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Search Results (230)

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Keywords = video game participation

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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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13 pages, 266 KiB  
Article
Correlation Between Phase Angle and Body Composition, Strength and Nutritional Habits in Male Gamers
by Catarina N. Matias, Francesco Campa, Joana Cardoso, Margarida L. Cavaca, Rafael Carlos and Filipe J. Teixeira
Sports 2025, 13(8), 257; https://doi.org/10.3390/sports13080257 - 6 Aug 2025
Viewed by 310
Abstract
Gaming has evolved into a cultural phenomenon with a global reach, captivating millions of individuals. Nevertheless, little is known about this population. We aim to physiologically characterise the Portuguese gamers, bearing in mind that phase angle (PhA) is a general indicator of health, [...] Read more.
Gaming has evolved into a cultural phenomenon with a global reach, captivating millions of individuals. Nevertheless, little is known about this population. We aim to physiologically characterise the Portuguese gamers, bearing in mind that phase angle (PhA) is a general indicator of health, to check possible correlations between body composition, strength, and nutrition. A sample of 35 male gamers (individuals who play video games) was evaluated for anthropometry; body composition through DXA for whole-body bone mineral content (BMC), fat-free mass (FFM, kg), fat mass, and visceral adipose tissue, and through BIA (bioelectrical impedance analysis) for total body water (TBW), water pools (extracellular water and intracellular water, ICW), and PhA; strength through maximal isometric handgrip strength using a dynamometer; and nutritional intake using a three-day food record. Results show that participants are within reference metrics for all the analysed variables except regarding protein and carbohydrate intake (all values are above and below the Acceptable Macronutrient Distribution Ranges, respectively). A positive correlation was observed between PhA and TBW, ICW, handgrip strength, BMC and FFM, and a negative correlation with fat mass (absolute, percentage and visceral). In conclusion, PhA correlates with body composition variables, which aligns with previous research as a predictor of health and performance. Full article
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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25 pages, 697 KiB  
Article
Psychopathological Correlates of Dysfunctional Smartphone and Social Media Use: The Role of Personality Disorders in Technological Addiction and Digital Life Balance
by Mirko Duradoni, Giulia Colombini, Camilla Barucci, Veronica Zagaglia and Andrea Guazzini
Eur. J. Investig. Health Psychol. Educ. 2025, 15(7), 136; https://doi.org/10.3390/ejihpe15070136 - 17 Jul 2025
Viewed by 629
Abstract
Current technological development has made the Internet and new technologies increasingly present in people’s lives, expanding their opportunities but also potentially posing risks for dysfunctional use. This study aims to identify psychopathological factors associated with dysfunctional ICT use, extending the evidence beyond the [...] Read more.
Current technological development has made the Internet and new technologies increasingly present in people’s lives, expanding their opportunities but also potentially posing risks for dysfunctional use. This study aims to identify psychopathological factors associated with dysfunctional ICT use, extending the evidence beyond the well-established relationships with mood disorders to include personality disorders (i.e., cluster C in particular). A total of 711 participants (75.70% female; Mage = 28.33 years, SD = 12.30) took part in the data collection. Firstly, the results showed positive correlations between higher levels of addictive patterns for the Internet, social networks, smartphones and applications, and video games and higher levels of borderline symptoms as assessed by the Borderline Symptom List 23—Short Version. Moreover, scores reflecting high addictive patterns also positively correlated with general narcissistic traits as indicated by the total score of the Narcissistic Personality Inventory 13—Short Version and those specifically described by its Entitlement/Exploitativeness dimension, as well as with higher levels of almost all the personality traits assessed by the Personality Inventory for DSM 5—Brief Form (i.e., negative affectivity, detachment, disinhibition, and psychoticism). These findings broaden the still scarce body of evidence on the relationship between personality disorders and dysfunctional ICT use, which, however, needs to be further explored. Full article
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17 pages, 605 KiB  
Article
Losing Track of Time on TikTok? An Experimental Study of Short Video Users’ Time Distortion
by Yaqi Jiang, Zhihao Yan and Zeyang Yang
Behav. Sci. 2025, 15(7), 930; https://doi.org/10.3390/bs15070930 - 10 Jul 2025
Viewed by 1087
Abstract
Short videos’ increasing popularity and increased user engagement have sparked concerns about time perception. While studies have linked gaming or watching TV series to time loss, research on short videos’ temporal impact is scarce. This study aims to investigate the impact of short [...] Read more.
