China’s video game industry is gathering momentum for further development.After a significant drop in both corporate revenue and publication approval for new games in 2022,the gaming industry is expected to bounce ba...China’s video game industry is gathering momentum for further development.After a significant drop in both corporate revenue and publication approval for new games in 2022,the gaming industry is expected to bounce back with the ease of COVID-19 restrictions.In 2023,more games will be licensed in China and a government plan will help to spread the positive influence of online games among the players and encourage game firms to contribute to technological progress.The new plan will also help people see the value of video games beyond entertainment such as its abilities to advance the economy,culture,and technology.展开更多
Based on the results from numerous studies and discussions by expert groups organised by the WHO, gaming disorder is recognised as a mental disorder and is listed in the chapter of mental, behavioural and neurodevelop...Based on the results from numerous studies and discussions by expert groups organised by the WHO, gaming disorder is recognised as a mental disorder and is listed in the chapter of mental, behavioural and neurodevelopmental disorders in the recently released International Classification of Diseases, 11th Version (ICD-11).展开更多
Gaming disorder has become a significant issue in mental healthcare. While gaming is an important form of entertainment, excessive gaming may cause serious consequences for players. At present, there are still controv...Gaming disorder has become a significant issue in mental healthcare. While gaming is an important form of entertainment, excessive gaming may cause serious consequences for players. At present, there are still controversies in the academic community concerning the public health problems related to gaming disorder. This article attempts to expound the definition, epidemiology, aetiology, diagnosis, treatment and prevention of gaming disorder, in order to contribute to future conceptualization of gaming disorder.展开更多
There are increasing concerns about internet gaming disorder (IGD). No review of existing studies has systematicallyanalyzed and visualized the trends of IGD and those early identification of symptoms related to IGD b...There are increasing concerns about internet gaming disorder (IGD). No review of existing studies has systematicallyanalyzed and visualized the trends of IGD and those early identification of symptoms related to IGD behaviors.This critical review focuses on the emerging trends for early identification of symptoms related to IGDbehaviors in papers published in Web of Science Core Collection from 2009 to 2021 by scientometric analysisand critical review. Scientometric data analysis technique includes co-occurrence analysis, cluster analysis andburst analysis of authors, countries, keywords and co-citation to visualize those contributing and associated factorsto develop IGD behaviors and their relationships to mental-emotional symptoms. About 81.8% of the paperswere published in the following countries: United States, United Kingdom, Australia, China and South Korea. Thetop co-occurrence keywords were ‘children’, ‘depression’, ‘anxiety’ and ‘attention deficit hyperactivity disorder(ADHD)’, ‘scale’, identifying the population, characteristics and commonly used assessment tools that are susceptibleto certain symptoms relating to IGD of which influencing factors facilitate the understanding of the associationof sociodemographic characteristics. The main emerging topics were identified in this critical review afterconducted the scientometric analysis. The results identified five topics: game impulse, motivation, evaluationscale, mediating effects and diagnostic criteria. This study provides an overview of the research trends on theidentity and development of the IGD field of study.展开更多
This brief paper will attempt to present some of the more important contributions of Vygotsky to understand cognitive development and implications for computer gaming summarized through five relevant studies that have...This brief paper will attempt to present some of the more important contributions of Vygotsky to understand cognitive development and implications for computer gaming summarized through five relevant studies that have investigated various aspects of Vygoskyan concepts in child and adolescent cognitive development.Each of these selected scoping reviewed,and historical studies contributes to the understanding of social transmission of cognitive and reasoning skills in and out of family context.These may be extended to computer gaming and role play experiences at various stages of development.The selected studies offer some confirmation of Vygotsky’s theorized concepts of the social and interactional aspects of cognitive development in a variety of contexts.Although there are some methodological considerations for each study with respect to generalizability and replication,each offers some support for the social and interactional model of development and as these would apply to implications for computerized gaming as an aspect of development.展开更多
