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Search Results (273)

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Keywords = game-related assessment

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33 pages, 2477 KiB  
Systematic Review
Patient-Oriented Smart Applications to Support the Diagnosis, Rehabilitation, and Care of Patients with Parkinson’s: An Umbrella Review
by Rute Bastardo, João Pavão, Ana Isabel Martins, Anabela G. Silva and Nelson Pacheco Rocha
Future Internet 2025, 17(8), 376; https://doi.org/10.3390/fi17080376 - 19 Aug 2025
Viewed by 235
Abstract
This umbrella review aimed to identify, analyze, and synthesize the results of existing literature reviews related to patient-oriented smart applications to support healthcare provision for patients with Parkinson’s. An electronic search was conducted on Scopus, Web of Science, and PubMed, and, after screening [...] Read more.
This umbrella review aimed to identify, analyze, and synthesize the results of existing literature reviews related to patient-oriented smart applications to support healthcare provision for patients with Parkinson’s. An electronic search was conducted on Scopus, Web of Science, and PubMed, and, after screening using predefined eligibility criteria, 85 reviews were included in the umbrella review. The included studies reported on smart applications integrating wearable devices, smartphones, serious computerized games, and other technologies (e.g., ambient intelligence, computer-based objective assessments, or online platforms) to support the diagnosis and monitoring of patients with Parkinson’s, improve physical and cognitive rehabilitation, and support disease management. Numerous smart applications are potentially useful for patients with Parkinson’s, although their full clinical potential has not yet been demonstrated. This is because the quality of their clinical assessments, as well as aspects related to their acceptability and compliance with requirements from regulatory bodies, have not yet been adequately studied. Future research requires more aligned methods and procedures for experimental assessments, as well as collaborative efforts to avoid replication and promote advances on the topic. Full article
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15 pages, 831 KiB  
Article
Development of a Work-Related Quality of Life Questionnaire for Medical Doctors (WQMD-9) in Japan: Questionnaire Design and Quantitative Survey
by Miyuki Ezura, Katsuhiko Sawada, Yusuke Takushima, Lida Teng and Ataru Igarashi
J. Mark. Access Health Policy 2025, 13(3), 41; https://doi.org/10.3390/jmahp13030041 - 19 Aug 2025
Viewed by 106
Abstract
Background: With the ongoing development of game-changing technologies, assessing healthcare provider burden is desirable. This requires developing and evaluating subjective outcome measures, but there is no single scale that measures this burden. We developed a measure of quality of life (QOL) to [...] Read more.
Background: With the ongoing development of game-changing technologies, assessing healthcare provider burden is desirable. This requires developing and evaluating subjective outcome measures, but there is no single scale that measures this burden. We developed a measure of quality of life (QOL) to address this, focusing on medical doctors (MDs). Methods: Based on Japan’s national statistical distribution of MDs in Japan, we qualitatively interviewed twenty MDs to identify factors that influenced their QOL and another eight MDs to verify the appropriateness and interpretability of the questions. Validity and reliability were evaluated and verified in a quantitative survey of 374 MDs to finalize the questionnaire. Results: Based on our initial research and interviews, we derived nine dimensions and developed the work-related QOL questionnaire for MDs (WQMD-9) accordingly. Correlation coefficients between questionnaire items were 0.3–0.7 and Cronbach’s α was 0.897, confirming the validity and reliability of the questionnaire. Conclusions: The WQMD-9 is an original profile-type scale with nine dimensions and five levels. We expect that as new technologies develop, evaluations of the associated medical treatment will involve measuring the QOL of not only patients but also MDs, and the WQMD-9 will facilitate this process. Full article
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17 pages, 876 KiB  
Article
Feasibility and Perceptions of Telerehabilitation Using Serious Games for Children with Disabilities in War-Affected Ukraine
by Anna Kushnir, Oleh Kachmar and Bruno Bonnechère
Appl. Sci. 2025, 15(15), 8526; https://doi.org/10.3390/app15158526 - 31 Jul 2025
Viewed by 254
Abstract
This study aimed to evaluate the feasibility of using serious games for the (tele)rehabilitation of children with disabilities affected by the Ukrainian war. Additionally, it provides requirements for technologies that can be used in war-affected areas. Structured interviews and Likert scale assessments were [...] Read more.
