Games, Recreational

  • 文章类型: Journal Article
    PAX-Good Behaviour Game (PAX-GBG) is associated with improved mental health among youth. First Nations community members decided on a whole school approach to facilitate PAX-GBG implementation, by offering intervention training to all staff members in their schools. Our objective is to gain a greater understanding of how this approach was viewed by school personnel, in order to improve implementation in remote and northern First Nations communities.
    We conducted a qualitative case study using semi-structured interviews.
    Interviews were conducted in First Nations schools located in northern Manitoba, Canada, in February 2018.
    We used purposive sampling in selecting the 23 school staff from First Nations communities.
    PAX-GBG is a mental health promotion intervention that teachers deliver in the classroom alongside normal instructional activities. It was implemented school-wide over 4 months from October 2017 to February 2018.
    We inquired about the participants\' perception of PAX-GBG and the whole school approach. We applied an iterative coding system, identified recurring ideas and classified the ideas into major categories.
    Implementing the PAX-GBG whole school approach improved students\' behaviour and created a positive school environment. Students were learning self-regulation, had quieter voices and demonstrated awareness of the PAX-GBG strategies. All teachers interviewed had used the programme. Support from school administrators and having all school personnel use the programme consistently were facilitators to successful implementation. Challenges included the timing of training, lack of clarity in how to implement and implementing among students in older grades and those with special needs.
    The whole school approach to implementing PAX-GBG was viewed as an acceptable and feasible way to extend the reach of PAX-GBG in order to promote the mental health of First Nations youth. Recommendations included ensuring school leadership support, changes to the training and cultural and literacy adaptations.
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  • 文章类型: Journal Article
    We aimed at determining the effects of prototype games on older adults attending a rehabilitation program in an elderly house in this work. We conducted an initial case study where two participants underwent a 5-week intervention. Feasibility was assessed by examining recruitment, adherence, and safety. The Tinetti balance test was used as pretest and posttest assessments. Results show that adherence was very high and no adverse effects were registered during the sessions. The included participants also reported enjoyment during the playtime and exhibited improvements in Tinetti scores. The findings suggest that game-based rehabilitation can be useful for improving balance in elderly people and can be incorporated in a fall prevention program.
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  • 文章类型: Journal Article
    Exergames,更具体地说,基于控制台的游戏,通常是青少年喜欢的,并且已知会增加体力活动。然而,随着时间的推移,它们的使用量减少,并且从长远来看几乎没有效果。为了增加游戏时间,移动游戏可能会增加潜在的游戏时间,但需要融入日常生活。本研究的目的是研究青少年和rsquo移动游戏的游戏环境;日常生活,以告知游戏设计以及将游戏玩法融入日常生活。对49名佛兰德青少年(11至17岁)进行了八个重点小组。焦点小组被录音,转录,并通过Nvivo11软件进行专题分析(QSRInternationalPtyLtd.,维多利亚,澳大利亚)。青少年表示休闲时间和往返学校的旅行时间是玩移动游戏的合适时间范围。户外游戏应仅限于青少年的个人生活环境。除了室外位置,游戏也应该适应家庭活动。活动可能会有所不同,从外面跑步到里面的健身运动。此外,游戏的社会背景很重要,例如,在团队中比赛或在(虚拟)会议点开会。通过智能服装跟踪身体活动被确定为游戏的动机。通过这项研究,游戏开发人员可能会更好地开发手机游戏,将游戏玩法嵌入青少年和rsquo;日常生活。
    Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gameplay for mobile exergaming in adolescents’ everyday life to inform game design and the integration of gameplay into everyday life. Eight focus groups were conducted with 49 Flemish adolescents (11 to 17 years of age). The focus groups were audiotaped, transcribed, and analyzed by means of thematic analysis via Nvivo 11 software (QSR International Pty Ltd., Victoria, Australia). The adolescents indicated leisure time and travel time to and from school as suitable timeframes for playing a mobile exergame. Outdoor gameplay should be restricted to the personal living environment of adolescents. Besides outdoor locations, the game should also be adaptable to at-home activities. Activities could vary from running outside to fitness exercises inside. Furthermore, the social context of the game was important, e.g., playing in teams or meeting at (virtual) meeting points. Physical activity tracking via smart clothing was identified as a motivator for gameplay. By means of this study, game developers may be better equipped to develop mobile exergames that embed gameplay in adolescents’ everyday life.
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  • 文章类型: Journal Article
    This study examines whether the way that a person makes inferences about unknown events is associated with his or her social relations, more precisely, those characterized by ego network density that reflects the structure of a person\'s immediate social relation. From the analysis of individual predictions over the Go match between AlphaGo and Sedol Lee in March 2016 in Seoul, Korea, this study shows that the low-density group scored higher than the high-density group in the accuracy of the prediction over a future state of a social event, i.e., the outcome of the first game. We corroborated this finding with three replication tests that asked the participants to predict the following: film awards, President Park\'s impeachment in Korea, and the counterfactual assessment of the US presidential election. Taken together, this study suggests that network density is negatively associated with vision advantage, i.e., the ability to discover and forecast an unknown aspect of a social event.
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  • 文章类型: Journal Article
    Occupational therapy can contribute to sexual and reproductive health through health education. The purpose of this study was to describe an occupational therapy intervention aimed at sexual and reproductive health promotion in adolescents. Fifty-eight adolescents were involved in the study, before, during and after the interventions. Educative activities such as puzzles, storytelling, mime and board games were used, which occupational therapy faculty and students had constructed. The games were employed as mediators for gaining knowledge in sexual and reproductive health. Outcome was measured using a questionnaire, audio recordings and field diaries. The data were analysed by descriptive statistics and thematic content analysis. The results showed the adolescents\' increased knowledge of sexual and reproductive health information immediately after the intervention. The thematic analysis was grouped into three categories: the adolescents\' initial expectations regarding the project, reflections on the process experienced during the interventions and use of educational games by occupational therapists. The importance of rapport and dialogue was highlighted in the construction of interventions based on participatory methods. The absence of a longitudinal follow-up is a limitation in this study. Further research is important to systematically assess sexual health promotion strategies in adolescence.
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