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Search Results (1,393)

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10 pages, 641 KiB  
Study Protocol
Sport-Based Exercise in Pediatric Acquired Brain Injury: Protocol for a Randomized Controlled Trial
by Andrea Gutiérrez-Suárez, Marta Pérez-Rodríguez, Agurtzane Castrillo and Javier Pérez-Tejero
J. Clin. Med. 2025, 14(17), 5970; https://doi.org/10.3390/jcm14175970 (registering DOI) - 23 Aug 2025
Abstract
Background/Objectives: Pediatric acquired brain injury (ABI) often results in persistent challenges that extend beyond motor impairments, affecting quality of life (QoL), social participation, and engagement in physical activity. Given the complexity and chronicity of these outcomes, there is a pressing need for [...] Read more.
Background/Objectives: Pediatric acquired brain injury (ABI) often results in persistent challenges that extend beyond motor impairments, affecting quality of life (QoL), social participation, and engagement in physical activity. Given the complexity and chronicity of these outcomes, there is a pressing need for multidimensional interventions grounded in the International Classification of Functioning, Disability and Health (ICF). Sport-based exercise interventions, when developmentally adapted and tailored to individual interests, may promote intrinsic motivation, peer connection, and sustainable engagement—factors especially relevant in pediatric ABI populations, who often experience reduced physical activity and social isolation. However, standardized, replicable protocols specifically tailored to this population remain scarce. This study presents the protocol for a randomized controlled trial evaluating the effects of a 16-week sport-based intervention on QoL, social participation, physical activity engagement, and motor functioning tailored for adolescents with pediatric ABI. Methods: Participants will be randomly assigned to an intervention group or a control group receiving usual care. The intervention consists of one weekly 60-minute session, led by trained professionals in adapted physical activity and pediatric neurorehabilitation. It combines sport-based motor skill training, cooperative games, and group activities specifically tailored to each child’s developmental level, motor abilities, and preferences. Outcomes will be assessed at baseline and following the 16-week intervention period, focusing on QoL, participation, physical activity engagement, and motor functioning. Discussion: This study introduces a structured, child-centered model that bridges clinical rehabilitation and community-based sport. By integrating motor and psychosocial targets through a group sport-based intervention, it aims to enhance recovery across ICF domains. Findings may inform interdisciplinary practice and support the development of sustainable strategies to promote long-term engagement and well-being in adolescents with ABI. Full article
(This article belongs to the Special Issue Clinical Advances in Traumatic Brain Injury)
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11 pages, 667 KiB  
Article
Preliminary Research: Effectiveness of an Intervention Program Based on New Technologies for the Improvement of Cognitive and Motor Processes in Children and Adolescents with ADHD: A Randomized Controlled Trial
by Berta Caro-Puértolas, Inmaculada Báez-Tavero, Laura Lemus-Corchero, Laura Rodríguez-Ruiz, Celia Esther Cerezo-Casillas, Ana Inés Cosa-Aguirre, María Dolores Apolo-Arenas and Alejandro Caña-Pino
Eur. J. Investig. Health Psychol. Educ. 2025, 15(9), 167; https://doi.org/10.3390/ejihpe15090167 - 22 Aug 2025
Abstract
Attention Deficit Hyperactivity Disorder (ADHD) is one of the most prevalent neurodevelopmental disorders in childhood and adolescence, characterized by symptoms of inattention, hyperactivity, and impulsivity. These symptoms often interfere with academic, social, and family functioning. In recent years, the use of digital tools [...] Read more.
