Displaying publications 21 - 40 of 41 in total

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  1. Wattanapisit A, Saengow U, Ng CJ, Thanamee S, Kaewruang N
    PLoS One, 2018;13(6):e0199813.
    PMID: 29958272 DOI: 10.1371/journal.pone.0199813
    Pokémon GO becomes the most rapidly downloaded mobile application in history. This study aimed to determine the physical activity of medical students, who played Pokémon GO, and the change in their use of Pokémon GO and physical activity over time. An observational study was conducted. Physical activity was measured by using self-administered questionnaires at baseline (phase 0), 1 month (phase 1) and 3 months (phase 2) post-Pokémon GO download. The changes in physical activity (phase 0 to 1 and phase 1 to 2) were analysed using Wilcoxon Signed Ranked test. The trend (3-point analysis) of physical activity from phase 0, 1 to 2 were analysed using Friedman's test. The relationship between physical activity and time spent gaming was analysed by using Spearman's rank correlation. Twenty-six participants (mean age 22.04±1.70 years) participated in the study. There was no statistically significant change in physical activity during the three-month period (p = 0.45). Only 11 participants (42.3%) were still playing Pokémon GO 3 months after download. The key reasons for playing game were 'have fun' and 'pass time/boredom'. The most common commuting mode to play the game was walking; some drove a car or motorcycle while playing the game. There was no correlation between physical activity and time spent gaming. This study highlights how the lack of sustainability of the game and the motivation behind using Pokémon GO as a game rather than a physical activity app may have undermined the potential of using the game to improve physical activity. Further studies need to explore the reasons for the lack of sustainability and how to combine fun with behavioural change.
    Matched MeSH terms: Video Games*
  2. Saunders JB, Hao W, Long J, King DL, Mann K, Fauth-Bühler M, et al.
    J Behav Addict, 2017 Sep 01;6(3):271-279.
    PMID: 28816494 DOI: 10.1556/2006.6.2017.039
    Online gaming has greatly increased in popularity in recent years, and with this has come a multiplicity of problems due to excessive involvement in gaming. Gaming disorder, both online and offline, has been defined for the first time in the draft of 11th revision of the International Classification of Diseases (ICD-11). National surveys have shown prevalence rates of gaming disorder/addiction of 10%-15% among young people in several Asian countries and of 1%-10% in their counterparts in some Western countries. Several diseases related to excessive gaming are now recognized, and clinics are being established to respond to individual, family, and community concerns, but many cases remain hidden. Gaming disorder shares many features with addictions due to psychoactive substances and with gambling disorder, and functional neuroimaging shows that similar areas of the brain are activated. Governments and health agencies worldwide are seeking for the effects of online gaming to be addressed, and for preventive approaches to be developed. Central to this effort is a need to delineate the nature of the problem, which is the purpose of the definitions in the draft of ICD-11.
    Matched MeSH terms: Video Games*
  3. Ghazi FR, Gan WY, Tung SEH, Chen IH, Poon WC, Siaw YL, et al.
    Eval Health Prof, 2024 Mar;47(1):93-104.
    PMID: 37365830 DOI: 10.1177/01632787231185845
    As research on gaming disorder (GD) is growing globally, the need for a valid and reliable instrument to assess GD has become crucial. Therefore, the present cross-sectional study translated and evaluated the psychometric properties of Gaming Disorder Test (GDT) and Gaming Disorder Scale for Young Adults (GADIS-YA) into Malay language versions. The sample comprised 624 university students (females = 75.6%; mean age = 22.27 years) recruited via an online survey from May to August 2022, using a convenience sampling method. Participants completed both GDT and GADIS-YA scales and other relevant measures including Bergen Social Media Addiction Scale (BSMAS), Internet Gaming Disorder Scale-Short Form (IGDS9-SF), and time spent on social media and gaming. Results showed that both instruments reported satisfactory internal consistency, and confirmatory factor analysis supported the one-factor structure for GDT and two-factor structure for GADIS-YA. Both scales were strongly correlated with each other and with the IGDS9-SF, BSMAS, and time spent on social media and gaming, supporting concurrent validity. Measurement invariance of both scales was confirmed across gender and gaming time. These findings suggest that the Malay versions of GDT and GADIS-YA are reliable and valid measures of problematic gaming among Malaysian university students.
    Matched MeSH terms: Video Games*
  4. Deng N, Soh KG, Abdullah BB, Tan H, Huang D
    Front Public Health, 2024;12:1345244.
    PMID: 38694976 DOI: 10.3389/fpubh.2024.1345244
    BACKGROUND: The global population is experiencing a rapid rise in the quantity and percentage of older people. In an effort to enhance physical activity among older adults, active video games (AVGs) are being suggested as a compelling alternative and are currently under scrutiny to evaluate their efficacy in promoting the health of older people.

