Games, Recreational

  • 文章类型: Journal Article
    这项研究旨在调查真实游戏过程中网络游戏障碍(IGD)患者的大脑对正面和负面事件的反应,以直接评估IGD的神经特征。这项调查反映了IGD患者在玩游戏时的神经缺陷,为IGD的预防和治疗提供直接有效的靶点。
    在玩在线游戏时扫描了30名IGD受试者和52名匹配的休闲游戏使用(RGU)受试者。使用一般线性模型检测阳性和阴性事件期间的异常脑活动。进行了神经特征与成瘾严重程度之间的功能连接(FC)和相关性分析,以为潜在的神经特征提供额外的支持。
    与RGU科目相比,IGD受试者在阳性事件期间表现出背外侧前额叶皮层(DLPFC)的激活减少,而在额中回(MFG)的激活减少,阴性事件期间的中央前回和中央后回。在IGD受试者中观察到阳性事件期间DLPFC与壳核之间以及阴性事件期间MFG与杏仁核之间的FC降低。神经特征与成瘾严重程度显著相关。
    患有IGD的个人在调节游戏渴望方面表现出缺陷,与RGU游戏玩家相比,在真实游戏过程中经历正面和负面事件时的适应不良习惯性游戏行为和负面情绪。真实游戏过程中神经基质的这些异常为解释为什么IGD患者不受控制地持续参与游戏提供了直接证据。尽管有负面后果。
    UNASSIGNED: This study sought to investigate brain responses to positive and negative events in individuals with internet gaming disorder (IGD) during real gaming as a direct assessment of the neural features of IGD. This investigation reflects the neural deficits in individuals with IGD while playing games, providing direct and effective targets for prevention and treatment of IGD.
    UNASSIGNED: Thirty subjects with IGD and fifty-two matched recreational game use (RGU) subjects were scanned while playing an online game. Abnormal brain activities during positive and negative events were detected using a general linear model. Functional connectivity (FC) and correlation analyses between neural features and addiction severity were conducted to provide additional support for the underlying neural features.
    UNASSIGNED: Compared to the RGU subjects, the IGD subjects exhibited decreased activation in the dorsolateral prefrontal cortex (DLPFC) during positive events and decreased activation in the middle frontal gyrus (MFG), precentral gyrus and postcentral gyrus during negative events. Decreased FC between the DLPFC and putamen during positive events and between the MFG and amygdala during negative events were observed among the IGD subjects. Neural features and addiction severity were significantly correlated.
    UNASSIGNED: Individuals with IGD exhibited deficits in regulating game craving, maladaptive habitual gaming behaviors and negative emotions when experiencing positive and negative events during real game-playing compared to RGU gamers. These abnormalities in neural substrates during real gaming provide direct evidence for explaining why individuals with IGD uncontrollably and continuously engage in game playing, despite negative consequences.
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  • 文章类型: Journal Article
    这项研究检查了多组分运动模式的身体和生理需求以及感知体验,休闲团队手球(TH),对于中年/老年男性和女性,扮演相同的-与混合性别6v6游戏格式。匹配心率(HR),血乳酸(BL),感知体验,活动概况,玩家负荷和加速度计变量进行了评估。41名与会者,具有至少12周的娱乐性TH经验(22名男性;69±4年,19名妇女;66±6岁),在室内40x20米TH球场上进行了2场相同和2场混合性别比赛。观察到平均HR(%HRmax)的游戏格式与性别的相互作用,花费的时间80和90%HRmax,感知劳累的呼吸等级和几个外部负荷变量(p≤0.05)。在混合性别比赛中,花费的时间80和90%HRmax,女性vs.男性(p≤0.017)。在相同和混合性别比赛中,女性的BL低于男性(p≤0.015)。女性花费的时间90%HRmax较低(p=0.036),而在相同的情况下,男性的HRmax为80%混合性别匹配(p=0.034)。频率,男性在同性别比赛中的总比赛时间和高要求运动所覆盖的距离百分比高于在混合性别比赛中的百分比(p≤0.036),和更高的男人与相同和混合性别匹配的女性(p≤0.046)。高强度动作的频率,加速度,在较高玩家负载区域和总累积玩家负载中花费的时间,对男人来说更高在相同和混合性别比赛中的女性(p≤0.044)。有趣的水平非常高(9.1-9.3AU,0-10)。与男性相比,混合性别的小型休闲TH游戏在生理上对中年/老年女性的要求更高。男性在参加同性比赛时表现出更高的心血管和活动特征要求,这与女性相反。然而,TH是两种性别的高强度和激励运动模式,无论性别游戏格式,这意味着运动干预可能会使用相同和混合性别的匹配来促进参与者的健康。