Attention Deficit Hyperactivity Disorder (ADHD) is one of the most prevalent neurodevelopmental disorders in childhood and adolescence, characterized by symptoms of inattention, hyperactivity, and impulsivity. These symptoms often interfere with academic, social, and family functioning. In recent years, the use of digital tools and video games has garnered attention as an innovative and engaging approach for neurocognitive rehabilitation. The primary objective of this randomized controlled study was to investigate the comparative effects of two cognitive intervention approaches—one based on new technologies and one using traditional methods—on attention, inhibitory control, and processing speed in children and adolescents diagnosed with ADHD. Thirty-three participants aged 6–17 years were randomly assigned to either an experimental group (n = 17), which received Nintendo Switch-based therapy, or a control group (n = 16), which received traditional board game therapy. Both interventions lasted 8 weeks and included 16 sessions. Outcomes were assessed using the WISC-V, STROOP, and CARAS-R tests. Results showed significant within-group improvements in both groups. The control group exhibited gains in sustained attention and inhibitory control (CARAS-R and STROOP tests, p < 0.05), while the experimental group improved significantly in processing speed, as measured by the WISC-V (p = 0.001). However, no significant differences were found between groups. These findings suggest that both interventions may be effective for enhancing different cognitive processes in children with ADHD. Importantly, the use of familiar digital technologies like the Nintendo Switch may promote greater motivation and adherence to treatment. Further research with larger samples and long-term follow-up is warranted to validate and extend these preliminary findings, as the current sample size was not powered to detect medium or small effects. Full article
(This article belongs to the Special Issue Mind–Technology Interaction in the New Digital Era)
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22 pages, 4553 KiB  
Article
Novel Greylag Goose Optimization Algorithm with Evolutionary Game Theory (EGGO)
by Lei Wang, Yuqi Yao, Yuanting Yang, Zihao Zang, Xinming Zhang, Yiwen Zhang and Zhenglei Yu
Biomimetics 2025, 10(8), 545; https://doi.org/10.3390/biomimetics10080545 - 19 Aug 2025
Viewed by 131
Abstract
In this paper, an Enhanced Greylag Goose Optimization Algorithm (EGGO) based on evolutionary game theory is presented to address the limitations of the traditional Greylag Goose Optimization Algorithm (GGO) in global search ability and convergence speed. By incorporating dynamic strategy adjustment from evolutionary [...] Read more.
In this paper, an Enhanced Greylag Goose Optimization Algorithm (EGGO) based on evolutionary game theory is presented to address the limitations of the traditional Greylag Goose Optimization Algorithm (GGO) in global search ability and convergence speed. By incorporating dynamic strategy adjustment from evolutionary game theory, EGGO improves global search efficiency and convergence speed. Furthermore, EGGO employs dynamic grouping, random mutation, and local search enhancement to boost efficiency and robustness. Experimental comparisons on standard test functions and the CEC 2022 benchmark suite show that EGGO outperforms other classic algorithms and variants in convergence precision and speed. Its effectiveness in practical optimization problems is also demonstrated through applications in engineering design, such as the design of tension/compression springs, gear trains, and three-bar trusses. EGGO offers a novel solution for optimization problems and provides a new theoretical foundation and research framework for swarm intelligence algorithms. Full article
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23 pages, 2044 KiB  
Article
Topic Modeling of Positive and Negative Reviews of Soulslike Video Games
by Tibor Guzsvinecz
Computers 2025, 14(8), 339; https://doi.org/10.3390/computers14080339 - 19 Aug 2025
Viewed by 199
Abstract
Soulslike games are renowned for their challenging gameplay and distinctive design. To examine player reception of this genre, 993,932 user reviews of 21 Soulslike video games were collected from the Steam platform, of which 418,483 were tagged as English and analyzed. Latent Dirichlet [...] Read more.
