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16 pages, 25350 KB  
Article
Eye Tracking and Human Influence Factors’ Impact on Quality of Experience of Mobile Gaming
by Omer Nawaz, Siamak Khatibi, Muhammad Nauman Sheikh and Markus Fiedler
Future Internet 2024, 16(11), 420; https://doi.org/10.3390/fi16110420 - 13 Nov 2024
Viewed by 1164
Abstract
Mobile gaming accounts for more than 50% of global online gaming revenue, surpassing console and browser-based gaming. The success of mobile gaming titles depends on optimizing applications for the specific hardware constraints of mobile devices, such as smaller displays and lower computational power, [...] Read more.
Mobile gaming accounts for more than 50% of global online gaming revenue, surpassing console and browser-based gaming. The success of mobile gaming titles depends on optimizing applications for the specific hardware constraints of mobile devices, such as smaller displays and lower computational power, to maximize battery life. Additionally, these applications must dynamically adapt to the variations in network speed inherent in mobile environments. Ultimately, user engagement and satisfaction are critical, necessitating a favorable comparison to browser and console-based gaming experiences. While Quality of Experience (QoE) subjective evaluations through user surveys are the most reliable method for assessing user perception, various factors, termed influence factors (IFs), can affect user ratings of stimulus quality. This study examines human influence factors in mobile gaming, specifically analyzing the impact of user delight towards displayed content and the effect of gaze tracking. Using Pupil Core eye-tracking hardware, we captured user interactions with mobile devices and measured visual attention. Video stimuli from eight popular games were selected, with resolutions of 720p and 1080p and frame rates of 30 and 60 fps. Our results indicate a statistically significant impact of user delight on the MOS for most video stimuli across all games. Additionally, a trend favoring higher frame rates over screen resolution emerged in user ratings. These findings underscore the significance of optimizing mobile gaming experiences by incorporating models that estimate human influence factors to enhance user satisfaction and engagement. Full article
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16 pages, 650 KB  
Article
The Impact of Interactive Video Games Training on the Quality of Life of Children Treated for Leukemia
by Aleksandra Kowaluk, Iwona Malicka, Krzysztof Kałwak and Marek Woźniewski
Cancers 2024, 16(21), 3599; https://doi.org/10.3390/cancers16213599 - 25 Oct 2024
Cited by 1 | Viewed by 12470
Abstract
Objectives: The study aimed to assess the impact of interactive video games (IVGs) as a form of physical activity (PA) on the quality of life. Methods: The study used a quality-of-life questionnaire (KIDSCREEN-10) and the HBSC questionnaire. In order to determine individual IVGs [...] Read more.
Objectives: The study aimed to assess the impact of interactive video games (IVGs) as a form of physical activity (PA) on the quality of life. Methods: The study used a quality-of-life questionnaire (KIDSCREEN-10) and the HBSC questionnaire. In order to determine individual IVGs training parameters, an initial assessment of cardiorespiratory fitness level was performed, using the Cardio Pulmonary Exercise Test—Godfrey’s progressive protocol. Children in the intervention group participated in 12 interval training sessions using IVGs (Microsoft’s Xbox 360 S console with Kinect,). Results: The study included 21 patients (7–13 years old; 12 boys and 9 girls) treated for acute lymphoblastic leukemia (n = 13) and acute myeloid leukemia (n = 8). Before the IVGs, all children had insufficient PA levels (90% of children in the intervention group and 90.91% of children in the control group did not engage in any PA during the last 7 days). After the intervention, 80% of the children in the IVGs group undertook PA lasting at least 60 min a day, three times a week. They exhibited better well-being, a subjective feeling of improved physical fitness (p < 0.0001), a greater subjective sense of strength and energy (p < 0.0001), and less feeling of sadness (p = 0.0016) than the children from the control group (p = 0.0205). Conclusions: The results of our study confirmed that an attractive form of virtual game or sport is willingly undertaken by children undergoing cancer treatment, and has significant benefits in improving the quality-of-life parameters. There is a clear need to create specific recommendations and rehabilitation models for children with cancer. Full article
(This article belongs to the Section Cancer Survivorship and Quality of Life)
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18 pages, 6553 KB  
Article
Assessing the Effects of Various Gaming Platforms on Players’ Affective States and Workloads through Electroencephalogram
by Pratheep Kumar Paranthaman, Spencer Graham and Nikesh Bajaj
Electronics 2024, 13(11), 2043; https://doi.org/10.3390/electronics13112043 - 23 May 2024
Cited by 5 | Viewed by 2532
Abstract
Game platforms have different impacts on player experience in terms of affective states and workloads. By studying these impacts, we can uncover detailed aspects of the gaming experience. Traditionally, understanding player experience has relied on subjective methods, such as self-reported surveys, where players [...] Read more.
