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Preventing alcohol abuse: an examination of the "Downward Spiral" game and educational videos.

Downward Spiral is a board game developed by the authors to illustrate the dangers of continued substance abuse. Previous work has found that college students and probationers find the game interesting, enjoyable, useful, and realistic [1]. In the current study, college students either played Downward Spiral, watched educational videos on substance abuse, or completed a set of questionnaires unrelated to alcohol and drug abuse. Those students who either played the game or watched the videos rated both as beneficial. However, students who watched videos had somewhat higher levels of consumer satisfaction. Students who played the game rated it as smoother, and they felt more positive following the session than students who watched videos. Both videos and the game increased students' intentions to limit alcohol consumption compared to students who served as controls. Individuals in the game group also indicated significantly greater intentions to change their alcohol behavior than those in the other groups.

Adolescent↗

One-year changes in activity and in inactivity among 10- to 15-year-old boys and girls: relationship to change in body mass index.

OBJECTIVE: Cross-sectional studies have suggested that children who were less physically active and children who watched more television (TV) had more excess body weight, but no large nationwide longitudinal studies have addressed whether children who change their personal levels of activity or inactivity, from one year to the next, experience changes in adiposity. Our objective is to study the association between change in body mass index (BMI) over 1 year and same year change in recreational physical activity and change in recreational inactivity (TV/videos/video games). DESIGN: Cohort study using data from 2 mailed questionnaires, 1 year apart. PARTICIPANTS: A total of 11 887 boys and girls, aged 10 to 15, who returned questionnaires in both 1997 and 1998 as part of the Growing Up Today Study. Outcome Measure. Change in BMI from 1997-1998, accounting for increases in BMI associated with growth and development. RESULTS: An increase in physical activity from 1997-1998 was associated with decreasing relative BMI in girls (-0.06 kg/m2 per hour increase in daily activity; 95% confidence interval [CI]: -0.11, -0.01) and in overweight boys (-0.22 kg/m2; CI: -0.33, -0.10). An increase in inactivity was associated with increasing BMI in girls (+0.05 kg/m2 per hour increase in daily TV/videos/video games; CI: +0.02, +0.08). Effects were generally stronger among overweight children. Increasing time doing aerobics/dancing and walking were associated with BMI declines for some groups of children. CONCLUSIONS: Many children may benefit by increasing their physical activity and by reducing time watching TV or videos and playing video games. In particular, 2 activities accessible to most children, aerobics/dancing and walking, also appeared beneficial.

Adipose Tissue↗

Adolescents and media literacy.

In the face of media industry consolidation, fewer people control media content which makes it harder for parents and citizens to know the research about media-related issues, such as video game violence, nutrition, and sexual risk-taking. Media literacy offers a popular and potentially successful way to counter the misinformation that is spread by Big Media public relations.

Adolescent↗

Visual reflex seizures induced by complex stimuli.

Visual reflex seizures induced by complex stimuli may be triggered by patterned and flashing displays that are now ubiquitous. The seizures may be clinically generalized, but unilateral and bilateral myoclonic attacks also may be triggered, especially in patients with juvenile myoclonic epilepsy, and recently, clearly focal reflex occipital lobe seizures have been described. Some seizure-triggering properties of video displays can be identified, such as perceived brightness, pattern, flicker frequency, and color. Knowledge of these is useful in planning individual treatment and in designing regulations for screen content of television broadcasts or for other video displays. Some subjects will also be sensitive to cognitive or action-programming activation, especially when playing video games, and this can increase the chance of seizure triggering. Nonspecific factors such as sleep deprivation, prolonged exposure, and drug or alcohol use also may play a role in reflex seizure occurrence.

Color↗

Physical activity and sedentary behaviours in youth: issues and controversies.