This study aimed to evaluate the feasibility of using serious games for the (tele)rehabilitation of children with disabilities affected by the Ukrainian war. Additionally, it provides requirements for technologies that can be used in war-affected areas. Structured interviews and Likert scale assessments were conducted on-site and remotely with patients of the tertiary care facility in Ukraine. All participants used the telerehabilitation platform for motor and cognitive training. Nine serious games were employed, involving trunk tilts, upper limb movements, and head control. By mid-September 2023, 186 positive user experiences were evident, with 89% expressing interest in continued engagement. The platform’s accessibility, affordability, and therapeutic benefits were highlighted. The recommendations from user feedback informed potential enhancements, showcasing the platform’s potential to provide uninterrupted rehabilitation care amid conflict-related challenges. This study suggests that serious games solutions that suit the sociopolitical and economic context offer a promising solution to rehabilitation challenges in conflict zones. The positive user experiences towards using the platform with serious games indicate its potential in emergency healthcare provision. The findings emphasize the role of technology, particularly serious gaming, in mitigating the impact of armed conflicts on children’s well-being, thereby contributing valuable insights to healthcare strategies in conflict-affected regions. Requirements for technologies tailored to the context of challenging settings were defined. Full article
(This article belongs to the Special Issue Novel Approaches of Physical Therapy-Based Rehabilitation)
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19 pages, 660 KiB  
Article
Exploring the Relationship Between Game Performance and Physical Demands in Youth Male Basketball Players
by Javier Espasa-Labrador, Carlos Martínez-Rubio, Franc García, Azahara Fort-Vanmeergaehe, Jordi Guarch and Julio Calleja-González
J. Funct. Morphol. Kinesiol. 2025, 10(3), 293; https://doi.org/10.3390/jfmk10030293 - 29 Jul 2025
Viewed by 583
Abstract
Background: Understanding the relationship between physical demands and game performance is essential to optimize player development and management in basketball. This study aimed to examine the association between game performance and physical demands in youth male basketball players. Methods: Fifteen players (16.3 ± [...] Read more.
Background: Understanding the relationship between physical demands and game performance is essential to optimize player development and management in basketball. This study aimed to examine the association between game performance and physical demands in youth male basketball players. Methods: Fifteen players (16.3 ± 0.7 years) from a Spanish 4th division team were monitored over seven official games. Game performance variables were extracted from official statistics, including traditional and advanced metrics. Physical demands were monitored using an Electronic Performance Tracking System device, combining a positioning system and inertial sensors. Partial correlations, controlling for minutes played, were calculated to explore associations between physical demands and performance variables, both for the entire team and by playing position. Results: Significant correlations between physical demands and game performance were observed. Points scored correlated strongly with total distance and high-intensity accelerations, while assists correlated with high-intensity decelerations. Inertial metrics, such as player load and the number of jumps, showed large correlations with points, two-point attempts, and the efficiency rating. Positional analysis revealed stronger and more numerous correlations for centers compared to guards and forwards. Inertial sensor-derived metrics exhibited a greater number and strength of correlations than positioning metrics. Conclusions: Game performance and physical demands are intrinsically related, with specific patterns varying by playing position. Inertial sensors provide valuable complementary information to positioning systems for assessing physical demands in basketball. These findings can assist practitioners in tailoring monitoring and training strategies to optimize performance and manage player workload effectively. Full article
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11 pages, 671 KiB  
Article
Genetic Factors of Elite Wrestling Status: A Multi-Ethnic Comparative Study
by Ayumu Kozuma, Celal Bulgay, Hirofumi Zempo, Mika Saito, Minoru Deguchi, Hiroki Homma, Shingo Matsumoto, Ryutaro Matsumoto, Anıl Kasakolu, Hasan H. Kazan, Türker Bıyıklı, Seyrani Koncagül, Giyasettin Baydaş, Mehmet A. Ergun, Attila Szabo, Ekaterina A. Semenova, Andrey K. Larin, Nikolay A. Kulemin, Edward V. Generozov, Takanobu Okamoto, Koichi Nakazato, Ildus I. Ahmetov and Naoki Kikuchiadd Show full author list remove Hide full author list
Genes 2025, 16(8), 906; https://doi.org/10.3390/genes16080906 - 29 Jul 2025
Viewed by 453
Abstract
Background: In recent years, comprehensive analyses using a genome-wide association study (GWAS) have been conducted to identify genetic factors related to athletic performance. In this study, we investigated the association between genetic variants and elite wrestling status across multiple ethnic groups using a [...] Read more.
