16,930 research outputs found

    Wii-Workouts on Chronic Pain, Physical Capabilities and Mood of Older Women: A Randomized Controlled Double Blind Trial

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    Chronic Low Back Pain (CLBP) is a public health problem and older women have higher incidence of this symptom, which affect body balance, functional capacity and behavior. The purpose of this study was to verifying the effect of exercises with Nintendo Wii on CLBP, functional capacity and mood of elderly. Thirty older women (68 ± 4 years; 68 ± 12 kg; 154 ± 5 cm) with CLBP participated in this study. Elderly individuals were divided into a Control Exercise Group (n = 14) and an Experimental Wii Group (n = 16). Control Exercise Group did strength exercises and core training, while Experimental Wii Group did ones additionally to exercises with Wii. CLBP, balance, functional capacity and mood were assessed pre and post training by the numeric pain scale, Wii Balance Board, sit to stand test and Profile of Mood States, respectively. Training lasted eight weeks and sessions were performed three times weekly. MANOVA 2 x 2 showed no interaction on pain, siting, stand-up and mood (P = 0.53). However, there was significant difference within groups (P = 0.0001). ANOVA 2 x 2 showed no interaction for each variable (P > 0.05). However, there were significant differences within groups in these variables (P 0.01). Capacity to Sit improved only in Experimental Wii Group (P = 0.04). In conclusion, physical exercises with Nintendo Wii Fit Plus additional to strength and core training were effective only for sitting capacity, but effect size was small

    Wii-Workouts on Chronic Pain, Physical Capabilities and Mood of Older Women: A Randomized Controlled Double Blind Trial

    Get PDF
    Chronic Low Back Pain (CLBP) is a public health problem and older women have higher incidence of this symptom, which affect body balance, functional capacity and behavior. The purpose of this study was to verifying the effect of exercises with Nintendo Wii on CLBP, functional capacity and mood of elderly. Thirty older women (68 ± 4 years; 68 ± 12 kg; 154 ± 5 cm) with CLBP participated in this study. Elderly individuals were divided into a Control Exercise Group (n = 14) and an Experimental Wii Group (n = 16). Control Exercise Group did strength exercises and core training, while Experimental Wii Group did ones additionally to exercises with Wii. CLBP, balance, functional capacity and mood were assessed pre and post training by the numeric pain scale, Wii Balance Board, sit to stand test and Profile of Mood States, respectively. Training lasted eight weeks and sessions were performed three times weekly. MANOVA 2 x 2 showed no interaction on pain, siting, stand-up and mood (P = 0.53). However, there was significant difference within groups (P = 0.0001). ANOVA 2 x 2 showed no interaction for each variable (P > 0.05). However, there were significant differences within groups in these variables (P 0.01). Capacity to Sit improved only in Experimental Wii Group (P = 0.04). In conclusion, physical exercises with Nintendo Wii Fit Plus additional to strength and core training were effective only for sitting capacity, but effect size was small

    Effects of Active Video Games in the Rehabilitation of Ankle Sprains and Chronic Ankle Instability