    This study examined the physical and physiological demands and perceived experience of a multicomponent exercise mode, recreational team handball (TH), for middle-aged/elderly men and women, played as same- vs. mixed-gender 6v6 game formats. Matches\' heart rate (HR), blood lactate (BL), perceived experience, activity profile, player load and accelerometer variables were assessed. Forty-one participants, with at least 12 weeks of experience with recreational TH (22 men; 69±4 years, 19 women; 66±6 years), performed 2 same- and 2 mixed-gender matches on an indoor 40x20 m TH court. A game format-by-gender interaction was observed for mean HR (%HRmax), time spent ˃80 and ˃90%HRmax, respiratory rating of perceived exertion and for several of the external load variables (p≤0.05). During mixed-gender matches, time spent ˃80 and ˃90%HRmax, was higher for women vs. men (p≤0.017). During same- and mixed-gender matches, BL was lower for women than men (p≤0.015). Time spent ˃90%HRmax was lower for women (p = 0.036), whereas time spent ˃80%HRmax was higher for men during same- vs. mixed-gender matches (p = 0.034). The frequency, %total match time and distance covered with high-demanding movements were higher for men during same-gender than during mixed-gender matches (p≤0.036), and higher for men vs. women in same- and mixed-gender matches (p≤0.046). The frequency of high-intensity actions, accelerations, time spent in the higher player load zones and total accumulated player load, were higher for men vs. women during same- and mixed-gender matches (p≤0.044). Fun levels were very high (9.1-9.3 AU, 0-10). Mixed-gender small-sided recreational TH games are physiologically more demanding for middle-aged/elderly women compared to men. Men showed higher cardiovascular and activity profile demands when playing same-gender matches, which was opposite to women. Nevertheless, TH is a high-intensity and motivating exercise mode for both genders, regardless the gender game format, meaning that exercise interventions may use same- and mixed-gender matches to promote participants\' health.
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  • 文章类型: Journal Article
    目前,使用第11次修订的国际疾病分类(ICD-11)游戏障碍(GD)标准开发了6种仪器.其中两个是游戏障碍测试(GDT)和青少年游戏障碍量表(GADIS-A)。本研究在大量中国新兴成年人样本中验证了GDT和GADIS-A。通过在线调查,3381名参与者(56.6%的女性;平均年龄=19.56岁)完成了GDT的中文版,GADIS-A,互联网游戏障碍简表(IGDS9-SF),卑尔根社交媒体成瘾量表(BSMAS)。验证性因子分析用于检验中国GDT和GADIS-A的因子结构。计算皮尔逊相关性以检查中国GDT和中国GADIS-A的收敛效度(使用IGDS9-SF)和发散效度(使用BSMAS)。GDT具有一维结构,在性别和无序游戏严重性亚组之间是不变的。GADIS-A具有双因素结构,在性别和游戏严重性亚组中也是不变的。GDT和GADIS-A均与IGDS9-SF和BSMAS有显著关联。中国GDT和GADIS-A都是评估中国大陆新兴成年人GD的有效工具,使医疗保健提供者能够采用这些工具来努力预防和检查中国青年的GD严重程度。
    Currently, six instruments have been developed using the 11th revision of the International Classification of Diseases (ICD-11) criteria for Gaming Disorder (GD). Two of these are the Gaming Disorder Test (GDT) and Gaming Disorder Scale for Adolescents (GADIS-A). The present study validated both the GDT and GADIS-A among a large sample of Chinese emerging adults. Via an online survey, 3381 participants (56.6% females; mean age = 19.56 years) completed the Chinese versions of the GDT, GADIS-A, Internet Gaming Disorder-Short Form (IGDS9-SF), and Bergen Social Media Addiction Scale (BSMAS). Confirmatory factor analysis was used to examine the factor structure of the Chinese GDT and GADIS-A. Pearson correlations were computed to examine the convergent validity (with IGDS9-SF) and divergent validity (with BSMAS) of the Chinese GDT and Chinese GADIS-A. The GDT had a unidimensional structure, which was invariant across sex and disordered gaming severity subgroups. The GADIS-A had a two-factor structure, which was also invariant across gender and gaming severity subgroups. Both the GDT and GADIS-A had significant associations with both IGDS9-SF and with BSMAS. Both the Chinese GDT and GADIS-A are valid instruments to assess GD among emerging adults in mainland China, enabling healthcare providers to adopt these tools in their efforts to prevent and examine GD severity among Chinese youth.