Background: In recent years, comprehensive analyses using a genome-wide association study (GWAS) have been conducted to identify genetic factors related to athletic performance. In this study, we investigated the association between genetic variants and elite wrestling status across multiple ethnic groups using a genome-wide genotyping approach. Methods: This study included 168 elite wrestlers (64 Japanese, 67 Turkish, and 36 Russian), all of whom had competed in international tournaments, including the Olympic Games. Control groups consisted of 306 Japanese, 137 Turkish, and 173 Russian individuals without elite athletic backgrounds. We performed a GWAS comparing allele frequencies of single-nucleotide polymorphisms (SNPs) between elite wrestlers and controls in each ethnic cohort. Cross-population analysis comprised (1) identifying SNPs with nominal significance (p < 0.05) in all three groups, then (2) meta-analyzing overlapped SNPs to assess effect consistency and combined significance. Finally, we investigated whether the most significant SNPs were associated with gene expression in skeletal muscle in 23 physically active men. Results: The GWAS identified 328,388 (Japanese), 23,932 (Turkish), and 30,385 (Russian) SNPs reaching nominal significance. Meta-analysis revealed that the ATP2A3 rs6502758 and UNC5C rs265061 polymorphisms were associated (p < 0.0001) with elite wrestling status across all three populations. Both variants are located in intronic regions and influence the expression of their respective genes in skeletal muscle. Conclusions: This is the first study to investigate gene polymorphisms associated with elite wrestling status in a multi-ethnic cohort. ATP2A3 rs6502758 and UNC5C rs265061 polymorphisms may represent important genetic factors associated with achieving an elite status in wrestling, irrespective of ethnicity. Full article
(This article belongs to the Section Molecular Genetics and Genomics)
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10 pages, 481 KiB  
Article
Problematic Internet Use: Measurement and Structural Invariance Across Sex and Academic Year Cohorts
by Mateo Pérez-Wiesner, Kora-Mareen Bühler and Jose Antonio López-Moreno
Eur. J. Investig. Health Psychol. Educ. 2025, 15(8), 145; https://doi.org/10.3390/ejihpe15080145 - 22 Jul 2025
Cited by 1 | Viewed by 374
Abstract
The extensive use of digital media among adolescents has raised concerns about its impact on emotional development and mental health. Understanding the psychological factors behind problematic digital media use is essential for effective prevention. This study examined whether the relationships between emotion regulation [...] Read more.
The extensive use of digital media among adolescents has raised concerns about its impact on emotional development and mental health. Understanding the psychological factors behind problematic digital media use is essential for effective prevention. This study examined whether the relationships between emotion regulation (negative and positive), compulsive use, cognitive preoccupation, and negative outcomes linked to digital media are consistent across sex and academic year. We used a cross-sectional design with 2357 adolescents (12–16 years old) from Compulsory Secondary Education. Participants completed validated self-report questionnaires assessing problematic digital media use, and associated consequences in four domains: internet, video games, social networking, and messaging. Four structural equation models (SEMs), each focused on a media type, tested whether these relationships remained stable across sex and academic year. All models showed good fit, and differences between groups were minimal, supporting valid comparisons. Results confirm that emotion regulation difficulties and problematic digital media use are consistently associated with negative outcomes in all adolescents, regardless of sex or academic level. Preventive strategies targeting emotional regulation and digital media behaviors may be broadly applied to reduce emotional and functional problems related to excessive media use. Full article
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22 pages, 2129 KiB  
Article
Reinforcement Learning Methods for Emulating Personality in a Game Environment
by Georgios Liapis, Anna Vordou, Stavros Nikolaidis and Ioannis Vlahavas
Appl. Sci. 2025, 15(14), 7894; https://doi.org/10.3390/app15147894 - 15 Jul 2025
Viewed by 542
Abstract
Reinforcement learning (RL), a branch of artificial intelligence (AI), is becoming more popular in a variety of application fields such as games, workplaces, and behavioral analysis, due to its ability to model complex decision-making through interaction and feedback. Traditional systems for personality and [...] Read more.