Soulslike games are renowned for their challenging gameplay and distinctive design. To examine player reception of this genre, 993,932 user reviews of 21 Soulslike video games were collected from the Steam platform, of which 418,483 were tagged as English and analyzed. Latent Dirichlet Allocation (LDA) was applied to identify and compare thematic patterns across positive and negative reviews. The resulting topics were grouped into five categories: aesthetics, gameplay mechanics, feelings, bugs/issues, and miscellaneous. Positive reviews emphasized aesthetics and atmosphere, whereas negative reviews focused on gameplay mechanics and technical issues. Notably, emotional tone differed significantly between review types. Overall, these results may benefit game developers refining design elements, researchers investigating player experience, and critics analyzing the reception of Soulslike games. Furthermore, the study provides a basis for understanding player perspectives in Soulslike games and establishes a foundation for comparative research with newer titles such as Elden Ring. Full article
(This article belongs to the Section Human–Computer Interactions)
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20 pages, 416 KiB  
Article
Do Teaching Media Matter? A Comparative Study of Finance Education via Classroom, Livestream, Video, and Educational Games
by Gianni Nicolini and Marlene Haupt
Educ. Sci. 2025, 15(8), 1053; https://doi.org/10.3390/educsci15081053 - 18 Aug 2025
Viewed by 211
Abstract
This study examines how different instructional media—face-to-face classes, live streaming, pre-recorded videos, and educational games—affect student learning outcomes in finance education. A sample of first-year economics students was assessed on their knowledge of basic financial principles before being randomly assigned to five groups. [...] Read more.
This study examines how different instructional media—face-to-face classes, live streaming, pre-recorded videos, and educational games—affect student learning outcomes in finance education. A sample of first-year economics students was assessed on their knowledge of basic financial principles before being randomly assigned to five groups. Four groups attended the same finance course delivered through different media formats, while a fifth group served as a control and received no instruction. After the course, all students completed a second (post-course) assessment. By comparing individual pre- and post-test results, as well as learning gains across the groups, we evaluated the effectiveness of each delivery method. The results show that all four instructional formats significantly improved financial knowledge compared to the control group. Among the media types, educational games proved to be an effective and reliable tool for delivering finance content. However, the differences in learning gains between face-to-face instruction, live streaming, and pre-recorded videos were not statistically significant. These findings indicate that a range of delivery models can be used effectively in finance education. The study contributes to current debates on cost-effective teaching strategies and supports evidence-based decisions on curriculum design in digitally transformed higher education environments after COVID-19. Full article
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35 pages, 4292 KiB  
Article
A Framework for Standardizing the Development of Serious Games with Real-Time Self-Adaptation Capabilities Using Digital Twins
by Spyros Loizou and Andreas S. Andreou
Technologies 2025, 13(8), 369; https://doi.org/10.3390/technologies13080369 - 18 Aug 2025
Viewed by 277
Abstract
Serious games are an important tool for education and training that offers interactive and powerful experience. However, a significant challenge lays with adapting a game to meet the specific needs of each player in real-time. The present paper introduces a framework to guide [...] Read more.
Serious games are an important tool for education and training that offers interactive and powerful experience. However, a significant challenge lays with adapting a game to meet the specific needs of each player in real-time. The present paper introduces a framework to guide the development of serious games using a phased approach. The framework introduces a level of standardization for the game elements, scenarios and data descriptions, mainly to support portability, interpretability and comprehension. This standardization is achieved through semantic annotation and it is utilized by digital twins to support self-adaptation. The proposed approach describes the game environment using ontologies and specific semantic structures, while it collects and semantically tags data during players’ interactions, including performance metrics, decision-making patterns and levels of engagement. This information is then used by a digital twin for automatically adjusting the game experience using a set of rules defined by a group of domain experts. The framework thus follows a hybrid approach, combing expert knowledge with automated adaptation actions being performed to ensure meaningful educational content delivery and flexible, real-time personalization. Real-time adaptation includes modifying the game’s level of difficulty, controlling the learning ability support and maintaining a suitable level of challenge for each player based on progress. The framework is demonstrated and evaluated using two real-word examples, the first targeting at supporting the education of children with syndromes that affect their learning abilities in close collaboration with speech therapists and the second being involved with training engineers in a poultry meat factory. Preliminary, small-scale experimentation indicated that this framework promotes personalized and dynamic user experience, with improved engagement through the adjustment of gaming elements in real-time to match each player’s unique profile, actions and achievements. Using a specially prepared questionnaire the framework was evaluated by domain experts that suggested high levels of usability and game adaptation. Comparison with similar approaches via a set of properties and features indicated the superiority of the proposed framework. Full article
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14 pages, 6520 KiB  
Article
Enhancing Environmental Literacy Through Digital Game-Based Learning: A Technology-Integrated Attitude Change Approach
by Szu-Kai Tsai, Tsung-Yen Chuang and Zih-Jiun Lin
Sustainability 2025, 17(16), 7416; https://doi.org/10.3390/su17167416 - 16 Aug 2025
Viewed by 398
Abstract
Technology-enhanced learning environments are increasingly designed to promote not only knowledge acquisition but also affective and behavioral changes. This study explored how digital game-based learning (DGBL), combined with the Stage Model of Self-Regulated Behavioral Change (SSBC), can support such transformation. Focusing on environmental [...] Read more.