There is growing concern over the effects of sedentary lifestyles on the health of young people. Recent rapid increases in juvenile obesity have received a great deal of attention in the scientific and popular press and have been attributed partly to television viewing, computer games and other sedentary behaviours. These are thought to compete with physical activity. There is a 'moral panic' concerning the 'couch kids' culture in modern western society. Project STIL (Sedentary Teenagers and Inactive Lifestyles) at Loughborough University is investigating 'what young people do' and focuses on active and inactive pursuits chosen in their leisure time. The following issues are addressed in this paper with specific reference to young people: how do we define 'sedentary behaviour' and do key sedentary behaviours displace physical activity? Are key sedentary behaviours obesogenic? What are the secular trends for children and youth for TV viewing? Our results for young people suggest that: 1. TV viewing and video-game playing are largely uncorrelated with physical activity, suggesting that there is time for both 2. meta-analytic findings show that body fatness is not related in any clinically meaningful way with key sedentary behaviours 3. although more children and youth have greater access to TVs than in previous generations, the amount of TV watched per head has not changed for 40 years. Preliminary findings from Project STIL suggest that inactivity is more complex that we sometimes think. Indeed, measures of 'couch potato-ism', such as TV viewing, may be inappropriate markers of inactivity.

Child↗

Psychosocial support for patients in pediatric oncology: the influences of parents, schools, peers, and technology.

The diagnosis and treatment of pediatric cancer can be associated with profound psychosocial changes in the life of young patients. Although nurses, physicians, and other health care professionals are important sources of support, psychosocial support is also available through parents, schools, and peers. This article presents a review of the literature on how parents, schools, and peers affect the coping and adjustment of young patients with cancer and critically reviews interventions directed at improving functioning in these areas. Special attention is paid to recent interventions that exploit technology such as video games, CD-ROMs, and the Internet to provide creative new forms of support for patients in pediatric oncology. Existing research on both technological and interpersonal forms of intervention and support shows promising results, and suggestions for further study are provided.

Adaptation, Psychological↗

Net-generation attributes and seductive properties of the internet as predictors of online activities and internet addiction.

Born between 1977 and 1997, Net-generation is the first generation to grow up surrounded by home computers, video games, and the Internet. As children of the Baby Boomers, the Internet is the medium of choice for the Net-geners. Based on the assumption that Net-generation has unique characteristics, this study examined (1) how Net-geners addicted to the Internet differ from the non-addicted and (2) how these attributes, together with the seductive properties of the Internet, are related to Internet addiction. Data were gathered from a probability sample of 699 Net-geners between the ages of 16 and 24. Results show that Net-geners addicted to the Internet tend to be young female students. Being emotionally open on the Net and a heavy user of ICQ were most influential in predicting Net-geners' problematic use of the Internet. Addicted Net-geners are also strongly linked to the pleasure of being able to control the simulated world in online games. The finding reinforces previous research that "dependents" of the Internet spend most of their time in the synchronous communication environment engaging in interactive online games, chat rooms, and ICQ for pleasure-seeking or escape, while "non-dependents" use information-gathering functions available on the Internet. Furthermore, Internet addicts tend to watch television significantly less, indicating a displacement effect on traditional media use for the Net-generation.

Adolescent↗

Video analysis of selected game activities in Australian Rules Football.

The frequency and outcome of common game activities during Australian football matches have not previously been reported. The aim of this investigation was to determine the frequency and outcome of marking opportunities (MO), ruck contests (RC) and kick-ins (KI). for the purpose of potentially refining current training methods to better replicate common game occurrences. Video footage of all 24 Australian Football League (AFL) matches in which the West Coast Eagles (WCE) participated during the 1997 premiership season was viewed. Notational analysis was used to record information for both the WCE and the opposition during MO, RC and KI. There was an average of 259 MO per game, of which 42.5% were unopposed by either team (1/0 or 0/1) and 45.0% involved one player from each team (1/1). The average success rate of unopposed marks (1/0 and 0/1) was 88.3%, opposed (1/1) 29.3% and, for all MO's combined, 53.5%. There was an average of 99 RC per game, of which 48 were bounce-downs (28 centre bounces) and 51 boundary throw-ins. The clearance rates from RC for WCE and the opposition were not associated with winning the match or each quarter (p> 0.05, R = 0.000), nor did the clearance rate correlate with other measures of game success (scoring shots, team quarter score, the difference in score between teams or the lead change each quarter). There was an average of 21 KI per game. For both teams combined, long kicks (over 50 metres) were the most preferred form of KI (49%) compared to medium (between 25 and 50 metres) (30%) and short (under 25 metres) (21%). Long kicks were the most ineffective at directly retaining possession (29.0%) whilst short kicks were the most effective (93.4%). Some practical (training) implications, based on these results, are discussed.

