To see the other types of publications on this topic, follow the link: Video games. 0.

Journal articles on the topic 'Video games. 0'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Video games. 0.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Denikin, Anton A. "In Support of Video Games." Observatory of Culture, no. 3 (June 28, 2014): 53–59. http://dx.doi.org/10.25281/2072-3156-2014-0-3-53-59.

Full text
Abstract:
Critically examines some of the research approaches to video games both in Russia and abroad. The article summarizes conclusions of the leading Western specialists in video games studies and proposes an alternative understanding of video games as particular emergent interactive social­communicative means of contemporary digital culture that input to general education, goal­setting, and other gamers’ skills.
APA, Harvard, Vancouver, ISO, and other styles
2

Larkin, Marilynn. "Violent video games increase aggression." Lancet 355, no. 9214 (2000): 1525. http://dx.doi.org/10.1016/s0140-6736(05)74584-0.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Young, Jeffrey R. "Should video games be considered art?" New Scientist 214, no. 2859 (2012): 48. http://dx.doi.org/10.1016/s0262-4079(12)60913-0.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Maddison, Ralph, Cliona Ni Mhurchu, Andrew Jull, Yannan Jiang, Harry Prapavessis, and Anthony Rodgers. "Energy Expended Playing Video Console Games: An Opportunity to Increase Children’s Physical Activity?" Pediatric Exercise Science 19, no. 3 (2007): 334–43. http://dx.doi.org/10.1123/pes.19.3.334.

Full text
Abstract:
This study sought to quantify the energy expenditure and physical activity associated with playing the “new generation” active and nonactive console-based video games in 21 children ages 10–14 years. Energy expenditure (kcal) derived from oxygen consumption (VO2) was continuously assessed while children played nonactive and active console video games. Physical activity was assessed continuously using the Actigraph accelerometer. Significant (p < .001) increases from baseline were found for energy expenditure (129–400%), heart rate (43–84%), and activity counts (122–1,288 versus 0–23) when playing the active console video games. Playing active console video games over short periods of time is similar in intensity to light to moderate traditional physical activities such as walking, skipping, and jogging.
APA, Harvard, Vancouver, ISO, and other styles
5

Tokarieva, A. V. "Serious video games in foreign language education." Bulletin of Alfred Nobel University. Series "Pedagogy and Psychology", no. 13 (2017): 306–11. http://dx.doi.org/10.32342/2522-4115-2017-0-13-306-311.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Mendes, Leonardo O., Leonardo R. Cunha, and Renio S. Mendes. "Popularity of Video Games and Collective Memory." Entropy 24, no. 7 (2022): 860. http://dx.doi.org/10.3390/e24070860.

Full text
Abstract:
Describing the permanence of cultural objects is an important step in understanding societal trends. A relatively novel cultural object is the video game, which is an interactive media, that is, the player is an active contributor to the overall experience. This article aims to investigate video game permanence in collective memory using their popularity as a proxy, employing data based on the Steam platform from July 2012 to December 2020. The objectives include characterizing the database; studying the growth of players, games, and game categories; providing a model for the relative popularity distribution; and applying this model in three strata, global, major categories, and among categories. We detected linear growth trends in the number of players and the number of categories, and an exponential trend in the number of games released. Furthermore, we verified that lognormal distributions, emerging from multiplicative processes, provide a first approximation for the popularity in all strata. In addition, we proposed an improvement via Box–Cox transformations with similar parameters (from −0.12 (95% CI: −0.18, −0.07) to −0.04 (95% CI: −0.08, 0)). We were able to justify this improved model by interpreting the magnitude of each Box–Cox parameter as a measure of memory effects.
APA, Harvard, Vancouver, ISO, and other styles
7

Binnie, C. D., G. F. A. Harding, A. Richens, and A. Wilkins. "Video games and epileptic seizures—a consensus statement." Seizure 3, no. 4 (1994): 245–46. http://dx.doi.org/10.1016/s1059-1311(05)80170-0.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Meyer, Anthony D. "Mind at Play. The Psychology of Video Games." Journal of the American Academy of Child Psychiatry 24, no. 2 (1985): 245. http://dx.doi.org/10.1016/s0002-7138(09)60466-0.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Young, Garry. "Violent video games and morality: a meta-ethical approach." Ethics and Information Technology 17, no. 4 (2015): 311–21. http://dx.doi.org/10.1007/s10676-016-9386-0.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Jansz, Jeroen, and Raynel G. Martis. "The Lara Phenomenon: Powerful Female Characters in Video Games." Sex Roles 56, no. 3-4 (2007): 141–48. http://dx.doi.org/10.1007/s11199-006-9158-0.

Full text
APA, Harvard, Vancouver, ISO, and other styles
11

Latifah, Luklu, Ronny Tri Wirasto, and Intansari Nurjannah. "Perbedaan Skor Risiko Kecanduan Video Game Berdasarkan Strategi Koping pada Remaja SMA." Jurnal Keperawatan Klinis dan Komunitas 6, no. 1 (2022): 19. http://dx.doi.org/10.22146/jkkk.67509.

Full text
Abstract:
Background: Coping is an important mediator for teenagers in response to stressors, and video games are widely used by teenagers to reduce the perceived stressors. Senior high school students are the group that commonly play and have a high risk of being addicted to video games.Objective: To determine differences in the risk of video games addiction based on coping strategies in Muhammadiyah 1 Yogyakarta school teenagers.Methods: This research was a quantitative comparative descriptive study with a cross-sectional design conducted on 156 teenagers in Muhammadiyah 1 Yogyakarta school in February 2020. Data were collected using the COPE Inventory and IGDS9-SF. Data analyzed using univariate analysis and bivariate using Kruskal Wallis and a post Hoc test using Mann-Whitney.Results: Most respondents were male (51,3%), aged 16 years old (47,4%), who began playing video games at the age >8 years old (6,4%), have played video games for £4 hours in a day (87,8%), and frequency 1-3 days a week (61,5%). There were no respondents with a risk of video game addiction (0%). Most respondents were classified into uncategorized coping strategies (89,1%). The religious coping component was mostly preferred (mean = 13,55), while substance using ranked the least (mean = 4,49). The results showed a significant difference between the types of coping strategies with video games addiction risk scores (p <0,05).Conclusion: Video games addiction risk scores in SMA Muhammadiyah 1 Yogyakarta teenagers differed significantly based on their coping strategies. ABSTRAKLatar belakang: Koping merupakan mediator penting bagi remaja dalam menanggapi stresor dan video game banyak digunakan oleh remaja untuk mengurangi stresor yang dirasakan. Remaja SMA merupakan kelompok yang kerap bermain dan berisiko tinggi mengalami kecanduan video game.Tujuan: Mengetahui perbedaan risiko kecanduan video game berdasarkan jenis strategi koping pada remaja di SMA Muhammadiyah 1 Yogyakarta.Metode: Penelitian ini merupakan penelitian deskriptif komparatif dengan desain cross-sectional yang dilakukan pada 156 remaja di SMA Muhammadiyah 1 Yogyakarta pada bulan Februari 2020. Data dikumpulkan menggunakan COPE Inventory dan IGDS9-SF. Analisis data berupa analisis univariat dan bivariat dengan Kruskal Wallis dan uji post hoc menggunakan uji Mann Whitney.Hasil: Mayoritas responden berjenis kelamin laki-laki (51,3%), berusia 16 tahun (47,4%), pertama kali bermain video game pada usia >8 tahun (65,4%), bermain video game dengan durasi £4 jam dalam sehari (87,8%), dan frekuensi 1-3 hari dalam seminggu (61,5%). Tidak ada responden yang memiliki risiko kecanduan video game (0%). Koping tidak terkategori paling banyak digunakan (89,1%). Komponen koping ‘kembali kepada agama’ paling banyak digunakan (mean = 13,55), sementara ‘penggunaan zat’ paling sedikit digunakan (mean = 4,49). Hasil uji beda terdapat perbedaan signifikan antara jenis strategi koping dengan skor risiko kecanduan video game (p<0,05). Simpulan: Skor risiko kecanduan video game pada remaja SMA Muhammadiyah 1 Yogyakarta berbeda secara signifikan berdasarkan strategi koping yang dimiliki.
APA, Harvard, Vancouver, ISO, and other styles
12

Lajous, Martín, Jorge Chavarro, Karen E. Peterson, et al. "Screen time and adiposity in adolescents in Mexico." Public Health Nutrition 12, no. 10 (2009): 1938–45. http://dx.doi.org/10.1017/s1368980009004881.

