scholarly journals Levelling the Playing Fields: A Pilot Intervention

2019 ◽  
Vol 29 (Supplement_4) ◽  
Author(s):  
S Alexander ◽  
K Frohlich

Abstract Despite the benefits of outdoor free-play for children (physical activity, well-being, independent mobility), access to urban spaces for play is on the decline in many cities. As such, there are increasing calls from public health officials, city planners and childhood advocates in Canada to promote outdoor play in cities. Responding to these calls, our pilot intervention will examine whether creating urban play spaces through road closures around schools and in neighbourhoods can increase children’s outdoor play, physical activity and social interaction among residents. The year-long intervention will involve road closures in four Montreal (Canada) neighbourhoods with different socio-economic profiles. After a diagnostic portrait of each site, participatory planning will engage children aged 8-12 and youth aged 13-18 to help redesign their neighbourhood streets for better access and playability. Outdoor play will be measured using a “playability index” to determine if increased outdoor play is due to intervention changes. Children’s physical activity, play and mobility patterns will be captured with GPS loggers and accelerometers, and play duration and location will be recorded through daily diaries. Questionnaires will be given to parents and children regarding changing behaviours and perceptions about outdoor play, risk/safety and independent mobility. While still in a pilot phase, this paper will present the intervention approach and outline how it promises to impact multiple components of urban life for children and adults (physical/mental health, safety, social interaction, environment/equity). The intervention is innovative by engaging children and families in its design and development, and by involving schools, municipalities and residents in its implementation and assessment. This co-creation and development promises broad impacts on local social practices and policy development, results which may be transferable to other Canadian and international cities. Key messages Access to urban outdoor play is critical for children’s well-being. Road closures can increase urban outdoor play, thereby contributing to physical and mental health and promoting social interaction. Child and youth participation in the planning and development of urban play spaces can increase their relevance and broaden their social, environmental, health and policy impacts.

2015 ◽  
Vol 9 (11) ◽  
pp. 109
Author(s):  
Noura Marouf ◽  
Suhana Johar ◽  
Adi Irfan Che-Ani ◽  
Norngainy Mohd Tawil

<p>Children need to play outdoors to develop socially, emotionally, cognitively, and physically. Outdoor play opportunities have the potential to promote physical and mental health throughout the life of children. Outdoor play has been acknowledged as a primary right for children; therefore there is a need to create spaces, where children can go and play spontaneously every day. Regarding to where the outdoor play of children takes place is significant; school grounds, as a place for children to learn and promote their health, could be assumed as a key setting that enhances and contributes to outdoor play guidelines. It requires making awareness and evaluation of current school grounds referring to outdoor play requirements. Four school grounds were selected as case studies in Tehran to be evaluated by School Environmental Audit Tool (SEAT). The survey shows a lack of proper consideration in the design and maintenance in the current situation of these important sites for children. At the end, some recommendations were proposed in order to outdoor play provision in accordance to current school grounds of Tehran. <strong></strong></p>


Paragrana ◽  
2013 ◽  
Vol 22 (1) ◽  
pp. 154-164
Author(s):  
Susanne Klien

Abstract This ethnographic study explores bullfighting in Oki and its many functions in contemporary life. It examines how mostly elderly bullfighters differ from other Japanese of their age and how they manage to lead their lives to the fullest, maintaining a high level of physical and mental health. With depictions of both the daily routine and bullfighting events, the paper enquires into the meaning of bullfighting and its related activities for actors involved in it, how bullfighters learn social skills in the stables and the arena, and how bullfighting creates well-being both on an individual and collective level. The hypothesis is that the sense of satisfaction of bullfighters accrues from a balance of activities as discrete individual and social interaction, communication, and intergenerational exchange.


2021 ◽  
Vol 2 (1) ◽  
Author(s):  
Jennifer Boisvert ◽  
W. Andrew Harrell

This article explores how animal-assisted play might be used as a strategy in playwork to support children’s right to play, enrich their play experiences, encourage their physical activity play and better their health and life quality. Children’s interactions with pets or companion animals in free play or animal-assisted activities (AAA) can yield therapeutic benefits by increasing physical and mental health and well-being and also offer possibilities for more outdoor play, agency, risk-taking, fun and enjoyment, as well as high-quality play experiences. We invite playwork practitioners to consider the important role of animals in children’s lives and the potential value of animal-assisted play in creating opportunities for enriching children’s play and life quality.


