years. The article reports the results of different methods of participant recruitment. Participants had to agree to three fasting blood samples (baseline, immediately after, and 2 months later); be willing to wear an accelerometer for 7 days at each assessment; read and speak English fluently (because the games were in English); have no history of any condition that would affect what he/she could eat or how much physical activity he/she could get; and have an eligible home computer purchased in the last 5 years with high-speed internet. Hardware criteria reflected the types of computers upon which Diab-Nano could be effectively played. Recruitment was conducted over a 35-month period and included electronic media, print advertising, community recruitment, and an internal volunteer list. Respondents were guided to a web-based screening questionnaire that asked for source of hearing about the study. Although diverse recruitment methods were used, slow recruitment resulted in obtaining only 45% of the recruitment goal (n = 199). Electronic media (e.g., radio, television, and internet), which reached millions of targeted parents, resulted in only 76 respondents, of whom 13 became participants; print media (e.g., magazine, newsletter/newspaper, and mail), which also reached large numbers of parents, resulted in 192 respondents, of whom 19 became participants; community recruitment (e.g., school, friend or family, doctors office, flyer, work, community program) resulted in 162 respondents, of whom 38 became participants; and the internal volunteer list resulted in 413 respondents, of

  6. Videogame-Related Illness and Injury: A Review of the Literature and Predictions for Pokémon GO!

    Science.gov (United States)

    Pourmand, Ali; Lombardi, Kevin; Kuhl, Evan; O'Connell, Francis

    2017-02-01

    Reports of videogame-related illness and injury soon emerged in the literature with the inception of videogame systems and subsequent development of novel gaming platforms and technologies. In an effort to better detail the impacts of these phenomena and provide recommendations for injury prevention as it relates to Pokémon Go and the larger world of augmented reality games, we conducted an extensive systems-based review of past trends in videogame-related illness and injury from the literature. A literature review using PubMed, Medline, and PsycInfo databases with search terms "Pokémon GO," "videogame injuries," "augmented reality injuries," and "Nintendo Injury" was performed. The search was limited to the English language, and the Boolean were used to combine the search terms. The literature search yielded 359 peer-reviewed articles, 44 of which met the study criteria and included in the review. Seventeen additional popular press reports detailing injuries related to Pokémon Go were also incorporated. Videogame-related injuries and illness include both physical trauma as well as psychological and behavioral disorder with unique patterns of injury and illness linked to specific gaming platforms. As videogames become increasingly advanced and immersive, they expose players to unique and often more serious injury and illness. Augmented reality games, such as Pokémon GO, are the next step in the evolution of this trend and likely portend a future in which many pathologic processes may become increasingly common.

  7. Video-game play induces plasticity in the visual system of adults with amblyopia.

    Directory of Open Access Journals (Sweden)

    Roger W Li

    2011-08-01

    Full Text Available UNLABELLED: Abnormal visual experience during a sensitive period of development disrupts neuronal circuitry in the visual cortex and results in abnormal spatial vision or amblyopia. Here we examined whether playing video games can induce plasticity in the visual system of adults with amblyopia. Specifically 20 adults with amblyopia (age 15-61 y; visual acuity: 20/25-20/480, with no manifest ocular disease or nystagmus were recruited and allocated into three intervention groups: action videogame group (n = 10, non-action videogame group (n = 3, and crossover control group (n = 7. Our experiments show that playing video games (both action and non-action games for a short period of time (40-80 h, 2 h/d using the amblyopic eye results in a substantial improvement in a wide range of fundamental visual functions, from low-level to high-level, including visual acuity (33%, positional acuity (16%, spatial attention (37%, and stereopsis (54%. Using a cross-over experimental design (first 20 h: occlusion therapy, and the next 40 h: videogame therapy, we can conclude that the improvement cannot be explained simply by eye patching alone. We quantified the limits and the time course of visual plasticity induced by video-game experience. The recovery in visual acuity that we observed is at least 5-fold faster than would be expected from occlusion therapy in childhood amblyopia. We used positional noise and modelling to reveal the neural mechanisms underlying the visual improvements in terms of decreased spatial distortion (7% and increased processing efficiency (33%. Our study had several limitations: small sample size, lack of randomization, and differences in numbers between groups. A large-scale randomized clinical study is needed to confirm the therapeutic value of video-game treatment in clinical situations. Nonetheless, taken as a pilot study, this work suggests that video-game play may provide important principles for treating amblyopia

  8. Video-game play induces plasticity in the visual system of adults with amblyopia.

    Science.gov (United States)

    Li, Roger W; Ngo, Charlie; Nguyen, Jennie; Levi, Dennis M

    2011-08-01

    Abnormal visual experience during a sensitive period of development disrupts neuronal circuitry in the visual cortex and results in abnormal spatial vision or amblyopia. Here we examined whether playing video games can induce plasticity in the visual system of adults with amblyopia. Specifically 20 adults with amblyopia (age 15-61 y; visual acuity: 20/25-20/480, with no manifest ocular disease or nystagmus) were recruited and allocated into three intervention groups: action videogame group (n = 10), non-action videogame group (n = 3), and crossover control group (n = 7). Our experiments show that playing video games (both action and non-action games) for a short period of time (40-80 h, 2 h/d) using the amblyopic eye results in a substantial improvement in a wide range of fundamental visual functions, from low-level to high-level, including visual acuity (33%), positional acuity (16%), spatial attention (37%), and stereopsis (54%). Using a cross-over experimental design (first 20 h: occlusion therapy, and the next 40 h: videogame therapy), we can conclude that the improvement cannot be explained simply by eye patching alone. We quantified the limits and the time course of visual plasticity induced by video-game experience. The recovery in visual acuity that we observed is at least 5-fold faster than would be expected from occlusion therapy in childhood amblyopia. We used positional noise and modelling to reveal the neural mechanisms underlying the visual improvements in terms of decreased spatial distortion (7%) and increased processing efficiency (33%). Our study had several limitations: small sample size, lack of randomization, and differences in numbers between groups. A large-scale randomized clinical study is needed to confirm the therapeutic value of video-game treatment in clinical situations. Nonetheless, taken as a pilot study, this work suggests that video-game play may provide important principles for treating amblyopia, and perhaps other

  9. Video-Game Play Induces Plasticity in the Visual System of Adults with Amblyopia

    Science.gov (United States)

    Li, Roger W.; Ngo, Charlie; Nguyen, Jennie; Levi, Dennis M.

    2011-01-01

    Abnormal visual experience during a sensitive period of development disrupts neuronal circuitry in the visual cortex and results in abnormal spatial vision or amblyopia. Here we examined whether playing video games can induce plasticity in the visual system of adults with amblyopia. Specifically 20 adults with amblyopia (age 15–61 y; visual acuity: 20/25–20/480, with no manifest ocular disease or nystagmus) were recruited and allocated into three intervention groups: action videogame group (n = 10), non-action videogame group (n = 3), and crossover control group (n = 7). Our experiments show that playing video games (both action and non-action games) for a short period of time (40–80 h, 2 h/d) using the amblyopic eye results in a substantial improvement in a wide range of fundamental visual functions, from low-level to high-level, including visual acuity (33%), positional acuity (16%), spatial attention (37%), and stereopsis (54%). Using a cross-over experimental design (first 20 h: occlusion therapy, and the next 40 h: videogame therapy), we can conclude that the improvement cannot be explained simply by eye patching alone. We quantified the limits and the time course of visual plasticity induced by video-game experience. The recovery in visual acuity that we observed is at least 5-fold faster than would be expected from occlusion therapy in childhood amblyopia. We used positional noise and modelling to reveal the neural mechanisms underlying the visual improvements in terms of decreased spatial distortion (7%) and increased processing efficiency (33%). Our study had several limitations: small sample size, lack of randomization, and differences in numbers between groups. A large-scale randomized clinical study is needed to confirm the therapeutic value of video-game treatment in clinical situations. Nonetheless, taken as a pilot study, this work suggests that video-game play may provide important principles for treating amblyopia, and perhaps

  10. Axiological and educational analysis of video-games with violence contents

    Directory of Open Access Journals (Sweden)

    José Antonio ORTEGA CARRILLO

    2017-07-01

    Full Text Available A high percentage of video-games now in the market have contents related with physical and psychological violence. There are investigations that show that this kind of games is mainly used by children and adolescents. This fact reinitiates the polemic of the possible influence in the formation of their personality and, very specially, in the construction of the value scale that will direct their present and future behaviour as citizens. This paper shows the partial results of a recent research in which adult players related with the education area (future teachers analyzed critically the axiological component of a very important group of video-games which are important in the sales lists. For that purpose, a very specific scale has been used, with indicators related to the argument, the initial and final videos, the protagonist’s behaviour, the stenography, clothes, actions and partial and final results obtained by players.

  11. Risk factors in adolescence: the case of gambling, videogame playing, and the internet.

    Science.gov (United States)

    Griffiths, M; Wood, R T

    2000-01-01

    It has been noted that adolescents may be more susceptible to pathological gambling. Not only is it usually illegal, but it appears to be related to high levels of problem gambling and other delinquent activities such as illicit drug taking and alcohol abuse. This paper examines risk factors not only in adolescent gambling but also in videogame playing (which shares many similarities with gambling). There appear to be three main forms of adolescent gambling that have been widely researched. Adolescent gambling activities and general risk factors in adolescent gambling are provided. As well, the influence of technology on adolescents in the form of both videogames and the Internet are examined. It is argued that technologically advanced forms of gambling may be highly appealing to adolescents.

  12. The influence of the TV and Videogames in Education of Children: Violence and Children

    Directory of Open Access Journals (Sweden)

    Serafín Aldea Muñoz

    2003-07-01

    Full Text Available We have chosen this topic for research as we consider it a transcendental problem in the lives of children today, considering the importance which television now has toward childhood behavior and the increase of programming in new channels and the widespread use of videogames. Nowadays television hasn`t got sufficiently stipulated timetables; therefore children frequently watch violent scenes which are inappropriate for their age, with the added danger that they may want to imitate those scenes which cause the greatest impact in them and which can even cause them harm. We are including a recent research project (1999 on the influence of television and videogames in the conduct of children, as well as brief history of the principal authors who have studied this topic, the evolution of which has brought about notable changes and educational consequences.

  13. Between Pixels And Play: The Role of the Photograph in Videogame Nostalgias

    OpenAIRE

    Gazzard, A.

    2016-01-01

    The histories of videogames are so often contained with nostalgia for the screen, for the arcade, console, computer or game box design, and for the experience of playing itself. Various amateur photographs now archived on Flickr allow us to remember beyond the stereotypical, albeit iconic, imagery of Pac-Man and Space Invaders. The essence of play becomes captured in the photograph as a “collective memory” and “reflective nostalgia” for the places, times and actions inherent in the histories ...

  14. Mechanisms influencing older adolescents' bedtimes during videogaming: the roles of game difficulty and flow.

    Science.gov (United States)

    Smith, Lisa J; King, Daniel L; Richardson, Cele; Roane, Brandy M; Gradisar, Michael

    2017-11-01

    A relationship between evening technology use and sleep has been established, and models suggest various mechanisms to explain this relationship. Recent updates to these models also suggest the influence of individual difference factors, such that the relationship between technology and sleep varies between young people. Flow is an experience of immersion and time distortion that could vary between adolescents when using technology. The aim of the present study was to investigate the effects of flow on the self-selected bedtimes of adolescents when videogaming. Seventeen older adolescent, experienced videogamers (age = 15.9 ± 0.83 years), played a new videogame on two school-night evenings in a sleep laboratory. Game difficulty was set to "hard" one evening (flow condition) and "easy" on the other evening (disrupted flow). Trait and state flow were measured, along with heart rate during videogaming, and bedtime measured objectively with real-time cameras. An interaction effect for heart rate indicated an elevated heart rate in the easy condition after 150 min of gaming (p Adolescents high on trait flow played for longer and selected significantly later bedtimes than their low trait flow peers but only for the hard (flow) condition (12:22 AM vs. 10:53 PM, p = 0.004). Similarly, adolescents with high state flow went to bed significantly later than those low on state flow (12:24 PM vs. 10:52 PM, p = 0.001), again only in the hard condition. These findings suggest that individual and situational characteristics may amplify the effects of technology use on the "sleep" of adolescents and provides support for the displacement of bedtime hypothesis. Copyright © 2017 Elsevier B.V. All rights reserved.

  15. A Qualitative Study to Inform the Development of a Videogame for Adolescent Human Immunodeficiency Virus Prevention

    OpenAIRE

    Hieftje, Kimberly; Rosenthal, Marjorie S.; Camenga, Deepa R.; Edelman, E. Jennifer; Fiellin, Lynn E.

    2012-01-01

    We used qualitative methods to inform the development of an interactive videogame focused on behavior change to reduce risk and promote human immunodeficiency virus (HIV) prevention in young minority adolescents. Guided by community-partnered research principles, we conducted and analyzed 16 individual interviews and six focus groups with 10–15 year-old boys and girls (36 unique participants) at a neighborhood-based nonprofit organization serving youth from low-resource neighborhoods. Three r...

  16. Preliminary investigation of a videogame prototype for cigarette and marijuana prevention in adolescents.

    Science.gov (United States)

    Duncan, Lindsay R; Hieftje, Kimberly D; Pendergrass, Tyra M; Sawyer, Benjamin G; Fiellin, Lynn E

    2018-02-09

    Videogames are becoming increasingly popular to deliver health interventions; however, their role in the primary prevention of cigarette and marijuana use has not yet been evaluated. The purpose of this study was to conduct a preliminary test of the efficacy of a role-playing videogame prototype, smokeSCREEN, aimed at developing knowledge and behavioral skills associated with primary prevention of cigarette and marijuana use. The authors also explored participants' gameplay experience. This study employed a 1-group pretest-posttest design with 25 adolescent boys and girls aged 11 to 14 years (M age = 11.56, SD = 0.77) who had never tried cigarettes or marijuana. Participants played four 1-hour gameplay sessions over a 2-week period. Assessments of knowledge, self-efficacy, attitudes, perceived norms, and intentions related to cigarette and marijuana prevention were collected at baseline and 2-week and 12-week follow-ups. Ratings of gameplay experience were collected after the 2 weeks of gameplay. One-way repeated-measures analyses of variance (ANOVAs) were conducted. Findings are (1) improvements in knowledge for both cigarette (Wilks' λ = 0.62, F(2, 23) = 7.21, P = .004) and marijuana (Wilks' λ = 0.67, F(2, 23) = 5.75, P = .009) use from pre- to post-gameplay that were characterized by large effects; and (2) nonsignificant trends in the expected direction emerged for changes in self-efficacy and perceived norms related to both cigarettes and marijuana that were characterized by medium-large effects. Overall, the players provided positive reports of their experience with the smokeSCREEN videogame prototype. These findings provide preliminary evidence that a videogame has the potential to influence key cognitive and motivational variables and can be an engaging means to deliver a cigarette and marijuana prevention intervention.

  17. Do enhanced states exist? Boosting cognitive capacities through an action video-game.

    Science.gov (United States)

    Kozhevnikov, Maria; Li, Yahui; Wong, Sabrina; Obana, Takashi; Amihai, Ido

    2018-04-01

    This research reports the existence of enhanced cognitive states in which dramatic temporary improvements in temporal and spatial aspects of attention were exhibited by participants who played (but not by those who merely observed) action video-games meeting certain criteria. Specifically, Experiments 1 and 2 demonstrate that the attentional improvements were exhibited only by participants whose skills matched the difficulty level of the video game. Experiment 2 showed that arousal (as reflected by the reduction in parasympathetic activity and increase in sympathetic activity) is a critical physiological condition for enhanced cognitive states and corresponding attentional enhancements. Experiment 3 showed that the cognitive enhancements were transient, and were no longer observed after 30 min of rest following video-gaming. Moreover, the results suggest that the enhancements were specific to tasks requiring visual-spatial focused attention, but not distribution of spatial attention as has been reported to improve significantly and durably as a result of long-term video-game playing. Overall, the results suggest that the observed enhancements cannot be simply due to the activity of video-gaming per se, but might rather represent an enhanced cognitive state resulting from specific conditions (heightened arousal in combination with active engagement and optimal challenge), resonant with what has been described in previous phenomenological literature as "flow" (Csikszentmihalyi, 1975) or "peak experiences" (Maslov, 1962). The findings provide empirical evidence for the existence of the enhanced cognitive states and suggest possibilities for consciously accessing latent resources of our brain to temporarily boost our cognitive capacities upon demand. Copyright © 2018 Elsevier B.V. All rights reserved.

  18. The influence of the TV and Videogames in Education of Children: Violence and Children

    OpenAIRE

    Serafín Aldea Muñoz

    2003-01-01

    We have chosen this topic for research as we consider it a transcendental problem in the lives of children today, considering the importance which television now has toward childhood behavior and the increase of programming in new channels and the widespread use of videogames. Nowadays television hasn`t got sufficiently stipulated timetables; therefore children frequently watch violent scenes which are inappropriate for their age, with the added danger that they may want to imitate those scen...

  19. Smile: You are at Play! Videogames, Education and the Morality of Icons in the Mediapolis

    Directory of Open Access Journals (Sweden)

    Gilson Schwartz

    2013-06-01

    Full Text Available Thetechnological transformation that results from thedigitizationof social lifein thelast 50 years takes theimplicittensions inthe discourse ofmodernity to a new level, withoutproperlyovercoming the paradoxes between emancipationand conditioning, freedom and necessity, intelligence and control, authentic joy and psychological manipulation. This essay identifieshow these issuesareradicalizedby the spreadof videogames as a hegemoniccultural practice in the society of the spectacle while opening horizons for the audiovisual economy and the development of an “iconomy”.

  20. Computer games may be good for your health: shifting healthcare behavior via interactive drama videogames.

    Science.gov (United States)

    Silverman, Barry G; Mosley, Josh; Johns, Michael; Weaver, Ransom; Green, Melanie; Holmes, John; Kimmel, Stephen; Holmes, William

    2003-01-01

    There is increasing evidence that interactive learning systems have an important role in reducing health risks and improving general health status. This theater style demonstration is aimed at harnessing people's passions for videogames and the movies, and a major purpose of this research is to explore alternative ways for a game generator to help authors to introduce entertainment and free play as well as learning by teaching into role playing games and interactive dramas that are behavioral interventions in disguise.

  1. Videogames as therapy: an updated selective review of the medical and psychological literature

    OpenAIRE

    Griffiths, MD; Kuss, DJ; Ortiz de Gortari, AB

    2017-01-01

    There is a long history of using videogames in a therapeutic capacity including rehabilitation for stroke patients, people with traumatic brain injuries, burns victims, wheelchair users, Erb’s palsy sufferers, children undergoing chemotherapy, children with muscular dystrophy, autistic children and individuals looking to overcome real-life challenges (including symptoms of depression) and boost their wellbeing (including boosting life satisfaction, self-efficacy and social support). This pape...

  2. Binocular treatment of amblyopia using videogames (BRAVO): study protocol for a randomised controlled trial

    OpenAIRE

    Guo, Cindy X.; Babu, Raiju J.; Black, Joanna M.; Bobier, William R.; Lam, Carly S. Y.; Dai, Shuan; Gao, Tina Y.; Hess, Robert F.; Jenkins, Michelle; Jiang, Yannan; Kowal, Lionel; Parag, Varsha; South, Jayshree; Staffieri, Sandra Elfride; Walker, Natalie

    2016-01-01

    Background Amblyopia is a common neurodevelopmental disorder of vision that is characterised by visual impairment in one eye and compromised binocular visual function. Existing evidence-based treatments for children include patching the nonamblyopic eye to encourage use of the amblyopic eye. Currently there are no widely accepted treatments available for adults with amblyopia. The aim of this trial is to assess the efficacy of a new binocular, videogame-based treatment for amblyopia in older ...

  3. Clinical and Neurobiological Perspectives of Empowering Pediatric Cancer Patients Using Videogames

    Science.gov (United States)

    Govender, Meveshni; Bowen, Randy C.; German, Massiell L.; Bulaj, Grzegorz

    2015-01-01

    Abstract Pediatric oncology patients often experience fatigue and physical and mental deconditioning during and following chemotherapy treatments, contributing to diminished quality of life. Patient empowerment is a core principle of patient-centered care and reflects one's ability to positively affect his or her own health behavior and health status. Empowerment interventions may enhance patients' internal locus of control, resilience, coping skills, and self-management of symptoms related to disease and therapy. Clinical and technological advancements in therapeutic videogames and mobile medical applications (mobile health) can facilitate delivery of the empowerment interventions for medical purposes. This review summarizes clinical strategies for empowering pediatric cancer patients, as well as their relationship with developing a “fighting spirit” in physical and mental health. To better understand physiological aspects of empowerment and to elucidate videogame-based intervention strategies, brain neuronal circuits and neurotransmitters during stress, fear, and resilience are also discussed. Neuroimaging studies point to the role of the reward system pathways in resilience and empowerment in patients. Taken together, videogames and mobile health applications open translational research opportunities to develop and deliver empowerment interventions to pediatric cancer patients and also to those with other chronic diseases. PMID:26287927

  4. A pilot trial of a videogame-based exercise program for methadone maintained patients.

    Science.gov (United States)

    Cutter, Christopher J; Schottenfeld, Richard S; Moore, Brent A; Ball, Samuel A; Beitel, Mark; Savant, Jonathan D; Stults-Kolehmainen, Matthew A; Doucette, Christopher; Barry, Declan T

    2014-10-01

    Few studies have examined exercise as a substance use disorder treatment. This pilot study investigated the feasibility and acceptability of an exercise intervention comprising the Wii Fit Plus™ and of a time-and-attention sedentary control comprising Wii™ videogames. We also explored their impact on physical activity levels, substance use, and psychological wellness. Twenty-nine methadone-maintained patients enrolled in an 8-week trial were randomly assigned to either Active Game Play (Wii Fit Plus™ videogames involving physical exertion) or Sedentary Game Play (Wii™ videogames played while sitting). Participants had high satisfaction and study completion rates. Active Game Play participants reported greater physical activity outside the intervention than Sedentary Game Play participants despite no such differences at baseline. Substance use decreased and stress and optimism improved in both conditions. Active Game Play is a feasible and acceptable exercise intervention, and Sedentary Game Play is a promising time-and-attention control. Further investigations of these interventions are warranted. Copyright © 2014 Elsevier Inc. All rights reserved.

  5. Clinical and Neurobiological Perspectives of Empowering Pediatric Cancer Patients Using Videogames.

    Science.gov (United States)

    Govender, Meveshni; Bowen, Randy C; German, Massiell L; Bulaj, Grzegorz; Bruggers, Carol S

    2015-10-01

    Pediatric oncology patients often experience fatigue and physical and mental deconditioning during and following chemotherapy treatments, contributing to diminished quality of life. Patient empowerment is a core principle of patient-centered care and reflects one's ability to positively affect his or her own health behavior and health status. Empowerment interventions may enhance patients' internal locus of control, resilience, coping skills, and self-management of symptoms related to disease and therapy. Clinical and technological advancements in therapeutic videogames and mobile medical applications (mobile health) can facilitate delivery of the empowerment interventions for medical purposes. This review summarizes clinical strategies for empowering pediatric cancer patients, as well as their relationship with developing a "fighting spirit" in physical and mental health. To better understand physiological aspects of empowerment and to elucidate videogame-based intervention strategies, brain neuronal circuits and neurotransmitters during stress, fear, and resilience are also discussed. Neuroimaging studies point to the role of the reward system pathways in resilience and empowerment in patients. Taken together, videogames and mobile health applications open translational research opportunities to develop and deliver empowerment interventions to pediatric cancer patients and also to those with other chronic diseases.

  6. Prose Fiction as a Narrative Companion for a Vegetable Parenting Videogame.

    Science.gov (United States)

    Brand, Leah; Beltran, Alicia; Buday, Richard; O'Connor, Teresia; Hughes, Sheryl; Baranowski, Janice; Diep, Cassandra; Lu, Amy Shirong; Baranowski, Tom

    2015-08-01

    The purpose of this research is to explore the capacity of story to connect to a health-related videogame, as well as the qualities that may increase efficacy by making the story compelling. Parents of 3-5-year-old children often report difficulty getting their children to eat vegetables, which are protective against chronic illnesses. Videogames may be vehicles for training parenting practices for successful vegetable consumption outcomes but often rely on stories to provide context and details. Unfortunately, storytelling may interrupt immersion and player agency. Delivering stories outside of gameplay may provide an understanding of game situations while maintaining immersion. Two companion storylines (one a romantic adventure and the other a suspenseful fantasy) were generated for a vegetable parenting game, "Mommio," targeting mothers of preschool children. Mothers of 3-5-year-old children (n=18) read both storylines and completed semistructured interviews. Mothers preferred the romantic adventure, which featured strong characters, relatable issues, and an engaging plot. Most mothers were interested in playing the "Mommio" videogame after reading the stories. Results suggest that it is possible for prose literature to both motivate gameplay and be an immersive narrative companion to, but separate from, games for health. This literature should include engaging, realistic stories and relatable strong characters.

  7. Can Training in a Real-Time Strategy Videogame Attenuate Cognitive Decline in Older Adults?

    Science.gov (United States)

    Basak, Chandramallika; Boot, Walter R.; Voss, Michelle W.; Kramer, Arthur F.

    2014-01-01

    Declines in various cognitive abilities, particularly executive control functions, are observed in older adults. An important goal of cognitive training is to slow or reverse these age-related declines. However, opinion is divided in the literature regarding whether cognitive training can engender transfer to a variety of cognitive skills in older adults. Yet, recent research indicates that videogame training of young adults may engender broad transfer to skills of visual attention. In the current study, we used a real-time strategy videogame to attempt to train executive functions in older adults, such as working memory, task switching, short-term memory, inhibition, and reasoning. Older adults were either trained in a real-time strategy videogame for 23.5 hours (RON, n=20) or not (CONTROLS, n=20). A battery of cognitive tasks, including tasks of executive control and visuo-spatial skills, were assessed before, during, and after video game training. The trainees improved significantly in the measures of game performance. They also improved significantly more than the controls in a subset of the cognitive tasks, such as task switching, working memory, visual short term memory, and mental rotation. Trends in improvement were also observed, for the video game trainees, in inhibition and reasoning. Individual differences in changes in game performance were correlated with improvements in task-switching. The study has implications for the enhancement of executive control processes of older adults. PMID:19140648

  8. Changes in search rate but not in the dynamics of exogenous attention in action videogame players.

    Science.gov (United States)

    Hubert-Wallander, Bjorn; Green, C Shawn; Sugarman, Michael; Bavelier, Daphne

    2011-11-01

    Many previous studies have shown that the speed of processing in attentionally demanding tasks seems enhanced following habitual action videogame play. However, using one of the diagnostic tasks for efficiency of attentional processing, a visual search task, Castel and collaborators (Castel, Pratt, & Drummond, Acta Psychologica 119:217-230, 2005) reported no difference in visual search rates, instead proposing that action gaming may change response execution time rather than the efficiency of visual selective attention per se. Here we used two hard visual search tasks, one measuring reaction time and the other accuracy, to test whether visual search rate may be changed by action videogame play. We found greater search rates in the gamer group than in the nongamer controls, consistent with increased efficiency in visual selective attention. We then asked how general the change in attentional throughput noted so far in gamers might be by testing whether exogenous attentional cues would lead to a disproportional enhancement in throughput in gamers as compared to nongamers. Interestingly, exogenous cues were found to enhance throughput equivalently between gamers and nongamers, suggesting that not all mechanisms known to enhance throughput are similarly enhanced in action videogamers.

  9. Pathological video-game use among youth ages 8 to 18: a national study.

    Science.gov (United States)

    Gentile, Douglas

    2009-05-01

    Researchers have studied whether some youth are "addicted" to video games, but previous studies have been based on regional convenience samples. Using a national sample, this study gathered information about video-gaming habits and parental involvement in gaming, to determine the percentage of youth who meet clinical-style criteria for pathological gaming. A Harris poll surveyed a randomly selected sample of 1,178 American youth ages 8 to 18. About 8% of video-game players in this sample exhibited pathological patterns of play. Several indicators documented convergent and divergent validity of the results: Pathological gamers spent twice as much time playing as nonpathological gamers and received poorer grades in school; pathological gaming also showed comorbidity with attention problems. Pathological status significantly predicted poorer school performance even after controlling for sex, age, and weekly amount of video-game play. These results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.

  10. Manojlo Đorđević Prizrenac as the editor of the Czech-Russian journal 'The Slavic world' in 1872

    Directory of Open Access Journals (Sweden)

    Linda Jaromir A.

    2012-01-01

    Full Text Available The study builds upon monographs by Vladimir Bovan (2002 and Sunčica Denić (2003 on Manojlo Đorđević Prizrenac and tries to answer some unresolved questions for now: when, how and for what reasons Prizrenac came in Prague? What was he doing there and why did Austrian authorities arrest him? With the use of, until now, unknown sources in the Museum of Czech Literature in Prague and the Czech press from that period we concluded that Prizrenac arrived in Prague in March 1872, probably with the help of Belgrade publisher Velimir Valožić, to work as editor of the newly established Czech-Russian journal 'Slavic world' of Ondřej Günther-Prelučev, and only until May 3 the same year he was arrested for the telegram which was sent to Moscow newspapers. In August of that year he was convicted of treason and sentenced to 6 years in prison and eventually released in January in 1877. The study first analyzes 'Slavic world' and the period of Prizren in Prague until his arrest, as well as the background and circumstances of his departure from Belgrade. One of the results is the discovery of several previously unknown texts by journalist Manojlo Đorđević Prizrenac, regarding Kosovo and Metohija, as well as articles which he had such as 'Rights and demands of Serbia' and 'Škipetari'. .

  11. Uses of the “Rise of the Nations” videogame in the teaching-learning process in the Industrial Engineering program at the Icesi University

    Directory of Open Access Journals (Sweden)

    Andrés Calderón

    2010-07-01

    Full Text Available Videogames provide multiple possibilities to be used as a didactic tool. The structure of videogames favors the application of active learning methodologies in an academic setting for the development of issues related to industrial engineering. These possibilities are described in detail based on the outcomes of the research process completed at the Industrial Engineering Department at the Icesi University

  12. In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy.

    Science.gov (United States)

    Golomb, Meredith R; McDonald, Brenna C; Warden, Stuart J; Yonkman, Janell; Saykin, Andrew J; Shirley, Bridget; Huber, Meghan; Rabin, Bryan; Abdelbaky, Moustafa; Nwosu, Michelle E; Barkat-Masih, Monica; Burdea, Grigore C

    2010-01-01

    Golomb MR, McDonald BC, Warden SJ, Yonkman J, Saykin AJ, Shirley B, Huber M, Rabin B, AbdelBaky M, Nwosu ME, Barkat-Masih M, Burdea GC. In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy. To investigate whether in-home remotely monitored virtual reality videogame-based telerehabilitation in adolescents with hemiplegic cerebral palsy can improve hand function and forearm bone health, and demonstrate alterations in motor circuitry activation. A 3-month proof-of-concept pilot study. Virtual reality videogame-based rehabilitation systems were installed in the homes of 3 participants and networked via secure Internet connections to the collaborating engineering school and children's hospital. Adolescents (N=3) with severe hemiplegic cerebral palsy. Participants were asked to exercise the plegic hand 30 minutes a day, 5 days a week using a sensor glove fitted to the plegic hand and attached to a remotely monitored videogame console installed in their home. Games were custom developed, focused on finger movement, and included a screen avatar of the hand. Standardized occupational therapy assessments, remote assessment of finger range of motion (ROM) based on sensor glove readings, assessment of plegic forearm bone health with dual-energy x-ray absorptiometry (DXA) and peripheral quantitative computed tomography (pQCT), and functional magnetic resonance imaging (fMRI) of hand grip task. All 3 adolescents showed improved function of the plegic hand on occupational therapy testing, including increased ability to lift objects, and improved finger ROM based on remote measurements. The 2 adolescents who were most compliant showed improvements in radial bone mineral content and area in the plegic arm. For all 3 adolescents, fMRI during grip task contrasting the plegic and nonplegic hand showed expanded spatial extent of activation at posttreatment relative to baseline in brain motor circuitry (eg, primary motor cortex and

  13. Effects of video-game ownership on young boys' academic and behavioral functioning: a randomized, controlled study.

    Science.gov (United States)

    Weis, Robert; Cerankosky, Brittany C

    2010-04-01

    Young boys who did not own video games were promised a video-game system and child-appropriate games in exchange for participating in an "ongoing study of child development." After baseline assessment of boys' academic achievement and parent- and teacher-reported behavior, boys were randomly assigned to receive the video-game system immediately or to receive the video-game system after follow-up assessment, 4 months later. Boys who received the system immediately spent more time playing video games and less time engaged in after-school academic activities than comparison children. Boys who received the system immediately also had lower reading and writing scores and greater teacher-reported academic problems at follow-up than comparison children. Amount of video-game play mediated the relationship between video-game ownership and academic outcomes. Results provide experimental evidence that video games may displace after-school activities that have educational value and may interfere with the development of reading and writing skills in some children.

  14. Changes in television viewing and computers/videogames use among high school students in Southern Brazil between 2001 and 2011.

    Science.gov (United States)

    Silva, Kelly Samara; da Silva Lopes, Adair; Dumith, Samuel Carvalho; Garcia, Leandro Martin Totaro; Bezerra, Jorge; Nahas, Markus Vinicius

    2014-02-01

    To compare the prevalence of television (TV) watching and of computer/videogame use among high school students (15-19 years) from Southern Brazil between 2001 and 2011 and to identify associated socio-demographic factors. Panel studies were conducted with high school students in the state of Santa Catarina, Brazil, in 2001 (n = 5,028) and 2011 (n = 6,529). TV watching and computer/videogame use were collected using questionnaires. Prevalence of ≥2 h/day of TV watching dropped from 76.8 to 61.5 % and ≥2 h/day of computer/videogame use increased from 37.9 to 60.6 %. In both surveys, those aged 15-16 and those who did not work had higher likelihoods of being exposed to ≥2 h/day of TV watching. Boys, those with higher family income, and those who were living in urban areas had higher likelihoods of ≥2 h/day of computer/videogame use. Older age, studying at night and not working were protective factors to these behaviors. After a decade, there was a decrease in the prevalence of TV viewing and an increase in computer/videogame use. Socio-demographic factors were differently associated with these behaviors.

  15. Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: "Fitter Critters"

    Science.gov (United States)

    Schneider, Kristin L; Ferrara, John; Lance, Bri; Karetas, Andrew; Druker, Susan; Panza, Emily; Olendzki, Barbara; Andersen, Victoria; Pbert, Lori

    2012-08-01

    Interest in health videogames to stimulate health behavior change is increasing, yet little research exists on their use. This study tested the acceptability of an online health videogame called "Fitter Critters™" (Megazoid Games, Collegeville, PA) for improving healthy diet and activity in elementary school students. In October and November 2011, fifth grade students ( n =97) from a school in central Massachusetts played the game for 1 week during their health class. Measures of nutrition and activity knowledge, attitudes, and self-efficacy were completed prior to playing the game and again on the final day along with a videogame acceptability questionnaire. The videogame was highly acceptable to participants as measured by the acceptability questionnaire mean rating of 4.52 (SD=0.60), where 1=strongly disagree and 5=strongly agree; 73% of students played the game at least once outside of class. Significant increases in positive attitudes toward healthy eating ( P videogame engages students in learning about healthy eating and activity. Further research should assess whether the positive changes observed in knowledge, attitudes, and self-efficacy translate into behavior change.

  16. Using Videogame Apps to Assess Gains in Adolescents’ Substance Use Knowledge: New Opportunities for Evaluating Intervention Exposure and Content Mastery

    Science.gov (United States)

    2015-01-01

    Background Videogame interventions are becoming increasingly popular as a means to engage people in behavioral interventions; however, strategies for examining data from such interventions have not been developed. Objective The objective of this study was to describe how a technology-based intervention can yield meaningful, objective evidence of intervention exposure within a behavioral intervention. This study demonstrates the analysis of automatic log files, created by software from a videogame intervention, that catalog game play and, as proof of concept, the association of these data with changes in substance use knowledge as documented with standardized assessments. Methods We analyzed 3- and 6-month follow-up data from 166 participants enrolled in a randomized controlled trial evaluating a videogame intervention, PlayForward: Elm City Stories (PlayForward). PlayForward is a videogame developed as a risk reduction and prevention program targeting HIV risk behaviors (substance use and sex) in young minority adolescents. Log files were analyzed to extract the total amount of time spent playing the videogame intervention and the total number of game levels completed and beaten by each player. Results Completing and beating more of the game levels, and not total game play time, was related to higher substance use knowledge scores at the 3- (P=.001) and 6-month (P=.001) follow-ups. Conclusions Our findings highlight the potential contributions a videogame intervention can make to the study of health behavior change. Specifically, the use of objective data collected during game play can address challenges in traditional human-delivered behavioral interventions. Trial Registration Clinicaltrials.gov NCT01666496; https://clinicaltrials.gov/ct2/show/NCT01666496 (Archived by WebCite at http://www.webcitation.org/6cV9fxsOg) PMID:26510775

  17. Using Videogame Apps to Assess Gains in Adolescents' Substance Use Knowledge: New Opportunities for Evaluating Intervention Exposure and Content Mastery.

    Science.gov (United States)

    Montanaro, Erika; Fiellin, Lynn E; Fakhouri, Tamer; Kyriakides, Tassos C; Duncan, Lindsay R

    2015-10-28

    Videogame interventions are becoming increasingly popular as a means to engage people in behavioral interventions; however, strategies for examining data from such interventions have not been developed. The objective of this study was to describe how a technology-based intervention can yield meaningful, objective evidence of intervention exposure within a behavioral intervention. This study demonstrates the analysis of automatic log files, created by software from a videogame intervention, that catalog game play and, as proof of concept, the association of these data with changes in substance use knowledge as documented with standardized assessments. We analyzed 3- and 6-month follow-up data from 166 participants enrolled in a randomized controlled trial evaluating a videogame intervention, PlayForward: Elm City Stories (PlayForward). PlayForward is a videogame developed as a risk reduction and prevention program targeting HIV risk behaviors (substance use and sex) in young minority adolescents. Log files were analyzed to extract the total amount of time spent playing the videogame intervention and the total number of game levels completed and beaten by each player. Completing and beating more of the game levels, and not total game play time, was related to higher substance use knowledge scores at the 3- (P=.001) and 6-month (P=.001) follow-ups. Our findings highlight the potential contributions a videogame intervention can make to the study of health behavior change. Specifically, the use of objective data collected during game play can address challenges in traditional human-delivered behavioral interventions. Clinicaltrials.gov NCT01666496; https://clinicaltrials.gov/ct2/show/NCT01666496 (Archived by WebCite at http://www.webcitation.org/6cV9fxsOg).

  18. Moving evidence into practice: cost analysis and assessment of macaques' sustained behavioral engagement with videogames and foraging devices.