Full text
Abstract:
AbstractObjectiveTo assess the association of time spent viewing television, videos and video games with measures of fat mass (BMI) and distribution (triceps and subscapular skinfold thicknesses (TSF, SSF)).DesignCross-sectional validated survey, self-administered to students to assess screen time (television, videos and video games) and lifestyle variables. Trained personnel obtained anthropometry. The association of screen time with fat mass and distribution, stratified by sex, was modelled with multivariable linear regression analysis, adjusting for potential confounders and correlation of observations within schools.SettingState of Morelos, Mexico.SubjectsMales (n 3519) and females (n 5613) aged 11 to 18 years attending urban and rural schools in Morelos.ResultsIn males, screen time of >5 h/d compared with <2 h/d was significantly associated with a 0·13 (95 % CI 0·04, 0·23) higher BMI Z-score, 0·73 mm (95 % CI 0·24, 1·22) higher SSF and 1·08 mm (95 % CI 0·36, 1·81) higher TSF. The positive association of screen time with SSF was strongest in males aged 11–12 years. Sexual maturity appeared to modify the association in females; a positive association between screen time and SSF was observed in those who had not undergone menarche (P for trend = 0·04) but not among sexually mature females (P for trend = 0·75).ConclusionScreen time is associated with fat mass and distribution among adolescent males in Mexico. Maturational tempo appears to affect the relationship of screen time with adiposity in boys and girls. Findings suggest that obesity preventive interventions in the Mexican context should explore strategies to reduce screen time among youths in early adolescence.
APA, Harvard, Vancouver, ISO, and other styles
13

Stone, Kara. "Playing Nature: Ecology in Video Games, Alenda Y. Chang (2019)." Journal of Environmental Media 2, no. 2 (2021): 301–4. http://dx.doi.org/10.1386/jem_00068_5.

Full text
APA, Harvard, Vancouver, ISO, and other styles
14

Henderson, Brian. "Playing Nature: Ecology in Video Games, Alenda Y. Chang (2019)." Journal of Gaming & Virtual Worlds 13, no. 2 (2021): 215–18. http://dx.doi.org/10.1386/jgvw_00037_5.

Full text
APA, Harvard, Vancouver, ISO, and other styles
15

McCaffree, Kevin, and K. Ryan Proctor. "Cocooned from Crime: The Relationship Between Video Games and Crime." Society 55, no. 1 (2017): 41–52. http://dx.doi.org/10.1007/s12115-017-0211-0.

Full text
APA, Harvard, Vancouver, ISO, and other styles
16

Burgess, Melinda C. R., Steven Paul Stermer, and Stephen R. Burgess. "Sex, Lies, and Video Games: The Portrayal of Male and Female Characters on Video Game Covers." Sex Roles 57, no. 5-6 (2007): 419–33. http://dx.doi.org/10.1007/s11199-007-9250-0.

Full text
APA, Harvard, Vancouver, ISO, and other styles
17

Nash, Yousif. "Slay the Dragon: Writing Great Video Games, Robert Denton Bryant and Keith Giglio (2015)." Journal of Screenwriting 12, no. 1 (2021): 120–22. http://dx.doi.org/10.1386/josc_00053_5.

Full text
APA, Harvard, Vancouver, ISO, and other styles
18

Liang, Yan, Patrick W. C. Lau, Yannan Jiang, and Ralph Maddison. "Getting Active with Active Video Games: A Quasi-Experimental Study." International Journal of Environmental Research and Public Health 17, no. 21 (2020): 7984. http://dx.doi.org/10.3390/ijerph17217984.

Full text
Abstract:
Given the cultural emphasis on academic achievement and environmental constraints to physical activity (PA), active video games (AVGs) may be used to decrease sedentary behavior and increase PA of Hong Kong children. This study explored the potential of a school-based AVG intervention on sedentary time, PA, body composition, and psychosocial factors among children. Eighty-seven children (intervention n = 30) were recruited from one primary school. Classes in Grades 4–6 were allocated to either the intervention group or the control group in a 2:1 ratio. The eight-week intervention involved children playing AVGs in an after-school class twice a week. Participants in the control group continued with their usual activities. Outcome included the change of participants in sedentary time, PA, percentage body fat, body mass index (BMI), and psychosocial variables (enjoyment, self-efficacy and social support), from baseline to eight weeks. No significant group differences were observed in sedentary time (−33.9 min/day, 95% CI −70.8 to 4.8; p = 0.07). The intervention group significantly increased total PA (53.7 counts/min, 95% CI 8.6 to 104.2; p = 0.04) compared with those in the control condition. No differences were found in body composition and psychosocial variables. However, significant treatment effects were found on BMI z score among boys (−0.1, 95% CI −0.2 to 0; p = 0.04). An eight-week school-based AVG intervention delivered during after-school hours was effective in increasing activity levels among Hong Kong children. The treatment effects of AVGs on sedentary behavior and body composition need to be further demonstrated in a more robust study, especially in boys.
APA, Harvard, Vancouver, ISO, and other styles
19

Chaput, J. P., A. Tremblay, B. Pereira, Y. Boirie, M. Duclos, and D. Thivel. "Food intake response to exercise and active video gaming in adolescents: effect of weight status." British Journal of Nutrition 115, no. 3 (2015): 547–53. http://dx.doi.org/10.1017/s0007114515004602.

Full text
Abstract:
AbstractAlthough a few data are available regarding the impact of video games on energy intake (EI) in lean adolescents, there is no evidence on the effect of passive and active video gaming on food intake in both lean and obese youth. It is also unknown whether isoenergetic active video games and exercise differently affect food consumption in youth. In all, twelve lean and twelve obese adolescent boys (12–15 years old) had to complete four 1-h sessions in a cross-over design study: control (CON; sitting), passive video game (PVG; boxing game on Xbox 360), active video game (AVG; boxing game on Xbox Kinect 360) and exercise (EX; cycling). The exercise and active video game activities were designed to generate the same energy expenditure (EE). EE was measured using a K4b2 portable indirect calorimeter. Ad libitum food intake and appetite sensations were assessed following the sessions. AVG and EX-EE were significantly higher in obese participants and significantly higher compared with PVG and CON in both groups. Obese participants significantly ate more than lean ones in all four conditions (P<0·001). EI did not differ between conditions in obese participants (CON: 4935 (sd 1490) kJ; PVG: 4902 (sd 1307) kJ; AVG: 4728 (sd 1358) kJ; EX: 4643 (sd 1335) kJ), and was significantly lower in lean participants after EX (2847 (sd 577) kJ) compared with PVG (3580 (sd 863) kJ) and AVG (3485 (sd 643) kJ) (P<0·05). Macronutrient intake was not significantly different between the groups or conditions. Hunger was significantly higher and satiety was lower in obese participants but no condition effect was observed. Overall, moderate-intensity exercise provides better effect on energy balance than an isoenergetic hour of active video gaming in lean adolescent boys by dually affecting EE and EI.
APA, Harvard, Vancouver, ISO, and other styles
20

Ren, Jinchang, Ming Xu, James Orwell, and Graeme A. Jones. "Multi-camera video surveillance for real-time analysis and reconstruction of soccer games." Machine Vision and Applications 21, no. 6 (2009): 855–63. http://dx.doi.org/10.1007/s00138-009-0212-0.

Full text
APA, Harvard, Vancouver, ISO, and other styles
21

Halbhuber, David, Valentin Schwind, and Niels Henze. "Don't Break my Flow: Effects of Switching Latency in Shooting Video Games." Proceedings of the ACM on Human-Computer Interaction 6, CHI PLAY (2022): 1–20. http://dx.doi.org/10.1145/3549492.

Full text
Abstract:
Latency is inherently part of every interactive computing system and particularly important for video games. Previous work shows that constant latency above 25 ms reduces game experience and player performance. However, latency in the wild varies and is never constant due to multiple factors, such as updates in routing tables, users changing their location, or the system's workload. It is unclear if switching latency impairs the gaming experience stronger than a constant high latency. To elucidate, we conducted an experiment with 264 participants playing a shooting video game induced with 0 ms, 33 ms, and 66 ms controlled latency. While playing, the game switched between different latency levels based on three frequencies. Our analysis shows that switching latency significantly impaired the participants' flow. Additionally, we found effects on the perceived tension, the experienced challenge, and the players' performance. We conclude that games should prioritize constant latency, even if that entails artificially adding latency.
APA, Harvard, Vancouver, ISO, and other styles
22

Anderson, Janice, and Michael Barnett. "Using Video Games to Support Pre-Service Elementary Teachers Learning of Basic Physics Principles." Journal of Science Education and Technology 20, no. 4 (2010): 347–62. http://dx.doi.org/10.1007/s10956-010-9257-0.

