Little is known about strategies or mechanics to improve self-regulation of video game play that could be developed into novel interventions. This study used a participatory approach with the gaming community to uncover insider knowledge about techniques to promote healthy play and prevent gaming disorder. We used a pragmatic approach to conduct a convergent-design mixed-methods study with participants attending a science fiction and education convention. Six participants answered questions about gaming engagement and self- or game-based regulation of gaming which were then categorized into pre-determined (a priori) themes by the presenters during the presentation. The categorized themes and examples from participant responses were presented back to participants for review and discussion. Seven participants ranked their top choices of themes for each question. The rankings were analyzed using a nonparametric approach to show consensus around specific themes. Participants suggested several novel potential targets for preventive interventions including specific types of social (e.g., play with others in a group) or self-regulation processes (e.g., set timers or alarms). Suggestions for game mechanics that could help included clear break points and short missions, but loot boxes were not mentioned. Our consensus development approach produced many specific suggestions that could be implemented by game developers or tested as public health interventions, such as encouraging breaks through game mechanics, alarms or other limit setting; encouraging group gaming; and discussing and supporting setting appropriate time or activity goals around gaming (e.g., three quests, one hour). As some suggestions here have not been addressed previously as potential interventions, this suggests the importance of including gamers as stakeholders in research on the prevention of gaming disorder and the promotion of healthy gaming. A large-scale, online approach using these methods with multiple stakeholder groups could make effective use of players' in-depth knowledge and help speed discovery and translation of possible preventive interventions into practice and policy.
Download full-text PDF |
Source |
---|---|
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC7313040 | PMC |
http://dx.doi.org/10.3390/ijerph17113846 | DOI Listing |
J Clin Med
December 2024
Centre for Translational Medicine, Semmelweis University, Üllői út 26., 1085 Budapest, Hungary.
Advances in technology have led to the emergence of new therapeutic methods such as video-game-based therapy (VGBT). This may be a promising new method for improving upper limb function, but the role and proposed uses still need to be clarified. This study aims to investigate the effectiveness of VGBT in children with cerebral palsy (CP) compared to conventional therapy (CT).
View Article and Find Full Text PDFLife (Basel)
December 2024
Department of Family Medicine, Ad Dirryah Hospital, Riyadh 13717, Saudi Arabia.
Background: Virtual reality (VR) is an emerging technology that is proving to be effective in encouraging physical activity (PA) and improving health. Although regular PA has many advantages, physical inactivity continues to be a significant global health concern. Using an ActivPAL for PA assessment, this study examines the effects of an active video game (AVG) using VR on cognitive function among female university students.
View Article and Find Full Text PDFChildren (Basel)
December 2024
German Paediatric Pain Centre, Children's and Adolescents' Hospital Datteln, 45711 Datteln, Germany.
Background/objectives: The use of digital media, and especially social media, has been increasing over recent years. Previous research has reported a negative impact of media use on headaches; however, most of these studies are cross-sectional. Therefore, we conducted a longitudinal study to explore the relationship between different types of media usage (watching videos, gaming, and social media) and headache frequency and headache intensity over time.
View Article and Find Full Text PDFChildren (Basel)
November 2024
Faculty of Education, University of Cantabria, 39005 Santander, Spain.
Background: In today's society, low levels of physical activity are observed in the child and adolescent population, which can cause numerous pathologies, such as obesity and mental health problems.
Objective: This article aims to compile all the contexts and scenarios where it is possible to increase the levels of daily physical activity of children and young people, and which have significant scientific support.
Method: To do so, a literature review was carried out examining four key contexts for intervention: school, extracurricular, family, and socio-community.
Behav Sci (Basel)
December 2024
Research Group Movement Sciences and Sport (MS&SPORT), Department of Physical Activity and Sport, Faculty of Sport Sciences, University of Murcia, 30100 Murcia, Spain.
Previous research has determined the relevance of video games for adolescents; however, it has not been possible to establish differences in usage patterns and certain psychological variables according to gender, parental control, academic performance, physical activity level or game type, nor the relationship between these variables. For this reason, the aims of this research were as follows: (a) to determine the differences in the gaming variables and the psychological variables related to video games according to gender, the closest environment, the academic performance and the level of physical activity; and (b) to determine which gaming variables and behavioral variables influence psychological variables in adolescents. A descriptive, cross-sectional study was carried out involving 2567 adolescents (mean age: 15.
View Article and Find Full Text PDFEnter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!