Objective: Clinicians use a variety of approaches to motivate children with hyperfunctional voice disorders to comply with voice therapy in a therapeutic session and improve the motivation of children to practice home-based exercises. Utilization of current entertainment technology in such approaches may improve participation and motivation in voice therapy. The purpose of this study is to test the feasibility of using an entertainment video game as a therapy device.
Study Design: Prospective cohort and case-control study.
Methods: Three levels of game testing were conducted to an existing entertainment video game for use as a voice therapy protocol. The game was tested by two computer programmers and five normal participants. The third level of testing was a case study with a child diagnosed with a hyperfunctional voice disorder. Modifications to the game were made after each feasibility test.
Results: Errors with the video game performance were modified, including the addition of a time stamp directory and game controller. Resonance voice exercises were modified to accommodate the gaming environment and unique competitive situation, including speech rate, acoustic parameters, game speed, and point allocations.
Conclusion: The development of video games for voice therapeutic purposes attempt to replicate the high levels of engagement and motivation attained with entertainment video games, stimulating a more productive means of learning while doing. This case study found that a purely entertainment video game can be implemented as a voice therapeutic protocol based on information obtained from the case study.
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http://dx.doi.org/10.1016/j.jvoice.2011.08.002 | DOI Listing |
Sci Rep
January 2025
Department of Communication, Michigan State University, 404 Wilson Road, East Lansing, MI, 48824, USA.
Prior work suggests people often match with conversational partners by using a common rate of style words (e.g., articles, pronouns).
View Article and Find Full Text PDFJMIR Form Res
January 2025
Heidelberg Institute of Global Health, Heidelberg University, Heidelberg, Germany.
Background: Stigma toward transgender children and adolescents negatively impacts their health and educational outcomes. Contact with members of stigmatized groups can dismantle stereotypes and reduce stigma by facilitating exposure to the unique cognitive and emotional perspectives of individuals within the group. Recent evidence suggests that video-based contact interventions can be as effective as face-to-face encounters, but challenges lie in protecting the identities of transgender youth, since many of them live in stealth.
View Article and Find Full Text PDFSex Reprod Health Matters
January 2025
Senior Research Fellow, Maternal, Child and Adolescent Health Program, Burnet Institute, Melbourne, VIC, Australia; Honorary Research Fellow, Melbourne School of Population and Global Health, University of Melbourne, Melbourne, Australia.
Sufficient and accurate information is a requirement for menstrual health and supports adolescents in realising their human rights. As mobile connectivity increases globally, many young people may seek or encounter menstrual health information online through web-based platforms, social media, or health apps. Despite the relevance of online information, menstrual health research and programming have focused on formal and school-based learning.
View Article and Find Full Text PDFBrain Sci
December 2024
Family and Community Medicine Department, College of Medicine, Princess Nourah Bint Abdulrahman University, P.O. Box 84428, Riyadh 11671, Saudi Arabia.
Video games are no longer just entertainment; they are increasingly recognized for their potential to enhance cognitive abilities, including spatial cognition. This skill is vital in academic disciplines, where strong spatial reasoning is essential for problem-solving and success. This study investigates how video game engagement impacts self-reported spatial abilities in university students, focusing on the frequency, types, and duration of gaming.
View Article and Find Full Text PDFBrain Commun
December 2024
NeuroScape@NeuroTech Lab, Service Universitaire de Neuroréhabilitation (SUN), Département des Neurosciences Cliniques, Centre Hosoitalier Universitaire Vaudois (CHUV), Institution de Lavigny, University of Lausanne, 1011 Lausanne, Switzerland.
Neurocognitive impairment (NCI) is present in around 40% of people with HIV and substantially affects everyday life, adherence to combined antiretroviral therapy (cART) and overall life expectancy. Suboptimal therapy regimen, opportunistic infections, substance abuse and highly prevalent psychiatric co-morbidities contribute to NCI in people with HIV. In this review, we highlight the need for efficacious treatment of HIV-related NCI through pharmacological approaches and cognitive neurorehabilitation, discussing recent randomized controlled trials in this domain.
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