Full text
APA, Harvard, Vancouver, ISO, and other styles
23

te Wildt, B. T., S. Rojas, S. Sachs, F. Wedegärtner, and G. Szycik. "P02-158 - Emotional responses in excessive players of violent video games - an fMRI-study." European Psychiatry 25 (2010): 779. http://dx.doi.org/10.1016/s0924-9338(10)70772-0.

Full text
APA, Harvard, Vancouver, ISO, and other styles
24

Makkar, Mridul, Narkeesh Arumugam, Divya Midha, and Amanjit Sandhu. "Transcranial Direct Current Stimulation as an Effective Treatment Compared to Video Games on Executive Functions in Children With Attention Deficit Hyperactivity Disorder." Iranian Rehabilitation Journal 20, no. 2 (2022): 199–208. http://dx.doi.org/10.32598/irj.20.2.1552.1.

Full text
Abstract:
Objectives: This study aims to determine the effectiveness of transcranial direct current stimulation (tDCS) compared to video games on executive functions in children with attention deficit hyperactivity children (ADHD). Methods: This was an unblinded randomized control trial study with ADHD participants recruited from various schools in Patiala District in Punjab, India. The participants were screened for ADHD using the NICHQ Vanderbilt assessment scale and then they were assessed for eligibility. The random allocation method was done for 61 participants and they were divided into two groups: the control group (video game only) and the intervention group (tDCS along with video game). tDCS was applied at the F3 (anode) and Fp2 (cathode) positions with 1 mA intensity for 20 min 3 times a week for 4 weeks. Pre-, mid-, and post- (day 0, 15, 30) intervention scores for the Raven progressive matrices, the Stroop test, and the trail making test were evaluated for all the participants. Results: The present study had 61 participants in the age range of 10 to 16 years. They were randomly allocated to control and intervention groups. One-way analysis of variance was used to evaluate within-group differences and an unpaired t test was utilized for between-group analyses on different parameters with P<0.05 as the level of significance. Our analysis revealed that tDCS along with video games has a statistically significant effect on components of executive functions as evaluated via the Raven progressive matrices (t=2.483, P=0.01), the Stroop test (t=3.507, P=0.001) and the trail making test (TMT Part A: t=3.238, P=0.02; TMT Part B: t=4.064, P=0.000) compared to the control group. Discussion: When compared with video games, tDCS is effective in improving executive functions in children with ADHD. A randomized control trial with a larger sample size is needed to strengthen the findings of this study and overcome its limitations.
APA, Harvard, Vancouver, ISO, and other styles
25

Winkel, Mark, Dawn M. Novak, and Helen Hopson. "Personality factors, subject gender, and the effects of aggressive video games on aggression in adolescents." Journal of Research in Personality 21, no. 2 (1987): 211–23. http://dx.doi.org/10.1016/0092-6566(87)90008-0.

Full text
APA, Harvard, Vancouver, ISO, and other styles
26

Ferguson, Christopher J., and John C. K. Wang. "Aggressive Video Games are Not a Risk Factor for Future Aggression in Youth: A Longitudinal Study." Journal of Youth and Adolescence 48, no. 8 (2019): 1439–51. http://dx.doi.org/10.1007/s10964-019-01069-0.

Full text
APA, Harvard, Vancouver, ISO, and other styles
27

Chaarani, Bader, Joseph Ortigara, DeKang Yuan, Hannah Loso, Alexandra Potter, and Hugh P. Garavan. "Association of Video Gaming With Cognitive Performance Among Children." JAMA Network Open 5, no. 10 (2022): e2235721. http://dx.doi.org/10.1001/jamanetworkopen.2022.35721.

Full text
Abstract:
ImportanceAlthough most research has linked video gaming to subsequent increases in aggressive behavior in children after accounting for prior aggression, findings have been divided with respect to video gaming’s association with cognitive skills.ObjectiveTo examine the association between video gaming and cognition in children using data from the Adolescent Brain Cognitive Development (ABCD) study.Design, Setting, and ParticipantsIn this case-control study, cognitive performance and blood oxygen level–dependent (BOLD) signal were compared in video gamers (VGs) and non–video gamers (NVGs) during response inhibition and working memory using task-based functional magnetic resonance imaging (fMRI) in a large data set of 9- and 10-year-old children from the ABCD study, with good control of demographic, behavioral, and psychiatric confounding effects. A sample from the baseline assessment of the ABCD 2.0.1 release in 2019 was largely recruited across 21 sites in the US through public, private, and charter elementary schools using a population neuroscience approach to recruitment, aiming to mirror demographic variation in the US population. Children with valid neuroimaging and behavioral data were included. Some exclusions included common MRI contraindications, history of major neurologic disorders, and history of traumatic brain injury.ExposuresParticipants completed a self-reported screen time survey including an item asking children to report the time specifically spent on video gaming. All fMRI tasks were performed by all participants.Main Outcomes and MeasuresVideo gaming time, cognitive performance, and BOLD signal assessed with n-back and stop signal tasks on fMRI. Collected data were analyzed between October 2019 and October 2020.ResultsA total of 2217 children (mean [SD] age, 9.91 [0.62] years; 1399 [63.1%] female) participated in this study. The final sample used in the stop signal task analyses consisted of 1128 NVGs (0 gaming hours per week) and 679 VGs who played at least 21 hours per week. The final sample used in the n-back analyses consisted of 1278 NVGs who had never played video games (0 hours per week of gaming) and 800 VGs who played at least 21 hours per week. The VGs performed better on both fMRI tasks compared with the NVGs. Nonparametric analyses of fMRI data demonstrated a greater BOLD signal in VGs in the precuneus during inhibitory control. During working memory, a smaller BOLD signal was observed in VGs in parts of the occipital cortex and calcarine sulcus and a larger BOLD signal in the cingulate, middle, and frontal gyri and the precuneus.Conclusions and RelevanceIn this study, compared with NVGs, VGs were found to exhibit better cognitive performance involving response inhibition and working memory as well as altered BOLD signal in key regions of the cortex responsible for visual, attention, and memory processing. The findings are consistent with videogaming improving cognitive abilities that involve response inhibition and working memory and altering their underlying cortical pathways.
APA, Harvard, Vancouver, ISO, and other styles
28

Almeida Santos, Caroline, and Philippe Humblé. "Nihon Goes West: Exploring the Non-Translation of Honorifics in the English Subtitles of a Japanese Video Game." Cadernos de Tradução 43, no. 1 (2023): 1–26. http://dx.doi.org/10.5007/2175-7968.2023.e87234.

Full text
Abstract:
Japan has a long tradition when it comes to graphic novels, animated series, films, and, more recently, video games. This popularity has gained international attention in recent decades, creating a market for Japanese-to-English translation. An example of such translations is the localized version of the video game Yakuza 0. Friedrich Schleiermacher, and Lawrence Venuti in his footsteps, argue that there are fundamentally two ways of translating: domestication and foreignization. However, what we find in the translation of Yakuza 0 is a hybrid way of working, which demonstrates that the issue is not as black and white. This paper focuses on the aforementioned game to draw examples and discuss the impact of honorifics on socio-cultural markers and relationship dynamics. First, an overview of the Japanese system of honorific characters is provided in order to understand why translators would choose to retain them in their subtitles. Second, we aim to discuss possible factors that lead translators and localization professionals to retain honorifics in their translation. Finally, we contribute to the broader discussion of ideological and cultural factors that influence the dynamics between source and target culture, by pointing to possible shifts in this relationship, in view of Venuti's critique of Anglo-American translation.
APA, Harvard, Vancouver, ISO, and other styles
29

Radley, Patricia M. "The digital age: an exploration of the influence of media on children’s lives." Boolean: Snapshots of Doctoral Research at University College Cork, no. 2010 (January 1, 2010): 149–53. http://dx.doi.org/10.33178/boolean.2010.34.

