scholarly journals Comparing the Physiological Cost of Step-Powered Video Gaming, Sedentary Video Gaming, and Self-Paced Ambulatory Activity in University Students

2011 ◽  
Vol 2 (1) ◽  
pp. 81-88
Author(s):  
Nicola Diane Ridgers ◽  
Joanna McKinney ◽  
Gareth Stratton ◽  
Lee EF Graves
2021 ◽  
Vol 11 (3) ◽  
pp. 518-527
Author(s):  
Jireh Phuah Rong Yao ◽  
Viswanath Sundar ◽  
Vinodhkumar Ramalingam

INTRODUCTION: Mobile video gaming among university students has increased rapidly, more than before the COVID-19 pandemic. This is very concerning as this could spark various problems, such as musculoskeletal pain and gaming disorders. OBJECTIVES:  The present study is to identify the predictors of mobile video gaming on musculoskeletal pain among university students in Selangor, Malaysia. PARTICIPANTS AND METHODS: This study was conducted online using a self-reported online questionnaire via Google Form and sent to university students in Selangor, Malaysia. Participants' gaming addiction was measured using the Ten Item Internet Gaming Disorder Test (IGDT-10) questionnaire, and the prevalence of musculoskeletal pain was assessed by the Modified Nordic Musculoskeletal Questionnaire (MNMQ). The data was analyzed using SPSS version 25. A descriptive and binomial linear regression test was used to predict the variables. The statistical significance was set at p < 0.05, and odds ratios were calculated with confidence intervals of 95%. RESULTS: The prevalence of Internet Gaming Disorder among university students in Selangor, Malaysia is 1.8% (n=3). The neck region (74.2%) was the most commonly reported body region with musculoskeletal pain, followed by the shoulder region (60.7 %), lower back region (55.8 %), and upper back region (50.9 %). The body position was the only predictor of mobile video gaming with musculoskeletal pain (p = 0.002) in the lower back region. CONCLUSION: According to the findings of this study, the prevalence of Internet Gaming Disorder (IGD) among university students was low and not addicted to gaming in the Covid-19 lockdown. We also found that participants who sat while playing mobile video games were more likely to develop low back pain. However, one of the limiting factors could be prolonged sitting in virtual classes during the lockdown, which causes low back pain.


2022 ◽  
Vol Volume 15 ◽  
pp. 151-160
Author(s):  
Fatimah Alsaad ◽  
Lujain Binkhamis ◽  
Amal Alsalman ◽  
Njood Alabdulqader ◽  
Mashael Alamer ◽  
...  

2021 ◽  
Vol 46 ◽  
Author(s):  
Jeffery Biegun ◽  
Jason D Edgerton ◽  
Matthew T Keough

Recently there has been growing interest in identifying links between video game playing and problem gambling. As video games continue to take on more gambling-like elements such as loot boxes, there is rising concern that they represent a potential pathway towards problem gambling. In this study, we explored video gamer profiles in a sample of Canadian undergraduate university students (n = 687) to examine whether subgroups of gamers had different risk profiles for problem video gaming and/or problem gambling. Three predominant subgroups emerged: universal, free-to-play, and general gamer classes. Whereas the free-to-play class was associated with higher average amounts of time spent playing video games, the universal class was associated with higher average scores on measures of problem video gaming, problem gambling, and impulsivity. Although motivational differences were evident, there were no significant mental health differences among subgroups in this sample.RésuméOn s’intéresse de plus en plus depuis peu de temps à l’établissement de liens entre la pratique des jeux vidéo et le jeu compulsif. À mesure que les jeux vidéo comportent davantage d’éléments de jeux de hasard comme des coffres à butin, on s’inquiète davantage du fait qu’ils puissent mener au jeu compulsif. Cette étude a examiné le profil de joueurs de jeux vidéo parmi un échantillon d’étudiants canadiens de premier cycle (n = 687) afin de déterminer si les sous-groupes de joueurs présentaient un profil de risque différent pour le jeu vidéo compulsif et/ou le jeu compulsif. Trois sous-groupes prédominants sont ressortis : universel, gratuit et général. Le groupe des jeux gratuits était associé à une plus grande quantité de temps consacrée à jouer à des jeux vidéo, le groupe universel était associé pour sa part à un pointage moyen plus élevé au titre des paramètres de mesure du jeu vidéo compulsif, du jeu compulsif et de l’impulsivité. Les différences de motivation étaient évidentes, mais les sous-groupes de cet échantillon ne présentaient aucune différence importante sur le plan de la santé mentale.


2010 ◽  
Vol 7 (3) ◽  
pp. 393-401 ◽  
Author(s):  
Lee E.F. Graves ◽  
Nicola D. Ridgers ◽  
Karen Williams ◽  
Gareth Stratton ◽  
Greg Atkinson ◽  
...  