The purpose of this research is the design and implementation of a support system for learning programming. To archive this purpose, in this article, we propose a Puzzle Programming System that uses jigsaw puzzles as ...The purpose of this research is the design and implementation of a support system for learning programming. To archive this purpose, in this article, we propose a Puzzle Programming System that uses jigsaw puzzles as an example of the application of physical visualization, which visualizes logical constraints to physical ones. This Puzzle Programming System aims to teach basic programming concepts by presenting the invisible constraints of programming language syntax using the visual constraints of jigsaw puzzle pieces. This system runs on an Apple iPad and was developed using the Unity game engine. We used YAML as a data format for serializing structured data for data management. By inviting high school students to try out a prototype, we could confirm the usefulness of the Puzzle Programming System. The experimental evaluation results also shed light on aspects of the game that need to be redesigned and parts where the visual programming model needs to be modified and expanded.展开更多
Farcana has developed a smart a gaming input device, that, apart from being a tool for the gamer to use in the process of gameplay, is also a suitable tool to collect biomedical information about the gamer, which afte...Farcana has developed a smart a gaming input device, that, apart from being a tool for the gamer to use in the process of gameplay, is also a suitable tool to collect biomedical information about the gamer, which after analysis by the artificial intelligence (AI) system allows informing the gamer about whether the individual is in a state of tilt. Tilt itself is a poor emotional state of the individual that appears due to the latter’s inability to control one’s emotions in the process of gameplay. The gamer can be either winning or losing, yet the fact that he/she can neither control nor even acknowledge the emotional state is tilt. The latter is an immense factor of impact on the overall success of the individual in the sphere of gaming and one’s rating in cybersport. This paper has analyzed numerous studies and patents on the topic at hand. The available literature has provided the necessary insight on the topic of tilt and why it is important to help the gamer acknowledge one’s state, especially given deteriorating results. Also, we have proposed a framework for the AI system for tilt recognition.展开更多
Background: Few school settings offer opportunities for preschool children to engage in structured physical activity, and only a few studies have been conducted examining exergaming's effectiveness on health outco...Background: Few school settings offer opportunities for preschool children to engage in structured physical activity, and only a few studies have been conducted examining exergaming's effectiveness on health outcomes in this age group. This study's purpose, therefore, was to examine a school-based exergaming intervention's effect on preschool children's perceived competence(PC), motor skill competence(MSC), and physical activity versus usual care(recess), as well as to examine gender differences for these outcomes.Methods: A total of 65 preschool children from 2 underserved urban schools were assigned to 1 of 2 conditions, with the school as the experimental unit:(1) usual care recess group(8 weeks of 100 min of recess/week(5 days £ 20 min)) and(2) exergaming intervention group(8 weeks of100 min of exergaming/week(5 days £ 20 min) at school). All children underwent identical assessments of PC, MSC, and moderate-to-vigorous physical activity(MVPA) at baseline and at the end of the 8 th week.Results: A significant Group £ Time effect was observed for MVPA, F(1, 52) = 4.37, p = 0.04, h2 p= 0.04, but not for PC, F(1, 52) = 0.83, p = 0.37,h2 p= 0.02, or MSC, F(1, 52) = 0.02, p = 0.88, h2 p= 0.00. Specifically, the intervention children displayed significantly greater increased MVPA after8 weeks than the comparison children. Additionally, there was a significant time effect for MSC, F(1, 52) = 15.61, p < 0.01, h2 p= 0.23, and gender effect for MVPA, F(1, 52) = 5.06, p = 0.02, h2 p= 0.09. Although all preschoolers' MSC improved across time, boys demonstrated greater MVPA than girls at both time points.Conclusion: Exergaming showed a positive effect in promoting preschool children's MVPA at school and has the potential to enhance PC and MSC. More research with larger sample sizes and longer study durations are warranted.展开更多
Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA f...Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA from one context to another, exergames(i.e., video games that require gross motor activity) may act as a gateway to promote overall PA outside game play. The purpose of this study was to examine potential transfer effects(i.e., influences on external behaviors and psychological constructs) of a 12-week exergaming intervention on adolescent girls' PA, screen time,and self-efficacy toward PA, as well as the intrinsic motivation of exergaming.Methods: Participants were 37 girls aged 14–18 years(65% African American, 35% white) who were overweight or obese(body mass index ≥ 85 th percentile) and were recruited from the community via school, physicians, news media, and social media websites. Adolescents were randomly assigned to a 12-week group exergaming intervention(thirty-six 60 min sessions of group-based dance exergaming in a research laboratory using Kinect for Xbox360(Microsoft Corporation, Redmond, WA, USA)) or to a no-treatment control group. Outcome variables included objectively measured PA(total) and self-reported leisure-time PA(discretionary time only) 1 week before vs. 1 week after the intervention; selected type and intensity of PA when placed in a gym setting for 30 min("cardio free choice"); screen time; self-efficacy toward PA; and intrinsic motivation toward exergaming.Results: Attendance at the exergaming sessions was high(80%). Compared with the control group, the intervention group self-reported an increase in PA(p = 0.035) and fewer hours watching television or videos(p = 0.01) after the intervention, but there were no significant differences in sedentary, light, moderate, or vigorous PA measured by accelerometry. The intervention group significantly improved self-efficacy toward PA(p = 0.028). The intervention group highly rated intrinsic motivation toward exergaming.Conclusion: Exergaming for 12 weeks was associated with positive impacts on adolescent girls' self-reported PA, television viewing, self-efficacy,and intrinsic motivation. Future research is warranted to leverage exergames as an enjoyable, motivating, and effective PA tool.展开更多
Background: Although emerging research is demonstrating the potential health impact of exergaming,investigations have primarily been conducted in laboratory settings among small samples with short-term interventions.I...Background: Although emerging research is demonstrating the potential health impact of exergaming,investigations have primarily been conducted in laboratory settings among small samples with short-term interventions.Information on the effectiveness of exergaming in underserved children's objective physical activity(PA) in population-based settings is also scarce.Moreover,most empirical studies have only included 1 type of exergame in the intervention.Therefore,this study's purpose was to investigate the long-term impact of a multigame exergaming intervention among underserved children integrated within school curricula.Specifically,this study examined the effect of exergaming on children's accelerometer-determined sedentary behavior(SB),light PA,moderate-to-vigorous PA(MVPA),and energy expenditure(EE) over 2 years as compared with regular physical education(PE) classes.Methods: A total of 261 second-and third-grade children(134 girls,127 boys; mean age 8.27 years) were recruited from 2 Texas elementary schools.Children's pre-test 3-day SB,light PA,MVPA,and EE at school were assessed in the fall of 2012.Participants were assigned to 1 of 2groups:(1) exergaming/PE group(125 min weekly of exergaming-based PA program) and (2) comparison group(125 min weekly of PE).PA(SB,light PA,and MVPA) and EE outcome variables were assessed again in 2013(post-test) and 2014(follow-up).Results: Significant time effects were observed for SB(F(1,162)=25.0,p<0.01,η~2= 0.14),light PA(F(1,162)=9.6,p<0.01,η~2= 0.06),and MVPA(F(1,162)=6.2,p=0.01,η~2= 0.04) but not for EE(F(1,162)=0.63,p>0.05,η~2= 0.004).Subsequent pairwise comparisons revealed significant increases from pre-to post-test for light PA(p<0.01),MVPA(p<0.01),and EE(p=0.02) with no changes in SB(p>0.05).Conversely,significant decreases occurred in light PA(p<0.01) from post-test to follow-up with no differences seen in MVPA(p=0.08) and EE(p=0.06) over the same time period.A significant increase was seen,however,for SB from post-test to follow-up.Conclusion: Exergaming PE can have the same positive effect on children's light PA,MVPA,and EE as regular PE.More research is necessary to discern how to promote long-term PA participation after conclusion of the intervention.展开更多
Computer gaming is one of the most common activities that individuals are indulged in their usual activities concerning interactive systembased entertainment.Visuospatial processing is an essential aspect of mental ro...Computer gaming is one of the most common activities that individuals are indulged in their usual activities concerning interactive systembased entertainment.Visuospatial processing is an essential aspect of mental rotation(MR)in playing computer-games.Previous studies have explored how objects’features affect theMRprocess;however,non-isomorphic 2Dand 3D objects lack a fair comparison.In addition,the effects of these features on brain activation during the MR in computer-games have been less investigated.This study investigates how dimensionality and angular