Game platforms have different impacts on player experience in terms of affective states and workloads. By studying these impacts, we can uncover detailed aspects of the gaming experience. Traditionally, understanding player experience has relied on subjective methods, such as self-reported surveys, where players reflect on their experience and effort levels. However, complementing these subjective measures with electroencephalogram (EEG) analysis introduces an objective approach to assessing player experience. In this study, we examined player experiences across PlayStation 5, Nintendo Switch, and Meta Quest 2. Using a mixed-methods approach, we merged subjective user assessments with EEG data to investigate brain activity, affective states, and workload during low- and high-stimulation games. We recruited 30 participants to play two games across three platforms. Our findings reveal that there is a statistically significant difference between these three platforms for seven out of nine experience factors. Also, three platforms have different impacts on play experience and brain activity. Additionally, we utilized a linear model to associate player experience aspects such arousal, frustration, and mental workload with different brain regions using EEG data. Full article
(This article belongs to the Special Issue Recent Advances in Extended Reality)
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16 pages, 727 KB  
Review
Virtual Reality Applications for Balance Rehabilitation and Efficacy in Addressing Other Symptoms in Multiple Sclerosis—A Review
by Elena Bianca Basalic, Nadinne Roman, Vlad Ionut Tuchel and Roxana Steliana Miclăuș
Appl. Sci. 2024, 14(10), 4244; https://doi.org/10.3390/app14104244 - 16 May 2024
Cited by 3 | Viewed by 3003
Abstract
(1) Background: Since multiple sclerosis (MS) is a neurological pathology known for its disabling effects across many domains, the introduction of virtual reality (VR) usage has been attempted, as it represents a new method of approach to rehabilitation and treatment of chronic neurological [...] Read more.
(1) Background: Since multiple sclerosis (MS) is a neurological pathology known for its disabling effects across many domains, the introduction of virtual reality (VR) usage has been attempted, as it represents a new method of approach to rehabilitation and treatment of chronic neurological pathologies. Encouraging research has explored the use of video game consoles and VR-assisted Robot-Assisted Gait Training (RAGT) to address balance disturbances in this population. (2) Methods: The search involved two databases, Web of Science and PubMed, utilizing a selection of terms including “Virtual reality”, “Multiple sclerosis”, “Balance”, and “Rehabilitation”. Two reviewers initiated and performed the search for articles, subsequently selecting and extracting data from the studies. The PEDro scale was the tool for evaluating the quality of the articles that we introduced in our research. (3) Results: After rigorous scanning, nine articles remained eligible for our study. VR interventions, particularly compared to standard balance training, consistently improved balance in multiple sclerosis. Robotic-assisted technology with 2D VR yielded superior results in balance rehabilitation. VR interventions had varied effects on walking speed. They have shown promise in decreasing the risk of falls and improving patients’ daily lives while reducing fatigue in multiple sclerosis. (4) Conclusions: VR offers comparable or superior benefits to classical exercise and no intervention for balance but does not significantly improve functional mobility. However, it shows the potential to improve quality of life and fatigue in MS patients. Investigation of VR alongside RAGT is important to be performed with larger sample sizes and comprehensive results are needed to fully understand its efficacy in MS rehabilitation. Full article
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12 pages, 296 KB  
Review
Age Unplugged: A Brief Narrative Review on the Intersection of Digital Tools, Sedentary and Physical Activity Behaviors in Community-Dwelling Older Adults
by André Ramalho, Rui Paulo, Pedro Duarte-Mendes, João Serrano and João Petrica
Healthcare 2024, 12(9), 935; https://doi.org/10.3390/healthcare12090935 - 1 May 2024
Cited by 2 | Viewed by 3161
Abstract
This brief narrative review assesses how digital technologies—such as wearables, mobile health apps, and various digital tools such as computers, game consoles, tablets, smartphones, and extended reality systems—can influence sedentary and physical activity behaviors among community-dwelling older adults. Each section highlights the central [...] Read more.
