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Search Results (152)

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Keywords = wellbeing game

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17 pages, 876 KiB  
Article
Feasibility and Perceptions of Telerehabilitation Using Serious Games for Children with Disabilities in War-Affected Ukraine
by Anna Kushnir, Oleh Kachmar and Bruno Bonnechère
Appl. Sci. 2025, 15(15), 8526; https://doi.org/10.3390/app15158526 (registering DOI) - 31 Jul 2025
Viewed by 139
Abstract
This study aimed to evaluate the feasibility of using serious games for the (tele)rehabilitation of children with disabilities affected by the Ukrainian war. Additionally, it provides requirements for technologies that can be used in war-affected areas. Structured interviews and Likert scale assessments were [...] Read more.
This study aimed to evaluate the feasibility of using serious games for the (tele)rehabilitation of children with disabilities affected by the Ukrainian war. Additionally, it provides requirements for technologies that can be used in war-affected areas. Structured interviews and Likert scale assessments were conducted on-site and remotely with patients of the tertiary care facility in Ukraine. All participants used the telerehabilitation platform for motor and cognitive training. Nine serious games were employed, involving trunk tilts, upper limb movements, and head control. By mid-September 2023, 186 positive user experiences were evident, with 89% expressing interest in continued engagement. The platform’s accessibility, affordability, and therapeutic benefits were highlighted. The recommendations from user feedback informed potential enhancements, showcasing the platform’s potential to provide uninterrupted rehabilitation care amid conflict-related challenges. This study suggests that serious games solutions that suit the sociopolitical and economic context offer a promising solution to rehabilitation challenges in conflict zones. The positive user experiences towards using the platform with serious games indicate its potential in emergency healthcare provision. The findings emphasize the role of technology, particularly serious gaming, in mitigating the impact of armed conflicts on children’s well-being, thereby contributing valuable insights to healthcare strategies in conflict-affected regions. Requirements for technologies tailored to the context of challenging settings were defined. Full article
(This article belongs to the Special Issue Novel Approaches of Physical Therapy-Based Rehabilitation)
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23 pages, 2856 KiB  
Article
A Study on the Effectiveness of a Hybrid Digital-Physical Board Game Incorporating the Sustainable Development Goals in Elementary School Sustainability Education
by Jhih-Ning Jhang, Yi-Chun Lin and Yen-Ting Lin
Sustainability 2025, 17(15), 6775; https://doi.org/10.3390/su17156775 - 25 Jul 2025
Viewed by 410
Abstract
The Sustainable Development Goals (SDGs), launched by the United Nations in 2015, outline 17 interconnected objectives designed to promote human well-being and sustainable development worldwide. Education is recognized by the United Nations as a key factor in promoting sustainable development. To cultivate students [...] Read more.
The Sustainable Development Goals (SDGs), launched by the United Nations in 2015, outline 17 interconnected objectives designed to promote human well-being and sustainable development worldwide. Education is recognized by the United Nations as a key factor in promoting sustainable development. To cultivate students with both global perspectives and local engagement, it is essential to integrate sustainability education into elementary curricula. Accordingly, this study aimed to enhance elementary school students’ understanding of the SDGs by designing a structured instructional activity and developing a hybrid digital-physical board game. The game was implemented as a supplementary review tool to traditional classroom teaching, leveraging the motivational and knowledge-retention benefits of physical board games while incorporating digital features to support learning process monitoring. To address the limitations of conventional review approaches—such as reduced student engagement and increased cognitive load—the instructional model incorporated the board game during review sessions following formal instruction. This was intended to maintain student attention and reduce unnecessary cognitive effort, thereby supporting learning in sustainability-related content. A quasi-experimental design was employed to evaluate the effectiveness of the instructional intervention and the board game system, focusing on three outcome variables: learning motivation, cognitive load, and learning achievement. The results indicated that students in the game-based Sustainable Development Goals group achieved significantly higher delayed posttest scores (M = 72.91, SD = 15.17) than the traditional review group (M = 61.30, SD = 22.82; p < 0.05). In addition, they reported significantly higher learning motivation (M = 4.40, SD = 0.64) compared to the traditional group (M = 3.99, SD = 0.69; p < 0.05) and lower cognitive load (M = 1.84, SD = 1.39) compared to the traditional group (M = 2.66, SD = 1.30; p < 0.05), suggesting that the proposed approach effectively supported student learning in sustainability education at the elementary level. Full article
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30 pages, 3348 KiB  
Review
Augmented Reality and Virtual Reality in Exergaming
by Georgios Lampropoulos, Theofylaktos Anastasiadis and Juan Garzón
Future Internet 2025, 17(8), 332; https://doi.org/10.3390/fi17080332 - 25 Jul 2025
Viewed by 394
Abstract
This study presents a systematic review regarding the use of augmented reality and virtual reality in exergaming by analyzing studies published during 2010–2025. This study focuses on providing an overview of the field and on examining and synthesizing the findings of related studies [...] Read more.