disparity affect brain activation duringMRin computer-games.EEG(electroencephalogram)data were recorded from sixty healthy adults while playing an MR-based computer game.Isomorphic 2D and 3D visual objects with convex and reflex angular disparity were presented in the game.Cluster-based permutation tests were applied on EEG spectral power for frequency range 3.5–30 Hz to identify significant spatio-spectral changes.Also,the band-specific hemispheric lateralization was evaluated to investigate task-specific asymmetry.The results indicated higher alpha desynchronization in the left hemisphere during MR compared to baseline.The fronto-parietal areas showed neural activations during the game with convex angular disparities and 3D objects,for a frequency range of 7.8–14.2Hz and 7.8–10.5Hz,respectively.These areas also showed activations during the game with reflex angular disparities and 2D objects,but for narrower frequency bands,i.e.,8.0–10.0 Hz and 11.0–11.7 Hz,respectively.Left hemispheric dominance was observed for alpha and beta frequencies.However,the right parietal region was notably more dominant for convex angular disparity and 3D objects.Overall,the results showed higher neural activities elicited by convex angular disparities and 3D objects in the game compared to the reflex angles and 2Dobjects.The findings suggest future applications,such as cognitive modeling and controlled MR training using computer games.展开更多
The past two decades witnessed a broad-increase in web technology and on-line gaming.Enhancing the broadband confinements is viewed as one of the most significant variables that prompted new gaming technology.The imme...The past two decades witnessed a broad-increase in web technology and on-line gaming.Enhancing the broadband confinements is viewed as one of the most significant variables that prompted new gaming technology.The immense utilization of web applications and games additionally prompted growth in the handled devices and moving the limited gaming experience from user devices to online cloud servers.As internet capabilities are enhanced new ways of gaming are being used to improve the gaming experience.In cloud-based video gaming,game engines are hosted in cloud gaming data centers,and compressed gaming scenes are rendered to the players over the internet with updated controls.In such systems,the task of transferring games and video compression imposes huge computational complexity is required on cloud servers.The basic problems in cloud gaming in particular are high encoding time,latency,and low frame rates which require a new methodology for a better solution.To improve the bandwidth issue in cloud games,the compression of video sequences requires an alternative mechanism to improve gaming adaption without input delay.In this paper,the proposed improved methodology is used for automatic unnecessary scene detection,scene removing and bit rate reduction using an adaptive algorithm for object detection in a game scene.As a result,simulations showed without much impact on the players’quality experience,the selective object encoding method and object adaption technique decrease the network latency issue,reduce the game streaming bitrate at a remarkable scale on different games.The proposed algorithm was evaluated for three video game scenes.In this paper,achieved 14.6%decrease in encoding and 45.6%decrease in bit rate for the first video game scene.展开更多
VR(virtual reality)and video game technology has been proven to be beneficial in rehabilitation.The majority of studies have focused on the use of Nintendo Wii in the rehabilitation of neurological disorders most comm...VR(virtual reality)and video game technology has been proven to be beneficial in rehabilitation.The majority of studies have focused on the use of Nintendo Wii in the rehabilitation of neurological disorders most commonly stroke.It is not the only commercially available gaming system however it is the most popular virtual gaming used at home,research and clinical practice.VR training has been proven to be beneficial in lower extremity functions,balance and gait recovery.Previous studies focused on evaluating the efficacy and effectiveness of the Nintendo Wii and VR and the dosage and intensity of the“Wii therapy”remained unclear.The objective of the recent trial was to evaluate the knowledge about balance games and clinical measurement using Nintendo Wii,alongside helping clinicians plan therapy with Nintendo Wii.展开更多
文摘China’s video game industry is gathering momentum for further development.After a significant drop in both corporate revenue and publication approval for new games in 2022,the gaming industry is expected to bounce back with the ease of COVID-19 restrictions.In 2023,more games will be licensed in China and a government plan will help to spread the positive influence of online games among the players and encourage game firms to contribute to technological progress.The new plan will also help people see the value of video games beyond entertainment such as its abilities to advance the economy,culture,and technology.
