Purpose Of Review: To examine associations between video game play and obesity in children.
Recent Findings: Based on a scoping review of 26 studies (25 cross-sectional; 1 longitudinal) published in 2013-2018, 14 studies (53%) reported no association between video game play and obesity, and 12 studies reported positive associations. In a review of 8 systematic reviews, there was preliminary evidence on the effectiveness of exergame (physically active) play for weight reduction and to attenuate weight gain but little indication that interventions effectively reduced video game play or general screen time. This review found ambiguous evidence on the extent to which video game play is or is not significantly associated with obesity in children and preliminary evidence of exergame play as a tool for weight reduction and attenuation of weight gain. Several gaps existed in understanding the relationship between video game play and obesity, and prospective and interventional trials are needed.
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http://dx.doi.org/10.1007/s13679-020-00368-z | DOI Listing |
BMC Med Educ
January 2025
Institute of Nursing and Health Promotion, Oslo Metropolitan University, Oslo, Norway.
Background: The digital shift in higher education is moving from teacher-focused models to active learning with digital technologies, including the integration of game-based learning strategies. We aim to identify, assess, and summarize the findings of evidence and determine the effectiveness of game-thinking on learning outcomes in nursing education.
Methods: A comprehensive search for relevant literature was conducted between April and May 2022 Seven databases ERIC, Scopus, ProQuest Education Source, MEDLINE, CINAHL, Web of Science, and Embase were utilized to locate original, peer-reviewed papers published in English.
BMJ Open
January 2025
Department of Health Sciences, Brunel University of London, Uxbridge, UK
Objective: To investigate the safety, feasibility and acceptability of the Neurofenix platform for upper-limb rehabilitation in acute and subacute stroke.
Design: A feasibility randomised controlled trial with a parallel process evaluation.
Setting: Acute Stroke Unit and participants' homes (London, UK).
BMJ Open
January 2025
Faculty of Health Sciences, University of Ontario Institute of Technology, Oshawa, Ontario, Canada
Introduction: Schools are an important setting for supporting children's development of food literacy, but minimal research has assessed which strategies are most suitable for school nutrition education. The Foodbot Factory intervention, consisting of serious game (ie, a digital game designed for education) and curriculum-based lesson plans, was developed to support teachers and children ages 8-12 with nutrition education. Pilot data have demonstrated that Foodbot Factory can significantly improve children's nutrition knowledge, but it has not yet been evaluated in classrooms.
View Article and Find Full Text PDFJ Med Internet Res
January 2025
Centre for Cognitive and Brain Sciences, Institute of Collaborative Innovation, University of Macau, Macau, China.
This study provides preliminary evidence for real-time functional magnetic resonance imaging neurofeedback (rt-fMRI NF) as a potential intervention approach for internet gaming disorder (IGD). In a preregistered, randomized, single-blind trial, young individuals with elevated IGD risk were trained to downregulate gaming addiction-related brain activity. We show that, after 2 sessions of neurofeedback training, participants successfully downregulated their brain responses to gaming cues, suggesting the therapeutic potential of rt-fMRI NF for IGD (Trial Registration: ClinicalTrials.
View Article and Find Full Text PDFFront Public Health
January 2025
Department of Psychiatry and Behavioral Science, Seoul National University College of Medicine, Seoul, Republic of Korea.
Objective: This study assessed the effects of transcranial direct current stimulation (tDCS) on cue reactivity and craving for game-related cues using event-related potentials (ERPs) in internet gaming disorder (IGD) patients.
Methods: At baseline, a series of game-related and neutral pictures were shown to both IGD and healthy controls (HCs) while ERPs were recorded. Late positive potentials (LPP) were used to investigate cue reactivity.
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