    OBJECTIVE: This review aims to synthesize current studies and formulate conclusions regarding the impact of AVGs on the health-related physical fitness of older adults.

    METHODS: Seven databases (PubMed, Web of Science, SCOPUS, SPORTDiscus, EMBASE, MEDLINE, and CINAHL) were searched from inception to January 21, 2024. Eligible studies included randomized controlled trials examining the effect of AVGs compared to control conditions on health-related physical fitness outcomes in older adults. The methodological quality of the included trials was assessed using the PEDro scale, and the certainty of evidence was evaluated using the GRADE approach. A random-effects model was used to calculate effect sizes (ES; Hedge's g) between experimental and control groups.

    RESULTS: The analysis included 24 trials with a total of 1428 older adults (all ≥ 60 years old). Compared to controls, AVGs produced significant increases in muscular strength (moderate ES = 0.64-0.68, p < 0.05) and cardiorespiratory fitness (moderate ES = 0.79, p < 0.001). However, no significant effects were found for body composition (trivial ES = 0.12-0.14; p > 0.05) and flexibility (trivial ES = 0.08; p = 0.677). The beneficial effects of AVGs were greater after a duration of ≥ 12 vs. < 12 weeks (cardiorespiratory fitness; ES = 1.04 vs. 0.29, p = 0.028) and following ≥ 60 minutes vs. < 60 minutes of session duration (muscular strength; ES = 1.20-1.24 vs. 0.27-0.42, p < 0.05).

    CONCLUSION: AVGs appear to be an effective tool for enhancing muscular strength and cardiorespiratory fitness in older adults, although their impact on improving body composition and flexibility seems limited. Optimal improvement in cardiorespiratory fitness is associated with a longer duration of AVGs (≥ 12 weeks). Moreover, a session duration of ≥ 60 minutes may provide greater benefits for the muscular strength of older adults.

    SYSTEMATIC REVIEW REGISTRATION: https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=482568, identifier CRD42023482568.

