commercial video games

  • 文章类型: Journal Article
    目的:本文的目的是对所有研究(观察性和实验性)进行系统回顾,其中商业视频游戏用于中风后的综合康复(身体和认知领域)。方法:遵循系统评价和荟萃分析指南的首选报告项目,所有符合至少6项PEDro量表标准的观察性和实验性研究均被纳入.共有50项研究纳入Meta分析。使用RevMan5.3和JAMOVI的偏倚进行数据分析。结果:在观察性研究中,结果有利于在功能方面对视频游戏进行干预,如Fulg-Meyer评估得分[标准平均差(SMD)=-0.45;95%CI=-0.74~-0.15;p=.94;I2=0%],以及使用Wolf运动功能测试对上肢进行测量时(SMD=0.41;95%CI=0.07~0.74;p=.47;I2=0%).其他成果显示异质性。在实验组中,大多数结果倾向于实验组,并显示出同质性,但它们并不重要。计算了故障安全N,结果没有偏见。结论:结果倾向于对商业视频游戏进行干预,但是测量仪器的异质性和小样本量不允许获得显著的结果。未来的研究应该提供参与者的数量,意思是,和标准偏差,以促进未来的荟萃分析。商业视频游戏似乎是物理和认知中风康复的可行工具。
    Objective: The aim of this article was to perform a systematic review of all studies (both observational and experimental) wherein commercial video games were used in comprehensive rehabilitation (both physical and cognitive areas) after stroke.Methods: The Preferred Reporting Items for Systematic Reviews and Meta-Analysis guidelines were followed, and all observational and experimental studies that met at least six PEDro scale criteria were included. A total of 50 studies were included in the Meta-Analysis. Data analysis was performed using RevMan 5.3 and the bias with JAMOVI.Results: In observational studies, results favored intervention with video games in terms of functionality such as Fulg-Meyer Assessment scores [standard mean difference (SMD) = -0.45; 95% CI = -0.74 to -0.15; p = .94; I2 = 0%)] and when measured in the upper limbs using the Wolf Motor Function Test (SMD = 0.41; 95% CI = 0.07 to 0.74; p = .47; I2 = 0%). Other results showed heterogeneity. In the experimental group, most results tended to favor the experimental group and showed homogeneity, but they were not significant. Fail Safe N was calculated, and the results were not biased.Conclusions: Results tend to favor intervention with commercial video games, but the heterogeneity of the measuring instruments and small sample size do not allow for significant results to be obtained. Future research should provide the number of participants, mean, and standard deviation to facilitate future meta-analyses. Commercial video games appear to be a feasible tool in physical and cognitive stroke rehabilitation.
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  • 文章类型: Journal Article
    全球范围内,抑郁和焦虑是两种最常见的心理健康障碍。它们既急性又慢性地发生,具有各种症状,通常在亚临床上表达。与这种精神健康障碍相关的治疗差距和耻辱是世界范围内遇到的常见问题。鉴于精神疾病的经济和医疗保健服务负担,人们越来越需要可获得和具有成本效益的方法来预防精神健康疾病的发生并促进应对精神健康疾病。在COVID-19大流行和随后的心理健康障碍发病率增加之后,这种需求加剧了。为了满足这些需求,越来越多的研究正在探索传统心理健康治疗方法的替代解决方案。商业视频游戏已被证明可以赋予那些经常玩游戏的人认知益处(即,注意力控制,认知灵活性,和信息处理)。在本文中,我们特别关注与玩商业视频游戏相关的心理健康益处,以解决抑郁和焦虑的症状。根据目前的研究,我们得出结论,商业视频游戏显示出廉价的巨大前景,容易接近,国际可用,有效,和无污名化的资源,用于缓解一些心理健康问题,或者除此之外,传统的治疗方法。
    Globally, depression and anxiety are the two most prevalent mental health disorders. They occur both acutely and chronically, with various symptoms commonly expressed subclinically. The treatment gap and stigma associated with such mental health disorders are common issues encountered worldwide. Given the economic and health care service burden of mental illnesses, there is a heightened demand for accessible and cost-effective methods that prevent occurrence of mental health illnesses and facilitate coping with mental health illnesses. This demand has been exacerbated post the advent of the COVID-19 pandemic and the subsequent increase in incidence of mental health disorders. To address these demands, a growing body of research is exploring alternative solutions to traditional mental health treatment methods. Commercial video games have been shown to impart cognitive benefits to those playing regularly (ie, attention control, cognitive flexibility, and information processing). In this paper, we specifically focus on the mental health benefits associated with playing commercial video games to address symptoms of depression and anxiety. In light of the current research, we conclude that commercial video games show great promise as inexpensive, readily accessible, internationally available, effective, and stigma-free resources for the mitigation of some mental health issues in the absence of, or in addition to, traditional therapeutic treatments.