Australia↗

Language plasticity revealed by electroencephalogram mapping.

Reasoning is the result of the computations made by intelligent systems, for instance those in the brain. It is not an abstract concept because calculations performed by computations are very concrete transactions among the different central processing unit components. Entropy measurements are proposed here to disclose the plasticity of the cerebral processing associated with language comprehension in video game playing. It is also assumed that entropy may be evaluated from the correlation coefficients obtained for the game event-related activity calculated for the different electroencephalogram derivations in the 10/20 system. The brain mapping derived from these entropy measurements clearly demonstrates the reallocation of speech functions to right brain areas when the classic left language circuits are damaged during prenatal life.

Brain Damage, Chronic↗

[Are virtual worlds a threat to the mental health of children and adolescents?].

Video games and the Internet cause enthusiasm but also worry. Among the possible risks, addiction (dependency), isolation, retiring within oneself, and loss of reality, are often put forward. Available data show that serious problems remain exceptional and non-specific, and that these new technological supports do not create new pathologies. Excessive use and isolation have to be solved on an educational basis. Nevertheless, virtual reality, whose applications for the general public are still considered part of the future, needs particular attention.

Adolescent↗

The role of media violence in violent behavior.

Media violence poses a threat to public health inasmuch as it leads to an increase in real-world violence and aggression. Research shows that fictional television and film violence contribute to both a short-term and a long-term increase in aggression and violence in young viewers. Television news violence also contributes to increased violence, principally in the form of imitative suicides and acts of aggression. Video games are clearly capable of producing an increase in aggression and violence in the short term, although no long-term longitudinal studies capable of demonstrating long-term effects have been conducted. The relationship between media violence and real-world violence and aggression is moderated by the nature of the media content and characteristics of and social influences on the individual exposed to that content. Still, the average overall size of the effect is large enough to place it in the category of known threats to public health.

Aggression↗

Naturally occurring changes in time spent watching television are inversely related to frequency of physical activity during early adolescence.

In this longitudinal study, we examined the relationship between changes in time spent watching television and playing video games with frequency of leisure-time physical activity across a 2-year period among adolescent boys and girls (N=4594). Latent growth modelling indicated that a decrease in time spent watching television was associated with an increase in frequency of leisure-time physical activity. That relationship was strong in magnitude and independent of sex, socioeconomic status, smoking, and the value participants placed on health, appearance, and achievement. Our results encourage the design of interventions that reduce television watching as a possible means of increasing adolescent physical activity.

Adolescent↗

American Academy of Pediatrics. Media violence. Committee on Public Education.

The American Academy of Pediatrics recognizes exposure to violence in media, including television, movies, music, and video games, as a significant risk to the health of children and adolescents. Extensive research evidence indicates that media violence can contribute to aggressive behavior, desensitization to violence, nightmares, and fear of being harmed. Pediatricians should assess their patients' level of media exposure and intervene on media-related health risks. Pediatricians and other child health care providers can advocate for a safer media environment for children by encouraging media literacy, more thoughtful and proactive use of media by children and their parents, more responsible portrayal of violence by media producers, and more useful and effective media ratings.

Adolescent↗

Competition and performance on a computer-based complex perceptual-motor task.

Employees of temporary agencies practiced Space Fortress, a complex video game task, for 10 sessions, each consisting of 8 practice and 2 test games of 3 min each. Trainees practiced individually, in dyads, or in tetrads, and they were classified as having high or low aptitude based on computer attitude scores and baseline performance. Competition for monetary prizes was introduced early in training, late in training, or not at all. Competition facilitated high-aptitude trainees but not low-aptitude trainees. Group size and the timing of competition instructions had no main effects or interactions. The results are discussed in terms of social facilitation theory, according to which competition facilitates dominant responses, which helps high-skill trainees but not low-skill trainees.