    Matched MeSH terms: Video Games*
  5. Wan Yunus F, Tan XZ, Romli MH
    Games Health J, 2020 Dec;9(6):415-424.
    PMID: 33301386 DOI: 10.1089/g4h.2019.0077
    Sleep deprivation and emotional problems such as stress, anxiety, and depression commonly occur in university students. Exercise is beneficial to ameliorate those problems; however, university students are not serious to take up physical activity. Commercially available exergame such as Xbox® 360 Kinect is one of the alternatives. This study aims at investigating the feasibility and the potential efficacy of using Xbox 360 Kinect game among health care undergraduate students. A pilot two-armed parallel randomized controlled trial was implemented. A total of 36 undergraduate students was recruited and randomly allocated into the intervention group (playing Xbox 360 Kinect) or the control group (continue with normal daily routine). The intervention group received 30 minutes of Xbox Kinect activity, three times per week for 6 weeks. Information on psychology (Depression, Anxiety, and Stress Scale-21) and sleep (Functional Outcome Sleep Questionnaire-30) status was collected at pre- and post-experiment. The researcher-developed feasibility questionnaire was given to the participants in the intervention group at post-experiment. Repeated-measures analysis of variance was used to investigate within-between group comparison, and significance value was set at p ≤ 0.05. The analysis found potential improvement on sleep (p = 0.039) and psychological health (p = 0.002-0.067). The intervention protocol is feasible and highly accepted by the participants. The required optimum amount of dosage, sample size, and the use of outcome measures are suggested from the findings. This pilot and feasibility study supports the use of Xbox 360 Kinect games in practice and to be implemented for future research.
    Matched MeSH terms: Video Games/psychology; Video Games/standards*; Video Games/trends
  6. Singh DK, Rajaratnam BS, Palaniswamy V, Raman VP, Bong PS, Pearson H
    Climacteric, 2013 Feb;16(1):141-6.
    PMID: 22640573 DOI: 10.3109/13697137.2012.664832
    The prospective pre-post control study was designed to evaluate the effect of introducing balance-focused interactive virtual-reality games to community-dwelling older women to improve their agility, balance and functional mobility.
    Matched MeSH terms: Video Games*
  7. Subhani AR, Likun X, Saeed Malik A
    PMID: 23366661 DOI: 10.1109/EMBC.2012.6346700
    Cerebral activation and autonomic nervous system have importance in studies such as mental stress. The aim of this study is to analyze variations in EEG scalp potential which may influence autonomic activation of heart while playing video games. Ten healthy participants were recruited in this study. Electroencephalogram (EEG) and electrocardiogram (ECG) signals were measured simultaneously during playing video game and rest conditions. Sympathetic and parasympathetic innervations of heart were evaluated from heart rate variability (HRV), derived from the ECG. Scalp potential was measured by the EEG. The results showed a significant upsurge in the value theta Fz/alpha Pz (p<0.001) while playing game. The results also showed tachycardia while playing video game as compared to rest condition (p<0.005). Normalized low frequency power and ratio of low frequency/high frequency power were significantly increased while playing video game and normalized high frequency power sank during video games. Results showed synchronized activity of cerebellum and sympathetic and parasympathetic innervation of heart.
    Matched MeSH terms: Video Games*
  8. Sadeghi H, Hakim MN, Hamid TA, Amri SB, Razeghi M, Farazdaghi M, et al.
    Arch Gerontol Geriatr, 2017 Mar-Apr;69:144-150.
    PMID: 27923177 DOI: 10.1016/j.archger.2016.11.009
    BACKGROUND: Proprioception is the ability to sense the body position, muscle sense, joint stability and posture. As balance decreases during the process of aging, knee proprioception has a critical role in body balance and daily activities. Exergaming has shown to be a potentially effective and more enjoyable form of exercise delivery.

    OBJECTIVE: The purpose of this study was to determine the effect of an 8-week Xbox Kinect exercise program on knee proprioception in healthy older adults.

    METHODOLOGY: Thirty-two elderly men who were 65 years of age or older were randomly allocated to either a control or experimental group (allocation ratio 1:1). The experimental group received an exergame intervention that included Xbox Kinect with games focusing on movements of the knee joint for 8 weeks (three times per week and 40min per sessions). A Biodex Isokinetic Dynamometer was used to measure knee joint position sense before and after the exercise program.

    RESULTS: After eight weeks of training, knee proprioception significantly improved in the intervention group for several knee joint angles: 30° (3.5±1.1), 45° (3.1±0.9), and 60° (3.0±0.6) compared to the control group 30° (5.2±0.8), 45° (5.2±0.8), and 60° (6.2±0.9) (dominant leg F1, 28=23.469, p=0.001. ƞ2=0.456; non-dominant leg F1, 28=23.076, p=0.001. ƞ2=0.452).

    CONCLUSION: The results from this study indicate that exergame intervention can enhance knee proprioception in elderly men.
    Matched MeSH terms: Video Games*
  9. T'ng ST, Ho KH, Sim DE, Yu CH, Wong PY
    Psych J, 2020 Feb;9(1):96-107.
    PMID: 31797557 DOI: 10.1002/pchj.320
    Insufficient attention has been given to the integration of the mediating effect of Internet gaming disorder (IGD) symptoms on loneliness and four components of aggression-physical aggression, verbal aggression, anger, and hostility-in the Malaysian context. In the present study, 410 participants with (a) at least 1 year of Internet gaming experience and (b) between ages 20- to 39 years were recruited using the probability proportional to size sampling method. Participants were undergraduate students and working adults. Self-reported questionnaires (the Internet Gaming Disorder Scale, University of California, Los Angeles Loneliness Scale, and the Buss-Perry Aggression Questionnaire) were used. The present study found that loneliness positively predicted four components of aggression (i.e., anger, hostility, physical aggression, and verbal aggression) and symptoms of IGD. Relationships between loneliness and the four components of aggression were partially mediated by IGD symptoms. The present study enriches and consolidates existing empirical evidence, particularly in the Malaysian context. If the mediating effect is not emphasized, it may lead to spurious conclusions that can significantly diminish the effectiveness of interventions that are meant to manage aggression.
    Matched MeSH terms: Video Games/psychology*
  10. Mat Rosly M, Halaki M, Mat Rosly H, Cuesta V, Hasnan N, Davis GM, et al.
    Games Health J, 2017 Oct;6(5):279-289.
    PMID: 28968153 DOI: 10.1089/g4h.2017.0028
    OBJECTIVE: Commercially available exergames that are for wheelchair-bound individuals with spinal cord injury (SCI) are scarce. This study sought to identify exergames for individuals with SCI that are "dose-potent" for health benefits.