This brief narrative review assesses how digital technologies—such as wearables, mobile health apps, and various digital tools such as computers, game consoles, tablets, smartphones, and extended reality systems—can influence sedentary and physical activity behaviors among community-dwelling older adults. Each section highlights the central role of these technologies in promoting active aging through increased motivation, engagement and customized experiences. It underlines the critical importance of functionality, usability and adaptability of devices and confirms the effectiveness of digital interventions in increasing physical activity and reducing sedentary behavior. The sustainable impact of these technologies needs to be further investigated, with a focus on adapting digital health strategies to the specific needs of older people. The research advocates an interdisciplinary approach and points out that such collaborations are essential for the development of accessible, effective and ethical solutions. This perspective emphasizes the potential of digital tools to improve the health and well-being of the aging population and recommends their strategic integration into health promotion and policy making. Full article
26 pages, 13100 KB  
Article
Usability Analysis of a Virtual Reality Exposure Therapy Serious Game for Blood Phobia Treatment: Phobos
by João Petersen, Vítor Carvalho, João Tiago Oliveira and Eva Oliveira
Electronics 2024, 13(7), 1350; https://doi.org/10.3390/electronics13071350 - 3 Apr 2024
Cited by 2 | Viewed by 2733
Abstract
Phobias are characterized as the excessive or irrational fear of an object or situation, and specific phobias affect about 10% of the world population. Blood-injection-injury phobia is a specific phobia that has a unique physical response to phobic stimuli, that is, a vasovagal [...] Read more.
Phobias are characterized as the excessive or irrational fear of an object or situation, and specific phobias affect about 10% of the world population. Blood-injection-injury phobia is a specific phobia that has a unique physical response to phobic stimuli, that is, a vasovagal syncope that causes the person to faint. Phobos is a serious game intended for blood phobia treatment that was created to be played in virtual reality with an HTC Vive that has photorealistic graphics to provide a greater immersion. We also developed a console application in C# for electrocardiography sensor connectivity and data acquisition, which gathers a 1 min baseline reading and then has continuous data acquisition during gameplay. Usability tests were conducted with self-reported questionnaires and with a case study population of 10 testers, which gave insight into the previous game experience of the tester for both digital games and virtual reality games, evaluating the discomfort for hardware on both the sensor and the virtual reality headset, as well as the game regarding usability, user experience, level of immersion, and the existence of motion sickness and its source. The results corroborate that the immersion of the game is good, which suggests that it will help with triggering the phobia. Full article
(This article belongs to the Special Issue Recent Advances in Metaverse and Computer Vision)
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26 pages, 1847 KB  
Systematic Review
Economic Cost of Rehabilitation with Robotic and Virtual Reality Systems in People with Neurological Disorders: A Systematic Review
by Roberto Cano-de-la-Cuerda, Aitor Blázquez-Fernández, Selena Marcos-Antón, Patricia Sánchez-Herrera-Baeza, Pilar Fernández-González, Susana Collado-Vázquez, Carmen Jiménez-Antona and Sofía Laguarta-Val
J. Clin. Med. 2024, 13(6), 1531; https://doi.org/10.3390/jcm13061531 - 7 Mar 2024
Cited by 16 | Viewed by 6309
Abstract
Background: The prevalence of neurological disorders is increasing worldwide. In recent decades, the conventional rehabilitation for people with neurological disorders has been often reinforced with the use of technological devices (robots and virtual reality). The aim of this systematic review was to [...] Read more.