Reinforcement learning (RL), a branch of artificial intelligence (AI), is becoming more popular in a variety of application fields such as games, workplaces, and behavioral analysis, due to its ability to model complex decision-making through interaction and feedback. Traditional systems for personality and behavior assessment often rely on self-reported questionnaires, which are prone to bias and manipulation. RL offers a compelling alternative by generating diverse, objective behavioral data through agent–environment interactions. In this paper, we propose a Reinforcement Learning-based framework in a game environment, where agents simulate personality-driven behavior using context-aware policies and exhibit a wide range of realistic actions. Our method, which is based on the OCEAN Five personality model—openness, conscientiousness, extroversion, agreeableness, and neuroticism—relates psychological profiles to in-game decision-making patterns. The agents are allowed to operate in numerous environments, observe behaviors that were modeled using another simulation system (HiDAC) and develop the skills needed to navigate and complete tasks. As a result, we are able to identify the personality types and team configurations that have the greatest effects on task performance and collaboration effectiveness. Using interaction data derived from self-play, we investigate the relationships between behaviors motivated by the personalities of the agents, communication styles, and team outcomes. The results demonstrate that in addition to having an effect on performance, personality-aware agents provide a solid methodology for producing realistic behavioral data, developing adaptive NPCs, and evaluating team-based scenarios in challenging settings. Full article
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15 pages, 1910 KiB  
Systematic Review
Training Interventions Used in Postmenopausal Women to Improve Pelvic Floor Muscle Function Related to Urinary Continence—A Systematic Review
by Magdalena Piernicka, Justyna Labun and Anna Szumilewicz
J. Clin. Med. 2025, 14(13), 4800; https://doi.org/10.3390/jcm14134800 - 7 Jul 2025
Viewed by 874
Abstract
Background: The aim of this review was to analyze training interventions used and their effectiveness in improving pelvic floor muscle function related to urinary continence in postmenopausal women. We then characterized the recommended pelvic floor muscle training programs used in experimental studies based [...] Read more.
Background: The aim of this review was to analyze training interventions used and their effectiveness in improving pelvic floor muscle function related to urinary continence in postmenopausal women. We then characterized the recommended pelvic floor muscle training programs used in experimental studies based on four training components: frequency, intensity, duration, and type of pelvic floor muscle exercise. Methods: For this purpose, we conducted a literature review of works published up until the end of 2024, available in the Web of Science, PubMed, MEDLINE, and SPORTDiscus with Full Text databases. We used the keywords “pelvic floor muscle”, “training”, and “postmenopausal women”. Initially, we identified 205 articles published between 1997 and 2024. Then, based on specific criteria, we qualified 15 for analysis. Results: Thirteen studies included only PFMT, while three of them combined PFMT with other physical activity. In two studies, training was conducted in the form of a virtual video game using a pressure platform. We have noted that researchers most often use a 1 h pad test, digital palpation, and surface electromyography to assess the function of pelvic floor muscles. In improving pelvic floor muscle function related to urinary incontinence, 14 out of the 15 analyzed studies showed improvement. In only eight of the fifteen articles, researchers characterized all components of the implemented PFMT that enable full replication of the training intervention. In four of the studies, only one of the required components, namely intensity, was missing. The recommended number of training sessions was 2 to 7 per week, on average 3 ± 2 (M ± SD). Training interventions lasted from 2 to 24 weeks, on average 10 ± 6 weeks. Conclusions: Regardless of the chosen form of training intervention, PFMT is an effective method in improving the function of pelvic floor muscles in postmenopausal women. Full article
(This article belongs to the Section Sports Medicine)
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25 pages, 3142 KiB  
Article
Mobile Augmented Reality Games Towards Smart Learning City Environments: Learning About Sustainability
by Margarida M. Marques, João Ferreira-Santos, Rita Rodrigues and Lúcia Pombo
Computers 2025, 14(7), 267; https://doi.org/10.3390/computers14070267 - 7 Jul 2025
Cited by 1 | Viewed by 469
Abstract
This study explores the potential of mobile augmented reality games (MARGs) in promoting sustainability competencies within the context of a smart learning city environment. Anchored in the EduCITY project, which integrates location-based AR-enhanced games into an interactive mobile app, the research investigates how [...] Read more.