Technology-enhanced learning environments are increasingly designed to promote not only knowledge acquisition but also affective and behavioral changes. This study explored how digital game-based learning (DGBL), combined with the Stage Model of Self-Regulated Behavioral Change (SSBC), can support such transformation. Focusing on environmental literacy as a target domain, fifty sixth-grade students were assigned to either a DGBL group or a web-based learning group in a quasi-experimental design. Quantitative data were collected using literacy scales measuring knowledge, sensitivity, and attitude, while qualitative insights were gathered via interviews. Our results showed that while both groups improved in terms of environmental knowledge, the DGBL group demonstrated significantly greater gains in attitudes. The interview findings revealed that the interactive storytelling and role-playing in the game promoted emotional engagement and self-reflection, aligning with the SSBC’s predecision stage. These results highlight the potential of theory-driven digital games to foster deeper cognitive–affective learning and pro-environmental behaviors among young learners. Full article
(This article belongs to the Special Issue Motivating Pro-Environmental Behavior in Youth Populations)
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10 pages, 815 KiB  
Article
Virtual Reality-Based Screening Tool for Distance Horizontal Fusional Vergence in Orthotropic Young Subjects: A Prospective Pilot Study
by Jhih-Yi Lu, Yin-Cheng Liu, Jui-Bang Lu, Ming-Han Tsai, Wen-Ling Liao, I-Ming Wang, Hui-Ju Lin and Yu-Te Huang
Life 2025, 15(8), 1286; https://doi.org/10.3390/life15081286 - 13 Aug 2025
Viewed by 248
Abstract
This prospective pilot study aimed to develop and evaluate a VR–based screening tool for assessing distance fusional vergence amplitude in healthy orthotropic young adults aged 18 to 30 years. A VR–based balloon-hitting game was used to measure hitting deviation angles and total vergence [...] Read more.
This prospective pilot study aimed to develop and evaluate a VR–based screening tool for assessing distance fusional vergence amplitude in healthy orthotropic young adults aged 18 to 30 years. A VR–based balloon-hitting game was used to measure hitting deviation angles and total vergence amplitudes under five conditions: control (0 prism diopter [PD]), inward image rotation for 10 and 20 PD (negative fusional vergence [NFV] 10/20 groups), and outward image rotation for 10 and 20 PD (positive fusional vergence [PFV] 10/20 groups). Of the 20 subjects recruited, one was excluded due to esotropia, leaving 19 participants (mean age: 22.2 ± 2.2 years; 13 wore glasses and 3 were female). In the control group, the mean hitting deviation was 0.65 ± 0.25 PD. The PFV 10 PD group showed similar deviation (0.67 ± 0.25 PD, p = 0.67), while the PFV 20 PD group had a significant increase (1.71 ± 2.0 PD, p = 0.04). NFV groups demonstrated greater deviations (NFV 10 PD: 3.40 ± 2.05 PD; NFV 20 PD: 9.9 ± 2.40 PD, both p < 0.01). Total vergence amplitudes were 8.65, 16.48, 6.60, and 10.05 PD for PFV 10, PFV 20, NFV 10, and NFV 20 PD, respectively. The VR–based tool enables standardized, efficient assessment of fusional vergence and shows promise for large-scale screening. Full article
(This article belongs to the Section Medical Research)
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23 pages, 368 KiB  
Article
Religious Belief in the Later Wittgenstein—A ‘Form of Life’, a ‘Hinge’, a ‘Weltanschauung’, Something Else or None of These?