This study presents a systematic review regarding the use of augmented reality and virtual reality in exergaming by analyzing studies published during 2010–2025. This study focuses on providing an overview of the field and on examining and synthesizing the findings of related studies to identify the contexts, applications, and domains in which extended reality exergames are being used and the related implications, benefits, and challenges. Based on the results, augmented reality and virtual reality exergames offer immersive, enjoyable, engaging, and personalized experiences that support physical, cognitive, and emotional well-being, while enhancing physical performance, cognitive functioning, psychological outcomes, and mental health. They promote motivation, active lifestyles, and sustainable health behaviors across diverse populations, including older adults, individuals with disabilities, and neurological groups, as well as the general adult and youth populations. Although emphasis is placed on their use in physical and cognitive rehabilitation and treatment, they also show great potential to be effectively used in different domains, including education. Among the technologies examined, the significant majority of studies focused on virtual reality exergames, a limited number of studies involved augmented reality, and only a few studies examined mixed reality, extended reality, and the metaverse. Finally, nine main topics were identified through topic modeling, providing a clear representation of the core themes within the literature. Full article
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19 pages, 697 KiB  
Article
Enhancing Health Tourism Through Gamified Experiences: A Structural Equation Model of Flow, Value, and Behavioral Intentions
by Tianhao Qin and Maowei Chen
Tour. Hosp. 2025, 6(3), 140; https://doi.org/10.3390/tourhosp6030140 - 15 Jul 2025
Viewed by 322
Abstract
As health and well-being become central concerns in the post-pandemic tourism landscape, health tourism is evolving to prioritize not only physical recovery but also psychological engagement and emotional value. This study explores how gamified design can enhance tourist participation and experience quality within [...] Read more.
As health and well-being become central concerns in the post-pandemic tourism landscape, health tourism is evolving to prioritize not only physical recovery but also psychological engagement and emotional value. This study explores how gamified design can enhance tourist participation and experience quality within health-related tourism contexts. By integrating theories from tourism psychology and game-based experience design, a structural equation model is proposed to examine the relationships among memorable tourism experiences, tourist motivation, game design elements, flow experience, and perceived value, and their joint influence on behavioral intention. Data collected from tourists who engaged in gamified experiences were analyzed using structural equation modeling (SEM) techniques. The results identify a dynamic “participation–immersion–value” mechanism, in which gameful design fosters flow and perceived value, thereby mediating gamification’s impact on behavioral intention. These findings offer valuable insights for health tourism developers and experience designers seeking to create emotionally engaging, motivating, and sustainable visitor experiences in the context of health and well-being. Full article
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16 pages, 631 KiB  
Article
Age Differences Between Young and Older Adults in Decision-Making Under Risk: A Cross-Sectional Study
by Tindara Caprì, Rosa Angela Fabio and Mariachiara Gioia
J. Ageing Longev. 2025, 5(3), 21; https://doi.org/10.3390/jal5030021 - 24 Jun 2025
Viewed by 576
Abstract
Background: Decision-making under risk is a crucial process for undertaking health behaviors. Although the influence of individual differences on decision-making under risk has been widely examined, there is no clear consensus yet as to how to explain this process considering both young and [...] Read more.