This study explores the potential of mobile augmented reality games (MARGs) in promoting sustainability competencies within the context of a smart learning city environment. Anchored in the EduCITY project, which integrates location-based AR-enhanced games into an interactive mobile app, the research investigates how these tools support Education for Sustainable Development (ESD). Employing a mixed-methods approach, data were collected through the GreenComp-based Questionnaire (GCQuest) and anonymous gameplay logs generated by the app. Thematic analysis of 358 responses revealed four key learning domains: ‘cultural awareness’, ‘environmental protection’, ‘sustainability awareness’, and ‘contextual knowledge’. Quantitative performance data from game logs highlighted substantial variation across games, with the highest performance found in those with more frequent AR integration and multiple iterative refinements. Participants engaging with AR-enhanced features (optional) outperformed others. This study provides empirical evidence for the use of MARGs to cultivate sustainability-related knowledge, skills, and attitudes, particularly when grounded in local realities and enhanced through thoughtful design. Beyond the EduCITY project, the study proposes a replicable model for assessing sustainability competencies, with implications for broader integration of AR across educational contexts in ESD. The paper concludes with a critical reflection on methodological limitations and suggests future directions, including adapting the GCQuest for use with younger learners in primary education. Full article
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13 pages, 1624 KiB  
Article
Virtual Reality Gaming and Its Impact and Effectiveness in Improving Eye–Hand Coordination and Attention Concentration in the Oldest-Old Population
by Żaneta Grzywacz, Justyna Jaśniewicz, Anna Koziarska, Dorota Borzucka and Edyta Majorczyk
J. Clin. Med. 2025, 14(13), 4651; https://doi.org/10.3390/jcm14134651 - 1 Jul 2025
Viewed by 948
Abstract
Background: The ageing process is associated with a decline in cognitive functions, including eye–hand coordination, attention concentration, and psychomotor reaction time. This study aimed to assess the effectiveness of virtual reality–based therapy in enhancing cognitive functions in seniors. Methods: This study [...] Read more.
Background: The ageing process is associated with a decline in cognitive functions, including eye–hand coordination, attention concentration, and psychomotor reaction time. This study aimed to assess the effectiveness of virtual reality–based therapy in enhancing cognitive functions in seniors. Methods: This study was conducted on 38 cases (29 women and 9 men) with a mean age of 87.2 years, who were divided into two groups: a VR group (with a 4-week, three-time-week training program using the game “Beat Saber”) and a control group (with a standard 4-week exercise program). Assessments of eye–hand coordination and attentional concentration were conducted at the beginning (T0) and the end (T1) of the training. Results: Analysis of eye–hand coordination and attentional concentration showed significant improvement in both groups (T0 vs. T1: p = 0.0002 for the intervention group and p = 0.007 for the control group). However, the effect in the VR group was almost three times greater than in the control group (1.689 vs. 0.615 in D effect). Moreover, in the VR group, an analysis of “good cuts” indicated improvements in both parameters after 4 weeks of VR training. The percentage of correctly received stimuli increased significantly across sessions (p < 0.00001). Furthermore, 84.3% of participants experienced a twofold improvement in performance over the 12 VR sessions (42% vs. 80% accuracy in successful hits). The distribution of results also suggests a positive subjective impact of VR therapy in maintaining mental activity. Conclusions: The findings indicate that VR-related training can support elderly individuals in recovering cognitive function, potentially enhancing their independence and life quality. Full article
(This article belongs to the Special Issue Advances in Rehabilitation Care for Geriatric Diseases)
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23 pages, 1389 KiB  
Article
Strategic Dynamics of Circular Economy Initiatives in Food Systems: A Game Theory Perspective
by Valérie Lacombe and Juste Rajaonson
Sustainability 2025, 17(13), 6025; https://doi.org/10.3390/su17136025 - 30 Jun 2025
Viewed by 474
Abstract
This paper analyses how strategic interactions between actors influence the development of circular economy (CE) initiatives in food systems. Using a case study from Saint-Hyacinthe, a mid-sized and agri-food technopole in Québec (Canada), we investigate how cooperation, competition, and power asymmetries shape CE [...] Read more.