2021 ◽  
Vol 7 (1) ◽  
pp. e001089
Author(s):  
Patrick Gordon Robinson ◽  
Charlie Foster ◽  
Andrew Murray

BackgroundGolf is a sport played worldwide by >60 million people from a variety of backgrounds and abilities. Golf’s contribution to physical and mental health benefits are becoming increasingly recognised. Countries have adopted a range of restrictions to playing golf during the COVID-19 pandemic.AimsThe purpose of this narrative review was to (1) explore the literature related to the possible health benefits and risks of playing golf during the COVID-19 pandemic and (2) provide recommendations on golf-related activity from the relevant available literature.ResultsGolf can provide health-enhancing physical activity. Regular physical activity is associated with physical/mental health, immune system and longevity benefits. Sense of belonging and life satisfaction significantly improved when golfing restrictions were relaxed after the first lockdown in the UK. Golf is an outdoor sport, where social distancing is possible, and if rules are followed, risk of COVID-19 transmission is likely to be low.ConclusionsPolicy-makers and governing bodies should support the promotion of golf because participation brings wide ranging benefits for physical health and mental well-being. When effective risk reduction measures are used, the benefits of playing golf in most circumstances outweigh the risk of transmission.


2021 ◽  
Vol 2 (1) ◽  
Author(s):  
Fiona Edwards

COVID-19 has created a new reality for countries worldwide as leaders are tasked with the responsibility of enacting safety measures to stop the rate of infection. Social distancing is promoted as one of the main ways of curbing the spread of the virus. Such measures limit social interaction and the spaces people are free to occupy. The following poem, entitled “Sitting in the dark: COVID-19 and mental well-being” speaks to the mental health impacts of such closures on the youth population, highlighting that no one is immune from the virus. This poem also explores the interconnectedness of a person’s physical and mental health andthe subsequent need to pay attention to both realities during times of global crisis. Despite the challenges the pandemic presents, it is imperative that youth find an outlet to cope, one that will help them develop resiliency and a sense of hope.


2020 ◽  
Author(s):  
Louise A Ellis ◽  
Matthew D Lee ◽  
Kiran Ijaz ◽  
James Smith ◽  
Jeffrey Braithwaite ◽  
...  

BACKGROUND Location-based augmented reality (AR) games, such as Pokémon GO and Harry Potter: Wizards Unite, have been shown to have a beneficial impact on the physical activity, social connectedness, and mental health of their players. In March 2020, global social distancing measures related to the COVID-19 pandemic prompted the AR games developer Niantic Inc to implement several changes to ensure continued player engagement with Pokémon GO and Harry Potter: Wizards Unite. We sought to examine how the physical and mental well-being of players of these games were affected during the unprecedented COVID-19 restriction period as well as how their video game engagement was affected. OBJECTIVE The aims of this study were to examine the impact of COVID-19–related social restrictions on the physical and mental well-being of AR game players; to examine the impact of COVID-19–related social restrictions on the use of video games and motivations for their use; and to explore the potential role of AR games (and video games in general) in supporting well-being during COVID-19–related social restrictions. METHODS A mixed methods web-based self-reported survey was conducted in May 2020, during which COVID-19–related social restrictions were enforced in many countries. Participants were recruited on the web via four subreddits dedicated to Pokémon GO or Harry Potter: Wizards Unite. Data collected included quantitative data on demographics, time spent playing video games, physical activity, and mental health; qualitative data included motivations to play and the impact of video games on mental health during COVID-19 lockdown. RESULTS We report results for 2004 participants (1153/1960 male, 58.8%, average age 30.5 years). Self-reported physical activity during COVID-19–related social restrictions significantly decreased from 7.50 hours per week on average (SD 11.12) to 6.50 hours (SD 7.81) (<i>P</i>&lt;.001). More than half of the participants reported poor mental health (925/1766, 52.4%; raw World Health Organization–5 Well-Being Index score &lt;13). Female gender, younger age, and reduced exercise were significant predictors of poor mental health. Participants reported a significant increase in video game play time from 16.38 hours per week on average (SD 19.12) to 20.82 hours (SD 17.49) (<i>P</i>&lt;.001). Approximately three quarters of the participants (n=1102/1427, 77.2%) reported that playing video games had been beneficial to their mental health. The changes made to Pokémon GO and Harry Potter: Wizards Unite were very well received by players, and the players continued to use these games while exercising and to maintain social connection. In addition to seeking an escape during the pandemic and as a form of entertainment, participants reported that they used video games for emotional coping and to lower stress, relax, and alleviate mental health conditions. CONCLUSIONS AR games have the potential to promote physical and mental health during the COVID-19 pandemic. Used by populations under isolation and distress, these games can improve physical and mental health by providing virtual socialization, sustained exercise, temporal routine, and mental structure. Further research is needed to explore the potential of AR games as digital behavioral interventions to maintain human well-being in the wider population.