Background: Decision-making under risk is a crucial process for undertaking health behaviors. Although the influence of individual differences on decision-making under risk has been widely examined, there is no clear consensus yet as to how to explain this process considering both young and older adults. The main aim of this preliminary study was to examine age differences in decision-making under risk, risk propensity, sensation-seeking, and self-conscious emotions between younger and older adults. Methods: A total of 40 subjects (20 young adults and 20 older adults) participated in the present study. The young adults were aged 18–35 years (M = 23.25, SD = 2.59). The older adults were aged 65–70 years (M = 68.50, SD = 4.01). Participants completed the Risk Propensity Scale, the Sensation-Seeking Scale, the Test of Self-Conscious Affect, and the Prisoner’s Dilemma Game. Results: The results indicated that the groups showed different behaviors in sensation-seeking (p < 0.001, pη2 = 0.14). The older group showed a larger propensity to seek recreational activities and unconventional behaviors than the younger group (p < 0.0001, d = 0.78; p = 0.001, d = 0.75). Also, the older adults demonstrated a greater inclination toward pride (p < 0.01, d = 0.78), whereas younger adults exhibited a stronger tendency towards shame (p < 0.01, d = 0.76). Conclusions: These data suggest a shift in risk preferences as individuals age, potentially influenced by a variety of psychological, social, and experiential factors. The applications of this study can support psychological well-being, productivity, and quality of life in later adulthood. Full article
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16 pages, 1795 KiB  
Article
Fostering Empathy Through Play: The Impact of Far From Home on University Staff’s Understanding of International Students
by Shuanghui Sofia Shan and Sam Illingworth
Behav. Sci. 2025, 15(6), 820; https://doi.org/10.3390/bs15060820 - 14 Jun 2025
Viewed by 2759
Abstract
This study investigates the potential of Far From Home, a non-digital board game, as an innovative tool for fostering empathy among university staff towards international students. International students face multifaceted challenges—linguistic barriers, cultural dissonance, and systemic inequities—yet traditional staff training often fails [...] Read more.
This study investigates the potential of Far From Home, a non-digital board game, as an innovative tool for fostering empathy among university staff towards international students. International students face multifaceted challenges—linguistic barriers, cultural dissonance, and systemic inequities—yet traditional staff training often fails to cultivate the perspective-taking required for meaningful support. Using a mixed-methods approach, we analysed data from 82 participants across 10 game sessions, including surveys (n = 27), recorded gameplay observations, and semi-structured interviews (n = 6). Thematic analysis explored how role-playing as student avatars and collaborative problem-solving influenced staff empathy. The results demonstrated the game’s effectiveness in bridging cultural gaps, with participants reporting a heightened awareness of structural barriers and reduced stereotyping. Notably, the emergent findings suggested a “contrast commitment” effect, where witnessing biassed behaviours reinforced staff’s dedication to equitable practices. This study advocates for game-based training as a complement to existing programmes, with future research needed to assess longitudinal impacts. Potential applications include adapting the framework for other marginalised student groups and institutional contexts. Full article
(This article belongs to the Special Issue Benefits of Game-Based Learning)
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20 pages, 725 KiB  
Review
Emerging Therapies for Neurological Disorders: A Clinical Review of MANAGED (Music, Art, Nature-Based, Animal-Assisted, Game, Essential Oil, Dance) Care
by Alyssa Wan-Chei Lee, Rahim Hirani, Jonathan Ogulnick, Raj K. Tiwari and Mill Etienne
NeuroSci 2025, 6(2), 51; https://doi.org/10.3390/neurosci6020051 - 4 Jun 2025
Viewed by 2249
Abstract
In the face of the limitations in pharmacological and surgical interventions for neurological conditions such as Parkinson’s and Alzheimer’s disease, patients are increasingly turning to non-pharmacological and alternative therapies to manage their symptoms and improve their quality of life. This shift underscores the [...] Read more.