This paper analyses how strategic interactions between actors influence the development of circular economy (CE) initiatives in food systems. Using a case study from Saint-Hyacinthe, a mid-sized and agri-food technopole in Québec (Canada), we investigate how cooperation, competition, and power asymmetries shape CE adoption across the supply chain. Drawing on game theory and a typology of management dynamics, the study identifies four patterns: negotiated management, constrained leadership, hierarchical relationships, and competitive behaviour. Empirical data were collected through two collaborative workshops involving public, private, and community-based actors, resulting in 244 coded entries across 12 boards. These allowed us to assess actors’ interests, attitudes, and capacities in relation to CE strategies at upstream, midstream, and downstream stages. The results show that strategies aligned with dominant interests and existing capacities are more likely to be supported, while those requiring structural change are tolerated or marginalized. Findings highlight the role of incentive mechanisms, institutional flexibility, and coordination in enabling more transformative circular initiatives. By adopting a stage-sensitive perspective, this study also fills a gap in the literature by examining how actor dynamics differ across upstream, midstream, and downstream segments of the food system, contributing to CE research by applying game theory to actor configurations and interaction dynamics in food systems. It calls for further exploration of interdependencies and contextual conditions that either facilitate or hinder the emergence of effective, inclusive, and systemic CE transitions. Full article
(This article belongs to the Special Issue Food, Supply Chains, and Sustainable Development—Second Edition)
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11 pages, 584 KiB  
Article
The Relationship Between the Functional Head Impulse Test (F-HIT) and Digital Gaming Addiction in Adolescents
by Deniz Uğur Cengiz, Sanem Can Çolak, Mehmet Akif Kay, Büşra Kurtcu, Mehmet Sağlam, Munise Duran and Osman Tayyar Çelik
Children 2025, 12(7), 837; https://doi.org/10.3390/children12070837 - 25 Jun 2025
Viewed by 324
Abstract
Background/Objectives: Considering the extensive use of digital tools among adolescents and the effects of game addiction on physical, social, emotional, and cognitive domains, this study aimed to investigate the relationship between digital game addiction and the vestibulo-ocular reflex in high school students. [...] Read more.
Background/Objectives: Considering the extensive use of digital tools among adolescents and the effects of game addiction on physical, social, emotional, and cognitive domains, this study aimed to investigate the relationship between digital game addiction and the vestibulo-ocular reflex in high school students. Methods: In this descriptive relational study, the relationship between digital game addiction and the functional head impulse test was investigated in adolescents. Two groups of adolescents, with and without digital game addiction, were compared based on the functional head impulse test. The Digital Game Addiction Scale was administered to assess digital game addiction in adolescents aged 14 to 18 years. Results: The findings were analyzed statistically, and the results indicated a statistically significant relationship between digital game addiction and the vestibulo-ocular reflex, with digital game addiction negatively affecting the vestibulo-ocular reflex in adolescents. Conclusions: The findings indicate that digital game addiction in adolescents may impair VOR function, suggesting a potential negative impact on balance and perceptual processing. These results highlight the importance of early interventions and digital literacy programs to mitigate the adverse effects of excessive gaming during adolescence. Full article
(This article belongs to the Section Pediatric Mental Health)
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14 pages, 510 KiB  
Article
The Role of Fundamental Movement Skills and Health-Related Fitness on Physical Activity During Guided Active Play for 8- to 10-Year-Old Children
by Glory Madu, Victoria Kwong, Dusan Calic, Taylor Cleworth and Angelo Belcastro
Children 2025, 12(6), 805; https://doi.org/10.3390/children12060805 - 19 Jun 2025
Viewed by 396
Abstract
Background: Active play has been proposed to complement school-based physical activity (PA) and promote increased movement-related activities relevant for the development of motor competence. Guided active play (GAP) paired with cooperative games provides sufficient moderate-to-vigorous physical activity (MVPA) to improve motor competence for [...] Read more.
Background: Active play has been proposed to complement school-based physical activity (PA) and promote increased movement-related activities relevant for the development of motor competence. Guided active play (GAP) paired with cooperative games provides sufficient moderate-to-vigorous physical activity (MVPA) to improve motor competence for younger children. Whether guided active play exhibits physical activity outputs that are related to motor competence is uncertain. This study assessed the strength of relationships between play-based physical activity and movement skills by comparing linear regression and chi-square analyses. Methods: Forty-two children (Mage = 8.8 ± 0.8 years) participated in a community center program. PA was measured via accelerometry for GAP, alongside assessments of anthropometrics, fitness (leg power, strength, VO2max), and FMS (Test of Gross Motor Development-2). Multiple linear regression analysis examined reciprocal relationships. Chi-square and cross-tabulations analyzed categorical variables based on lab percentiles (low < 33%, high > 66%) for PA energy expenditure (PAEE), intensity (MVPA), FMS, and fitness. Results: GAP MVPA and object control skills (OC) showed positive reciprocal pathways (β = 0.308, β = 0.394; p ≤ 0.05). VO2max predicted MVPA (β = 0.408; p < 0.01), with leg power related to PAEE (β = 0.456; p ≤ 0.01). Chi-square analysis revealed significant associations between high OC skills and high PAEE (X2 = 15.12, p ≤ 0.05), and high individual average scores of OC with high MVPA (X2 = 11.90, p < 0.05. The high performance of AP and LP was associated with MVPA and PAEE, respectively. Conclusions: Findings support a positive feedback loop between MVPA and OC skills for GAP. GAP is an effective strategy for program interventions for children 8 to 10-year old. Full article
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15 pages, 335 KiB  
Systematic Review
The Effect of Ecological Approaches on Tactical Performance in Volleyball: A Systematic Review
by Rodríguez-Gutiérrez Amparo, Conejero Suárez Manuel and Moreno Domínguez Alberto
Appl. Sci. 2025, 15(12), 6721; https://doi.org/10.3390/app15126721 - 16 Jun 2025
Viewed by 516
Abstract
Interventions based on improving athletes’ adaptive capacity to game environment conditions have been widely developed in sports science. The objective of this study was to systematically review the scientific literature on interventions and applications, from an ecological perspective, for the tactical performance of [...] Read more.