2019 ◽  
Vol 29 (Supplement_4) ◽  
Author(s):  
B Chabanas ◽  
C Praznoczy ◽  
M Duclos

Abstract Background Active commuting such as cycling has been recommended as a practical way to increase population physical activity levels and improve health. Beside positive health effects observed in experimental studies, less is known about how e-bikes can improve public health outcomes in real-life settings. Objectives To describe the patterns over time in physical activity, sedentary behavior, cardiorespiratory fitness and psychophysiological well-being in a population of new commuter e-bike users. Methods This was a population-based prospective longitudinal study in France. 33 new users of e-bike were recruited and measured at 4-time points (T0, T1, T2, T3), from before the effective beginning of the e-bike use (T0) until a mean of 4.6 months of use (T3) (min: 3.2, max: 7). Repeated measures multilevel modeling was used on 4 waves of measurements to assess variations over time of e-bike use, total moderate and vigorous physical activity (MVPA) and total sedentary time (SED-time). Pre-post comparisons between T0 and T3 were performed to detect change in cardiorespiratory fitness, markers of adiposity, self-esteem, quality of life (SF12-v2), and physical activity motivations (EMAPS). Results Adherence to e-bike commuting was high and stable, with a mean of 82% (3%) of weekly use. Multilevel modeling indicated that MVPA followed a significant increasing curvilinear trajectory over time, plateauing after 90 days (+ 21 MET-h/week compared to mean T0 at 33 MET-h/week). No significant change was found in SED-time, averaging a mean of 8.6 hours/day. Greater adherence to using an e-bike was associated with greater increases in MVPA. Several markers of physical and mental health improved. Conclusions New commuter e-bike users undergo a significant increase in MVPA while being already at a high level before e-bike use onset. This increase in MVPA could be meaningful to attenuate detrimental effects of a persistent high sedentary behavior. Key messages MVPA significantly increases among new commuter e-bike users, along with improvements in physical and mental health. High SED-time is persistent, making increase in MVPA in a population with a moderately high initial level still crucial.


10.2196/25117 ◽  
2020 ◽  
Vol 22 (12) ◽  
pp. e25117
Author(s):  
Louise A Ellis ◽  
Matthew D Lee ◽  
Kiran Ijaz ◽  
James Smith ◽  
Jeffrey Braithwaite ◽  
...  

Background Location-based augmented reality (AR) games, such as Pokémon GO and Harry Potter: Wizards Unite, have been shown to have a beneficial impact on the physical activity, social connectedness, and mental health of their players. In March 2020, global social distancing measures related to the COVID-19 pandemic prompted the AR games developer Niantic Inc to implement several changes to ensure continued player engagement with Pokémon GO and Harry Potter: Wizards Unite. We sought to examine how the physical and mental well-being of players of these games were affected during the unprecedented COVID-19 restriction period as well as how their video game engagement was affected. Objective The aims of this study were to examine the impact of COVID-19–related social restrictions on the physical and mental well-being of AR game players; to examine the impact of COVID-19–related social restrictions on the use of video games and motivations for their use; and to explore the potential role of AR games (and video games in general) in supporting well-being during COVID-19–related social restrictions. Methods A mixed methods web-based self-reported survey was conducted in May 2020, during which COVID-19–related social restrictions were enforced in many countries. Participants were recruited on the web via four subreddits dedicated to Pokémon GO or Harry Potter: Wizards Unite. Data collected included quantitative data on demographics, time spent playing video games, physical activity, and mental health; qualitative data included motivations to play and the impact of video games on mental health during COVID-19 lockdown. Results We report results for 2004 participants (1153/1960 male, 58.8%, average age 30.5 years). Self-reported physical activity during COVID-19–related social restrictions significantly decreased from 7.50 hours per week on average (SD 11.12) to 6.50 hours (SD 7.81) (P<.001). More than half of the participants reported poor mental health (925/1766, 52.4%; raw World Health Organization–5 Well-Being Index score <13). Female gender, younger age, and reduced exercise were significant predictors of poor mental health. Participants reported a significant increase in video game play time from 16.38 hours per week on average (SD 19.12) to 20.82 hours (SD 17.49) (P<.001). Approximately three quarters of the participants (n=1102/1427, 77.2%) reported that playing video games had been beneficial to their mental health. The changes made to Pokémon GO and Harry Potter: Wizards Unite were very well received by players, and the players continued to use these games while exercising and to maintain social connection. In addition to seeking an escape during the pandemic and as a form of entertainment, participants reported that they used video games for emotional coping and to lower stress, relax, and alleviate mental health conditions. Conclusions AR games have the potential to promote physical and mental health during the COVID-19 pandemic. Used by populations under isolation and distress, these games can improve physical and mental health by providing virtual socialization, sustained exercise, temporal routine, and mental structure. Further research is needed to explore the potential of AR games as digital behavioral interventions to maintain human well-being in the wider population.