文摘Based on the results from numerous studies and discussions by expert groups organised by the WHO, gaming disorder is recognised as a mental disorder and is listed in the chapter of mental, behavioural and neurodevelopmental disorders in the recently released International Classification of Diseases, 11th Version (ICD-11).
基金grants from the National Key R&D Program of China(2017YFC1310400)the National Natural Science Foundation of China(81371465 and 81671324).
文摘Gaming disorder has become a significant issue in mental healthcare. While gaming is an important form of entertainment, excessive gaming may cause serious consequences for players. At present, there are still controversies in the academic community concerning the public health problems related to gaming disorder. This article attempts to expound the definition, epidemiology, aetiology, diagnosis, treatment and prevention of gaming disorder, in order to contribute to future conceptualization of gaming disorder.
文摘There are increasing concerns about internet gaming disorder (IGD). No review of existing studies has systematicallyanalyzed and visualized the trends of IGD and those early identification of symptoms related to IGD behaviors.This critical review focuses on the emerging trends for early identification of symptoms related to IGDbehaviors in papers published in Web of Science Core Collection from 2009 to 2021 by scientometric analysisand critical review. Scientometric data analysis technique includes co-occurrence analysis, cluster analysis andburst analysis of authors, countries, keywords and co-citation to visualize those contributing and associated factorsto develop IGD behaviors and their relationships to mental-emotional symptoms. About 81.8% of the paperswere published in the following countries: United States, United Kingdom, Australia, China and South Korea. Thetop co-occurrence keywords were ‘children’, ‘depression’, ‘anxiety’ and ‘attention deficit hyperactivity disorder(ADHD)’, ‘scale’, identifying the population, characteristics and commonly used assessment tools that are susceptibleto certain symptoms relating to IGD of which influencing factors facilitate the understanding of the associationof sociodemographic characteristics. The main emerging topics were identified in this critical review afterconducted the scientometric analysis. The results identified five topics: game impulse, motivation, evaluationscale, mediating effects and diagnostic criteria. This study provides an overview of the research trends on theidentity and development of the IGD field of study.
文摘This brief paper will attempt to present some of the more important contributions of Vygotsky to understand cognitive development and implications for computer gaming summarized through five relevant studies that have investigated various aspects of Vygoskyan concepts in child and adolescent cognitive development.Each of these selected scoping reviewed,and historical studies contributes to the understanding of social transmission of cognitive and reasoning skills in and out of family context.These may be extended to computer gaming and role play experiences at various stages of development.The selected studies offer some confirmation of Vygotsky’s theorized concepts of the social and interactional aspects of cognitive development in a variety of contexts.Although there are some methodological considerations for each study with respect to generalizability and replication,each offers some support for the social and interactional model of development and as these would apply to implications for computerized gaming as an aspect of development.