Interventions based on improving athletes’ adaptive capacity to game environment conditions have been widely developed in sports science. The objective of this study was to systematically review the scientific literature on interventions and applications, from an ecological perspective, for the tactical performance of volleyball players. A systematic search was conducted in five electronic scientific databases in accordance with PRISMA guidelines: Web of Science (WOS), PubMed (Medline), Scopus, SportDiscus and Google Scholar. A total of eight studies met the inclusion criteria, all published after 2014. The risk of bias and main characteristics of the articles in different contexts were assessed. Particular attention was paid to recording data related to the characteristics of manipulation or the timing of the intervention. The results showed that these approaches influenced tactical variables in volleyball game situations. In this sense, short-session interventions with small-sided games and modifications of structural elements aid athletes’ self-regulation in different environments. Furthermore, results show that this approach allows for improvements in individual and collective tactical behavior. Based on the data analyzed, we recommend the use of ecological tasks, based on representative and modified practices that promote player adaptation, as a methodological tool in the volleyball training process. Full article
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23 pages, 3946 KiB  
Article
The Impact of Color Blindness on Player Engagement and Emotional Experiences: A Multimodal Study in a Game-Based Environment
by Merve Tillem and Ahmet Gün
Multimodal Technol. Interact. 2025, 9(6), 62; https://doi.org/10.3390/mti9060062 - 13 Jun 2025
Viewed by 756
Abstract
Color blindness can create challenges in recognizing visual cues, potentially affecting players’ performance, emotional involvement, and overall gaming experience. This study examines the impact of color blindness on player engagement and emotional experiences in digital games. The research aims to analyze how color-blind [...] Read more.
Color blindness can create challenges in recognizing visual cues, potentially affecting players’ performance, emotional involvement, and overall gaming experience. This study examines the impact of color blindness on player engagement and emotional experiences in digital games. The research aims to analyze how color-blind individuals engage with and emotionally respond to games, offering insights into more inclusive and accessible game design. An experiment-based study was conducted using a between-group design with a total of 13 participants, including 5 color-blind and 8 non-color-blind participants (aged 18–30). The sample was carefully selected to ensure participants had similar levels of digital gaming experience and familiarity with digital games, reducing potential biases related to skill or prior exposure. A custom-designed game, “Color Quest,” was developed to assess engagement and emotional responses. Emotional responses were measured through Emotion AI analysis, video recordings, and self-reported feedback forms. Participants were also asked to rate their engagement and emotional experience on a 1 to 5 scale, with additional qualitative feedback collected for deeper insights. The results indicate that color-blind players generally reported lower engagement levels compared to non-color-blind players. Although quantitative data did not reveal a direct correlation between color blindness and visual experience, self-reported feedback suggests that color-related design choices negatively impact emotional involvement and player immersion. Furthermore, in the survey responses from participants, color-blind individuals rated their experiences lower compared to individuals with normal vision. Participants emphasized that certain visual elements created difficulties in gameplay, and alternative sensory cues, such as audio feedback, helped mitigate these challenges. This study presents an experimental evaluation of color blindness in gaming, emphasizing how sensory adaptation strategies can support player engagement and emotional experience. This study contributes to game accessibility research by highlighting the importance of perceptual diversity and inclusive sensory design in enhancing player engagement for color-blind individuals. Full article
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