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  • 文章类型: Journal Article
    在一般人群中,最大摄氧量(VO2max)与心血管和代谢健康有关。心率(HR)比率法(HRratio)是一种有效的、在训练有素的受试者中估计VO2max的简单易懂的方法。这项研究检查了在未经训练和训练状态下使用HRratio估算休闲足球运动员VO2max的有效性。66名参与者(年龄39.3±5.8岁)接受了训练前测试,28名参与者在12周后接受了测试,对于VO2max评估,在跑步机上交替运行速度(1kmh-1)和倾斜度(1%),每30s递增一次,直到筋疲力尽。用多种方法直接评估最大HR(HRmax),并用选定的方程进行估计。以仰卧位测量静息HR(HRrest),休息15分钟后。HRratio方法考虑了HRmax/HRrest比率与理论比例因子(15mlkg-1min-1,TPF)的乘积,以估算VO2max。此特定于人群的比例因子(SPF)为14.6±2.6mlkg-1min-1。在未训练状态(n=66),参与者的实际VO2max(41.3±6.2mlkg-1min-1)比使用TPF估计的VO2max适度低(~2mlkg-1min-1).当使用SPF估算VO2max时,发现无显着差异(0.7mlkg-1min-1)。当使用HRmax方程和TPF时,据报道,实际VO2max和估计VO2max之间存在小的不显著差异(~1.5mlkg-1min-1).在训练状态(n=28),估计的VO2max值与实际的VO2max(44.2±5.2mlkg-1min-1)没有显着差异,当考虑TPF和估计的HRmax时,具有较大的效应大小。这项研究的结果为HRratio在估计男性成年/中年休闲足球运动员的VO2max中的适用性提供了证据。
    Maximal oxygen uptake (VO2max) is associated with cardiovascular and metabolic health in the general population. The heart rate (HR) ratio method (HRratio) is a valid, easy and accessible method for estimating VO2max in well-trained subjects. This study examined the validity of using the HRratio to estimate VO2max in recreational football players in the untrained and trained states. Sixty-six participants (age 39.3 ± 5.8 years) were tested pre-training and 28 after 12 weeks, for VO2max assessment, running on a treadmill alternating speed (1 km h-1) and inclination (1%) increments every 30 s until exhaustion. Maximal HR (HRmax) was assessed directly with a multiple approach and estimated with selected equations. Resting HR (HRrest) was measured in supine position, after 15 min of rest. The HRratio method considers the product of HRmax/HRrest ratio by a theoretical proportionality factor (15 ml kg-1 min-1, TPF) to estimate VO2max. This population-specific proportionality factor (SPF) was 14.6 ± 2.6 ml kg-1 min-1. In the untrained state (n = 66), participants\' actual VO2max (41.3 ± 6.2 ml kg-1 min-1) was moderately lower (~ 2 ml kg-1 min-1) than the estimated VO2max using the TPF. A nonsignificant difference (0.7 ml kg-1 min-1) was found when the VO2max was estimated using the SPF. When using HRmax equations and the TPF, a small nonsignificant difference (~ 1.5 ml kg-1 min-1) was reported between actual and estimated VO2max. In the trained state (n = 28), the estimated VO2max values were not significantly different from the actual VO2max (44.2 ± 5.2 ml kg-1 min-1), with large effect sizes when considering TPF and estimated HRmax. The results of this study provide evidence of the applicability of HRratio in estimating VO2max in male adult/middle-aged recreational football players.