Background: The prevalence of neurological disorders is increasing worldwide. In recent decades, the conventional rehabilitation for people with neurological disorders has been often reinforced with the use of technological devices (robots and virtual reality). The aim of this systematic review was to identify the evidence on the economic cost of rehabilitation with robotic and virtual reality devices for people with neurological disorders through a review of the scientific publications over the last 15 years. Methods: A systematic review was conducted on partial economic evaluations (cost description, cost analysis, description of costs and results) and complete (cost minimization, cost-effectiveness, cost utility and cost benefit) studies. The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines were followed. The main data sources used were PubMed, Scopus and Web of Science (WOS). Studies published in English over the last 15 years were considered for inclusion in this review, regardless of the type of neurological disorder. The critical appraisal instrument from the Joanna Briggs Institute for economic evaluation and the Consolidated Health Economic Evaluation Reporting Standards (CHEERS) were used to analyse the methodological quality of all the included papers. Results: A total of 15 studies were included in this review. Ten papers were focused on robotics and five on virtual reality. Most of the studies were focused on people who experienced a stroke. The robotic device most frequently used in the papers included was InMotion® (Bionik Co., Watertown, MA, USA), and for those focused on virtual reality, all papers included used semi-immersive virtual reality systems, with commercial video game consoles (Nintendo Wii® (Nintendo Co., Ltd., Kyoto, Japan) and Kinect® (Microsoft Inc., Redmond, WA, USA)) being used the most. The included studies mainly presented cost minimization outcomes and a general description of costs per intervention, and there were disparities in terms of population, setting, device, protocol and the economic cost outcomes evaluated. Overall, the methodological quality of the included studies was of a moderate level. Conclusions: There is controversy about using robotics in people with neurological disorders in a rehabilitation context in terms of cost minimization, cost-effectiveness, cost utility and cost benefits. Semi-immersive virtual reality devices could involve savings (mainly derived from the low prices of the systems analysed and transportation services if they are applied through telerehabilitation programmes) compared to in-clinic interventions. Full article
(This article belongs to the Section Clinical Rehabilitation)
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13 pages, 7205 KB  
Proceeding Paper
Gamepad Design for Touch Generation: Evaluation of First-Person Shooter/Third-Person Shooter Game Control and Possibility of Touched-Based Control as Norm
by Chia-En Chen and Fang-Wu Tung
Eng. Proc. 2023, 55(1), 92; https://doi.org/10.3390/engproc2023055092 - 9 Jan 2024
Cited by 1 | Viewed by 2319
Abstract
This research compares a Steam controller, a DualSense controller, two gestures on a prototype touchpad-implemented gamepad design, an iPad Pro, a Logitech G304 mouse with latency matching the iPad, and a Razer 8K gaming mouse using Fitts Task 2, 3D Aim Trainer for [...] Read more.