文摘The purpose of this research is the design and implementation of a support system for learning programming. To archive this purpose, in this article, we propose a Puzzle Programming System that uses jigsaw puzzles as an example of the application of physical visualization, which visualizes logical constraints to physical ones. This Puzzle Programming System aims to teach basic programming concepts by presenting the invisible constraints of programming language syntax using the visual constraints of jigsaw puzzle pieces. This system runs on an Apple iPad and was developed using the Unity game engine. We used YAML as a data format for serializing structured data for data management. By inviting high school students to try out a prototype, we could confirm the usefulness of the Puzzle Programming System. The experimental evaluation results also shed light on aspects of the game that need to be redesigned and parts where the visual programming model needs to be modified and expanded.
文摘Farcana has developed a smart a gaming input device, that, apart from being a tool for the gamer to use in the process of gameplay, is also a suitable tool to collect biomedical information about the gamer, which after analysis by the artificial intelligence (AI) system allows informing the gamer about whether the individual is in a state of tilt. Tilt itself is a poor emotional state of the individual that appears due to the latter’s inability to control one’s emotions in the process of gameplay. The gamer can be either winning or losing, yet the fact that he/she can neither control nor even acknowledge the emotional state is tilt. The latter is an immense factor of impact on the overall success of the individual in the sphere of gaming and one’s rating in cybersport. This paper has analyzed numerous studies and patents on the topic at hand. The available literature has provided the necessary insight on the topic of tilt and why it is important to help the gamer acknowledge one’s state, especially given deteriorating results. Also, we have proposed a framework for the AI system for tilt recognition.
基金funded by a grant from the National Institutes of Health (No. 1R56HL130078-01)
文摘Background: Few school settings offer opportunities for preschool children to engage in structured physical activity, and only a few studies have been conducted examining exergaming's effectiveness on health outcomes in this age group. This study's purpose, therefore, was to examine a school-based exergaming intervention's effect on preschool children's perceived competence(PC), motor skill competence(MSC), and physical activity versus usual care(recess), as well as to examine gender differences for these outcomes.Methods: A total of 65 preschool children from 2 underserved urban schools were assigned to 1 of 2 conditions, with the school as the experimental unit:(1) usual care recess group(8 weeks of 100 min of recess/week(5 days £ 20 min)) and(2) exergaming intervention group(8 weeks of100 min of exergaming/week(5 days £ 20 min) at school). All children underwent identical assessments of PC, MSC, and moderate-to-vigorous physical activity(MVPA) at baseline and at the end of the 8 th week.Results: A significant Group £ Time effect was observed for MVPA, F(1, 52) = 4.37, p = 0.04, h2 p= 0.04, but not for PC, F(1, 52) = 0.83, p = 0.37,h2 p= 0.02, or MSC, F(1, 52) = 0.02, p = 0.88, h2 p= 0.00. Specifically, the intervention children displayed significantly greater increased MVPA after8 weeks than the comparison children. Additionally, there was a significant time effect for MSC, F(1, 52) = 15.61, p < 0.01, h2 p= 0.23, and gender effect for MVPA, F(1, 52) = 5.06, p = 0.02, h2 p= 0.09. Although all preschoolers' MSC improved across time, boys demonstrated greater MVPA than girls at both time points.Conclusion: Exergaming showed a positive effect in promoting preschool children's MVPA at school and has the potential to enhance PC and MSC. More research with larger sample sizes and longer study durations are warranted.