Healthcare ◽  
2021 ◽  
Vol 9 (6) ◽  
pp. 756
Author(s):  
Rima Breidokienė ◽  
Roma Jusienė ◽  
Vaidotas Urbonas ◽  
Rūta Praninskienė ◽  
Sigita Girdzijauskienė

As a result of the outbreak of SARS-CoV-2 and consequent restrictions in spring 2020, children in many countries might be engaged in more sedentary behavior and have limited possibilities to access the necessary level of physical activity to maintain their physical and mental health. The aim of this study was to explore the relationships between child sedentary behavior, physical activity, mental and physical health, and parental distress in a sample of Lithuanian children aged 6–14 years during the COVID-19 pandemic lockdown in March–June 2020. Parents of 306 children (52.9% female) completed an online survey in May–June 2020 and reported on their children’s screen time for educational and recreational (leisure) purposes, the level of physical activity and time outdoors, somatic symptoms, and emotional well-being and behavior. Parents also reported on stressful life events in the family and personal distress. The results revealed that 57.5% of children exceeded the recommended maximum of 2 h of recreational screen time per day, and 33.6% of the children did not meet the recommended guidelines of 60 min of physical activity per day. Longer screen time for educational purposes and parental distress significantly predicted a higher prevalence of somatic symptoms in children and parental distress also served as a significant predictor of children’s decreased emotional well-being and behavior. These results highlight the importance of psychosocial support interventions for parents who experience distress when raising children at a stressful time, such as during a pandemic.


BMJ Open ◽  
2021 ◽  
Vol 11 (5) ◽  
pp. e045879
Author(s):  
Bina Ram ◽  
Anna Chalkley ◽  
Esther van Sluijs ◽  
Rachel Phillips ◽  
Tishya Venkatraman ◽  
...  

IntroductionSchool-based active mile initiatives such as The Daily Mile (TDM) are widely promoted to address shortfalls in meeting physical activity recommendations. The iMprOVE Study aims to examine the impact of TDM on children’s physical and mental health and educational attainment throughout primary school.Methods and analysisiMprOVE is a longitudinal quasi-experimental cohort study. We will send a survey to all state-funded primary schools in Greater London to identify participation in TDM. The survey responses will be used for non-random allocation to either the intervention group (Daily Mile schools) or to the control group (non-Daily Mile schools). We aim to recruit 3533 year 1 children (aged 5–6 years) from 77 primary schools and follow them up annually until the end of their primary school years. Data collection taking place at baseline (children in school year 1) and each primary school year thereafter includes device-based measures of moderate-to-vigorous physical activity (MVPA) and questionnaires to measure mental health (Strengths and Difficulties Questionnaire) and educational attainment (ratings from ‘below expected’ to ‘above expected levels’). The primary outcome is the mean change in MVPA minutes from baseline to year 6 during the school day among the intervention group compared with controls. We will use multilevel linear regression models adjusting for sociodemographic data and participation in TDM. The study is powered to detect a 10% (5.5 min) difference between the intervention and control group which would be considered clinically significant.Ethics and disseminationEthics has been approved from Imperial College Research Ethics Committee, reference 20IC6127. Key findings will be disseminated to the public through research networks, social, print and media broadcasts, community engagement opportunities and schools. We will work with policy-makers for direct application and impact of our findings.


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