Full text
Abstract:
This research looks at how technology, and in particular visual media (television, Internet and video games), has influenced the lives of young children. In the last two decades the amount of children’s media usage time has increased significantly, which affects their play, learning, interactions and development, particularly as consumers. To date there has been no in depth analysis of the nature of children’s interactions with media and, this has led to the development of the following research questions: Children for the purposes of this article will be defined as between 0-10 years of age, due to the fact that research has shown that children do not fully understand the meaning of adverts; that they can coerce and persuade the viewer to buy something, until around nine years of age. Contemporary childhood is characterised by early and frequent media use, preparing children for lifelong relationships with communication technologies. The home environment ...
APA, Harvard, Vancouver, ISO, and other styles
30

Flynn‐Jones, Emily. "Playing With Feelings: Video Games and Affect. AubreyAnable. Minneapolis, MN: University of Minnesota Press, 2018. 200 pp. $25.00 (paperback). (ISBN 978‐1‐5179‐0025‐0)." Journal of the Association for Information Science and Technology 70, no. 10 (2019): 1165–66. http://dx.doi.org/10.1002/asi.24146.

Full text
APA, Harvard, Vancouver, ISO, and other styles
31

Montgomery, Connor, Jeff Blackburn, Daniel Withers, Gregory Tierney, Cathal Moran, and Ciaran Simms. "Mechanisms of ACL injury in professional rugby union: a systematic video analysis of 36 cases." British Journal of Sports Medicine 52, no. 15 (2016): 994–1001. http://dx.doi.org/10.1136/bjsports-2016-096425.

Full text
Abstract:
BackgroundThe mechanisms of ACL injury in rugby are not well defined.AimTo describe the mechanisms of ACL injury in male professional rugby players using systematic video analysis.Methods36 cases from games played in top professional leagues and international matches were analysed. 5 analysts independently assessed all videos to record the estimated frame/time of initial ground contact, frame/time of ACL tear and a range of play specific variables. This included contact versus non-contact ACL injuries, injury timing, joint flexion angles and foot contact with the ground. 37 side-stepping manoeuvres from a control game were analysed to allow comparison of non-injury versus injury situations.Results57% of ACL injuries occurred in a contact manner. 2 main scenarios were identified: (1) offensive running and (2) being tackled, indicating that the ball carrier might be at higher risk of ACL injury. The majority of non-contact ACL injuries resulted from a side-stepping manoeuvre. In most non-contact cases, initial ground contact was through heel strike. Statistical assessment of heel strike at initial ground contact versus non-heel strike cases showed a significant difference in injury versus non-injury outcomes, with heel strike associated with higher injury risk. Non-contact ACL injuries had lower median knee flexion angles and a more dorsiflexed ankle when compared with a control group (10° vs 20°, p≤0.001 and 10° vs 0°, p=0.033 respectively).ConclusionsOver half of ACL injuries in rugby in our analysis resulted from a contact mechanism. For non-contact injuries, lower knee flexion angles and heel-first ground contact in a side-stepping manoeuvre were associated with ACL injury.
APA, Harvard, Vancouver, ISO, and other styles
32

Vollavanh, Lydia R., Kathleen M. O’Day, Elizabeth M. Koehling, et al. "Effect of Impact Mechanism on Head Accelerations in Men’s Lacrosse Athletes." Journal of Applied Biomechanics 34, no. 5 (2018): 396–402. http://dx.doi.org/10.1123/jab.2017-0231.

Full text
Abstract:
Quantifying head impacts is a vital component to understanding and preventing head trauma in sport. Our objective was to establish the frequency and magnitude of head impact mechanisms in men’s lacrosse athletes. Eleven male lacrosse athletes wore xPatch sensors during activity. Video footage of practices and games was analyzed to verify impacts and code them with impact mechanisms. The authors calculated incidence rates (IRs) per 1000 exposures with corresponding 95% confidence intervals (CIs) and used multivariate analysis of variances to compare the linear (g) and rotational (rad/s2) accelerations between mechanisms. A total of 167 head impacts were successfully verified and coded with a mechanism using video footage during 542 total exposures. The highest IR was head to body (IR = 118.08; 95% CI, 89.15–147.01), and the lowest was head to ball (IR = 3.69; 95% CI, 0–8.80) (incidence rate ratio = 32.00; 95% CI, 67.83–130.73). Analysis indicated that impact mechanism failed to significantly alter the combined dependent variables (multivariate F10,306 = 1.79, P = .06, η2 = .06, 1−β = 0.83). While head to head, body to head, and stick to head mechanisms are penalty-inducing offenses in men’s lacrosse, head to ground, head to ball, and combination impacts have similar head accelerations. If penalties and rules are created to protect players from traumatic head injury, the authors recommend stricter enforcement.
APA, Harvard, Vancouver, ISO, and other styles
33

Staiano, Amanda E., Andrew T. Allen, E. Kipling Webster, and Corby K. Martin. "2083." Journal of Clinical and Translational Science 1, S1 (2017): 39–40. http://dx.doi.org/10.1017/cts.2017.145.

Full text
Abstract:
OBJECTIVES/SPECIFIC AIMS: The American Academy of Pediatrics (AAP) recommends that preschool-aged children spend no more than 2 hours/day using digital screens such as TVs. However, there is a proliferation of digital screens in children’s daily lives both at school and at home. The purpose of this study was to examine factors that contribute to children’s screen-time, including their demographic characteristics and whether or not they have screen-time at school. METHODS/STUDY POPULATION: In total, 59 children (3.3±0.4 years of age; 47% female) enrolled in 3 child care centers participated. Center directors reported school screen-time; 1 center was classified as not providing screen-time and 2 centers were classified as providing screen-time. Parents reported child’s age, sex, and maternal education as a proxy for socio-economic status. Parents reported child’s out-of-school screen-time by responding to the question “During the past 30 days, on average how many hours per day did your child sit and watch TV or videos outside of school?” Additional questions queried how many hours per day did the child “use a computer or play computer games,” “play video games,” “use a smartphone,” and “use an iPad or tablet.” Children’s height and weight were collected using standard clinic procedures and body mass index (BMI) was calculated. T tests were used to examine differences in screen-time by age, sex, and school screen-time. General linear models were used to examine the influence of school screen-time (1=no screen-time, 0=between 1 and 60 min/day of screen-time), age, BMI, and maternal education on out-of-school screen-time and time spent with each device. Logistic regression analysis was used to examine likelihood of meeting screen-time recommendations based on the same characteristics. RESULTS/ANTICIPATED RESULTS: Parent-reported total screen-time was 6.3±3.6 hours/day (h/d); specifically, 2.5±1.1 h/d watching TV, 1.5±2.2 h/d using a smartphone, 1.1±0.9 h/d using a tablet, 0.8±1.0 h/d on a computer, and 0.5±0.7 h/d playing video games. Based on total screen-time, 15% of children met AAP recommendations; based on TV viewing only, 52% met AAP recommendations. The 4-year-old children viewed more screen-time overall compared to the 3-year-old children including on TV, computer, and tablet (p<0.05), but there were no sex differences. In fully adjusted linear models, out-of-school screen-time was lower among those who had no screen-time at school (p=0.02) and higher among older children (p<0.01). Computer use was higher among older children (p=0.02). Older children and those with lower maternal education were less likely to meet clinical recommendations based on TV viewing (p<0.05). There were no observed associations with likelihood of meeting clinical recommendations based on total screen-time. BMI was not a significant predictor of screen-time. DISCUSSION/SIGNIFICANCE OF IMPACT: The majority of children exceeded AAP screen-time limits, with screen-time sharply higher among older children, and the associations did not vary by weight status. Children who attended schools that allowed screen-time had higher amounts of out-of-school screen-time. Pediatricians and healthcare providers should query parents on children’s screen-time practices at home and at school and offer strategies to help families meet the clinical recommendations.
APA, Harvard, Vancouver, ISO, and other styles
34

Alonso Puig, Mario, Mercedes Alonso-Prieto, Jordi Miró, Raquel Torres-Luna, Diego Plaza López de Sabando, and Francisco Reinoso-Barbero. "The Association Between Pain Relief Using Video Games and an Increase in Vagal Tone in Children With Cancer: Analytic Observational Study With a Quasi-Experimental Pre/Posttest Methodology." Journal of Medical Internet Research 22, no. 3 (2020): e16013. http://dx.doi.org/10.2196/16013.