基金AES and PTK are supported,in part,by the U54 GM104940 grant from the National Institute of General Medical Sciences of the US National Institutes of Health,which funds the Louisiana Clinical&Translational Science CenterPTK is supported,in part,by the Marie Edana Corcoran Endowed Chair in Pediatric Obesity and Diabetespartially supported by Nutrition Obesity Research Center Grant#P30DK072476 entitled“Nutritional Programming:Environmental and Molecular Interactions”
文摘Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA from one context to another, exergames(i.e., video games that require gross motor activity) may act as a gateway to promote overall PA outside game play. The purpose of this study was to examine potential transfer effects(i.e., influences on external behaviors and psychological constructs) of a 12-week exergaming intervention on adolescent girls' PA, screen time,and self-efficacy toward PA, as well as the intrinsic motivation of exergaming.Methods: Participants were 37 girls aged 14–18 years(65% African American, 35% white) who were overweight or obese(body mass index ≥ 85 th percentile) and were recruited from the community via school, physicians, news media, and social media websites. Adolescents were randomly assigned to a 12-week group exergaming intervention(thirty-six 60 min sessions of group-based dance exergaming in a research laboratory using Kinect for Xbox360(Microsoft Corporation, Redmond, WA, USA)) or to a no-treatment control group. Outcome variables included objectively measured PA(total) and self-reported leisure-time PA(discretionary time only) 1 week before vs. 1 week after the intervention; selected type and intensity of PA when placed in a gym setting for 30 min("cardio free choice"); screen time; self-efficacy toward PA; and intrinsic motivation toward exergaming.Results: Attendance at the exergaming sessions was high(80%). Compared with the control group, the intervention group self-reported an increase in PA(p = 0.035) and fewer hours watching television or videos(p = 0.01) after the intervention, but there were no significant differences in sedentary, light, moderate, or vigorous PA measured by accelerometry. The intervention group significantly improved self-efficacy toward PA(p = 0.028). The intervention group highly rated intrinsic motivation toward exergaming.Conclusion: Exergaming for 12 weeks was associated with positive impacts on adolescent girls' self-reported PA, television viewing, self-efficacy,and intrinsic motivation. Future research is warranted to leverage exergames as an enjoyable, motivating, and effective PA tool.
基金funded by a grant from the National Institute of Child and Human Development(1R15HD071514-01A1)
文摘Background: Although emerging research is demonstrating the potential health impact of exergaming,investigations have primarily been conducted in laboratory settings among small samples with short-term interventions.Information on the effectiveness of exergaming in underserved children's objective physical activity(PA) in population-based settings is also scarce.Moreover,most empirical studies have only included 1 type of exergame in the intervention.Therefore,this study's purpose was to investigate the long-term impact of a multigame exergaming intervention among underserved children integrated within school curricula.Specifically,this study examined the effect of exergaming on children's accelerometer-determined sedentary behavior(SB),light PA,moderate-to-vigorous PA(MVPA),and energy expenditure(EE) over 2 years as compared with regular physical education(PE) classes.Methods: A total of 261 second-and third-grade children(134 girls,127 boys; mean age 8.27 years) were recruited from 2 Texas elementary schools.Children's pre-test 3-day SB,light PA,MVPA,and EE at school were assessed in the fall of 2012.Participants were assigned to 1 of 2groups:(1) exergaming/PE group(125 min weekly of exergaming-based PA program) and (2) comparison group(125 min weekly of PE).PA(SB,light PA,and MVPA) and EE outcome variables were assessed again in 2013(post-test) and 2014(follow-up).Results: Significant time effects were observed for SB(F(1,162)=25.0,p<0.01,η~2= 0.14),light PA(F(1,162)=9.6,p<0.01,η~2= 0.06),and MVPA(F(1,162)=6.2,p=0.01,η~2= 0.04) but not for EE(F(1,162)=0.63,p>0.05,η~2= 0.004).Subsequent pairwise comparisons revealed significant increases from pre-to post-test for light PA(p<0.01),MVPA(p<0.01),and EE(p=0.02) with no changes in SB(p>0.05).Conversely,significant decreases occurred in light PA(p<0.01) from post-test to follow-up with no differences seen in MVPA(p=0.08) and EE(p=0.06) over the same time period.A significant increase was seen,however,for SB from post-test to follow-up.Conclusion: Exergaming PE can have the same positive effect on children's light PA,MVPA,and EE as regular PE.More research is necessary to discern how to promote long-term PA participation after conclusion of the intervention.
基金A.T.was supported by DST-INSPIRE Program sponsored by Department of Science&Technology,Government of India,Fellowship ID:IF150444,URL:https://www.onlineinspire.gov.in/.