Adolescent↗

Socioeconomic status and blood pressure reactivity in healthy black adolescents.

Adolescents in low-socioeconomic-status environments are more susceptible to illnesses, such as hypertension and cardiovascular diseases. This study examined the influence of both neighborhood- and family-level socioeconomic status (SES) on blood pressure (BP) reactivity in a healthy sample of 76 black adolescents. It was hypothesized that a higher level of parental education and/or income would reduce the elevated BP reactivity associated with living in poorer neighborhoods. Census-derived data were obtained using each participant's address. Neighborhood level of SES was based on percentage of households below the poverty line, female-headed households, owner-occupied housing, percentage vacant housing, and average number of persons per household. Family level of SES was based on self-reported level of parental education and annual family income. Adolescents participated in a competitive video game to establish their BP reactivity scores. As predicted, adolescents who lived in poorer neighborhoods had lower diastolic BPs if their parents were more (versus less) educated (P<0.05; 7+/-8 versus 13+/-6 mm Hg). Adolescents who lived in poorer neighborhoods also had significantly lower diastolic BP reactivity (P<0.05) if their family had a higher (versus lower) annual income (7+/-7 versus 12+/-8 mm Hg). These data are the first to demonstrate the buffering effect of family SES on the negative health consequences of living in low-SES neighborhoods in healthy black adolescents.

Adolescent↗

Overlapping addictions and self-esteem among college men and women.

To examine whether there is a tendency for individuals to be multiply addicted, overlapping addictions to common substances (alcohol, caffeine, chocolate, cigarettes) and activities (exercise, gambling, Internet use, television, video games) were studied in 129 college men and women. Contrary to previous research, moderate to large correlations were found, both within and between substances and activities. Self-esteem was positively related to exercise but unrelated to the remaining addictions. Several gender differences in addictive tendencies were also revealed: Men scored higher than women on addiction to alcohol, cigarettes, gambling, television, and Internet use, but women scored higher on caffeine and chocolate. The results have implications for theories of addiction and suggest new directions for the study of addiction among normally functioning young adults.

Activities of Daily Living↗

Effect of interactive metronome training on children with ADHD.

OBJECTIVE: The purpose of this study was to determine the effects of a specific intervention, the Interactive Metronome, on selected aspects of motor and cognitive skills in a group of children with attention deficit hyperactivity disorder (ADHD). METHOD: The study included 56 boys who were 6years to 12 years of age and diagnosed before they entered the study as having ADHD. The participants were pretested and randomly assigned to one of three matched groups. A group of 19 participants receiving 15 hr of Interactive Metronome training exercises were compared with a group receiving no intervention and a group receiving training on selected computer video games. RESULTS: A significant pattern of improvement across 53 of 58 variables favoring the Interactive Metronome treatment was found. Additionally, several significant differences were found among the treatment groups and between pretreatment and posttreatment factors on performance in areas of attention, motor control, language processing, reading, and parental reports of improvements in regulation of aggressive behavior. CONCLUSION: The Interactive Metronome training appears to facilitate a number of capacities, including attention, motor control, and selected academic skills, in boys with ADHD.

Attention Deficit Disorder with Hyperactivity↗

Comparison of implicit and explicit learning processes in a probabilistic task.

This experiment compared the performance with explicit (rule-application and rule-discovery) and implicit (nonrule-instructed) learning approaches on the performance of a probabilistic video game task requiring fine motor control. The task required visual tracking of a small ball of light and "catching" it by means of joystick manipulation. A general pattern of improvement with practice occurred for all conditions. All conditions showed use of predictive relations among stimulus events. However, task performance of the rule-application and rule-discovery conditions were inferior to the nonrule-instructed implicit condition, particularly during the early phases of rule acquisition and application. This pattern strongly suggests substantial performance costs associated with attempting to discover or apply probabilistic rules. Decrements are likely due to increased cognitive demands associated with attempting to remember and strategically apply provided probability rules or attempting to discover and apply potentially important and useful probability information from a complex visual display.

Adult↗