In the face of the limitations in pharmacological and surgical interventions for neurological conditions such as Parkinson’s and Alzheimer’s disease, patients are increasingly turning to non-pharmacological and alternative therapies to manage their symptoms and improve their quality of life. This shift underscores the urgent need for accessible, effective, and affordable treatments. This literature review examines a range of alternative and personalized therapies, including game therapy, animal-assisted therapy, dance therapy, art therapy, music therapy, aroma therapy, and shinrin-yoku therapy. These modalities have demonstrated promising results in mitigating symptoms and enhancing well-being among individuals grappling with neurological disorders. Moreover, these therapies offer a holistic approach that complements traditional medical interventions, underscoring the importance of integrating diverse treatment modalities. Despite their historical roots in non-clinical settings, their potential in modern clinical practice remains untapped. The findings suggest the necessity for further research, particularly large cohort studies, to validate the efficacy of these personalized therapies and advocate for their widespread adoption. In an era marked by escalating healthcare costs, the exploration of alternative therapies presents a compelling avenue for enhancing patient care while simultaneously addressing economic challenges within the healthcare system. Full article
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16 pages, 492 KiB  
Article
A Multi-Stakeholder Evaluation of a Walking Football Group for People with Dementia Developed in Partnership with a Premier League Club
by Marie Poole, Alison Killen and Louise Robinson
Sports 2025, 13(6), 172; https://doi.org/10.3390/sports13060172 - 30 May 2025
Viewed by 1013
Abstract
Dementia-friendly walking football offers a way of helping people who are less likely to engage with traditional services to participate in physical activity and support their physical, mental and social wellbeing. This addresses a gap in the current provision of post-diagnostic dementia support [...] Read more.
Dementia-friendly walking football offers a way of helping people who are less likely to engage with traditional services to participate in physical activity and support their physical, mental and social wellbeing. This addresses a gap in the current provision of post-diagnostic dementia support in the UK. However, there is a lack of evidence around such models of service provision. Through the evaluation of a newly established dementia-friendly walking football initiative provided by a Premier League charitable foundation, we explored the social, physical and mental benefits of dementia-friendly walking football for older males from underserved communities. Using a qualitative, exploratory approach, we held focus groups with service providers and service users to understand their views and experiences of delivering and attending dementia-friendly walking football sessions. A thematic analysis of the focus groups revealed three main themes relating to the importance of football to cultural and individual identity, namely, ‘for the love of the game’, ‘team players’ and ‘a game changer’. We also highlight how a multi-disciplinary, research-based approach to the evaluation of a service and identification of service improvements can both involve and benefit people living with dementia and their families. Full article
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24 pages, 552 KiB  
Review
Ethical Considerations in Emotion Recognition Research
by Darlene Barker, Mukesh Kumar Reddy Tippireddy, Ali Farhan and Bilal Ahmed
Psychol. Int. 2025, 7(2), 43; https://doi.org/10.3390/psycholint7020043 - 29 May 2025
Viewed by 2391
Abstract
The deployment of emotion-recognition technologies expands across healthcare education and gaming sectors to improve human–computer interaction. These systems examine facial expressions together with vocal tone and physiological signals, which include pupil size and electroencephalogram (EEG), to detect emotional states and deliver customized responses. [...] Read more.
