Games, Recreational

  • 文章类型: Journal Article
    背景:台湾是一个老龄化社会,痴呆症患者的数量正在迅速增加。由于认知和身体功能的下降,患有痴呆症的老年人不仅逐渐失去了自己完成日常生活任务的能力,但也有更高的跌倒和伤害性跌倒的风险。重要的是要制定干预措施,将认知和运动训练相结合,以促进或维持老年人的认知和身体功能,并降低跌倒的风险。本研究旨在探讨基于认知的棋盘游戏和多成分运动干预对认知功能的可行性和效果。身体健康,老年痴呆症患者的跌倒风险。
    方法:这是一项准实验研究,具有单组前测和后测设计。研究参与者是41名社区居住的轻度至中度痴呆的老年人。他们接受基于认知的棋盘游戏和多成分运动干预,每周一次,持续12周。干预措施包括1小时的运动训练和1小时的认知训练。台湾版蒙特利尔认知评估(MoCA-T)的分数,身体健康,和圣托马斯老年住院患者跌倒风险评估工具(STRATIFY)作为基线和12周后的结果指标进行测量。
    结果:总体MoCA-T评分显着增加(效应大小=0.402),轻度痴呆的参与者(效应大小=0.522)比中度痴呆的参与者(效应大小=0.310)表现出更大的增加。参与者的体能表现有所改善。女性参与者在30秒的椅子站立测试(效果大小=0.483)和8英尺的起跑测试(效果大小=0.437)中表现出显着的改善。跌倒风险评分下降0.05分,变化不明显。
    结论:本研究中使用的基于认知的棋盘游戏和多成分运动干预措施有利于改善老年痴呆症患者的认知功能和身体素质。这些干预措施是可行的,适合在患有轻度认知障碍或痴呆症的社区居住和机构居住的老年人中推广,以延缓认知和身体功能的下降。
    BACKGROUND: Taiwan is an aging society, and the number of people with dementia is rapidly increasing. Due to a decline in cognitive and physical function, older adults with dementia not only gradually lose the ability to complete daily living tasks on their own, but are also at a higher risk of falls and injurious falls. It is important to develop interventions that combine cognitive and exercise training for older adults with dementia to promote or maintain their cognitive and physical functions and reduce their risk of falls. This study aimed to investigate the feasibility and effect of cognitive-based board games and multi-component exercise interventions on cognitive function, physical fitness, and fall risk in older adults with dementia.
    METHODS: This was a quasi-experimental study with a single-group pretest and post-test design. The study participants were 41 community-dwelling older adults with mild to moderate dementia. They received cognitive-based board games and multi-component exercise interventions once a week for 12 weeks. The interventions included 1 hour of exercise training and 1 hour of cognitive training. Scores for the Taiwan version of the Montreal Cognitive Assessment (MoCA-T), physical fitness, and the St. Thomas Risk Assessment Tool for Falling Elderly Inpatients (STRATIFY) were measured as outcome indicators at baseline and after the 12-week period.
    RESULTS: The overall MoCA-T score increased significantly (effect size = 0.402), with participants with mild dementia showing a greater increase (effect size = 0.522) than those with moderate dementia (effect size = 0.310). Participants\' physical fitness performance improved. Female participants exhibited significant improvements in the 30-second chair stand test (effect size = 0.483) and 8-foot up-and-go test (effect size = 0.437). The fall risk score decreased by 0.05 points, the change was not significant.
    CONCLUSIONS: The cognitive-based board game and multi-component exercise interventions used in this study are beneficial for improving cognitive function and physical fitness in older adults with dementia. These interventions are feasible and suitable for promotion among community-dwelling and institution-dwelling older adults with mild cognitive impairment or dementia to delay the decline in cognitive and physical function.