文摘Computer gaming is one of the most common activities that individuals are indulged in their usual activities concerning interactive systembased entertainment.Visuospatial processing is an essential aspect of mental rotation(MR)in playing computer-games.Previous studies have explored how objects’features affect theMRprocess;however,non-isomorphic 2Dand 3D objects lack a fair comparison.In addition,the effects of these features on brain activation during the MR in computer-games have been less investigated.This study investigates how dimensionality and angular disparity affect brain activation duringMRin computer-games.EEG(electroencephalogram)data were recorded from sixty healthy adults while playing an MR-based computer game.Isomorphic 2D and 3D visual objects with convex and reflex angular disparity were presented in the game.Cluster-based permutation tests were applied on EEG spectral power for frequency range 3.5–30 Hz to identify significant spatio-spectral changes.Also,the band-specific hemispheric lateralization was evaluated to investigate task-specific asymmetry.The results indicated higher alpha desynchronization in the left hemisphere during MR compared to baseline.The fronto-parietal areas showed neural activations during the game with convex angular disparities and 3D objects,for a frequency range of 7.8–14.2Hz and 7.8–10.5Hz,respectively.These areas also showed activations during the game with reflex angular disparities and 2D objects,but for narrower frequency bands,i.e.,8.0–10.0 Hz and 11.0–11.7 Hz,respectively.Left hemispheric dominance was observed for alpha and beta frequencies.However,the right parietal region was notably more dominant for convex angular disparity and 3D objects.Overall,the results showed higher neural activities elicited by convex angular disparities and 3D objects in the game compared to the reflex angles and 2Dobjects.The findings suggest future applications,such as cognitive modeling and controlled MR training using computer games.
文摘The past two decades witnessed a broad-increase in web technology and on-line gaming.Enhancing the broadband confinements is viewed as one of the most significant variables that prompted new gaming technology.The immense utilization of web applications and games additionally prompted growth in the handled devices and moving the limited gaming experience from user devices to online cloud servers.As internet capabilities are enhanced new ways of gaming are being used to improve the gaming experience.In cloud-based video gaming,game engines are hosted in cloud gaming data centers,and compressed gaming scenes are rendered to the players over the internet with updated controls.In such systems,the task of transferring games and video compression imposes huge computational complexity is required on cloud servers.The basic problems in cloud gaming in particular are high encoding time,latency,and low frame rates which require a new methodology for a better solution.To improve the bandwidth issue in cloud games,the compression of video sequences requires an alternative mechanism to improve gaming adaption without input delay.In this paper,the proposed improved methodology is used for automatic unnecessary scene detection,scene removing and bit rate reduction using an adaptive algorithm for object detection in a game scene.As a result,simulations showed without much impact on the players’quality experience,the selective object encoding method and object adaption technique decrease the network latency issue,reduce the game streaming bitrate at a remarkable scale on different games.The proposed algorithm was evaluated for three video game scenes.In this paper,achieved 14.6%decrease in encoding and 45.6%decrease in bit rate for the first video game scene.
基金The authors wish to thankAttill Nagy MD for the statistical analysis.Also Christopher Whitfield for his many advices.Thank you for the contribution of the Department of Medical Rehabilitation and Physical Medicine University of Debrecen.
文摘VR(virtual reality)and video game technology has been proven to be beneficial in rehabilitation.The majority of studies have focused on the use of Nintendo Wii in the rehabilitation of neurological disorders most commonly stroke.It is not the only commercially available gaming system however it is the most popular virtual gaming used at home,research and clinical practice.VR training has been proven to be beneficial in lower extremity functions,balance and gait recovery.Previous studies focused on evaluating the efficacy and effectiveness of the Nintendo Wii and VR and the dosage and intensity of the“Wii therapy”remained unclear.The objective of the recent trial was to evaluate the knowledge about balance games and clinical measurement using Nintendo Wii,alongside helping clinicians plan therapy with Nintendo Wii.