This research compares a Steam controller, a DualSense controller, two gestures on a prototype touchpad-implemented gamepad design, an iPad Pro, a Logitech G304 mouse with latency matching the iPad, and a Razer 8K gaming mouse using Fitts Task 2, 3D Aim Trainer for a performance and gameplay experience test in a Death Stranding firing range and gathers feedback on the devices. With the participants categorized by their gaming experience, the differences between the experienced groups are recorded in terms of performance and preference. The average result shows that the touch-based input has the potential of substituting a mouse when the latency condition is equal, and the players that already have touch-based FPS/TPS gaming experience tends to favor touch over a mouse input. However, the prototype controller designed to implement a larger touchpad did not meet the expectations in terms of performance and preference, but the knowledge, data and feedback gathered in this study will aid future touch-based gamepad designs in the emerging handheld console market. Full article
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11 pages, 253 KB  
Article
Understanding Children’s Online Victimization through the Psychosocial Lens: The Roles of Loneliness, Online Social Currency, and Digital Citizenship
by Yi-Ping Hsieh and Bonni Gourneau
Healthcare 2024, 12(1), 97; https://doi.org/10.3390/healthcare12010097 - 31 Dec 2023
Cited by 1 | Viewed by 2254
Abstract
This study employed a risk and resilience framework to investigate the influence of multidimensional factors, considering psychosocial and behavioral aspects, on online victimization among fifth-grade children (ages 10–11). Loneliness, online social currency disturbance, and digital citizenship were examined as predictors of online victimization. [...] Read more.
This study employed a risk and resilience framework to investigate the influence of multidimensional factors, considering psychosocial and behavioral aspects, on online victimization among fifth-grade children (ages 10–11). Loneliness, online social currency disturbance, and digital citizenship were examined as predictors of online victimization. Data were collected from 196 students through a self-reported online survey conducted on electronic devices provided by the schools. The findings indicated that 78.6% of fifth-graders owned a smartphone, 70.9% had a gaming console, and the most common online activities were playing online gaming (73%), talking with friends (62.8%), and seeking entertainment (62.2%). Online victimization was prevalent, with 30.8% of children reporting they had been called bad names, 24.7% receiving rude comments, 15.9% expressing feelings of worry or threat due to online harassment, and 3.1% experiencing cyberbullying lasting for days. Furthermore, the results revealed a negative association between digital citizenship and online victimization, while loneliness and online social currency disturbance were positively associated with online victimization after accounting for children’s gender and time spent online. In conclusion, this study suggests that efforts to prevent and address online victimization should prioritize promoting digital citizenship and increasing awareness of the roles of loneliness and social currency disturbances in online social dynamics. Full article
13 pages, 369 KB  
Article
Video Game Playing and Internet Gaming Disorder: A Profile of Young Adolescents
by Marta Labrador, Iván Sánchez-Iglesias, Mónica Bernaldo-de-Quirós, Francisco J. Estupiñá, Ignacio Fernandez-Arias, Marina Vallejo-Achón and Francisco J. Labrador
Int. J. Environ. Res. Public Health 2023, 20(24), 7155; https://doi.org/10.3390/ijerph20247155 - 8 Dec 2023
Cited by 12 | Viewed by 3459
Abstract
In recent times, growing concern has arisen regarding the utilization of technology, video games, and the emergence of internet gaming disorder (IGD), particularly among young adolescents. This worry arises from the ambiguity in distinguishing between “normal” and “problematic” video game behavior, despite efforts [...] Read more.