    Science.gov (United States)

    Bennett, Allyson J; Perkins, Chaney M; Tenpas, Parker D; Reinebach, Alma L; Pierre, Peter J

    2016-12-01

    Environmental enrichment plans for captive nonhuman primates often include provision of foraging devices. The rationale for using foraging devices is to promote species-typical activity patterns that encourage physical engagement and provide multi-sensory stimulation. However, these devices have been shown to be ineffective at sustaining manipulation over long periods of time, and often produce minimal cognitive engagement. Here we use an evidence-based approach to directly compare the amount of object-directed behavior with a foraging device and a computer-based videogame system. We recorded 11 adult male rhesus monkeys' interactions with a foraging device and two tasks within a joystick videogame cognitive test battery. Both techniques successfully produced high levels of engagement during the initial 20 min of observation. After 1 hr the monkeys manipulated the foraging device significantly less than the joystick, F(2,10) = 43.93, P videogame play for the majority of a 5 hr period, provided that they received a 94 mg chow pellet upon successful completion of trials. Using a model approach, we developed previously as a basis for standardized cost:benefit analysis to inform facility decisions, we calculated the comprehensive cost of incorporating a videogame system as an enrichment strategy. The videogame system has a higher initial cost compared to widely-used foraging devices, however, the ongoing labor and supply costs are relatively low. Our findings add to two decades of empirical studies by a number of laboratories that have demonstrated the successful use of videogame-based systems to promote sustained non-social cognitive engagement for macaques. The broader significance of the work lies in the application of a systematic approach to compare and contrast enrichment strategies and encourage evidence-based decision making when choosing an enrichment strategy in a manner that promotes meaningful cognitive enrichment to the animals. © 2016 Wiley

  19. Moving Evidence into Practice: Cost Analysis and Assessment of Macaques’ Sustained Behavioral Engagement with Videogames and Foraging Devices

    Science.gov (United States)

    Bennett, Allyson J.; Perkins, Chaney M.; Tenpas, Parker D.; Reinebach, Alma L.; Pierre, Peter J.

    2017-01-01

    Environmental enrichment plans for captive nonhuman primates often include provision of foraging devices. The rationale for using foraging devices is to promote species-typical activity patterns that encourage physical engagement and provide multi-sensory stimulation. However, these devices have been shown to be ineffective at sustaining manipulation over long periods of time, and often produce minimal cognitive engagement. Here we use an evidence-based approach to directly compare the amount of object-directed behavior with a foraging device and a computer-based videogame system. We recorded 11adult male rhesus monkeys’ interactions with a foraging device and two tasks within a joystick videogame cognitive test battery. Both techniques successfully produced high levels of engagement during the initial 20-min of observation. After 1-hr the monkeys manipulated the foraging device significantly less than the joystick, F(2,10)= 43.93, p videogame play for the majority of a 5-hr period, provided that they received a 94mg chow pellet upon successful completion of trials. Using a model approach we developed previously as a basis for standardized cost:benefit analysis to inform facility decisions, we calculated the comprehensive cost of incorporating a videogame system as an enrichment strategy. The videogame system has a higher initial cost compared to widely-used foraging devices however, the ongoing labor and supply costs are relatively low. Our findings add to two decades of empirical studies by a number of laboratories that have demonstrated the successful use of videogame-based systems to promote sustained non-social cognitive engagement for macaques. The broader significance of the work lies in the application of a systematic approach to compare and contrast enrichment strategies and encourage evidence-based decision making when choosing an enrichment strategy in a manner that promotes meaningful cognitive enrichment to the animals. PMID:27404766

  20. How Effective Are Active Videogames Among the Young and the Old? Adding Meta-analyses to Two Recent Systematic Reviews.

    Science.gov (United States)

    van 't Riet, Jonathan; Crutzen, Rik; Lu, Amy Shirong

    2014-10-01

    Two recent systematic reviews have surveyed the existing evidence for the effectiveness of active videogames in children/adolescents and in elderly people. In the present study, effect sizes were added to these systematic reviews, and meta-analyses were performed. All reviewed studies were considered for inclusion in the meta-analyses, but only studies were included that investigated the effectiveness of active videogames, used an experimental design, and used actual health outcomes as the outcome measures (body mass index for children/adolescents [k=5] and functional balance for the elderly [k=6]). The average effect of active videogames in children and adolescents was small and nonsignificant: Hedges' g=0.20 (95 percent confidence interval, -0.08 to 0.48). Limited heterogeneity was observed, and no moderator analyses were performed. For the effect of active videogames on functional balance in the elderly, the analyses revealed a medium-sized and significant effect of g=0.68 (95 percent confidence interval, 0.13-1.24). For the elderly studies, substantial heterogeneity was observed. Moderator analyses showed that there were no significant effects of using a no-treatment control group versus an alternative treatment control group or of using games that were especially created for health-promotion purposes versus off-the-shelf games. Also, intervention duration and frequency, sample size, study quality, and dropout did not significantly moderate the effect of active videogames. The results of these meta-analyses provide preliminary evidence that active videogames can have positive effects on relevant outcome measures in children/adolescents and elderly individuals.

  1. Feasibility of an Online and Mobile Videogame Curriculum for Teaching Children Safe and Healthy Cellphone and Internet Behaviors.

    Science.gov (United States)

    Hswen, Yulin; Rubenzahl, Lauren; Bickham, David S

    2014-08-01

    Increased prevalence and penetration of cellphone and mobile Internet use have raised significant concerns about children's health and safety by offering new spaces for cyberbullying, harassment, and sexual misconduct. "Cyberhero Mobile Safety" is a videogame-based education program designed using tenets of the capacity model with the goal of instilling the knowledge and skills necessary to safely and productively navigate the mobile online environment. This study evaluates its usability, appeal, and perceived impact and usefulness. Six educational videogames were part of a program delivered to 3rd-6th grade students (n=108) across six public schools in Upstate New York. Videogame play was electronically captured to evaluate usability. Likeability, acceptability, and perceived usefulness of videogame content were evaluated through postgame questionnaires. Videogame usability criteria were achieved on 82.7 percent of the students' gameplays. On a scale from 1 (low) to 5 (high), mean ratings were 4.09 (standard deviation [SD]=1.28) for likeability, 3.54 (SD=1.61) for acceptability, and 4.16 (SD=1.33) for perceived message usefulness. The "Cyberhero Mobile Safety" program is a feasible and potentially effective platform for delivering information about safe and healthy cellphone and Internet use to children. Results support the use of the capacity model to design educational videogames because games that aligned with theory principles were reported as having the most impact and being the most useful at shifting children's online behaviors. Future research should directly test the individual components of the capacity model to inform educational game design.

  2. Implicaciones del filtrado de calidad del índice de vegetación EVI para el seguimiento funcional de ecosistemas

    Directory of Open Access Journals (Sweden)

    A. Reyes-Díez

    2015-06-01

    Full Text Available El seguimiento de los ecosistemas con imágenes procedentes del sensor MODIS (Moderate Resolution Imaging Spectroradiometer, espectroradiómetro de imágenes de resolución media está actualmente muy extendido tanto en tareas de investigación como de gestión. Los índices de vegetación NDVI (Normalized Difference Vegetation Index, índice de vegetación de la diferencia normalizada y EVI (Enhanced Vegetation Index, índice de vegetación mejorado son ampliamente usados para la caracterización del funcionamiento ecosistémico. Ambos índices se emplean como estimadores lineales de la fracción de radiación fotosintéticamente activa interceptada por la vegetación (fAPAR, el principal control de la producción primaria. A pesar de sus ventajas, las imágenes de índices de vegetación no están libres de errores. El producto índices de vegetación MOD13Q1 proporciona una capa QA (Quality assessment,evaluación de la calidad que informa sobre la calidad asociada a cada píxel. Esta información representa una gran ventaja para el usuario, al permitir filtrar aquellos datos que puedan inducir a errores al verse alterados por la presencia de aerosoles, nubes, nieve o sombras. Sin embargo, la realización de un filtrado homogéneo a lo largo de una gran región puede ocasionar la pérdida sistemática de información en determinadas zonas o épocas del año, introduciendo así un sesgo espacial o en la serie temporal. Esta situación puede ser especialmente crítica en regiones con alta heterogeneidad ambiental, como el Sureste Ibérico. En este trabajo evaluamos el efecto que el filtrado de calidad tiene sobre la información espacial y temporal de la base de datos del EVI en el periodo 2001-2010. Los esultados, expresados en porcentaje de información perdida (filtrada y como efecto de estas pérdidas sobre los valores del EVI, indican que mientras que las áreas de menor altitud no se ven afectadas por el filtrado, las regiones de alta

  3. Paradigmas do jogar: Interação, corpo e imersão nos videogames

    Directory of Open Access Journals (Sweden)

    Emmanoel Ferreira

    2010-06-01

    Full Text Available Nos últimos anos, produtores e desenvolvedores de videogames têm investido maciçamente na produção de jogos com imagens realistas, em alta definição. Pari passu, desde o surgimento dos videogames, a principal forma de interagir com um jogo eletrônico tem sido esta: jogador praticamente estático – exceto pelo movimento de seus olhos e suas mãos, que atuam no processo interativo a partir do controle de um gamepad, joystick, ou da combinação mouse/teclado – diante do monitor ou da TV. Este cenário, no entanto, tem sofrido importantes mudanças, a partir de acessórios que convidam o jogador a interagir com o dispositivo videogame não apenas com suas mãos, mas com todo o seu corpo, e a fazer maior uso do espaço físico ao seu redor, suscitando novas percepções e experiências por parte do jogador/usuário.

  4. Content Analysis of Anti-Tobacco Videogames: Characteristics, Content, and Qualities.

    Science.gov (United States)

    Watson, Anna M; Alber, Julia M; Barnett, Tracey E; Mercado, Rebeccah; Bernhardt, Jay M

    2016-06-01

    Although the prevalence of adolescent smoking has declined over the past two decades, the rate of decline has slowed. Electronic videogames show promise as an effective tool for health behavior change; however, the current state of tobacco prevention and cessation games has not been previously reviewed or evaluated. Currently available tobacco-related videogames were identified through online searches and in smartphone application stores. In total, 88 games were systematically coded for characteristics, content, and quality using a reliable and valid coding instrument developed for this research. The majority of games included at least two components of interactivity (75.0 percent) and at least one mechanism for rewarding (69.3 percent). However, most games lacked a story line (97.7 percent) and components for sense of control (25.0 percent). There were an average of 3.54 (standard deviation = 2.20) theoretical constructs in the games, with attitudes (83.0 percent), knowledge (78.4 percent), and perceived severity (55.7 percent) being the most common. The most common educational approach used was the affective education model (83.0 percent). Most games included at least one tobacco message (90.9 percent), with a majority of messages being loss-framed (63.6 percent) and/or one-sided (75.0 percent). Although today's anti-tobacco videogames contain many effective features, numerous qualities and best practices for changing behaviors through games are not present. Future games should seek to address these best practices in their development and evaluation to increase the likelihood they will be effective.

  5. Energy Cost and Enjoyment of Active Videogames in Children and Teens: Xbox 360 Kinect.

    Science.gov (United States)

    Clevenger, Kimberly A; Howe, Cheryl A

    2015-08-01

    New active videogames (AVGs) may provide youth an alternative to traditional play. The purpose of this study was to compare the physical activity energy expenditure (PAEE), intensity, and enjoyment of AVGs with those of seated videogames (SVGs). Youth (8-17 years old) volunteered to play a random selection of six (two SVGs, four AVGs) videogames for 6-10 minutes each. Prior to participation, height, weight, and resting metabolic rate (RMR) were measured. A portable metabolic analyzer was worn during the games to measure total energy expenditure, and PAEE was calculated as (total energy expenditure - measured RMR). An accelerometer was worn on the right hip to measure intensity in counts/minute and steps/minute. Youth were classified as child (8-12 years old) versus teen (13-17 years old), healthy weight (body mass index [BMI] <85th percentile) versus overweight (BMI ≥85th percentile), and male versus female. A three-way mixed-model analysis of variance was used to compare differences in PAEE (metabolic equivalents [METs] and kcal/minute) with sex, weight status, and age group as main effects, including Bonferroni's adjustment. Most AVGs were moderate to vigorous intensity (4.6±0.1 METs; range, 2.8-6.6 METs), where steps/minute (lower-body movement) was positively related to PAEE (R(2)=0.68). All SVGs were classified as light intensity (1.7±0.0 METs). PAEE (kcal/minute) was significantly higher during AVGs and for teens, males, and overweight youth. There was no significant difference in enjoyment between AVGs and SVGs. AVGs elicited sufficient energy cost to be a suitable alternative for traditional play and may contribute to the recommended dose of physical activity, particularly in teens, males, and overweight youth.

  6. Feasibility of Computer-Based Videogame Therapy for Children with Cerebral Palsy.

    Science.gov (United States)

    Radtka, Sandra; Hone, Robert; Brown, Charles; Mastick, Judy; Melnick, Marsha E; Dowling, Glenna A

    2013-08-01

    Standing and gait balance problems are common in children with cerebral palsy (CP), resulting in falls and injuries. Task-oriented exercises to strengthen and stretch muscles that shift the center of mass and change the base of support are effective in improving balance. Gaming environments can be challenging and fun, encouraging children to engage in exercises at home. The aims of this project were to demonstrate the technical feasibility, ease of use, appeal, and safety of a computer-based videogame program designed to improve balance in children with CP. This study represents a close collaboration between computer design and clinical team members. The first two phases were performed in the laboratory, and the final phase was done in subjects' homes. The prototype balance game was developed using computer-based real-time three-dimensional programming that enabled the team to capture engineering data necessary to tune the system. Videogame modifications, including identifying compensatory movements, were made in an iterative fashion based on feedback from subjects and observations of clinical and software team members. Subjects ( n =14) scored the game 21.5 out of 30 for ease of use and appeal, 4.0 out of 5 for enjoyment, and 3.5 on comprehension. There were no safety issues, and the games performed without technical flaws in final testing. A computer-based videogame incorporating therapeutic movements to improve gait and balance in children with CP was appealing and feasible for home use. A follow-up study examining its effectiveness in improving balance in children with CP is recommended.

  7. Feasibility of Computer-Based Videogame Therapy for Children with Cerebral Palsy

    Science.gov (United States)

    Radtka, Sandra; Hone, Robert; Brown, Charles; Mastick, Judy; Melnick, Marsha E.

    2013-01-01

    Abstract Objectives Standing and gait balance problems are common in children with cerebral palsy (CP), resulting in falls and injuries. Task-oriented exercises to strengthen and stretch muscles that shift the center of mass and change the base of support are effective in improving balance. Gaming environments can be challenging and fun, encouraging children to engage in exercises at home. The aims of this project were to demonstrate the technical feasibility, ease of use, appeal, and safety of a computer-based videogame program designed to improve balance in children with CP. Materials and Methods This study represents a close collaboration between computer design and clinical team members. The first two phases were performed in the laboratory, and the final phase was done in subjects' homes. The prototype balance game was developed using computer-based real-time three-dimensional programming that enabled the team to capture engineering data necessary to tune the system. Videogame modifications, including identifying compensatory movements, were made in an iterative fashion based on feedback from subjects and observations of clinical and software team members. Results Subjects (n=14) scored the game 21.5 out of 30 for ease of use and appeal, 4.0 out of 5 for enjoyment, and 3.5 on comprehension. There were no safety issues, and the games performed without technical flaws in final testing. Conclusions A computer-based videogame incorporating therapeutic movements to improve gait and balance in children with CP was appealing and feasible for home use. A follow-up study examining its effectiveness in improving balance in children with CP is recommended. PMID:24761324

  8. Log wavelet leaders cumulant based multifractal analysis of EVI fMRI time series: evidence of scaling in ongoing and evoked brain activity

    Energy Technology Data Exchange (ETDEWEB)

    Ciuciu, P.; Rabrait, C. [CEA, Neuro Spin, Gif Sur Yvette (France); Abry, P.; Wendt, H. [Ecole Normale Super Lyon, Phys Lab, CNRS, UMR 5672, Lyon (France)

    2008-07-01

    Classical within-subject analysis in functional magnetic resonance imaging (fMRI) relies on a detection step to localize which parts of the brain are activated by a given stimulus type. This is usually achieved using model-based approaches. Here, we propose an alternative exploratory analysis. The originality of this contribution is twofold. First, we propose a synthetic, consistent, and comparative overview of the various stochastic processes and estimation procedures used to model and analyze scale invariance. Notably, it is explained how multifractal models are more versatile to adjust the scaling properties of fMRI data but require more elaborated analysis procedures. Second, we bring evidence of the existence of actual scaling in fMRI time series that are clearly disentangled from putative superimposed non-stationarities. By nature, scaling analysis requires the use of long enough signals with high frequency sampling rate. To this end, we make use of a localized 3-D echo volume imaging (EVI) technique, which has recently emerged in fMRI because it allows very fast acquisitions of successive brain volumes. High temporal resolution EVI fMRI data have been acquired both in resting state and during a slow event-related visual paradigm. A voxel-based systematic multifractal analysis has been performed over both kinds of data. Combining multifractal attribute estimates together with paired statistical tests, we observe significant scaling parameter changes between ongoing and evoked brain activity, which clearly validate an increase in long memory and suggest a global multi-fractality decrease effect under activation. (authors)

  9. Frequent video-game playing in young males is associated with central adiposity and high-sugar, low-fibre dietary consumption.

    Science.gov (United States)

    Mario, Siervo; Hannah, Cameron; Jonathan, Wells C K; Jose, Lara

    2014-12-01

    Video-game playing is associated with an increased obesity risk. The association of video-game playing with body composition, physical activity and eating behaviour was investigated. A total of 45 young males (age range 18-27 years, BMI range 18.5-35.1 kg/m(2)) were recruited. Measurements of body composition and blood pressure were performed. The EPIC-FFQ questionnaire was used to assess dietary intake. A questionnaire battery was administered to assess physical activity, eating behaviour, sleep quality and frequency of video-game playing (hours/week). Subjects were categorised into frequent (>7 h/week) and non-frequent (≤7 h/week) players. Frequent video-game players had greater waist circumference and fat mass. Video-game playing was significantly associated with high added sugar and low fibre consumption. A higher level of dietary restraint was observed in non-frequent video-game users. These preliminary results identify frequent video-game playing as an important lifestyle behaviour which may have important implications for understanding obesity risk in young male adults.

  10. O VIDEOGAME COMO MÍDIA DE REPRESENTAÇÃO HISTÓRICA

    Directory of Open Access Journals (Sweden)

    Robson Scarassati Bello

    2017-08-01

    Full Text Available Este artigo propõe apresentar, em um plano teórico, os Videogames como uma mídia de representação histórica que apresenta um discurso sobre o passado através de uma linguagem de conteúdo audiovisual composta por espaços virtuais estruturados em regras de jogo. Esse formato próprio deve ser entendido em seu caráter histórico, cuja representação estabelece um determinado olhar sobre o Outro, e em sua circulação pública de conteúdos históricos constituída dentro e a partir da Indústria Cultural.   PALAVRAS-CHAVE: História; Videogame; Indústria Cultural; Representação; Simulação.       ABSTRACT This essay intends to present, in a theoretical way, the Videogames as a medium of historical representation that creates a discourse over the past through a language of audiovisual content composed by virtual spaces structured by game rules. This format must be understood in its historical essence, in which its representations establish a certain look to the Other, as well in its public circulation of historical contentes constituted inside and through the Culture Industry.   KEYWORDS: History; Videogame; Culture Industry; Representation; Simulation.     RESUMEN   Este artículo propone presentar, en un plano teórico, los Videojuegos como un medio de representación histórica que presenta un discurso sobre el pasado a través de un lenguaje de contenido audiovisual compuesto por espacios virtuales estructurados en reglas de juego. Este formato propio debe ser entendido en su carácter histórico, cuya representación establece una determinada mirada sobre el Otro, y en su circulación pública de contenidos históricos constituida dentro y desde la Industria Cultural.   PALABRAS CLAVE: Historia; Video juego; Industria Cultural; Representación; Simulación.

  11. Physiologically Modulating Videogames or Simulations which Use Motion-Sensing Input Devices

    Science.gov (United States)

    Pope, Alan T. (Inventor); Stephens, Chad L. (Inventor); Blanson, Nina Marie (Inventor)

    2017-01-01

    New types of controllers allow a player to make inputs to a video game or simulation by moving the entire controller itself or by gesturing or by moving the player's body in whole or in part. This capability is typically accomplished using a wireless input device having accelerometers, gyroscopes, and a camera. The present invention exploits these wireless motion-sensing technologies to modulate the player's movement inputs to the videogame based upon physiological signals. Such biofeedback-modulated video games train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies enhance personal improvement, not just the diversion, of the user.

  12. From Tabletop RPG to Interactive Storytelling: Definition of a Story Manager for Videogames

    Science.gov (United States)

    Delmas, Guylain; Champagnat, Ronan; Augeraud, Michel

    Adding narrative in computer game is complicated because it may restrict player interactivity. Our aim is to design a controller that dynamically built a plot, through the game execution, centred on player's actions. Tabletop Role-playing games manage to deal with this goal. This paper presents a study of role-playing games, their organization, and the models commonly used for narrative generation. It then deduces a proposition of components and data structures for interactive storytelling in videogames. A prototype of a social game has been developed as example.

  13. Usability of videogame-based dexterity training in the early rehabilitation phase of stroke patients : A pilot study

    NARCIS (Netherlands)

    Vanbellingen, Tim; Filius, Suzanne J.; Nyffeler, Thomas; van Wegen, Erwin E.H.

    2017-01-01

    Background: Approximately 70-80% of stroke survivors have limited activities of daily living, mainly due to dexterous problems. Videogame-based training (VBT) along with virtual reality seems to be beneficial to train upper limb function. Objective: To evaluate the usability of VBT using the Leap

  14. Acceptability and applicability of an American health videogame with story for childhood obesity prevention among Hong Kong Chinese children

    Science.gov (United States)

    Positive changes in diet have been observed in research carried out in the United States from the use of "Escape from Diab" (Diab), a health videogame designed to lower the risk of obesity and type 2 diabetes. Whether the American story and characters in Diab might be perceived by Hong Kong Chinese ...

  15. How effective are active videogames among the young and the old? Adding meta-analyses to two recent systematic reviews

    NARCIS (Netherlands)

    Riet, J.P. van 't; Crutzen, R.M.M.; Lu, A.S.

    2014-01-01

    Objective: Two recent systematic reviews have surveyed the existing evidence for the effectiveness of active videogames in children/adolescents and in elderly people. In the present study, effect sizes were added to these systematic reviews, and meta-analyses were performed. Materials and Methods:

  16. The Use of Videogames, Gamification, and Virtual Environments in the Self-Management of Diabetes: A Systematic Review of Evidence.

    Science.gov (United States)

    Theng, Yin-Leng; Lee, Jason W Y; Patinadan, Paul V; Foo, Schubert S B

    2015-10-01

    The use of videogames in healthcare interventions is gaining popularity, but there is still a gap in the understanding on how these types of interventions are used for the management of diabetes. The purpose of this review is to examine published research on the use of videogames for diabetes management. With the increased use of mobile technology, the review was expanded to understand whether games, gamification, and virtual environments can be used for diabetes self-management. Out of the 307 articles identified, only 10 articles met the inclusion criteria of the study. The duration of most studies was short, with small sample sizes. All interventions targeted behavioral changes examining risk reduction of diabetes-related risk and promotion of healthy behavior among study participants. Videogames appeared to be helpful tools for education in some interventions, whereas gamification and virtual environments increased extrinsic motivation and provided positive reinforcement. This review concludes by discussing the potential of using videogames and gamification for the self-management of diabetes.

  17. Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: “Fitter Critters”

    Science.gov (United States)

    Ferrara, John; Lance, Bri; Karetas, Andrew; Druker, Susan; Panza, Emily; Olendzki, Barbara; Andersen, Victoria; Pbert, Lori

    2012-01-01

    Abstract Objective Interest in health videogames to stimulate health behavior change is increasing, yet little research exists on their use. This study tested the acceptability of an online health videogame called “Fitter Critters™” (Megazoid Games, Collegeville, PA) for improving healthy diet and activity in elementary school students. Subjects and Methods In October and November 2011, fifth grade students (n=97) from a school in central Massachusetts played the game for 1 week during their health class. Measures of nutrition and activity knowledge, attitudes, and self-efficacy were completed prior to playing the game and again on the final day along with a videogame acceptability questionnaire. Results The videogame was highly acceptable to participants as measured by the acceptability questionnaire mean rating of 4.52 (SD=0.60), where 1=strongly disagree and 5=strongly agree; 73% of students played the game at least once outside of class. Significant increases in positive attitudes toward healthy eating (Pvideogame engages students in learning about healthy eating and activity. Further research should assess whether the positive changes observed in knowledge, attitudes, and self-efficacy translate into behavior change. PMID:24761317

  18. Impact of a Pilot Videogame-Based Physical Activity Program on Walking Speed in Adults with Schizophrenia.

    Science.gov (United States)

    Leutwyler, H; Hubbard, E; Cooper, B A; Dowling, G

    2017-11-10

    The purpose of this report is to describe the impact of a videogame-based physical activity program using the Kinect for Xbox 360 game system (Microsoft, Redmond, WA) on walking speed in adults with schizophrenia. In this randomized controlled trial, 28 participants played either an active videogame for 30 min (intervention group) or played a sedentary videogame for 30 min (control group), once a week for 6 weeks. Walking speed was measured objectively with the Short Physical Performance Battery at enrollment and at the end of the 6-week program. The intervention group (n = 13) showed an average improvement in walking speed of 0.08 m/s and the control group (n = 15) showed an average improvement in walking speed of 0.03 m/s. Although the change in walking speed was not statistically significant, the intervention group had between a small and substantial clinically meaningful change. The results suggest a videogame based physical activity program provides clinically meaningful improvement in walking speed, an important indicator of health status.

  19. The Impact of Incentivizing the Use of Feedback on Learning and Performance in Educational Videogames

    Science.gov (United States)

    Delacruz, Girlie C.

    2012-01-01

    Educational videogames can be designed to provide instructional feedback responsive to specific actions. However, existing research indicates that students tend to ignore the feedback provided. That is, students often use ineffective help-seeking strategies. Research on the topic of help-seeking in learning environments have primarily focused on the role of cognitive factors, the nature of the help, or issues of timing and frequency. There is a noticeable gap in understanding how to motivate the use provided feedback. This study examined the relation between incentivizing the use of feedback and providing an explanation of the game's scoring rules on math learning in a pre-algebra videogame. A randomized-control design was used, comparing learning outcomes of students who received the incentive with those who did not. Results indicated that students given the incentive to use feedback had significantly higher normalized change scores on math items (d = .53), with stronger effects for students with low academic intrinsic motivation (d = .88 - 1.17).

  20. Effectiveness of Videogames on Balance and Fear of Falling in Chronic Stroke Patient

    Directory of Open Access Journals (Sweden)

    Neshat Rahimi S.Monfared

    2015-03-01

    Full Text Available Objectives: Balance disorder is one of the most common problems after stroke causes falling and fear of falling in some patients. The balance based video games are newly used in people with motor problems. It is very important to use different interventions for balance issues. The aim of this study is to determine the effectiveness of videogame on balance and fear of falling in one participant. Methods: This experimental study was done in a single subject system, A-B design for one patient with chronic stroke. This method including repetitive measures conducted in two phases, baseline and then twelve intervention sessions. Berg Balance Scale, Timed up and go, Functional Reach, the maximum weight bearing in different directions and the deviation from center were conducted for balance assessing. Fear of falling questionnaire was used to assess fear of falling. Analysis of results was done by C-statistic, Bayesian factor, Mann Whitney U, and visual analysis graphs. Results: The results showed significant improvement for balance skills, the maximum force produced by lower extremities and reducing fear of falling parameters. But the deviation from center graphs did not showed distinct pattern. Discussion: All analysis confirmed the efficacy of videogames on balance skills and fear of falling improvement. However, the deviation from center did not show improvement and it seems to need more studies.

  1. Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions.

    Science.gov (United States)

    Duncan, Lindsay R; Hieftje, Kimberly D; Culyba, Sabrina; Fiellin, Lynn E

    2014-03-01

    As mobile technologies and videogaming platforms are becoming increasingly prevalent in the realm of health and healthcare, so are the opportunities to use these resources to conduct behavioral interventions. The creation and empirical testing of game style interventions, however, is challenged by the requisite collaboration of multidisciplinary teams, including researchers and game developers who have different cultures, terminologies, and standards of evidence. Thus, traditional intervention development tools such as logic models and intervention manuals may need to be augmented by creating what we have termed "Game Playbooks" which are intervention guidebooks that are created by, understood by, and acceptable to all members of the multidisciplinary game development team. The purpose of this paper is to describe the importance and content of a Game Playbook created to aide in the development of a videogame intervention designed specifically for health behavior change in young teens as well as the process for creating such a tool. We draw on the experience of our research and game design team to describe the critical components of the Game Playbook and the necessity of creating such a tool.

  2. Changes in resting-state functionally connected parietofrontal networks after videogame practice.

    Science.gov (United States)

    Martínez, Kenia; Solana, Ana Beatriz; Burgaleta, Miguel; Hernández-Tamames, Juan Antonio; Alvarez-Linera, Juan; Román, Francisco J; Alfayate, Eva; Privado, Jesús; Escorial, Sergio; Quiroga, María A; Karama, Sherif; Bellec, Pierre; Colom, Roberto

    2013-12-01

    Neuroimaging studies provide evidence for organized intrinsic activity under task-free conditions. This activity serves functionally relevant brain systems supporting cognition. Here, we analyze changes in resting-state functional connectivity after videogame practice applying a test-retest design. Twenty young females were selected from a group of 100 participants tested on four standardized cognitive ability tests. The practice and control groups were carefully matched on their ability scores. The practice group played during two sessions per week across 4 weeks (16 h total) under strict supervision in the laboratory, showing systematic performance improvements in the game. A group independent component analysis (GICA) applying multisession temporal concatenation on test-retest resting-state fMRI, jointly with a dual-regression approach, was computed. Supporting the main hypothesis, the key finding reveals an increased correlated activity during rest in certain predefined resting state networks (albeit using uncorrected statistics) attributable to practice with the cognitively demanding tasks of the videogame. Observed changes were mainly concentrated on parietofrontal networks involved in heterogeneous cognitive functions. Copyright © 2012 Wiley Periodicals, Inc.

  3. Effects of training strategies implemented in a complex videogame on functional connectivity of attentional networks.

    Science.gov (United States)

    Voss, Michelle W; Prakash, Ruchika Shaurya; Erickson, Kirk I; Boot, Walter R; Basak, Chandramallika; Neider, Mark B; Simons, Daniel J; Fabiani, Monica; Gratton, Gabriele; Kramer, Arthur F

    2012-01-02

    We used the Space Fortress videogame, originally developed by cognitive psychologists to study skill acquisition, as a platform to examine learning-induced plasticity of interacting brain networks. Novice videogame players learned Space Fortress using one of two training strategies: (a) focus on all aspects of the game during learning (fixed priority), or (b) focus on improving separate game components in the context of the whole game (variable priority). Participants were scanned during game play using functional magnetic resonance imaging (fMRI), both before and after 20 h of training. As expected, variable priority training enhanced learning, particularly for individuals who initially performed poorly. Functional connectivity analysis revealed changes in brain network interaction reflective of more flexible skill learning and retrieval with variable priority training, compared to procedural learning and skill implementation with fixed priority training. These results provide the first evidence for differences in the interaction of large-scale brain networks when learning with different training strategies. Our approach and findings also provide a foundation for exploring the brain plasticity involved in transfer of trained abilities to novel real-world tasks such as driving, sport, or neurorehabilitation. Copyright © 2011 Elsevier Inc. All rights reserved.

  4. Learning foreign sounds in an alien world: videogame training improves non-native speech categorization.

    Science.gov (United States)

    Lim, Sung-joo; Holt, Lori L

    2011-01-01

    Although speech categories are defined by multiple acoustic dimensions, some are perceptually weighted more than others and there are residual effects of native-language weightings in non-native speech perception. Recent research on nonlinguistic sound category learning suggests that the distribution characteristics of experienced sounds influence perceptual cue weights: Increasing variability across a dimension leads listeners to rely upon it less in subsequent category learning (Holt & Lotto, 2006). The present experiment investigated the implications of this among native Japanese learning English /r/-/l/ categories. Training was accomplished using a videogame paradigm that emphasizes associations among sound categories, visual information, and players' responses to videogame characters rather than overt categorization or explicit feedback. Subjects who played the game for 2.5h across 5 days exhibited improvements in /r/-/l/ perception on par with 2-4 weeks of explicit categorization training in previous research and exhibited a shift toward more native-like perceptual cue weights. Copyright © 2011 Cognitive Science Society, Inc.

  5. Neural basis of superior performance of action videogame players in an attention-demanding task.

    Science.gov (United States)

    Mishra, Jyoti; Zinni, Marla; Bavelier, Daphne; Hillyard, Steven A

    2011-01-19

    Steady-state visual evoked potentials (SSVEPs) were recorded from action videogame players (VGPs) and from non-videogame players (NVGPs) during an attention-demanding task. Participants were presented with a multi-stimulus display consisting of rapid sequences of alphanumeric stimuli presented at rates of 8.6/12 Hz in the left/right peripheral visual fields, along with a central square at fixation flashing at 5.5 Hz and a letter sequence flashing at 15 Hz at an upper central location. Subjects were cued to attend to one of the peripheral or central stimulus sequences and detect occasional targets. Consistent with previous behavioral studies, VGPs detected targets with greater speed and accuracy than NVGPs. This behavioral advantage was associated with an increased suppression of SSVEP amplitudes to unattended peripheral sequences in VGPs relative to NVGPs, whereas the magnitude of the attended SSVEPs was equivalent in the two groups. Group differences were also observed in the event-related potentials to targets in the alphanumeric sequences, with the target-elicited P300 component being of larger amplitude in VGPS than NVGPs. These electrophysiological findings suggest that the superior target detection capabilities of the VGPs are attributable, at least in part, to enhanced suppression of distracting irrelevant information and more effective perceptual decision processes.

  6. "Fair Play": A Videogame Designed to Address Implicit Race Bias Through Active Perspective Taking.

    Science.gov (United States)

    Gutierrez, Belinda; Kaatz, Anna; Chu, Sarah; Ramirez, Dennis; Samson-Samuel, Clem; Carnes, Molly

    2014-12-01

    Having diverse faculty in academic health centers will help diversify the healthcare workforce and reduce health disparities. Implicit race bias is one factor that contributes to the underrepresentation of Black faculty. We designed the videogame "Fair Play" in which players assume the role of a Black graduate student named Jamal Davis. As Jamal, players experience subtle race bias while completing "quests" to obtain a science degree. We hypothesized that participants randomly assigned to play the game would have greater empathy for Jamal and lower implicit race bias than participants randomized to read narrative text describing Jamal's experience. University of Wisconsin-Madison graduate students were recruited via e-mail and randomly assigned to play "Fair Play" or read narrative text through an online link. Upon completion, participants took an Implicit Association Test to measure implicit bias and answered survey questions assessing empathy toward Jamal and awareness of bias. As hypothesized, gameplayers showed the least implicit bias but only when they also showed high empathy for Jamal (P=0.013). Gameplayers did not show greater empathy than text readers, and women in the text condition reported the greatest empathy for Jamal (P=0.008). However, high empathy only predicted lower levels of implicit bias among those who actively took Jamal's perspective through gameplay (P=0.014). A videogame in which players experience subtle race bias as a Black graduate student has the potential to reduce implicit bias, possibly because of a game's ability to foster empathy through active perspective taking.

  7. Child Goal Setting of Dietary and Physical Activity in a Serious Videogame.

    Science.gov (United States)

    Simons, Monique; Baranowski, Janice; Thompson, Debbe; Buday, Richard; Abdelsamad, Dina; Baranowski, Tom

    2013-06-01

    To inform child obesity prevention programs, the current article identified what children thought were the most important goals, values, and perceived barriers related to healthy eating and physical activity (PA) within a serious videogame for health, "Escape from Diab" (Archimage Inc., Houston, TX). One hundred three children, 10-12 years of age, played "Escape from Diab." During game play the children were presented with a menu of goals, values, and barriers from which they selected the ones most important to them. The children's selections were transmitted to a central server and stored in a database. Frequencies were calculated and reported. The most important diet-related values and reasons for children were getting good grades and being healthy and fit. The most often reported barrier for fruit intake was that it does not fill you up, and for vegetable intake it was that availability at home was limited. Also, limited availability of bottled water at home was an often chosen barrier. PA-related important values and reasons were not missing school and having energy to do homework. Children preferred to limit sedentary activities for only 30 minutes rather than for 60 minutes. The most frequently mentioned barrier for reducing inactivity was "feeling too tired to do anything else." These findings provide important input for future obesity prevention videogames attempting to motivate children to set healthy diet and PA goals.

  8. Experience and Explanation: Using Videogames to Prepare Students for Formal Instruction in Statistics

    Science.gov (United States)

    Arena, Dylan A.; Schwartz, Daniel L.

    2014-08-01

    Well-designed digital games can deliver powerful experiences that are difficult to provide through traditional instruction, while traditional instruction can deliver formal explanations that are not a natural fit for gameplay. Combined, they can accomplish more than either can alone. An experiment tested this claim using the topic of statistics, where people's everyday experiences often conflict with normative statistical theories and a videogame might provide an alternate set of experiences for students to draw upon. The research used a game called Stats Invaders!, a variant of the classic videogame Space Invaders. In Stats Invaders!, the locations of descending alien invaders follow probability distributions, and players need to infer the shape of the distributions to play well. The experiment tested whether the game developed participants' intuitions about the structure of random events and thereby prepared them for future learning from a subsequent written passage on probability distributions. Community-college students who played the game and then read the passage learned more than participants who only read the passage.

  9. Parental mediation of television viewing and videogaming of adolescents with autism spectrum disorder and their siblings.

    Science.gov (United States)

    Kuo, Melissa H; Magill-Evans, Joyce; Zwaigenbaum, Lonnie

    2015-08-01

    Adolescents with autism spectrum disorder spend considerable time in media activities. Parents play an important role in shaping adolescents' responses to media. This study explored the mediation strategies that parents of adolescents with autism spectrum disorder used to manage television and video game use, factors associated with their use of different strategies, and whether mediation strategies changed over time. A secondary purpose was to examine whether parents applied different mediation strategies to adolescents with autism spectrum disorder versus siblings, and the factors that created stress related to managing media use. Parents of 29 adolescents with autism spectrum disorder and 16 siblings completed questionnaires at two time points. Parents most frequently supervised their television viewing by watching it with the adolescents, and used restrictive strategies to regulate their videogaming. Parents used similar strategies for siblings, but more frequently applied restrictive and instructive strategies for videogaming with adolescents with autism spectrum disorder than their siblings. Restrictive mediation of television viewing for the adolescents decreased significantly over the year. Adolescents' time spent in media activities, age, and behavior problems, and parents' concerns about media use were significant factors associated with the strategies that parents employed. Parents' stress related to the adolescents' behavioral and emotional responses to parental restrictions. © The Author(s) 2014.

  10. Editorial: Computerspiele und Videogames in formellen und informellen Bildungskontexten

    Directory of Open Access Journals (Sweden)

    Johannes Fromme

    2008-01-01

    Determinanten des Erlebens interaktiver Unterhaltungssoftware. Köln: Herbert von Halem. Mäyrä, Frans (2008: An Introduction to Game Studies. Games in Culture. Los Angeleos u.a.: SAGE. Neitzel, Britta/Bopp, Matthias/Nohr, Rolf F. (Hrsg. (2004: «See? I’m real …» Multidisziplinäre Zugänge zum Computerspiel am Beispiel von ‹Silent Hill›. Münster: Lit. Newman, James (2003: Videogames. London/New York: Routledge. Pearce, Celia/Artemesia (2009: Communities of Play. Emergent Cultures in Multiplayer Games and Virtual Worlds. Cambridge, Mass./London: MIT Press. Quandt, Thorsten/Wimmer, Jeffrey/Wolling, Jens (Hrsg. (2008: Die Computerspieler. Studien zur Nutzung von Computergames. Wiesbaden: VS Verlag. Raessens, Joost; Goldstein, Jeffrey (2005 (Ed. Handbook of Computer Game Studies. Cambridge, Mass.: MIT Press. Vorderer, Peter; Bryant, Jennings (2006 (Ed. Playing Video Games. Motives, Responses, and Consequences. Mahwah, NJ: Lawrence Erlbaum. Wolf, Mark J./Perron, Bernard (Eds. (2003: The Video Game Theory Reader. New York/London: Routledge.

  11. Health Outcomes of Information System Use Lifestyles among Adolescents: Videogame Addiction, Sleep Curtailment and Cardio-Metabolic Deficiencies.

