Few studies have examined exercise as a substance use disorder treatment. This pilot study investigated the feasibility and acceptability of an exercise intervention comprising the Wii Fit Plus™ and of a time-and-attention sedentary control comprising Wii™ videogames. We also explored their impact on physical activity levels, substance use, and psychological wellness. Twenty-nine methadone-maintained patients enrolled in an 8-week trial were randomly assigned to either Active Game Play (Wii Fit Plus™ videogames involving physical exertion) or Sedentary Game Play (Wii™ videogames played while sitting). Participants had high satisfaction and study completion rates. Active Game Play participants reported greater physical activity outside the intervention than Sedentary Game Play participants despite no such differences at baseline. Substance use decreased and stress and optimism improved in both conditions. Active Game Play is a feasible and acceptable exercise intervention, and Sedentary Game Play is a promising time-and-attention control. Further investigations of these interventions are warranted.
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http://dx.doi.org/10.1016/j.jsat.2014.05.007 | DOI Listing |
J Neuroeng Rehabil
January 2025
Secteur des Sciences de la Santé, Institut de Recherche Expérimentale et Clinique, Neuro Musculo Skeletal Lab (NMSK), UCLouvain, Avenue Mounier 53, 1200, Brussels, Belgium.
Background: Intensive rehabilitation through challenging and individualized tasks are recommended to enhance upper limb recovery after stroke. Robot-assisted therapy (RAT) and serious games could be used to enhance functional recovery by providing simultaneous motor and cognitive rehabilitation.
Objective: The aim of this study is to clinically validate the dynamic difficulty adjustment (DDA) mechanism of ROBiGAME, a robot serious game designed for simultaneous rehabilitation of motor impairments and hemispatial neglect.
Data Brief
February 2025
Universidade da Coruña, CITIC Research Center, A Coruña 15071, Spain.
This paper presents a synthetic dataset of labeled game situations in recordings of federated handball and basketball matches played in Galicia, Spain. The dataset consists of synthetic data generated from real video frames, including 308,805 labeled handball frames and 56,578 labeled basketball frames extracted from 2105 handball and 383 basketball 5-s video clips. Experts manually labeled the video clips based on the respective sports, while the individual frames were automatically labeled using computer vision and machine learning techniques.
View Article and Find Full Text PDFAm J Nurs
February 2025
Mouhammad Yabrodi, Kamal Abulebda, and Riad Lutfi are associate professors and physicians at the Indiana University School of Medicine and Riley Hospital for Children, IU Health, Indianapolis, IN, where Mara E. Nitu is a professor and chief medical officer and Colin M. Rogerson is an assistant professor and physician. Kellie J. Pearson is a critical care respiratory therapist at IU Health, Indianapolis, IN, and Tracy Spitzer is a clinical nurse specialist at Riley Hospital for Children, IU Health, Indianapolis, IN. Nathanael Thomas Tavares is chief executive officer at Flyover Zone, Indianapolis, IN. Contact author: Mouhammad Yabrodi, The authors have disclosed no potential conflicts of interest, financial or otherwise.
Background: Central venous catheters (CVCs) are used in pediatric patients to deliver IV fluids, blood products, medications, and nutrients. Potential complications include central line infection, which carries a high risk of morbidity and mortality in this population. Pediatric critical care nurses play a crucial role in helping to reduce the risk of infection.
View Article and Find Full Text PDFGeriatr Psychol Neuropsychiatr Vieil
December 2024
Faculté de santé, Université d'Angers, France, Département de médecine aiguë gériatrique, Centre de recherche sur l'autonomie et la longévité, hôpital universitaire d'Angers, France.
Older patients are at risk of falling, making fall prevention a critical component of training for future health professionals. To understand the expectations of health students regarding falls in the elderly, four consecutive focus groups were organized at the Angers hospital. The aim was to assess students' views on the effectiveness of using an educational or serious game to complement their traditional training.
View Article and Find Full Text PDFFront Sports Act Living
January 2025
Department of Kinesiology, Texas Christian University, Fort Worth, TX, United States.
Introduction: Since the early 2000s, the video game industry has seen extraordinary booms in product development and market growth, with the total number of video game players globally reaching 2.69 billion by the end of 2020. Despite the rapid growth of the industry, there is little recent data investigating the time adult video game players spend sedentary playing video games and the time they spent engaged in physical activity.
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