In recent times, growing concern has arisen regarding the utilization of technology, video games, and the emergence of internet gaming disorder (IGD), particularly among young adolescents. This worry arises from the ambiguity in distinguishing between “normal” and “problematic” video game behavior, despite efforts to establish clear criteria for defining both. The goal of this study is to outline distinct profiles of adolescent video game players and identify variables associated with their gaming practices that correlate with problematic gaming. The study utilizes a substantial sample of adolescents drawn from a representative cross-section of educational institutions in the city of Madrid, ranging in age from 12 to 16 years. In total, 1516 participants (75%) acknowledged engaging in video game activities. The research delves into characterizing prevailing profiles of video game participants within this cohort and scrutinizes the profile that aligns with issues of IGD. In summary, approximately three-quarters of young adolescents participate in video gaming, with males constituting the majority. Typically, participants immerse themselves in action genre games for over three days per week, with males exhibiting a higher frequency than their female counterparts. Elevated gaming frequency correlates with heightened IGD scores, particularly among females. Young adolescents show a preference for game consoles (males) and mobile phones (females) and often play alone at home. Specific factors such as the device used, online mode, company, and gaming location impact the IGD scores. These profiles aim to assist families and educators in recognizing potential risk behaviors and IGD concerns; however, it is crucial to emphasize the necessity for case-specific screening and evaluation before deliberating on such behaviors. Full article
(This article belongs to the Special Issue Mental Health, Stigma and Addictive Behaviors)
19 pages, 511 KB  
Article
Why Do Iranian Preschool-Aged Children Spend too Much Time in Front of Screens? A Preliminary Qualitative Study
by Bita Shalani, Parviz Azadfallah, Hojjatollah Farahani and Serge Brand
Children 2023, 10(7), 1193; https://doi.org/10.3390/children10071193 - 10 Jul 2023
Cited by 3 | Viewed by 3088
Abstract
There is evidence that Iranian preschool children are increasingly spending their time in front of screens (screen time: ST; time spent with any screen such as TVs, computers, tablets, smartphones, game consoles, or video games), but few studies have explored the possible causes [...] Read more.
There is evidence that Iranian preschool children are increasingly spending their time in front of screens (screen time: ST; time spent with any screen such as TVs, computers, tablets, smartphones, game consoles, or video games), but few studies have explored the possible causes of such an increase. Given this, the present study aimed to qualitatively explore determinants of excessive ST in Iranian children. To this end, parents of preschool children were interviewed, and their answers were qualitatively clustered to identify additional important factors. Key informant interviews were conducted with parents of preschool children in Tehran (Iran). A semi-structured interview was developed to assess child and family life, daily routine, family rules, family interactions, and home climate as possible contributing factors to ST. Parents’ audiotaped statements were transcripted verbatim, coded, and clustered into main themes using thematic analysis with the MaxQda® software. A total of 20 parents of children aged 2 to 7 were interviewed, and a total of 6 key themes and 28 subthemes were extracted from their interviews. The results of the analysis identified a broad range of both independent and interrelated factors leading to the development and maintenance of ST behaviors among preschool children. Our findings indicate that the central concept is the family. Considering screen-related behaviors, family life encompasses parental health literacy (e.g., parenting pattern, monitoring standards, thoughtful parenting), family psychological atmosphere (e.g., presence of parents, family norms, parent–parent and parent–child interaction, congruency/incongruency of parents with each other) and the digital structure of the home. The child’s and parents’ actions and characteristics can influence family interactions. A child’s and parent’s behavior is also influenced by social/cultural factors. Parents’ behaviors and attitudes, family communications, and interactions contribute to healthy ST habits in children. It is not possible to examine the child’s behavior without considering the family and the dominant environment, since the behavior of family members as a whole affects each family member. Given this, interventions should make parents aware of their role and responsibilities in reducing children’s ST and consider the family system as a whole, and interventions also can benefit from considering the parental perceptions of children’s behaviors. Full article
(This article belongs to the Section Pediatric Mental Health)
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13 pages, 281 KB  
Article
Exploring the Psychosocial Factors between Adaptive and Maladaptive Use of Gaming among Korean Adolescents
by Bee Kim and Nami Kim
Children 2023, 10(6), 1059; https://doi.org/10.3390/children10061059 - 14 Jun 2023
Cited by 7 | Viewed by 2370
Abstract
(1) Background: Various studies have been conducted on the effects of video (online, mobile, and console) games on users’ lives and psychological health. However, the effectiveness of a game can vary depending on user characteristics. This study explored the level of game use [...] Read more.