Short videos’ increasing popularity and increased user engagement have sparked concerns about time perception. While studies have linked gaming or watching TV series to time loss, research on short videos’ temporal impact is scarce. This study aims to investigate the impact of short video use on time distortion (including perceptions of time for experimental tasks and weekly usage) through an experimental design. Fifty-six college students were randomly assigned to two time duration conditions (long-duration for 16 min 9 s or short-duration for 5 min 23 s). Participants in both conditions were instructed to watch short videos and read public articles for the same duration and then estimate the time duration of the tasks. Subsequently, participants completed a questionnaire about their estimated and actual weekly short video use and problematic short watching levels. The results showed that the impact of task duration on time perception was significant. Task type had no significant impact on time perception, with no notable difference in time estimation between conditions involving watching short videos and reading. The interaction between time duration and task type was not significant. Additionally, problematic short video watching and the estimated weekly short video use were not significantly related to time distortion. This study contributes to empirical research on time distortion while watching short videos, providing insights for expanding theoretical models of addictive behaviors and interventions for problematic short video use. Full article
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22 pages, 7735 KiB  
Article
Visual Perception of Peripheral Screen Elements: The Impact of Text and Background Colors
by Snježana Ivančić Valenko, Marko Čačić, Ivana Žiljak Stanimirović and Anja Zorko
Appl. Sci. 2025, 15(14), 7636; https://doi.org/10.3390/app15147636 - 8 Jul 2025
Viewed by 491
Abstract
Visual perception of screen elements depends on their color, font, and position in the user interface design. Objects in the central part of the screen are perceived more easily than those in the peripheral areas. However, the peripheral space is valuable for applications [...] Read more.
Visual perception of screen elements depends on their color, font, and position in the user interface design. Objects in the central part of the screen are perceived more easily than those in the peripheral areas. However, the peripheral space is valuable for applications like advertising and promotion and should not be overlooked. Optimizing the design of elements in this area can improve user attention to peripheral visual stimuli during focused tasks. This study aims to evaluate how different combinations of text and background color affect the visibility of moving textual stimuli in the peripheral areas of the screen, while attention is focused on a central task. This study investigates how background color, combined with white or black text, affects the attention of participants. It also identifies which background color makes a specific word most noticeable in the peripheral part of the screen. We designed quizzes to present stimuli with black or white text on various background colors in the peripheral regions of the screen. The background colors tested were blue, red, yellow, green, white, and black. While saturation and brightness were kept constant, the color tone was varied. Among ten combinations of background and text color, we aimed to determine the most noticeable combination in the peripheral part of the screen. The combination of white text on a blue background resulted in the shortest detection time (1.376 s), while black text on a white background achieved the highest accuracy rate at 79%. The results offer valuable insights for improving peripheral text visibility in user interfaces across various visual communication domains such as video games, television content, and websites, where peripheral information must remain noticeable despite centrally focused user attention and complex viewing conditions. 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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21 pages, 3598 KiB  
Article
Transformative Metaverse Pedagogy for Intangible Heritage: A Gamified Platform for Learning Lanna Dance in Immersive Cultural Education
by Kannikar Intawong, Perasuk Worragin, Songpon Khanchai and Kitti Puritat
Educ. Sci. 2025, 15(6), 736; https://doi.org/10.3390/educsci15060736 - 12 Jun 2025
Viewed by 890
Abstract
This study explores the design of Metaverse technologies for preserving and teaching Lanna Dance, a traditional cultural heritage of Northern Thailand. It addresses the challenges of sustaining intangible cultural heritage by developing an immersive learning system that integrates motion capture, generative AI, and [...] Read more.