Full text
Abstract:
Background Patients with secondary pain due to mucositis after chemotherapy require treatment with morphine. Use of electronic video games (EVGs) has been shown to be an effective method of analgesia in other clinical settings. Objective The main objective of this study was to assess the association between the use of EVGs and the intensity of pain caused by chemotherapy-induced mucositis in pediatric patients with cancer. The secondary objective was to assess the association between changes in pain intensity and sympathetic-parasympathetic balance in this sample of pediatric patients. Methods Clinical records were compared between the day prior to the use of EVGs and the day after the use of EVGs. The variables were variations in pupil size measured using the AlgiScan video pupilometer (IDMed, Marseille, France), heart rate variability measured using the Analgesia Nociception Index (ANI) monitor (Mdoloris Medical Systems, Loos, France), intensity of pain measured using the Numerical Rating Scale (score 0-10), and self-administered morphine pump parameters. Results Twenty patients (11 girls and nine boys; mean age 11.5 years, SD 4.5 years; mean weight 41.5 kg, SD 20.7 kg) who met all the inclusion criteria were recruited. EVGs were played for a mean of 2.3 (SD 1.3) hours per day, resulting in statistically significant changes. After playing EVGs, there was significantly lower daily morphine use (before vs after playing EVGs: 35.9 vs 28.6 µg/kg/day, P=.003), lower demand for additional pain relief medication (17 vs 9.6 boluses in 24 hours, P=.001), lower scores of incidental pain intensity (7.7 vs 5.4, P=.001), lower scores of resting pain (4.8 vs 3.2, P=.01), and higher basal parasympathetic tone as measured using the ANI monitor (61.8 vs 71.9, P=.009). No variation in pupil size was observed with the use of EVGs. Conclusions The use of EVGs in pediatric patients with chemotherapy-induced mucositis has a considerable analgesic effect, which is associated physiologically with an increase in parasympathetic vagal tone despite lower consumption of morphine.
APA, Harvard, Vancouver, ISO, and other styles
35

Lahutina, S. "Gender Differences after Digital Interventions in the Golden Hours after Traumatic Events." European Psychiatry 65, S1 (2022): S676. http://dx.doi.org/10.1192/j.eurpsy.2022.1739.

Full text
Abstract:
Introduction Digital technologies are used in the prevention of post-traumatic stress disorder (PTSD). There is no clear evidence for effective gender-sensitive preventive measures for PTSD. Using Tetris during the golden hour after trauma can reduce intrusive memories and thus reduce the likelihood of PTSD in the future. Objectives Understand the features of gender differences after psychological interventions in patients in the acute period after a traumatic event. Video games that use visual-spatial efforts over a fixed time and frequency (Tetris) may reduce the likelihood of developing PTSD. Methods Main inclusion criteria was an exposure to traumatic event (time from traumatic event - 0-24 hours). Respondents were assessed by PTSD symptom scale (PCL-5), peritraumatic distress scale (PDS), peritraumatic dissociative experience scale (PDES) and global functioning scale (GFS), intrusion diary (intervals: week 0, week 4, week 8, week 12). Results PTSD symptoms were more severe in female participants (p ≤ 0,05). Participants in the Tetris game group recorded significantly fewer intrusive memories during the first week after the traumatic event than participants in two other groups, with a mean effect size of 57 (M = 8.73 vs. M = 23.26, t (69) = 2.80, P = 0.005, d = 0.67, 95% CI: 0.18, 1, 14). After the first month of follow-up, members of the Tetris game group reported less stress from intrusive symptoms. Conclusions Tetris intervention may reduce intrusive memories of real trauma. Women had more severe PTSD symptoms. Due to the small number of samples, the study should be repeated. Disclosure No significant relationships.
APA, Harvard, Vancouver, ISO, and other styles
36

Zebua, Kaleb, and David Siahaan. "ANALISIS TEKNIK PERTANDINGAN KUMITE DALAM OLAHRAGA BELADIRI KARATE." JURNAL PRESTASI 5, no. 2 (2021): 70. http://dx.doi.org/10.24114/jp.v5i2.29835.

Full text
Abstract:
Penelitian ini bertujuan untuk mengetahui performa penampilan atlet dalam suatu pertandingan melalui video pertandingan karate kumite pada Sea Games Ke-29 Tahun 2017 di Kuala Lumpur, Malaysia menggunakan aplikasi klipdraw. Pada kategori final putra dibawah 55 kg pertandingan dimenangkan oleh Iwan Bidu Sirait dari Indonesia dengan perolehan point sebanyak 10 yang terdiri dari 7 pukulan dan 1 tendangan. Adapun jumlah pukulan yang dilakukan selama pertandingan adalah 16 dengan 7 pukulan yang menghasilkan point sehingga persentase keberhasilan pukulannya adalah 44%. Tendangan yang dilakukan selama pertandingan sebanyak 14 dengan 1 tendangan yang menghasilkan point sehingga persentase keberhasilan tendangannya adalah 8%. Sedangkan John Paul Bejar dari Filipina menghasilkan point sebanyak 4 yang semuanya dihasilkan oleh pukulan. Adapun jumlah pukulan yang dilakukan selama pertandingan adalah 13 dengan persentase keberhasilan 24%. Sedangkan jumlah tendangan yang dilakukan adalah 9 dimana tidak ada menghasilkan point atau persentase keberhasilan tendangan tersebut adalah 0%. Pada kategori final putri dibawah 50 kg hasil pertandingan dimenangkan oleh Srunite Sari Sukatendel karateka putri dari Indonesia dengan perolehan point sebanyak 6 yang terdiri dari 3 pukulan dan 1 tendangan adapun jumlah pukulan yang dilakukan selama pertandingan berlangsung adalah 13 dengan 3 pukulan yang dapat menghasilkan point adapun persentase keberhasilan adalah 19% sedangkan jumlah tendangan yang dilakukan adalah 9 dan hanya 1 tendangan yang menghasilkan point dengan persentase keberhasilan 11%. Sedangkan Paweena Raksachart Karateka Putri dari Thailand tidak menghasilkan point selama pertandingan berlangsung. Terdapat 19 pukulan yang dilakukan dan 8 tendangan dimana tidak satupun yang dapat menghasilkan point atau persentase keberhasilannya adalah 0%.
APA, Harvard, Vancouver, ISO, and other styles
37

Shabrina, Adani, and Utari Praba Astuti. "The Integration of 6Cs of the 21st Century Education into English Skills: Teachers’ Challenges and Solutions." Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan 7, no. 1 (2022): 28. http://dx.doi.org/10.17977/jptpp.v7i1.15185.

Full text
Abstract:
<div align="center"><table width="645" border="1" cellspacing="0" cellpadding="0"><tbody><tr><td valign="top" width="439"><p><strong>Abstract: </strong>In the 21<sup>st</sup> Century education, the 6 competencies are necessarily integrated into the classroom remembering the importance to complete students with better competencies. In line with the 6Cs integration, teachers’ challenges and solutions also need to be known. This study investigates English teachers’ challenges in integrating 6Cs of the 21<sup>st</sup> Century education into English integrated skills, and their solutions to cope with the challenges. This qualitative study elicited data from 20 English teachers through a questionnaire and an interview. The findings showed that students’ low motivation and poor vocabulary, time management, the difficulty in integrating some competencies and designing lesson plans were the challenges faced by teachers in integrating the 6Cs. Then, to cope with the challenges, teachers conducted group work and games, provided interesting videos, used a timer to manage the time, looked for references and discussed with other teachers to create lesson plans.</p><p class="Abstract"><strong>Abstrak:</strong> Pada pendidikan abad ke 21, keenam kompetensi (6C) perlu diintegrasikan ke dalam kelas mengingat pentingnya melengkapi siswa dengan kompetensi yang lebih baik. Sejalan dengan pengintegrasian 6 kompetensi, tantangan dan solusi guru juga perlu diketahui. Penelitian ini menyelidiki tantangan yang dihadapi oleh guru bahasa Inggris dalam mengintegrasikan 6 kompetensi pendidikan abad ke-21 ke dalam keterampilan terintegrasi bahasa Inggris, dan solusi mereka untuk mengatasi tantangan tersebut. Studi kualitatif ini mengumpulkan data dari 20 guru bahasa Inggris melalui kuesioner dan wawancara. Hasil penelitian menunjukkan bahwa tantangan yang dihadapi guru yaitu kurangnya motivasi siswa dan kosakata Bahasa Inggris, manajemen waktu, kesulitan dalam mengintegrasikan beberapa kompetensi dan merancang rencana pelajaran. Untuk mengatasi tantangan tersebut, guru mengadakan kerja kelompok dan permainan, menyediakan video yang menarik, menggunakan pengatur waktu, dan mencari referensi sekaligus berdiskusi dengan guru lain untuk membuat rencana pembelajaran.</p></td></tr></tbody></table></div>
APA, Harvard, Vancouver, ISO, and other styles
38

Hartman‐Caverly, Sarah. "Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming201368Edited by Mark J.P. Wolf. Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming. Santa Barbara, CA: ABC‐Clio 2012 Last visited October 2012. , ISBN: 978 0 313 37937 6 Contact publisher for pricing information, ISBN: Also available as a 2 vol. printed set (978 0 313 37936 9 £166 $189) URL: www.abc‐clio.com/product.aspx?isbn=9780313379369." Reference Reviews 27, no. 2 (2013): 36–37. http://dx.doi.org/10.1108/09504121311300541.