    Science.gov (United States)

    Turel, Ofir; Romashkin, Anna; Morrison, Katherine M

    2016-01-01

    Obesity is a rising problem among adolescents in modern societies; it results in long-term cardio-metabolic problems. Possible overlooked drivers of obesity and its consequent cardio-metabolic deficits include videogame addiction and the resulting curtailed sleep; both are growing problems among adolescents. The objective of this study is to examine possible associations among these concepts in adolescents, as a means to point to plausible interventions. Data were collected from 94 adolescents who play videogames and are enrolled in outpatient clinics, using surveys, wearable sleep monitors (FitBit), physical exams, and blood tests at three points in time. These data were subjected to structural equation modeling (SEM) analyses and bootstrapping-based mediation testing procedures. Videogame addiction among adolescents was negatively associated with sleep duration (β = -0.24). Sleep duration was negatively associated with obesity (β = -0.30), which in turn was associated with elevated blood pressure (β = 0.26), low high-density lipoprotein cholesterol (β = -0.18), high triglycerides (β = 0.61), and high insulin resistance (β = 0.39). The model explained 36.2% of the variation in sleep duration, 32.7% of the variation in obesity, and between 12.8% and 28.1% of the variation in cardio-metabolic indicators. Post-hoc analyses indicated that curtailed sleep is a possible full mediator of the association between videogame addiction, abdominal obesity and the associated cardio-metabolic deficits. The findings point to possible information systems use lifestyle-health links, which behooves researchers and practitioners to pay closer attention to possible adverse health outcomes of technology-related addictions. Interventions that target problematic video-gaming and sleep should be devised as a possible means for improving adolescents' long-term cardio-metabolic health.

  12. Health Outcomes of Information System Use Lifestyles among Adolescents: Videogame Addiction, Sleep Curtailment and Cardio-Metabolic Deficiencies.

    Directory of Open Access Journals (Sweden)

    Ofir Turel

    Full Text Available Obesity is a rising problem among adolescents in modern societies; it results in long-term cardio-metabolic problems. Possible overlooked drivers of obesity and its consequent cardio-metabolic deficits include videogame addiction and the resulting curtailed sleep; both are growing problems among adolescents. The objective of this study is to examine possible associations among these concepts in adolescents, as a means to point to plausible interventions.Data were collected from 94 adolescents who play videogames and are enrolled in outpatient clinics, using surveys, wearable sleep monitors (FitBit, physical exams, and blood tests at three points in time. These data were subjected to structural equation modeling (SEM analyses and bootstrapping-based mediation testing procedures.Videogame addiction among adolescents was negatively associated with sleep duration (β = -0.24. Sleep duration was negatively associated with obesity (β = -0.30, which in turn was associated with elevated blood pressure (β = 0.26, low high-density lipoprotein cholesterol (β = -0.18, high triglycerides (β = 0.61, and high insulin resistance (β = 0.39. The model explained 36.2% of the variation in sleep duration, 32.7% of the variation in obesity, and between 12.8% and 28.1% of the variation in cardio-metabolic indicators. Post-hoc analyses indicated that curtailed sleep is a possible full mediator of the association between videogame addiction, abdominal obesity and the associated cardio-metabolic deficits.The findings point to possible information systems use lifestyle-health links, which behooves researchers and practitioners to pay closer attention to possible adverse health outcomes of technology-related addictions. Interventions that target problematic video-gaming and sleep should be devised as a possible means for improving adolescents' long-term cardio-metabolic health.

  13. In-Game Health Communication: Delivering Low-Fear Health Messages in a Low-Fear Videogame.

    Science.gov (United States)

    Burrows, Christopher N; Blanton, Hart

    2018-06-01

    Prior research has demonstrated that psychological immersion (or "transportation") into virtual gaming worlds can heighten influence from health-promotion messages embedded in the backgrounds of gaming scenes. However, research to date has only studied the effectiveness of embedding graphic, fear-based messages in the background of violent, first-person videogames. This study sought to examine whether transportation into a nonviolent videogame can heighten persuasion from low-fear, nongraphic health messages. Willingness to drive under the influence of alcohol (DUI) was measured in an undergraduate sample (M AGE  = 19) at the start of the semester, and n = 220 returned 0-3 months later to play a car-racing videogame. All were randomly assigned to play either a version of the game containing background billboards that delivered simple, text-based anti-DUI messages or consumer advertising. Self-reported levels of transportation were assessed, as well as postgame willingness to DUI. Exposure to anti-DUI messages from within the game predicted lower postgame willingness to DUI. Moreover, replicating prior research, the effect of message exposure was largest among those who reported higher levels of pregame willingness to DUI, and higher levels of in-game transportation. This study replicates prior research by suggesting that immersive videogames that promote transportation can be used to effectively deliver health communications. Results also expand prior research by providing the first evidence that such effects can generalize when health messaging orients around nongraphic, lower fear messages embedded within immersive but lower fear videogames.

  14. Effect of exposure to greater active videogame variety on time spent in moderate- to vigorous-intensity physical activity.

    Science.gov (United States)

    Raynor, Hollie A; Cardoso, Chelsi; Bond, Dale S

    2016-07-01

    This investigation examined whether exposure to greater active videogame variety increases moderate- to vigorous-intensity physical activity (MVPA). Twenty-three participants (age=22.7±4.2yrs; body mass index=23.5±3.0kg/m(2); self-reported MVPA=298.7±116.7min/wk; 62.2% female; 73.9% Caucasian) participated in VARIETY (4 different active videogames during 4, 15-min bouts) and NON-VARIETY (only 1 active videogame during 4, 15-min bouts) counterbalanced sessions. VARIETY provided a different active videogame in each bout. NON-VARIETY provided participants their most highly liked active videogame in each bout. The Sensewear Mini Armband objectively assessed MVPA. For MVPA minutes, a session×bout (p<0.05) interaction occurred. In NON-VARIETY, bouts 2, 3, and 4 had significantly (p<0.05) fewer minutes than bout 1, with no decrease occurring in VARIETY. In bout 4, VARIETY had significantly (p<0.05) more minutes than NON-VARIETY. A main effect of session (p<0.05) occurred for MVPA minutes and energy expenditure, with VARIETY achieving greater amounts (31.8±14.3min vs. 27.6±16.9min; 186.1±96.8kcal vs. 171.2±102.8kcal). Exposure to greater activity variety within a session increased MVPA. Future research should examine exposure to a variety of activities over a longer time frame with participants of differing lifestyles in free-living environments. Copyright © 2016. Published by Elsevier Inc.

  15. WHICH HEALTH-RELATED PROBLEMS ARE ASSOCIATED WITH PROBLEMATIC VIDEO-GAMING OR SOCIAL MEDIA USE IN ADOLESCENTS? A LARGE-SCALE CROSS-SECTIONAL STUDY

    OpenAIRE

    Saskia Y. M. Mérelle; Annet M. Kleiboer; Miriam Schotanus; Theresia L. M. Cluitmans; Cornelia M. Waardenburg; Danielle Kramer; Dike van de Mheen; Antonius J. van Rooij

    2017-01-01

    markdownabstract_Objective:_ Problematic video-gaming or social media use may seriously affect adolescents’ health status. However, it is not very well known which health-related problems are most strongly related to these issues. To inform the development of prevention and intervention strategies, this study aims to gain a better understanding of the healthrelated problems and demographical factors associated with problematic video-gaming or social media use in early adolescence. _Method:_ A...

  16. Strong Links Between Teleconnections and Ecosystem Exchange Found at a Pacific Northwest Old-Growth Forest from Flux Tower and MODIS EVI Data

    Energy Technology Data Exchange (ETDEWEB)

    Wharton, S; Chasmer, L; Falk, M; Paw U, K T

    2009-03-12

    Variability in three Pacific teleconnection patterns are examined to see if net carbon exchange at a low-elevation, old-growth forest is affected by climatic changes associated with these periodicities. Examined are the Pacific Decadal Oscillation (PDO), Pacific/North American Oscillation (PNA) and El Nino-Southern Oscillation (ENSO). We use nine years of eddy covariance CO{sub 2}, H{sub 2}O and energy fluxes measured at the Wind River AmeriFlux site, Washington, USA and eight years of tower-pixel remote sensing data from the Moderate Resolution Imaging Spectroradiometer (MODIS) to address this question. We compute a new Composite Climate Index (CCI) based on the three Pacific Oscillations to divide the measurement period into positive- (2003 and 2005), negative- (1999 and 2000) and neutral-phase climate years (2001, 2002, 2004, 2006 and 2007). The forest transitioned from an annual net carbon sink (NEP = + 217 g C m{sup -2} year{sup -1}, 1999) to a source (NEP = - 100 g C m{sup -2} year{sup -1}, 2003) during two dominant teleconnection patterns. Net ecosystem productivity (NEP), water use efficiency (WUE) and light use efficiency (LUE) were significantly different (P < 0.01) during positive (NEP = -0.27 g C m{sup -2} day{sup -1}, WUE = 4.1 mg C/g H{sub 2}O, LUE = 0.94 g C MJ{sup -1}) and negative (NEP = +0.37 g C m{sup -2} day{sup -1}, WUE = 3.4 mg C/g H{sub 2}O, LUE = 0.83 g C MJ{sup -1}) climate phases. The CCI was linked to variability in the MODIS Enhanced Vegetation Index (EVI) but not to MODIS Fraction of absorbed Photosynthetically Active Radiation (FPAR). EVI was highest during negative climate phases (1999 and 2000) and was positively correlated with NEP and showed potential for using MODIS to estimate teleconnection-driven anomalies in ecosystem CO{sub 2} exchange in old-growth forests. This work suggests that any increase in the strength or frequency of ENSO coinciding with in-phase, low frequency Pacific oscillations (PDO and PNA) will likely increase

  17. Binocular treatment of amblyopia using videogames (BRAVO): study protocol for a randomised controlled trial.

    Science.gov (United States)

    Guo, Cindy X; Babu, Raiju J; Black, Joanna M; Bobier, William R; Lam, Carly S Y; Dai, Shuan; Gao, Tina Y; Hess, Robert F; Jenkins, Michelle; Jiang, Yannan; Kowal, Lionel; Parag, Varsha; South, Jayshree; Staffieri, Sandra Elfride; Walker, Natalie; Wadham, Angela; Thompson, Benjamin

    2016-10-18

    Amblyopia is a common neurodevelopmental disorder of vision that is characterised by visual impairment in one eye and compromised binocular visual function. Existing evidence-based treatments for children include patching the nonamblyopic eye to encourage use of the amblyopic eye. Currently there are no widely accepted treatments available for adults with amblyopia. The aim of this trial is to assess the efficacy of a new binocular, videogame-based treatment for amblyopia in older children and adults. We hypothesise that binocular treatment will significantly improve amblyopic eye visual acuity relative to placebo treatment. The BRAVO study is a double-blind, randomised, placebo-controlled multicentre trial to assess the effectiveness of a novel videogame-based binocular treatment for amblyopia. One hundred and eight participants aged 7 years or older with anisometropic and/or strabismic amblyopia (defined as ≥0.2 LogMAR interocular visual acuity difference, ≥0.3 LogMAR amblyopic eye visual acuity and no ocular disease) will be recruited via ophthalmologists, optometrists, clinical record searches and public advertisements at five sites in New Zealand, Canada, Hong Kong and Australia. Eligible participants will be randomised by computer in a 1:1 ratio, with stratification by age group: 7-12, 13-17 and 18 years and older. Participants will be randomised to receive 6 weeks of active or placebo home-based binocular treatment. Treatment will be in the form of a modified interactive falling-blocks game, implemented on a 5th generation iPod touch device viewed through red/green anaglyphic glasses. Participants and those assessing outcomes will be blinded to group assignment. The primary outcome is the change in best-corrected distance visual acuity in the amblyopic eye from baseline to 6 weeks post randomisation. Secondary outcomes include distance and near visual acuity, stereopsis, interocular suppression, angle of strabismus (where applicable) measured at

  18. Rehabilitation System based on the Use of Biomechanical Analysis and Videogames through the Kinect Sensor

    Directory of Open Access Journals (Sweden)

    John E. Muñoz-Cardona

    2013-11-01

    Full Text Available This paper presents development of a novel system for physical rehabilitation of patients with multiple pathologies, through dynamic with exercise videogames (exergames and analysis of the movements of patients using developed software. This system is based on the use of the Kinect sensor for both purposes: amusing the patient in therapy through of specialist exergames and provide a tool to record and analyze MoCap data taken through the Kinect sensor and processed using biomechanical analysis through Euler angles. All interactive system is installed in a rehabilitation center and works with different pathologies (stroke, IMOC, craneoencephallic trauma, etc., patients interact with the platform while the specialist records data for later analysis, which is performed by software designed for this purpose. The motion graphics are shown in the sagittal, frontal and rotationalplanefrom20 points distributed in the body. The final system is portable, non-invasive, inexpensive, natural interaction with the patient and easily implemented for medical purposes.

  19. The perceived value on online videogames and the construction of its consumer

    Directory of Open Access Journals (Sweden)

    Alex Paubel Junger

    2017-09-01

    Full Text Available Starting on a qualitativeapproach, we here aim at providing a study about the perception of value on the consumption of online videogames, as well as the construction of the consumer on this market.For this end,we shall make a bibliographic revision on the works of Bourdieu and McCracken, with contributions from Kotler and some punctual external observations, which shall be verified with market data study and an in-depth, non-structured interview for better understanding of the value on this kind of consumption, on its  offer as its perception by the public and as the construction of the individual that is inserted in this ambient.At the end, this publication verifies the strong social element as source of the desire on the consumption of these products and qualifies it as an essential factor for it.

  20. USE OF VIDEOGAMES AND COMPUTER GAMES: INFLUENCES ON ATTENTION, MEMORY, ACADEMIC ACHIEVEMENT AND PROBLEMS BEHAVIOR

    Directory of Open Access Journals (Sweden)

    Harold Germán Rodríguez Celis

    2011-12-01

    Full Text Available This study was designed to identify the relationship between video and computergames use on attention, memory, academic performance and problemsbehavior in school children in Bogotá. Memory and attention were assessedusing a set of different scales of ENI Battery (Matute, Rosselli, Ardila, & Ostrosky-Solís, 2007. For Academic performance, school newsletters were used.Behavioral problems were assessed through the CBCL / 6 -18 questionnaire(Child Behavior Checklist of (Achenbach & Edelbrock, 1983. 123 children and99 parents were enrolled in 2 factorial design experimental studies. The resultsdid not support the hypothesis of a significant change in memory tests, orintra-subject selective visual and hearing attention. However, these variablesshowed significant differences among children exposed to habitual videogamesconsumption. No differences were found between the level of regular videogames consumption in school children and academic performance variables orbehavioral problems.

  1. Women and creation in the videogame industry in Spain: opportunities and difficulties in masculinized spaces

    Directory of Open Access Journals (Sweden)

    Aurora Méndez Martínez

    2017-12-01

    Full Text Available Video games are one of the first leisure alternatives in our society and generate millions of euros in profits annually. However, only 17% of its creators are women, which implies an important loss of creative capital and high economic gains that are not equitably distributed in a context of social inequality. Multiple factors, from the content of video games to the social environment, negatively influence women, creating a disaffection for video games. On the other hand, the masculinized environments and the lack of authority of the women around the videogames, curb the pretensions of the players to make the leap toward the professionalization in this industry. The objective of this article, through a bibliographical review, is to begin a research of the causes of the underrepresentation of women in the video game industry, in order to find solutions, create a more sustainable economy for Europe, an increase of equal spaces And greater job opportunities for women.

  2. EVI1 activation in blast crisis CML due to juxtaposition to the rare 17q22 partner region as part of a 4-way variant translocation t(9;22

    Directory of Open Access Journals (Sweden)

    Verhasselt Bruno

    2008-07-01

    Full Text Available Abstract Background Variant translocations t(9;22 occur in 5 to 10% of newly diagnosed CMLs and additional genetic changes are present in 60–80% of patients in blast crisis (BC. Here, we report on a CML patient in blast crisis presenting with a four-way variant t(9;22 rearrangement involving the EVI1 locus. Methods Dual-colour Fluorescence In Situ Hybridisation was performed to unravel the different cytogenetic aberrations. Expression levels of EVI1 and BCR/ABL1 were investigated using real-time quantitative RT-PCR. Results In this paper we identified a patient with a complex 4-way t(3;9;17;22 which, in addition to BCR/ABL1 gene fusion, also resulted in EVI1 rearrangement and overexpression. Conclusion This report illustrates how a variant t(9;22 translocation can specifically target a second oncogene most likely contributing to the more aggressive phenotype of the disease. Molecular analysis of such variants is thus warranted to understand the phenotypic consequences and to open the way for combined molecular therapies in order to tackle the secondary oncogenic effect which is unresponsive to imatinib treatment.

  3. Evaluation of a linear spectral mixture model and vegetation indices (NDVI and EVI) in a study of schistosomiasis mansoni and Biomphalaria glabrata distribution in the state of Minas Gerais, Brazil.

    Science.gov (United States)

    Guimarães, Ricardo J P S; Freitas, Corina C; Dutra, Luciano V; Scholte, Ronaldo G C; Amaral, Ronaldo S; Drummond, Sandra C; Shimabukuro, Yosio E; Oliveira, Guilherme C; Carvalho, Omar S

    2010-07-01

    This paper analyses the associations between Normalized Difference Vegetation Index (NDVI) and Enhanced Vegetation Index (EVI) on the prevalence of schistosomiasis and the presence of Biomphalaria glabrata in the state of Minas Gerais (MG), Brazil. Additionally, vegetation, soil and shade fraction images were created using a Linear Spectral Mixture Model (LSMM) from the blue, red and infrared channels of the Moderate Resolution Imaging Spectroradiometer spaceborne sensor and the relationship between these images and the prevalence of schistosomiasis and the presence of B. glabrata was analysed. First, we found a high correlation between the vegetation fraction image and EVI and second, a high correlation between soil fraction image and NDVI. The results also indicate that there was a positive correlation between prevalence and the vegetation fraction image (July 2002), a negative correlation between prevalence and the soil fraction image (July 2002) and a positive correlation between B. glabrata and the shade fraction image (July 2002). This paper demonstrates that the LSMM variables can be used as a substitute for the standard vegetation indices (EVI and NDVI) to determine and delimit risk areas for B. glabrata and schistosomiasis in MG, which can be used to improve the allocation of resources for disease control.

  4. Assessment of MODIS-EVI, MODIS-NDVI and VEGETATION-NDVI composite data using agricultural measurements: an example at corn fields in western Mexico.

    Science.gov (United States)

    Chen, Pei-Yu; Fedosejevs, Gunar; Tiscareño-López, Mario; Arnold, Jeffrey G

    2006-08-01

    Although several types of satellite data provide temporal information of the land use at no cost, digital satellite data applications for agricultural studies are limited compared to applications for forest management. This study assessed the suitability of vegetation indices derived from the TERRA-Moderate Resolution Imaging Spectroradiometer (MODIS) sensor and SPOT-VEGETATION (VGT) sensor for identifying corn growth in western Mexico. Overall, the Normalized Difference Vegetation Index (NDVI) composites from the VGT sensor based on bi-directional compositing method produced vegetation information most closely resembling actual crop conditions. The NDVI composites from the MODIS sensor exhibited saturated signals starting 30 days after planting, but corresponded to green leaf senescence in April. The temporal NDVI composites from the VGT sensor based on the maximum value method had a maximum plateau for 80 days, which masked the important crop transformation from vegetative stage to reproductive stage. The Enhanced Vegetation Index (EVI) composites from the MODIS sensor reached a maximum plateau 40 days earlier than the occurrence of maximum leaf area index (LAI) and maximum intercepted fraction of photosynthetic active radiation (fPAR) derived from in-situ measurements. The results of this study showed that the 250-m resolution MODIS data did not provide more accurate vegetation information for corn growth description than the 500-m and 1000-m resolution MODIS data.

  5. Developing a Serious Videogame for Preteens to Motivate HPV Vaccination Decision Making: Land of Secret Gardens.

    Science.gov (United States)

    Cates, Joan R; Fuemmeler, Bernard F; Diehl, Sandra J; Stockton, Laurie L; Porter, Jeannette; Ihekweazu, Chioma; Gurbani, Arshya S; Coyne-Beasley, Tamera

    2018-02-01

    Vaccination against human papillomavirus (HPV) is routinely recommended for ages 11-12, yet in 2016 only 49.5% of women and 37.5% of men had completed the three-dose series in the United States. Offering information and cues to action through a serious videogame for preteens may foster HPV vaccination awareness, information seeking, and communication. An iterative process was used to develop an interactive videogame, Land of Secret Gardens. Three focus groups were conducted with 16 boys and girls, ages 11-12, for input on game design, acceptability, and functioning. Two parallel focus groups explored parents' (n = 9) perspectives on the game concept. Three researchers identified key themes. Preteens wanted a game that is both entertaining and instructional. Some parents were skeptical that games could be motivational. A back-story about a secret garden was developed as a metaphor for a preteen's body and keeping it healthy. The goal is to plant a lush secret garden and protect the seedlings by treating them with a potion when they sprout to keep them healthy as they mature. Points to buy seeds and create the potion are earned by playing mini-games. Throughout play, players are exposed to messaging about HPV and the benefits of the vaccine. Both boys and girls liked the garden concept and getting facts about HPV. Parents were encouraged to discuss the game with their preteens. Within a larger communication strategy, serious games could be useful for engaging preteens in health decision making about HPV vaccination.

  6. Exercise videogames for physical activity and fitness: Design and rationale of the Wii Heart Fitness trial.

    Science.gov (United States)

    Bock, Beth C; Thind, Herpreet; Dunsiger, Shira I; Serber, Eva R; Ciccolo, Joseph T; Cobb, Victoria; Palmer, Kathy; Abernathy, Sean; Marcus, Bess H

    2015-05-01

    Despite numerous health benefits, less than half of American adults engage in regular physical activity. Exercise videogames (EVG) may be a practical and attractive alternative to traditional forms of exercise. However there is insufficient research to determine whether EVG play alone is sufficient to produce prolonged engagement in physical activity or improvements in cardiovascular fitness and overall health risk. The goal of the present study is to test the efficacy of exercise videogames to increase time spent in moderate to vigorous physical activity (MVPA) and to improve cardiovascular risk indices among adults. Wii Heart Fitness is a rigorous 3-arm randomized controlled trial with adults comparing three 12-week programs: (1) supervised EVGs, (2) supervised standard exercise, and (3) a control condition. Heart rate is monitored continuously throughout all exercise sessions. Assessments are conducted at baseline, end of intervention (week 12), 6 and 9 months. The primary outcome is time spent in MVPA physical activity. Secondary outcomes include changes in cardiovascular fitness, body composition, blood lipid profiles and maintenance of physical activity through six months post-treatment. Changes in cognitive and affective constructs derived from Self Determination and Social Cognitive Theories will be examined to explain the differential outcomes between the two active treatment conditions. The Wii Heart Fitness study is designed to test whether regular participation in EVGs can be an adequate source of physical activity for adults. This study will produce new data on the effect of EVGs on cardiovascular fitness indices and prolonged engagement with physical activity. Copyright © 2015 Elsevier Inc. All rights reserved.

  7. Videogame e sua influência em teste de atenção Videojuegos y su influencia en la atención Videogame impact in attention test

    Directory of Open Access Journals (Sweden)

    Luciana Alves

    2010-09-01

    Full Text Available Esta pesquisa objetivou investigar a performance em cinco variáveis do Continuous Performance Test (CPT-II, um teste de atenção sustentada. Dela participaram 30 indivíduos, com idades entre 10 e 16 anos, envolvidos nas atividades de uma organização não governamental (ONG para crianças carentes, organizados em dois grupos: um grupo de jogadores de videogame (JVGs e um de não jogadores de videogame (NJVGs. Todos eles foram testados no CPT-II e o grupo de NJVGs foi treinado por 20 sessões em dois jogos de videogame. Os NJVGs foram retestados no CPT-II. Verificou-se que, inicialmente, o grupo de JVGs apresentou um desempenho melhor do que o grupo de NJVGs. Após a intervenção experimental constatou-se que este último grupo apresentou uma melhor performance nas variáveis avaliadas do teste. Os resultados mostraram que o regime de treinamento e os jogos de videogame utilizados foram eficientes para melhorar o desempenho de adolescentes NJVGs no CPT II.Este estudio tuvo como objetivo investigar la actuación de cinco variables en Continuous Performance Test (CPT-II, una prueba de atención sostenida. Participaron 30 individuos con edades entre 10 y 16 anos, envueltos en las actividades de una Organización no Gubernamental (ONG para niños carentes, organizados en dos grupos: uno para los jugadores de videojuegos (JV y otros con no jugadores de videojuegos (NJV. Todos se pusieron a prueba en el CPT-II y el grupo de NJV se formó por 20 sesiones en dos videojuegos. El NJV fueron re-probado en la CPT-II. Se encontró que en principio, el grupo JV mostraron mejor rendimiento que el grupo de NJV. Después de la intervención ensayo encontró que este último grupo mostró un mejor desempeño en las variables de la prueba. Los resultados mostraron que el sistema de formación y los videojuegos utilizados son eficaces para mejorar el rendimiento de los adolescentes NJV en CPT II.The present research aimed to investigate the performance in five

  8. Enhanced Vegetation Index (EVI na análise da dinâmica da vegetação da reserva biológica de Sooretama, ES Use of Enhanced Vegetation Index (EVI in the analysis os vegetation dynamics of the Sooretama biological reservation, ES

    Directory of Open Access Journals (Sweden)

    André Quintão de Almeida

    2008-12-01

    Full Text Available Técnicas de análises de séries temporais são utilizadas para caracterizar o comportamento de fenômenos naturais no domínio do tempo. Neste artigo, segundo a metodologia proposta por Box et al. (1994, 125 observações do Enhanced Vegetation Index (EVI foram analisadas. Os valores modelados correspondem às variações temporais ocorridas no dossel florestal da reserva biológica de Sooretama, localizada ao Norte do Estado do Espírito Santo, no Município de Linhares. Os resultados indicaram que a metodologia foi adequada. Os resíduos do modelo ajustado são não correlacionados com distribuição normal, média zero e variância s². Com o menor valor do Critério de Informação de Akaike (AIC -570,51, o modelo ajustado foi o Sazonal Auto-Regressivo Integrado de Médias Móveis (1,0,1(1,0,112.Temporal series analysis techniques are used to characterize the behavior of natural phenomenon in time domain. In this paper, 125 Enhanced Vegetation Index (EVI observations were analyzed according to the methodology proposed by Box et al.(1994. The values modeled correspond to the temporal variations that occurred in the forest canopy of the Sooretama Biological Reserve, in northern Espírito Santo, in the district of Linhares. The results indicated that such methodology was adequate. The residues of the adjusted model are not correlated with normal distribution, zero average and s² variance. At the lowest value of the Akaike Information Criteria (AIC -570. 51, the model adjusted was the Mobile Average Integrated Self-Regressive Seasonal model (1, 0, 1 (1, 0, 1-12.

  9. Effects of the use of videogames in a balance improving programme for women of 60 or over

    Directory of Open Access Journals (Sweden)

    Carlos Salazar Martínez

    2010-01-01

    Full Text Available Nowadays the population sector of senior citizens has become very important. For that reason we need to work to increase our knowledge of how to keep and improve the quality of their lives. Among the factors that influence this quality we need to avoid dependency so that these citizens can look after themselves, being falls one of the main causes of their lack of mobility. For that reason we propose a balance training programme that combines floor exercises and videogames practise as a way to foster the positive effects of that training. Apart from bringing new technologies closer to a group of people who have little to do with it, this study shows the usefulness of these new technologies to improve balance. The outcome shows that the use of a videogame console improves the results obtained in a balance training programme based on exercises on wall bars, mats and unstable rubber platforms full of air.

  10. Effect of video-game experience and position of flight stick controller on simulated-flight performance.

    Science.gov (United States)

    Cho, Bo-Keun; Aghazadeh, Fereydoun; Al-Qaisi, Saif

    2012-01-01

    The purpose of this study was to determine the effects of video-game experience and flight-stick position on flying performance. The study divided participants into 2 groups; center- and side-stick groups, which were further divided into high and low level of video-game experience subgroups. The experiment consisted of 7 sessions of simulated flying, and in the last session, the flight stick controller was switched to the other position. Flight performance was measured in terms of the deviation of heading, altitude, and airspeed from their respective requirements. Participants with high experience in video games performed significantly better (p increase (0.78 %). However, after switching from a center- to a side-stick controller, performance scores decreased (4.8%).

  11. Effects of videogame distraction using a virtual reality type head-mounted display helmet on cold pressor pain in children.

    Science.gov (United States)

    Dahlquist, Lynnda M; Weiss, Karen E; Clendaniel, Lindsay Dillinger; Law, Emily F; Ackerman, Claire Sonntag; McKenna, Kristine D

    2009-06-01

    To test whether a head-mounted display helmet enhances the effectiveness of videogame distraction for children experiencing cold pressor pain. Forty-one children, aged 6-14 years, underwent one or two baseline cold pressor trials followed by two distraction trials in which they played the same videogame with and without the helmet in counterbalanced order. Pain threshold (elapsed time until the child reported pain) and pain tolerance (total time the child kept the hand submerged in the cold water) were measured for each cold pressor trial. Both distraction conditions resulted in improved pain tolerance relative to baseline. Older children appeared to experience additional benefits from using the helmet, whereas younger children benefited equally from both conditions. The findings suggest that virtual reality technology can enhance the effects of distraction for some children. Research is needed to identify the characteristics of children for whom this technology is best suited.

  12. Videogame distraction using virtual reality technology for children experiencing cold pressor pain: the role of cognitive processing.

    Science.gov (United States)

    Law, Emily F; Dahlquist, Lynnda M; Sil, Soumitri; Weiss, Karen E; Herbert, Linda Jones; Wohlheiter, Karen; Horn, Susan Berrin

    2011-01-01

    This study examined whether increasing the demand for central cognitive processing involved in a distraction task, by involving the child in ongoing, effortful interaction with the distraction stimulus, would increase children's tolerance for cold pressor pain. Seventy-nine children ages 6-15 years underwent a baseline cold pressor trial followed by two cold pressor trials in which they received interactive distraction (i.e., used voice commands to play a videogame) or passive distraction (in which they merely watched the output from the same videogame segment) in counterbalanced order. Both distraction conditions were presented via a virtual reality-type helmet. As expected, children demonstrated significant improvement in pain tolerance during distraction relative to baseline. Children showed the greatest improvement during the interactive distraction task. The effects of distraction on children's cold pressor pain tolerance are significantly enhanced when the distraction task also includes greater demands for central cognitive processing.

  13. Effects of Videogame Distraction using a Virtual Reality Type Head-Mounted Display Helmet on Cold Pressor Pain in Children

    Science.gov (United States)

    Weiss, Karen E.; Dillinger Clendaniel, Lindsay; Law, Emily F.; Ackerman, Claire Sonntag; McKenna, Kristine D.

    2009-01-01

    Objective To test whether a head-mounted display helmet enhances the effectiveness of videogame distraction for children experiencing cold pressor pain. Method Forty-one children, aged 6–14 years, underwent one or two baseline cold pressor trials followed by two distraction trials in which they played the same videogame with and without the helmet in counterbalanced order. Pain threshold (elapsed time until the child reported pain) and pain tolerance (total time the child kept the hand submerged in the cold water) were measured for each cold pressor trial. Results Both distraction conditions resulted in improved pain tolerance relative to baseline. Older children appeared to experience additional benefits from using the helmet, whereas younger children benefited equally from both conditions. The findings suggest that virtual reality technology can enhance the effects of distraction for some children. Research is needed to identify the characteristics of children for whom this technology is best suited. PMID:18367495

  14. Health Outcomes of Information System Use Lifestyles among Adolescents: Videogame Addiction, Sleep Curtailment and Cardio-Metabolic Deficiencies

    OpenAIRE

    Turel, Ofir; Romashkin, Anna; Morrison, Katherine M.

    2016-01-01

    Background and Objective Obesity is a rising problem among adolescents in modern societies; it results in long-term cardio-metabolic problems. Possible overlooked drivers of obesity and its consequent cardio-metabolic deficits include videogame addiction and the resulting curtailed sleep; both are growing problems among adolescents. The objective of this study is to examine possible associations among these concepts in adolescents, as a means to point to plausible interventions. Methods Data ...

  15. Using Videogame Apps to Assess Gains in Adolescents? Substance Use Knowledge: New Opportunities for Evaluating Intervention Exposure and Content Mastery

    OpenAIRE

    Montanaro, Erika; Fiellin, Lynn E; Fakhouri, Tamer; Kyriakides, Tassos C; Duncan, Lindsay R

    2015-01-01

    Background Videogame interventions are becoming increasingly popular as a means to engage people in behavioral interventions; however, strategies for examining data from such interventions have not been developed. Objective The objective of this study was to describe how a technology-based intervention can yield meaningful, objective evidence of intervention exposure within a behavioral intervention. This study demonstrates the analysis of automatic log files, created by software from a video...

  16. Gade4all: Developing Multi-platform Videogames based on Domain Specific Languages and Model Driven Engineering

    OpenAIRE

    Edward Rolando Nuñez-Valdez; Oscar Sanjuan Martinez; Begoña Cristina Pelayo Garcia-Bustelo; Juan Manuel Cueva-Lovelle; Guillermo Infante Hernandez

    2013-01-01

    The development of applications for mobile devices is a constantly growing market which and more and more enterprises support the development of applications for this kind of devices. In that sense, videogames for mobile devices have become very popular worldwide and are now part of highly profitable and competitive industry. Due to the diversity of platforms and mobile devices and the complexity of this kind of applications, the development time and the number of errors within that developme...

  17. A Pilot Prospective Randomized Control Trial Comparing Exercises Using Videogame Therapy to Standard Physical Therapy: 6 Months Follow-Up.

    Science.gov (United States)

    Parry, Ingrid; Painting, Lynda; Bagley, Anita; Kawada, Jason; Molitor, Fred; Sen, Soman; Greenhalgh, David G; Palmieri, Tina L

    2015-01-01

    Commercially available, interactive videogames that use body movements for interaction are used clinically in burn rehabilitation and have been shown to facilitate functional range of motion (ROM) but their efficacy with burn patients has not yet been proven. The purpose of this pilot randomized control study was to prospectively compare planar and functional ROM, compliance, pain, enjoyment, and exertion in pediatric burn patients receiving two types of rehabilitation therapy. Seventeen school-aged children with 31 affected limbs who demonstrated limited shoulder ROM from burn injury were randomized to receive exercises using either standard therapy ROM activities (ST) or interactive videogame therapy (VGT). Patients received 3 weeks of the designated therapy intervention twice daily. They were then given a corresponding home program of the same type of therapy to perform regularly for 6 months. Standard goniometry and three-dimensional motion analysis during functional tasks were used to assess ROM. Measures were taken at baseline, 3 weeks, 3 months, and 6 months. Pain was measured before and after each treatment session during the 3-week intervention. There was no difference in compliance, enjoyment, or exertion between the groups. Patients in both the ST and VGT groups showed significant improvement in shoulder flexion (P videogames were equally effective as traditional therapy for overall ROM gains and resulted in quicker recovery of motion with less pain experienced. Such videogames are a useful adjunct to therapy and should be considered as part of a holistic approach to rehabilitation within the hospital and at home after discharge in pediatric patients recovering from burn injury.

  18. How passion and impulsivity influence a player's choice of videogame, intensity of playing and time spent playing

    OpenAIRE

    Puerta-Cortés, Diana Ximena; Panova, Tayana; Carbonell, Xavier; Chamarro, Andrés

    2016-01-01

    Videogames have received much attention in addiction research due to their popularity and frequent use. However, few studies have addressed the effect of passion and impulsivity in gamers. Therefore, the aim of the current study was to examine the influence of passion and impulsivity on the intensity of play, playing time, and choice of Massive Multiplayer Online Role Play Game (MMORPG) vs. non-MMORPG. A sample of 630 university students (40.7% Colombian, 59.3% Spanish) responded ...

  19. Video-games used in a group setting is feasible and effective to improve indicators of physical activity in individuals with chronic stroke: a randomized controlled trial.

    Science.gov (United States)

    Givon, Noa; Zeilig, Gabi; Weingarden, Harold; Rand, Debbie

    2016-04-01

    To investigate the feasibility of using video-games in a group setting and to compare the effectiveness of video-games as a group intervention to a traditional group intervention for improving physical activity in individuals with chronic stroke. A single-blind randomized controlled trial with evaluations pre and post a 3-month intervention, and at 3-month follow-up. Compliance (session attendance), satisfaction and adverse effects were feasibility measures. Grip strength and gait speed were measures of physical activity. Hip accelerometers quantified steps/day and the Action Research Arm Test assessed the functional ability of the upper extremity. Forty-seven community-dwelling individuals with chronic stroke (29-78 years) were randomly allocated to receive video-game (N=24) or traditional therapy (N=23) in a group setting. There was high treatment compliance for both interventions (video-games-78%, traditional therapy-66%), but satisfaction was rated higher for the video-game (93%) than the traditional therapy (71%) (χ(2)=4.98, P=0.026). Adverse effects were not reported in either group. Significant improvements were demonstrated in both groups for gait speed (F=3.9, P=0.02), grip strength of the weaker (F=6.67, P=0.002) and stronger hands (F=7.5, P=0.001). Daily steps and functional ability of the weaker hand did not increase in either group. Using video-games in a small group setting is feasible, safe and satisfying. Video-games improve indicators of physical activity of individuals with chronic stroke. © The Author(s) 2015.

  20. Playing a Videogame with a Sexualized Female Character Increases Adolescents' Rape Myth Acceptance and Tolerance Toward Sexual Harassment.

    Science.gov (United States)

    Driesmans, Karolien; Vandenbosch, Laura; Eggermont, Steven

    2015-04-01

    Prior research has documented favorable effects of active and educational videogames among adolescents. However, research on potential negative effects of such games is limited. Scholars have called attention to games portraying sexualized female characters. The purpose of the current study was to experimentally investigate the effect of playing a videogame with a sexualized female character on adolescents' acceptance of rape myths and tolerance for sexual harassment. Fifty-seven secondary school pupils, 12-15 years of age, participated in a 2 (gender: boys versus girls)×2 (game character: nonsexualized versus sexualized female) factorial design experiment. Participants played a game for 15 minutes and were randomly assigned to one of the two game characters. Afterward, they completed established scales to assess rape myth acceptance and tolerance for sexual harassment. Analyses of variance showed greater acceptance of rape myths (P=0.039) and greater tolerance of sexual harassment (P=0.046) in adolescents who played with the sexualized woman compared with adolescents in the control condition. We did not find significant differences between boys and girls or any interaction effect between gender and game character. Findings suggest that gameplaying with a sexualized woman may increase adolescents' acceptance of rape myths and tolerance for sexual harassment. These findings highlight attention to the use of sexualized female game characters in (educational and active) videogames that target adolescents.

  1. On finding the C in CBT: the challenges of applying gambling-related cognitive approaches to video-gaming.

    Science.gov (United States)

    Delfabbro, Paul; King, Daniel

    2015-03-01

    Many similarities have been drawn between the activities of gambling and video-gaming. Both are repetitive activities with intermittent reinforcement, decision-making opportunities, and elements of risk-taking. As a result, it might be tempting to believe that cognitive strategies that are used to treat problem gambling might also be applied to problematic video gaming. In this paper, we argue that many cognitive approaches to gambling that typically involve a focus on erroneous beliefs about probabilities and randomness are not readily applicable to video gaming. Instead, we encourage a focus on other clusters of cognitions that relate to: (a) the salience and over-valuing of gaming rewards, experiences, and identities, (b) maladaptive and inflexible rules about behaviour, (c) the use of video-gaming to maintain self-esteem, and (d) video-gaming for social status and recognition. This theoretical discussion is advanced as a starting point for the development of more refined cognitive treatment approaches for problematic video gaming.

