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16 pages, 25350 KiB  
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 1030
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 KiB  
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 8580
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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16 pages, 727 KiB  
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 2680
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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26 pages, 1847 KiB  
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 13 | Viewed by 5467
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, 369 KiB  
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 11 | Viewed by 3224
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 KiB  
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 2782
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 KiB  
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 2258
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, 1466 KiB  
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 2696
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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15 pages, 302 KiB  
Article
On What Tasks Did Children between the Ages of 3 and 12 Years Spend Their Time during the COVID-19 Pandemic? An International Comparative Study between Ibero-America and Europe
by Alberto Sanmiguel-Rodríguez, Mª Luisa Zagalaz-Sánchez, Víctor Arufe-Giráldez, Javier Cachón-Zagalaz and Gabriel González-Valero
Children 2022, 9(7), 971; https://doi.org/10.3390/children9070971 - 29 Jun 2022
Cited by 1 | Viewed by 1971
Abstract
The pandemic caused by COVID-19 meant, in many countries, the establishment of a period of confinement in which families were forced to restrict movement and social contacts with the consequent risk of inactivity. Our objective as to analyze the degree of psychosocial well-being, [...] Read more.
The pandemic caused by COVID-19 meant, in many countries, the establishment of a period of confinement in which families were forced to restrict movement and social contacts with the consequent risk of inactivity. Our objective as to analyze the degree of psychosocial well-being, sociodemographic aspects and use of technological means depending on the educational level of the parents. The sample consisted of 2316 children aged between 3 and 12 years (M = 7.70; SD = 2.86). For the analysis and treatment of the data, the statistical software SPSS 25.0 (IBM Corp, Armonk, NY, USA) was used. We found that the European participants used more video consoles (M = 0.89 ± 1.33) and tablets (M = 1.30 ± 0.95), while the Ibero-Americans obtained higher values in the use of TV (M = 2.28 ± 1.10) and levels higher in a negative state of psychosocial well-being (M = 7.29 ± 1.07) and in tiredness/fatigue (M = 4.34 ± 2.44). We concluded that, during the period of confinement in European areas, higher values were obtained in the time dedicated to Physical Activity (PA), use of tablets, school task performance, artistic activities, family games, reading, free play and hours of sleep; while in Ibero-America, there were longer times in the use of technological devices and performing domestic tasks. Full article
(This article belongs to the Special Issue The Impact of COVID-19 in Children)
12 pages, 445 KiB  
Article
Nintendo Switch Joy-Cons’ Infrared Motion Camera Sensor for Training Manual Dexterity in People with Multiple Sclerosis: A Randomized Controlled Trial
by Alicia Cuesta-Gómez, Paloma Martín-Díaz, Patricia Sánchez-Herrera Baeza, Alicia Martínez-Medina, Carmen Ortiz-Comino and Roberto Cano-de-la-Cuerda
J. Clin. Med. 2022, 11(12), 3261; https://doi.org/10.3390/jcm11123261 - 7 Jun 2022
Cited by 19 | Viewed by 4505
Abstract
Background: The Nintendo Switch® (NS) is the ninth video game console developed by Nintendo®. Joy-Cons® are the primary game controllers for the NS® video game console, and they have an infrared motion camera sensor that allows capturing the [...] Read more.