Full text
APA, Harvard, Vancouver, ISO, and other styles
39

Beaudoin, Denise, Elizabeth Siu, and Sarah Lemire. "Marketing of Sugar-Sweetened Beverages on Instagram and Compliance With Regulations Limiting Advertising to Children and Adolescents." Current Developments in Nutrition 6, Supplement_1 (2022): 477. http://dx.doi.org/10.1093/cdn/nzac059.005.

Full text
Abstract:
Abstract Objectives To analyze the content of Sugar Sweetened Beverage (SSB) brands’ Instagram posts regarding marketing and engagement techniques used in 2020 and compliance with regulations governing advertising to children and adolescents. Methods Study design was a content analysis of posts from 15 SSB brand accounts on Instagram, categorized as carbonated soft drinks, coffee/tea, and sports/energy drinks. User engagement was evaluated by comparing median likes, comments, video views per post, and other features such as games and sweepstakes. Compliance with regulations for advertising to children and adolescents was assessed using the Australian Association of National Advertisers (AANA) Advertising Code. The AANA code was transformed into 17 categorical variables and compiled into a compliance score of 0–17. Continuous variables reflecting engagement with users as well as compliance were analyzed using Kruskal-Wallis Tests. Chi Square and Fisher's Exact Tests were used to calculate differences in use of engagement across SSB categories. Results A total of 794 posts were analyzed, representing about 25% of all posts made by the 15 SSB brands’ Instagram accounts in 2020. Sports and energy posts were less likely to feature the beverage (27.5%, P < 0.001) and more likely to be videos (58.9%, P < 0.01). Sports and energy posts engaged more by tagging other accounts (83.4%, P < 0.001) and using hashtags (80.8%, P < 0.001). Coffee and tea were most compliant with AANA regulations (mean score 0.85, P < 0.05) while sports and energy posts were least compliant (mean score 1.11, P < 0.05). Conclusions This content analysis found posts made by sports/energy drink brands used more engagement features than other SSB categories. Across all three SSB categories, Instagram posts were compliant with the AANA regulatory code regarding advertising and marketing to children. Further research looking at how social media influences consumption is warranted. Funding Sources None.
APA, Harvard, Vancouver, ISO, and other styles
40

Arora, Monika, Gaurang P. Nazar, Aastha Chugh, et al. "Tobacco imagery in on-demand streaming content popular among adolescents and young adults in India: implications for global tobacco control." Tobacco Control 30, no. 1 (2020): 42–48. http://dx.doi.org/10.1136/tobaccocontrol-2019-055360.

Full text
Abstract:
BackgroundIndia implemented tobacco-free film and TV rules (Rules) to protect adolescents and young adults from tobacco exposure.ObjectiveTo assess tobacco imagery in online series popular among adolescents and young adults.MethodsTen popular online series on streaming platforms were identified after discussions with participants (aged 15–24 years) in New Delhi, and content-coded for tobacco imagery following the Breathe California protocol. Incidents of tobacco use and brand appearances in each series episode were counted, and compliance with Indian Rules was recorded.Results188 episodes across 10 series on Netflix and Amazon Prime Video were coded. Seven series were rated age 16+, two were 18+ and one was 13+. The median number of tobacco incidents per episode in foreign productions was as follows: Amazon’s ‘The Marvellous Mrs Maisel’ (87.5, IQR 62.0–116.0) and Netflix’s ‘The Crown’ (29.0, 18.0–36.0) were higher than Indian productions: Netflix’s ‘Sacred Games’ (9.0, 0.5–14.5) and Amazon’s ‘Mirzapur’ (7.0, 4.0–11.0) (p=0.84). Tobacco incidents per hour ranged from 0 (Bodyguard, Riverdale, 13 Reasons Why) to 106.1 (The Marvellous Mrs Maisel). Seven of 10 series had tobacco imagery and none were compliant with the Rules.ConclusionContrary to Section 5 of India’s Cigarettes and Other Tobacco Products Act, its Rules are not being complied with by the streaming platforms. US-produced streaming media contains more tobacco incidents than Indian-produced media. There is an urgent need for better enforcement of existing Rules on streaming platforms in India, and modernisation of the WHO Framework Convention on Tobacco Control, Article 13 guidelines to account for new streaming platforms to protect youth from tobacco imagery globally.
APA, Harvard, Vancouver, ISO, and other styles
41

Ingadóttir, B., S. Zoëga, K. Blöndal, D. Thue, I. Thylen, and T. Jaarsmaa. "The potential use of a serious game to help patients learn about post-operative pain management – An evaluation study." Scandinavian Journal of Pain 16, no. 1 (2017): 186. http://dx.doi.org/10.1016/j.sjpain.2017.04.061.

Full text
Abstract:
Abstract Aims To describe the evaluation of a serious computer game designed for patients to learn about post-operative pain management. Methods This was a usability and evaluation study. The sample consisted of 20 people, recruited from the public. The computer game was developed by an interdisciplinary team. In the game, the player controls the actions of a virtual human character who has been discharged home after surgery. The player needs to make decisions about the character’s daily activities, such as common household tasks and self-care, including pain management. The player observes how his decisions influence the character’s recovery. The usability and efficacy of the game were evaluated in one session with semi-structured interviews and questionnaires on knowledge acquisition and usability. The playing session was video recorded to assess if technical problems arose and how often the player needed assistance. Results The mean age of participants was 48 years (SD = 14), 11 were women. Participants described the usability of the game as high (range 3–5 on a 0–5 scale) and expressed satisfaction with this novel method of learning, despite some technological challenges. Ease of use was confirmed by observation. Knowledge of pain medications and pain management strategies improved after playing the game. The number of correct answers increased from 54%, before playing, to 71% after playing the game (p = 0.001). Conclusions Playing an educational computer came has the potential to improve knowledge regarding post-operative pain management. The game was well received by participants. Serious computer games can be a useful tool in enhancing patient education. The game needs to be tested with surgical patients.
APA, Harvard, Vancouver, ISO, and other styles
42

Hortobágyi, Tibor, Dorina Deák, Dóra Farkas, et al. "Effects of Exercise Dose and Detraining Duration on Mobility at Late Midlife: A Randomized Clinical Trial." Gerontology 67, no. 4 (2021): 403–14. http://dx.doi.org/10.1159/000513505.

