Playing three-dimensional (3D) video games enhances stereo acuity (i.e., the precision of stereopsis) in young adults with normal vision Here we asked whether the improvement in stereoacuity was the result of a reduced disparity pedestal, as indicated by a decreased subjective depth bias (i.e., the accuracy of stereopsis). Twenty-one healthy young participants with normal vision and limited previous video game experience, none had played 3D video games, played first-person-shooter action stereoscopic 3D video games for a total of 40 h. Depth detection performance was measured using random dot stereograms before and after the video game intervention. We found that playing stereoscopic 3D video games boosts the precision, but not the accuracy of depth perception, suggesting that the enhanced stereoacuity did not result from reducing the effects of a disparity pedestal. These types of video games have potential therapeutic applications for improving stereo vision in patients with binocular vision anomalies.
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http://dx.doi.org/10.1038/s41598-024-82194-0 | DOI Listing |
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC11686073 | PMC |
Sci Rep
January 2025
Düzce University, Düzce, Turkey.
The present study examined the relationships between the levels of online game addiction among university students who play online games and their life satisfaction, emotional schemas, and demographic characteristics (gender and age). Additionally, structural equation modelling was conducted to examine the mediating effect of emotional schemas in the relationship between online gaming addiction and life satisfaction. The participants of the study consist of 549 university students who are enrolled in university and play online games.
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January 2025
Nunaps Inc., Seoul, Korea.
Although cognitive training has been proposed as a possible therapeutic modality for mild cognitive impairment (MCI), most serious games focus on specific tasks. This study aimed to investigate the feasibility and efficacy of narrative video game-based cognitive intervention for MCI. A four-week (± 1-week) mobile game intervention was given to 17 MCI participants (mean age (SD) = 72.
View Article and Find Full Text PDFFront Aging Neurosci
December 2024
School of Intelligence Science and Technology, University of Science and Technology Beijing, Beijing, China.
J Pediatr Nurs
December 2024
Dicle University, Faculty of Medicine, Department of Child and Adolescent Psychiatry, Diyarbakır, Turkey. Electronic address:
Background: Children diagnosed with Attention-deficit/hyperactivity disorder (ADHD) have greater difficulty in regulating their own media usage and are inclined to spend more time engaging in video games compared to neurotypical children. This study aimed to investigate the effects of ADHD severity, digital parenting awareness, and accompanying psychiatric symptoms on children's problematic media (PMU) use in children with ADHD.
Methods: The study included 95 ADHD patients aged between 6 and 11 years and 90 age-and gender-matched healthy controls.
Am J Crit Care
January 2025
Mona N. Bahouth is medical director, Brain Rescue Unit and an associate professor of neurology, Johns Hopkins University School of Medicine.
Background: Therapeutic activity after stroke is a component of early recovery strategies. Interactive video games have been shown to be safe as an adjunct rehabilitation therapy in the medical intensive care setting, but patients with neurologic disease were often excluded from those protocols.
Objectives: To evaluate the feasibility and safety of individualized interactive video game therapy in critically ill neurologic patients.
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