    MATERIALS AND METHODS: Six participants with SCI were recruited for a pilot study to investigate the exercise intensity of selected exergames (Move Tennis, Move Boxing, and Move Gladiator Duel) for the potential to improve health. Issues relating to exergaming for individuals with SCI were identified, and a Move Kayaking exergame was conceived using relevant design processes in an iterative manner. These processes included the following: participant needs and requirements, system requirements (hardware), system architecture (physical and operational views), and integration and verification of the finished system. Emphasis was given to operational and physical designs of the Move Kayaking exergame.

    RESULTS: Move Boxing, Move Gladiator Duel, and Move Kayaking achieved moderate intensity exercise, while Move Tennis only achieved exercise of low intensity based on participants' metabolic equivalent. However, all four exergames achieved at least moderate intensity based on individuals' ratings of perceived exertion (RPE).

    CONCLUSION: The intensity classification while playing Move Boxing, Move Tennis, Move Gladiator Duel, and Move Kayaking, using RPE, reported adequate exercise intensities prescribed by exercise guidelines.

    Matched MeSH terms: Video Games/psychology*
  11. Selim Ahmed
    MyJurnal
    Introduction: Early childhood development (ECD) refers to cognitive, emotional and social development of young children. First three years of life are very crucial for ECD because during this time, brain grows fastest and is most responsive and receptive. Plenty of new connections (synapses) are formed in brain so that children acquire 85% of adult’s brain volume by this age. Proper nutrition and positive stimulation are essential during this time. Play positively stimulates the brain and helps to create more, healthy inter-neuronal connections. The objective of this review was to make a constellation of research works and explore to learn the concept of ECD and its relationship with play. Methods: An extensive literature search was done using the key words: ‘early childhood development and play’; ‘play and brain development in children’; ‘neuroplasticity and play’; ‘how do children learn’; ‘synaptic connections and early childhood development’; and ‘can play make children intelligent’. The databases explored for the resources included Medline (PubMed), PsycINFO, Teacher Reference Center, Child Encyclopedia, Health & Education Advice & Resource Team (HEART) database, Catholic Relief Services database, UNICEF & World Bank databases, and Cochrane review. Results: The result of the review work showed that play has a temporal and linear relationship with cognitive and social development among preschool children. Conclusion: In this era of screen addiction, parents spend free time in social media and the kids playing or watching video games. It is contextual to propagate the concept of ECD and raise the awareness so that parents are motivated to spend more time playing with their children. No investment in human capital can be worth more than this.
    Matched MeSH terms: Video Games
  12. Rahmah MA, Shahraniza B
    MyJurnal
    Introduction : Social problems among adolescents are on the increasing trend. Their involvement in different kinds of high risk behaviours could lead them into juvenile delinquency. Early adolescence is the stage where they are easily influenced. However, this is the period where they should be captured for health prevention enhancement.
    Objectives : A cross-sectional study was carried out to identify factors associated with risk taking behaviours involving form one adolescents in selected secondary schools in Johor Bharu.
    Methods : Using self administered questionnaires, a total of 280 respondents were recruited via multi-stage sampling.
    Results : The prevalence of risk taking behaviour among respondents was 66.8%. Going to video games and karaoke centres was the most popular risk taking behaviour (46.8%) to be followed by truancy (30.7%). Among all the factors studied, being male (AOR=4.5, 95% CI 2.39-8.4), Malay (AOR=7.5, 95% CI 3.30-17.19), and having negative perception towards teachers (AOR 0.3, 95% CI 0.16-0.65) were risk factors for such behaviour among respondents. However, coming from an intact family (AOR=0.1), 95% CI 0.02-0.47) was found to be protective against risk taking behaviour.
    Conclusion : Intact family structure and having positive perception towards teachers were found to be protective against risk taking behaviours among adolescents.
    Matched MeSH terms: Video Games
  13. Alwi, M.N.M., Roslaili, R., Noraniza Hayati, M.N., Harris, A.W.F.
    MyJurnal
    The aim of the study was to acquire background information on computer literacy among schizophrenia patients in Kota Bharu, Malaysia, prior to the introduction of a computerised cognitive remediation programme in the local setting.
    Method: Fifty consenting consecutive patients with schizophrenia attending the Universiti Sains Malaysia Hospital psychiatric clinic were surveyed using the Computer Literacy Scale (CLS), a scale designed to specifically look at their level of computer knowledge, confidence and attitude towards computers.
    Results: The majority of the patients studied have had schizophrenia for 5 years or less. While the majority of them have used computers befoie, about half had a poor level of knowledge, although they showed reasonable confidence and a positive attitude towards computers. Few played computer games.
    Conclusions: Implementation of a computerised cognitive remediation programme in the Malaysian setting has a promising potential based on the results of this study but the programme needs to be adapted in light of the negative attitudes towards the use of games.
    Study site: Psychiatric clinc, Hospital Universiti Sains Malaysia (HUSM), Kelantan, Malaysia
    Matched MeSH terms: Video Games
  14. Mat Rosly M, Mat Rosly H, Hasnan N, Davis GM, Husain R
    Eur J Phys Rehabil Med, 2017 Aug;53(4):527-534.
    PMID: 28092144 DOI: 10.23736/S1973-9087.17.04456-2
    BACKGROUND: Current strategies for increased physical activity and exercise in individuals with spinal cord injury (SCI) face many challenges with regards to maintaining their continuity of participation. Barriers cited often include problems with accessing facilities, mundane, monotonous or boring exercises and expensive equipment that is often not adapted for wheelchair users.