  2. Gade4all: Developing Multi-platform Videogames based on Domain Specific Languages and Model Driven Engineering

    Directory of Open Access Journals (Sweden)

    Edward Rolando Nuñez-Valdez

    2013-06-01

    Full Text Available The development of applications for mobile devices is a constantly growing market which and more and more enterprises support the development of applications for this kind of devices. In that sense, videogames for mobile devices have become very popular worldwide and are now part of highly profitable and competitive industry. Due to the diversity of platforms and mobile devices and the complexity of this kind of applications, the development time and the number of errors within that development process have increased. The productivity of the developers has also decreased due to the necessity of using many programming languages in the development process. One of the most popular strategies is to employ specialized people to perform the development tasks more efficiently, but this involves an increase of the costs, which makes some applications economically unviable. In this article we present the Gade4all Project, consisting in a new platform that aims to facilitate the development of videogames and entertainment software through the use of Domain Specific Languages and Model Driven Engineering. This tool makes possible for users without previous knowledge in the field of software development to create 2D videogames for multiplatform mobile devices in a simple and innovative way.

  3. Is There Evidence That Active Videogames Increase Energy Expenditure and Exercise Intensity for People Poststroke and with Cerebral Palsy?

    Science.gov (United States)

    Deutsch, Judith E; Guarrera-Bowlby, Phyllis; Myslinski, Mary Jane; Kafri, Michal

    2015-02-01

    This article asked and answered the question of whether there was evidence to support the use of videogames for promotion of wellness and fitness for people poststroke and those with cerebral palsy (CP). A literature search of PubMed, CINAHL, and PEDro using a population, intervention, and outcome (PIO) approach and the key words "stroke (or CP) AND video games (and synonyms) AND energy expenditure (EE) (and synonyms)" was conducted. It yielded two relevant references for people poststroke and five references for people with CP. The literature extraction and synthesis by the categories of the PIO indicated that most studies used only the population of interest, except two that compared the EE with that of healthy controls. The main finding is that both people poststroke (moderate severity) and people with CP (mild severity) can achieve moderate EE playing Wii(™) (Nintendo, Kyoto, Japan), PlayStation(®) (Sony, Tokyo, Japan), and Kinect(™) (Microsoft, Redmond, WA) games. Adults with CP of mild severity played the videogames at vigorous levels, whereas those with severe CP played them at low levels. There appears to be an interaction between development and severity that influences the exercise intensity measured by EE. The findings suggests that videogames are a gateway for wellness promotion.

  4. Structure of Corrective Feedback for Selection of Ineffective Vegetable Parenting Practices for Use in a Simulation Videogame.

    Science.gov (United States)

    Baranowski, Tom; Beltran, Alicia; Chen, Tzu-An; O'Connor, Teresia; Hughes, Sheryl; Buday, Richard; Baranowski, Janice

    2013-02-01

    A serious videogame is being developed to train parents of preschool children in selecting and using parenting practices that are likely to encourage their child to eat more vegetables. The structure of feedback to the parents on their selection may influence what they learn from the game. Feedback Intervention Theory provides some guidance on the design of such messages. The structure of preferred performance feedback statements has not been investigated within serious videogames. Two feedback formats were tested for a player's preferences within the context of this videogame. Based on Feedback Intervention Theory, which proposes that threat to self-concept impairs feedback response, three-statement (a nonaffirming comment sandwiched between two affirming comments, called "Oreo" feedback, which should minimize threat to self-concept) and two-statement (a nonaffirming comment followed by an affirming comment) performance feedbacks were tailored to respondents. Tailoring was based on participants' report of frequency of use of effective and ineffective vegetable parenting practices and the reasons for use of the ineffective practices. Participants selected their preference between the two forms of feedback for each of eight ineffective vegetable parenting practices. In general, mothers ( n =81) (no male respondents) slightly preferred the "Oreo" feedback, but the pattern of preferences varied by demographic characteristics. Stronger relationships by income suggest the feedback structure should be tailored to family income. Future research with larger and more diverse samples needs to test whether perceived threat to self-concept mediates the response to feedback and otherwise verify these findings.

  5. Digital Game-Based Learning (DGBL) in the L2 Classroom: The Impact of the UN's Off-the-Shelf Videogame, Food Force, on Learner Affect and Vocabulary Retention

    Science.gov (United States)

    Hitosugi, Claire Ikumi; Schmidt, Matthew; Hayashi, Kentaro

    2014-01-01

    This mixed-method study explored the impact of "Food Force (FF)", a UN-sponsored off-the-shelf videogame, on learner affect and vocabulary learning and retention in a Japanese as a second/foreign language classroom. The videogame was integrated into an existing curriculum and two studies were performed. In Study 1 (n = 9), new vocabulary…

  6. WHICH HEALTH-RELATED PROBLEMS ARE ASSOCIATED WITH PROBLEMATIC VIDEO-GAMING OR SOCIAL MEDIA USE IN ADOLESCENTS? A LARGE-SCALE CROSS-SECTIONAL STUDY

    Directory of Open Access Journals (Sweden)

    Saskia Y. M. Mérelle

    2017-02-01

    Full Text Available Objective: Problematic video-gaming or social media use may seriously affect adolescents’ health status. However, it is not very well known which health-related problems are most strongly related to these issues. To inform the development of prevention and intervention strategies, this study aims to gain a better understanding of the health-related problems and demographical factors associated with problematic video-gaming or social media use in early adolescence. Method: A cross-sectional analysis was performed on data collected by two Municipal Health Services in the Netherlands in 2013-2014. In this survey among youth, 21,053 students from secondary schools (mean age 14.4 years completed a web-based questionnaire. Multivariate analyses were carried out to assess the strength of the associations between mental health problems, life-events, lifestyle and substance use as independent variables, and problematic video-gaming and problematic social media use as dependent variables. Results: Of the participating students, 5.7% reported problematic video-gaming and 9.1% problematic social media use. Problematic video-gaming was most strongly associated with conduct problems, suicidal thoughts (all medium effect sizes, OR ≥2, p<0.01, sedentary behavior (large effect size, OR ≥3, p<0.01, and male gender (large effect size. Problematic social media use was highly associated with conduct problems, hyperactivity and sedentary behavior (all medium effect sizes. Additionally, female gender and non-Western ethnicity were relevant demographics (large and medium effect size. Conclusions: Most mental health problems were consistently associated with both problematic video-gaming and problematic social media use, though associations were only practically relevant for conduct problems (both groups, suicidal thoughts (problematic video-gaming and hyperactivity (problematic social media use. This study also highlights sedentary behavior as health risk as it

  7. Effects of videogame distraction and a virtual reality type head-mounted display helmet on cold pressor pain in young elementary school-aged children.

    Science.gov (United States)

    Dahlquist, Lynnda M; Weiss, Karen E; Law, Emily F; Sil, Soumitri; Herbert, Linda Jones; Horn, Susan Berrin; Wohlheiter, Karen; Ackerman, Claire Sonntag

    2010-07-01

    This study examined the effects of videogame distraction and a virtual reality (VR) type head-mounted display helmet for children undergoing cold pressor pain. Fifty children between the ages of 6 and 10 years underwent a baseline cold pressor trial followed by two cold pressor trials in which interactive videogame distraction was delivered via a VR helmet or without a VR helmet in counterbalanced order. As expected, children demonstrated significant improvements in pain threshold and pain tolerance during both distraction conditions. However, the two distraction conditions did not differ in effectiveness. Using the VR helmet did not result in improved pain tolerance over and above the effects of interactive videogame distraction without VR technology. Clinical implications and possible developmental differences in elementary school-aged children's ability to use VR technology are discussed.

  8. A Comparison of Solo and Multiplayer Active Videogame Play in Children with Unilateral Cerebral Palsy.

    Science.gov (United States)

    Howcroft, Jennifer; Fehlings, Darcy; Wright, Virginia; Zabjek, Karl; Andrysek, Jan; Biddiss, Elaine

    2012-08-01

    Active videogames (AVGs) have potential in terms of physical activity and therapy for children with cerebral palsy. However, the effect of social interaction on AVG play has not yet been assessed. The objective of this study is to determine if multiplayer AVG versus solo affects levels of energy expenditure and movement patterns. Fifteen children (9.77 [standard deviation (SD) 1.78] years old) with hemiplegic cerebral palsy (Gross Motor Function Classification System Level I) participated in solo and multiplayer Nintendo(®) "Wii™ Boxing" (Nintendo, Inc., Redmond, WA) AVG play while energy expenditure and punching frequency were monitored. Moderate levels of physical activity were achieved with no significant differences in energy measures during multiplayer and solo play. Dominant arm punching frequency increased during the multiplayer session from 95.75 (SD 37.93) punches/minute to 107.77 (SD 36.99) punches/minute. Conversely, hemiplegic arm punching frequency decreased from 39.05 (SD 29.57) punches/minutes to 30.73 (SD 24.74) punches/minutes during multiplayer game play. Children enjoyed multiplayer more than solo play. Opportunities to play AVGs with friends and family may translate to more frequent participation in this moderate physical activity. Conversely, increased hemiplegic limb use during solo play may have therapeutic advantages. As such, new strategies are recommended to promote use of the hemiplegic hand during multiplayer AVG play and to optimize commercial AVG systems for applications in virtual reality therapy.

  9. Impact of videogame play on the brain's microstructural properties: cross-sectional and longitudinal analyses

    Science.gov (United States)

    Takeuchi, H; Taki, Y; Hashizume, H; Asano, K; Asano, M; Sassa, Y; Yokota, S; Kotozaki, Y; Nouchi, R; Kawashima, R

    2016-01-01

    Videogame play (VGP) has been associated with numerous preferred and non-preferred effects. However, the effects of VGP on the development of microstructural properties in children, particularly those associated with negative psychological consequences of VGP, have not been identified to date. The purpose of this study was to investigate this issue through cross-sectional and longitudinal prospective analyses. In the present study of humans, we used the diffusion tensor imaging mean diffusivity (MD) measurement to measure microstructural properties and examined cross-sectional correlations with the amount of VGP in 114 boys and 126 girls. We also assessed correlations between the amount of VGP and longitudinal changes in MD that developed after 3.0±0.3 (s.d.) years in 95 boys and 94 girls. After correcting for confounding factors, we found that the amount of VGP was associated with increased MD in the left middle, inferior and orbital frontal cortex; left pallidum; left putamen; left hippocampus; left caudate; right putamen; right insula; and thalamus in both cross-sectional and longitudinal analyses. Regardless of intelligence quotient type, higher MD in the areas of the left thalamus, left hippocampus, left putamen, left insula and left Heschl gyrus was associated with lower intelligence. We also confirmed an association between the amount of VGP and decreased verbal intelligence in both cross-sectional and longitudinal analyses. In conclusion, increased VGP is directly or indirectly associated with delayed development of the microstructure in extensive brain regions and verbal intelligence. PMID:26728566

  10. The power of videogame-like experiences for explanatory storytelling in science, education, and healthcare.

    Science.gov (United States)

    Sarno, D. A.; Hayes, J.

    2016-12-01

    In the last forty years, videogames have gone from a dot bouncing between two lines ("PONG", 1972), to sprawling $150 million enterprises that teams of hundreds work on for years, with fully-developed, novelistic stories and graphics that can be arrestingly realistic and engrossing. Video games - and now virtual reality - conjure superhero sagas, alien wars, and historic battlefields. Yet the game industry has given little thought to using this powerful storytelling medium to explain the many wondrous facets of regular old reality. The techniques and technologies of game design are offering an ever-more potent tool for explaining the processes of science. Want to explain fracking to someone unfamiliar with its strange mechanics? We did - we built a game-like graphic that asks learners to frack a well themselves, on an iPad. They use their fingergs to drill the well, inject the water and solvents, and gather the resulting oil and gas - not to mention seeing the potential environmental ramifications. How about explaining heart or brain surgery on a 3-month old child? Or showing students how a nerve cell works by allowing them to fly into it and build the proteins that enable the nerve to fire? We've done all these, and are continuing to add new dimensions to immersive teaching and explanatory storytelling. We'll share insights we've gathered along the way.

  11. Effects of Active Videogames on Physical Activity and Related Outcomes Among Healthy Children: A Systematic Review.

    Science.gov (United States)

    Liang, Yan; Lau, Patrick W C

    2014-06-01

    This review systematically evaluated the effects of active videogames (AVGs) on physical activity (PA) and related outcomes in healthy children. Electronic databases were searched to retrieve articles published from January 2000 through August 2013. Included were original studies published in English, in peer-reviewed journals, that included at least one subgroup of healthy participants not older than 18 years, and that measured at least one PA-related cognitive, psychosocial, or behavioral outcome. All study designs were included, but only intervention studies with PA comparison between groups or across time were assessed for methodological quality. Evidence strength for intervention studies was stratified by settings (including the free-living home setting, the school, community, or primary care setting with structured AVG sessions [i.e., AVG play of participants was organized by teachers or researchers], and multiple settings). Fifty-four articles were identified, including 32 studies that examined the immediate PA effects (i.e., energy expenditure and PA levels during AVG play), one survey study, and 21 intervention studies aimed to promote PA. AVGs led to light- to moderate-intensity PA among studies of immediate PA outcomes. No effect was identified of AVGs on PA in the home setting. Moderate evidence was found that structured AVG play could improve PA. Inconclusive evidence was found for the effect of AVGs on PA in multiple settings. The present review does not support using AVGs alone in the home setting to promote PA. Structured AVG play has the potential to promote PA in children.

  12. How Children Use Active Videogames and the Association Between Screen Time and Physical Activity.

    Science.gov (United States)

    Forde, Cuisle; Hussey, Juliette

    2015-08-01

    The energy required to play active videogames (AVGs) has been reported on in the literature; however, little is known about how children use such games in their home environment. The aim of this study was to investigate children's use of AVGs and the association among AVG use, other screen-based activities, and physical activity levels. Eight hundred and twenty children 12.1 (0.6) years of age participated. Physical activity levels, sedentary screen-based activities, and AVG use were investigated. Differences across genders and deprivation indices were also analyzed. Fifty-eight percent of children met minimal physical activity guidelines. Forty-seven percent of children exceeded screen time recommendations. Of those who had access to AVGs, more children played sedentary games (or active games in a sedentary manner [68 percent]) than active games (55 percent) on AVG consoles. Furthermore, sedentary games were played for longer than active games. AVG play was positively correlated with reported time spent watching television (P=0.02). In free-living conditions AVG consoles are being used by more children and for longer durations as sedentary screen-based devices rather than active screen-based devices.

  13. Assessment of the postural control strategies used to play two Wii Fit™ videogames.

    Science.gov (United States)

    Michalski, A; Glazebrook, C M; Martin, A J; Wong, W W N; Kim, A J W; Moody, K D; Salbach, N M; Steinnagel, B; Andrysek, J; Torres-Moreno, R; Zabjek, K F

    2012-07-01

    The Nintendo Wii Fit™ may provide an affordable alternative to traditional biofeedback or virtual reality systems for retraining or improving motor function in populations with impaired balance. The purpose of this study was to evaluate postural control strategies healthy individuals use to play Wii Fit™ videogames. Sixteen young adults played 10 trials of Ski Slalom and Soccer Heading respectively. Centre of pressure (COP) excursion and three-dimensional movement data were acquired to determine variability in medial-lateral COP sway and shoulder-pelvic movement. While there was no difference in medial-lateral COP variability between games during trial 1, there was a significant difference after 10 trials. COP sway increased (59-75 mm) for Soccer Heading while it decreased (67-33 mm) for Ski Slalom from trial 1 to trial 10. During Ski Slalom participants demonstrated decreased shoulder and pelvic movement combined with increased pelvic-shoulder coupling. Conversely, participants demonstrated greater initial shoulder tilt when playing Soccer Heading, with no reduction in pelvic rotation and tilt. Participants decreased pelvic and trunk movements when skiing, suggesting a greater contribution of lower extremity control while they primarily used a trunk strategy to play Soccer Heading. Copyright © 2012 Elsevier B.V. All rights reserved.

  14. Adolescents' Views on Active and Non-Active Videogames: A Focus Group Study.

    Science.gov (United States)

    Simons, Monique; de Vet, Emely; Hoornstra, Sjoukje; Brug, Johannes; Seidell, Jaap; Chinapaw, Mai

    2012-06-01

    Active games require whole-body movement and may be an innovative tool to substitute sedentary pastime with more active time and may therefore contribute to adolescents' health. To inform strategies aimed at reducing sedentary behavior by replacing non-active with active gaming, perceptions and context of active and non-active gaming are explored. Six focus groups were conducted with adolescents 12-16 years old representing a range of education levels. A semistructured question route was used containing questions about perceptions and the context of gaming. The adolescents had positive attitudes toward active gaming, especially the social interactive aspect, which was greatly appreciated. A substantial number of adolescents enjoyed non-active games more than active ones, mainly because of better game controls and more diversity in non-active games. Active games were primarily played when there was a social gathering. Few game-related rules and restrictions at home were reported. Given the positive attitudes of adolescents and the limited restrictions for gaming at home, active videogames may potentially be used in a home setting as a tool to reduce sedentary behavior. However, to make active games as appealing as non-active games, attention should be paid to the quality, diversity, and sustainability of active games, as these aspects are currently inferior to those of traditional non-active games.

  15. Circuit Bending Videogame Consoles as a Form of Applied Media Studies

    Directory of Open Access Journals (Sweden)

    Nina Belojevic

    2014-07-01

    Full Text Available This article raises a number of questions: Where do the parts on gaming circuit boards come from? Whose hands made them? Under what conditions? What happens to the materials in a device once we discard it? Perhaps predictably, these questions do not commonly come up when videogames are studied diegetically, based solely on what is expressed on the screen (Montfort; Kirschenbaum 27-28. However, the material study of hardware offers an approach that highlights material traces that may otherwise go unnoticed by gamers and scholars alike. Furthermore, it prompts an important question in the context of game studies: What do gamers and scholars tend to ignore when they are at once enthralled and distracted by the experiences afforded by the video, audio, and textual elements of games? As I argue below, circuit bending encourages a deep engagement with hardware that offers a materials-first approach and brings awareness to issues of exploitation not commonly raised and recorded by screen-centric analysis alone.

  16. Behavioral correlation with television watching and videogame playing among children in the United Arab Emirates.

    Science.gov (United States)

    Yousef, Said; Eapen, Valsamma; Zoubeidi, Taoufik; Mabrouk, Abdelazim

    2014-08-01

    Television viewing and videogame use (TV/VG) appear to be associated with some childhood behavioral problems. There are no studies addressing this problem in the United Arab Emirates. One hundred ninety-seven school children (mean age, 8.7 ± 2.1 years) were assessed. Child Behavior Checklist (CBCL) subscale scores and socio-demographic characteristics were compared between children who were involved with TV/VG more than 2 hours/day and those involved less than 2 hours/day (the recommended upper limit by The American Academy of Pediatrics). Thirty-seven percent of children who were involved with TV/VG time of more than 2 hours/day scored significantly higher on CBCL syndrome scales of withdrawn, social problems, attention problems, delinquent behavior, aggressive behavior, internalizing problems, externalizing problems and the CBCL total scores compared with their counterparts. Moreover, these children were younger in birth order and had fewer siblings. After controlling for these confounders using logistic regression, we found that TV/VG time more than 2 hours/day was positively associated with withdrawn (p = 0.008), attention problem (p = 0.037), externalizing problems (p = 0.007), and CBCL total (p = 0.014). Involvement with TV/VG for more than 2 hours/day is associated with more childhood behavioral problems. Counteracting negative effects of the over-involvement with TV/VG in children requires increased parental awareness.

  17. Perceptions of a Videogame-Based Dance Exercise Program Among Individuals with Parkinson's Disease.

    Science.gov (United States)

    Natbony, Lauren R; Zimmer, Audra; Ivanco, Larry S; Studenski, Stephanie A; Jain, Samay

    2013-08-01

    Physical therapy, including exercise, improves gait and quality of life in Parkinson's disease (PD). Many programs promoting physical activity have generated significant short-term gains, but adherence has been a problem. A recent evidence-based analysis of clinical trials using physical therapy in PD patients produced four key treatment recommendations: cognitive movement strategies, physical capacity, balance training, and cueing. We have attempted to incorporate all four of these features together through a dance exercise program using the dance videogame "Dance Dance Revolution" (DDR) (Konami Digital Entertainment, El Segundo, CA). Sixteen medically stable participants with mild to moderate PD were given the opportunity to try DDR with supervision by a research staff member. Feedback about the advantages and disadvantages of DDR as a form of physical activity was elicited through focus groups using the nominal group technique. Of 21 advantages and 17 disadvantages elicited, the most frequently cited advantages were "fun" and "easy to use," followed by "improves balance or coordination," "challenging," and "full body aerobic activity." Common concerns were the distracting or confusing interface, cost, and possible technical issues. Interactive dance exercise was appealing to participants with PD and may help promote adherence to physical activity. Concerns regarding familiarity with the technology may be addressed with simplification of the interface or additional training for participants. Results support a larger longitudinal study of DDR in PD.

  18. Impact of videogame play on the brain's microstructural properties: cross-sectional and longitudinal analyses.

    Science.gov (United States)

    Takeuchi, H; Taki, Y; Hashizume, H; Asano, K; Asano, M; Sassa, Y; Yokota, S; Kotozaki, Y; Nouchi, R; Kawashima, R

    2016-12-01

    Videogame play (VGP) has been associated with numerous preferred and non-preferred effects. However, the effects of VGP on the development of microstructural properties in children, particularly those associated with negative psychological consequences of VGP, have not been identified to date. The purpose of this study was to investigate this issue through cross-sectional and longitudinal prospective analyses. In the present study of humans, we used the diffusion tensor imaging mean diffusivity (MD) measurement to measure microstructural properties and examined cross-sectional correlations with the amount of VGP in 114 boys and 126 girls. We also assessed correlations between the amount of VGP and longitudinal changes in MD that developed after 3.0±0.3 (s.d.) years in 95 boys and 94 girls. After correcting for confounding factors, we found that the amount of VGP was associated with increased MD in the left middle, inferior and orbital frontal cortex; left pallidum; left putamen; left hippocampus; left caudate; right putamen; right insula; and thalamus in both cross-sectional and longitudinal analyses. Regardless of intelligence quotient type, higher MD in the areas of the left thalamus, left hippocampus, left putamen, left insula and left Heschl gyrus was associated with lower intelligence. We also confirmed an association between the amount of VGP and decreased verbal intelligence in both cross-sectional and longitudinal analyses. In conclusion, increased VGP is directly or indirectly associated with delayed development of the microstructure in extensive brain regions and verbal intelligence.

  19. Older Adults' Engagement During an Intervention Involving Off-the-Shelf Videogame.

    Science.gov (United States)

    Belchior, Patrícia; Marsiske, Michael; Leite, Walter L; Yam, Anna; Thomas, Kelsey; Mann, William

    2016-06-01

    The overall goal of our current study was to examine older adults' experience of Flow (i.e., subjective engagement) during the course of a home-based cognitive training program. In this study, participants took part in a home-based training program. They were randomized to one of the two training groups. One group played an off-the-shelf videogame (i.e., Crazy Taxi), and the other group played a brain training game (i.e., Insight). Training consisted of 60 training sessions of 1 hour each, which were completed in 3 months (5 hours a week). After each training session, participants completed a Flow questionnaire to measure their engagement with the training. The analysis was performed with a linear growth curve model. The results indicate that on average, there was no change in flow for the Insight group between time points. There was no difference between the initial flow status of the Insight group and the Crazy Taxi group. However, the interaction between group membership and time was statistically significant, indicating that the participants in the Crazy Taxi group increased their scores at each week at a rate that was 0.99 larger than those in the Insight group. The analyses revealed that both groups experienced increase in Flow over the period, but only participants in the Crazy Taxi group significantly improved in Flow. This has long-term implications since we would expect participation to go beyond 12 weeks in a real-world scenario.

  20. Videogames: um espaço intersticial de possibilidades para a partilha do comum

    Directory of Open Access Journals (Sweden)

    Cremilson Oliveira Ramos

    2012-02-01

    Full Text Available http://dx.doi.org/10.5007/2176-8552.2012n13p157 Dentre as tecnologias da mídia que ganham grande repercussão na contemporaneidade encontram-se os videogames. Esses são uma forma midiática ainda pouco explorada, principalmente no tocante a seus estudos enquanto manifestação cultural. Isso leva a questionar, tomando a literatura como base norteadora para esta pesquisa e elegendo os jogos Fable 2 e Alice: madness returns para serem objetos analisados como formas textualizadas, que elementos presentes nesses jogos permitem concebê-los como uma forma de narrativa? De que forma essa mídia eletrônica põe em contato sujeitos de diferentes locais, culturas, crenças e ideologias constituindo assim um território político de partilha do sensível? A partir dessas problematizações, reflete-se sobre as formas como essa mídia contribui para a formação de comunidades virtuais que se formam em torno da narrativa gâmica, favorecendo a interação homem-máquina e que demanda o compartilhamento de informações entre usuários.

  1. Effects of interactive video-game based system exercise on the balance of the elderly.

    Science.gov (United States)

    Lai, Chien-Hung; Peng, Chih-Wei; Chen, Yu-Luen; Huang, Ching-Ping; Hsiao, Yu-Ling; Chen, Shih-Ching

    2013-04-01

    This study evaluated the effects of interactive video-game based (IVGB) training on the balance of older adults. The participants of the study included 30 community-living persons over the age of 65. The participants were divided into 2 groups. Group A underwent IVGB training for 6 weeks and received no intervention in the following 6 weeks. Group B received no intervention during the first 6 weeks and then participated in training in the following 6 weeks. After IVGB intervention, both groups showed improved balance based on the results from the following tests: the Berg Balance Scale (BBS), Modified Falls Efficacy Scale (MFES), Timed Up and Go (TUG) test, and the Sway Velocity (SV) test (assessing bipedal stance center pressure with eyes open and closed). Results from the Sway Area (SA) test (assessing bipedal stance center pressure with eyes open and closed) revealed a significant improvement in Group B after IVGB training. Group A retained some training effects after 6 weeks without IVGB intervention. Additionally, a moderate association emerged between the Xavix measured step system stepping tests and BBS, MFES, Unipedal Stance test, and TUG test measurements. In conclusion, IVGB training improves balance after 6 weeks of implementation, and the beneficial effects partially remain after training is complete. Further investigation is required to determine if this training is superior to traditional physical therapy. Copyright © 2012 Elsevier B.V. All rights reserved.

  2. Development of a 3D immersive videogame to improve arm-postural coordination in patients with TBI.

    Science.gov (United States)

    Ustinova, Ksenia I; Leonard, Wesley A; Cassavaugh, Nicholas D; Ingersoll, Christopher D

    2011-10-31

    Traumatic brain injury (TBI) disrupts the central and executive mechanisms of arm(s) and postural (trunk and legs) coordination. To address these issues, we developed a 3D immersive videogame--Octopus. The game was developed using the basic principles of videogame design and previous experience of using videogames for rehabilitation of patients with acquired brain injuries. Unlike many other custom-designed virtual environments, Octopus included an actual gaming component with a system of multiple rewards, making the game challenging, competitive, motivating and fun. Effect of a short-term practice with the Octopus game on arm-postural coordination in patients with TBI was tested. The game was developed using WorldViz Vizard software, integrated with the Qualysis system for motion analysis. Avatars of the participant's hands precisely reproducing the real-time kinematic patterns were synchronized with the simulated environment, presented in the first person 3D view on an 82-inch DLP screen. 13 individuals with mild-to-moderate manifestations of TBI participated in the study. While standing in front of the screen, the participants interacted with a computer-generated environment by popping bubbles blown by the Octopus. The bubbles followed a specific trajectory. Interception of the bubbles with the left or right hand avatar allowed flexible use of the postural segments for balance maintenance and arm transport. All participants practiced ten 90-s gaming trials during a single session, followed by a retention test. Arm-postural coordination was analysed using principal component analysis. As a result of the short-term practice, the participants improved in game performance, arm movement time, and precision. Improvements were achieved mostly by adapting efficient arm-postural coordination strategies. Of the 13 participants, 10 showed an immediate increase in arm forward reach and single-leg stance time. These results support the feasibility of using the custom-made 3D

  3. Physical Activity Levels in Children With and Without Autism Spectrum Disorder When Playing Active and Sedentary Xbox Kinect Videogames.

    Science.gov (United States)

    Golden, Daphne; Getchell, Nancy

    2017-04-01

    We compare physical activity during bouts of sedentary videogaming (SVG), active videogaming (AVG), and paced walking in children with and without autism spectrum disorder (ASD) to determine the effectiveness of AVG in providing moderate-to-vigorous physical activity. Participants included nine males (8-11 years old) with ASD and eight age-matched males who were typically developing. Both groups had anthropometric and motor proficiency (Movement Assessment Battery for Children II) measures taken before testing. Participants attended three randomly assigned acquisition sessions: 20 minutes of paced walking at 4.5 metabolic equivalents, AVG, and SVG. Videogaming occurred on an Xbox ® Kinect. An Actical accelerometer provided activity counts (AC) and percentage of time in moderate-to-vigorous physical activity (%MVPA). These were compared using 3 × 2 repeated measures analysis of variance for each measure. Main effects for conditions existed for %MVPA (P < 0.0001) and AC (P < 0.0001). Post hoc Bonferroni comparisons indicated that AVG had significantly higher AC (P < 0.001) and % MVPA (P < 0.001) than SVG, but was significantly lower than paced walking (AC P < 0.001; %MVPA P < 0.01). Overall, participants spent 76.25% of their time in MVPA during AVG compared to 99.4% during paced walking and 2.31% in SVG. No main effects for groups or group by condition interaction effects were found for either measure. AVG may provide an appealing means by which all individuals can increase their overall physical activity levels, although AVG should not be seen as a replacement for walking or other forms of PA. Although further research is necessary, the finding that both groups performed similarly in AVG suggests that games can potentially be played without modifications or adaptations to gaming units, which may provide several advantages in terms of social/cost/ease of accessing unit.

  4. Jogando o Passado: Videogames como Fontes Históricas * Playing the past: video games as historical sources

    Directory of Open Access Journals (Sweden)

    MARCELO CARREIRO

    2013-12-01

    Full Text Available Resumo: A historiografia contemporânea vem se utilizando, de forma cada vez mais segura, das novas mídias mistas como uma rica fonte histórica – é o caso do cinema e dos quadrinhos. Contudo, essa abertura metodológica a fontes não-textuais ganha nova dimensão com a consolidação da indústria de videogames como uma mídia audiovisual interativa, com elementos das mídias anteriores, mas resultando num caráter próprio. A recente maturidade da mídia, seu alcance demográfico e de mercado, assim como sua condição de arte de massa, colocam os videogames como fonte indispensável para a historiografia do tempo presente.Palavras-chave: Videogame – Fontes – Metodologia – História do tempo presente. Abstract: Contemporary historiography has been using, in an increasingly confident way, new mixed media as a rich historical source – such is the case concerning movies and comics. However, this methodological opening to nontextual sources gains a new dimension with the setting of the video game industry as an interactive audiovisual medium, containing elements of previous media but resulting in a distinctive character. The recent maturity of this medium, its demographics and market reach – as well as its character of mass art – makes video games an indispensable source for the historiography of the present time.Keywords: Video game – Historical sources – Methodology – History of the Present Time.

  5. Leap motion controlled videogame-based therapy for rehabilitation of elderly patients with subacute stroke: a feasibility pilot study.

    Science.gov (United States)

    Iosa, Marco; Morone, Giovanni; Fusco, Augusto; Castagnoli, Marcello; Fusco, Francesca Romana; Pratesi, Luca; Paolucci, Stefano

    2015-08-01

    The leap motion controller (LMC) is a new optoelectronic system for capturing motion of both hands and controlling a virtual environment. Differently from previous devices, it optoelectronically tracks the fine movements of fingers neither using glows nor markers. This pilot study explored the feasibility of adapting the LMC, developed for videogames, to neurorehabilitation of elderly with subacute stroke. Four elderly patients (71.50 ± 4.51 years old) affected by stroke in subacute phase were enrolled and tested in a cross-over pilot trial in which six sessions of 30 minutes of LMC videogame-based therapy were added on conventional therapy. Measurements involved participation to the sessions, evaluated by means of the Pittsburgh Rehabilitation Participation Scale, hand ability and grasp force evaluated respectively by means of the Abilhand Scale and by means of the dynamometer. Neither adverse effects nor spasticity increments were observed during LMC training. Participation to the sessions was excellent in three patients and very good in one patient during the LMC trial. In this period, patients showed a significantly higher improvement in hand abilities (P = 0.028) and grasp force (P = 0.006). This feasibility pilot study was the first one using leap motion controller for conducting a videogame-based therapy. This study provided a proof of concept that LMC can be a suitable tool even for elderly patients with subacute stroke. LMC training was in fact performed with a high level of active participation, without adverse effects, and contributed to increase the recovery of hand abilities.

  6. Structure of Corrective Feedback for Selection of Ineffective Vegetable Parenting Practices for Use in a Simulation Videogame

    Science.gov (United States)

    Beltran, Alicia; Chen, Tzu-An; O'Connor, Teresia; Hughes, Sheryl; Buday, Richard; Baranowski, Janice

    2013-01-01

    Abstract A serious videogame is being developed to train parents of preschool children in selecting and using parenting practices that are likely to encourage their child to eat more vegetables. The structure of feedback to the parents on their selection may influence what they learn from the game. Feedback Intervention Theory provides some guidance on the design of such messages. The structure of preferred performance feedback statements has not been investigated within serious videogames. Two feedback formats were tested for a player's preferences within the context of this videogame. Based on Feedback Intervention Theory, which proposes that threat to self-concept impairs feedback response, three-statement (a nonaffirming comment sandwiched between two affirming comments, called “Oreo” feedback, which should minimize threat to self-concept) and two-statement (a nonaffirming comment followed by an affirming comment) performance feedbacks were tailored to respondents. Tailoring was based on participants' report of frequency of use of effective and ineffective vegetable parenting practices and the reasons for use of the ineffective practices. Participants selected their preference between the two forms of feedback for each of eight ineffective vegetable parenting practices. In general, mothers (n=81) (no male respondents) slightly preferred the “Oreo” feedback, but the pattern of preferences varied by demographic characteristics. Stronger relationships by income suggest the feedback structure should be tailored to family income. Future research with larger and more diverse samples needs to test whether perceived threat to self-concept mediates the response to feedback and otherwise verify these findings. PMID:24761320

  7. Method and System for Physiologically Modulating Videogames and Simulations which Use Gesture and Body Image Sensing Control Input Devices

    Science.gov (United States)

    Pope, Alan T. (Inventor); Stephens, Chad L. (Inventor); Habowski, Tyler (Inventor)

    2017-01-01

    Method for physiologically modulating videogames and simulations includes utilizing input from a motion-sensing video game system and input from a physiological signal acquisition device. The inputs from the physiological signal sensors are utilized to change the response of a user's avatar to inputs from the motion-sensing sensors. The motion-sensing system comprises a 3D sensor system having full-body 3D motion capture of a user's body. This arrangement encourages health-enhancing physiological self-regulation skills or therapeutic amplification of healthful physiological characteristics. The system provides increased motivation for users to utilize biofeedback as may be desired for treatment of various conditions.

  8. A estética da comunicação nos videogames: a relação designer-jogador = Aesthetics of communication in videogames: the relationship between designer and gamer

    Directory of Open Access Journals (Sweden)

    Pereira, Mirna Feitoza

    2015-01-01

    Full Text Available Este artigo apresenta resultados de pesquisa sobre a experiência estética na relação entre o jogador e os videogames. A pesquisa foi conduzida a partir da experiência do pesquisador-jogador em cotejo com a pesquisa bibliográfica dos temas que dizem respeito à ludicidade, à narrativa, à semiose e à estética da comunicação, tendo como objeto de estudo a comunicação entre o designer e o jogador durante o ato de jogo. Foi constatado que a relação entre o videogame e o gamer é mediada por uma semiose que estabelece uma estética comunicacional entre as partes envolvidas nesta relação. Verificou-se também que as mecânicas de jogo promovem estéticas comunicacionais que conversam com a inteligência cognitiva humana, levando a uma comunicação plena entre os conceitos de design implementados em um jogo e o campo de percepção pessoal do jogador

  9. A Pilot Study Evaluating "Dojo," a Videogame Intervention for Youths with Externalizing and Anxiety Problems.

    Science.gov (United States)

    Schuurmans, Angela A T; Nijhof, Karin S; Vermaes, Ignace P R; Engels, Rutger C M E; Granic, Isabela

    2015-10-01

    Externalizing problems, which are the main reason for youth referrals to mental health agencies, are highly persistent and predict a range of negative outcomes. Youths with externalizing problems are also frequently comorbid with anxiety. Among the most widely recognized evidence-based treatments is cognitive behavioral therapy (CBT). Although CBT principles seem to be sound, effect sizes remain moderate, suggesting improvements could be made to this conventional treatment approach. The main premise of the current pilot study is to investigate the feasibility of implementing a videogame intervention ("Dojo" [Gamedesk, Los Angeles, CA]) that incorporates CBT principles and aims to address the limitations of conventional CBT delivery models, with the ultimate goal of improving outcomes for this difficult-to-treat population. "Dojo" is an emotion management game that helps youths to recognize and control their physiological and emotional arousal. We explored the implementation and user experience of "Dojo" in a sample of eight adolescents in residential treatment for both externalizing and anxiety problems. Participants attended all sessions without complaints. They evaluated "Dojo" very positively and exhibited high compliance during the training sessions. We encountered some problems with session scheduling and obtaining mentor reports. Quantitative data show the predicted decrease in three out of four measurements. The smooth implementation, high user satisfaction, high self-reported compliance during training sessions, and initial outcome results all indicate the high potential "Dojo" holds as an innovative intervention. If additional rigorously designed randomized controlled trials prove to be successful, "Dojo" can be a cost-effective way to engage high-risk youths in effective intervention.

  10. Effects of Behavioral Contingencies on Adolescent Active Videogame Play and Overall Activity: A Randomized Trial.

    Science.gov (United States)

    Norman, Gregory J; Adams, Marc A; Ramirez, Ernesto R; Carlson, Jordan A; Kerr, Jacqueline; Godbole, Suneeta; Dillon, Lindsay; Marshall, Simon J

    2013-06-01

    This study evaluated the effect of four active videogames (AVGs) varying in behavioral contingencies (behavior-consequence relations) on adolescent AVG play and overall activity levels over 4 weeks. Each AVG, manufactured by SSD/Xavix(®) (Shiseido Co. of Japan, Tokyo, Japan), was coded and scored for the number of positive and aversive behavioral contingencies within the games. "Bowling" and "Tennis" were classified as having "higher contingency scores," and "Boxing" and aerobic fitness training were classified as having "lower contingency scores." Adolescents (n=63; 11-15 years old; 62% male; 38% Hispanic; 44% overweight or obese) were randomized to play one of the four AVGs at home and recorded game play sessions in a paper log. Baseline and week 4 assessments were completed at home; week 1, 2, and 3 assessments were completed by telephone. Accelerometers were worn during baseline and weeks 1 and 4. Accelerometer-measured sedentary and light activity hours/day were stable over time, whereas moderate-vigorous physical activity minutes/day increased in the higher contingency group and decreased in the lower contingency group (interaction effect, 6.43, P=0.024). Reported game play minutes decreased in both groups from week 1 to week 4 (-29.42 minutes, P=0.001). There was some support for the hypothesis that AVGs with more behavioral contingencies, compared with AVGs with fewer behavioral contingencies, result in more physical activity. However, overall AVG play decreased substantially after the first week. Further study is needed to better understand how behavioral contingencies can be used in AVGs to enhance their potential to provide health benefits to game players.