This study explores the design of Metaverse technologies for preserving and teaching Lanna Dance, a traditional cultural heritage of Northern Thailand. It addresses the challenges of sustaining intangible cultural heritage by developing an immersive learning system that integrates motion capture, generative AI, and gamified virtual environments. Grounded in Situated Learning Theory and adaptive learning, the platform features four interactive zones, the Motion Showcase, Knowledge Exhibition, Video and AI Interaction, and Interactive Game Zone, offering learners multifaceted, context-rich experiences. Using a quasi-experimental design with 36 participants, the study evaluates learning outcomes, motivation, and user satisfaction. Results show significant improvements in knowledge acquisition and intrinsic motivation, along with high usability scores, indicating the effectiveness of immersive digital environments in enhancing cultural appreciation and skill development. The findings offer practical insights into Metaverse design for immersive cultural education, supporting educators, cultural institutions, and policymakers in developing scalable and engaging solutions for preserving intangible heritage through emerging technologies. Full article
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24 pages, 698 KiB  
Systematic Review
Multiple Ways in Which Video Games Make Education Inclusive: A Systematic Review of Cognitive Enhancement for Neurodivergent Learners
by Martina Basciano, Elisa Bisagno and Alessia Cadamuro
Multimodal Technol. Interact. 2025, 9(6), 56; https://doi.org/10.3390/mti9060056 - 7 Jun 2025
Viewed by 1963
Abstract
Children with neurodevelopmental disorders, such as ADHD, ASD and SLDs, often face challenges in executive functioning that can impact their inclusion and participation in educational and social experiences. Digital technologies, in particular video games, are becoming increasingly more integrated into children’s lives and [...] Read more.
Children with neurodevelopmental disorders, such as ADHD, ASD and SLDs, often face challenges in executive functioning that can impact their inclusion and participation in educational and social experiences. Digital technologies, in particular video games, are becoming increasingly more integrated into children’s lives and are receiving attention as tools to support cognitive development in these populations. This systematic review analyses the effects of video games on Working Memory (WM) and Executive Functions (EFs) in neurodivergent individuals, to evaluate their effectiveness as training tools and their impact in terms of inclusion. Following the PRISMA guidelines, 25 peer-reviewed studies published between 2013 and 2025 were analysed. The interventions included action-video games, exergames, serious games and ad hoc video game training with a pre- and post-assessment in neurodiverse participants. The results indicate that action-video games and exergames show promise in enhancing EFs, while serious games and ad hoc video game training seem to support WM. Despite a few contrasting results, overall, video games are emerging as promising tools of inclusive education thanks to their interactive, customisable and socially empowering nature, especially significant for neurodiverse children. The discussion will depict multiple ways in which video games can make education more inclusive for these populations. Full article
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12 pages, 962 KiB  
Article
Bullying and Cyberbullying Are Associated with Inappropriate Use of the Internet, Cell Phones, and Video Games in Children and Adolescents
by José Enrique Moral-García, Alba Rusillo-Magdaleno, Fredy Alonso Patiño-Villada and Emilio J. Martínez-López
Eur. J. Investig. Health Psychol. Educ. 2025, 15(5), 82; https://doi.org/10.3390/ejihpe15050082 - 15 May 2025
Cited by 1 | Viewed by 1512 | Correction
Abstract
The aim of the present study was to analyze the association of bullying and cyberbullying with the level of Internet, cell phone, and video game use in children and adolescents. In total, 677 Spanish students (53.03% girls) aged 10 to 16 years (13.81 [...] Read more.
The aim of the present study was to analyze the association of bullying and cyberbullying with the level of Internet, cell phone, and video game use in children and adolescents. In total, 677 Spanish students (53.03% girls) aged 10 to 16 years (13.81 ± 1.56) participated. The association between variables and risk of exposure was carried out by analysis of covariance (ANCOVA) and binary logistic regression (odds ratio = OR), respectively. The effects of both victimization and perpetration in bullying and cyberbullying were analyzed separately to identify differences by role. All analyses were performed separately for boys and girls and adjusted for age, body mass index, mother’s education, and average weekly physical activity. The results showed that both victims and perpetrators of bullying and cyberbullying present a significant increase in and risk of abusive and inappropriate use of the Internet, cell phones, and video games. Girls involved in bullying/cyberbullying behaviors reached the highest levels of inappropriate use of the Internet, cell phones, and video games with respect to peers not affected by bullying behaviors. In all cases, girls, both victims and perpetrators of bullying and cyberbullying, multiplied the risk of harmful use of these devices by at least 3 times. It is suggested to implement educational policies to prevent situations, especially cyberbullying, in both victims and perpetrators, prioritizing student safety. Full article
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23 pages, 12598 KiB  
Article
Integrating Augmented Reality and Geolocation for Outdoor Interactive Educational Experiences
by Christos Mourelatos and Michalis Vrigkas
Virtual Worlds 2025, 4(2), 18; https://doi.org/10.3390/virtualworlds4020018 - 7 May 2025
Viewed by 815
Abstract
This paper presents an augmented reality (AR) mobile application developed for Android devices, which brings five bust sculptures of historical personalities of the city of Komotini, Greece, to ‘life’ using the Unity engine. These busts narrate their achievements in two languages, Greek and [...] Read more.