The deployment of emotion-recognition technologies expands across healthcare education and gaming sectors to improve human–computer interaction. These systems examine facial expressions together with vocal tone and physiological signals, which include pupil size and electroencephalogram (EEG), to detect emotional states and deliver customized responses. The technology provides benefits through accessibility, responsiveness, and adaptability but generates multiple complex ethical issues. The combination of emotional profiling with biased algorithmic interpretations of culturally diverse expressions and affective data collection without meaningful consent presents major ethical concerns. The increased presence of these systems in classrooms, therapy sessions, and personal devices makes the potential for misuse or misinterpretation more critical. The paper integrates findings from literature review and initial emotion-recognition studies to create a conceptual framework that prioritizes data dignity, algorithmic accountability, and user agency and presents a conceptual framework that addresses these risks and includes safeguards for participants’ emotional well-being. The framework introduces structural safeguards which include data minimization, adaptive consent mechanisms, and transparent model logic as a more complete solution than privacy or fairness approaches. The authors present functional recommendations that guide developers to create ethically robust systems that match user principles and regulatory requirements. The development of real-time feedback loops for user awareness should be combined with clear disclosures about data use and participatory design practices. The successful oversight of these systems requires interdisciplinary work between researchers, policymakers, designers, and ethicists. The paper provides practical ethical recommendations for developing affective computing systems that advance the field while maintaining responsible deployment and governance in academic research and industry settings. The findings hold particular importance for high-stakes applications including healthcare, education, and workplace monitoring systems that use emotion-recognition technology. Full article
(This article belongs to the Section Neuropsychology, Clinical Psychology, and Mental Health)
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12 pages, 389 KiB  
Review
Enhancing Physical Education Through Gamification and Ergonomics: A Literature Review
by Carlos Merino-Campos
Theor. Appl. Ergon. 2025, 1(1), 3; https://doi.org/10.3390/tae1010003 - 29 May 2025
Viewed by 576
Abstract
Gamification, defined as the application of game-like elements in non-game contexts to enhance motivation and engagement, has emerged as a promising strategy in physical education, enhancing student motivation, engagement, and physical activity through the integration of game-like elements into educational practices. However, the [...] Read more.
Gamification, defined as the application of game-like elements in non-game contexts to enhance motivation and engagement, has emerged as a promising strategy in physical education, enhancing student motivation, engagement, and physical activity through the integration of game-like elements into educational practices. However, the design and implementation of these platforms often overlook crucial ergonomic principles, which could have affected both the learning experience and the physical and cognitive well-being of users. This literature review aimed to examine the application of ergonomic principles in gamified physical education platforms, assess their impact on motivation and learning outcomes, and offer recommendations for improving future designs. Following a comprehensive literature search, eight peer-reviewed articles published between 2013 and 2024 were reviewed. The findings emphasized the importance of accessibility, cognitive load management, and visual design in creating effective gamified learning environments. Although the potential of gamification in physical education was evident, several gaps, including the lack of longitudinal studies and limited attention to diverse and disadvantaged contexts, needed to be addressed to create more inclusive, safe, and effective platforms. This review identified key gaps in ergonomic design within gamified PE platforms and highlighted the need for future research to standardize ergonomic frameworks and expand inclusivity in educational game-based environments. Specific recommendations included integrating accessibility features, managing cognitive load, and designing user-centered platforms for diverse contexts. Full article
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16 pages, 736 KiB  
Article
Examining the User Engagement on Mind-Sport Online Games: A Social Cognitive Theory and Word-of-Mouth Based Model Proposal
by Manuela Linares, M. Dolores Gallego and Salvador Bueno
Big Data Cogn. Comput. 2025, 9(4), 91; https://doi.org/10.3390/bdcc9040091 - 9 Apr 2025
Viewed by 661
Abstract
Online gamers have increased exponentially in the last few years in all types of online games, including mind-sport games. These games, like Bridge or Chess, have been traditionally played face-to-face. Nowadays more and more players prefer to use online platforms to play mind-sport [...] Read more.