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  • 文章类型: Journal Article
    Commercial video games are popular entertainment media and part of students\' media reality. While commercial video games\' main purpose is not learning, they nonetheless could and should serve as objects of reflection in formal educational settings. Teachers could guide student learning and reflection as well as motivate students with commercial video games, but more evidence from formal educational settings is required. We conducted two mixed methods case studies to investigate students\' reflection processes using commercial video games in regular formal high school teaching. In a double lesson, 29 students of a 10th-grade biology course (Study 1) and 17 students of a 12th-grade advanced course on history (Study 2) played and discussed a commercial video game related to the current curricular topic. We examined the reflection processes of students in terms of their reactions to the teachers\' game-related statements and questions. Regarding teachers\' statements, students discussed several topics related to game enjoyment and the games\' representation of topic-related content. Regarding teachers\' questions, students discussed multiple goals in each game, how the games represented topic-related content, and how the games could be appropriate for learning. In Study 2, students additionally discussed emotions, stereotypes, violence, and the narrative related to the digital history game. We found that the discussions provided students opportunities to reflect on their game experiences and the current curricular topic as well as to practice media criticism. We further provide quantitative results on students\' perceived topic knowledge, on several facets of their learning motivation, and on their acceptance of video games. Overall, our findings illustrate the educational value of using commercial video games as objects of reflection.
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  • 文章类型: Journal Article
    Depressive symptoms and disorders are major public health concerns, affecting many adolescents and young adults. Despite extensive research, depression prevention programs for youth show limited effectiveness. Moreover, the maximal potential of youth psychotherapy - on which depression prevention programs are based - may have been reached. Commercial video games may offer an engaging alternative vehicle for youth to practice emotional and social skills vital to mental health. The current study investigated the potential for the commercial video game Journey to prevent the exacerbation of depressive symptoms. A pre-registered randomized controlled trial tested the effectiveness of Journey as an indicated depression prevention approach compared to a control game condition and a passive control condition (Dutch Trial Register: NL4873, https://www.trialregister.nl/trial/4873). Additionally, potential action mechanisms for depression prevention using video games were examined. Participants aged 15 to 20 years old with elevated depressive symptoms (n = 244, M age = 17.11, SD age = 1.76, 66.4% female) were given 4 weeks to play Journey (M duration = 3 h 20 min) or the control game, Flower (M duration = 2 h 36 min). Results showed no beneficial effects of playing the commercial video game, Journey, on youth\'s change in depressive symptoms above and beyond the active and passive control conditions up to 12-months after the intervention. Additionally, no action mechanisms were found specifically for Journey. Nevertheless, over the whole study, participants decreased in depressive symptoms, became less sensitive to rejection, and experienced more hope and optimism. Moreover, participants who during the study decreased in rejection sensitivity or rumination or who increased in hope and optimism or in distraction and problem solving showed the strongest decrease in depressive symptoms. Although results do not support the use of the studied commercial game as an effective indicated depression prevention strategy, our results do suggest that rejection sensitivity, hope, optimism, rumination, distraction, and problem solving are promising targets for future depression prevention efforts. We conclude with important lessons for future research on games to promote mental health. Particularly, encouraging careful consideration of research designs to explore for whom and how potential action mechanisms and associated game mechanics may be effective.
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  • 文章类型: Journal Article
    This paper reviews the use of video games for measuring intelligence differences and reports two studies analyzing the relationship between intelligence and performance on a leisure video game. In the first study, the main focus was to design an Intelligence Test using puzzles from the video game. Forty-seven young participants played \"Professor Layton and the curious village\"® for a maximum of 15 hours and completed a set of intelligence standardized tests. Results show that the time required for completing the game interacts with intelligence differences: the higher the intelligence, the lower the time (d = .91). Furthermore, a set of 41 puzzles showed excellent psychometric properties. The second study, done seven years later, confirmed the previous findings. We finally discuss the pros and cons of video games as tools for measuring cognitive abilities with commercial video games, underscoring that psychologists must develop their own intelligence video games and delineate their key features for the measurement devices of next generation.
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