Background: The Nintendo Switch® (NS) is the ninth video game console developed by Nintendo®. Joy-Cons® are the primary game controllers for the NS® video game console, and they have an infrared motion camera sensor that allows capturing the patient’s hands without the need to place sensors or devices on the body. The primary aim of the present study was to evaluate the effects of the NS®, combined with a conventional intervention, for improving upper limb (UL) grip muscle strength, coordination, speed of movements, fine and gross dexterity, functionality, quality of life, and executive function in multiple sclerosis (MS) patients. Furthermore, we sought to assess satisfaction and compliance levels. Methods: A single-blinded, randomized clinical trial was conducted. The sample was randomized into two groups: an experimental group who received treatment based on Dr Kawashima’s Brain Training® for the NS® (20 min) plus conventional rehabilitation (40 min), and a control group who received the same conventional rehabilitation (60 min) for the ULs. Both groups received two 60 min sessions per week over an eight-week period. Grip strength, the Box and Blocks Test (BBT), the Nine Hole Peg Test (NHPT), the QuickDASH, the Multiple Sclerosis Impact Scale (MSIS-29), the Trail Making Test (TMT), and the Stroop Color and Word Test (SCWT) were used pre- and post-treatment. Side effects and attendance rates were also recorded. Results: Intragroup analysis showed significant improvements for the experimental group in the post-treatment assessments for grip strength in the more affected side (p = 0.033), the BBT for the more (p = 0.030) and the less affected side (p = 0.022), the TMT (A section) (p = 0.012), and the QuickDASH (p = 0.017). No differences were observed for the control group in intragroup analysis, but they were observed in the NHPT for the more affected side (p = 0.012). The intergroup analysis did not show differences between both groups. Conclusions: Our results show that an eight-week experimental protocol, after using Dr Kawashima’s Brain Training® and the right-side Joy-Con controller for the NS®, combined with a conventional intervention, showed improvements in grip strength, coordination, fine and gross motor function, executive functions, and upper limb functionality in the experimental group. However, no differences were observed when both groups were compared in the intergroup analysis. The addition of Brain Training® for the NS® for the upper limb rehabilitation did not show side effects and was rated with a high satisfaction and excellent compliance in people with MS. Trial registration: This randomized controlled trial has been registered at ClinicalTrials Identifier: NCT04171908, November 2019. Full article
(This article belongs to the Special Issue Clinical Application of Physical Therapy in Neurorehabilitation)
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23 pages, 6317 KiB  
Article
Improving Mobile Game Performance with Basic Optimization Techniques in Unity
by Georgios Koulaxidis and Stelios Xinogalos
Modelling 2022, 3(2), 201-223; https://doi.org/10.3390/modelling3020014 - 28 Mar 2022
Cited by 12 | Viewed by 16385
Abstract
Creating video games can be a very complex process, which requires taking into account various hardware and software limitations. This process is even more complex for mobile games, which are limited to the resources that their platforms (mobile devices) offer in comparison to [...] Read more.
Creating video games can be a very complex process, which requires taking into account various hardware and software limitations. This process is even more complex for mobile games, which are limited to the resources that their platforms (mobile devices) offer in comparison to game consoles and personal computers. This restriction makes performance one of the top critical requirements, meaning that a videogame should be designed and developed more carefully. In order to reduce the resources that a game uses, there are optimization techniques that can be applied in different stages of the development. For the purposes of this article, we designed and developed a simple shooter videogame, intended for Android mobile devices. The game was developed with the Unity game engine and most of the models were designed with the 3D computer graphics software Blender. Two versions of the game were developed in order to study the differences in performance: one version that applies basic optimization techniques, such as low poly count for the models and the object pooling algorithm for the enemy’s spawn; and one where the aforementioned optimizations were not used. Even though the game is not large in scale, the optimized version achieves a better user experience and needs less resources in order to run smoothly. This means that in larger and more complex video games these optimizations could have a bigger impact on the performance of the final product. To measure how the techniques affected the two versions of the game, the values of frames per second, batches and triangles/polygons were taken under consideration and used as metrics for game performance in terms of CPU usage, rendering (GPU usage) and memory usage. Full article
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13 pages, 629 KiB  
Systematic Review
Effectiveness of Video Games as Physical Treatment in Patients with Cystic Fibrosis: Systematic Review
by Remedios López-Liria, Daniel Checa-Mayordomo, Francisco Antonio Vega-Ramírez, Amelia Victoria García-Luengo, María Ángeles Valverde-Martínez and Patricia Rocamora-Pérez
Sensors 2022, 22(5), 1902; https://doi.org/10.3390/s22051902 - 28 Feb 2022
Cited by 4 | Viewed by 4426
Abstract
Physical training at home by making individuals play active video games is a new therapeutic strategy to improve the condition of patients with cystic fibrosis (CF). We reviewed studies on the use of video games and their benefits in the treatment of CF. [...] Read more.
