scholarly journals Bruxism as a marker of Violation of psychological Adaptation in Computer game players

2021 ◽  
Vol 64 (3) ◽  
pp. 200-202
Author(s):  
Alla I. Sidorova ◽  
Lila I. Lyashenko ◽  
Elena V. Pavlenkova ◽  
Svetlana A. Pavlenkо ◽  
Larysa M. Lobach

Aim: To study the relationship between the psycho-emotional state of computer game players with the development of bruxism, its early diagnosis in people at risk, increasing the effectiveness of preventive measures in people with this pathology. materials and methods: At the first stage of the study, a survey of 120 people (85 - men, 35 - women) aged 18 - 30 years was conducted. The computer club was chosen as the place of the poll. The questionnaire is represented by questions that were aimed at identifying clinical manifestations of bruxism. Also, the subjects were asked to take an automated FPI test to assess the psycho-emotional state. In the second stage of the study, according to the results, the main group of patients with bruxism was identified. It consisted of 68 people aged 18-30 years (50 – men, 18 – women). The control group of people consisted of 20 volunteers (10 – women, 10 – men), who did not show clinical manifestations of bruxism and temporomandibular joint dysfunction and who do not play computer games. Results: According to a survey of 120 people aged 19-29, who often play computer games, it was found that 48.33% had bruxism. In 96.55% of the analysis of the FPI test revealed signs of mental distress. In the control group, the results of FPI in most indicators were average. Conclusions: The prevalence of bruxism among young people who play computer games was 48.33%, which is associated with psycho-emotional distress of this category of people: increased neuroticism, sudden aggression, depression, irritability and emotional lability. Diagnosis by questionnaire allows to detect manifestations of the disease in the early stages of development.

2021 ◽  
Author(s):  
Chin-En Yen

BACKGROUND Computer games can increase children’s interest in learning, and then improve their nutritional knowledge, and their dietary intake behavior. OBJECTIVE The purpose of this study was to evaluate the short-term effectiveness of computer games on preschool children's nutrition knowledge and junk food intake behavior. This study was a cross-sectional study. METHODS We recruited 104 preschool children age 5-6 years from preschools and randomly assign to experiment group (n=56) and control group (n=48). The researchers used Construct 2 to design and produce the "Healthy Rat King" computer game as a nutrition education tool for children. The computer game courses intervention was one hour per week for four consecutive weeks in experiment group, and the control group did not received computer game intervention. RESULTS The results showed that the nutrition knowledge score of children in experiment group were significant higher than the control group after four weeks of computer game course intervention, and the frequency of chocolate, candies, and ice cream intake was significantly reduced in experiment group after four weeks of computer game intervention. CONCLUSIONS computer game teaching suggested that improved children’s nutrition knowledge and decreased the frequency of junk food intake.


Author(s):  
Petar Juric ◽  
Marija Brkic Bakaric ◽  
Maja Matetic

One of the main drawbacks of delivering new teaching lessons in e-learning systems is the lack of motivation for using those systems. This paper analyses which elements of computer games for learning mathematics have a beneficial effect on intrinsic motivation and give students continuous feedback in order to improve the learning process. While the control group has access to the basic version of the educational computer game, the experimental group uses the version enriched with additional motivational elements which include enhanced graphics for indulging in the game, messages of support while playing the game, and the possibility to compare results with fellow peers in terms of trophies and medals won.


2020 ◽  
Vol 57 (2) ◽  
pp. 167-171
Author(s):  
Helen Helene KUKLIK ◽  
Izabela Taiatella Siqueira Alves CRUZ ◽  
Adriane CELLI ◽  
Fabian Calixto FRAIZ ◽  
Luciana Reichert da Silva ASSUNÇÃO

ABSTRACT BACKGROUND: Molar incisor hypomineralization (MIH) is a developmental enamel defect with multifactorial etiology. Although the relationship between celiac disease (CD) and developmental enamel defect was demonstrated, the association between CD and MIH is uncertain. OBJECTIVE: The objective of this study was to analyze the occurrence of MIH in CD patients. METHODS: Forty CD patients and a control group with 40 healthy individuals were selected. A calibrated examiner (k≥0.889) according to the European Academy of Pediatric Dentistry criteria performed the diagnosis of MIH. Data were analyzed by descriptive statistics and Fischer’s exact test (α=0.05). RESULTS: Of the 80 participants, ten presented MIH with eight individuals with CD. Celiac patients presented 4.75 times the chance of occurrence of MIH than the control group (95% CI: 2.22-10.18; P=0.044). In all the evaluated teeth (n=978), 22 had MIH: 20 teeth in individuals with CD and two in those without the disease. All CD participants with MIH presented the classic form of the disease. CD participants showed 17 teeth (85.0%) with demarcated opacities, two (10.0%) post-eruptive collapses and one (5.0%) atypical restoration. The control group presented only demarcated opacities. CONCLUSION: CD increased the chance of MIH and associated with its clinical manifestations can assist in the diagnosis of CD.