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  • 文章类型: Editorial
    惊喜!根据题为“计算机游戏与填字游戏训练在轻度认知障碍中的发现,\“现在发表在《NEJM证据》上,1解决填字游戏对患有轻度认知障碍(MCI)的老年人的影响比使用一系列基于Web的大脑游戏进行训练更有益。研究人员假设了相反的结果,在某种程度上,基于2015年一项研究的结果2,该研究涉及更大年龄范围的认知完整参与者(早期研究中的18-80岁与本研究中的55-95岁)。
    Surprise! According to findings in the article entitled \"Computerized Games versus Crosswords Training in Mild Cognitive Impairment,\" now published in NEJM Evidence,1 solving crosswords had a more beneficial effect on older adults with mild cognitive impairment (MCI) than training with an array of Web-based brain games. The researchers had hypothesized just the opposite outcome, in part, on the basis of the findings of a 2015 study2 involving cognitively intact participants of a greater age range (18-80 years of age in the earlier study vs. 55-95 years of age in the current study).
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  • 文章类型: Journal Article
    目标:在大学生中,学生运动员大量饮酒的风险增加,参与危险饮酒行为(例如,玩饮酒游戏[DG]),以及相对于非学生运动员的不良酒精相关后果。在学生运动员群体中,体育参与水平(例如,娱乐或大学运动)会影响饮酒行为和后果,但我们对运动参与程度影响DG的理解有限。因此,在本研究中,我们检查了参与DG的频率差异,玩DG时典型的饮料消费,负面的DG后果,以及在大学之间玩DG的动机,休闲娱乐,非学生运动员。
    方法:大学生(美国12所学院/大学的N=7,901)完成了关于饮酒态度的问卷调查,行为,和后果。
    结果:学生运动员(娱乐或大学运动)在过去一个月内参加DG的可能性比非学生运动员更高。在上个月报告DG游戏的学生中,与非学生运动员相比,休闲运动员的演奏频率更高,并且认可了更多的DG增强/刺激动机,与非学生运动员相比,学生运动员(休闲或大学)认可参加DG的比赛动机更高。
    结论:这些发现揭示了休闲运动员的一些危险饮酒模式和动机,这些人在健康研究和临床实践中经常被忽视和资源不足。娱乐和大学学生运动员可以从酒精筛查和预防工作中受益,其中包括提供竞争性和无酒精的社交活动,以及促进酒精保护行为策略,以帮助降低休闲运动员在玩DG时受到伤害的风险。
    OBJECTIVE: Among college students, student-athletes are at increased risk for heavy alcohol consumption, participation in risky drinking practices (e.g., playing drinking games [DG]), and adverse alcohol-related consequences relative to non-student-athletes. Within the student-athlete population, level of sports participation (e.g., recreational or varsity sports) can affect alcohol use behaviors and consequences, but our understanding of the extent to which level of sports participation influences engagement in DG is limited. Thus, in the present study, we examined differences in frequency of participation in DG, typical drink consumption while playing DG, negative DG consequences, and motives for playing DG among varsity, recreational, and non-student-athletes.
    METHODS: College students (n = 7,901 across 12 U.S. colleges/universities) completed questionnaires on alcohol use attitudes, behaviors, and consequences.
    RESULTS: Student-athletes (recreational or varsity sports) were more likely to have participated in DG within the past month than non-student-athletes. Among students who reported past-month DG play, recreational athletes played more often and endorsed more enhancement/thrills motives for playing DG than non-student-athletes, and student-athletes (recreational or varsity) endorsed higher levels of competition motives for playing DG than non-student-athletes.
    CONCLUSIONS: These findings shed light on some risky drinking patterns and motives of recreational athletes who are often overlooked and under-resourced in health research and clinical practice. Recreational and varsity student-athletes could benefit from alcohol screening and prevention efforts, which can include provision of competitive and alcohol-free social activities and promotion of alcohol protective behavioral strategies to help reduce recreational athletes\' risk for harm while playing DG.
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  • 目标:绘制有关难民游戏开发的现有研究图,识别开发的游戏,特点和可能的医疗保健应用。
    方法:范围审查研究,2022年7月,使用MEDLINE®(在线医学文献分析和检索系统)进行,CINAHL®(护理和相关健康文献累积指数),SPORTDiscus,Scopus,SciELO(科学电子图书馆在线),心理学与行为科学合集,Cochrane中央对照试验注册数据库。
    结果:确定了8项研究,在2016年至2022年之间发布了8种不同类型的游戏。所发现的游戏的特征基本上落在它们用于增加对难民的同情上。
    结论:这项研究确定了加强当前护理知识体系的机会,用游戏作为欢迎的方式,培训和使人口融入难民所处的社会脆弱状况。
    OBJECTIVE: To map existing studies on the development of games for refugees, identifying the developed games, characteristics and possible application to health care.