Physical training at home by making individuals play active video games is a new therapeutic strategy to improve the condition of patients with cystic fibrosis (CF). We reviewed studies on the use of video games and their benefits in the treatment of CF. We conducted a systematic review with data from six databases (PubMed, Medline, Scopus, Web of Science, PEDro, and Cochrane library plus) since 2010, according to PRISMA standards. The descriptors were: “Cystic Fibrosis”, “Video Game”, “Gaming Console”, “Pulmonary Rehabilitation”, “Physiotherapy”, and “Physical Therapy”. Nine articles with 320 participants met the inclusion criteria and the study objective. Patients who played active video games showed a high intensity of exercise and higher ventilatory and aerobic capacity compared to the values of these parameters in tests such as the cardiopulmonary stress test or the six-minute walk test. Adequate values of metabolic demand in these patients were recorded after playing certain video games. A high level of treatment adherence and satisfaction was observed in both children and adults. Although the quality of the included studies was moderate, the evidence to confirm these results was insufficient. More robust studies are needed, including those on evaluation and health economics, to determine the effectiveness of the treatment. Full article
(This article belongs to the Special Issue Medical Robotics)
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10 pages, 343 KiB  
Article
Changes in Families’ Leisure, Educational/Work and Social Screen Time Behaviours before and during COVID-19 in Australia: Findings from the Our Life at Home Study
by Lauren Arundell, Jenny Veitch, Shannon Sahlqvist, Riaz Uddin, Nicola D. Ridgers, Jo Salmon, Anna Timperio and Kate Parker
Int. J. Environ. Res. Public Health 2021, 18(21), 11335; https://doi.org/10.3390/ijerph182111335 - 28 Oct 2021
Cited by 22 | Viewed by 5397
Abstract
This study aimed to understand differences in leisure, educational/work and social screen time behaviours experienced by parents and children due to COVID-19 lockdown restrictions, which may inform behaviour change strategies and policy in the transition to a COVID-normal life. Participants in the “Our [...] Read more.
This study aimed to understand differences in leisure, educational/work and social screen time behaviours experienced by parents and children due to COVID-19 lockdown restrictions, which may inform behaviour change strategies and policy in the transition to a COVID-normal life. Participants in the “Our Life at Home” study (n = 218 parents from Australia, 43.4 ± 6.8 years, 88% female) completed a cross-sectional online survey in April/May 2020. Parents recalled their own and their child (8.7 ± 2.0 years, 42% female) or adolescents (15.0 ± 1.5 years, 50% female) participation in nine screen time behaviours in the past month (during lockdown) and retrospectively for February 2020 (pre-lockdown), providing data on 436 individuals. Screen time behaviours included leisure (computer/laptop and tablet/smartphone for leisure, TV/videos/DVDs and game consoles); education/work (computer/laptop and tablet/smartphone for work/education); and social screen time (computer/tablet/smartphone for social communication with friends, family and work (parents only)). Wilcoxon signed-rank tests and effect sizes (r) compared the time spent in each behaviour pre-lockdown and during lockdown. Large differences were observed in social (parents: r = 0.41–0.57; children: r = 0.55–0.65; adolescents: r = 0.28–0.43) and education (children: r = 0.50–0.65 and adolescents: r = 0.25–0.37) behaviours. There were small or no differences in leisure time screen use. COVID-19 lockdown restrictions have impacted parent’s and children’s screen time, and future research and policy should consider strategies to support families to manage screen time. Full article
13 pages, 290 KiB  
Article
Exergames to Prevent the Secondary Functional Deterioration of Older Adults during Hospitalization and Isolation Periods during the COVID-19 Pandemic
by Ana Isabel Corregidor-Sánchez, Begoña Polonio-López, José Luis Martin-Conty, Marta Rodríguez-Hernández, Laura Mordillo-Mateos, Santiago Schez-Sobrino and Juan José Criado-Álvarez
Sustainability 2021, 13(14), 7932; https://doi.org/10.3390/su13147932 - 15 Jul 2021
Cited by 11 | Viewed by 4262
Abstract
The COVID-19 pandemic is having an intense impact on the functional capacity of older adults, making them more vulnerable to frailty and dependency. The development of preventive and rehabilitative measures which counteract the consequences of confinement or hospitalization is an urgent need. Exergaming [...] Read more.