Full text
Abstract:
<b><i>Background:</i></b> Office workers near retirement tend to be sedentary and can be prone to mobility limitations and diseases. We examined the dose effects of exergaming volume and duration of detraining on motor and cognitive function in office workers at late midlife to reduce sedentariness and mobility limitations. <b><i>Methods:</i></b> In an assessor-blinded randomized trial, 160 workers aged 55–65 years performed physically active video games in a nonimmersive form of virtual reality (exergaming) in small, supervised groups for 1 h, 1×, 2×, or 3×/week for 8 weeks followed by detraining for 8 and 16 weeks. Exergaming comprises high-intensity, full-body sensorimotor coordination, balance, endurance, and strengthening exercises. The primary outcome was the 6-minute walk test (6MWT), and secondary outcomes were body mass, self-reported physical activity, sleep quality, Berg Balance Scale, Short Physical Performance Battery, fast gait speed, dynamic balance, heart rate recovery after step test, and 6 cognitive tests. <b><i>Results:</i></b> The 3 groups were not different in any of the outcomes at baseline (all <i>p</i> > 0.05). The outcomes were stable and had acceptable reliability (intraclass correlation coefficients ≥0.334) over an 8-week control period. Training produced an inverted U-shaped dose response of no (1×), most (2×), and medium (3×/week) effects of exergaming volume in most motor and selected cognitive outcomes. The distance walked in the 6MWT (primary outcome) increased most (94 m, 19%, <i>p</i> < 0.05), medium (57 m, 12%, <i>p</i> < 0.05), and least (4 m, 1%) after exergaming 2×, 3×, or 0× (control) (all different <i>p</i> < 0.05). The highest responders tended to retain the exercise effects over 8 weeks of detraining, independent of training volume. This maintenance effect was less consistent after 16 weeks of detraining. <b><i>Conclusion:</i></b> Less was more during training and lasted longer after detraining. A medium dose volume of exergaming produced the largest clinically meaningful improvements in mobility and selected cognitive tests in 60-year-old office workers with mild mobility limitations and intact cognition.
APA, Harvard, Vancouver, ISO, and other styles
43

Bourdillon, Nicolas, David Barriac, and Grégoire Millet. "Relationship between performance, heart rate variability and clinical symptoms in elite football: A case study." Current Issues in Sport Science (CISS) 8, no. 2 (2023): 061. http://dx.doi.org/10.36950/2023.2ciss061.

Full text
Abstract:
Introduction
 Matches and high-intensity training put important load on elite football players, which may result in performance decrease and physiological alterations (Meeusen et al., 2013).
 Positive correlations between heart rate variability (HRV) athletic performance have been reported (Buchheit et al., 2012) but the measurements were not related to match performance. Studies investigating the relationship between HRV and in-match performance data are scarce and none identified typologies of fatigue (Schmitt et al., 2015).
 This is a case study of one elite football player that showed a typical autonomic dysfunction corresponding to a fatigue state with associated clinical symptoms.
 Methods
 A male elite football player playing in French Ligue 1 and continental competitions recorded his beat-to-beat heart rate (Polar H10) during an orthostatic test (5 min supine followed by 5 min standing) systematically 2 days before every match during a series of 8 matches at the rate of 1 match/week. These recordings allowed the assessment of mean heart rate (HR), power spectrum in the low- and high-frequency bands (LF and HF). During each match a GNSS sensor (Vector S7, Catapult) allowed the recording of total distance, acceleration/deceleration above 2m/s. Moreover, the number of passes, passes to the final thirty meters and number of duels and duels won were quantified by video analysis.
 Results
 The player played the entirety of the 8 games mostly as a midfielder and sometimes as a left back. Heart rate in the supine position was inversely correlated to the number of passes and successful passes to final third (R = -0.67, p < 0.05) whilst LF in the standing position was correlated to the duels and duels won (R = 0.75, p < 0.05). In addition, log(HF) was correlated to the number of acceleration during the match whilst log(LF) was correlated with the total distance ran. The player displayed on several occasions a fatigue profile characterized by a parasympathetic hypertonia in the standing position, which ultimately resulted in the player fainting on the pitch.
 Discussion/Conclusion
 HRV during an orthostatic test two days before a match could be useful in identifying fatigue profiles associated with decreased performances and clinical symptoms. Such methods should be used on an entire season and entire squad to better characterize the fatigue profiles in elite football and may help better adapt training sessions.
 References
 Buchheit, M., Simpson, M. B., Al Haddad, H., Bourdon, P. C., & Mendez-Villanueva, A. (2012). Monitoring changes in physical performance with heart rate measures in young soccer players. European Jopurnal of Applied Physiology, 112, 711–723. https://doi.org/10.1007/s00421-011-2014-0
 Meeusen, R., Duclos, M., Foster, C., Fry, A., Gleeson, M., Nieman, D., Raglin, J., Rietjens, G., Steinacker, J., & Urhausen, A. (2013). Prevention, diagnosis, and treatment of the overtraining syndrome: Joint consensus statement of the European College of Sport Science and the American College of Sports Medicine. Medicine & Science in Sports & Exercise, 45(1), 186–205. https://doi.org/10.1249/mss.0b013e318279a10a
 Schmitt, L., Regnard, J., Parmentier, A. L., Mauny, F., Mourot, L., Coulmy, N., & Millet, G. P. (2015). Typology of “Fatigue” by heart rate variability analysis in elite nordic-skiers. International Journal of Sports Medicine, 36(12), 999–1007. https://doi.org/10.1055/s-0035-1548885
APA, Harvard, Vancouver, ISO, and other styles
44

Bailey, C. D. Alison. "Forbidden Games & Video Poems: The Poetry of Yang Mu and Lo Ch'ing. By Yang Mu and Lo Ch’ing, translated by Joseph R. Allen. [Seattle: Washington University Press, 1993. 448 pp. $19.95. ISBN 0–295–97263–7.] - Renditions: A Chinese–English Translation Magazine, No. 39. Edited by Hung Eva and D. E. Pollard. [Hong Kong: The Chinese University of Hong Kong, Spring 1993. $20.00. ISSN 0377–3515.]." China Quarterly 141 (March 1995): 225–26. http://dx.doi.org/10.1017/s030574100003304x.

Full text
APA, Harvard, Vancouver, ISO, and other styles
45

Talegawkar, Sameera, Yichen Jin, Erica Sedlander, et al. "A Social Norms-Based Intervention Improves Diet Diversity Among Women of Reproductive Age in Rural Odisha, India: The RANI Project." Current Developments in Nutrition 5, Supplement_2 (2021): 691. http://dx.doi.org/10.1093/cdn/nzab045_073.

Full text
Abstract:
Abstract Objectives To investigate the effect of a social norms-based intervention on diet diversity among women of reproductive age. Methods Data from the Reduction in Anemia through Normative Innovations (RANI) Project were used. Up to three contiguous villages in Odisha, India were assigned to clusters, which were then randomized into treatment or control arm. Within each cluster, homes were randomly chosen in proportion to cluster size and one woman of reproductive age was randomly chosen from each selected home (N = 3797). The RANI intervention is based on the theory of normative social behavior and includes: participatory learning modules coupled with games; short videos shown to participating women and their families; and monthly hemoglobin testing followed by community discussion. Exposure to the intervention was assessed by the frequency of viewing images from the participatory learning modules, number of videos seen, and number of hemoglobin tests taken. Diet diversity was assessed by the Food and Agriculture Organization's Minimum Dietary Diversity for Women (MDD-W, score ranging 0–10 with MDD-W score ≥ 5 considered to represent a diverse diet). Multiple logistic regression examined the effect of exposure to the intervention on diet diversity. Results Compared to baseline, diet diversity score increased in both treatment and control groups by 13% and 8%, respectively. The odds of having a diet diversity score ≥ 5 was 47% higher in treatment group than the control group (P < .001). Higher exposure to participatory learning modules was associated with higher odds of having a diet diversity score ≥ 5 (P < .001), and participation in learning module games was associated with 40% higher odds of having a diverse diet (P < .001). Watching short health communication videos increased the odds of having a diverse diet (P < .001), and women who took more hemoglobin tests as part of the RANI intervention had higher odds of having a diverse diet (P < .001). Conclusions Being in the RANI intervention improved women's diet diversity scores, indicating that the social norms-based intervention, albeit without food or iron supplementation, was effective in improving diet quality among women of reproductive age living in rural India. Funding Sources This study was supported by a grant from The Bill and Melinda Gates Foundation.
APA, Harvard, Vancouver, ISO, and other styles
46

Peng, Wen, Rebecca Goldsmith, and Elliot M. Berry. "Demographic and lifestyle factors associated with adherence to the Mediterranean diet in relation to overweight/obesity among Israeli adolescents: findings from the Mabat Israeli national youth health and nutrition survey." Public Health Nutrition 20, no. 5 (2016): 883–92. http://dx.doi.org/10.1017/s1368980016002779.