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    INTRODUCTION: Research into the treatment of acute lateral ankle sprains with individuals currently suffering from an acute injury, rather than a history of injury, is sparse. These acute injuries have psychological effects (e.g. confidence in one\u27s readiness to return to play, changes to one\u27s mood, adherence to the rehabilitation) to the individual that must be recognized as they have the potential to affect the rehabilitation process as much as the physical effects. In spite of previous research into the treatment of acute lateral ankle sprains the rate of recurrent injury remains high. With these recurrent ankle sprains comes the development of chronic ankle instability. Chronic ankle instability has mechanical and perceived components which factor into the extent of the condition. Individuals with long term chronic ankle instability may suffer from continued pain as well as decreased participation in physical activity and are at risk to develop early onset ankle osteoarthritis. The implementation of active video gaming within the rehabilitation environment has become popular in spite of the lack of empirical studies evaluating its effectiveness. Few studies have evaluated the use of active video gaming in a musculoskeletal context, with even fewer evaluating both the physical and psychological effects of such a modality. PURPOSE: The primary purpose of this study was to describe the functional, select psychosocial and patient-oriented outcomes of a rehabilitation program including active video gaming and a traditional rehabilitation protocol in the treatment of patients with acute lateral ankle sprains. The secondary purpose of this study was to compare and describe the functional, psychosocial, and patient-oriented outcomes of a rehabilitation program including active video gaming and a traditional rehabilitation protocol in the treatment of patients with chronic ankle instability. METHODS: Two collegiate student-athletes with acute lateral ankle sprains and 20 individuals with chronic ankle instability were recruited for the current study. Participants were randomly assigned to a traditional treatment protocol or a treatment protocol using active video games with the Xbox KinectTM during the balance training portion of their rehabilitation. Participants\u27 static and dynamic stability, confidence in their readiness to return to play, mood states, adherence to the rehabilitation, and self-reported ankle function were recorded at multiple points during the rehabilitation. RESULTS: The acute active video gaming participant showed consistently better mood states during the balance training protocol than did the traditional participant while both showed similar improvements in balance. In the chronic condition similar improvements were seen in balance ability, confidence in their readiness to return to play, adherence to the rehabilitation, and self-reported ankle function. CONCLUSIONS: The use of active video gaming in the rehabilitation of acute lateral ankle sprains appears to have a positive effect on mood while having similar effects on balance compared to the traditional protocol. This positive effect on mood has potential benefits for one\u27s performance in the rehabilitation but also in their confidence to return to participation in physical activity and decrease the chance for re-injury. In the rehabilitation of chronic ankle instability the comparable improvements in balance, confidence in their readiness to return to play, and self-reported ankle function provide evidence that implementing active video gaming into a rehabilitation protocol does not have any adverse effects. The improvements seen by both groups in their confidence to return to play may have potential to be a key component to a successful rehabilitation outcome in the treatment of chronic ankle instability in which perception may play a large role

    What does touch tell us about emotions in touchscreen-based gameplay?

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2012 ACM. It is posted here by permission of ACM for your personal use. Not for redistribution.Nowadays, more and more people play games on touch-screen mobile phones. This phenomenon raises a very interesting question: does touch behaviour reflect the player’s emotional state? If possible, this would not only be a valuable evaluation indicator for game designers, but also for real-time personalization of the game experience. Psychology studies on acted touch behaviour show the existence of discriminative affective profiles. In this paper, finger-stroke features during gameplay on an iPod were extracted and their discriminative power analysed. Based on touch-behaviour, machine learning algorithms were used to build systems for automatically discriminating between four emotional states (Excited, Relaxed, Frustrated, Bored), two levels of arousal and two levels of valence. The results were very interesting reaching between 69% and 77% of correct discrimination between the four emotional states. Higher results (~89%) were obtained for discriminating between two levels of arousal and two levels of valence

    The Prevalence and Consequences of Poor Posture in Children and Adolescents

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    Correct posture is identified as a crucial aspect of healthy bodily functioning. The scientific community continues to discover evidence suggesting that improper sitting and standing posture results in musculoskeletal pain, degradation of ligaments, hindered respiratory functioning, and even increased feelings of negative emotions such as anxiety and depression. Whether due to limited physical capabilities, a lack of knowledge regarding the importance of physical posture, or other reasons, much of the general population consistently partakes in improper posture for increasing bouts of time despite the research. Technological advancements in particular seem to be exacerbating the situation, with the youngest and most tech-savvy generation being at the greatest risk for the negative consequences improper posture yields

    Head-mounted virtual reality and mental health: critical review of current research