This paper presents an augmented reality (AR) mobile application developed for Android devices, which brings five bust sculptures of historical personalities of the city of Komotini, Greece, to ‘life’ using the Unity engine. These busts narrate their achievements in two languages, Greek and English, to educate visitors on historical and cultural heritage and provide a comprehensive glimpse into the area’s past using 3D models, textures, and animations tailored to the educational content. Based on the users’ location, the application provides an interactive educational experience, allowing the users to explore the history and characteristics of the busts in an innovative way. The users may interact with the busts using markerless AR, discover information and historical facts about them, and stimulate their understanding of the busts’ significance in the context of local history and culture. Interactive elements, such as videos and 3D animations, are incorporated to enrich the learning experience. A location-based knowledge quiz game was also developed for this purpose. The application was evaluated by statistical analysis to measure the effect of using the application on the involvement of users in the educational process and to study the users’ satisfaction and experience. This approach revealed that the proposed AR app is effective in providing educational content, promotes active user participation, and provides a high level of user satisfaction. Full article
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12 pages, 704 KiB  
Article
A Path Out: Using Video Games to Reduce Prejudice Towards Refugees
by Liam Cross, Gray Atherton and Chris Stiff
Behav. Sci. 2025, 15(5), 583; https://doi.org/10.3390/bs15050583 - 26 Apr 2025
Cited by 1 | Viewed by 532
Abstract
Historically, research on video games has centred on their potentially adverse effects, though more recently, work has started to explore the benefits. Here, we investigate whether playing a video game portraying a refugee’s plight in escaping war-torn Syria could affect implicit and explicit [...] Read more.
Historically, research on video games has centred on their potentially adverse effects, though more recently, work has started to explore the benefits. Here, we investigate whether playing a video game portraying a refugee’s plight in escaping war-torn Syria could affect implicit and explicit attitudes towards that social group. We show that after 30 min of game play embodying a Syrian refugee, participants showed reduced prejudicial attitudes and increased empathy towards Syrian refugees compared to those playing a mechanically similar but contextually unrelated game. While implicit attitudes followed the same direction, this difference was not statistically significant. Potential theoretical underpinnings of these findings, including perspective taking, embodiment, and contact perspectives for prejudice reduction, are discussed. Full article
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10 pages, 38813 KiB  
Article
A Dual-Tech Approach to Measuring Defensive Physical Demands in Basketball Pick-and-Rolls During Official Games: Inertial Sensors and Video Analysis
by Abdelaziz Qarouach, Daniele Conte, Pierpaolo Sansone and Marco Pernigoni
Appl. Sci. 2025, 15(7), 3860; https://doi.org/10.3390/app15073860 - 1 Apr 2025
Cited by 2 | Viewed by 584
Abstract
This study aimed to quantify the physical load of defensive pick-and-roll (PnR) actions according to court location (middle or side), defensive option employed (switch, drop/ice, or trap), and effectiveness (successful or unsuccessful) during official basketball games. Twenty-four male basketball players (age: 20.5 ± [...] Read more.
This study aimed to quantify the physical load of defensive pick-and-roll (PnR) actions according to court location (middle or side), defensive option employed (switch, drop/ice, or trap), and effectiveness (successful or unsuccessful) during official basketball games. Twenty-four male basketball players (age: 20.5 ± 1.1 years; stature: 191.5 ± 8.7 cm; body mass: 86.5 ± 11.3 kg; playing experience: 8.5 ± 2.4 years) from two teams competing in the Lithuanian third division were recruited, with data collected across six official games. Participants were monitored using a combination of video-based time–motion analysis (TMA) and inertial measurement units (IMUs), allowing the calculation of duration, PlayerLoad (PL), and PL·min−1 for each of the 364 defensive PnR actions identified. No significant differences were found based on court location or defensive option employed (p > 0.05). By contrast, unsuccessful plays resulted in significantly higher physical loads than successful ones (duration: p < 0.001, ES = 0.46; PL: p < 0.001, ES = 0.41; PL·min−1: p = 0.047, ES = 0.24). Overall, these findings highlight a consistent physical load based on court location and defensive option adopted and an increased physical load when the defensive effort failed. Therefore, basketball coaches are suggested to consider the physical load of different defensive PnR scenarios when planning training drills, defining performance profiles of defensive strategies, and managing team rotations during games. Full article
(This article belongs to the Special Issue Technologies in Sports and Physical Activity)
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30 pages, 3684 KiB  
Article
EEG-Based Engagement Monitoring in Cognitive Games
by Yusuf Ahmed, Martin Ferguson-Pell, Kim Adams and Adriana Ríos Rincón
Sensors 2025, 25(7), 2072; https://doi.org/10.3390/s25072072 - 26 Mar 2025
Cited by 1 | Viewed by 1710
Abstract
Cognitive decline and dementia prevention are global priorities, with cognitive rehabilitation games showing potential to delay their onset or progression. However, these games require sufficient user engagement to be effective. Assessing the engagement through questionnaires is challenging for the individuals suffering from cognitive [...] Read more.