2006 ◽  
Vol 931 ◽  
Author(s):  
Brenda O'Neal ◽  
Leigh McKenzie ◽  
Garry W. Warren ◽  
Earnest Nancy ◽  
Timothy Bryant ◽  
...  

ABSTRACTA collaboration between The Materials Research Science and Engineering Center (MRSEC) and the Integrated Science (IS) program run by the Center for Communication and Educational Technology (CCET) at The University of Alabama has been developing a computer game based approach to teaching Periodic Table concepts and facts to middle school students. The game is broken into seven different sections. There are three information centers, which are each paired with a game, and there is a “Dream Room” which provides an incentive for students to master the subject matter of the game. The three information centers focus on learning the elements, their positions in the periodic table, and trends in physical and chemical properties. The games then test the students' knowledge of the concepts and facts in the information centers. The game is currently in a late beta version and can be accessed over the web at http://www.mint.ua.edu/periodictable.Preliminary results from a large evaluation exercise shows that classes that use the computer games improved significantly more on tests of subject matter than a control group.


2016 ◽  
Vol 2 (9) ◽  
Author(s):  
PANKAJ ,

Computer and mobile games playing is the most well known wellspring of excitement for individuals of all ages, however overabundance playing in these amusements causes negative results spoke to by computer games dependence. Computer games enslavement is considered as a standout amongst the most critical research field which got much consideration these days and pulled in numerous columnist and specialists to expound on and think about it top to bottom. Albeit numerous observational reviews had been drafted in this field so as to gather and investigate information identified with that field, the issue is there is a missing of clear conclusions and results in this field. The fundamental target of this exploration is to build up a poll that aiding in measuring the level of computer games enslavement for understudies in Jordanian colleges. The survey, which utilized as a part of this exploration expects to discover the relationship between each of social issue, troubles in time administration, issues in organizing life`s exercises, and radical play with computer game addiction. 780 polls were appropriated to understudies from Jordanian college’s understudies’ general public. The information gathered from the respondents demonstrated the accompanying there is a huge relationship between each of the accompanying of social issue, troubles in time administration, issues in organizing life`s exercises, and unbalanced play with computer games fixation. At long last the specialist proposes methodology for understudies for battling computer game habit.


2021 ◽  
Author(s):  
Mirosław Mikicin

Abstract Study aimThe aim of this study is to explore the differences and relationships between immersion and autotelic engagement of problem gamers and esports players. Research on addiction to computer games suggests that autotelic engagement in gamers, on the one hand, allows them to experience deep immersion while playing, but on the other hand, autotelic immersion can cause one to lose control over what is not real and lead to computer game addiction.Material and MethodsExperimental group 1 (N = 29) of gaming addicts aged 19–25 years, experimental group 2 (N = 29) of esports players aged 19–25 years, control group (N = 29) of students aged 19–25 years. The respondents completed 3 questionnaires: The FLOW Engagement Questionnaire, the Immersiveness of Games Questionnaire (ING), and the NEO-FFI personality inventory.ResultsTo a greater extent than esports players, problem gamers experienced while playing: interaction with the virtual environment, a sense of control, a balance between ability level and challenge, clear goals, focus on the current task, autotelic experience, and higher levels of agreeableness, while they experienced awareness of the real world to the least extent. Associations between autotelic experience and interaction with the virtual environment (r = 0.699) and sense of control (r = 0.899) revealed the vulnerability of players with autotelic engagement to gaming addiction.ConclusionAutotelic engagement may be a direct facilitator of experiencing deep immersion leading to computer game addiction.


PEDIATRICS ◽  
1986 ◽  
Vol 77 (1) ◽  
pp. 1-10
Author(s):  
David H. Rubin ◽  
John M. Leventhal ◽  
Robert T. Sadock ◽  
Ellen Letovsky ◽  
Paul Schottland ◽  
...  

To affect asthma-related knowledge, behavior, and morbidity, researchers tested a new educational intervention for children with asthma: an asthma-specific computer game called Asthma Command, which was specifically designed for this study. Sixty-five children with moderately severe asthma were randomly assigned to one of two groups, and 54 completed the study. Both groups were seen approximately six times during the 1 year of the study. Control subjects (n = 29) played routine computer games. Experimental subjects (n = 25) played Asthma Command. Compared with children in the control group, experimental subjects showed improvement in knowledge about asthma (P < .001), behavior related to the management of asthma (P < .008), and a trend toward the reduction of acute visits due to asthma (P < .13). Children in the experimental group also scored higher on the assessment of behaviors related to the management of asthma that were specifically addressed by the intervention provided by Asthma Command (P < .01). Differences between the control and experimental groups showed a greater improvement in the experimental group in 21 (84%) of the 25 outcome variables in the study (P = .004, Sign test). The study indicates that an asthma-specific computer game can significantly affect knowledge and behavior and may potentially affect morbidity in childhood asthma.


Comunicar ◽  
2010 ◽  
Vol 17 (34) ◽  
pp. 73-81 ◽  
Author(s):  
Mark Grimshaw

This essay examines the relationship between player and diegetic sound FX in immersive computer game environments and how this relationship leads, in large part, to the contextualization of the player within the virtual world of the game. This contextualization presupposes a primarily sonically-based perception of objects and events in the world and, in a multi-player game, this ultimately leads to communication between players through the medium of diegetic sound. The players’ engagement with, and immersion in, the game’s acoustic environment is the result of a relationship with sound that is technologically mediated. The game engine, for example, produces a range of environmental or ambient sounds and almost every player action has a corresponding sound. A variety of relevant theories and disciplines are assessed for the methodological basis of the points raised, such as film sound theory and sonification, and, throughout, the First-Person Shooter sub-genre is used as an exemplar. Such games include the «Doom» and «Quake» series, the «Half-Life» series and derivatives and later games such as «Left 4 Dead». The combination of the acoustic environment, the interactive placement of the player – as embodied by his virtual, prosthetic arms – in the environment and the sonic relationships between players produces the acoustic ecology. An exposition of this multi-player communication and the resultant acoustic ecology and player immersion, is the main objective of the essay. Este ensayo examina la relación entre el jugador y los efectos de sonido diegéticos en entornos de juego inmersivos para ordenadores, y a su vez, la manera en la que esta relación, en gran parte, pone en contexto al jugador dentro del mundo virtual del juego. Esta contextualización presupone una percepción basada principalmente en los sonidos de los objetos y los acontecimientos del mundo, lo que en el entorno del juego multijugador conduce finalmente a la comunicación entre los jugadores por medio del sonido diegético. El compromiso de los jugadores con –y la inmersión en– el ambiente acústico del juego es el resultado de una relación con el sonido mediada tecnológicamente. El motor del juego, por ejemplo, produce una gama de sonidos del entorno o del medio ambiente y casi todas las acciones del jugador tienen un sonido correspondiente. Una variedad de relevantes teorías y disciplinas, como la teoría del cine sonoro y la sonificación, se usan para construir nuestra base metodológica, y nos servimos de ejemplos como el del subgénero del «First-Person Shooter». Este tipo de juegos incluye las series «Doom» y «Quake», la serie «Half-Life» y sus derivados y juegos posteriores como «Left 4 Dead». La combinación del ambiente acústico, la posición interactiva del jugador –con la encarnación virtual de sus brazos protésicos– en el medio ambiente y las relaciones sonoras entre los jugadores produce la ecología acústica. Una exposición de esta comunicación multijugador, la ecología acústica resultante y la inmersión del jugador, es el objetivo principal del ensayo.


Author(s):  
Ulf Wilhelmsson ◽  
Jacob Wallén

This chapter presents a model for the structuring of computer game audio building on the IEZA-framework (Huiberts & van Tol, 2008), Murch’s (1998) conceptual model for the production of film sound, and the affordance theory put forth by Gibson (1977/1986). This model makes it possible to plan the audio layering of computer games in terms of the relationship between encoded and embodied sounds, cognitive load, the functionality of the sounds in computer games, the relative loudness between sounds, and the dominant frequency range of all the different sounds. The chapter uses the combined model to provide exemplifying analyses of three computer games—F.E.A.R., Warcraft III, and Legend of Zelda—. Furthermore, the chapter shows how a sound designer can use the suggested model as a production toolset to structure computer game audio from a game design document.


Author(s):  
F. I. Khamrabaeva

According to the results of the study in the main group of patients who received complex treatment (IPP and neuroleptic), there was a significant positive dynamics of the main clinical manifestations, compared with the control group. All patients reported a significant decrease in the intensity of heartburn and pain.The use of probulin with vegetative-corrective action in the complex treatment of patients with GERD with vegetative dystonia syndrome allowed to more effectively stop the painful manifestations and reduce the emotional experience of bodily discomfort, improve the emotional state and mental health of patients, as well as improve their quality of life.


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