    AIM: To compare the physiological responses and user preferences between conventional heavy-bag boxing against a novel form of video game boxing, known as exergaming boxing.

    DESIGN: Cross-sectional study.

    SETTING: Exercise laboratory setting in a university medical center.

    POPULATION: Seventeen participants with SCI were recruited, of which sixteen were male and only one female. Their mean age was 35.6±10.2 years.

    METHODS: All of them performed a 15-minute physical exercise session of exergaming and heavy-bag boxing in a sitting position. The study assessed physiological responses in terms of oxygen consumption, metabolic equivalent (MET) and energy expenditure between exergaming and heavy-bag boxing derived from open-circuit spirometry. Participants also rated their perceived exertion using Borg's category-ratio ratings of perceived exertion.

    RESULTS: Both exergaming (MET: 4.3±1.0) and heavy-bag boxing (MET: 4.4±1.0) achieved moderate exercise intensities in these participants with SCI. Paired t-test revealed no significant differences (P>0.05, Cohen's d: 0.02-0.49) in the physiological or perceived exertional responses between the two modalities of boxing. Post session user survey reported all the participants found exergaming boxing more enjoyable.

    CONCLUSIONS: Exergaming boxing, was able to produce equipotent physiological responses as conventional heavy-bag boxing. The intensity of both exercise modalities achieved recommended intensities for health and fitness benefits.

    CLINICAL REHABILITATION IMPACT: Exergaming boxing have the potential to provide an enjoyable, self-competitive environment for moderate-vigorous exercise even at the comfort of their homes.