by Anja Weiberg
Religions 2025, 16(8), 1046; https://doi.org/10.3390/rel16081046 - 12 Aug 2025
Viewed by 407
Abstract
Ludwig Wittgenstein’s later remarks on religious belief (from around the mid-1930s onwards) have often been and continue to be interpreted in connection with other terms he used in his later philosophy. The most common interpretations argue that Wittgenstein understands religious belief as a [...] Read more.
Ludwig Wittgenstein’s later remarks on religious belief (from around the mid-1930s onwards) have often been and continue to be interpreted in connection with other terms he used in his later philosophy. The most common interpretations argue that Wittgenstein understands religious belief as a language-game or a group of language-games, as (part of) a form of life, and/or as a hinge/part of a world-picture. The term ‘Weltanschauung’ is also occasionally used to interpret Wittgenstein’s remarks on religious belief, and finally, Wittgenstein himself sporadically uses the term ‘style of thinking’ in connection with religious belief. In this paper, I will first conduct a meta-analysis of the secondary literature, presenting examples of the various lines of interpretation and criticism of these approaches. Subsequently, the various interpretations are examined to see whether or not they can actually be read from Wittgenstein’s remarks. The result of this investigation is that those interpretations which pursue a systematizing presentation of Wittgenstein’s remarks are, to a certain extent, reductive representations insofar as they can only draw on some of Wittgenstein’s remarks to support their interpretation, while other remarks stand in tension with the respective interpretation. Full article
(This article belongs to the Special Issue New Work on Wittgenstein's Philosophy of Religion)
38 pages, 522 KiB  
Article
Modified Engel Algorithm and Applications in Absorbing/Non-Absorbing Markov Chains and Monopoly Game
by Chunhe Liu and Jeff Chak Fu Wong
Math. Comput. Appl. 2025, 30(4), 87; https://doi.org/10.3390/mca30040087 - 8 Aug 2025
Viewed by 174
Abstract
The Engel algorithm was created to solve chip-firing games and can be used to find the stationary distribution for absorbing Markov chains. Kaushal et al. developed a matlab-based version of the generalized Engel algorithm based on Engel’s probabilistic abacus theory. This paper [...] Read more.
The Engel algorithm was created to solve chip-firing games and can be used to find the stationary distribution for absorbing Markov chains. Kaushal et al. developed a matlab-based version of the generalized Engel algorithm based on Engel’s probabilistic abacus theory. This paper introduces a modified version of the generalized Engel algorithm, which we call the modified Engel algorithm, or the mEngel algorithm for short. This modified version is designed to address issues related to non-absorbing Markov chains. It achieves this by breaking down the transition matrix into two distinct matrices, where each entry in the transition matrix is calculated from the ratio of the numerator and denominator matrices. In a nested iteration setting, these matrices play a crucial role in converting non-absorbing Markov chains into absorbing ones and then back again, thereby providing an approximation of the solutions of non-absorbing Markov chains until the distribution of a Markov chain converges to a stationary distribution. Our results show that the numerical outcomes of the mEngel algorithm align with those obtained from the power method and the canonical decomposition of absorbing Markov chains. We provide an example, Torrence’s problem, to illustrate the application of absorbing probabilities. Furthermore, our proposed algorithm analyzes the Monopoly transition matrix as a form of non-absorbing probabilities based on the rules of the Monopoly game, a complete information dynamic game, particularly the probability of landing on the Jail square, which is determined by the order of the product of the movement, Jail, Chance, and Community Chest matrices. The Long Jail strategy, the Short Jail strategy, and the strategy for getting out of Jail by rolling consecutive doubles three times have been formulated and tested. In addition, choosing which color group to buy is also an important strategy. By comparing the probability distribution of each strategy and the profit return for each property and color group of properties, and the color group property, we find which one should be used when playing Monopoly. In conclusion, the mEngel algorithm, implemented using R codes, offers an alternative approach to solving the Monopoly game and demonstrates practical value. Full article