(1) Background: Various studies have been conducted on the effects of video (online, mobile, and console) games on users’ lives and psychological health. However, the effectiveness of a game can vary depending on user characteristics. This study explored the level of game use and its associated psychosocial factors among adolescents. (2) Methods: Survey data were compiled from 582 middle and high school students. Frequency analysis, the chi-square test, and analysis of variance were performed using SPSS Windows software, version 23.0. (3) Results: First, it was confirmed that there were no differences in the levels of self-esteem, morality, or life satisfaction between the adaptive game use and normal groups, but these were higher than those of the maladaptive game use group. However, at the level of self-control, the adaptive group scored lower than the normal group but higher than the maladaptive group. Second, the adaptive and normal groups exhibited comparatively lower levels of aggression, anxiety, depression, loneliness, academic stress, and social stress in school. Third, they also exhibit relatively high levels of social intelligence, social capital, and friendship support. (4) Conclusions: The adaptive and general game-use groups showed similar levels of psychosocial factors, whereas the maladaptive game-use group exhibited lower levels of positive psychological and social factors. Based on these results, developing an intervention program that reduces maladaptation and increases adaptive gaming use is necessary. Future follow-up studies are needed to confirm how positive and negative psychosocial factors affect adaptive and maladaptive game use as protective and risk factors, respectively. Full article
(This article belongs to the Section Pediatric Mental Health)
13 pages, 426 KB  
Article
The Association of Eating Behaviour with Physical Activity and Screen Time among Adolescents in the Klang Valley, Malaysia: A Cross-Sectional Study
by N. Z. M. Saat, Siti Aishah Hanawi, Nurul Hasanah Hasmuni Chew, Mahadir Ahmad, Nor M. F. Farah, Masne Kadar, Hanis Mastura Yahya, Nor Malia Abd Warif and Muhammad Khairuddin Md Daud
Healthcare 2023, 11(9), 1260; https://doi.org/10.3390/healthcare11091260 - 28 Apr 2023
Cited by 7 | Viewed by 3986
Abstract
Over the last few decades, the time adolescents spend using electronic devices has increased significantly. The aim of this study was to evaluate the impact of screen time and physical activity on eating behaviour in adolescents. This study used the Physical Activity Questionnaire [...] Read more.
Over the last few decades, the time adolescents spend using electronic devices has increased significantly. The aim of this study was to evaluate the impact of screen time and physical activity on eating behaviour in adolescents. This study used the Physical Activity Questionnaire for Adolescents (PAQ-A) Malay version and the Dutch Eating Behaviour Questionnaire (DEBQ) Malay version methods with secondary students around the Klang Valley. The sampling technique used was purposive sampling. With parents’ consent, an online survey was conducted among adolescent school children aged between 13 and 17 years during the COVID-19 pandemic in the Klang Valley, Malaysia. There were 372 respondents participating in this study. The results showed that 99.4% of them had more than 4 h screen time a day, and that 38.5% have more than three devices at home. Moreover, there was a significant mean difference in screen time for console games without a handheld device between male and female adolescents (p < 0.05). There was also a significant mean difference in the emotional, restricted and external eating behaviour scores between male and female adolescents (p < 0.001). There was a significant relationship between physical activity and the time duration spent on a television, telephone and laptop during weekends (p < 0.05). There was a significant relationship between eating behaviour and time spent watching television and using laptops during weekends (p < 0.05). Based on the moderation model, gender as a moderator variable indicated that there was a significant relationship between screen time and interaction screen time and gender with emotional eating (p < 0.001). Female adolescents had a stronger relationship between screen time and emotional eating compared to male adolescents (p < 0.05). Meanwhile, for physical activity level as a moderator variable, the results showed that there was a significant interaction between screen time and physical activity for emotional eating behaviour (p < 0.05). In conclusion, this study indicates that screen time was higher among female adolescents and significantly related to emotional eating behaviour. Therefore, the educational sector should emphasise the motivation of adolescents to engage in physical activity, reduce their screen time and eat healthy foods such as fruits and vegetables. Full article
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11 pages, 261 KB  
Article
Association between the Internet Gaming Disorder and Anxiety and Depression among University Students during COVID-19 Pandemic
by Mohd Fariz Idris, Suriati Mohamed Saini, Shalisah Sharip, Nur Farahaizan Idris and Nur Fadilah Ab Aziz
Healthcare 2023, 11(8), 1103; https://doi.org/10.3390/healthcare11081103 - 12 Apr 2023
Cited by 10 | Viewed by 3369
Abstract
Introduction: Internet gaming is now a major concern since its overuse has had a detrimental impact on people’s well-being. This study aims to investigate the association between Internet Gaming Disorder and depression, anxiety, and stress, as well as gaming elements during the [...] Read more.