The COVID-19 pandemic is having an intense impact on the functional capacity of older adults, making them more vulnerable to frailty and dependency. The development of preventive and rehabilitative measures which counteract the consequences of confinement or hospitalization is an urgent need. Exergaming can promote physical activity, prevent falls, and maintain functional and cognitive capacity. However, although the use of exergames in health programs for the elderly is promising, their widespread use should not be considered without the supervision of a social health professional. Therefore, the objective of this work was to evaluate and analyze three video game consoles (Nintendo Wii®, Xbox-Kinect® and Play Station 4®) and 26 commercial exergames with the aim of identifying their usefulness for the prevention of functional deterioration. Three occupational therapists analyzed the data independently, and subsequently agreed on the results. The examination of the commercial consoles met three criteria: components, interaction channels and the type of the exergame. Each exergame was analyzed taking into account its ability to train postural control, balance, upper limb functionality and cognitive function. The results of the evaluation showed that exergames contain game activities that can be part of the rehabilitative treatment aimed at the prevention of the functional impairment of older people affected by COVID. Full article
(This article belongs to the Special Issue Sustainable Technology and Elderly Life)
11 pages, 557 KiB  
Article
Influence of the Use of Wii Games on Physical Frailty Components in Institutionalized Older Adults
by Jerónimo J. González-Bernal, Maha Jahouh, Josefa González-Santos, Juan Mielgo-Ayuso, Diego Fernández-Lázaro and Raúl Soto-Cámara
Int. J. Environ. Res. Public Health 2021, 18(5), 2723; https://doi.org/10.3390/ijerph18052723 - 8 Mar 2021
Cited by 14 | Viewed by 4181
Abstract
Aging is a multifactorial physiological phenomenon in which cellular and molecular changes occur. These changes lead to poor locomotion, poor balance, and an increased falling risk. This study aimed to determine the impact and effectiveness of the use of the Wii® game [...] Read more.
Aging is a multifactorial physiological phenomenon in which cellular and molecular changes occur. These changes lead to poor locomotion, poor balance, and an increased falling risk. This study aimed to determine the impact and effectiveness of the use of the Wii® game console on improving walking speed and balance, as well as its influence on frailty levels and falling risk, in older adults. A longitudinal study was designed with a pretest/post-test structure. The study population comprised people over 75 years of age who lived in a nursing home or attended a day care center (n = 80; 45 women; 84.2 ± 8.7 years). Forty of them were included in the Wii group (20 rehabilitation sessions during 8 consecutive weeks), and the other 40 were in the control group. Falling risk and frailty were evaluated using the Downton scale and Fried scale; balance and walking speed were assessed with the Berg Balance scale and the Gait Speed Test, respectively, as well as the Short Physical Performance Battery (SPPB). The results showed that there was no significant association between Frailty Phenotype and study groups in baseline. However, there was significant association between Frailty Phenotype and study groups at the end of study. Moreover, a significantly higher and negative percentage change (Δ) in the Wii group with respect to the control group on the in falling risk (−20.05 ± 35.14% vs. 7.92 ± 24.53%) and in walking speed (−6.42 ± 8.83% vs. −0.12 ± 4.51%) during study, while there was a higher and positive significant percent change in static balance (6.07 ± 5.74% vs. 2.13 ± 4.64%) and on the SPPB (20.28 ± 20.05% vs. 0.71 ± 7.99%) after 8 weeks of study. The main conclusion of this study was that the use of the Wii® video console for 8 weeks positively influenced walking speed, falling risk, static balance, and frailty levels in older adults. Through a rehabilitation program with the Wii® game console in the older adults, frailty levels are reduced, accompanied by a reduction in falling risk and an increase in static balance and walking speed. Full article
(This article belongs to the Special Issue Sarcopenia, Exercise and Quality of Life)
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