Full text
Abstract:
AbstractObjectiveTo investigate demographic and lifestyle factors associated with adherence to the Mediterranean diet (MD) in Israeli adolescents.DesignCross-sectional.SettingSchool-based.SubjectsSchoolchildren (n 5268) aged 11–19 years answered self-administered questionnaires on food consumption, eating habits and lifestyle; a subset (n 578) also completed 24 h food recalls.ResultsUsing a modified KIDMED index, 25·5 % of the students had poor, 55·2 % had average and 19·3 % had good MD adherence. Jewish middle-school children had the highest proportion (28·2 %) of poor MD adherence. Olive oil usage, derived from 24 h food recalls, was 18·1 % in Jewish families v. 71·1 % in Arab homes. In Jewish boys, the odds (OR; 95 % CI) of having poor MD adherence was higher in those who watched television/videos/listened to music for ≥2 h/d (1·25; 0·98, 1·58) and those who sometimes/don’t read food labels (1·69; 1·31, 2·18). In Jewish girls, the odds for having poor MD adherence was significantly higher in those whose mother’s schooling was <12 years (2·06; 1·41, 3·00) and those who sometimes/don’t read food labels (1·35; 1·08, 1·69). In Arab boys, watching television/videos/listening to music for ≥2 h/d was significantly associated with poor MD adherence (1·89; 1·16, 3·07). In Arab girls, no aerobic activity or ball games weekly was associated with poor MD adherence (1·38; 0·91, 2·09).ConclusionsIsraeli adolescents had overall a high rate of poor MD adherence. Jewish middle-school children were at the highest risk. Interventions aimed at increasing physical activity, reducing sedentary time, improving mother’s education and promoting reading of food labels are recommended.
APA, Harvard, Vancouver, ISO, and other styles
47

Hughes, Patrick. "Baby, It's You: International Capital Discovers the under Threes." Contemporary Issues in Early Childhood 6, no. 1 (2005): 30–40. http://dx.doi.org/10.2304/ciec.2005.6.1.6.

Full text
Abstract:
Well-established international entertainment firms such as Disney and Fisher-Price are joining new start-up firms such as Baby Einstein to create a ‘Baby’ market of products (including toys, games and videos) specifically targeted at children aged 0–3 years. Despite its novelty, the ‘Baby’ market mirrors older markets that these firms have created around other demographic groups (e.g. older children, adolescents and adults) — it redefines its target demographic group around specific commodities and promotes its redefinition as ‘common sense’. The ‘Baby’ firms redefine babies solely as early learners whose potential to learn can be released by these firms' brand-name ‘educational’ or ‘developmental’ products. Many adults buy these products because they accept the firms' redefinition of babies, but other adults ignore the firms' promotional messages and buy the products to give themselves some time apart from their babies. The ‘Baby’ market is significant for children and adults because it changes young children's relationships with adults and because it subordinates local cultural differences to a children's culture that purports to be ‘global’ but has, in reality, extremely narrow foundations in class, race and gender.
APA, Harvard, Vancouver, ISO, and other styles
48

Fulton, Janet E., Xuewen Wang, Michelle M. Yore, Susan A. Carlson, Deborah A. Galuska, and Carl J. Caspersen. "Television Viewing, Computer Use, and BMI Among U.S. Children and Adolescents." Journal of Physical Activity and Health 6, s1 (2009): S28—S35. http://dx.doi.org/10.1123/jpah.6.s1.s28.

Full text
Abstract:
Background:To examine the prevalence of television (TV) viewing, computer use, and their combination and associations with demographic characteristics and body mass index (BMI) among U.S. youth.Methods:The 1999 to 2006 National Health and Nutrition Examination Survey (NHANES) was used. Time spent yesterday sitting and watching television or videos (TV viewing) and using the computer or playing computer games (computer use) were assessed by questionnaire.Results:Prevalence (%) of meeting the U.S. objective for TV viewing (≤2 hours/day) ranged from 65% to 71%. Prevalence of no computer use (0 hours/day) ranged from 23% to 45%. Non-Hispanic Black youth aged 2 to 15 years were less likely than their non-Hispanic White counterparts to meet the objective for TV viewing. Overweight or obese school-age youth were less likely than their normal weight counterparts to meet the objective for TV viewingConclusions:Computer use is prevalent among U.S. youth; more than half of youth used a computer on the previous day. The proportion of youth meeting the U.S. objective for TV viewing is less than the target of 75%. Time spent in sedentary behaviors such as viewing TV may contribute to overweight and obesity among U.S. youth.
APA, Harvard, Vancouver, ISO, and other styles
49

Khemani, Kirshma, Diana Ross, Ann Haight, Cynthia Sinha, Nitya Bakshi, and Lakshmanan Krishnamurti. "Experiences and Decision Making for Bone Marrow Transplant in Sickle Cell Disease: Patients and Caregivers Perspective." Blood 128, no. 22 (2016): 2393. http://dx.doi.org/10.1182/blood.v128.22.2393.2393.

Full text
Abstract:
Abstract Background:Bone marrow transplantation (BMT) is currently the only curative treatment option available for patients with sickle cell disease (SCD). There are very limited data available on the patients and caregivers perspective on decision making for BMT and their overall experiences with the BMT process. The objective of this study was to determine patients and caregivers knowledge of BMT, the factors that influenced families to consider BMT as a treatment option and their experiences during and after transplantation. Methods:At Children's Healthcare of Atlanta, we conducted 22 qualitative interviews involving patient-caregiver dyads using a semi-structured interview guide. The questions focused on patient and caregiver decision-making and their experience with bone marrow transplant for SCD. All interviews were recorded and transcribed verbatim. Transcripts were then double-coded. Content analysis was performed using NVivo 10. Results: Eleven patients (n=6; Females) and 11 caregivers (n=10, Mothers) participated. At the time of interview, patient's age range was 11-32 years with a median value of 20 years; at the time of transplant, patient's age range was 6 to 17 years with a median value of 11 years. Time from transplant ranged from 0-17 years with a median value of 2 years. Analysis revealed that most patients' and caregivers' were presented with BMT as a treatment option based on the severity of patient's clinical situations. Six participants, patients and caregivers combined, described minimal knowledge and understanding of the BMT process and/or the associated risks/benefits involved with transplant before consultation with the BMT team. Both patients and caregivers reported that the decision to move forward with BMT was strongly influenced by the progression of sickle cell related complications. All patients were either suffering from chronic pain or had been on chronic transfusions for several years. Given the effects of BMT on the entire family, 7 patients and 5 caregivers reported the need to involve the entire family in the decision-making process. Other factors that played a significant role in the decision-making process for patients and caregivers included: information and education received from the BMT team, having an HLA-matched sibling or unrelated donor, and spirituality. A few patients and caregivers stated that hearing from other families would have provided them a more realistic understanding of the transplant process and further aided in their decision-making. Of the 7 patients and caregivers asked about fertility issues and its impact on transplant decision making, 3 patients, and 3 caregivers conveyed that it was the "least of their concerns" and did not feel the need to proceed with fertility preservation. One caregiver voiced concerns about fertility issues, but after consultation with a fertility specialist decided to proceed with BMT. About 95% of patients and caregivers described transplant day as a "re-birth day" or "new birthday". Most patients conveyed that having to deal with chemotherapy-related side effects, such as hair loss, the need for nasogastric tubes, and being isolated from family and friends was all "worth it" because they no longer have sickle cell disease. For 8 caregivers, prayers and family support played a prominent role in helping to cope with the fears and stress involved with BMT. Eight patients indicated that prayers and distractions such as watching movies, playing video games and doing school work helped with coping. Despite having to deal with the arduous transplant process and transplant-related complications, patients and caregivers alike were satisfied with their decision and expressed no decisional regret.While this study included some patients who had severe complications including chronic GVHD, we did not interview caregivers of any patient who had died following BMT. Conclusion: Decision making for bone marrow transplant as a treatment option for those with sickle cell disease is a complex process. Most patients and caregivers have limited knowledge about bone marrow transplant being a curative treatment for sickle cell disease, and the need to educate patients and families is crucial. Gaining an understanding of factors that influence decision making for this population and their experiences with the transplant process will generate crucial insights that will impact the care of future patients and research studies. Disclosures No relevant conflicts of interest to declare.
APA, Harvard, Vancouver, ISO, and other styles
50

Rezaie, Munib. "Book review: Robert Alan Brookey, Hollywood Gamers: Digital Convergence in the Film and Video Game Industries. Bloomington: Indiana University Press, 2010. 188 pp. ISBN 13 978 0 253 35524 9 (hbk), ISBN 13 978 0 253 22231 2 (pbk)." Convergence: The International Journal of Research into New Media Technologies 17, no. 4 (2011): 466–67. http://dx.doi.org/10.1177/1354856511415585.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography