• Title/Summary/Keyword: Health Games

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Changes in eating habits and lifestyle during COVID-19 curfew in children in Saudi Arabia

  • Hanbazaza, Mahitab;Wazzan, Huda
    • Nutrition Research and Practice
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    • v.15 no.sup1
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    • pp.41-52
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    • 2021
  • BACKGROUND/OBJECTIVES: Curfew due to the coronavirus disease 2019 (COVID-19) pandemic could influence health behaviors in people, especially in children, who can easily acquire unhealthy eating habits. This study aimed to investigate the effect of COVID-19 on weight, health behaviors including eating habits, physical activity, and sedentary behavior in children aged 6-15 years in Saudi Arabia. SUBJECTS/METHODS: We conducted a cross-sectional online survey that included 280 children aged 6-15 years in Saudi Arabia during the COVID-19 curfew. The survey included questions on sociodemographic characteristics, anthropometric measures, and health behaviors including eating habits, physical activity, and sedentary behavior. RESULTS: We observed a significant difference in the body mass index before and after the COVID-19 pandemic (P < 0.001). Children significantly tended to skip breakfast, along with a decreased intake of dairy products and fast food (P < 0.001). Moreover, children were less physically active and significantly tended to be involved in leisure screen-based activities, including watching TV and use of computer/games (P < 0.001). CONCLUSIONS: This study provides evidence for the negative influences of the COVID-19 curfew on health behaviors, including eating habits, physical activity, and sedentary behavior in children in Saudi Arabia.

The Relationship between Computer Game Addiction and the Impulsiveness, Aggression, and Emotional Intelligence of Elementary School Students (초등학생의 컴퓨터 게임 중독과 충동성, 공격성 및 감성지능과의 관계)

  • Kim, Chung-Nam;Kwon, Yun-Hee
    • Research in Community and Public Health Nursing
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    • v.15 no.3
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    • pp.460-470
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    • 2004
  • Purpose: The purpose of this study is to find which variables among impulsiveness, aggression, and emotional intelligence can predict the game addiction of elementary school students best. Method: We conducted the present study during the period from April 15, 2004 through June 5, 2004. The subjects of this study were elementary school students chosen from three elementary schools in the Daejeon area. The subjects were selected randomly from 4th, 5th, and 6th graders in those schools. The number of subjects selected was 601. The measurement tools used were the general information questionnaire, computer game addiction scales, impulsiveness scales. aggression scales, and emotional intelligence scales. The data was analyzed using the SPSS statistics program. Results: The mean score of the students was 49.94 on the computer game addiction scale. 56.17 on the impulsiveness scale, 141.19 on the aggression scale, while the mean score of the students on the emotional intelligence scale was 162.78. Various factors were significantly different in the levels of computer game addiction: grade (F=7.343. p=.000). sex (t=6.352. p=.000), school record (F=4.263. p=.004), parents' computer use (F=4.097. p= .008), history of playing games (F=10.739. p=.000), frequency of playing games (F=61.254. p=.000). and number of computer game titles (F=61.673. p= .004). The computer game addiction had significant correlations with impulsiveness (r= .401. p=.000), aggression (r=.612. p=.000). and emotional intelligence (r=.536, p=.000). All three factors of impulsiveness, aggression, and emotional intelligence affected the level of game addiction. Among these factors. the aggression affected the level of addiction the most. Conclusion: These results will help the development of a systematic program for the prevention and treatment of computer game addiction by clarifying the effects of the computer game addiction upon the elementary school students' impulsiveness, aggression, and emotional intelligence.

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The Effects of Interactivity on User Experience and Intention to use in Mobile Fitness App Game (모바일 피트니스 앱 게임의 상호작용성이 운동경험과 이용의도에 미치는 효과 : 플레이테스트 실험연구)

  • Park, Jeong-Min;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.17-28
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    • 2015
  • This study attempted to identify differences in user experience and app game fun, satisfaction, use intention between fitness app games at different level of interaction design. The playtesting method was conducted on 100(male 50, female 50) university students using 'Enjoy Your Fitness', a fitness app game developed by The Center for Health Communication Studies. The results found that more interactive app game is higher in the level of user experience such as fitness accomplishment, flow, and interest. Fitness app game's fun, satisfaction, use intention is also higher on interactive fitness app game. As the study verified that interactive fitness app game had stronger effects in user fitness experience and user experience than general fitness app games through experimental studies, it may contribute to design fitness mobile app game for health improvement.

A Pilot Study for Development of the Serious Game Contents for Education in the Elderly Diabetes (노인 당뇨환자 교육용 기능성 게임 콘텐츠 개발을 위한 예비연구)

  • Kim, Yu Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.184-192
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    • 2017
  • This study was a pilot test of serious educational game content(named Roly Poly 160) designed to enhance self-care by elderly diabetics. Roly Poly 160 was developed in eight steps (literature review, demand survey and consultation, extraction of serious content using games, development of Roly Poly 160, pretest for users, workshop for health care workers, final completion of Roly Poly 160 and user satisfaction survey of Roly Poly 160). Roly Poly 160 is intuitively structured in three modules (self-management, card games, and quiz games) that can be self-managed by the elderly and is designed based on six principles. First, we constructed an intuitive interface considering the age of users. Second, the menu was selected as the main menu for Koreans and calorie learning was made at the same time. Third, the calories and nutrients (carbohydrate, fat, protein, calcium, sodium) of selected foods are analyzed, and all test data recorded in the questionnaire chart are graphically displayed by year, month and week so that the change trends can be grasped at a glance. Fourth, necessary data were saved and output and used as educational data. Fifth, user data are made compatible and aggregated and up to 100 million members can be registered. Sixth, it is designed to be developed as a mobile app if necessary. Using Roly Poly 160, 119 diabetic patients were diagnosed with diabetes, and the satisfaction score was 4.26 out of 5. These findings indicate that Roly Poly 160 is appropriate as a diabetes self-care tool and suggests that there is a possibility to use it as a program to educate people about diabetes in public health centers, hospitals and clinics.

The effects of emotional characteristics of adolescents on cell phone addiction (청소년의 정서적 특성이 휴대폰 중독에 미치는 영향)

  • Sohn, Shinyoung
    • The Journal of Korean Society for School & Community Health Education
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    • v.14 no.1
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    • pp.1-12
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    • 2013
  • Purpose: This study aimed to identify the influencing the effects of emotional characteristics of adolescents on cell phone addiction and to form the basis for the developments of programs to protect addictive cell phone use. Methods: The data of the Korean Child-Youth Panel Survey(KCYPS) was analyzed using the SPSS 18.0 program. Results: The influencing factors of the cell phone addiction were gender, attention, physical symptoms, depression, aggression, social withdrawal, games and entertainment, listening to music, text messages, call family and watching movies. The factors accounted for 30.6% of variance in cell phone addiction. Conclusions: These results suggest that cell phone addiction are influenced by emotional characteristics of adolescents. These results may contribute to development of programs to prevent cell phone addiction.

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Using Status of Computer and Internet in University Students (대학생들의 컴퓨터 및 인터넷 이용 실태)

  • Roh, Hyol-yun
    • Journal of Korean Clinical Health Science
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    • v.4 no.2
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    • pp.566-570
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    • 2016
  • Purpose. The purpose of this study was to determine the using state of computers and internet in university students. Method. This research conducts a survey of 50 university students. Researcher personally visited lecture room to explain the purpose of research. The questionnaire was made by the researcher and consists of seven questions. Result. In this study, university students of 74% using computer more than one hour per day. The most of purpose of internet use was internet surfing and writing a document. University students of 42% were play games with internet. Conclusion. The continuous tracking is need of computer and internet use and need to be healthy for the use of guidance of university students.

A Study on the Development of a Nutrition Education Program and Measurement of It′s Effects (학령전 아동을 위한 영양교육 프로그램의 개발 및 효과에 관한 연구)

  • Kim Il-Ok;Lee Ja-Hyung
    • Child Health Nursing Research
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    • v.9 no.1
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    • pp.46-56
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    • 2003
  • The purpose of this study was to develop a nutrition education program for preschoolers, and to measure it's effects. This program consisted of text. pictures (cartoons), games and topics of discussion. This study was an experimental study undertaken by one pretest-posttest design group. The subjects were 17 preschoolers who were aged 5 and attending an educare center in Seoul. These were the effects of this program: The hypothesis of this study was that 'the preschooler's score will be improved after education' was supported (t=5.177, p=.000). Several correlates were examined. There weren't significant differences between pretest and posttest in the importance of balanced nutrition; in the result of under-nutrition; that the black food-group precipitated dental carries and obesity; or the reaction of foods after meals. It is recommended that the nutrition education program not only contain content about the prevent of obesity, but also about the knowledge of various foods and their effects on the human body.

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Effects of Board Game Therapy on Executive Function in Hospitalized Patients with Chronic Schizophrenia (보드게임요법이 만성 정신분열병 환자의 실행능력에 미치는 효과)

  • Jeong, An-Soon
    • Journal of Home Health Care Nursing
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    • v.18 no.1
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    • pp.40-47
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    • 2011
  • Purpose: This study investigated changes in neurocognitive function over a 2-month period of board game therapy in patients with schizophrenia. Method: Twenty-one schizophrenic patients treated with board game therapy and nineteen control schizophrenic patients were evaluated with neuropsychological and clinical tests, such as the Wisconsin Card Shorting Test (WCST). The same tests were re-administered after 2 months of board game therapy. Results: At the first series of neuropsychological tests, no difference was seen in performance, demographical aspects, or clinical severity among both patient groups. After 2 months, the group receiving board game therapy showed significant improvement of WCST performances compared to the controls. However, no difference was observed in clinical symptoms between the groups. Conclusion: The results of cognitive enhancement in patients playing board games indicates that board game play, easily used in an inpatient setting, is a promising tool for executive function improvement in chronic schizophrenic patients.

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Design and Implementation of Healthcare Game Content in IOT Environment

  • Yoon, Seon-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.9
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    • pp.29-34
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    • 2019
  • In Recently, as the interest in health has increased and the spread of smart phones has become common, the development of smart health care related contents has been active. In this paper, we introduce the design, implementation and effects of game-based content that can make walking exercise fun in the Internet of Things environment. This content calculates the consumed calories by walking the stairs with the Beacon installed, and incorporates games to encourage continuous fun activities. It also provides event functions that enable on-off-line coordination. The goal of this content is to enable busy modern people to exercise lightly, funly, and constantly in the surrounding activity space. The effect of this content has been confirmed through the review of many users participating in offline events. This content is expected to be able to converge with various types of healthcare systems with the expansion of the application space.

The Effect of Air Pollution on Professional Sports in South Korea

  • LEE, Seomgyun;OH, Taeyeon
    • Journal of Sport and Applied Science
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    • v.4 no.4
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    • pp.27-32
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    • 2020
  • Purpose: This study sought to explore the effects of air pollution on professional sports in South Korea. Research design, data, and methodology: The dependent variable, the number of attendances, was comprised of 2013-2017 K-league, 2015-2017 KBO, 2014-2017 KBL regular season games, resulting in 1,063, 2,121, 810 individual match-level observations, respectively. With the actual data collected from each place across the country, we created a categorical variable which identify the air quality index divided into four categories by K-eco (i.e., good, moderate, unhealthy, hazardous). To analyze data, ANOVA was employed. Results: First, there was a significant group effect on K-league attendance. Second, there was a significant group effect of KBO attendance. Lastly, there was a significant group effect on KBL attendance. Conclusions: Summary of above results showed that each professional sport leagues' attendance was significantly different depending on the levels of air pollution. Implications were also discussed. Keywords: air pollution, sport spectatorship, professional sports.