  11. Examining neural correlates of skill acquisition in a complex videogame training program

    Directory of Open Access Journals (Sweden)

    Ruchika S Prakash

    2012-05-01

    Full Text Available Acquisition of complex skills is a universal feature of human behavior that has been conceptualized as a process that starts with intense resource dependency, requires effortful cognitive control, and ends in relative automaticity on the multi-faceted task. The present study examined the effects of different theoretically-based training strategies on cortical recruitment during acquisition of complex videogame skills. Seventy-five participants were recruited and assigned to one of three training groups: Fixed Emphasis Training (FET, in which participants practiced the game, Hybrid Variable Priority Training (HVT, in which participants practiced using a combination of part-task training and variable priority training, or a Control group that received limited game play. After 30 hours of training, game data indicated a significant advantage for the two training groups relative to the control group. The HVT group demonstrated enhanced benefits of training, as indexed by an improvement in overall game score and a reduction in cortical recruitment post-training. Specifically, while both groups demonstrated a significant reduction of activation in attentional control areas, namely the right middle frontal gyrus, right superior frontal gyrus, and the ventral medial prefrontal cortex, participants in the control group continued to engage these areas post-training, suggesting a sustained reliance on attentional regions during challenging task demands. The HVT group showed a further reduction in neural resources post-training compared to the FET group in these cognitive control regions, along with reduced activation in the motor and sensory cortices and the posteromedial cortex. Findings suggest that training, specifically one that emphasizes cognitive flexibility can reduce the attentional demands of a complex cognitive task, along with reduced reliance on the motor network.

  12. A Pilot Study of the Attractive Features of Active Videogames Among Chinese Primary School Children.

    Science.gov (United States)

    Lau, Patrick W C; Lau, Erica Y; Wang, Jing Jing; Choi, Cheong-Rak; Kim, Chang Gyun

    2017-04-01

    The present study (1) explored the attractive features that affect Chinese primary school children's preferences of active videogames (AVGs) and (2) contrasted these findings with those in the Western literature. A total of 22 Chinese primary school children were recruited and interviewed. Four AVGs (Wii "Boxing," "Wii Fit™ Plus Obstacle Run"; "EyeToy Knockout", "EyeToy Keep ups") from two commercial consoles (Nintendo® Wii™ and Sony PlayStation ® 2 "EyeToy ® ") were employed. Participants used four selected AVGs for 3 minutes each. After each play period, children (1) described the strengths and weaknesses of each game as well as rated the attractive features of each game based on a 16-item questionnaire and (2) rated up to 5 items that were most influential regarding their AVG preferences. Participants indicated that control was the most significant feature, followed by feedback, goal, and graphics. The top five rated features imply that the perception of competence was the most appealing aspect and expected outcome of Chinese children who play AVGs. Compared with the Western findings regarding attractive AVG features, the present study found certain similarities as well as significant differences among Chinese AVG players. Based on the present study, control, feedback, goal, and graphics are the most significant features that attract Chinese children to play AVGs. Physical exertion, social interaction, competition, and learning outcomes, which are valued according to Western studies, were not mentioned as significant features by Chinese children. These findings demonstrate a need to investigate the effect of cultural background in AVG study design.

  13. Using Virtual Reality and Videogames for Traumatic Brain Injury Rehabilitation: A Structured Literature Review.

    Science.gov (United States)

    Pietrzak, Eva; Pullman, Stephen; McGuire, Annabel

    2014-08-01

    This article reviews the available literature about the use of novel methods of rehabilitation using virtual reality interventions for people living with posttraumatic brain injuries. The MEDLINE, EMBASE, SCOPUS, and Cochrane Library databases were searched using the terms "virtual reality" OR "video games" AND "traumatic brain injury." Included studies investigated therapeutic use of virtual reality in adults with a brain trauma resulting from acquired closed head injury, reported outcomes that included measures of motor or cognitive functionality, and were published in a peer-reviewed journal written in English. Eighteen articles fulfilled inclusion criteria. Eight were case studies, five studies had a quasi-experimental design with a pre-post comparison, and five were pilot randomized control trials or comparative studies. The virtual reality systems used were commercial or custom designed for the study and ranged from expensive, fully immersive systems to cheap online games or videogames. In before-after comparisons, improvements in balance were seen in four case studies and two small randomized control trials. Between-group comparisons in these randomized control trials showed no difference between virtual reality and traditional therapy. Post-training improvements were also seen for upper extremity functions (five small studies) and for various cognitive function measures (four case studies and one pilot randomized control trial). Attitudes of participants toward virtual reality interventions was more positive than for traditional therapy (three studies). The evidence that the use of virtual reality in rehabilitation of traumatic brain injury improves motor and cognitive functionality is currently very limited. However, this approach has the potential to provide alternative, possibly more affordable and available rehabilitation therapy for traumatic brain injury in settings where access to therapy is limited by geographical or financial constraints.

  14. The Effects of Active Videogame Feedback and Practicing Experience on Children's Physical Activity Intensity and Enjoyment.

    Science.gov (United States)

    Chen, Han; Sun, Haichun

    2017-08-01

    The study aims to explore the effects of receiving active videogame (AVG) feedback and playing experience on individuals' moderate-to-vigorous physical activity (MVPA) and perceived enjoyment. This was a within-subject design study. The participants included 36 (n = 15 and 21 for boys and girls, respectively) fourth graders enrolled in a rural elementary school in southern Georgia area. The experiment lasted for 6 weeks with each week including three sessions. The participants were assigned in either front row (sensor feedback) or back row (no sensor feedback) during practice, which was alternated in different sessions. Two different dance games were played during the study with each game implemented for 3 weeks. The MVPA was measured with GT3X+ accelerometers. Physical activity (PA) enjoyment was assessed after the completion of the first two and last two sessions of each game. A repeated one-way ANOVA (analysis of variance) was used to examine the effects of AVG feedback and game on MVPA. A repeated one-way MANOVA (multivariate analysis of variance) was conducted for each game to examine the effects of experience and AVG feedback on enjoyment and MVPA. No effects of AVG feedback were found for MVPA or enjoyment (P > 0.05). The effects of experience on MVPA were found for Just Dance Kids 2014 with experience decreased MVPA (P < 0.05). Students who practiced dance AVG without receiving feedback still demonstrated positive affection and accumulated similar MVPA than when practicing while receiving feedback. Experience for certain dance games tends to decrease PA intensity.

  15. The Efficacy of Casual Videogame Play in Reducing Clinical Depression: A Randomized Controlled Study.

    Science.gov (United States)

    Russoniello, Carmen V; Fish, Matthew; O'Brien, Kevin

    2013-12-01

    Depression is a debilitating illness that is estimated to affect more than 300 million people worldwide. Although there has been some success in treatment of this illness with pharmaceuticals and behavioral techniques like cognitive behavioral therapy, these are often costly and have stigma associated with them. The purpose of this study was to test whether a prescribed regimen of casual videogame (CVG) play could reduce symptoms associated with depression. Participants were screened for depression using the Patient Health Questionnaire-9 (PHQ-9). They were then randomized into the control (n=29) or experimental (n=30) group. Experimental participants were prescribed to play CVGs three times per week (with 24 hours between each session), for 30 minutes, over a 1-month period. Control participants surfed the National Institute of Mental Health's Web page on depression. The instrument used to test the hypothesis was the PHQ-9. Repeated-measures statistical analyses revealed there was a significant interaction of group and time, supporting the hypothesis that the groups would be different after the intervention. Moreover, when data were compared using tests of within-subjects contrasts between baseline (Time 1) and the end of the 1-month study (Time 3), we found significant decreases in depression symptoms in the experimental group. When this was compared with the control group changes, the results were still significant. We found that a prescribed regimen of playing CVGs significantly reduced symptoms of clinical depression as measured by the PHQ-9. Clinicians should consider these low-cost CVGs as a possible intervention to address psychological and somatic symptoms associated with depression.

  16. The Efficacy of Prescribed Casual Videogame Play in Reducing Symptoms of Anxiety: A Randomized Controlled Study.

    Science.gov (United States)

    Fish, Matthew T; Russoniello, Carmen V; O'Brien, Kevin

    2014-10-01

    Anxiety is a natural reaction to stress, but when excessive, it can develop into a debilitating disorder. Traditional treatments such as pharmaceuticals and psychotherapy have demonstrated efficacy in alleviating anxiety symptoms but are often costly and stigmatizing. This study tested whether a regimen of prescribed casual videogame (CVG) play could reduce individuals' anxiety symptom severity in a depressed population. CVGs are defined as fun, easy to play, spontaneous, and extremely popular. Data were taken from a larger study on depression and CVGs. Participants were screened for depression using a score of ≥5 (mild depression) on the Patient Health Questionnaire-9. After completing pre-intervention questionnaires, participants were randomized into the experimental (n=30) or control (n=29) group. Participants in the experimental group were prescribed a CVG of their choice to play three times per week, for 30 minutes, over a 1-month period. The State Trait Anxiety Inventory (STAI) was used to test the hypothesis. Repeated-measures analysis of variance revealed significant interaction of group by time for state and trait anxiety measures, supporting the hypothesis that anxiety severity would be different by group post-intervention. When state and trait anxiety measures were compared using within-subjects contrasts and between-group analyses, significant decreases in anxiety symptom severity were demonstrated. A prescribed regimen of CVG play significantly reduced state and trait anxiety symptom severity as measured by the STAI. Clinicians should consider using these easy-to-use and low-cost CVGs to address symptoms associated with state and trait anxiety.

  17. From Losing to Loss: Exploring the Expressive Capacities of Videogames Beyond Death as Failure

    Directory of Open Access Journals (Sweden)

    Sabine Harrer

    2013-12-01

    Full Text Available In games, loss is as ubiquitous as it is trivial. One reason for this has been found in the established convention of on-screen character death as a signifier for failure (Klastrup 2006; Grant 2011; Johnson 2011. If that’s all that games have to offer in terms of addressing an existential trope of human experience, the worried protectionist concludes, shouldn’t we dismiss this intrinsically flat medium as inferior to more established media forms such as film or literature? (Ebert 2010. Contrary to this view, this paper discusses gameplay examples that shed light on how this medium might leverage its expressive resources to arrive at rich representations of loss. First, the notion of loss implied in Sigmund Freud’s work “Mourning and Melancholia” (1917 will be discussed in relation to losing in games. Looking at procedurality, fictional alignment and experiential metaphor as three expressive gameplay devices identified by Doris Rusch (2009 will help explain the expressive shortcoming of losing and lay out what is at stake with profound gameplay expression. Moreover, it will serve as the keywords structuring the following analysis of three videogames, Final Fantasy VII (1997, Ico (2001 and Passage (2007, and their design decisions fostering deep representations of loss. Keeping the Freudian notion of loss in mind, we can trace its repercussions on the three expressive dimensions respectively. Following a separate analysis of each gameplay example, the last section will discuss some commonalities and differences and arrive at the identification of desired object, permanent disruption and linearity as design aspects modeling loss in more compelling ways than losing.

  18. If We Build It, Will They Come? A Qualitative Study of Key Stakeholder Opinions on the Implementation of a Videogame Intervention for Risk Reduction in Adolescents.

    Science.gov (United States)

    Pendergrass, Tyra M; Hieftje, Kimberly; Crusto, Cindy A; Montanaro, Erika; Fiellin, Lynn E

    2016-08-01

    Serious games are emerging as important tools that offer an innovative approach to teach adolescents behavioral skills to avoid risky situations. PlayForward: Elm City Stories, an interactive videogame targeting risk reduction, is currently undergoing evaluation. Collecting stakeholder data on its acceptability and real-life implementation strategies is critical for successful dissemination. We collected interview data from four stakeholder groups regarding incorporating PlayForward into settings with adolescents. Transcripts were coded, creating a comprehensive code structure for each stakeholder group. We conducted 40 semi-structured interviews that included 14 adolescents (aged 12-15 years; 10 boys), eight parents/guardians (all women), 12 after-school/school coordinators (nine women), and 14 community partners (13 women). We identified four themes that reflected stakeholders' perceptions about how the videogame might be implemented in real-world settings. (1) Stakeholder groups expressed that the topics of sex, alcohol, and drugs were not being taught in an educational setting. (2) Stakeholder groups saw a videogame as a viable option to teach about sex, alcohol, and drugs. (3) Stakeholder groups thought that the videogame would fit well into other settings, such as after-school programs or community organizations. (4) Some stakeholder groups highlighted additional tools that could help with implementation, such as manuals, homework assignments, and group discussion questions. Stakeholder groups supported the game as a delivery vehicle for targeted content, indicating high acceptability but highlighting additional tools that would aid in implementation.

  19. If We Build It, Will They Come? A Qualitative Study of Key Stakeholder Opinions on the Implementation of a Videogame Intervention for Risk Reduction in Adolescents

    OpenAIRE

    Pendergrass, Tyra M.; Hieftje, Kimberly; Crusto, Cindy A.; Montanaro, Erika; Fiellin, Lynn E.

    2016-01-01

    Objective: Serious games are emerging as important tools that offer an innovative approach to teach adolescents behavioral skills to avoid risky situations. PlayForward: Elm City Stories, an interactive videogame targeting risk reduction, is currently undergoing evaluation. Collecting stakeholder data on its acceptability and real-life implementation strategies is critical for successful dissemination.

  20. Can an intervention based on a serious videogame prior to cognitive behavioral therapy be helpful in bulimia nervosa? A clinical case study.

    Directory of Open Access Journals (Sweden)

    Cristina eGiner-Bartolomé

    2015-07-01

    Full Text Available Background: Several studies have highlighted the implications of impulsivity and novelty seeking for both the maintenance and the process of recovery from bulimia nervosa. Cognitive behavioral therapy (CBT is the treatment of choice for bulimia nervosa, but for some cases, this treatment alone might not be sufficient for reducing the high levels of impulsivity. The paper presents a case report of a patient with bulimia nervosa, examining the effectiveness of using a videogame (Playmancer as an additional intervention designed to address impulsivity. Design: Psychometric and neuropsychological measures were collected at baseline. After this assessment, Playmancer was applied prior to CBT, following an A-B-A-C-A single case experimental design. Impulsivity levels were assessed with the Conners’ Continuous Performance Test II (CPT-II. After the Playmancer treatment, the patient started CBT, and the levels of impulsivity were recorded again. Finally, psychometric and neuropsychological measures were collected after treatment. Weekly frequency of binges and vomiting were also recorded during the entire procedure. Results: After the videogame intervention, psychometric measures such as anxiety levels, impulsivity and novelty seeking decreased. Regarding the neuropsychological measures, impulsivity levels (measured with the CPT-II progressively decreased throughout the intervention, and an improvement in decision making capacities was observed. Furthermore, the frequency of binges also decreased during and after the videogame intervention. Discussion: This case report suggests that using the Playmancer videogame to reduce impulsivity prior to CBT may enhance the final results of the treatment for bulimia nervosa.

  1. Guitar Hero: novas práticas de consumo e cultura auditiva na música através dos videogames

    Directory of Open Access Journals (Sweden)

    NOGUEIRA, Bruno Pedrosa

    2009-12-01

    Full Text Available This paper introduces the context of musical videogames, based on the experience presented in the Guitar Hero series. From its relations with mass popular music and music industry is created a reflection based on two research hypothesis: how those games will influence the way we consume and listen to music today?

  2. Which health-related problems are associated with problematic video-gaming or social media use in adolescents? : A large-scale cross-sectional study

    NARCIS (Netherlands)

    S.Y.M. Mérelle (Saskia); A. Kleiboer (Annet); M. Schotanus (Miriam); T.L.M. Cluitmans (Theresia L. M.); C.M. Waardenburg (Cornelia M.); D. Kramer (Danielle); H. van de Mheen (Dike); A.J. van Rooij (Antonius)

    2017-01-01

    markdownabstract_Objective:_ Problematic video-gaming or social media use may seriously affect adolescents’ health status. However, it is not very well known which health-related problems are most strongly related to these issues. To inform the development of prevention and intervention strategies,

  3. Understanding "Serious Videogame" storyline and genre preferences related to game immersion among low-income ethnically diverse urban and rural adolescents

    Science.gov (United States)

    Researchers and non-profit organizations have embraced various media, because they help school-aged children acquire knowledge and develop decision-making ski11s. Serious videogames (i.e., games designed to entertain and educate, train or change behavior) may be effective at modifying youth health b...

  4. Life is a journey: source-path-goal structure in the videogames "Half-Life 2", "Heavy Rain", and "Grim Fandango"

    NARCIS (Netherlands)

    Kromhout, R.; Forceville, C.

    2013-01-01

    The debate between narrativists and ludologists has long enlivened discussions among game theorists. Should videogames be seen as an offshoot of (film) stories, and thus be studied primarily from the perspective of narratology? Or do they represent a truly different phenomenon, and thus require an

  5. A Virtual Object-Location Task for Children: Gender and Videogame Experience Influence Navigation; Age Impacts Memory and Completion Time.

    Science.gov (United States)

    Rodriguez-Andres, David; Mendez-Lopez, Magdalena; Juan, M-Carmen; Perez-Hernandez, Elena

    2018-01-01

    The use of virtual reality-based tasks for studying memory has increased considerably. Most of the studies that have looked at child population factors that influence performance on such tasks have been focused on cognitive variables. However, little attention has been paid to the impact of non-cognitive skills. In the present paper, we tested 52 typically-developing children aged 5-12 years in a virtual object-location task. The task assessed their spatial short-term memory for the location of three objects in a virtual city. The virtual task environment was presented using a 3D application consisting of a 120″ stereoscopic screen and a gamepad interface. Measures of learning and displacement indicators in the virtual environment, 3D perception, satisfaction, and usability were obtained. We assessed the children's videogame experience, their visuospatial span, their ability to build blocks, and emotional and behavioral outcomes. The results indicate that learning improved with age. Significant effects on the speed of navigation were found favoring boys and those more experienced with videogames. Visuospatial skills correlated mainly with ability to recall object positions, but the correlation was weak. Longer paths were related with higher scores of withdrawal behavior, attention problems, and a lower visuospatial span. Aggressiveness and experience with the device used for interaction were related with faster navigation. However, the correlations indicated only weak associations among these variables.

  6. A Virtual Object-Location Task for Children: Gender and Videogame Experience Influence Navigation; Age Impacts Memory and Completion Time

    Science.gov (United States)

    Rodriguez-Andres, David; Mendez-Lopez, Magdalena; Juan, M.-Carmen; Perez-Hernandez, Elena

    2018-01-01

    The use of virtual reality-based tasks for studying memory has increased considerably. Most of the studies that have looked at child population factors that influence performance on such tasks have been focused on cognitive variables. However, little attention has been paid to the impact of non-cognitive skills. In the present paper, we tested 52 typically-developing children aged 5–12 years in a virtual object-location task. The task assessed their spatial short-term memory for the location of three objects in a virtual city. The virtual task environment was presented using a 3D application consisting of a 120″ stereoscopic screen and a gamepad interface. Measures of learning and displacement indicators in the virtual environment, 3D perception, satisfaction, and usability were obtained. We assessed the children’s videogame experience, their visuospatial span, their ability to build blocks, and emotional and behavioral outcomes. The results indicate that learning improved with age. Significant effects on the speed of navigation were found favoring boys and those more experienced with videogames. Visuospatial skills correlated mainly with ability to recall object positions, but the correlation was weak. Longer paths were related with higher scores of withdrawal behavior, attention problems, and a lower visuospatial span. Aggressiveness and experience with the device used for interaction were related with faster navigation. However, the correlations indicated only weak associations among these variables. PMID:29674988

  7. Videogame-based group therapy to improve self-awareness and social skills after traumatic brain injury.

    Science.gov (United States)

    Llorens, Roberto; Noé, Enrique; Ferri, Joan; Alcañiz, Mariano

    2015-04-11

    This study determines the feasibility of different approaches to integrative videogame-based group therapy for improving self-awareness, social skills, and behaviors among traumatic brain injury (TBI) victims and retrieves participant feedback. Forty-two adult TBI survivors were included in a longitudinal study with a pre- and post-assessments. The experimental intervention involved weekly one-hour sessions conducted over six months. Participants were assessed using the Self-Awareness Deficits Interview (SADI), Patient Competency Rating Scale (PCRS), the Social Skills Scale (SSS), the Frontal Systems Behavior Scale (FrSBe), the System Usability Scale (SUS). Pearson's chi-squared test (χ (2)) was applied to determine the percentage of participants who had changed their clinical classification in these tests. Feedback of the intervention was collected through the Intrinsic Motivation Inventory (IMI). SADI results showed an improvement in participant perceptions of deficits (χ (2) = 5.25, p videogame-based group therapy can improve self-awareness, social skills, and behaviors among individuals with chronic TBI, and the approach is considered effective and motivating.

  8. Interactive videogame as rehabilitation tool of patients with chronic respiratory diseases: preliminary results of a feasibility study.

    Science.gov (United States)

    Mazzoleni, Stefano; Montagnani, Giulia; Vagheggini, Guido; Buono, Lorenzo; Moretti, Francesca; Dario, Paolo; Ambrosino, Nicolino

    2014-10-01

    To evaluate the effectiveness of an interactive videogame (IV) system in addition to a supervised pulmonary rehabilitation programme (PRP) in patients with chronic respiratory diseases. Randomised Controlled Trial comparing standard PRP (20 patients, control group: CG), and PRP + sessions of interactive videogame-aided exercises (20 patients, experimental group: EG). Lung and respiratory muscle function, arterial blood gases, exercise capacity, dyspnoea, health status and health-related quality of life (HRQL) and emotional response were measured before and after PRP. A questionnaire on acceptability of the PRP was administered. Exercise capacity, dyspnoea and HRQL significantly improved in both groups after the PRP, whereas the EG showed a greater improvement in six-minute walk test and transitional dyspnoea index than the CG. No difference in psychological status or acceptability of PRP was observed between the two groups. The addition of IV training was more effective for improving some parameters of exercise tolerance and dyspnoea, although did not result in better psychological status nor it was better accepted than the standard PRP in patients with chronic respiratory diseases. Copyright © 2014 Elsevier Ltd. All rights reserved.

  9. A Virtual Object-Location Task for Children: Gender and Videogame Experience Influence Navigation; Age Impacts Memory and Completion Time

    Directory of Open Access Journals (Sweden)

    David Rodriguez-Andres

    2018-04-01

    Full Text Available The use of virtual reality-based tasks for studying memory has increased considerably. Most of the studies that have looked at child population factors that influence performance on such tasks have been focused on cognitive variables. However, little attention has been paid to the impact of non-cognitive skills. In the present paper, we tested 52 typically-developing children aged 5–12 years in a virtual object-location task. The task assessed their spatial short-term memory for the location of three objects in a virtual city. The virtual task environment was presented using a 3D application consisting of a 120″ stereoscopic screen and a gamepad interface. Measures of learning and displacement indicators in the virtual environment, 3D perception, satisfaction, and usability were obtained. We assessed the children’s videogame experience, their visuospatial span, their ability to build blocks, and emotional and behavioral outcomes. The results indicate that learning improved with age. Significant effects on the speed of navigation were found favoring boys and those more experienced with videogames. Visuospatial skills correlated mainly with ability to recall object positions, but the correlation was weak. Longer paths were related with higher scores of withdrawal behavior, attention problems, and a lower visuospatial span. Aggressiveness and experience with the device used for interaction were related with faster navigation. However, the correlations indicated only weak associations among these variables.

  10. Association of gender and specialty interest with video-gaming, three-dimensional spatial analysis, and entry-level laparoscopic skills in third-year veterinary students.

    Science.gov (United States)

    Bragg, Heather R; Towle Millard, Heather A; Millard, Ralph P; Constable, Peter D; Freeman, Lyn J

    2016-06-15

    OBJECTIVE To determine whether gender or interest in pursuing specialty certification in internal medicine or surgery was associated with video-gaming, 3-D spatial analysis, or entry-level laparoscopic skills in third-year veterinary students. DESIGN Cross-sectional study. SAMPLE A convenience sample of 68 (42 female and 26 male) third-year veterinary students. PROCEDURES Participants completed a survey asking about their interest in pursuing specialty certification in internal medicine or surgery. Subsequently, participants' entry-level laparoscopic skills were assessed with 3 procedures performed in box trainers, their video-gaming skills were tested with 3 video games, and their 3-D spatial analysis skills were evaluated with the Purdue University Visualization of Rotations Spatial Test. Scores were assigned for laparoscopic, video-gaming, and 3-D spatial analysis skills. RESULTS Significantly more female than male students were interested in pursuing specialty certification in internal medicine (23/42 vs 7/26), and significantly more male than female students were interested in pursuing specialty certification in surgery (19/26 vs 19/42). Males had significantly higher video-gaming skills scores than did females, but spatial analysis and laparoscopic skills scores did not differ between males and females. Students interested in pursuing specialty certification in surgery had higher video-gaming and spatial analysis skills scores than did students interested in pursuing specialty certification in internal medicine, but laparoscopic skills scores did not differ between these 2 groups. CONCLUSIONS AND CLINICAL RELEVANCE For this group of students, neither gender nor interest in specialty certification in internal medicine versus surgery was associated with entry-level laparoscopy skills.

  11. Video-game based exercises for older people with chronic low back pain: a protocol for a feasibility randomised controlled trial (the GAMEBACK trial).

    Science.gov (United States)

    Zadro, Joshua Robert; Shirley, Debra; Simic, Milena; Mousavi, Seyed Javad; Ceprnja, Dragana; Maka, Katherine; Ferreira, Paulo

    2017-06-01

    To investigate the feasibility of implementing a video-game exercise programme for older people with chronic low back pain (LBP). Single-centred single-blinded randomised controlled trial (RCT). Physiotherapy outpatient department in a public hospital in Western Sydney, Australia. We will recruit 60 participants over 55 years old with chronic LBP from the waiting list. Participants will be randomised to receive video-game exercise (n=30) or to remain on the waiting list (n=30) for 8 weeks, with follow up at 3 and 6 months. Participants engaging in video-game exercises will be unsupervised and will complete video-game exercise for 60minutes, 3 times per week. Participants allocated to remain on the waiting list will be encouraged to maintain their usual levels of physical activity. The primary outcomes for this feasibility study will be study processes (recruitment and response rates, adherence to and experience with the intervention, and incidence of adverse events) relevant to the future design of a large RCT. Estimates of treatment efficacy (point estimates and 95% confidence intervals) on pain self-efficacy, care seeking, physical activity, fear of movement/re-injury, pain, physical function, disability, falls-efficacy, strength, and walking speed, will be our secondary outcome measures. Recruitment for this trial began in November 2015. This study describes the rationale and processes of a feasibility study investigating a video-game exercise programme for older people with chronic LBP. Results from the feasibility study will inform on the design and sample required for a large multicentre RCT. Australian New Zealand Clinical Trials Registry: ACTRN12615000703505. Copyright © 2016 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.

  12. Effect of Active Videogames on Underserved Children's Classroom Behaviors, Effort, and Fitness.

    Science.gov (United States)

    Gao, Zan; Lee, Jung Eun; Pope, Zachary; Zhang, Dachao

    2016-09-30

    The purpose of this study was to examine the effect of active videogames (AVGs) on underserved minority children's on-task classroom behavior, academic effort, and fitness. A one group pre- and posttest repeated measures design was used. In Fall 2013, 95 fourth grade children (57 boys, 38 girls; 96% of minority) from three classes at an underserved urban elementary school participated in teacher-supervised AVG activities (e.g., Wii Sports, Xbox Just Dance). Specifically, students participated in a 50-minute weekly AVG program at school for 6 weeks. Children's academic effort was evaluated by classroom teachers using a validated scale that assessed activity, attention, conduct, and social/emotional behavior. Moreover, children's classroom behavior was observed immediately before and after each AVG session by trained researchers. Finally, cardiovascular fitness was also measured. A paired t-test was used to assess teacher-rated student effort, while one-way (gender) analysis of variance (ANOVA) with repeated measures was performed to analyze children's on-task classroom behavior. There was a significant effect on children's effort between the first (mean = 3.24, SD = 0.75) and last week (mean = 3.41, SD = 0.73) assessments, t = 2.42, P = 0.02. In addition, there was a significant effect on classroom behavior, F = 33.103, P < 0.01. In detail, children scored significantly higher on on-task behavior during the post-AVG observation (mean = 81.4, SD = 12.3) than seen during the pre-AVG observation (mean = 69.8, SD = 14.9). However, no main effect was indicated for gender, F = 0.39, P = 0.54. No significant improvement in cardiovascular fitness was observed, although slight improvements were seen. Offering an AVG program at school could improve underserved minority children's classroom on-task behavior and academic effort. Future studies may include a control group to further confirm the effectiveness of AVG

  13. An interactive videogame designed to improve respiratory navigator efficiency in children undergoing cardiovascular magnetic resonance.

    Science.gov (United States)

    Hamlet, Sean M; Haggerty, Christopher M; Suever, Jonathan D; Wehner, Gregory J; Grabau, Jonathan D; Andres, Kristin N; Vandsburger, Moriel H; Powell, David K; Sorrell, Vincent L; Fornwalt, Brandon K

    2016-09-06

    Advanced cardiovascular magnetic resonance (CMR) acquisitions often require long scan durations that necessitate respiratory navigator gating. The tradeoff of navigator gating is reduced scan efficiency, particularly when the patient's breathing patterns are inconsistent, as is commonly seen in children. We hypothesized that engaging pediatric participants with a navigator-controlled videogame to help control breathing patterns would improve navigator efficiency and maintain image quality. We developed custom software that processed the Siemens respiratory navigator image in real-time during CMR and represented diaphragm position using a cartoon avatar, which was projected to the participant in the scanner as visual feedback. The game incentivized children to breathe such that the avatar was positioned within the navigator acceptance window (±3 mm) throughout image acquisition. Using a 3T Siemens Tim Trio, 50 children (Age: 14 ± 3 years, 48 % female) with no significant past medical history underwent a respiratory navigator-gated 2D spiral cine displacement encoding with stimulated echoes (DENSE) CMR acquisition first with no feedback (NF) and then with the feedback game (FG). Thirty of the 50 children were randomized to undergo extensive off-scanner training with the FG using a MRI simulator, or no off-scanner training. Navigator efficiency, signal-to-noise ratio (SNR), and global left-ventricular strains were determined for each participant and compared. Using the FG improved average navigator efficiency from 33 ± 15 to 58 ± 13 % (p < 0.001) and improved SNR by 5 % (p = 0.01) compared to acquisitions with NF. There was no difference in navigator efficiency (p = 0.90) or SNR (p = 0.77) between untrained and trained participants for FG acquisitions. Circumferential and radial strains derived from FG acquisitions were slightly reduced compared to NF acquisitions (-16 ± 2 % vs -17 ± 2 %, p < 0.001; 40 ± 10

  14. Development of a 3D immersive videogame to improve arm-postural coordination in patients with TBI

    Directory of Open Access Journals (Sweden)

    Cassavaugh Nicholas D

    2011-10-01

    Full Text Available Abstract Background Traumatic brain injury (TBI disrupts the central and executive mechanisms of arm(s and postural (trunk and legs coordination. To address these issues, we developed a 3D immersive videogame-- Octopus. The game was developed using the basic principles of videogame design and previous experience of using videogames for rehabilitation of patients with acquired brain injuries. Unlike many other custom-designed virtual environments, Octopus included an actual gaming component with a system of multiple rewards, making the game challenging, competitive, motivating and fun. Effect of a short-term practice with the Octopus game on arm-postural coordination in patients with TBI was tested. Methods The game was developed using WorldViz Vizard software, integrated with the Qualysis system for motion analysis. Avatars of the participant's hands precisely reproducing the real-time kinematic patterns were synchronized with the simulated environment, presented in the first person 3D view on an 82-inch DLP screen. 13 individuals with mild-to-moderate manifestations of TBI participated in the study. While standing in front of the screen, the participants interacted with a computer-generated environment by popping bubbles blown by the Octopus. The bubbles followed a specific trajectory. Interception of the bubbles with the left or right hand avatar allowed flexible use of the postural segments for balance maintenance and arm transport. All participants practiced ten 90-s gaming trials during a single session, followed by a retention test. Arm-postural coordination was analysed using principal component analysis. Results As a result of the short-term practice, the participants improved in game performance, arm movement time, and precision. Improvements were achieved mostly by adapting efficient arm-postural coordination strategies. Of the 13 participants, 10 showed an immediate increase in arm forward reach and single-leg stance time. Conclusion

  15. Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance?

    Directory of Open Access Journals (Sweden)

    Andrew J Latham

    Full Text Available Increasing behavioural evidence suggests that expert video game players (VGPs show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years experience, and maintained playtime of at least 20 hours per week over the last 6 months. Non-VGPs had little-to-no game play experience (maximum 1.5 years. Participants responded to checkerboard stimuli presented to the left and right visual fields while 128-channel EEG was recorded. Expert VGPs responded significantly more quickly than non-VGPs. Expert VGPs also had significantly earlier occipital N1s in direct visual pathways (the hemisphere contralateral to the visual field in which the stimulus was presented. IHTT was calculated by comparing the latencies of occipital N1 components between hemispheres. No significant between-group differences in electrophysiological estimates of IHTT were found. Shorter N1 latencies may enable expert VGPs to discriminate attended visual stimuli significantly earlier than non-VGPs and contribute to faster responding in visual tasks. As successful video-game play requires precise, time pressured, bimanual motor movements in response to complex visual stimuli, which in this sample began during early childhood, these differences may reflect the experience and training involved during the development of video-game expertise, but training studies are needed to test this prediction.

  16. United States Adolescents' Television, Computer, Videogame, Smartphone, and Tablet Use: Associations with Sugary Drinks, Sleep, Physical Activity, and Obesity.

    Science.gov (United States)

    Kenney, Erica L; Gortmaker, Steven L

    2017-03-01

    To quantify the relationships between youth use of television (TV) and other screen devices, including smartphones and tablets, and obesity risk factors. TV and other screen device use, including smartphones, tablets, computers, and/or videogames, was self-reported by a nationally representative, cross-sectional sample of 24 800 US high school students (2013-2015 Youth Risk Behavior Surveys). Students also reported on health behaviors including sugar-sweetened beverage (SSB) intake, physical activity, sleep, and weight and height. Sex-stratified logistic regression models, adjusting for the sampling design, estimated associations between TV and other screen device use and SSB intake, physical activity, sleep, and obesity. Approximately 20% of participants used other screen devices for ≥5 hours daily. Watching TV ≥5 hours daily was associated with daily SSB consumption (aOR = 2.72, 95% CI: 2.23, 3.32) and obesity (aOR = 1.78, 95% CI: 1.40, 2.27). Using other screen devices ≥5 hours daily was associated with daily SSB consumption (aOR = 1.98, 95% CI: 1.69, 2.32), inadequate physical activity (aOR = 1.94, 95% CI: 1.69, 2.25), and inadequate sleep (aOR = 1.79, 95% CI: 1.54, 2.08). Using smartphones, tablets, computers, and videogames is associated with several obesity risk factors. Although further study is needed, families should be encouraged to limit both TV viewing and newer screen devices. Copyright © 2016 Elsevier Inc. All rights reserved.

  17. Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance?

    Science.gov (United States)

    Latham, Andrew J; Patston, Lucy L M; Westermann, Christine; Kirk, Ian J; Tippett, Lynette J

    2013-01-01

    Increasing behavioural evidence suggests that expert video game players (VGPs) show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG) recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT) in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years experience, and maintained playtime of at least 20 hours per week over the last 6 months. Non-VGPs had little-to-no game play experience (maximum 1.5 years). Participants responded to checkerboard stimuli presented to the left and right visual fields while 128-channel EEG was recorded. Expert VGPs responded significantly more quickly than non-VGPs. Expert VGPs also had significantly earlier occipital N1s in direct visual pathways (the hemisphere contralateral to the visual field in which the stimulus was presented). IHTT was calculated by comparing the latencies of occipital N1 components between hemispheres. No significant between-group differences in electrophysiological estimates of IHTT were found. Shorter N1 latencies may enable expert VGPs to discriminate attended visual stimuli significantly earlier than non-VGPs and contribute to faster responding in visual tasks. As successful video-game play requires precise, time pressured, bimanual motor movements in response to complex visual stimuli, which in this sample began during early childhood, these differences may reflect the experience and training involved during the development of video-game expertise, but training studies are needed to test this prediction.

  18. A Feasibility Study on the Effectiveness of a Full-Body Videogame Intervention for Decreasing Attention Deficit Hyperactivity Disorder Symptoms.

    Science.gov (United States)

    Weerdmeester, Joanneke; Cima, Maaike; Granic, Isabela; Hashemian, Yasaman; Gotsis, Marientina

    2016-08-01

    The current study assessed the feasibility and effectiveness of a full-body-driven intervention videogame targeted at decreasing attention deficit hyperactivity disorder (ADHD) symptoms, specifically inattention, hyperactivity, impulsivity, and motor deficiency. The game was tested in a Dutch sample (N = 73) of school-aged children with elevated ADHD symptoms. Children assigned to the intervention condition played "Adventurous Dreaming Highflying Dragon," and those in the control condition played a comparable full-body-driven game without ADHD-focused training components. Games were played during six 15-minute sessions. Outcomes were teacher-rated ADHD symptoms and scores on neuropsychological tasks assessing motor skills, impulsivity, and sustained attention. There was some indication of greater improvement in the intervention group in comparison to the control group in terms of teacher-rated ADHD symptoms. Both groups showed equal indication of improvement in fine motor skills, but no change was found in gross motor skills. Additionally, both groups showed a deterioration in number of hits (assessing sustained attention) on the go/no-go task. Last, the intervention group showed a greater increase in false alarms (assessing impulsivity) than the control group. Dragon seems promising as a game-based intervention for children with ADHD. Children who played Dragon improved in several areas with only a short amount of gameplay (1.5 hours in total), and their satisfaction with the game was high. For future research, it is recommended to further inspect Dragon's influence on impulsivity and gross motor skills. Furthermore, it is recommended to disentangle, examine, and evaluate specific properties of videogames that might lead to positive behavioral change.

  19. Fitness Assessment Comparison Between the "Jackie Chan Action Run" Videogame, 1-Mile Run/Walk, and the PACER.

    Science.gov (United States)

    Haddock, Bryan; Siegel, Shannon; Costa, Pablo; Jarvis, Sarah; Klug, Nicholas; Medina, Ernie; Wilkin, Linda

    2012-06-01

    The purpose of this study was to examine whether a correlation existed among the scores of the "Jackie Chan Studio Fitness(™) Action Run" active videogame (XaviX(®), SSD Company, Ltd., Kusatsu, Japan), the 1-mile run/walk, and Progressive Aerobic Cardiovascular Endurance Run (PACER) aerobic fitness tests of the FITNESSGRAM(®) (The Cooper Institute, Dallas, TX) in order to provide a potential alternative testing method for days that are not environmentally desirable for outdoor testing. Participants were a convenience sample from physical education classes of students between the ages of 10 and 15 years. Participants (n=108) were randomly assigned to one of three groups with the only difference being the order of testing. The tests included the "Jackie Chan Action Run" active videogame, the 1-mile run/walk, and the PACER. Testing occurred on three different days during the physical education class. Rating of perceived exertion (RPE) was reported. Significant correlations (r=-0.598 to 0.312) were found among the three aerobic fitness tests administered (P<0.05). The RPE for the "Jackie Chan Action Run" was lower than the RPE for the 1-mile run/walk and the PACER (3.81±1.89, 5.93±1.77, and 5.71±2.14, respectively). The results suggest that the "Jackie Chan Action Run" test could be an alternative to the 1-mile run/walk and PACER, allowing physical education teachers to perform aerobic fitness testing in an indoor setting that requires less space. Also, children may be more willing to participate in the "Jackie Chan Action Run" based on the lower RPE.

  20. Maintained hand function and forearm bone health 14 months after an in-home virtual-reality videogame hand telerehabilitation intervention in an adolescent with hemiplegic cerebral palsy.

    Science.gov (United States)

    Golomb, Meredith R; Warden, Stuart J; Fess, Elaine; Rabin, Bryan; Yonkman, Janell; Shirley, Bridget; Burdea, Grigore C

    2011-03-01

    Virtual reality videogames can be used to motivate rehabilitation, and telerehabilitation can be used to improve access to rehabilitation. These uses of technology to improve health outcomes are a burgeoning area of rehabilitation research. So far, there is a lack of reports of long-term outcomes of these types of interventions. The authors report a 15-year-old boy with hemiplegic cerebral palsy and epilepsy because of presumed perinatal stroke who improved his plegic hand function and increased his plegic forearm bone health during a 14-month virtual reality videogame hand telerehabilitation intervention. A total of 14 months after the intervention ended, repeat evaluation demonstrated maintenance of both increased hand function and forearm bone health. The implications of this work for the future of rehabilitation in children with neurological disabilities are discussed in this article.

  1. Maintained Hand Function and Forearm Bone Health 14 Months After an In-Home Virtual-Reality Videogame Hand Telerehabilitation Intervention in an Adolescent With Hemiplegic Cerebral Palsy

    Science.gov (United States)

    Golomb, Meredith R.; Warden, Stuart J.; Fess, Elaine; Rabin, Bryan; Yonkman, Janell; Shirley, Bridget; Burdea, Grigore C.

    2015-01-01

    Virtual reality videogames can be used to motivate rehabilitation, and telerehabilitation can be used to improve access to rehabilitation. These uses of technology to improve health outcomes are a burgeoning area of rehabilitation research. So far, there is a lack of reports of long-term outcomes of these types of interventions. The authors report a 15-year-old boy with hemiplegic cerebral palsy and epilepsy because of presumed perinatal stroke who improved his plegic hand function and increased his plegic forearm bone health during a 14-month virtual reality videogame hand telerehabilitation intervention. A total of 14 months after the intervention ended, repeat evaluation demonstrated maintenance of both increased hand function and forearm bone health. The implications of this work for the future of rehabilitation in children with neurological disabilities are discussed in this article. PMID:21383228

  2. Maintained Hand Function and Forearm Bone Health 14 Months After an In-Home Virtual-Reality Videogame Hand Telerehabilitation Intervention in an Adolescent With Hemiplegic Cerebral Palsy

    OpenAIRE

    Golomb, Meredith R.; Warden, Stuart J.; Fess, Elaine; Rabin, Bryan; Yonkman, Janell; Shirley, Bridget; Burdea, Grigore C.

    2011-01-01

    Virtual reality videogames can be used to motivate rehabilitation, and telerehabilitation can be used to improve access to rehabilitation. These uses of technology to improve health outcomes are a burgeoning area of rehabilitation research. So far, there is a lack of reports of long-term outcomes of these types of interventions. The authors report a 15-year-old boy with hemiplegic cerebral palsy and epilepsy because of presumed perinatal stroke who improved his plegic hand function and increa...

  3. [Mediating role of emotional regulation between impulsive behavior in gambling, Internet and videogame abuse, and dysfunctional symptomatology in young adults and adolescents].

    Science.gov (United States)

    Estévez Gutiérrez, Ana; Herrero Fernández, David; Sarabia Gonzalvo, Izaskun; Jáuregui Bilbao, Paula

    2014-01-01

    The way emotions are regulated might affect the engagement on risk behaviors in adolescents and young adults. Therefore, studying the relationship between these variables could be of great importance. Some of the less studied risky behaviors are pathological gambling, and Internet and videogame abuse. This research aims to analyze the existing relationship between such risky behaviors, emotion regulation, and dysfunctional psychological symptomatology (depression, anxiety, phobic anxiety, somatization, obsessive-–compulsive behavior, interpersonal sensitivity, hostility, paranoid ideation, and psychoticism). In addition, it also looks to assess whether emotional regulation plays a mediating role between pathological gambling, and Internet and videogame abuse, and psychological symptomatology. The sample was composed of 1312 young adults and adolescents, aged between 12 and 30, recruited from scholar centers, universities and free time groups, and from associations and centers associated with FEJAR (Spanish Federation of Rehabilitated Gamblers). Participants completed measurements of impulsive behavior, emotion regulation, and dysfunctional symptomatology. Results showed that there is generally a positive and significant relation between these variables. Moreover, it has been pointed out that emotion regulation mediates the association between impulsive behavior and dysfunctional symptomatology among those young adults and adolescents who engage in these impulsive behaviors, except for the relation between videogame abuse and depressive symptomatology. Training in emotional regulation skills could be useful in dealing with and treating this type of behaviors in adolescents and young adults.

  4. Fortalecimento dos músculos da mão em pacientes submetidos a neurorrafia do ulnar com videogame/Strengthening of hand muscles in patients submitted to neurorrhaphy of ulnar nerve through the videogame

    Directory of Open Access Journals (Sweden)

    Bruno Goto Kimura

    2017-09-01

    Full Text Available O objetivo deste trabalho foi verificar se o fortalecimento muscular com o uso do videogame E-link promove aumento da força para os músculos da mão em pacientes com lesão de nervo ulnar. Resultados: Comparando a média das forças de preensão e pinças antes e após o fortalecimento, houve um aumento de força para todos os movimentos. Na força de preensão palmar houve em média um aumento de 50%, na pinça polpa-lateral houve na média um aumento de 24%, na pinça polpa-trípode a média foi de 8% de ganho de força e na pinça polpa-polpa a média foi de 10% de aumento na força. Discussão: A realidade virtual tem sido utilizada atualmente para modificar as terapias tradicionais com o intuito de aumentar a motivação no tratamento, como forma de entretenimento para o paciente, aumentando assim o seu desempenho na realização dos exercícios. Conclusão: Este estudo demonstrou houve ganho de força de preensão e das pinças, após o programa de fortalecimento com o uso do videogame para os músculos intrínsecos e extrínsecos da mão de pacientes após neurorrafia do nervo ulnar. AbstractThe objective of this study was to verify if muscle strengthening using the E-link videogame promotes increased strength for the hand muscles in patients with ulnar nerve injury. Results: Comparing the average grip and pinch strength before and after strengthening, there was an increase in strength for all movements. In the palmar grip strength there was an increase of 50%, in key pinch there was an increase of 24%, in tripod pinch the average was 8% and tip-to-tip pinch the increase was 10% in strength. Discussion: Virtual reality has been use most frequently to modify traditional therapies in order to improve treatment motivation as a form of entertainment for the patient, thus increasing their performance in performing the exercises. Conclusion: This study demonstrated an increase in grip and pinch strength. After the program of strengthening

  5. Heart Rate and Liking During "Kinect Boxing" Versus "Wii Boxing": The Potential for Enjoyable Vigorous Physical Activity Videogames.

    Science.gov (United States)

    Sanders, Gabriel J; Peacock, Corey A; Barkley, Jacob E; Gish, Brian; Brock, Scott; Volpenhein, Josh

    2015-08-01

    Nintendo(®) (Kyoto, Japan) "Wii™ Sports Boxing" ("Wii Boxing") and Xbox(®) (Microsoft, Redmond, WA) "Kinect(®) Sports Boxing" ("Kinect Boxing") are both boxing simulation videogames that are available for two different active videogame (AVG) systems. Although these AVGs are similar, the style of gameplay required is different (i.e., upper body only versus total body movements) and may alter physical activity intensity and one's preference for playing one game over the other. AVGs that elicit the greatest physiologic challenge and are preferred by users should be identified in an effort to enhance the efficacy of physical activity interventions and programs that include AVGs. The mean heart rate (HRmean) and peak heart rate (HRpeak) for 27 adults (22.7±4.2 years old) were recorded during four 10-minute conditions: seated rest, treadmill walking at 3 miles/hour, "Wii Boxing," and "Kinect Boxing." Upon completion of all four conditions, participants indicated which condition they preferred, and HRmean and HRpeak were calculated as a percentage of age-predicted maximum heart rate to classify physical activity intensity for the three activity conditions (treadmill, "Wii Boxing," and "Kinect Boxing"). "Kinect Boxing" significantly (P<0.001) increased percentage HRmean (64.1±1.6 percent of age-predicted maximum) and percentage HRpeak (76.5±1.9 percent) above all other conditions: Wii HRmean, 53.0±1.2 percent; Wii HRpeak, 61.8±1.5 percent; treadmill HRmean, 52.4±1.2 percent; treadmill HRpeak, 55.2±2.2 percent. Percentage HRpeak for "Kinect Boxing" was great enough to be considered a vigorous-intensity physical activity. There was no difference (P=0.55) in percentage HRmean between "Wii Boxing" and treadmill walking. Participants also preferred "Kinect Boxing" (P<0.001; n=26) to all other conditions ("Wii Boxing," n=1; treadmill n=0). "Kinect Boxing" was the most preferred and the only condition that was physiologically challenging enough to be classified as a

  6. Evaluation of Children Playing a New-Generation Motion-Sensitive Active Videogame by Accelerometry and Indirect Calorimetry.

    Science.gov (United States)

    Reading, Stacey A; Prickett, Karel

    2013-06-01

    New-generation active videogames (AVGs) use motion-capture video cameras to connect a player's arm, leg, and body movements through three-dimensional space to on-screen activity. We sought to determine if the whole-body movements required to play the AVG elicited moderate-intensity physical activity (PA) in children. A secondary aim was to examine the utility of using accelerometry to measure the activity intensity of AVG play in this age group. The PA levels of boys (n=26) and girls (n=15) 5-12 years of age were measured by triaxial accelerometry (n=25) or accelerometry and indirect calorimetry (IC) (n=16) while playing the "Kinect Adventures!" videogame for the Xbox Kinect (Microsoft(®), Redmond, WA) gaming system. The experiment simulated a typical 20-minute in-home free-play gaming session. Using 10-second recording epochs, the average (mean±standard deviation) PA intensity over 20 minutes was 4.4±0.9, 3.2±0.7, and 3.3±0.6 metabolic equivalents (METs) when estimated by IC or vertical axis (Crouter et al. intermittent lifestyle equation for vertical axis counts/10 seconds [Cva2RM]) and vector magnitude (Crouter et al. intermittent lifestyle equation for vector magnitude counts/10 seconds [Cvm2RM]) accelerometry. In total, 16.9±3.2 (IC), 10.6±4.5 (Cva2RM), and 11.1±3.9 (Cvm2RM) minutes of game playing time were at a 3 MET intensity or higher. In this study, children played the Xbox Kinect AVG at moderate-intensity PA levels. The study also showed that current accelerometry-based methods underestimated the PA of AVG play compared with IC. With proper guidance and recommendations for use, video motion-capture AVG systems could reduce sedentary screen time and increase total daily moderate PA levels for children. Further study of these AVG systems is warranted.

  7. Using biofeedback while immersed in a stressful videogame increases the effectiveness of stress management skills in soldiers.

    Directory of Open Access Journals (Sweden)

    Stéphane Bouchard

    Full Text Available This study assessed the efficacy of using visual and auditory biofeedback while immersed in a tridimensional videogame to practice a stress management skill (tactical breathing. All 41 participants were soldiers who had previously received basic stress management training and first aid training in combat. On the first day, they received a 15-minute refresher briefing and were randomly assigned to either: (a no additional stress management training (SMT for three days, or (b 30-minute sessions (one per day for three days of biofeedback-assisted SMT while immersed in a horror/first-person shooter game. The training was performed in a dark and enclosed environment using a 50-inch television with active stereoscopic display and loudspeakers. On the last day, all participants underwent a live simulated ambush with an improvised explosive device, where they had to provide first aid to a wounded soldier. Stress levels were measured with salivary cortisol collected when waking-up, before and after the live simulation. Stress was also measured with heart rate at baseline, during an apprehension phase, and during the live simulation. Repeated-measure ANOVAs and ANCOVAs confirmed that practicing SMT was effective in reducing stress. Results are discussed in terms of the advantages of the proposed program for military personnel and the need to practice SMT.

  8. Using Biofeedback while Immersed in a Stressful Videogame Increases the Effectiveness of Stress Management Skills in Soldiers

    Science.gov (United States)

    Bouchard, Stéphane; Bernier, François; Boivin, Éric; Morin, Brian; Robillard, Geneviève

    2012-01-01

    This study assessed the efficacy of using visual and auditory biofeedback while immersed in a tridimensional videogame to practice a stress management skill (tactical breathing). All 41 participants were soldiers who had previously received basic stress management training and first aid training in combat. On the first day, they received a 15-minute refresher briefing and were randomly assigned to either: (a) no additional stress management training (SMT) for three days, or (b) 30-minute sessions (one per day for three days) of biofeedback-assisted SMT while immersed in a horror/first-person shooter game. The training was performed in a dark and enclosed environment using a 50-inch television with active stereoscopic display and loudspeakers. On the last day, all participants underwent a live simulated ambush with an improvised explosive device, where they had to provide first aid to a wounded soldier. Stress levels were measured with salivary cortisol collected when waking-up, before and after the live simulation. Stress was also measured with heart rate at baseline, during an apprehension phase, and during the live simulation. Repeated-measure ANOVAs and ANCOVAs confirmed that practicing SMT was effective in reducing stress. Results are discussed in terms of the advantages of the proposed program for military personnel and the need to practice SMT. PMID:22558370

  9. Design Elements and Feasibility of an Organized Multiplayer Mobile Active Videogame for Primary School-Aged Children.

    Science.gov (United States)

    McKenzie, Sophie; Bangay, Shaun; Barnett, Lisa M; Ridgers, Nicola D; Salmon, Jo

    2014-12-01

    This article describes the design, development, and implementation feasibility of a purpose-built mobile active videogame (M-AVG) named "Pirate Adventure," which was designed for primary school-aged children to engage in physical activity (PA) and fundamental movement skills (FMS), such as hopping, sidestepping, jumping, or running, in an afterschool setting. The design of "Pirate Adventure" was the result of a collaboration between games designers and health researchers. "Pirate Adventure" was designed and developed using Android(®) (Google, Mountain View, CA) phone sensors to respond to player actions within a playground environment. Using an interactive game framework, players solve clues and complete PA and FMS challenges via sensing the physical world through marked-out key game locations. Fourteen primary school-aged children participated in the feasibility evaluation, which took place in four afternoon sessions. The game was evaluated using Android phone telemetry data and a post-gameplay survey for children on their opinions and enjoyment of the game. The "Pirate Adventure" game design facilitated an enjoyable treasure hunt game (average of 11 minutes of activity per game) with narrative elements supporting children's engagement with movement activities. The majority of children (n=9/13) reported that they would like to play the game again. Combining real world and virtual world content through "Pirate Adventure" was moderately successful, with multiple gameplay sessions occurring. Further implementation feasibility testing, under more controlled conditions, needs to be conducted to assert the benefits of using a M-AVG for children's PA and FMS.

  10. Therapist Perspectives: Wii Active Videogames Use in Inpatient Settings with People Who Have Had a Brain Injury.

    Science.gov (United States)

    Putnam, Cynthia; Cheng, Jinghui; Seymour, Gregory

    2014-12-01

    Brain injuries (BIs) are a major public health issue. Clinical experience and literature have identified that it is often challenging to motivate people who have had a BI to engage in repetitive exercises commonly prescribed for rehabilitation. As a result, some therapists include commercial active videogames (AVGs) in their therapy sessions to help make repetitive actions fun and engaging. In this project, we explored how the therapists used commercial AVGs to better understand the major barriers and enablers of use. We interviewed 17 therapists from two rehabilitation hospitals who work with people who have had a BI. After the interviews were transcribed, we identified salient themes. At the time of the interviews, therapists were using only the Nintendo(®) (Kyoto, Japan) Wii™ console. Common therapeutic goals included balance and weight shifting. Several patient factors, such as cognitive and physical abilities, age, and previous gaming experience, were considered important considerations when deciding to use games. Therapists also indicated many desired changes to games, including better control/interface, better feedback, and the ability to adjust timing, challenge, and stimulation levels. When considering therapy-centered game design, the needs of both therapists and patients should be considered. There is a necessary balance to consider in game design: They need to (a) be perceived as fun, (b) meet therapy goals, and (c) address therapists' needs (e.g., adjustability to address a range of patient abilities). Additionally, there is a need for a wide variety of available games to address novelty and personal preferences.

  11. Will Nintendo "Wii Fit" Get You Fit? An Evaluation of the Energy Expenditure from Active-Play Videogames.

    Science.gov (United States)

    Xian, Ying; Kakinami, Lisa; Peterson, Eric D; Mustian, Karen M; Fernandez, I Diana

    2014-04-01

    This study aimed to determine whether Nintendo(®) (Redmond, WA) "Wii Fit™" games can help individuals meet physical activity recommendations. Thirty young healthy volunteers were recruited for this randomized crossover study to evaluate the energy expenditure associated with (1) a 30-minute "Wii Fit Free Run," (2) three 10-minute bouts of "Wii Fit" aerobic games ("Rhythm Boxing," "Super Hula Hoop," and "Advanced Steps"), and (3) 30-minute treadmill running/walking. Energy expenditure was measured by indirect calorimetry using breath-by-breath analyses of O2 consumption and CO2 production. The "Wii Fit" conditions produced a moderate exercise intensity (5.0, 4.1, 3.9, and 3.8 metabolic equivalents [METs] in "Free Run," "Rhythm Boxing," "Super Hula Hoop," and "Advanced Steps"), whereas the treadmill running/walking produced a vigorous exercise intensity (METs=8.0). Based on federal guidelines, an individual could achieve the minimum weekly goal of 500 MET-minutes by playing selected "Wii Fit" aerobics games for 20-26 minutes a day, 5 days a week. Although not as vigorous as the treadmill, active-play videogames such as "Wii Fit" may provide an alternative way to encourage exercise and increase adoption and adherence to the physical activity guidelines.

  12. Acceptability and Applicability of an American Health Videogame with Story for Childhood Obesity Prevention Among Hong Kong Chinese Children.

    Science.gov (United States)

    Wang, Jingjing; Baranowski, Tom; Lau, Patrick W C; Pitkethly, Amanda Jane; Buday, Richard

    2015-12-01

    Positive changes in diet have been observed in research carried out in the United States from the use of "Escape from Diab" (Diab), a health videogame designed to lower the risk of obesity and type 2 diabetes. Whether the American story and characters in Diab might be perceived by Hong Kong Chinese children as interesting has not been explored. This study assessed the acceptability and applicability of Diab among Hong Kong Chinese children, whether the Diab story was understood by them, and whether it had potential to influence them both during the game and afterward. Thirty-four students (21 males, 13 females) 9-12 years of age were included. Upon completion of all the Diab episodes, children completed an immersion scale with 18 items, as well as an individual interview with 10 open-ended questions. Children achieved average immersion after playing Diab with the mean score at 39.1 (standard deviation = 9.0), higher than the median (36) of possible scores (range, 18-54). Four themes using framework analysis emerged from the interviews, including intuitive feelings about the interface, playing experience, perception of the effect of Diab on behavior change, and the applicability of Diab to Hong Kong children. The story and game developed for American children were found acceptable and applicable to Hong Kong Chinese children. The combination of quantitative and qualitative methods confirmed the acceptability and applicability of Diab to Hong Kong Chinese children.

  13. Acceptability and Applicability of an American Health Videogame with Story for Childhood Obesity Prevention Among Hong Kong Chinese Children

    Science.gov (United States)

    Wang, Jingjing; Baranowski, Tom; Pitkethly, Amanda Jane; Buday, Richard

    2015-01-01

    Abstract Objective: Positive changes in diet have been observed in research carried out in the United States from the use of “Escape from Diab” (Diab), a health videogame designed to lower the risk of obesity and type 2 diabetes. Whether the American story and characters in Diab might be perceived by Hong Kong Chinese children as interesting has not been explored. This study assessed the acceptability and applicability of Diab among Hong Kong Chinese children, whether the Diab story was understood by them, and whether it had potential to influence them both during the game and afterward. Subjects and Methods: Thirty-four students (21 males, 13 females) 9–12 years of age were included. Upon completion of all the Diab episodes, children completed an immersion scale with 18 items, as well as an individual interview with 10 open-ended questions. Results: Children achieved average immersion after playing Diab with the mean score at 39.1 (standard deviation = 9.0), higher than the median (36) of possible scores (range, 18–54). Four themes using framework analysis emerged from the interviews, including intuitive feelings about the interface, playing experience, perception of the effect of Diab on behavior change, and the applicability of Diab to Hong Kong children. The story and game developed for American children were found acceptable and applicable to Hong Kong Chinese children. Conclusions: The combination of quantitative and qualitative methods confirmed the acceptability and applicability of Diab to Hong Kong Chinese children. PMID:26382015

  14. Del Ajedrez a Starcraft. Análisis comparativo de juegos tradicionales y videojuegos From Chess to StarCraft. A Comparative Analysis of Traditional Games and Videogames

    Directory of Open Access Journals (Sweden)

    Óliver Pérez Latorre

    2012-03-01

    videogames can give us a valuable and novel insight into the popular culture of our times. What are the main distinctive features used to represent war in military strategy videogames compared to those used in chess? What are the main differences between the most popular videoludic metaphors of construction and traditional puzzles? The aim of this article is to explore questions like these by making a comparative analysis of the underlying meanings of traditional games and popular videogames. The theoretical and methodological framework is based on game history, game design theory and theory of videogame meaning. The findings reveal elements that shed light on the nuances of meaning that distinguish traditional games from popular videogames of the same genre, and show that the analysis model conceived for this study could be of interest for further research. Finally, we reflect on the relationship between the underlying meanings of the videogames analyzed and certain distinctive aspects of contemporary culture.

  15. Preliminary evaluation of a commercially available videogame system as an adjunct therapeutic intervention for improving balance among children and adolescents with lower limb amputations.

    Science.gov (United States)

    Andrysek, Jan; Klejman, Susan; Steinnagel, Bryan; Torres-Moreno, Ricardo; Zabjek, Karl F; Salbach, Nancy M; Moody, Kim

    2012-02-01

    To examine the safety, feasibility, and balance performance effects of a 4-week home-based balance therapy program using a commercially available videogame system. A pilot study involving a preintervention and postintervention design was conducted with measurements taken at baseline, immediately postintervention (week 5), and at follow-up (week 13) for retention. University hospital outpatient clinic and participants' places of residence. Children and adolescents with unilateral lower limb amputation (n=6; 3 transfemoral [TF] and 3 Van Ness) and age-matched, typically developing individuals (n=10) for baseline comparison. Two videogames involving weight shifting in standing were each played at home for 20 min/d, 4d/wk for a period of 4 weeks. A physical therapist provided initial instruction and monitoring. Postural control characteristics using center of pressure (COP) displacements during quiet standing; functional balance using the Community Balance and Mobility Scale (CB&M); and compliance, safety, and feasibility using custom questionnaires. Average playing times for the first 3 weeks ranged from 16.0 to 21.1 minutes for the 2 games. At baseline, the children and adolescents with TF amputation had substantially greater COP displacements than the Van Ness group and typically developing children and adolescents. Immediately postintervention, the COP displacements decreased in the TF amputees, resulting in values that were closer to those of the typically developing children. The average increase in CB&M score from baseline to follow-up was 6 points across participants. In-home, videogame-based balance training therapies can achieve excellent compliance in children and adolescents with lower limb amputation. With proper instructions and monitoring, the therapeutic intervention can be safely administered. Some improvements in postural control characteristics were seen in children and adolescents with balance deficits immediately postintervention, but long

  16. Effects of Home Access to Active Videogames on Child Self-Esteem, Enjoyment of Physical Activity, and Anxiety Related to Electronic Games: Results from a Randomized Controlled Trial.

    Science.gov (United States)

    Abbott, Rebecca A; Smith, Anne J; Howie, Erin K; Pollock, Clare; Straker, Leon

    2014-08-01

    Active-input videogames could provide a useful conduit for increasing physical activity by improving a child's self-confidence, physical activity enjoyment, and reducing anxiety. Therefore this study evaluated the impact of (a) the removal of home access to traditional electronic games or (b) their replacement with active-input videogames, on child self-perception, enjoyment of physical activity, and electronic game use anxiety. This was a crossover, randomized controlled trial, conducted over a 6-month period in participants' family homes in metropolitan Perth, Australia, from 2007 to 2010. Children 10-12 years old were recruited through school and community media. Of 210 children who were eligible, 74 met inclusion criteria, and 8 withdrew, leaving 66 children (33 girls) for analysis. A counterbalanced randomized order of three conditions sustained for 8 weeks each: No home access to electronic games, home access to traditional electronic games, and home access to active-input electronic games. Perception of self-esteem (Harter's Self Perception Profile for Children), enjoyment of physical activity (Physical Activity Enjoyment Scale questionnaire), and anxiety toward electronic game use (modified Loyd and Gressard Computer Anxiety Subscale) were assessed. Compared with home access to traditional electronic games, neither removal of all electronic games nor replacement with active-input games resulted in any significant change to child self-esteem, enjoyment of physical activity, or anxiety related to electronic games. Although active-input videogames have been shown to be enjoyable in the short term, their ability to impact on psychological outcomes is yet to be established.

  17. The feasibility and positive effects of a customised videogame rehabilitation programme for freezing of gait and falls in Parkinson's disease patients: a pilot study.

    Science.gov (United States)

    Nuic, Dijana; Vinti, Maria; Karachi, Carine; Foulon, Pierre; Van Hamme, Angèle; Welter, Marie-Laure

    2018-04-10

    Freezing of gait and falls represent a major burden in patients with advanced forms of Parkinson's disease (PD). These axial motor signs are not fully alleviated by drug treatment or deep-brain stimulation. Recently, virtual reality has emerged as a rehabilitation option for these patients. In this pilot study, we aim to determine the feasibility and acceptability of rehabilitation with a customised videogame to treat gait and balance disorders in PD patients, and assess its effects on these disabling motor signs. We developed a customised videogame displayed on a screen using the Kinect system. To play, the patient had to perform large amplitude and fast movements of all four limbs, pelvis and trunk, in response to visual and auditory cueing, to displace an avatar to collect coins and avoid obstacles to gain points. We tested ten patients with advanced forms of PD (median disease duration = 16.5 years) suffering from freezing of gait and/or falls (Hoehn&Yahr score ≥ 3) resistant to antiparkinsonian treatment and deep brain stimulation. Patients performed 18 training sessions during a 6-9 week period. We measured the feasibility and acceptability of our rehabilitation programme and its effects on parkinsonian disability, gait and balance disorders (with clinical scales and kinematics recordings), positive and negative affects, and quality of life, after the 9th and 18th training sessions and 3 months later. All patients completed the 18 training sessions with high feasibility, acceptability and satisfaction scores. After training, the freezing-of-gait questionnaire, gait-and-balance scale and axial score significantly decreased by 39, 38 and 41%, respectively, and the activity-balance confidence scale increased by 35%. Kinematic gait parameters also significantly improved with increased step length and gait velocity and decreased double-stance time. Three months after the final session, no significant change persisted except decreased axial score and

  18. Cultural Memory on "Great" People in a "Small" Town: The Perception of King Alexander Karađorđević and Marshal Josip Broz Tito in the Cultural Memory of Samobor

    Directory of Open Access Journals (Sweden)

    Danijel Vojak

    2015-08-01

    Full Text Available Starting from the thesis that ''history is written by the winners”, ''mainstream'' history can be under¬stood as the revised and politically instrumentalized means of a certain nation's ''cultural'' memory, which some consider to be a ''history of selective memo¬ri¬zation and selective forgetfulness''. Most approaches in con¬temporary Croatian historiography which are focu¬sed on the historical periods of monarchist and socialist Yugoslavia use national-level themes as their starting point. A similar preoccupation is also present in those historiographical approaches which are focused on the problems of analyzing and understanding how collective memories are constructed. However, our aim here is to move from the ''big'' themes to a ''small'' (local setting. In this context, Samobor, a small Croatian urban centre, is going to serve us as the basis for analyzing in which way two Yugoslav rulers – King Alexander Karađorđević and Marshal Josip Broz Tito – were perceived on the local level. By analyzing the relevant archival sources as well as contemporary periodicals, we seek to un¬der¬stand the ways in which local authorities and elites, from their position of social power and status, received the mentioned rulers during their visits, and in which ways did they honour and commemorate these high-profile guests. Through this analysis, we hope to gain a better understanding of the process of the creation of local social memory, the constitution of memorial and cul¬tural patterns, and their key cultural elements and me¬anings, which are often torn apart during periods of social and political upheaval, only to be reconstituted by recombining the same key cultural and social elements while simultaneously encompassing new actors. In other words, the focus of our analysis will be on tracing the collective memory of the population of Samobor to¬wards two ''great leaders''. Starting from the thesis that ''history is written by the winners

  19. SubID, a non-median dichotomization tool for heterogeneous populations, reveals the pan-cancer significance of INPP4B and its regulation by EVI1 in AML.

    Directory of Open Access Journals (Sweden)

    Irakli Dzneladze

    Full Text Available Our previous studies demonstrated that INPP4B, a member of the PI3K/Akt signaling pathway, is overexpressed in a subset of AML patients and is associated with lower response to chemotherapy and shorter survival. INPP4B expression analysis in AML revealed a right skewed frequency distribution with 25% of patients expressing significantly higher levels than the majority. The 75% low/25% high cut-off revealed the prognostic power of INPP4B expression status in AML, which would not have been apparent with a standard median cut-off approach. Our identification of a clinically relevant non-median cut-off for INPP4B indicated a need for a generalizable non-median dichotomization approach to optimally study clinically relevant genes. To address this need, we developed Subgroup Identifier (SubID, a tool which examines the relationship between a continuous variable (e.g. gene expression, and a test parameter (e.g. CoxPH or Fisher's exact P values. In our study, Fisher's exact SubID was used to reveal EVI1 as a transcriptional regulator of INPP4B in AML; a finding which was validated in vitro. Next, we used CoxPH SubID to conduct a pan-cancer analysis of INPP4B's prognostic significance. Our analysis revealed that INPP4Blow is associated with shorter survival in kidney clear cell, liver hepatocellular, and bladder urothelial carcinomas. Conversely, INPP4Blow was shown to be associated with increased survival in pancreatic adenocarcinoma in three independent datasets. Overall, our study describes the development and application of a novel subgroup identification tool used to identify prognostically significant rare subgroups based upon gene expression, and for investigating the association between a gene with skewed frequency distribution and potentially important upstream and downstream genes that relate to the index gene.

  20. SubID, a non-median dichotomization tool for heterogeneous populations, reveals the pan-cancer significance of INPP4B and its regulation by EVI1 in AML.

    Science.gov (United States)

    Dzneladze, Irakli; Woolley, John F; Rossell, Carla; Han, Youqi; Rashid, Ayesha; Jain, Michael; Reimand, Jüri; Minden, Mark D; Salmena, Leonardo

    2018-01-01

    Our previous studies demonstrated that INPP4B, a member of the PI3K/Akt signaling pathway, is overexpressed in a subset of AML patients and is associated with lower response to chemotherapy and shorter survival. INPP4B expression analysis in AML revealed a right skewed frequency distribution with 25% of patients expressing significantly higher levels than the majority. The 75% low/25% high cut-off revealed the prognostic power of INPP4B expression status in AML, which would not have been apparent with a standard median cut-off approach. Our identification of a clinically relevant non-median cut-off for INPP4B indicated a need for a generalizable non-median dichotomization approach to optimally study clinically relevant genes. To address this need, we developed Subgroup Identifier (SubID), a tool which examines the relationship between a continuous variable (e.g. gene expression), and a test parameter (e.g. CoxPH or Fisher's exact P values). In our study, Fisher's exact SubID was used to reveal EVI1 as a transcriptional regulator of INPP4B in AML; a finding which was validated in vitro. Next, we used CoxPH SubID to conduct a pan-cancer analysis of INPP4B's prognostic significance. Our analysis revealed that INPP4Blow is associated with shorter survival in kidney clear cell, liver hepatocellular, and bladder urothelial carcinomas. Conversely, INPP4Blow was shown to be associated with increased survival in pancreatic adenocarcinoma in three independent datasets. Overall, our study describes the development and application of a novel subgroup identification tool used to identify prognostically significant rare subgroups based upon gene expression, and for investigating the association between a gene with skewed frequency distribution and potentially important upstream and downstream genes that relate to the index gene.

  1. Should surgical novices trade their retractors for joysticks? Videogame experience decreases the time needed to acquire surgical skills.

    Science.gov (United States)

    Shane, Matthew D; Pettitt, Barbara J; Morgenthal, Craig B; Smith, C Daniel

    2008-05-01

    Video game experience (VGE) has been identified as a possible predictive factor for surgical skill. We hypothesized that surgical novices with previous VGE would acquire new surgical skills faster than those without. Fourth-year medical students (M4) and first-year surgical residents (PG-1) completed a survey asking about standard demographic data and previous VGE. Gamers had high VGE, defined as more than 3 h per week of videogame playing. Nongamers had little or no VGE. Both groups trained to proficiency on two tasks (AcquirePlace and Traversal) of the MIST-VR simulator, with proficiency defined as meeting previously validated criteria on two consecutive trials. The number of trials required to achieve proficiency for each task was recorded. The 26 participants included 11 M4s and 15 PG-1s: 17 males (8 gamers/9 nongamers) and 9 females (3 gamers/6 nongamers), mean age 27.8 years. There were no differences in time to proficiency between the M4 and PG-1 residents, and there were no significant differences in the relative number of gamers per gender. All participants eventually met proficiency criteria. The 11 gamers reached proficiency more quickly than the 15 nongamers (median 0 trials versus 6 trials, p = 0.01). Gamers scored lower than nongamers on their initial attempts. Women overall took longer to reach proficiency than did men (median 10 trials versus 0 trials, p = 0.002). When stratified according to VGE, female nongamers took longer to reach proficiency than male nongamers (median 11 trials versus 1 trial, p = 0.006) but among gamers, there was no difference between females and males (median 0 trials versus 0.5 trials, NS). Previous VGE shortens time to achieve proficiency on two tasks on a validated surgical simulator. The possibility that VGE may ameliorate gender differences in length of time required to acquire surgical skills should be explored further.

  2. Home-based step training using videogame technology in people with Parkinson's disease: a single-blinded randomised controlled trial.

    Science.gov (United States)

    Song, Jooeun; Paul, Serene S; Caetano, Maria Joana D; Smith, Stuart; Dibble, Leland E; Love, Rachelle; Schoene, Daniel; Menant, Jasmine C; Sherrington, Cathie; Lord, Stephen R; Canning, Colleen G; Allen, Natalie E

    2018-03-01

    To determine whether 12-week home-based exergame step training can improve stepping performance, gait and complementary physical and neuropsychological measures associated with falls in Parkinson's disease. A single-blinded randomised controlled trial. Community (experimental intervention), university laboratory (outcome measures). Sixty community-dwelling people with Parkinson's disease. Home-based step training using videogame technology. The primary outcomes were the choice stepping reaction time test and Functional Gait Assessment. Secondary outcomes included physical and neuropsychological measures associated with falls in Parkinson's disease, number of falls over six months and self-reported mobility and balance. Post intervention, there were no differences between the intervention ( n = 28) and control ( n = 25) groups in the primary or secondary outcomes except for the Timed Up and Go test, where there was a significant difference in favour of the control group ( P = 0.02). Intervention participants reported mobility improvement, whereas control participants reported mobility deterioration-between-group difference on an 11-point scale = 0.9 (95% confidence interval: -1.8 to -0.1, P = 0.03). Interaction effects between intervention and disease severity on physical function measures were observed ( P = 0.01 to P = 0.08) with seemingly positive effects for the low-severity group and potentially negative effects for the high-severity group. Overall, home-based exergame step training was not effective in improving the outcomes assessed. However, the improved physical function in the lower disease severity intervention participants as well as the self-reported improved mobility in the intervention group suggest home-based exergame step training may have benefits for some people with Parkinson's disease.

  3. The feasibility of exercise videogames for cardiovascular risk reduction among adults: a pilot for "Wii heart fitness".

    Science.gov (United States)

    Serber, Eva R; Ciccolo, Joseph; Palmer, Kathy; Cobb, Victoria; Tilkemeier, Peter L; Bock, Beth C

    2016-03-01

    More than 30% of the U.S. population is prehypertensive, and the recommended treatment of lifestyle modification includes increased physical activity. Exercise videogames (EVG) are widely marketed to Americans as a means of increasing fitness. This study aimed to examine EVG among a sample of prehypertensive adults, to determine (1) feasibility and acceptability of EVG for physical activity, and (2) assess changes in (1) estimates of cardiovascular fitness and risk indices, and psychosocial constructs. Participants with prehypertension completed a 12-week program including; 36, 1-hour sessions; supervised EVG program using Nintendo Wii platform and games. Assessments were at baseline and 13 weeks. Paired t-tests were conducted. Fourteen adults (84% female; mean age=53 years; 93% Caucasian; 87% employed) completed the study. The study retention rate was 74% and all participants reported satisfaction and enjoyment in the intervention and using the Wii for exercise. Despite the small sample size, significant improvements were seen in: physical activity minutes (P<0.01), peak heart rate (P=0.02), resting systolic blood pressure (P=0.02), and hip circumference (P=0.03). Significant improvements were also seen in the 36-item short-form survey (SF-36) as for general health (P=0.05), role limitations due to emotional problems (P=0.04), and vitality (P=0.01). Findings support that an EVG program is feasible, acceptable, and promising in promoting benefit to cardiovascular fitness and psychosocial health. These data provide pilot data for the necessary randomized clinical trials to examine efficacy and sustainability of EVG for adult engagement in physical activity for cardiovascular health promotion.

  4. Stimulus- and goal-driven control of eye movements: action videogame players are faster but not better.

    Science.gov (United States)

    Heimler, Benedetta; Pavani, Francesco; Donk, Mieke; van Zoest, Wieske

    2014-11-01

    Action videogame players (AVGPs) have been shown to outperform nongamers (NVGPs) in covert visual attention tasks. These advantages have been attributed to improved top-down control in this population. The time course of visual selection, which permits researchers to highlight when top-down strategies start to control performance, has rarely been investigated in AVGPs. Here, we addressed specifically this issue through an oculomotor additional-singleton paradigm. Participants were instructed to make a saccadic eye movement to a unique orientation singleton. The target was presented among homogeneous nontargets and one additional orientation singleton that was more, equally, or less salient than the target. Saliency was manipulated in the color dimension. Our results showed similar patterns of performance for both AVGPs and NVGPs: Fast-initiated saccades were saliency-driven, whereas later-initiated saccades were more goal-driven. However, although AVGPs were faster than NVGPs, they were also less accurate. Importantly, a multinomial model applied to the data revealed comparable underlying saliency-driven and goal-driven functions for the two groups. Taken together, the observed differences in performance are compatible with the presence of a lower decision bound for releasing saccades in AVGPs than in NVGPs, in the context of comparable temporal interplay between the underlying attentional mechanisms. In sum, the present findings show that in both AVGPs and NVGPs, the implementation of top-down control in visual selection takes time to come about, and they argue against the idea of a general enhancement of top-down control in AVGPs.

  5. Children's Cognitive and Affective Responses About a Narrative Versus a Non-Narrative Cartoon Designed for an Active Videogame.

    Science.gov (United States)

    Fernandes Davies, Vanessa; Mafra, Rafaella; Beltran, Alicia; Baranowski, Thomas; Lu, Amy Shirong

    2016-04-01

    This article presents the results of interviews conducted with children regarding their cognitive and affective responses toward a narrative and a non-narrative cartoon. The findings will be used to further explore the role of a narrative in motivating continued active videogame play. Twenty children (8-11 years old of mixed gender) watched two cartoons (narrative and non-narrative) and were subsequently interviewed. A thematic matrix was used to analyze the interviews. The narrative cartoon (n = 11) was only slightly preferred compared with the non-narrative one (n = 9), with little difference among the participants. The theme categories identified during the analyses were plot, characters, and suggestions. The fight scenes were mentioned by the children as a likeable aspect of the narrative cartoon. In the non-narrative cartoon, the vast majority (n = 17) liked the information about physical activity that was provided. The children enjoyed the appearance and personalities of the characters in both cartoons. A discrepancy in the data about the fight scenes (narrative cartoon) and characters (both cartoons) was found among the female participants (i.e., some girls did not like the fight and thought the characters were too aggressive). However, most of the children wanted to see more action in the story, an increase in the number of fight scenes (narrative cartoon), or more information about exercise and examples of exercises they could do (non-narrative cartoon). They also suggested adding a game to the non-narrative cartoon, including more characters, and improving the animation in both cartoons. The children preferred the narrative cartoon because of the story and the fight. Some gender differences were found, which further studies should investigate.

  6. Acute effects of violent video-game playing on blood pressure and appetite perception in normal-weight young men: a randomized controlled trial.

    Science.gov (United States)

    Siervo, M; Sabatini, S; Fewtrell, M S; Wells, J C K

    2013-12-01

    Watching television and playing video game being seated represent sedentary behaviours and increase the risk of weight gain and hypertension. We investigated the acute effects of violent and non-violent video-game playing on blood pressure (BP), appetite perception and food preferences. Forty-eight young, normal-weight men (age: 23.1±1.9 years; body mass index: 22.5±1.9 kg/m(2)) participated in a three-arm, randomized trial. Subjects played a violent video game, a competitive, non-violent video game or watched TV for 1 h. Measurements of BP, stress and appetite perception were recorded before a standardized meal (∼300 kcal) and then repeated every 15 min throughout the intervention. Violent video-game playing was associated with a significant increase in diastolic BP (Δ±s.d.=+7.5±5.8 mm Hg; P=0.04) compared with the other two groups. Subjects playing violent video games felt less full (P=0.02) and reported a tendency towards sweet food consumption. Video games involving violence appear to be associated with significant effects on BP and appetite perceptions compared with non-violent gaming or watching TV.

  7. The impact of a videogame-based pilot physical activity program in older adults with schizophrenia on subjectively and objectively measured physical activity

    Directory of Open Access Journals (Sweden)

    Heather eLeutwyler

    2015-12-01

    Full Text Available Objectives: The purpose of this report is to describe the impact of a videogame-based pilot physical activity program using the Kinect for Xbox 360 game system (Microsoft, Redmond, WA on physical activity in older adults with schizophrenia. Methods: In this one group pretest posttest pilot study, twenty participants played an active videogame for 30 minutes, once a week for 6 weeks. Physical activity was measured by self-report with the Yale Physical Activity Survey and objectively with the Sensewear Pro armband at enrollment and at the end of the 6-week program. Results: There was a significant increase in frequency of self-reported vigorous physical activity. We did not detect a statistically significant difference in objectively measured physical activity although increase in number of steps and sedentary activity were in the desired direction. Conclusions: These results suggest participants’ perception of physical activity intensity differs from the intensity objectively captured with a valid and reliable physical activity monitor.

  8. Adolescents' perceptions of flavored tobacco products, including E-cigarettes: A qualitative study to inform FDA tobacco education efforts through videogames.

    Science.gov (United States)

    Camenga, D R; Fiellin, L E; Pendergrass, T; Miller, Erica; Pentz, M A; Hieftje, K

    2018-07-01

    Flavored tobacco products have been shown to appeal to youth, however tobacco control strategies have traditionally not focused on these products. To inform the adaptation of an existing videogame to focus on the prevention of flavored tobacco product use, this study explored adolescents' perceptions, beliefs, and social norms surrounding these products, including flavored e-cigarettes. We conducted and analyzed transcripts from seven focus groups with 11-17-year-old adolescents (n = 33) from after-school programs in CT and CA in 2016. Participants discussed flavored tobacco product beliefs and experiences, and how these compared to traditional cigarettes. Thematic analysis of transcripts revealed that participants could name flavors in tobacco products, even though few discussed first-hand experience with the products. Most groups perceived that flavored tobacco product and flavored e-cigarette use facilitated peer approval and acceptance. All groups discussed how youth could easily access flavored tobacco products, including e-cigarettes. Flavoring was a salient aspect of e-cigarette advertisements; however the groups did not recall exposure to other types of flavored tobacco product counter-marketing. These data can help inform the development of tobacco control strategies, novel interventions (such as videogames), and future FDA efforts to prevent adolescent tobacco product use through education and risk communication. Copyright © 2018. Published by Elsevier Ltd.

  9. The Impact of a Videogame-Based Pilot Physical Activity Program in Older Adults with Schizophrenia on Subjectively and Objectively Measured Physical Activity.

    Science.gov (United States)

    Leutwyler, Heather; Hubbard, Erin; Cooper, Bruce; Dowling, Glenna

    2015-01-01

    The purpose of this report is to describe the impact of a videogame-based pilot physical activity program using the Kinect for Xbox 360 game system (Microsoft, Redmond, WA, USA) on physical activity in older adults with schizophrenia. In this one group pre-test, post-test pilot study, 20 participants played an active videogame for 30 min, once a week for 6 weeks. Physical activity was measured by self-report with the Yale Physical Activity Survey and objectively with the Sensewear Pro armband at enrollment and at the end of the 6-week program. There was a significant increase in frequency of self-reported vigorous physical activity. We did not detect a statistically significant difference in objectively measured physical activity although increase in number of steps and sedentary activity were in the desired direction. These results suggest participants' perception of physical activity intensity differs from the intensity objectively captured with a valid and reliable physical activity monitor.

  10. Usability of Videogame-Based Dexterity Training in the Early Rehabilitation Phase of Stroke Patients: A Pilot Study

    Directory of Open Access Journals (Sweden)

    Tim Vanbellingen

    2017-12-01

    Full Text Available BackgroundApproximately 70–80% of stroke survivors have limited activities of daily living, mainly due to dexterous problems. Videogame-based training (VBT along with virtual reality seems to be beneficial to train upper limb function.ObjectiveTo evaluate the usability of VBT using the Leap Motion Controller (LMC to train fine manual dexterity in the early rehabilitation phase of stroke patients as an add-on to conventional therapy. Additionally, this study aimed to estimate the feasibility and potential efficacy of the VBT.MethodsDuring 3 months, 64 stroke patients were screened for eligibility, 13 stroke patients were included (4 women and 9 men; age range: 24–91 years; mean time post stroke: 28.2 days.InterventionNine sessions of 30 min VBT, three times per week as an add-on to conventional therapy with stroke inpatients.Outcome measuresPrimary outcome was the usability of the system measured with the System Usability Scale. Secondary outcomes concerning feasibility were the compliance rate calculated from the total time spent on the intervention (TT compared to planned time, the opinion of participants via open-end questions, and the level of active participation measured with the Pittsburgh Rehabilitation Participation Scale. Regarding the potential efficacy secondary outcomes were: functional dexterity measured with the Nine Hole Peg Test (NHPT, subjective dexterity measured with the Dexterity Questionnaire 24, grip strength measured with the Jamar dynamometer, and motor impairment of the upper limb measured with the Fugl-Meyer Upper Extremity (FM-UE scale.ResultsPrimarily, the usability of the system was good to excellent. The patient’s perception of usability remained stable over a mean period of 3 weeks of VBT. Secondly, the compliance rate was good, and the level of active participation varied between good and very good. The opinion of the participants revealed that despite individual differences, the overall impression

  11. Usability of Videogame-Based Dexterity Training in the Early Rehabilitation Phase of Stroke Patients: A Pilot Study.

    Science.gov (United States)

    Vanbellingen, Tim; Filius, Suzanne J; Nyffeler, Thomas; van Wegen, Erwin E H

    2017-01-01

    Approximately 70-80% of stroke survivors have limited activities of daily living, mainly due to dexterous problems. Videogame-based training (VBT) along with virtual reality seems to be beneficial to train upper limb function. To evaluate the usability of VBT using the Leap Motion Controller (LMC) to train fine manual dexterity in the early rehabilitation phase of stroke patients as an add-on to conventional therapy. Additionally, this study aimed to estimate the feasibility and potential efficacy of the VBT. During 3 months, 64 stroke patients were screened for eligibility, 13 stroke patients were included (4 women and 9 men; age range: 24-91 years; mean time post stroke: 28.2 days). Nine sessions of 30 min VBT, three times per week as an add-on to conventional therapy with stroke inpatients. Primary outcome was the usability of the system measured with the System Usability Scale. Secondary outcomes concerning feasibility were the compliance rate calculated from the total time spent on the intervention (TT) compared to planned time, the opinion of participants via open-end questions, and the level of active participation measured with the Pittsburgh Rehabilitation Participation Scale. Regarding the potential efficacy secondary outcomes were: functional dexterity measured with the Nine Hole Peg Test (NHPT), subjective dexterity measured with the Dexterity Questionnaire 24, grip strength measured with the Jamar dynamometer, and motor impairment of the upper limb measured with the Fugl-Meyer Upper Extremity (FM-UE) scale. Primarily, the usability of the system was good to excellent. The patient's perception of usability remained stable over a mean period of 3 weeks of VBT. Secondly, the compliance rate was good, and the level of active participation varied between good and very good. The opinion of the participants revealed that despite individual differences, the overall impression of the therapy and device was good. Patients showed significant

  12. Using a videogame to facilitate nursing and medical students' first visit to the operating theatre. A randomized controlled trial.

    Science.gov (United States)

    Del Blanco, Ángel; Torrente, Javier; Fernández-Manjón, Baltasar; Ruiz, Pedro; Giner, Manuel

    2017-08-01

    First experiences in the operating theatre with real patients are always stressful and intimidating for students. We hypothesized that a game-like simulation could improve perceptions and performance of novices. A videogame was developed, combining pictures and short videos, by which students are interactively instructed on acting at the surgical block. Moreover, the game includes detailed descriptive information. After playing, students are given feedback on their performance. A randomized controlled trial was conducted with 132 nursing and medical students with no previous experience in surgery. Sixty two (47.0%) were allocated to a control group (CG) and 70 (53.0%) to an experimental group (EG). Subjects in EG played the game the day prior to their first experience in the theatre; CG had no access to the application. On the day after their experience at surgery, all students filled in a questionnaire in a 7-point Likert format collecting subjective data about their experience in the surgical block. Four constructs related to students' feelings, emotions and attitudes were measured through self-reported subjective scales, i.e. C1: fear to make mistakes, C2: perceived knowledge on how to behave, C3: perceived errors committed, and C4: attitude/behaviour towards patients and staff. The main research question was formulated as follows: do students show differences in constructs C1-C4 by exposure to the game? EG reported statistically significant higher scores on the four aspects measured than CG (p<0.05; Mann-Whitney U tests; Cohen's d standardized effect size d1=0.30; d2=1.05; d3=0.39; d4=0.49). Results show clear evidence that the exposure to the game-like simulation had a significant positive effect on all the constructs. After their first visit to the theatre, students in EG showed less fear (C1) and also perceived to have committed fewer errors (C3), while they showed higher perceived knowledge (C2) and a more collaborative attitude (C4). Copyright © 2017

  13. Kontserdipeegel / Evi Arujärv

    Index Scriptorium Estoniae

    Arujärv, Evi, 1953-

    2002-01-01

    16. apr. Tallinna raekojas kontserdisarjas "Upbeat" esinesid läti noored muusikud. 20. apr. kontserdisarja "Euroopa tippsoliste" viimasel kontserdil esines koos Estonia sümfooniaorkestriga norra vioolamängija Lars-Anders Tomter. 19. apr. mängis Nyyd Ensemble Kanuti gildi saalis Mauricio Kageli kava, kus kaasa tegid ka Von Krahli teatri näitlejad. 21. apr. oli Eesti Filharmoonia Kammerkoori ja Tallinna Kammerorkestri ees taas Tõnu Kaljuste ja seekord olid kavas missad

  14. Technological Resources to Prevent Cyberbullying During Adolescence: The Cyberprogram 2.0 Program and the Cooperative Cybereduca 2.0 Videogame

    Science.gov (United States)

    Garaigordobil, Maite; Martínez-Valderrey, Vanesa

    2018-01-01

    Bullying and cyberbullying have serious consequences for all those involved, especially the victims, and its prevalence is high throughout all the years of schooling, which emphasizes the importance of prevention. This article describes an intervention proposal, made up of a program (Cyberprogram 2.0 Garaigordobil and Martínez-Valderrey, 2014a) and a videogame (Cooperative Cybereduca 2.0 Garaigordobil and Martínez-Valderrey, 2016b) which aims to prevent and reduce cyberbullying during adolescence and which has been validated experimentally. The proposal has four objectives: (1) To know what bullying and cyberbullying are, to reflect on the people involved in these situations; (2) to become aware of the harm caused by such behaviors and the severe consequences for all involved; (3) to learn guidelines to prevent and deal with these situations: know what to do when one suffers this kind of violence or when observing that someone else is suffering it; and (4) to foster the development of social and emotional factors that inhibit violent behavior (e.g., communication, ethical-moral values, empathy, cooperation…). The proposal is structured around 25 activities to fulfill these goals and it ends with the videogame. The activities are carried out in the classroom, and the online video is the last activity, which represents the end of the intervention program. The videogame (www.cybereduca.com) is a trivial pursuit game with questions and answers related to bullying/cyberbullying. This cybernetic trivial pursuit is organized around a fantasy story, a comic that guides the game. The videogame contains 120 questions about 5 topics: cyberphenomena, computer technology and safety, cybersexuality, consequences of bullying/cyberbullying, and coping with bullying/cyberbullying. To evaluate the effectiveness of the intervention, a quasi-experimental design, with repeated pretest-posttest measures and control groups, was used. During the pretest and posttest stages, 8

  15. Technological Resources to Prevent Cyberbullying During Adolescence: The Cyberprogram 2.0 Program and the Cooperative Cybereduca 2.0 Videogame.

    Science.gov (United States)

    Garaigordobil, Maite; Martínez-Valderrey, Vanesa

    2018-01-01

    Bullying and cyberbullying have serious consequences for all those involved, especially the victims, and its prevalence is high throughout all the years of schooling, which emphasizes the importance of prevention. This article describes an intervention proposal, made up of a program (Cyberprogram 2.0 Garaigordobil and Martínez-Valderrey, 2014a) and a videogame (Cooperative Cybereduca 2.0 Garaigordobil and Martínez-Valderrey, 2016b) which aims to prevent and reduce cyberbullying during adolescence and which has been validated experimentally. The proposal has four objectives: (1) To know what bullying and cyberbullying are, to reflect on the people involved in these situations; (2) to become aware of the harm caused by such behaviors and the severe consequences for all involved; (3) to learn guidelines to prevent and deal with these situations: know what to do when one suffers this kind of violence or when observing that someone else is suffering it; and (4) to foster the development of social and emotional factors that inhibit violent behavior (e.g., communication, ethical-moral values, empathy, cooperation…). The proposal is structured around 25 activities to fulfill these goals and it ends with the videogame. The activities are carried out in the classroom, and the online video is the last activity, which represents the end of the intervention program. The videogame (www.cybereduca.com) is a trivial pursuit game with questions and answers related to bullying/cyberbullying. This cybernetic trivial pursuit is organized around a fantasy story, a comic that guides the game. The videogame contains 120 questions about 5 topics: cyberphenomena, computer technology and safety, cybersexuality, consequences of bullying/cyberbullying, and coping with bullying/cyberbullying. To evaluate the effectiveness of the intervention, a quasi-experimental design, with repeated pretest-posttest measures and control groups, was used. During the pretest and posttest stages, 8

  16. Technological Resources to Prevent Cyberbullying During Adolescence: The Cyberprogram 2.0 Program and the Cooperative Cybereduca 2.0 Videogame

    Directory of Open Access Journals (Sweden)

    Maite Garaigordobil

    2018-05-01

    Full Text Available Bullying and cyberbullying have serious consequences for all those involved, especially the victims, and its prevalence is high throughout all the years of schooling, which emphasizes the importance of prevention. This article describes an intervention proposal, made up of a program (Cyberprogram 2.0 Garaigordobil and Martínez-Valderrey, 2014a and a videogame (Cooperative Cybereduca 2.0 Garaigordobil and Martínez-Valderrey, 2016b which aims to prevent and reduce cyberbullying during adolescence and which has been validated experimentally. The proposal has four objectives: (1 To know what bullying and cyberbullying are, to reflect on the people involved in these situations; (2 to become aware of the harm caused by such behaviors and the severe consequences for all involved; (3 to learn guidelines to prevent and deal with these situations: know what to do when one suffers this kind of violence or when observing that someone else is suffering it; and (4 to foster the development of social and emotional factors that inhibit violent behavior (e.g., communication, ethical-moral values, empathy, cooperation…. The proposal is structured around 25 activities to fulfill these goals and it ends with the videogame. The activities are carried out in the classroom, and the online video is the last activity, which represents the end of the intervention program. The videogame (www.cybereduca.com is a trivial pursuit game with questions and answers related to bullying/cyberbullying. This cybernetic trivial pursuit is organized around a fantasy story, a comic that guides the game. The videogame contains 120 questions about 5 topics: cyberphenomena, computer technology and safety, cybersexuality, consequences of bullying/cyberbullying, and coping with bullying/cyberbullying. To evaluate the effectiveness of the intervention, a quasi-experimental design, with repeated pretest-posttest measures and control groups, was used. During the pretest and posttest stages

  17. Um Passado Jogável? Simulação Digital, Videogames e História Pública

    Directory of Open Access Journals (Sweden)

    Helyom Viana Telles

    2016-05-01

    Full Text Available O presente trabalho foi originado a partir das reflexões suscitadas por uma pesquisa de pós-doutorado que investiga como os jogos eletrônicos podem contribuir para a produção e o compartilhamento de representações, de imagens e de um imaginário sobre o passado, atuando como suporte para a memória coletiva. O artigo propõe uma reflexão sobre as relações entre simulação digital, o conhecimento do passado e a história pública com base na discussão da produção bibliográfica recente de historiadores norte-americanos que tratam do tema. O artigo critica a dicotomia entre jogos digitais educativos comerciais conclui que os elementos ficcionais presentes em simulações e jogos digitais oferecem a oportunidade para o exercício de exploração da história contrafatual. Essa característica, aliada à possibilidade de expressão de dados e conhecimentos históricos complexos, tornam as simulações e jogos digitais valiosas para o campo da história pública. Palavras-Chave: História Pública, Simulação Digital, Videogame ABSTRACT This study  originated from the thinking generated by a post-doctoral research that investigates how computer games can contribute to the production and representations sharing, pictures and an imaginary about the past, acting as support for the memory collective. The article proposes a study of the links between digital simulation, knowledge of the past history and the public based on the discussion of recent literature production of American historians on the same matter. The article criticizes the dichotomy between commercial educational digital games concludes that the fictional elements present in simulations and digital games offer the opportunity to exercise exploitation of counterfactual history. This feature, combined with the possibility of data expression and complex historical knowledge, make the simulations and valuable digital games to the field of public history. Keywords: Public history

  18. Brechtian Alienation in Videogames

    Directory of Open Access Journals (Sweden)

    Daniel Joseph Dunne

    2014-11-01

    Full Text Available Immersion is constantly being broken in video games via the intrusion of mechanics and features that cause no end of distraction, breaking the player’s engagement in both the game’s narrative and in the gameplay. Yet these breaks are an integral part of games, whether through loading, saving or any other mechanical system that detracts from the playing the core game. These aren’t analysed as thoroughly as they could be in current game academia. However Bertolt Brecht’s “Verfremdungseffekt”, or distancing effect, provides a much needed foundation in the analysis of these sections within games that provoke a feeling of alienation.

  19. Videojuegos como dispositivos culturales: las competencias espaciales en educación Videogames as cultural devices: development of spatial skills and application in learning

    Directory of Open Access Journals (Sweden)

    Ana María Sedeño Valdellos

    2010-03-01

    Full Text Available El videojuego es un dispositivo cultural con sus propias funciones de socialización, como la mayoría de los mensajes de los medios de comunicación. Los altos niveles de placer y disfrute que proporciona a los jugadores hacen imprescindible el análisis de sus potencialidades generales como herramienta educativa, mucho más si se es consciente de que sirven como vehículos para la definición de identidades entre la juventud. El presente trabajo proporciona ejemplos actuales de diferentes tipos de videojuegos y sus posibilidades para desarrollar ciertas habilidades y destrezas relacionadas con la representación dinámica del espacio, dentro del modelo de aprendizaje de Jerome Bruner. Se reflexiona acerca de cómo los videojuegos de estrategia, aventura, simulación o rol desarrollan capacidades como la reflexión, el razonamiento estratégico y táctico o la agilidad mental. Además, se proporcionan datos sobre los sistemas vigentes de clasificación de contenidos como el ESRB del Comité para la Evaluación del Software de Entretenimiento de EEUU y el PEGI de la Federación Europea de Software Interactivo. Ambos son aceptados por la Asociación de Distribuidores y Editores de Software de Entretenimiento (aDeSe y pretenden ayudar a los padres y educadores a discernir sobre sus contenidos y su adecuación para diferentes edades y tipos de jugadores. En resumen, se intenta transmitir la importancia del videojuego para el proceso de enseñanza-aprendizaje, con especial atención en proporcionar ejemplos actuales.A videogame is a cultural device with its own socializing functions, as stated by most of the media. The high levels of pleasure and enjoyment it gives players make it essential to analyse its potential as an educational tool, more so if there is an awareness of its value as a vehicle for personality development among young people. This paper tries to provide current examples of the wide range of videogames and their ability to develop

  20. 一种考虑非高斯L´evy量测噪声下的改进分数阶卡尔曼滤波%An improved Kalman filter for fractional order system with non-Gaussian measurement L ´evy noise

    Institute of Scientific and Technical Information of China (English)

    孙永辉; 高振阳; 卫志农; 孙国强

    2016-01-01

    Based on the measurement noise as the non-Gaussian L ´evy noise, a novel Kalman filter for the discrete linear stochastic fractional order system is proposed. By eliminating the maximum, the approximated Gaussian white noise can be obtained. Based on the principle of least square, an improved Kalman filter can be developed for the discrete linear stochastic fractional order system with measurement L´evy noise. Compared to the traditional method, the proposed method gets better performance. Finally, simulation results show the effectiveness and usefulness of the proposed algorithm.%针对量测噪声模型为非高斯L ´evy噪声,研究离散线性随机分数阶系统的卡尔曼滤波设计问题。通过剔除极大值的方法得到近似高斯白噪声的L´evy噪声,基于最小二乘原理,提出一种考虑非高斯L´evy量测噪声下的改进分数阶卡尔曼滤波算法。与传统的分数阶卡尔曼滤波相比,改进的分数阶卡尔曼滤波对非高斯L´evy噪声具有更好的滤波效果。最后,通过模拟仿真验证了所提出算法的正确性和有效性。

  1. MII - S chool : A 3d videogame for the early detection of abuse of substances, bullying, and mental disorders in adolescents

    Directory of Open Access Journals (Sweden)

    José A. Carmona

    2011-06-01

    Full Text Available The current research deals with the preparation and application of an assessment tool aimed at the early detection of drug use, bullying and mental disorders in Secondary Education students in school, family and spare time context. The assessment program we have designed uses 3D virtual environments to realistically recreate, in the style of current videogames, the contexts of drug abuse, bullying and fam ily problems which usually occur during the teenage years. The Mii-School program consist of 17 stages of detailed three-dimensional simulation in which various avatars interact, causing problematic situations in which the participant must choose how he would behave, given the different response choices offered. The program then includes the different response styles of the participant in the situations presented. This would be very relevant from a preventive and therapeutic point of view, as it provides the possibility of knowing what persons would be in a risk situation and their responses in the above mentioned contexts.

  2. The Effects of Combining Videogame Dancing and Pelvic Floor Training to Improve Dual-Task Gait and Cognition in Women with Mixed-Urinary Incontinence.

    Science.gov (United States)

    Fraser, Sarah A; Elliott, Valerie; de Bruin, Eling D; Bherer, Louis; Dumoulin, Chantal

    2014-06-01

    Many women over 65 years of age suffer from mixed urinary incontinence (MUI) and executive function (EF) deficits. Both incontinence and EF declines increase fall risk. The current study assessed EF and dual-task gait after a multicomponent intervention that combined pelvic floor muscle (PFM) training and videogame dancing (VGD). Baseline (Pre1), pretraining (Pre2), and post-training (Post) neuropsychological and dual-task gait assessments were completed by 23 women (mean age, 70.4 years) with MUI. During the dual-task, participants walked and performed an auditory n-back task. From Pre2 to Post, all women completed 12 weeks of combined PFM and VGD training. After training (Pre2 to Post), the number of errors in the Inhibition/Switch Stroop condition decreased significantly, the Trail Making Test difference score improved marginally, and the number of n-back errors during dual-task gait significantly decreased. A subgroup analysis based on continence improvements (pad test) revealed that only those subjects who improved in the pad test had significantly reduced numbers of n-back errors during dual-task gait. The results of this study suggest that a multicomponent intervention can improve EFs and the dual-task gait of older women with MUI. Future research is needed to determine if the training-induced improvements in these factors reduce fall risk.

  3. Can an intervention based on a serious videogame prior to cognitive behavioral therapy be helpful in bulimia nervosa? A clinical case study.

    Science.gov (United States)

    Giner-Bartolomé, Cristina; Fagundo, Ana B; Sánchez, Isabel; Jiménez-Murcia, Susana; Santamaría, Juan J; Ladouceur, Robert; Menchón, José M; Fernández-Aranda, Fernando

    2015-01-01

    Several studies have highlighted the implications of impulsivity and novelty seeking for both the maintenance and the process of recovery from bulimia nervosa (BN). Cognitive behavioral therapy (CBT) is the treatment of choice for BN, but for some cases, this treatment alone might not be sufficient for reducing the high levels of impulsivity. The paper presents a case report of a patient with BN, examining the effectiveness of using a videogame (VG; Playmancer) as an additional intervention designed to address impulsivity. Psychometric and neuropsychological measures were collected at baseline. After this assessment, Playmancer was applied prior to CBT, following an "A-B-A-C-A" single case experimental design. Impulsivity levels were assessed with the Conner's Continuous Performance Test II (CPT-II). After the Playmancer treatment, the patient started CBT, and the levels of impulsivity were recorded again. Finally, psychometric and neuropsychological measures were collected after treatment. Weekly frequency of binges and vomiting were also recorded during the entire procedure. After the VG intervention, psychometric measures such as anxiety levels, impulsivity and novelty seeking decreased. Regarding the neuropsychological measures, impulsivity levels (measured with the CPT-II) progressively decreased throughout the intervention, and an improvement in decision making capacities was observed. Furthermore, the frequency of binges also decreased during and after the VG intervention. This case report suggests that using the Playmancer VG to reduce impulsivity prior to CBT may enhance the final results of the treatment for BN.

  4. Neck/shoulders pain and its relation to the use of tv/computer/videogame and physical activity in school students from Bauru

    Directory of Open Access Journals (Sweden)

    Alberto De Vitta

    Full Text Available Objective The objective was to determine the prevalence of musculoskeletal pain in the neck/shoulders of school children and its relationship with the level of physical activity and sedentary activities (time spent on TV and computer and/or video game. Materials and methods We conducted a cross-sectional study with a sample of 524 5th to 8th grade students (278 boys and 246 girls, enrolled in all five urban elementary schools in the municipality of Bauru (SP, aged between 10 and 14 years old. Sociodemographic data, sedentary activities – time spent on TV and computer and/or videogame - and level of physical activity - was collected through a Physical Activity Questionnaire for Children (PAQ-C. Results The results showed that the prevalence of localized pain in the neck/shoulders was of 30.1% for boys and girls. It was also found that there is a predominance of onset of pain reported in neck/shoulders in boys related to the frequency and amount of hours a day watching TV and hours on the computer, whereas in girls the association was with frequency and amount of hours they watch TV daily. Conclusions It can be concluded that the pain in the neck/shoulders are common in children and that understanding the relationship between variables enables valuable elements of measures aimed at maintaining, improving and promoting the welfare of students.

  5. A poética imaginária do videogame: as passagens e as traduções do imaginário e dos mitos gregos no processo de criação de jogos digitais

    OpenAIRE

    Gasi, Flávia Tavares

    2012-01-01

    A presente pesquisa tem como objetivo compreender como figuras do imaginário e dos mitos gregos são traduzidas no processo de criação de narrativas em videogames. O estudo é composto por uma revisão dos conceitos de imaginário, mitos gregos, e narrativas ludológicas. Na sequência, realiza-se o estudo de caso de três jogos digitais, que apresentam figuras do imaginário de três maneiras: o primeiro demonstra presença de narrativas e figuras dos mitos gregos que ressurgem de forma quase literal,...

  6. Dependência de Internet e de jogos eletrônicos: uma revisão Internet and videogame addiction: a review

    Directory of Open Access Journals (Sweden)

    Cristiano Nabuco de Abreu

    2008-06-01

    Full Text Available OBJETIVO: Com a inclusão das novas tecnologias contemporâneas, a Internet e os jogos eletrônicos tornaram-se ferramentas de uso amplo e irrestrito, transformando-se em um dos maiores fenômenos mundiais da última década. Diversas pesquisas atestam os benefícios desses recursos, mas seu uso sadio e adaptativo progressivamente deu lugar ao abuso e à falta de controle ao criar severos impactos na vida cotidiana de milhões de usuários. O objetivo deste estudo foi revisar de forma sistemática os artigos que examinam a dependência de Internet e jogos eletrônicos na população geral. Almejamos, portanto, avaliar a evolução destes conceitos no decorrer da última década, assim como contribuir para a melhor compreensão do quadro e suas comorbidades. MÉTODO: Foi feita uma revisão sistemática da literatura através do MedLine, Lilacs, SciELO e Cochrane usando-se como parâmetro os termos: "Internet addiction", pathological "Internet use", "problematic Internet use", "Internet abuse", "videogame", "computer games" e "electronic games". A busca eletrônica foi feita até dezembro de 2007. DISCUSSÃO: Estudos realizados em diferentes países apontam para prevalências ainda muito diversas, o que provavelmente se deve à falta de consenso e ao uso de diferentes denominações, dando margem à adoção de distintos critérios diagnósticos. Muitos pacientes que relatam o uso abusivo e dependência passam a apresentar prejuízos significativos na vida profissional, acadêmica (escolar, social e familiar. CONCLUSÕES: São necessárias novas investigações para determinar se esse uso abusivo de Internet e de jogos eletrônicos pode ser compreendido como uma das mais novas classificações psiquiátricas do século XXI ou apenas substratos de outros transtornos.OBJECTIVE: With the introduction of the new technologies to our daily lives, the Internet and electronic games have become widely and unrestrictedly used tools and one of the major

  7. Impact of a Serious Videogame Designed for Flexible Insulin Therapy on the Knowledge and Behaviors of Children with Type 1 Diabetes: The LUDIDIAB Pilot Study.

    Science.gov (United States)

    Joubert, Michael; Armand, Coline; Morera, Julia; Tokayeva, Leyla; Guillaume, Aurore; Reznik, Yves

    2016-02-01

    Flexible (or functional) insulin therapy method is a self-management education approach for intensive insulin therapy in patients with type 1 diabetes. The serious game (or applied game) "L'Affaire Birman" ("Mr. Birman's File") (available at www.gluciweb.com ) was specifically designed as an educational tool for the flexible insulin therapy method. Its educational impact was evaluated in children with type 1 diabetes. This prospective multicenter pilot study evaluated the effect of this videogame on the therapeutic knowledge and behavior of children with type 1 diabetes. PedCarbQuiz (PCQ) and Diabetes Self-Management Profile (DSMP) questionnaires were used before (T0), immediately after (T1), and 6 months after (T2) the unstructured use of the videogame. The 38 children enrolled in the study were 42% boys and 58% girls; they had a mean age of 13.7 ± 2.1 years old, a diabetes duration of 6.0 ± 3.8 years, and hemoglobin A1c (HbA1c) levels of 8.5 ± 1.4% (69.4 ± 9.4 mmol/mol). The children connected to the game 3.3 ± 2.8 times during this 6-month study. Their PCQ score increased from 31.6 ± 4.9 at T0 to 36.0 ± 4.0 at T2 (P < 0.05). Two PCQ subscores also increased significantly: the insulin titration score at T1 and T2 and the carbohydrate quantification score at T2. Conversely, the DSMP score was not different at T0, T1, and T2 (59.1 ± 9.9, 60.2 ± 9.8, and 60.0 ± 10.0, respectively), and HbA1c levels also remained stable throughout the study (8.4 ± 1.3%, 8.4 ± 1.2%, and 8.5 ± 1.5% at T0, T1, and T2, respectively). Subgroup analysis found a greater impact of the game in children with poor glycemic control and low knowledge at baseline. Adherence to the game was rather low (half of the children played less than 2.5 bouts), but no criterion was found to be predictive of this low attractiveness. Nonsupervised usage of the serious game "L'Affaire Birman" was able to improve insulin titration and

  8. Virtual Reality and Active Videogame-Based Practice, Learning Needs, and Preferences: A Cross-Canada Survey of Physical Therapists and Occupational Therapists.

    Science.gov (United States)

    Levac, Danielle; Glegg, Stephanie; Colquhoun, Heather; Miller, Patricia; Noubary, Farzad

    2017-08-01

    Describe the clinical use of virtual reality (VR)/active videogaming (AVG) by physical therapists (PTs) and occupational therapists (OTs) in Canada, identify usage barriers and facilitators, evaluate factors that predict intention to use VR/AVGs, and determine therapists' learning needs. Cross-sectional survey. Online survey of therapists in Canada who were members of 1 of 26 professional PT or OT colleges or associations using the Assessing Determinants Of Prospective Take-up of Virtual Reality (ADOPT-VR2) Instrument. We received 1071 (506 PTs, 562 OTs, 3 dual-trained) responses. Forty-six percent had clinical VR/AVG experience; only 12% reported current use, with the Wii being the most clinically accessible (41%) system. Therapists used VR/AVGs primarily in rehabilitation (32%) and hospital (29%) settings, preferentially targeting balance (39.3%) and physical activity (19.8%) outcomes. Stroke (25.8%), brain injury (15.3%), musculoskeletal (14.9%), and cerebral palsy (10.5%) populations were most frequently treated. Therapists with VR/AVG experience rated all ADOPT-VR2 constructs more highly than did those without experience (P < 0.001). Factors predictive of intention to use VR included the technology's perceived usefulness and therapist self-efficacy in VR/AVG use (P < 0.001). Highest-rated barriers to VR/AVG use were lack of funds, space, time, support staff, and appropriate clients, whereas facilitators included client motivation, therapist knowledge, and management support. Most (76%) respondents were interested in learning more. Understanding use, predictors of use, and learning needs is essential for developing knowledge translation initiatives to support clinical integration of VR/AVGs. Results of this first national survey will inform the creation of resources to support therapists in this field.

  9. A Randomized-Controlled Trial of School-Based Active Videogame Intervention on Chinese Children's Aerobic Fitness, Physical Activity Level, and Psychological Correlates.

    Science.gov (United States)

    Lau, Patrick Wing Chung; Wang, Jing Jing; Maddison, Ralph

    2016-12-01

    Active videogames (AVGs) that require body movements to play offer a novel opportunity to turn a traditionally sedentary behavior into a physically active one. We sought to determine the effect of a school-based AVG intervention on Chinese children's aerobic fitness, physical activity (PA) level, and PA-related psychological correlates. Eighty 8-11-year-old Chinese children (55 males) were recruited from one Hong Kong primary school and were allocated at random to either an AVG intervention or control group. Children in the intervention group played an AVG, Xbox 360, twice per week during after-school hours, each for 60 minutes over 12 weeks in duration. The control group received no intervention. Children's body-mass index (BMI), objective PA, aerobic fitness (maximum oxygen consumption [VO 2max ]), PA task efficacy, barrier efficacy, and enjoyment were assessed. Compared with the control group, significant increases were found in the intervention group in VO 2max [mean and 95% confidence interval (CI): 1.58 (0.74, 2.42) mL/(kg·min)], objective moderate-to-vigorous PA [6.73 (1.70, 11.76) min/day], and total PA [27.19 (9.33, 45.04) min/day], but not for BMI. No significant differences in PA task efficacy, barrier efficacy, and enjoyment were observed. A 12-week (60 minutes × twice per week) school-based AVG intervention can improve Chinese children's aerobic fitness and PA level. These findings indicated that AVGs could be used as an alternative means to engage Chinese children in PA in school setting. However, the treatment effects of AVGs on PA-related psychological correlates and body composition need more investigation.

  10. Effects of Active Videogame and Sports, Play, and Active Recreation for Kids Physical Education on Children's Health-Related Fitness and Enjoyment.

    Science.gov (United States)

    Chen, Han; Sun, Haichun

    2017-10-01

    The purpose of the study was to compare the effects of a Kinect active videogame (AVG) and the Sports, Play, and Active Recreation for Kids (SPARK) intervention in improving children's health-related fitness and physical activity (PA) enjoyment. A total of 65 students from both third and fourth grade in a rural elementary school participated in the study. The third graders (N = 29, mean age = 9.1 years, 10 boys, mean body mass index [BMI] = 20.1) were assigned to a SPARK physical education group, while the fourth graders (N = 36, mean age = 10.2 years, 15 boys, mean BMI = 20.3) were enrolled in the Kinect AVG group. The intervention lasted for 6 weeks, with each week including three practice sessions (∼40 minutes per session). All participants were measured on their health-related fitness by testing their performance in the 15-m Progressive Aerobic Cardiovascular Endurance Run (PACER), curl-ups, and push-ups both before and after the interventions. Participants' PA enjoyment was measured immediately after the first and last session's practice. Various ANCOVA tests were conducted to analyze the intervention effects on the changes of health-related fitness performances and enjoyment while controlling for baseline values, gender, and BMI. Various MANOVA tests were used to examine the intervention effects on PA levels during three practice sessions. Participants in AVG group had greater improvement in 15-m PACER test (P < 0.001), as well as PA enjoyment (P < 0.05), than those in SPARK group. The AVG group generated higher light PA and lower sedentary time for three (P < 0.05 to P < 0.001) and two sessions (P < 0.05 and P < 0.001), respectively. In addition, the AVG group accumulated higher moderate-to-vigorous physical activity (MVPA) for the first session (P < 0.01), while the SPARK group generated higher MVPA for the third session (P < 0.001). No MVPA difference was found between groups for another session. A

  11. Habits of use of videogames in Spain between older than 35 years / Hábitos de uso de los videojuegos en España entre los mayores de 35 años

    Directory of Open Access Journals (Sweden)

    Joaquín Pérez Martín

    2009-01-01

    Full Text Available Videogames are showing a growing degree of social implantation, mainly in more developed countries. This circumstance is demonstrated because their influence is extended not only to younger groups but to all the society too. Altogether with innovations like television, internet o mobile telephony, videogames are contributing to change the traditional pattern of accessing and transmission of knowledge, that passes from reading written texts to viewing audiovisual and multimedia contents. This article, based in a research referred to more than 900 people, analyzes which is the degree of its penetration in Spain between older than 35 years and which are the habits of use of this technology between this group. In order to do this, the article exams items like habits of playing by ages, daily dedication, range of playing during day and week and aspects more valued in videogames.Los videojuegos demuestran un creciente grado de implantación social, particularmente perceptible en los países más desarrollados. Tal circunstancia se manifiesta porque su influencia ya no se limita exclusivamente a los grupos poblacionales más jóvenes sino que actualmente alcanzan la totalidad de la sociedad. Conjuntamente con innovaciones como la televisión, internet o la telefonía móvil, los videojuegos están contribuyendo a modificar el tradicional proceso de acceso y transmisión del conocimiento, que pasa de basarse en la lectura del texto escrito a la contemplación de contenidos audiovisuales y multimedia. Este artículo, que se basa en una investigación planteada a más de 900 individuos, analiza cuál es su grado de implantación en España entre las personas mayores de 35 años y cuáles son los hábitos de uso de esta tecnología entre dicho grupo poblacional. Para ello examina variables como hábitos de juego por edades, dedicación diaria, franjas del día y de la semana más habituales y aspectos más valorados en los videojuegos.