Cognitive decline and dementia prevention are global priorities, with cognitive rehabilitation games showing potential to delay their onset or progression. However, these games require sufficient user engagement to be effective. Assessing the engagement through questionnaires is challenging for the individuals suffering from cognitive decline due to age or dementia. This study aims to explore the relationship between game difficulty levels, three EEG engagement indices (β/(θ + α), β/α, 1/α), and the self-reported flow state scale score during video gameplay, and to develop an accurate machine learning algorithm for the classification of user states into high- and low-engagement. Twenty-seven participants (nine older adults) played a stunt plane video game while their EEG signals were recorded using EPOCX. They also completed the flow state scale for occupational tasks questionnaire after the easy, optimal, and hard levels of gameplay. Self-reported engagement scores significantly varied across the difficulty levels (p = 0.027), with the optimal level yielding the highest scores. Combining the three EEG indices achieved the best performance, with F1 scores of 89% (within-subject) and 81% (cross-subject). Engagement classification F1 scores were 90% for young adults and 85% for older adults. The findings provide preliminary data that supports using EEG data for engagement analysis in adults and older adults. Full article
(This article belongs to the Special Issue Independent Living: Sensor-Assisted Intelligent Care and Healthcare)
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13 pages, 320 KiB  
Article
Psychometric Properties of the Video Game Experiences Questionnaire (CERV), Problematic Use of Video Games and the Link with the Use of Mobile Devices in Mexican Children
by Rocío Martínez-Hernández, Jorge Zamarripa and Georgina Mayela Núñez Rocha
Int. J. Environ. Res. Public Health 2025, 22(4), 476; https://doi.org/10.3390/ijerph22040476 - 23 Mar 2025
Viewed by 499
Abstract
When the use of video games is inappropriate in terms of time and content, it becomes a health risk. The objective of the present study was to analyze the psychometric properties of the Video-Game-Related Experience Questionnaire (CERV), determine its problematic use and know [...] Read more.
When the use of video games is inappropriate in terms of time and content, it becomes a health risk. The objective of the present study was to analyze the psychometric properties of the Video-Game-Related Experience Questionnaire (CERV), determine its problematic use and know the link between the use of mobile devices (MD) and Mexican children. Methods. The study followed an instrumental and comparative design, with n = 519 children. Of these, 61.5% were from Jalisco, and 38.5% were from Nuevo Leon. The sample consisted of 50.1% girls, with 39.7% and 33.7 were in sixth and fifth grade of primary school, respectively. The mean age of participants was 10.50 ± 0.94 years, with ages ranging from 9 to 13 years. In addition, 86.7% of children had access to a DM, 45.3% of children who had a DM used it to play, and 59.0% exceeded the recommended usage time of more than two hours. The Video-Game-Related Experience Questionnaire was used. For the factorial structure, a confirmatory factor analysis was conducted using the Diagonal Weighted Least Squares (DWLS) estimation method. The goodness-of-fit indices were as follows: chi-square value over degrees of freedom (X2/gl), CFI, NNFI, and RMSEA. Results. The goodness-of-fit indices were shown as follows: X2/gl = 1.16; RMSEA = 0.018; SRMR = 0.048; CFI = 0.99; TLI = 0.99; NNFI = 0.99. Acceptable reliability was found with both Cronbach’s alpha and McDonald’s omega greater than 0.80. Furthermore, 41.6% of participants had potential or severe problems with video game use, and the use of mobile devices (DMs) was significantly associated (p < 0.001) with potential or severe problems. Conclusion. It is suggested that educational programs be implemented regarding the consequences of excessive video game use, the usage of DMs, and the importance of restrictive use per se for parents. Full article
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