(This article belongs to the Section Engineering)
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12 pages, 277 KiB  
Article
Exploring the Implementation of Gamification as a Treatment Modality for Adults with Depression in Malaysia
by Muhammad Akmal bin Zakaria, Koh Ong Hui, Hema Subramaniam, Maziah Binti Mat Rosly, Jesjeet Singh Gill, Lim Yee En, Yong Zhi Sheng, Julian Wong Joon Ip, Hemavathi Shanmugam, Chow Soon Ken and Benedict Francis
Medicina 2025, 61(8), 1404; https://doi.org/10.3390/medicina61081404 - 1 Aug 2025
Viewed by 338
Abstract
Background and Objectives: Depression is a leading cause of disability globally, with treatment challenges including limited access, stigma, and poor adherence. Gamification, which applies game elements such as points, levels, and storytelling into non-game contexts, offers a promising strategy to enhance engagement [...] Read more.
Background and Objectives: Depression is a leading cause of disability globally, with treatment challenges including limited access, stigma, and poor adherence. Gamification, which applies game elements such as points, levels, and storytelling into non-game contexts, offers a promising strategy to enhance engagement and augment traditional treatments. Our research is the first study designed to explore the implementation of gamification within the Malaysian context. The objective was to explore the feasibility of implementation of gamification as an adjunctive treatment for adults with depression. Materials and Methods: Focus group discussions were held with five mental health professionals and ten patients diagnosed with moderate depression. The qualitative component assessed perceptions of gamified interventions, while quantitative measures evaluated participants’ depressive and anxiety symptomatology. Results: Three key themes were identified: (1) understanding of gamification as a treatment option, (2) factors influencing its acceptance, and (3) characteristics of a practical and feasible intervention. Clinicians saw potential in gamification to boost motivation, support psychoeducation, and encourage self-paced learning, but they expressed concerns about possible addiction, stigma, and the complexity of gameplay for some patients. Patients spoke of gaming as a source of comfort, escapism, and social connection. Acceptance was shaped by engaging storylines, intuitive design, balanced difficulty, therapist guidance, and clear safety measures. Both groups agreed that gamification should be used in conjunction with standard treatments, be culturally sensitive, and be presented as a meaningful therapeutic approach rather than merely as entertainment. Conclusions: Gamification emerges as an acceptable and feasible supplementary approach for managing depression in Malaysia. Its success depends on culturally sensitive design, robust clinical oversight, and seamless integration with existing care pathways. Future studies should investigate long-term outcomes and establish guidelines for the safe and effective implementation of this approach. We recommend targeted investment into culturally adapted gamified tools, including training, policy development, and collaboration with key stakeholders to realistically implement gamification as a mental health intervention in Malaysia. Full article
(This article belongs to the Section Psychiatry)
19 pages, 331 KiB  
Article
Antipredator Response in Domestic Japanese Quail and Game-Farmed Quail
by Pedro González-Redondo, Natalia Diego-Fuentes and Carlos Romero
Animals 2025, 15(15), 2237; https://doi.org/10.3390/ani15152237 - 30 Jul 2025
Viewed by 362
Abstract
Game-farmed quails that are currently raised in captivity and released in hunting preserves are not attractive for many hunters because of their low antipredator instinct, which is due to the fact that in most cases, these farm-reared quails are hybrids between European common [...] Read more.