    METHODS: A scoping review study, carried out in July 2022, using the MEDLINE® (Medical Literature Analysis and Retrieval System Online), CINAHL® (Cumulative Index to Nursing and Allied Health Literature), SPORTDiscus, Scopus, SciELO (Scientific Electronic Library Online), Psychology and Behavioral Sciences Collection, Cochrane Central Register of Controlled Trials databases.
    RESULTS: 8 studies were identified, with 8 different types of games published between 2016 and 2022. The characteristics of the games found essentially fall on their use to increase empathy towards refugees.
    CONCLUSIONS: This study identifies opportunities to strengthen the current body of knowledge in nursing, using games as ways of welcoming, training and integrating populations in situations of social vulnerability in which refugees find themselves.
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  • 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
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  • 文章类型: Journal Article
    国际象棋游戏为探索基本的认知过程提供了有利的环境,包括决策。无论游戏水平如何,游戏都会练习分析因果关系的思维技巧。此外,国际象棋门户网站提供有关国际象棋游戏的信息,并作为一个庞大的数据库。因此,玩游戏的数量有可能被全面分析,包括仅用于分析国际象棋比赛以外的目的。这项研究的主要目的是开发一种方法,用于使用从国际象棋游戏中获得的信息进行地理空间社会分析。假设该方法将允许未来人格推断的一般地理变化,依靠国际象棋数据库的大数据。使用已开发的方法对人格特质的地理差异进行未来的大规模研究可能会以多种方式适用。在人格特质(决策)的背景下,需要横截面社会分析的任何地方都可以使用结果,以更好地了解其地理背景。反过来,这些特征的地理分布伴随着一系列重要的社会,教育,健康,政治和经济影响。
    The game of chess offers a conducive setting to explore basic cognitive processes, including decision-making. The game exercises analytical cause-and-effect thinking skills regardless of the level of play. Moreover, chess portals provide information on the chess games played and serve as a vast database. The numbers of games played thus have the potential to be analyzed comprehensively, including for purposes other than analyzing chess matches only. The primary objective of this study is to develop a methodology for using information obtained from chess games for geospatial social analysis. The assumption is that the methodology will allow for general geographical variation in personality inference in the future, relying on big data from chess databases. Future large-scale studies of the geographical differentiation of personality traits using the developed methodology may be applicable in a number of ways. The results can be used wherever cross-sectional social analyses are needed in the context of personality traits (decision-making) to better understand their geographical background. In turn, the geographical distribution of these traits is accompanied by a range of important social, educational, health, political and economic implications.
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  • 文章类型: Journal Article
    麻将是日本最受欢迎的中国瓷砖游戏之一。麻将相关癫痫(MRS)是罕见的实践引起的癫痫发作。我们从2000年2月至2021年2月确定了3例MRS患者。所有病例都是男性,随着中年发病,全身性抽搐发作,缺乏无缘无故的,肌阵挛性,和缺勤癫痫发作。所有患者均无或无特异性神经影像学或脑电图异常。他们没有与特发性全身性癫痫相关的特征。所有患者行为调整后均无癫痫发作,尽管一名患者需要抗癫痫药物治疗,并避免长时间的游戏。这些变化可能有助于其他MRS患者继续打麻将。
    Mahjong is one of the most popular Chinese tile games played in Japan. Mahjong-related seizures (MRS) are rare praxis-induced seizures. We identified three patients with MRS from February 2000 to February 2021. All cases were men, with a middle-age onset, generalized convulsive seizures, and lack of non-provoked, myoclonic, and absence seizures. All patients had no or non-specific neuroimaging or electroencephalogram abnormalities. They did not have features linked to idiopathic generalized epilepsy. All patients were seizure-free after behavioral adjustments, although one patient required anti-seizure medication and avoided long duration games. These changes may help other patients with MRS continue playing Mahjong.
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