Online gamers have increased exponentially in the last few years in all types of online games, including mind-sport games. These games, like Bridge or Chess, have been traditionally played face-to-face. Nowadays more and more players prefer to use online platforms to play mind-sport games. Previous studies have investigated different aspects of online games and even a few on mind-sport games. However, the frameworks WOM (Word-of-Mouth) and SCT (Social Cognitive Theory) have been sparsely used in this context. In this manner, the present article proposes two objectives: (1) using the SCT in order to analyse the impact of the sociological factor on user engagement in mind-sport online games and (2) analysing how the WOM affects user engagement in mind-sport online games. Specifically, the proposed PLS-SEM model is defined by combining five constructs from these frameworks: (1) health consciousness, (2) WOM and emotional behaviour, (3) self-efficacy, (4) cognitive engagement, and (5) behavioural intention. The findings reveal that health consciousness affects WOM and emotional behaviour in a positive way as players desire well-being. Also, WOM and emotional behaviour affect cognitive engagement, as positive comments encourage high-skill gamers in mind sports. Finally, this study shows how the environmental factor of SCT is represented by WOM and emotional behaviour in an indirect way and the personal factor represented by self-efficacy in a direct way to positively influence behaviour intention. Full article
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16 pages, 2662 KiB  
Article
Uplifting Moods: Augmented Reality-Based Gamified Mood Intervention App with Attention Bias Modification
by Yun Jung Yeh, Sarah S. Jo and Youngjun Cho
Software 2025, 4(2), 8; https://doi.org/10.3390/software4020008 - 1 Apr 2025
Cited by 1 | Viewed by 777
Abstract
Attention Bias Modification (ABM) is a cost-effective mood intervention that has the potential to be used in daily settings beyond clinical environments. However, its interactivity and user engagement are known to be limited and underexplored. Here, we propose Uplifting Moods, a novel mood [...] Read more.
Attention Bias Modification (ABM) is a cost-effective mood intervention that has the potential to be used in daily settings beyond clinical environments. However, its interactivity and user engagement are known to be limited and underexplored. Here, we propose Uplifting Moods, a novel mood intervention app that combines gamified ABM and augmented reality (AR) to address the limitation associated with the repetitive nature of ABM. By harnessing the benefits of mobile AR’s low-cost, portable, and accessible characteristics, this approach is to help users easily take part in ABM, positively shifting one’s emotions. We conducted a mixed methods study with 24 participants, which involves a controlled experiment with Self-Assessment Manikin as its primary measure and a semi-structured interview. Our analysis reports that the approach uniquely adds fun, exploring, and challenging features, helping improve engagement and feeling more cheerful and less under control. It also highlights the importance of personalization and consideration of gaming style, music preference, and socialization in designing a daily AR ABM game as an effective mental wellbeing intervention. Full article
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13 pages, 241 KiB  
Article
Close to the Comfort Zone: Stakeholders’ Perspectives on Implementing Leisure Activities in Dementia and Eldercare
by Golnaz Atefi, Hannah L. Christie, Marjolein E. de Vugt and Michael P. Craven
Behav. Sci. 2025, 15(3), 347; https://doi.org/10.3390/bs15030347 - 12 Mar 2025
Viewed by 695
Abstract
Background: This study aimed to explore stakeholders’ perspectives on implementing non-digital leisure activities to promote social interaction in dementia and eldercare settings. Methods: A secondary analysis of online semi-structured interviews was conducted, focusing on nine stakeholders with expertise in dementia and eldercare. The [...] Read more.
Background: This study aimed to explore stakeholders’ perspectives on implementing non-digital leisure activities to promote social interaction in dementia and eldercare settings. Methods: A secondary analysis of online semi-structured interviews was conducted, focusing on nine stakeholders with expertise in dementia and eldercare. The data collected were analyzed using inductive qualitative thematic analysis to identify key themes and insights. Results: Three key themes emerged, emphasizing inclusivity, usability, and context. Stakeholders highlighted the importance of tailored activities, ease of use, and privacy. Challenges included resource allocation and availability. The findings underscore the significance of supporting innovations in both digital and non-digital leisure activities within dementia and eldercare settings. Clinicians and policymakers should consider integrating inclusive activities into care plans to enhance social interaction for older adults. Future research should focus on identifying optimal levels of engagement and evaluating the effectiveness of leisure activities in promoting well-being among older adults in diverse settings. Conclusion: Despite current limitations, stakeholders affirmed the value of non-digital leisure activities, such as board games, for enhancing social interaction and well-being in dementia and eldercare settings. Integrating non-digital and digital activities was seen as promising for meeting diverse needs. Full article
(This article belongs to the Special Issue Psychosocial Care and Support in Dementia)
11 pages, 992 KiB  
Article
Beyond the Handicap: A Cross-Sectional Study of Mental Health Amongst Registered Golfers in Spain
by P. Martín-Escudero, M. Fuentes-Ferrer, F. Peinado Miguel and E. Jiménez-Herranz
Sports 2025, 13(3), 80; https://doi.org/10.3390/sports13030080 - 7 Mar 2025
Viewed by 1411
Abstract
The prevalence of impaired mental health (MH) has increased in recent decades. The aim of the study was to analyze the prevalence of impaired MH amongst registered Spanish golfers using the GHQ-28 questionnaire. A cross-sectional online survey was carried out in Spain between [...] Read more.