  12. Competencia digital y literacidad: nuevos formatos narrativos en el videojuego «Dragon Age: Orígenes» Digital Competence and Literacy: Developing New Narrative Formats. The «Dragon Age: Origins» Videogame

    Directory of Open Access Journals (Sweden)

    Amando López Valero

    2011-03-01

    Full Text Available Este artículo tiene como ejes conceptuales la competencia digital, la literacidad y los nuevos formatos narrativos. El aprendizaje permanente incluye las mismas como claves de la formación de la persona y sobre todo, como elemento que va a contribuir a su inserción en una sociedad dinámica y cambiante. Tras analizar dichas dimensiones, las mismas serán reflejadas en el videojuego denominado «Dragon Age: Orígenes», galardonado con el premio juego de rol del año en el año 2009. El desarrollo de la competencia digital conlleva una nueva alfabetización y en la misma es preciso hallar recursos motivadores para que dicha adquisición sea a la vez una cuestión lúdica y formativa. Otro aspecto relevante que será tratado en el texto tiene que ver con la multimodalidad textual (Kress & Van Leeuwen, 2001, sobre todo con los nuevos formatos narrativos. Este hecho supone un importante avance social ya que las formas de lectura varían apareciendo formas distintas más motivadoras para el usuario pero no por ello poseen menor calidad. Éste es el caso de «Dragon Age: Orígenes», un juego de rol basado en la fantasía heroica ubicado en un mundo novedoso. Dicho juego se convierte en una excelente historia para ser leída y experimentada.The approach of this article is centered on the concepts of digital competence and new narrative formats. We aim to apply these dimensions to the videogame «Dragon Age Origins», winner of the 2009 videogame of the year award. Its features - plot, characters and interactivity – make it ideal reading material in other formats and are highly motivational for young people. The development of digital competence signifies new literacy, and it is necessary to find new stimulating resources that combine the fun and formative dimensions. Equally relevant are multimodal texts (Kress & Van Leeuwen, 2001, especially new narrative formats that imply social progress, as the ways of reading are different. The texts have

  13. Rompendo fronteiras na Educação Física através dos videogames com interação corporal Opening frontiers in physical education through body interaction video games

    Directory of Open Access Journals (Sweden)

    Mateus David Finco

    2012-09-01

    Full Text Available Os videogames, uma das mais fortes correntes da indústria do entretenimento, têm também influenciado a área da Educação Física através de novos dispositivos digitais que possibilitam a interação corporal. O videogame Wii Fit, objeto desta pesquisa, é um destes jogos, que tem como principal objetivo incentivar a prática de atividades físicas de maneira lúdica. Este artigo apresenta um estudo com base na etnografia virtual, envolvendo uma análise de conteúdo on-line sobre como os usuários do jogo Wii Fit o têm percebido. Três comunidades virtuais foram pesquisadas, buscando relatos sobre as percepções dos usuários quanto à influência do jogo em suas práticas de atividade física e manutenção de uma alimentação saudável. A investigação realizada permitiu concluir que o jogo Wii Fit funciona como uma ferramenta educativa capaz de levar os usuários a práticas físicas mais regulares bem como aos hábitos alimentares mais saudáveis.The industry of video games, one of the most prominent, has also influenced the area of physical education through new digital devices which enable body interaction. The videogame Wii Fit, object of this research, is one of these games which tries to promote the practice of physical activity in an entertaining way. This article presents a study based on virtual ethnography, involving an online content analysis about the perceptions of Wii Fit users about the game. Three virtual communities have been analyzed, looking for posts about the perceptions of users regarding the influence of the game in their physical activity practices and healthy eating. The investigation showed that Wii Fit works as an educational tool that is able to influence users for regular physical activities as well as healthier nutrition habits.

  14. Videojugando se aprende: renovar la teoría del conocimiento y la educación Learning with videogames: Ideas for a Renewal of the Theory of Knowledge and Education

    Directory of Open Access Journals (Sweden)

    Anita Gramigna

    2009-10-01

    Full Text Available En este artículo se reflexiona sobre la relación del juego con el desarrollo cognitivo y los procesos educativos en un tiempo de profundos cambios tecnológicos. En concreto, sobre el papel de los videojuegos en la construcción del conocimiento y la formación de los niños. Profundizando en la lógica de los videojuegos y en la relación compleja que los usuarios entablan con ellos, pueden extraerse interesantes ideas para repensar la teoría del conocimiento y la educación. El texto analiza primeramente el papel de los videojuegos en el mundo lúdico, para internarse posteriormente en sus modelos narrativos propios. Finalmente se valoran sus virtualidades para el aprendizaje y en general para la educación, sin olvidar sus riesgos. Se concluye en la valorización cognitiva y pedagógica del pensamiento conectivo que pueden desarrollar los videojuegos. In this paper we reflect on the relationship of games, cognitive development and educational processes during a time of profound technological change. Specifically, we consider the role of videogames in knowledge construction and in children’s education. By studying both the logic of video games and how players understand them, we can develop interesting ideas for re-thinking theories on knowledge and education. Primarily, this text analyzes the role of video games in the world of play in order to delve into its unique narrative models. Finally, we evaluate their virtual features for learning and education in general, then focusing on the risks entailed. We conclude with a cognitive-pedagogical evaluation of the connective thought that videogames can develop.

  15. Playing Videogames: The Electronic Friend.

    Science.gov (United States)

    Selnow, Gary W.

    1984-01-01

    Concluded that the children in this study (ages 10-14) played video games in arcades for some of the same reasons they watched television: (1) escape; (2) a sense of personal involvement in the action; and (3) a source of or substitute for companionship. (PD)

  16. Kus vanaduspäevi veeta? / Christopher Farrell

    Index Scriptorium Estoniae

    Farrell, Christopher

    2008-01-01

    Paljude kodud - inimeste väärtuslikem vara ja pensioniplaanide alustala - ei paku tänapäeval enam kuigi suurt hubasust. Rahvastiku vananedes suureneb nõudlus väiksemate kodude järele ning paljud suuremad tulevad turule. Soovi korral oma koju jääda kasutavad pensionärid tagurpidi hüpoteeklaenu, mis annab võimaluse võtta oma kodu tagatisel laenu. Lisa: Tagurpidi hüpoteeklaen

  17. Wesley Clark pooldab NATO harta tugevdamist / Evi Evart

    Index Scriptorium Estoniae

    Evart, Evi

    2003-01-01

    Endine NATO vägede ülemjuhataja Euroopas Wesley Clark pidas USA välispoliitikanõukogus kõne, milles tegi ettepaneku sõlmida uus Atlandi harta ning võrdles USA suhteid Euroopa riikidega raudeesriide-aegse olukorraga

  18. Nõidusunest ärgates / Evi Arujärv

    Index Scriptorium Estoniae

    Arujärv, Evi, 1953-

    2008-01-01

    Seoses energia- ja majanduskriisi ning USA presidendivalimistega on ilmsiks saanud, kui mõjutatav ja programmeeritav, kui tinglik ja haavatav on kogu uus väärtusmaailm, millele on üles ehitatud Eesti ühiskond

  19. I Have a Dream / Evi Arujärv

    Index Scriptorium Estoniae

    Arujärv, Evi, 1953-

    2009-01-01

    Demokraatlikust avalikkusest ja simuleeritud avalikkusest. Autori sõnul sünnib simulatiivne avalikkus, kui protsesside ja põhimõtete asemel keskendutakse skandaalidele, isikutele ja eraelule. Simuleeritud avalikkuse põhimeetod on tähelepanu hajutamine ja kõrvale juhtimine ning sellise pseudotõeluse loomine, mis tõrjub välja olulised teemad

  20. PR, patriotism ja olupoliitika / Evi Arujärv

    Index Scriptorium Estoniae

    Arujärv, Evi, 1953-

    2009-01-01

    Proua Evelin Ilves kritiseeris kommivabriku Kalev toodangut transrasvade sisalduse pärast. Artikli autor analüüsib sellest hargnenud üldrahvalikku muljetevahetust kui väärtusmaailmade kokkupõrget

  1. Eesti oopereid Nargen-festivalil / Evi Arujärv

    Index Scriptorium Estoniae

    Arujärv, Evi, 1953-

    2011-01-01

    Timo Steineri ooperist "Kask pead", libretist Maarja Kangro, lavastaja Mart Koldits, dirigent Tõnu Kaljuste ja Anti Marguste mini mono-ooperite A. H. Tammsaare, August Kitzbergi ja Oskar Lutsu tekstidele "Andreses monoloogid", "Tiina monoloogid", "Arno monoloogid", dirigent Tõnu Kaljuste,

  2. Leinalaul kadunud põlvkondadele / Evi Arujärv

    Index Scriptorium Estoniae

    Arujärv, Evi, 1953-

    2010-01-01

    31. märtsil Tallinna Jaani kirikus toimunud Jüri Reinvere ja Gabriel Fauré reekviemide ettekandest, esitajateks Pärnu Linnaorkester ja Tallinna Georg Otsa nimelise muusikakooli segakoor Mikk Murdvee dirigeerimisel. Pikemalt J. Reinvere multimeediateosest

  3. The design and implementation of a randomized controlled trial of a risk reduction and human immunodeficiency virus prevention videogame intervention in minority adolescents: PlayForward: Elm City Stories.

    Science.gov (United States)

    Fiellin, Lynn E; Kyriakides, Tassos C; Hieftje, Kimberly D; Pendergrass, Tyra M; Duncan, Lindsay R; Dziura, James D; Sawyer, Benjamin G; Fiellin, David A

    2016-08-01

    To address the need for risk behavior reduction and human immunodeficiency virus prevention interventions that capture adolescents "where they live," we created a tablet-based videogame to teach skills and knowledge and influence psychosocial antecedents for decreasing risk and preventing human immunodeficiency virus infection in minority youth in schools, after-school programs, and summer camps. We developed PlayForward: Elm City Stories over a 2-year period, working with researchers, commercial game designers, and staff and teens from community programs. The videogame PlayForward provides an interactive world where players, using an avatar, "travel" through time, facing challenges such as peer pressure to drink alcohol or engage in risky sexual behaviors. Players experience how their choices affect their future and then are able to go back in time and change their choices, creating different outcomes. A randomized controlled trial was designed to evaluate the efficacy of PlayForward. Participants were randomly assigned to play PlayForward or a set of attention/time control games on a tablet at their community-based program. Assessment data were collected during face-to-face study visits and entered into a web-based platform and unique real-time "in-game" PlayForward data were collected as players engaged in the game. The innovative methods of this randomized controlled trial are described. We highlight the logistical issues of conducting a large-scale trial using mobile technology such as the iPad(®), and collecting, transferring, and storing large amounts of in-game data. We outline the methods used to analyze the in-game data alone and in conjunction with standardized assessment data to establish correlations between behaviors during gameplay and those reported in real life. We also describe the use of the in-game data as a measure of fidelity to the intervention. In total, 333 boys and girls, aged 11-14 years, were randomized over a 14-month period: 166 were

  4. The design and implementation of a randomized controlled trial of a risk reduction and human immunodeficiency virus prevention videogame intervention in minority adolescents: PlayForward: Elm City Stories

    Science.gov (United States)

    Fiellin, Lynn E; Kyriakides, Tassos C; Hieftje, Kimberly D; Pendergrass, Tyra M; Duncan, Lindsay R; Dziura, James D; Sawyer, Benjamin G; Fiellin, David A

    2016-01-01

    Background To address the need for risk behavior reduction and HIV prevention interventions that capture adolescents “where they live,” we created a tablet-based videogame to teach skills and knowledge and influence psychosocial antecedents for decreasing risk and preventing HIV infection in minority youth in schools, after-school programs, and summer camps. Methods We developed PlayForward: Elm City Stories over a 2-year period, working with researchers, commercial game designers, and staff and teens from community programs. The videogame PlayForward provides an interactive world where players, using an avatar, “travel” through time, facing challenges such as peer pressure to drink alcohol or engage in risky sexual behaviors. Players experience how their choices affect their future and then are able to go back in time and change their choices, creating different outcomes. A randomized controlled trial was designed to evaluate the efficacy of PlayForward. Participants were randomly assigned to play PlayForward or a set of attention/time control games on a tablet at their community-based program. Assessment data were collected during face-to-face study visits and entered into a web-based platform and unique real-time “in-game” PlayForward data were collected as players engaged in the game. The innovative methods of this randomized controlled trial are described. We highlight the logistical issues of conducting a large-scale trial using mobile technology such as the iPad®, and collecting, transferring, and storing large amounts of in-game data. We outline the methods used to analyze the in-game data alone and in conjunction with standardized assessment data to establish correlations between behaviors during gameplay and those reported in real life. We also describe the use of the in-game data as a measure of fidelity to the intervention. Results In total, 333 boys and girls, aged 11–14 years, were randomized over a 14-month period: 166 were assigned to

  5. Trends in television and computer/videogame use and total screen time in high school students from Caruaru city, Pernambuco, Brazil: A repeated panel study between 2007 and 2012

    Directory of Open Access Journals (Sweden)

    Luis José Lagos Aros

    2018-01-01

    Full Text Available Abstract Aim: to analyze the pattern and trends of use of screen-based devices and associated factors from two surveys conducted on public high school students in Caruaru-PE. Methods: two representative school-based cross-sectional surveys conducted in 2007 (n=600 and 2012 (n=715 on high school students (15-20 years old. The time of exposure to television (TV and computer/videogames PC/VG was obtained through a validated questionnaire, and ≥3 hours/day was considered as being excessive exposure. The independent variables were socioeconomic status, school related, and physical activity. Crude and adjusted binary logistic regression were employed to examine the factors associated with screen time. The statistical significance was set at p<0.05. Results: There was a significant reduction in TV time on weekdays and total weekly, but no change in the prevalence of excessive exposure. The proportion of exposure to PC/VG of ≥3 hours/day increased 182.5% on weekdays and 69.5% on weekends (p <0.05. In 2007, being physically active was the only protection factor for excessive exposure to total screen time. In 2012, girls presented less chance of excessive exposure to all screen-based devices and total screen time. Other protective factors were studying at night and being physically active (PC/VG time, while residing in an urban area [OR 5.03(2.77-7.41] and having higher family income [OR 1.55(1.04-2.30] were risk factors. Conclusion: Significant and important changes in the time trends and pattern of use PC/VG were observed during the interval of 5 years. This rapid increase could be associated with increased family income and improved access to these devices, driven by technological developments.

  6. A video-game group intervention: Experiences and perceptions of adults with chronic stroke and their therapists: Intervention de groupe à l'aide de jeux vidéo : Expériences et perceptions d'adultes en phase chronique d'un accident vasculaire cérébral et de leurs ergothérapeutes.

    Science.gov (United States)

    Rand, Debbie; Givon, Noa; Avrech Bar, Michal

    2018-04-01

    Ongoing physical activity is important for maintaining the functional level of individuals with chronic stroke. Video games in a group setting might be a cost-effective way for providing mobility and preventing physical inactivity. This study explores the experiences and perceptions of individuals with chronic stroke who participated in a novel community-based video-game group intervention and their therapists. A qualitative study, nested in a randomized controlled trial, was conducted using semistructured interviews with eight individuals with chronic stroke (four men and four women) ages 29 to 69 and a focus group of their three occupational therapists, following a video-game intervention. Data were analyzed using content analysis. Three main categories were identified by the study participants: (a) using video games, (b) the group/team experience, and (c) intervention outcomes/evolving understandings following the intervention. Playing video games was perceived not as treatment but as a motivating tool to facilitate whole-body movement. Therefore, this intervention might be suitable to be used in the community for ongoing intervention.

  7. Análise Comparativa da Evolução das Vendas e do PIB Per Capita dos Principais Mercados da Sétima Geração de Consoles de Videogames no Período de 2006-2011

    Directory of Open Access Journals (Sweden)

    Nelson Guilherme Machado Pinto

    2013-09-01

    Full Text Available O mercado de videogames está em constante inovação, sendo divido em gerações. Assim, o objetivo geral do trabalho é verificar o impacto do Produto Interno Bruto (PIB per capita sobre a evolução das vendas da sétima geração de consoles de mesa nas principais regiões consumidoras dessa indústria, no período de 2006 a 2011. A fim de verificar a influência do PIB per capita sobre a evolução desses mercados, foi utilizada uma adaptação do modelo de regressão aplicado por Alvarez, Fávero e Luppe (2007. O console da Nintendo pode ser considerado o “vencedor” dessa geração no período estudado, fato consequente da estratégia adotada pela empresa para essa geração. Os resultados do modelo demonstram uma satisfatória significância estatística dos coeficientes nas regressões realizadas e um alto poder de ajuste, verificando que o PIB per capita tem impacto nas vendas dos consoles da sétima geração de videogames em seus principais mercados.

  8. The Videogame and the College Student.

    Science.gov (United States)

    D'Alessio, Dave; And Others

    College students' activities and personality characteristics associated with video game use were studied using existing theories about the effects of television as a framework. A three-part questionnare was given to 275 students enrolled in introductory communication classes at a large, midwestern university to gather data on: (1) the…

  9. Impaired decisional impulsivity in pathological videogamers.

    Directory of Open Access Journals (Sweden)

    Michael A Irvine

    Full Text Available Pathological gaming is an emerging and poorly understood problem. Impulsivity is commonly impaired in disorders of behavioural and substance addiction, hence we sought to systematically investigate the different subtypes of decisional and motor impulsivity in a well-defined pathological gaming cohort.Fifty-two pathological gaming subjects and age-, gender- and IQ-matched healthy volunteers were tested on decisional impulsivity (Information Sampling Task testing reflection impulsivity and delay discounting questionnaire testing impulsive choice, and motor impulsivity (Stop Signal Task testing motor response inhibition, and the premature responding task. We used stringent diagnostic criteria highlighting functional impairment.In the Information Sampling Task, pathological gaming participants sampled less evidence prior to making a decision and scored fewer points compared with healthy volunteers. Gaming severity was also negatively correlated with evidence gathered and positively correlated with sampling error and points acquired. In the delay discounting task, pathological gamers made more impulsive choices, preferring smaller immediate over larger delayed rewards. Pathological gamers made more premature responses related to comorbid nicotine use. Greater number of hours played also correlated with a Motivational Index. Greater frequency of role playing games was associated with impaired motor response inhibition and strategy games with faster Go reaction time.We show that pathological gaming is associated with impaired decisional impulsivity with negative consequences in task performance. Decisional impulsivity may be a potential target in therapeutic management.

  10. Cognitive and neuronal correlates of videogaming

    OpenAIRE

    Schlüter, Kim-John

    2016-01-01

    BACKGROUND: Within the past few decades video gaming has become a popular recreational activity all over the world and throughout all social classes. Nevertheless distinct scientific conclusions about potential harm or more importantly benefits of video gaming are lacking. However, recent studies point to possible improvements of some cognitive abilities through the high mental demands of modern games. The prefrontal cortex is the essential neuronal correlate of cognitive processing. Scientif...

  11. The role of gender in videogames

    Directory of Open Access Journals (Sweden)

    Piedad SAUQUILLO MATEO

    2017-07-01

    Full Text Available Education for equality requires the involvement of each and every one of the agencies involved in this process. In this work we wanted to know if the most played video games by children and adolescents transmit content that contribute to their education for equality or not. We have analysed the content of the ten most played games by children and adolescents, according to the values and disvalues transmited, focusing our attention on the model representation of women and gender roles. Lastly, we have tried to establish some conclusions and teach guidelines, leaving open the possibility of developing future research along these lines.

  12. Assessing Feedback in a Mobile Videogame.

    Science.gov (United States)

    Brand, Leah; Beltran, Alicia; Hughes, Sheryl; O'Connor, Teresia; Baranowski, Janice; Nicklas, Theresa; Chen, Tzu-An; Dadabhoy, Hafza R; Diep, Cassandra S; Buday, Richard; Baranowski, Tom

    2016-06-01

    Player feedback is an important part of serious games, although there is no consensus regarding its delivery or optimal content. "Mommio" is a serious game designed to help mothers motivate their preschoolers to eat vegetables. The purpose of this study was to assess optimal format and content of player feedback for use in "Mommio." The current study posed 36 potential "Mommio" gameplay feedback statements to 20 mothers using a Web survey and interview. Mothers were asked about the meaning and helpfulness of each feedback statement. Several themes emerged upon thematic analysis, including identifying an effective alternative in the case of corrective feedback, avoiding vague wording, using succinct and correct grammar, avoiding provocation of guilt, and clearly identifying why players' game choice was correct or incorrect. Guidelines are proposed for future feedback statements.

  13. The central role of learning in videogaming

    OpenAIRE

    Fabricatore, Carlo; López, Ximena; Dill, Karen E.

    2009-01-01

    In the 21st century, being a parent means having to deal with buying, monitoring, and negotiating about video games. A common question parents have is whether children can learn anything positive or of educational value by playing video games? The answer is “Yes!” Children can learn valuable skills by playing video games.

  14. Assessing feedback in a mobile videogame

    Science.gov (United States)

    Player feedback is an important part of serious games, although there is no consensus regarding its delivery or optimal content. "Mommio" is a serious game designed to help mothers motivate their preschoolers to eat vegetables. The purpose of this study was to assess optimal format and content of pl...

  15. O uso de videogames, jogos de computador e internet por uma amostra de universitários da Universidade de São Paulo The use of video, computer and internet games by a sample of college students from the University of São Paulo

    Directory of Open Access Journals (Sweden)

    Fernanda Tomie Icassati Suzuki

    2009-01-01

    Full Text Available OBJETIVO: Avaliar uso de jogos eletrônicos (videogames, jogos de computador e internet em uma amostra de universitários. MÉTODO: Um questionário a respeito de comportamentos relacionados ao uso de jogos eletrônicos, contendo a escala Problem Videogame Playing (PVP, foi aplicado em 100 alunos da Universidade de São Paulo (USP. RESULTADOS: A maioria (83% relatou ter jogado no último ano, dentre a qual 81,9% eram homens, 51,8% jogavam de 1 a 2 horas por sessão; 74,4% afirmaram que jogar não interfere em seus relacionamentos sociais e 60,5%, que o uso de jogos violentos não influencia sua agressividade. Os estudantes dividiram-se entre jogadores ocasionais e frequentes, diferenciando-se por duração de cada sessão, jogo preferido, motivação para jogar, e influência do jogo na vida social. Cerca de 5% relataram só parar de jogar quando interrompidos, normalmente jogar mais de 4 horas por sessão e se relacionar mais com amigos virtuais, sugerindo maior envolvimento com a atividade. Na escala PVP, 15,8% da amostra preencheu mais da metade dos itens, indicando consequências adversas associadas ao uso dos jogos eletrônicos. CONCLUSÃO: Observou-se que o uso de jogos eletrônicos é comum entre os estudantes da USP e que uma parcela apresenta problemas relacionados ao excesso de jogo.OBJECTIVE: To evaluate the use of electronic games (video games, computer and internet games in a sample of college students. METHOD: A questionnaire on behaviors related to the use of electronic games, including the Problem Videogame Playing (PVP scale was filled in by 100 students from University of São Paulo (USP. RESULTS: The majority (83% reported playing electronic games within the last year, among which, 81,9% were men, 51,8% played between 1 and 2 hours per session; 74,4% reported that the practice of electronic games does not interfere on their social relationships and 60,5% that the use of violent games does not have an effect over their

  16. Task Difficulty and Prior Videogame Experience: Their Role in Performance and Motivation in Instructional Videogames

    National Research Council Canada - National Science Library

    Orvis, Karin A; Horn, Daniel B; Belanich, James

    2007-01-01

    .... Further, the influence of prior video game experience on these learning outcomes was examined, as well as the role prior experience played in determining the optimal approach for adjusting task difficulty...

  17. Ooperi valem : Mari Vihmandi "Armastuse valem" / Evi Arujärv

    Index Scriptorium Estoniae

    Arujärv, Evi, 1953-

    2009-01-01

    Argentiina kirjaniku Esther Vilari romaani "Nina Glucksteini matemaatika" ainetel valminud Mari Vihmandi ooperist "Armastuse valem", libreto Maimu Berg, lavastaja Liis Kolle, tantsu- ja liikumisseaded Ana Mondini. Esietendus 17. oktoobril 2008 Rahvusooperis Estonia

  18. Festival 'Sünnisõnad' ئ igaühele midagi / Evi Arujärv

    Index Scriptorium Estoniae

    Arujärv, Evi, 1953-

    2000-01-01

    29. dets. 1999 - 1. jaan. 2000 toimunud festivalist "Sünnisõnad". Lühidalt ka nonstopfilmist 'Sajand arhitektuuri. Elavad pildid' (autor Karin Hallas), arhitektuurimuuseumi näitusest 'Eesti katedraalid'. 30. XII Nyyd Ensemble esitatud Gavin Bryarsi teosest 'Titanicu hukk' (Jaan Toomiku videod) jm.

  19. Tammsaare "Juudit" : jõhkruse ja kurbuse polüfoonia / Evi Arujärv

    Index Scriptorium Estoniae

    Arujärv, Evi, 1953-

    2006-01-01

    Helena Tulve muusikast draamalavastusele Anton Hansen Tammsaare "Juudit". Muusikalise kujunduse aluseks olid orkestriteos "Sula" ja kammerteos "...il neige" ("...sajab lund"). Lavastaja Katri Aaslav-Tepandi, kunstnik Krista Tool, helilooja Helena Tulve, näitejuht Tõnu Tepandi. Peaosades Garmen Tabor ja Tõnu Tepandi. Esietendus 22. septembril 2006

  20. Pärdi lavastamine Noblessneri valukojas / Evi Arujärv

    Index Scriptorium Estoniae

    Arujärv, Evi, 1953-

    2010-01-01

    Tõnu Kaljuste ja Peeter Jalaka lavastusest "Alguses oli", lavastuse aluseks Arvo Pärdi teosed "In Principio" ja "Miserere", 17. augustil Noblessneri tehase valukojas toimunud etendusest, muusikaline juht Tõnu Kaljuste

  1. Maine Environmental Vulnerability Index (EVI) Atlas, Maine - 2007, maps in portable document format (NODC Accession 0036827)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — This four volume set of Environmental Vulnerability Index Maps depicts environmental resources along the coast of Maine most at risk from oil spilled into the marine...

  2. Expression, function and regulation of Evi-1 during embryonic avian development

    Czech Academy of Sciences Publication Activity Database

    Celá, Petra; Moravcová Balková, Simona; Bryjová, Anna; Horáková, D.; Míšek, Ivan; Richman, J. M.; Buchtová, Marcela

    2013-01-01

    Roč. 13, č. 8 (2013), s. 343-353 ISSN 1567-133X R&D Projects: GA ČR GA304/09/0725 Institutional support: RVO:67985904 ; RVO:68081766 Keywords : ecotropical viral integration site 1 * chondrogenesis * siRNA * limb patterning Subject RIV: EA - Cell Biology; EG - Zoology (UBO-W) Impact factor: 1.356, year: 2013

  3. Deriving Vegetation Dynamics of Natural Terrestrial Ecosystems from MODIS NDVI/EVI Data over Turkey.

    Science.gov (United States)

    Evrendilek, Fatih; Gulbeyaz, Onder

    2008-09-01

    The 16-day composite MODIS vegetation indices (VIs) at 500-m resolution for the period between 2000 to 2007 were seasonally averaged on the basis of the estimated distribution of 16 potential natural terrestrial ecosystems (NTEs) across Turkey. Graphical and statistical analyses of the time-series VIs for the NTEs spatially disaggregated in terms of biogeoclimate zones and land cover types included descriptive statistics, correlations, discrete Fourier transform (DFT), time-series decomposition, and simple linear regression (SLR) models. Our spatio-temporal analyses revealed that both MODIS VIs, on average, depicted similar seasonal variations for the NTEs, with the NDVI values having higher mean and SD values. The seasonal VIs were most correlated in decreasing order for: barren/sparsely vegetated land > grassland > shrubland/woodland > forest; (sub)nival > warm temperate > alpine > cool temperate > boreal = Mediterranean; and summer > spring > autumn > winter. Most pronounced differences between the MODIS VI responses over Turkey occurred in boreal and Mediterranean climate zones and forests, and in winter (the senescence phase of the growing season). Our results showed the potential of the time-series MODIS VI datasets in the estimation and monitoring of seasonal and interannual ecosystem dynamics over Turkey that needs to be further improved and refined through systematic and extensive field measurements and validations across various biomes.

  4. J. C. Brotze väljapanek on avatud viimaseid päevi

    Index Scriptorium Estoniae

    2005-01-01

    Riias tegutsenud kultuuriloolase Johann Christoph Brotze joonistuste ja käsikirjade näitus Eesti Rahvusraamatukogus. Joonistustel on jäädvustatud Eesti ja Liivimaa linnavaateid, maastikke, inimesi

  5. Natuke surnud, poolsurnud, täitsa surnud / Evi Arujärv

    Index Scriptorium Estoniae

    Arujärv, Evi, 1953-

    2007-01-01

    Eest Muusika päevade raames Tallinna tollilaos etendunud Stephen Hawkingi raamatu "A Brief History of Time" ainelisest multimeedialavastusest "Õnne valem", Von Krahli teatrile ja NYYD Ensemble'ile originaalmuusika autor Gavin Bryars, autor ja lavastaja Peeter Jalakas

  6. New EVSE Analytical Tools/Models: Electric Vehicle Infrastructure Projection Tool (EVI-Pro)

    Energy Technology Data Exchange (ETDEWEB)

    Wood, Eric W [National Renewable Energy Laboratory (NREL), Golden, CO (United States); Rames, Clement L [National Renewable Energy Laboratory (NREL), Golden, CO (United States); Muratori, Matteo [National Renewable Energy Laboratory (NREL), Golden, CO (United States)

    2018-01-29

    This presentation addresses the fundamental question of how much charging infrastructure is needed in the United States to support PEVs. It complements ongoing EVSE initiatives by providing a comprehensive analysis of national PEV charging infrastructure requirements. The result is a quantitative estimate for a U.S. network of non-residential (public and workplace) EVSE that would be needed to support broader PEV adoption. The analysis provides guidance to public and private stakeholders who are seeking to provide nationwide charging coverage, improve the EVSE business case by maximizing station utilization, and promote effective use of private/public infrastructure investments.

  7. Kadrioru kuulus Must Luik elab oma viimaseid päevi / Urmas Tooming

    Index Scriptorium Estoniae

    Tooming, Urmas

    2008-01-01

    Voldemar Herkeli projekteeritud Kadrioru kohvik Tallinnas lammutatakse. Asemele ehitatakse Enn Rajasaare (arhitektuuribüroo JVR) projekteeritud külaliskorteritega ärimaja. Kohvikuhoone taga asuv ajalooline villa Mon Repos tuleb arendajal säilitada. Robert Nermani kommentaar

  8. NYYD 09 : Terav skalpell ja soojad peegeldused / Evi Arujärv

    Index Scriptorium Estoniae

    Arujärv, Evi, 1953-

    2009-01-01

    20.-25. oktoobrini toimunud rahvusvahelisest uue muusika festivalist NYYD, keskmeks olid muusikateater ja multimeediaprojektid. Saksa helilooja Heiner Goebbelsi lavastusest Eraritjaritjaka, prantsuse helilooja Georges Aperghis'e lavastusest Machinations, Märt-Matis Lille kammerooperist "Indiate uurimine", Mart Kangro ja Ansambel U: lavatükist "Harmoonia"

  9. Videogames em bibliotecas: discussões em jogo

    OpenAIRE

    Vieira, Ricardo Q.; Passos, Jeane dos R.; Rockiki, Cristiane C.

    2009-01-01

    The inclusion of video games in libraries, the transition of society based on printed information for the multimedia society, the risks and benefits of video games in learning and socialization of children and youth are discussed. Through literature, it is possible to notice that there is no consensus among researchers on this issue, but the transformation of postmodern identity adds to the information consumption in multimedia format, which was detected as a common behaviour in the U.S. libr...

  10. Towards a conceptualization of videogames as electronic multimodal discourses

    OpenAIRE

    Pereira-Henríquez, Felipe; Alonzo-Zúñiga, Teresa

    2017-01-01

    Resumen Los videojuegos son prácticas culturales instaladas en nuestras sociedades que requieren de una mirada crítica y especializada; las líneas de investigación que han abordado este fenómeno transitan entre los estudios culturales, la ludología, los estudios narratológicos, la teoría de diseño de juegos y la semiótica del videojuego. Todas estas perspectivas han entregado conceptualizaciones diferentes respecto de este objeto de estudio, yendo desde visiones que van desde considerarlos co...

  11. An ecosystem in fast evolution. An economic analysis of videogames

    OpenAIRE

    Simon Jean Paul

    2012-01-01

    This article, as well as that of Giuditta De Prato in this issue, is basedon the results of the study «Born digital/Grown digital. Assessing the futurecompetitiveness of the EU video games software industry» producedby JRC-IPTS (one of the seven research centres of EC Joint ResearchCentre). The study - part of a series of researches by JRC-IPTS on behalfof the European Commission (DG Enterprises and Industry) - analyses thevideo games economic weight inside the entertainment and mass media in...

  12. The psychological effects of videogames on young people: A review

    OpenAIRE

    McLean, Lavinia; Griffiths, Mark

    2013-01-01

    Research has indicated that most young people spend more time watching screen media than in any other activity apart from sleeping (Strasberg, 2004). In Ireland, a large longitudinal study of children has indicated that over half of nine-year old children are playing video games daily, while the international adolescence literature indicates that the rate of game play is growing year on year (Gentile, 2008). There is a concern that the effects of video game playing are larger than the effects...

  13. Player Modeling Using HOSVD towards Dynamic Difficulty Adjustment in Videogames

    OpenAIRE

    Anagnostou , Kostas; Maragoudakis , Manolis

    2012-01-01

    Part 3: Second International Workshop on Computational Intelligence in Software Engineering (CISE 2012); International audience; In this work, we propose and evaluate a Higher Order Singular Value Decomposition (HOSVD) of a tensor as a means to classify player behavior and adjust game difficulty dynamically. Applying this method to player data collected during a plethora of game sessions resulted in a reduction of the dimensionality of the classification problem and a robust classification of...

  14. Allen Newell's Program of Research: The Video-Game Test.

    Science.gov (United States)

    Gobet, Fernand

    2017-04-01

    Newell (1973) argued that progress in psychology was slow because research focused on experiments trying to answer binary questions, such as serial versus parallel processing. In addition, not enough attention was paid to the strategies used by participants, and there was a lack of theories implemented as computer models offering sufficient precision for being tested rigorously. He proposed a three-headed research program: to develop computational models able to carry out the task they aimed to explain; to study one complex task in detail, such as chess; and to build computational models that can account for multiple tasks. This article assesses the extent to which the papers in this issue advance Newell's program. While half of the papers devote much attention to strategies, several papers still average across them, a capital sin according to Newell. The three courses of action he proposed were not popular in these papers: Only two papers used computational models, with no model being both able to carry out the task and to account for human data; there was no systematic analysis of a specific video game; and no paper proposed a computational model accounting for human data in several tasks. It is concluded that, while they use sophisticated methods of analysis and discuss interesting results, overall these papers contribute only little to Newell's program of research. In this respect, they reflect the current state of psychology and cognitive science. This is a shame, as Newell's ideas might help address the current crisis of lack of replication and fraud in psychology. Copyright © 2017 The Author. Topics in Cognitive Science published by Wiley Periodicals, Inc. on behalf of Cognitive Science Society.

  15. Efficiently detecting outlying behavior in video-game players.

    Science.gov (United States)

    Kim, Young Bin; Kang, Shin Jin; Lee, Sang Hyeok; Jung, Jang Young; Kam, Hyeong Ryeol; Lee, Jung; Kim, Young Sun; Lee, Joonsoo; Kim, Chang Hun

    2015-01-01

    In this paper, we propose a method for automatically detecting the times during which game players exhibit specific behavior, such as when players commonly show excitement, concentration, immersion, and surprise. The proposed method detects such outlying behavior based on the game players' characteristics. These characteristics are captured non-invasively in a general game environment. In this paper, cameras were used to analyze observed data such as facial expressions and player movements. Moreover, multimodal data from the game players (i.e., data regarding adjustments to the volume and the use of the keyboard and mouse) was used to analyze high-dimensional game-player data. A support vector machine was used to efficiently detect outlying behaviors. We verified the effectiveness of the proposed method using games from several genres. The recall rate of the outlying behavior pre-identified by industry experts was approximately 70%. The proposed method can also be used for feedback analysis of various interactive content provided in PC environments.

  16. Efficiently detecting outlying behavior in video-game players

    Directory of Open Access Journals (Sweden)

    Young Bin Kim

    2015-12-01

    Full Text Available In this paper, we propose a method for automatically detecting the times during which game players exhibit specific behavior, such as when players commonly show excitement, concentration, immersion, and surprise. The proposed method detects such outlying behavior based on the game players’ characteristics. These characteristics are captured non-invasively in a general game environment. In this paper, cameras were used to analyze observed data such as facial expressions and player movements. Moreover, multimodal data from the game players (i.e., data regarding adjustments to the volume and the use of the keyboard and mouse was used to analyze high-dimensional game-player data. A support vector machine was used to efficiently detect outlying behaviors. We verified the effectiveness of the proposed method using games from several genres. The recall rate of the outlying behavior pre-identified by industry experts was approximately 70%. The proposed method can also be used for feedback analysis of various interactive content provided in PC environments.

  17. Story immersion in a health videogame for childhood obesity prevention

    Science.gov (United States)

    Stories can serve as powerful tools for health interventions. Story immersion refers to the experience of being absorbed in a story. This is among the first studies to analyze story immersion’s role in health video games among children by addressing two main questions: Will children be more immersed...

  18. Designing Feedback in an Immersive Videogame: Supporting Student Mathematical Engagement

    Science.gov (United States)

    Gresalfi, Melissa Sommerfeld; Barnes, Jacqueline

    2016-01-01

    This paper draws from and contributes to two bodies of research: how particular elements of game design support learning; and how particular characteristics of feedback impact student engagement. This paper reports findings from two rounds of a design-based research project that focuses on better understanding how feedback is integrated into, and…

  19. Improving aerobic capacity through active videogames: A randomized controlled trial

    Directory of Open Access Journals (Sweden)

    Jorge Luiz de Brito-Gomes

    2015-09-01

    Full Text Available AbstractThe rate of peak workload improvement between different types of Active Video Games (AVG in young sedentary adults was investigated. Aerobic capacity improvement after a 6-week intervention between AVG types was also compared. Twenty participants, after baseline assessments, were randomized into one of three parallel groups: structured AVG (n= 6, unstructured AVG (n= 7 and a control group (n= 7. Participants played their respective AVG 3 times a week for 6-weeks (30 minutes-session. The control group maintained normal activities. Both structured and unstructured AVG improved peak workload after four weeks but only the structured group maintained this improvement through week five and six. Aerobic capacity improved in the unstructured (Pre: 36.0 ± 5.2ml.kg.min-¹,Post: 39.7 ± 4.9ml.kg.min-¹, p = .038 and structured AVG (Pre: 39.0 ± 5.9ml.kg.min-¹,Post: 47.8 ± 4.3ml.kg.min-¹, p = .006 groups. Structured AVG provide greater health benefits to aerobic capacity and peak workload in young sedentary but otherwise healthy males relative to unstructured AVG.

  20. Let's Play: Exploring Literacy Practices in an Emerging Videogame Paratext

    Science.gov (United States)

    Burwell, Catherine; Miller, Thomas

    2016-01-01

    This article explores the literacy practices associated with Let's Play videos (or LPs) on YouTube. A hybrid of digital gaming and video, LPs feature gameplay footage accompanied by simultaneous commentary recorded by the player. Players may set out to promote, review, critique or satirize a game. In recent years, LPs have become hugely popular…