    Matched MeSH terms: Video Games*
  15. Lee ST, Wong JE, Shanita SN, Ismail MN, Deurenberg P, Poh BK
    Int J Environ Res Public Health, 2015 Jan;12(1):146-61.
    PMID: 25546277 DOI: 10.3390/ijerph120100146
    Childhood obesity is related to low physical activity level and a sedentary lifestyle. The aim of this study was to assess the physical activity level and sedentary behaviour of Malaysian children aged 7 to 12 years and to examine their association with body mass index (BMI), BMI-for-age Z-score (BAZ), body fatness (%BF) and waist circumference (WC). A total of 1736 children, representing all ethnic groups were recruited from six regions of Malaysia. Anthropometric measurements included body weight, height and waist circumference. Body fat percentage (%BF) was assessed using bioelectrical impedance. Physical activity was assessed by a physical activity questionnaire (PAQ) in all children and by pedometers in a subsample (n = 514). PAQ score and pedometer step counts were negatively associated with BMI, BAZ, %BF and WC after adjusting for covariates. Screen time was positively associated with BAZ and WC. However, other sedentary activities were not significantly related with any anthropometric indicators. Strategies to promote active living among children in Malaysia should focus not only on increasing physical activity but also emphasise reduction in sedentary behaviours.
    MESH: screen time
    Matched MeSH terms: Video Games/statistics & numerical data
  16. Loo KW, Gan SH
    Int J Stroke, 2013 Feb;8(2):131-4.
    PMID: 22568853 DOI: 10.1111/j.1747-4949.2012.00806.x
    Based on disability-adjusted life-years, stroke is the second leading cause of death and among the top five diseases with the greatest burden. Although two community-based studies have been conducted to determine the prevalence of stroke in the Philippines, the incidence has not been nationally recorded to date. The prevalence ranged from 1·9% to 6·59%, and 'Wiihabilitation', a rehabilitation stroke therapy, is widely practiced. A clinical trial for stroke rehabilitation using the Chinese Medicine NeuroAid®, which consists of several herbs, is ongoing in many hospitals across the Philippines. Due to their ready availability, phytomedicines are widely used, especially in the rural areas, for the treatment of hypertension, diabetes mellitus, and hypercholesterolemia, which are predisposing factors for stroke in the Philippines. Due to the increasing number of stroke cases annually, the government of the Philippines should emphasize primary and secondary prevention strategies.
    Matched MeSH terms: Video Games
  17. Jalali-Farahani S, Amiri P, Chin YS
    PMID: 26921272 DOI: 10.1186/s12955-016-0434-6
    BACKGROUND: Previous studies reported lower health-related quality of life (HRQOL) scores in overweight and obese adolescents compared to their normal weight counterparts; however, few studies investigated the association between obesity-related behaviors including physical activity and sedentary behaviors and HRQOL in adolescents. This study aimed at investigating the relationship between physical activity, sedentary behaviors, sleep duration and body mass index-for-age (BMI-for-age) and HRQOL among high school Tehranian students.
    METHODS: A total of 465 high school students (48.8 % girls) were recruited from three different socio-economic zones in Tehran. The BMI-for-age was determined and physical activity and HRQOL were assessed using validated questionnaires including Quantification de l'Activite Physique en Altitude Chez les Enfants (QAPACE) and Pediatric Quality of Life Inventory (PedsQL) respectively.
    RESULTS: Over one third of students (38.5 %) were either overweight or obese. The means of all self- and parent-reported HRQOL scores were significantly lower in girls, compared to boys, except for the parent-reported social functioning subscale. Mean hours of daily sleeping were significantly higher in girls, compared to boys (8.16 ± 1.27 vs. 7.73 ± 1.22 respectively; p < 0.05). Both girls and boys spent more time on sedentary activities than engaging in sport activities. During school and vacation periods, boys had significantly higher daily energy expenditure (DEE) compared to girls (p < 0.05). Only DEE during school period had a significant inverse correlation with BMI-for-age in boys but not girls (r = -0.14, p < 0.05). In addition, self-reported HRQOL scores were significantly associated with weekly hours adolescents spent on videogames/internet, listening to music and reading, watching TV, sports as well as DEE through sex-specific patterns. However according to parents' perspective only weekly hours spent on listening to music and readings and sport activities were significantly associated with their children HRQOL scores.
    CONCLUSION: In summary, time spent on physical and sedentary activities were not associated with BMI-for-age, although both of these were associated with the HRQOL of high school students. The potential role of sedentary activities and physical activity should be considered in future interventions aimed at improving HRQOL in adolescents.
    Matched MeSH terms: Video Games
  18. Hashim NA, Abd Razak NA, Gholizadeh H, Abu Osman NA
    JMIR Serious Games, 2021 Feb 04;9(1):e17017.
    PMID: 33538698 DOI: 10.2196/17017
    BACKGROUND: Brain plasticity is an important factor in prosthesis usage. This plasticity helps with brain adaptation to learn new movement and coordination patterns needed to control a prosthetic hand. It can be achieved through repetitive muscle training that is usually very exhausting and often results in considerable reduction in patient motivation. Previous studies have shown that a playful concept in rehabilitation can increase patient engagement and perseverance.

    OBJECTIVE: This study investigated whether the inclusion of video games in the upper limb amputee rehabilitation protocol could have a beneficial impact for muscle preparation, coordination, and patient motivation among individuals who have undergone transradial upper limb amputation.