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  • 文章类型: Journal Article
    Animal models suggest transitions from non-addictive to addictive behavioral engagement are associated with ventral-to-dorsal striatal shifts. However, few studies have examined such features in humans, especially in internet gaming disorder (IGD), a proposed behavioral addiction. We recruited 418 subjects (174 with IGD; 244 with recreational game use (RGU)). Resting-state fMRI data were collected and functional connectivity analyses were performed based on ventral and dorsal striatal seeds. Correlations and follow-up spectrum dynamic causal model (spDCM) analyses were performed to examine relationships between the ventral/dorsal striatum and middle frontal gyrus (MFG). Longitudinal data were also analysed to investigate changes over time. IGD relative to RGU subjects showed lower ventral-striatum-to-MFG (mostly involving supplementary motor area (SMA)) and higher dorsal-striatum-to-MFG functional connectivity. spDCM revealed that left dorsal-striatum-to-MFG connectivity was correlated with IGD severity. Longitudinal data within IGD and RGU groups found greater dorsal striatal connectivity with the MFG in IGD versus RGU subjects. These findings suggest similar ventral-to-dorsal striatal shifts may operate in IGD and traditional addictions.
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  • 文章类型: Journal Article
    青少年的心理健康问题日益受到关注。有证据表明,基于冒险的训练可以减轻学童的抑郁症状。然而,尚未对此类培训在增强青少年韧性方面的有效性进行严格的实证研究。在这项研究中,我们进行了一项随机对照试验,以研究在青少年中,冒险训练在增强复原力和自尊以及减轻抑郁症状方面的有效性.邀请于2018年12月20日至2019年11月25日期间在香港大型公共屋苑就读综合儿童及青少年服务中心的7至9年级(12至16岁)的中学生参与这项研究。我们将228名符合条件的青少年随机分配到接受2天/1晚冒险训练的实验组(n=115)或接受由综合儿童和青少年服务中心组织的2天休闲活动的安慰剂对照组(n=113)。在基线和相应干预后3个月和6个月收集数据。主要结果是6个月时的弹性。次要结果是6个月时的抑郁症状和自尊。与安慰剂对照组相比,实验组在6个月时表现出更高的弹性(p=0.001)和更少的抑郁症状(p=0.02),3个月时的自尊显著提高(p=0.04),但不是在6个月(p=0.12)。然而,由于我们使用了一个方便的样本,因此研究结果的概括性有限.
    There is growing concern about mental health problems among juveniles. Evidence shows that adventure-based training can reduce depressive symptoms in school children. However, a rigorous empirical investigation of the effectiveness of such training in enhancing resilience among juveniles has not yet been performed. In this study, a randomized controlled trial was conducted to examine the effectiveness of adventure-based training in enhancing resilience and self-esteem and reducing depressive symptoms among juveniles. Secondary school students from grades 7 to 9 (aged 12-16 years) who attended the Integrated Children and Youth Services Centre in a large public housing estate in Hong Kong from December 20, 2018 to November 25, 2019 were invited to participate in this study. We randomly assigned 228 eligible adolescents to an experimental group (n = 115) that received a 2-day/1-night adventure-based training or a placebo control group (n = 113) that received 2 days of leisure activities organized by the Integrated Children and Youth Services Centre. Data were collected at baseline and 3 and 6 months after the corresponding interventions. The primary outcome was resilience at 6 months. The secondary outcomes were depressive symptoms and self-esteem at 6 months. Compared with the placebo control group, the experimental group showed significantly higher resilience (p = 0.001) and fewer depressive symptoms (p = 0.02) at 6 months, and significantly higher self-esteem at 3 months (p = 0.04), but not at 6 months (p = 0.12). However, the generalizability of the findings is limited as we used a convenience sample.
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  • 文章类型: Journal Article
    Objective: The sudden disruption of university teaching caused by the coronavirus disease 2019 (COVID-19) pandemic has forced universities to switch to online teaching. It is vital for graduating medical students to learn about COVID-19 because they are likely to treat COVID-19 patients after graduation. We developed a COVID-19 lesson for medical students that used either an online lecture or a serious game that we designed. The aim of this study is to explore the effectiveness of a serious game versus online lectures for improving medical students\' COVID-19 knowledge. Materials and Methods: From our university\'s database of knowledge scores, we collected the prelesson, postlesson, and final test knowledge scores of the students who participated in the lesson and conducted a retrospective comparative analysis. Results: An analysis of scores concerning knowledge of COVID-19 from prelesson and postlesson tests shows that both teaching methods produce significant increases in short-term knowledge, with no statistical difference between the two methods (P > 0.05). The final test scores, however, show that the group of students who used the game-based computer application scored significantly higher in knowledge retention than did the online lecture group (P = 0.001). Conclusion: In the context of the disruption of traditional university teaching caused by the COVID-19 pandemic, the serious game we designed is potentially an effective option for online medical education about COVID-19, particularly in terms of its capacity for improved knowledge retention.