Introduction: Internet gaming is now a major concern since its overuse has had a detrimental impact on people’s well-being. This study aims to investigate the association between Internet Gaming Disorder and depression, anxiety, and stress, as well as gaming elements during the COVID-19 pandemic, among university students. Methods: The cross-sectional study involved 213 students from two different institutions who were randomly selected. The participants were required to complete three sets of online questionnaires via Google Forms. The online questionnaire consists of the Internet Gaming Disorder Scale-Short Form (IGD9-SF) and the Depression, Anxiety, and Stress Scale (DASS-21). Results: The prevalence rate of IGD among university students during the COVID-19 pandemic was 9.86%. Bivariate analysis revealed biological sex (p-value = 0.011), preferred gaming platforms (p-value = <0.001), game gameplay (p-value = 0.03), history of substance use (p-value = <0.001), and stress (p-value = <0.001) to be associated with IGD. Meanwhile, binary logistic regression demonstrated that males have a higher risk of developing IGD compared with females (adjusted odds ratio (AOR) = 3.426, p-value 0.015, CI = 1.27–9.21). Students who used consoles as their preferred gaming platform were 13 times more likely to develop IGD in comparison to another platform (AOR = 13.031, p-value = 0.010, 95% CI = 1.87–91.02). Extensive gaming duration of more than 4 h a day showed a higher risk of developing IGD (AOR = 8.929, p-value 0.011, CI = 1.659–48.050). High-stress levels significantly increased the risk of IGD (AOR = 13.729, p-value = 0.001, 95% CI = 2.81–67.1). Conclusion: The prevalence of IGD among university students was high during the COVID-19 pandemic. Thus, interventions for reducing stress among university students should be implemented to reduce the risk of IGD. Full article
13 pages, 1466 KB  
Article
Active Video Games Performance and Heart Rate on the Wii or Kinect in Children with and without Developmental Coordination Disorder
by Jorge Lopes Cavalcante-Neto, Dorothee Jelsma, Tatiane Targino Gomes Draghi, Eloisa Tudella and Bouwien Smits-Engelsman
Children 2022, 9(12), 1823; https://doi.org/10.3390/children9121823 - 25 Nov 2022
Cited by 5 | Viewed by 2835
Abstract
Our objective was to compare changes in game performance and intensity of heart rate (HR) between two types of active video game (AVG) in children with and without Developmental Coordination Disorder (DCD). Additionally, we assessed the level of improvement per game as well [...] Read more.
Our objective was to compare changes in game performance and intensity of heart rate (HR) between two types of active video game (AVG) in children with and without Developmental Coordination Disorder (DCD). Additionally, we assessed the level of improvement per game as well as the perceived exertion and enjoyment during training. Seventy-six children, 36 with DCD and 40 without (TD) were randomly assigned to a 5-week program of Wii-Fit or Xbox-Kinect training 2× a week. The steepness of the performance curves was not different between consoles, nor between groups. Playing Kinect games resulted in higher HR in both groups. Wii and Kinect seem to be comparable AVG consoles that can be used for children with and without DCD, with the Kinect reaching a higher intensity of training. Full article
(This article belongs to the Special Issue Impact of Developmental Coordination Disorder on Children)
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