The prevalence of impaired mental health (MH) has increased in recent decades. The aim of the study was to analyze the prevalence of impaired MH amongst registered Spanish golfers using the GHQ-28 questionnaire. A cross-sectional online survey was carried out in Spain between March and August 2024 using a self-administered questionnaire on 298 adult participants. The participants were mainly men (75.1%) over 60 years of age (50.7%) who were married or with a partner (79.5%), and who were active in the job market (56%). Of the participants, 73.5% reported an improvement in MH levels attributed to the game, and 77.2% recommended golf as a way to improve MH. The prevalence of impaired MH was 6.7% (95% confidence interval [CI]: 4.1–10.2%). Differences in impaired MH were found according to age (<=45 years: 28.6%; 46–60 years: 5.0% and >60 years: 4.0%; p = 0.001), marital status (married or with a partner: 4.6% vs. other: 14.8%; p = 0.009) and time of play (morning: 3.3% vs. other: 10.3%; p = 0.015). The prevalence of impaired MH detected was low and these results indicated that such playing habits and characteristics may have a positive impact on the mental wellbeing of golf players. Full article
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16 pages, 2059 KiB  
Review
Demystifying the New Dilemma of Brain Rot in the Digital Era: A Review
by Ahmed Mohamed Fahmy Yousef, Alsaeed Alshamy, Ahmed Tlili and Ahmed Hosny Saleh Metwally
Brain Sci. 2025, 15(3), 283; https://doi.org/10.3390/brainsci15030283 - 7 Mar 2025
Cited by 3 | Viewed by 22322
Abstract
Background/Objectives: The widespread phenomenon of “brain rot”, named the Oxford Word of the Year 2024, refers to the cognitive decline and mental exhaustion experienced by individuals, particularly adolescents and young adults, due to excessive exposure to low-quality online materials, especially on social [...] Read more.
Background/Objectives: The widespread phenomenon of “brain rot”, named the Oxford Word of the Year 2024, refers to the cognitive decline and mental exhaustion experienced by individuals, particularly adolescents and young adults, due to excessive exposure to low-quality online materials, especially on social media. The present study is exploratory and interpretative in nature, aiming to investigate the phenomenon of “brain rot”, with a focus on its key pillars, psychological factors, digital behaviors, and the cognitive impact resulting from the overconsumption of low-quality digital content. Methods: This study employs a rapid review approach, examining research published between 2023 and 2024 across PubMed, Google Scholar, PsycINFO, Scopus, and Web of Science. It explores the causes and effects of brain rot, focusing on the overuse of social media, video games, and other digital platforms. Results: The findings reveal that brain rot leads to emotional desensitization, cognitive overload, and a negative self-concept. It is associated with negative behaviors, such as doomscrolling, zombie scrolling, and social media addiction, all linked to psychological distress, anxiety, and depression. These factors impair executive functioning skills, including memory, planning, and decision-making. The pervasive nature of digital media, driven by dopamine-driven feedback loops, exacerbates these effects. Conclusions: The study concludes by offering strategies to prevent brain rot, such as controlling screen time, curating digital content, and engaging in non-digital activities. Given the increasing prevalence of digital engagement, it is essential to explore a variety of strategies, including mindful technology use, to support cognitive health and emotional well-being. The results can guide various stakeholders—policymakers, practitioners, researchers, educators, and parents or caregivers—in addressing the pervasive impact of brain rot and promoting a balanced approach to technology use that fosters cognitive resilience among adolescents and young adults. Full article
(This article belongs to the Special Issue Focus on Mental Health and Mental Illness in Adolescents)
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