Game-farmed quails that are currently raised in captivity and released in hunting preserves are not attractive for many hunters because of their low antipredator instinct, which is due to the fact that in most cases, these farm-reared quails are hybrids between European common (Coturnix coturnix) and Japanese (Coturnix japonica) quails, with the latter having been selectively bred for docility. This study aimed at assessing the antipredator response of game-farmed and Japanese quails by performing three tests: human approach test, simulated aerial predator approach test and tonic immobility test. Thirty game-farmed quails (average body weight: 133 g) and thirty Japanese quails (323 g) were subjected to the tests. For each genotype of quail, fifteen males and fifteen females were used. In the human approach test, the distance at which quails moved was greater for game-farmed quails than for Japanese ones (37.4 vs. 19.6 m, p < 0.001). In the simulated aerial predator approach test, female quails of the Japanese species crouched down at the longest distance with respect to the predator (9.83 m), whereas no significant difference existed for this trait among the other three groups (6.84 m, on average). The percentage of quails flying when the predator got closer was higher for the Japanese species than for the game-farmed quails (23.3 vs. 3.33%, p = 0.023). Fewer inductions were needed to cause tonic immobility in the game-farmed quails than in the Japanese ones (3.10 vs. 4.10, p = 0.009), but then, the duration of the tonic immobility response did not differ significantly between the two genotypes. No effect of sex was detected in the human approach and tonic immobility tests. In conclusion, as compared with Japanese quails, game-farmed quails showed more fearful behaviour when confronted with a human being. Full article
(This article belongs to the Section Poultry)
23 pages, 2248 KiB  
Article
Autonomic and Neuroendocrine Reactivity to VR Game Exposure in Children and Adolescents with Obesity: A Factor Analytic Approach to Physiological Reactivity and Eating Behavior
by Cristiana Amalia Onita, Daniela-Viorelia Matei, Laura-Mihaela Trandafir, Diana Petrescu-Miron, Calin Corciova, Robert Fuior, Lorena-Mihaela Manole, Bogdan-Mircea Mihai, Cristina-Gena Dascalu, Monica Tarcea, Stéphane Bouchard and Veronica Mocanu
Nutrients 2025, 17(15), 2492; https://doi.org/10.3390/nu17152492 - 30 Jul 2025
Viewed by 476
Abstract
Background/Objectives: The aim was to identify patterns of autonomic and neuroendocrine reactivity to an immersive virtual reality (VR) social-emotional stressor and explore their associations with perceived stress and eating behavior. Methods: This one-group pretest–posttest study included 30 children and adolescents with [...] Read more.
Background/Objectives: The aim was to identify patterns of autonomic and neuroendocrine reactivity to an immersive virtual reality (VR) social-emotional stressor and explore their associations with perceived stress and eating behavior. Methods: This one-group pretest–posttest study included 30 children and adolescents with obesity (15 boys and 15 girls), aged 8 to 17 years. The VR protocol consisted of two consecutive phases: a 5 min relaxation phase using the Forest application and a 5 min stimulation phase using a cognitively engaging VR game designed to elicit social-emotional stress. Physiological responses were measured using heart rate variability (HRV) indices and salivary stress biomarkers, including cortisol and alpha amylase. Subjective stress and eating responses were assessed via visual analogue scales (VAS) administered immediately post-exposure. The Three-Factor Eating Questionnaire (TFEQ-R21C) was used to evaluate cognitive restraint (CR), uncontrolled eating (UE), and emotional eating (EE). Results: The cortisol reactivity was blunted and may reflect both the attenuated HPA axis responsiveness characteristic of pediatric obesity and the moderate psychological challenge of the VR stressor used in this study. Two distinct autonomic response patterns were identified via exploratory factor analysis: (1) parasympathetic reactivity, associated with increased RMSSD and SDNN and decreased LF/HF, and (2) sympathetic activation, associated with increased heart rate and alpha-amylase levels and reduced RR intervals. Parasympathetic reactivity was correlated with lower perceived stress and anxiety, but also paradoxically with higher uncontrolled eating (UE). In contrast, sympathetic activation was associated with greater cognitive restraint (CR) and higher anxiety ratings. Conclusions: This study demonstrates that immersive VR game exposure elicits measurable autonomic and subjective stress responses in children and adolescents with obesity, and that individual differences in physiological reactivity are relevantly associated with eating behavior traits. The findings suggest that parasympathetic and sympathetic profiles may represent distinct behavioral patterns with implications for targeted intervention. Full article
(This article belongs to the Special Issue A Path Towards Personalized Smart Nutrition)
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19 pages, 1555 KiB  
Article
Influence of Playing Position on the Match Running Performance of Elite U19 Soccer Players in a 1-4-3-3 System
by Yiannis Michailidis, Andreas Stafylidis, Lazaros Vardakis, Angelos E. Kyranoudis, Vasilios Mittas, Vasileios Bilis, Athanasios Mandroukas, Ioannis Metaxas and Thomas I. Metaxas
Appl. Sci. 2025, 15(15), 8430; https://doi.org/10.3390/app15158430 - 29 Jul 2025
Viewed by 909
Abstract
The development of Global Positioning System (GPS) technology has contributed in various ways to improving the physical condition of modern football players by enabling the quantification of physical load. Previous studies have reported that the running demands of matches vary depending on playing [...] Read more.