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    Background: eHealth interventions are becoming increasingly used in public health, with virtual reality (VR) being one of the most exciting recent developments. VR consists of a three-dimensional, computer-generated environment viewed through a head-mounted display. This medium has provided new possibilities to adapt problematic behaviors that affect mental health. VR is no longer unaffordable for individuals, and with mobile phone technology being able to track movements and project images through mobile head-mounted devices, VR is now a mobile tool that can be used at work, home, or on the move. Objective: In line with recent advances in technology, in this review, we aimed to critically assess the current state of research surrounding mental health. Methods: We compiled a table of 82 studies that made use of head-mounted devices in their interventions. Results: Our review demonstrated that VR is effective in provoking realistic reactions to feared stimuli, particularly for anxiety; moreover, it proved that the immersive nature of VR is an ideal fit for the management of pain. However, the lack of studies surrounding depression and stress highlight the literature gaps that still exist. Conclusions: Virtual environments that promote positive stimuli combined with health knowledge could prove to be a valuable tool for public health and mental health. The current state of research highlights the importance of the nature and content of VR interventions for improved mental health. While future research should look to incorporate more mobile forms of VR, a more rigorous reporting of VR and computer hardware and software may help us understand the relationship (if any) between increased specifications and the efficacy of treatment

    The potential psychological benefits of Active Video Games in the rehabilitation of musculoskeletal injuries and deficiencies: A narrative review of the literature

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    Background: Recent literature suggests that Active Video Games (AVGs) may offer potential psychological benefits during the rehabilitation of musculoskeletal injuries and their corresponding deficiencies. Objectives: To review existing literature regarding the potential psychological benefits of AVGs within the context of rehabilitation from musculoskeletal injury or debilitation. Method: A narrative review of the literature that used the Population, Intervention, Comparison, and Outcomes PICO method was conducted. The literature review included studies that discussed and/or investigated potential psychological benefits of AVGs during musculoskeletal rehabilitation. Of the total 163 papers that were identified, 30 met the inclusion criteria. Results: The NintendoÂź WiiTM (Nintendo Co., Ltd, Kyoto, Japan) was the most commonly-used games console that was employed in AVG interventions (15 out of 21), and these studies that investigated potential psychological benefits were typically conducted with elderly populations. These studies reported that using AVGs in musculoskeletal rehabilitation resulted in a number of positive psychological effects (e.g., enjoyment, effects on self). However, most studies lacked a clear theoretical framework, and varied greatly in their designs and methodologies. Conclusion: Despite encouraging findings of AVG use, insufficient evidence exists to reliably verify or refute the potential psychological benefits of AVGs in musculoskeletal rehabilitation. It is recommended that future studies in this area contain a theoretical framework to ensure greater consistency in the methodology used and the execution of the intervention. The potential findings of such investigations may result in the development of optimal, client-tailored rehabilitation programmes

    A SYSTEMATIC REVIEW REGARDING THE IMPORTANCE OF PHYSICAL TRAINING IN E-SPORTS

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     In this study, it is aimed to reveal the importance of physical training in e-sports. Today, with the development of technology, people have become sedentary and even carried the sports in their lives to the virtual world. E-sports is a good example of this subject. It is necessary to find an answer to the question of how this situation can be made healthier, taking into account the harm that may occur in terms of health, although it is a sport performed in the virtual environment and on the computer. At this point, the subject that should be emphasized is movement education and physical education. Physical and mental training is curicial important for e-sports players to continue their careers without losing their health. In this case, besides the technical training of the athletes, it is necessary to give importance to their mental and physical training and to add educational programs on awareness of health and performance. Articles about the requirements of e-sports, physiological and mental reflections of e-sports, negative and positive effects of e-sports on players’ health,  physical training, movement education and e-sports have been researched and compiled and the importance of physical training in terms of e-sports has been tried to be revealed. E-sports is a virtual competition between people and electronic games. In recent years, as the rapid development of technology and the place of digitalization in human life have increased, electronic games have taken their place in the world of sports and the number of both players and spectators has grown exponentially. This situation has created anxiety in terms of the health of the society, which is becoming more and more inactive with each passing day. In this case, the focus is to answer the question of how it can be made healthier for both the e-sports player and the society. At this point, we meet the concepts of movement training and physical training emerge. The inclusion of physical training in e-sports training and its regular implementation has critical importance
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