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  • 文章类型: Journal Article
    To protect and maintain the positivity of self-concept, normal people usually show a self-serving bias (internal attribution of positive events and external attribution of negative events) by the motives of self-enhancement and self-protection. Additionally, self-serving assessments predominantly activate the subcortical-cortical midline structures (CMS) in healthy individuals. However, little is known about self-serving bias and its underlying neural correlates among individuals with Internet gaming disorder (IGD).
    Twenty-four participants with IGD and 25 recreational Internet gaming users (RGUs) were scanned while attributing the causes of positive/negative self- and other-related events that could occur in both the game-world and real-world contexts. Region-of-interest (within CMS regions) and parametric analysis were performed to investigate the neural correlates of self-serving bias in IGD.
    Behaviorally, the IGD participants attributed more negative and fewer positive events to themselves than RGU participants in both contexts. Neurally, during the attributions of negative events, the IGD participants exhibited increased ventromedial prefrontal cortex (vmPFC) activation in both contexts compared with RGU participants. Higher vmPFC activation was associated with weaker self-protective motivation in the IGD group. Meanwhile, during the attributions of positive events, the IGD participants exhibited decreased precuneus/posterior cingulate cortex activation in the real world compared with RGU participants. Parametric analysis showed a reduced positive correlation between precuneus activation and self-attribution ratings of positive events in the real world in the IGD group relative to the RGU group.
    These results suggest that individuals with IGD show an attenuated self-serving bias and altered brain activity within CMS regions involved in self-attribution, providing evidence for the negative self-concept and weakened abilities in both self-enhancement and self-protection in IGD.
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  • 文章类型: Journal Article
    In most endemic sub-Saharan African countries, repeated infections with soil-transmitted helminth (STH) occur as early as six weeks after the end of mass drug administration (MDA) with albendazole. In this study, we designed a new health educational board game Worms and Ladders and evaluated its potential to complement MDA with albendazole and reduce reinfection rates through the promotion of good hygiene practices among school-aged children. The evaluation employed a randomized control trial (RCT) design. Baseline knowledge, attitude and practices (KAP) relating to STH were obtained using a questionnaire from 372 pupils across six schools in Abeokuta, Nigeria. Schools were randomly assigned into intervention and control group, with the former and latter receiving Worms and Ladders and the common Snake and Ladder board game respectively. Fresh stool samples were also collected at baseline for STH diagnosis before administering 400mg single dose albendazole. Follow-up assessments of STH burden and KAP were conducted three and six months\' post-intervention. Data generated from the study were analyzed using SPSS 20.0 software, with confidence interval set at 95%. Prevalence of STH dropped from 25.0% to 10.4% in the intervention group and 49.4% to 33.3% in the control group at three months\' post-intervention. The prevalence further dropped to 5.6% in the intervention group at six months\' post-intervention. However, it increased to 37.2% in the control group at six months\' post-intervention. There was a significant difference (p<0.05) in prevalence after intervention among the groups. KAP on transmission, control and prevention of STH significantly improved (p<0.05) from 5.2% to 97.9% in the intervention group compared to 6.2% to 7.1% in the control group. The Worms and Ladders board game shows the potential to teach and promote good hygiene behavior among SAC. These findings posit the newly developed game as a reliable tool to complement mass drug administration campaigns for STH control.
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  • 文章类型: Journal Article
    Abundant clinical studies have suggested that emotion dysregulation seems to be the essential pathogenesis for Internet gaming disorder (IGD). However, the neural mechanism of emotion regulation for IGD is still unclear.
    Subjective evaluation and fMRI data were collected from 50 subjects (IGD: 24; recreational game user (RGU): 26) while they were performing an emotion reappraisal task. We collected and compared their brain features during emotion processing of different visual stimuli.
    Higher activation in the left dorsal anterior cingulate cortex (dACC), right ventral ACC, left claustrum and bilateral insula was observed in participants with IGD during emotion reappraisal relative to that of the RGU participants. In addition, generalized psychophysiological interaction analysis also showed that IGD participants had stronger functional connectivity between the right insula and bilateral dorsolateral prefrontal cortex (DLPFC) than the RGU participants.
    The results suggest that IGD participants could not down-regulate their negative emotional experiences as efficiently as the RGU participants, although they engaged more cognitive resources. These results reveal the special neural circuits of emotion dysregulation in IGD individuals and provide new neural perspective for the intervention of IGD.
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