The development of Global Positioning System (GPS) technology has contributed in various ways to improving the physical condition of modern football players by enabling the quantification of physical load. Previous studies have reported that the running demands of matches vary depending on playing position and formation. Over the past decade, despite the widespread use of GPS technology, studies that have investigated the running performance of young football players within the 1-4-3-3 formation are particularly limited. Therefore, the aim of the present study was to create the match running profile of playing positions in the 1-4-3-3 formation among high-level youth football players. An additional objective of the study was to compare the running performance of players between the two halves of a match. This study involved 25 football players (Under-19, U19) from the academy of a professional football club. Data were collected from 18 league matches in which the team used the 1-4-3-3 formation. Positions were categorized as Central Defenders (CDs), Side Defenders (SDs), Central Midfielders (CMs), Side Midfielders (SMs), and Forwards (Fs). The players’ movement patterns were monitored using GPS devices and categorized into six speed zones: Zone 1 (0.1–6 km/h), Zone 2 (6.1–12 km/h), Zone 3 (12.1–18 km/h), Zone 4 (18.1–21 km/h), Zone 5 (21.1–24 km/h), and Zone 6 (above 24.1 km/h). The results showed that midfielders covered the greatest total distance (p = 0.001), while SDs covered the most meters at high and maximal speeds (Zones 5 and 6) (p = 0.001). In contrast, CDs covered the least distance at high speeds (p = 0.001), which is attributed to the specific tactical role of their position. A comparison of the two halves revealed a progressive decrease in the distance covered by the players at high speed: distance in Zone 3 decreased from 1139 m to 944 m (p = 0.001), Zone 4 from 251 m to 193 m (p = 0.001), Zone 5 from 144 m to 110 m (p = 0.001), and maximal sprinting (Zone 6) dropped from 104 m to 78 m (p = 0.01). Despite this reduction, the total distance remained relatively stable (first half: 5237 m; second half: 5046 m, p = 0.16), indicating a consistent overall workload but a reduced number of high-speed efforts in the latter stages. The results clearly show that the tactical role of each playing position in the 1-4-3-3 formation, as well as the area of the pitch in which each position operates, significantly affects the running performance profile. This information should be utilized by fitness coaches to tailor physical loads based on playing position. More specifically, players who cover greater distances at high speeds during matches should be prepared for this scenario within the microcycle by performing similar distances during training. It can also be used for better preparing younger players (U17) before transitioning to the U19 level. Knowing the running profile of the next age category, the fitness coach can prepare the players so that by the end of the season, they are approaching the running performance levels of the next group, with the goal of ensuring a smoother transition. Finally, regarding the two halves of the game, it is evident that fitness coaches should train players during the microcycle to maintain high movement intensities even under fatigue. Full article
(This article belongs to the Section Applied Biosciences and Bioengineering)
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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
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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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