    METHODS: Ten participants, including five amputee participants and five able-bodied participants, were enrolled in 10 1-hour sessions within a 4-week rehabilitation program. In order to investigate the effects of the rehabilitation protocol used in this study, virtual reality box and block tests and electromyography (EMG) assessments were performed. Maximum voluntary contraction was measured before, immediately after, and 2 days after interacting with four different EMG-controlled video games. Participant motivation was assessed with the Intrinsic Motivation Inventory (IMI) questionnaire and user evaluation survey.

    RESULTS: Survey analysis showed that muscle strength and coordination increased at the end of training for all the participants. The results of Pearson correlation analysis indicated that there was a significant positive association between the training period and the box and block test score (r8=0.95, Pvideo games enhance motivation and adherence in an upper limb amputee rehabilitation program. The use of video games could be seen as a complementary approach for physical training in upper limb amputee rehabilitation.

    Matched MeSH terms: Video Games
  19. Kee, C. C., Lim, K. H., Sumarni, M. G., Ismail, M. N., Poh, B. K., Amal, N. M.
    MyJurnal
    Physical inactivity is strongly associated with obesity and an increased risk of cardiovascular disease in children and adolescents. A cross-sectional study using multistage random sampling was conducted to determine associations between demographic characteristics, sedentary behaviours and physical activity among adolescents. Data were collected from 785 (414 males and 371 females) Form four students attending 15 schools in Petaling District, Selangor using an adapted self-administered questionnaire. Results showed that more females (50.1%) were physically inactive compared to males (39.6%) (Adjusted odds ratio (OR): 1.55, 95% confidence interval (CI): 1.12-2.15). Physically inactive adolescents were less likely to participate in intramural/house league sports (OR: 1.71, 95% CI: 1.19-2.44), school team sports (OR: 1.45, 95% CI: 1.03-2.04) and individual physical activities outside school (OR: 1.53, 95% CI: 1.11-2.12) compared to their physically active counterparts. Physically inactive adolescents were also less engaged in sedentary activities, such as television watching (OR: 0.69, 95% CI: 0.50-0.94), playing computer/video game (OR: 0.44, 95% CI: 0.28-0.72), talking on the telephone/mobile phone text messaging (OR: 0.47, 95% CI: 0.32-0.69) and reading (OR:0.45, 95% CI: 0.24-0.86) compared to those who were physically active. In this study, physical activity coexists with sedentary behaviour in adolescents. Sedentary activities may not necessarily displace physical activity among youth. In addition, these data suggest that promoting organised sports in school and outside the school among youths may be a potential strategy for increasing physical activity in this population.
    Matched MeSH terms: Video Games
  20. Ackermann L, Lo CH, Mani N, Mayor J
    PLoS One, 2020;15(12):e0240519.
    PMID: 33259476 DOI: 10.1371/journal.pone.0240519
    In recent years, the popularity of tablets has skyrocketed and there has been an explosive growth in apps designed for children. Howhever, many of these apps are released without tests for their effectiveness. This is worrying given that the factors influencing children's learning from touchscreen devices need to be examined in detail. In particular, it has been suggested that children learn less from passive video viewing relative to equivalent live interaction, which would have implications for learning from such digital tools. However, this so-called video deficit may be reduced by allowing children greater influence over their learning environment. Across two touchscreen-based experiments, we examined whether 2- to 4-year-olds benefit from actively choosing what to learn more about in a digital word learning task. We designed a tablet study in which "active" participants were allowed to choose which objects they were taught the label of, while yoked "passive" participants were presented with the objects chosen by their active peers. We then examined recognition of the learned associations across different tasks. In Experiment 1, children in the passive condition outperformed those in the active condition (n = 130). While Experiment 2 replicated these findings in a new group of Malay-speaking children (n = 32), there were no differences in children's learning or recognition of the novel word-object associations using a more implicit looking time measure. These results suggest that there may be performance costs associated with active tasks designed as in the current study, and at the very least, there may not always be systematic benefits associated with active learning in touchscreen-based word learning tasks. The current studies add to the evidence that educational apps need to be evaluated before release: While children might benefit from interactive apps under certain conditions, task design and requirements need to consider factors that may detract from successful performance.
    Matched MeSH terms: Video Games
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