Objective: The main aim of the present study is to investigate the short-term cognitive effects of computer games in children with different psychiatric disorders and normal controls.
Method: One hundred one children are recruited for the study (aged between 9 and 12 years). All participants played a motor-racing game on the computer for 1 hour. The TBAG form of the Stroop task was administered to all participants twice, before playing and immediately after playing the game.
Results: Participants with improved posttest scores, compared to their pretest scores, used the computer on average 0.67 +/- 1.1 hr/day, while the average administered was measured at 1.6 +/- 1.4 hr/day and 1.3 +/- 0.9 hr/day computer use for participants with worse or unaltered scores, respectively. According to the regression model, male gender, younger ages, duration of daily computer use, and ADHD inattention type were found to be independent risk factors for worsened posttest scores.
Conclusion: Time spent playing computer games can exert a short-term effect on attention as measured by the Stroop test.
Download full-text PDF |
Source |
---|---|
http://dx.doi.org/10.1177/1087054709347205 | DOI Listing |
Sci Rep
December 2024
Department of Computer Science, Birzeit University, P.O. Box 14, Birzeit, West Bank, Palestine.
Accurate classification of logos is a challenging task in image recognition due to variations in logo size, orientation, and background complexity. Deep learning models, such as VGG16, have demonstrated promising results in handling such tasks. However, their performance is highly dependent on optimal hyperparameter settings, whose fine-tuning is both labor-intensive and time-consuming.
View Article and Find Full Text PDFBMC Public Health
December 2024
Faculty of Educational Studies, Department of Sports Studies, Universiti Putra Malaysia, Selangor, Malaysia.
Cureus
November 2024
Community Medicine, Sree Balaji Medical College and Hospital, Chennai, IND.
The development of serious video games using gamification techniques and applying them to the management of mental health problems has emerged as one of the significant innovations in technology and mental health. However, various issues exist from the design stage of video games to the implementation stage, which can lead to problems with usability and accessibility and have non-beneficial effects on the individual. This review article provides an overview of various gamification technologies currently used in video games and virtual reality-based video games.
View Article and Find Full Text PDFSci Rep
December 2024
Physical Therapy Department, Rehabilitation Faculty, Tehran University of Medical Sciences, Tehran, Iran.
The study aimed to determine if virtual reality (VR) games could enhance neuromuscular control and improve anticipatory and compensatory strategies in ball-kicking for soccer players. It was a single-blind randomized clinical trial involving 32 male soccer players with chronic ankle instability. Participants were divided into two groups: VR games and balance training.
View Article and Find Full Text PDFSci Rep
December 2024
School of Psychological Science, The University of Western Australia, 35 Stirling Highway, Perth, WA, 6009, Australia.
Investigations into whether playing action video games (AVGs) benefit other tasks, such as driving, have traditionally focused on gaming experience (i.e., hours played).
View Article and Find Full Text PDFEnter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!