Background:Active video games (exergames) increase energy expenditure (EE) and physical activity (PA) compared with sedentary video gaming. The physiological cost and enjoyment of exergaming in adolescents, and young and older adults has not been documented, nor compared with aerobic exercise. This study compared the physiological cost and enjoyment of exergaming on Wii Fit with aerobic exercise in 3 populations.Methods:Cardiorespiratory and enjoyment measurements were compared in 14 adolescents, 15 young adults, and 13 older adults during handheld inactive video gaming, Wii Fit activities (yoga, muscle conditioning, balance, aerobics), and brisk treadmill walking and jogging.Results:For all groups EE and heart rate (HR) of Wii Fit activities were greater than handheld gaming (P < .001) but lower than treadmill exercise (P ≤ .001). Wii aerobics elicited moderate intensity activity in adolescents, young adults, and older adults with respective mean (SD) metabolic equivalents of 3.2 (0.7), 3.6 (0.8), and 3.2 (0.8). HR during Wii aerobics fell below the recommended intensity for maintaining cardiorespiratory fitness. Group enjoyment rating was greater for Wii balance and aerobics compared with treadmill walking and jogging (P ≤ .05).Conclusions:Wii Fit appears an enjoyable exergame for adolescents and adults, stimulating light-to-moderate intensity activity through the modification of typically sedentary leisure behavior.


2017 ◽  
Vol 5 (1) ◽  
pp. 85 ◽  
Author(s):  
Cătălin Ioan Maican ◽  
Elena Cocoradă

Higher education institutions encourage the use of computers and of the internet for accessing content, assignments, exam results and collaborative learning work. Our study focuses on the university students’ attitudes towards the use of computers, internet and smartphones in relationship with the field of studies, age, gender, academic performance. The research is a descriptive and correlational one. The participants were 685 female and male university students, enrolled in Sciences and Humanities, distributed in two studies which conducted at a distance of four years. The instruments used were the following: CARS, (Heinssen, Glass, - Knight, 1987), the IAS (Nickel and Pinto (1986), CAS (Compeau, - Higgins, 1995), some scales of MTUAS ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "ISSN" : "0747-5632", "PMID" : "25722534", "abstract" : "Current approaches to measuring people's everyday usage of technology-based media and other computer-related activities have proved to be problematic as they use varied outcome measures, fail to measure behavior in a broad range of technology-related domains and do not take into account recently developed types of technology including smartphones. In the present study, a wide variety of items, covering a range of up-to-date technology and media usage behaviors. Sixty-six items concerning technology and media usage, along with 18 additional items assessing attitudes toward technology, were administered to two independent samples of individuals, comprising 942 participants. Factor analyses were used to create 11 usage subscales representing smartphone usage, general social media usage, Internet searching, e-mailing, media sharing, text messaging, video gaming, online friendships, Facebook friendships, phone calling, and watching television in addition to four attitude-based subscales: positive attitudes, negative attitudes, technological anxiety/dependence, and attitudes toward task-switching. All subscales showed strong reliabilities and relationships between the subscales and pre-existing measures of daily media usage and Internet addiction were as predicted. Given the reliability and validity results, the new Media and Technology Usage and Attitudes Scale was suggested as a method of measuring media and technology involvement across a variety of types of research studies either as a single 60-item scale or any subset of the 15 subscales.", "author" : [ { "dropping-particle" : "", "family" : "Rosen", "given" : "L D", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Whaling", "given" : "K", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Carrier", "given" : "L M", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Cheever", "given" : "N A", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Rokkum", "given" : "J", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "container-title" : "Computers in human behavior", "id" : "ITEM-1", "issue" : "6", "issued" : { "date-parts" : [ [ "2013", "11", "1" ] ] }, "page" : "2501-2511", "publisher" : "NIH Public Access", "title" : "The Media and Technology Usage and Attitudes Scale: An empirical investigation.", "type" : "article-journal", "volume" : "29" }, "uris" : [ "http://www.mendeley.com/documents/?uuid=61676b79-6d78-39cc-84fd-a029b36d7adf" ] } ], "mendeley" : { "formattedCitation" : "(Rosen, Whaling, Carrier, Cheever, - Rokkum, 2013)", "plainTextFormattedCitation" : "(Rosen, Whaling, Carrier, Cheever, - Rokkum, 2013)", "previouslyFormattedCitation" : "(Rosen, Whaling, Carrier, Cheever, - Rokkum, 2013)" }, "properties" : { "noteIndex" : 0 }, "schema" : "https://github.com/citation-style-language/schema/raw/master/csl-citation.json" }(Rosen, Whaling, Carrier, Cheever, - Rokkum, 2013) and of USLS (Rung, Wranke, and Mattheos, 2014). The results showed significant differences between male and female students concerning the use and attitudes towards computers, internet and smartphones. But the self-efficacy is the same with males and females, conventional and nonconventional students, respectively. The positive and negative attitudes and task switching are equal for the two genders, and the academic performance is associated with a part of the activities performed on Facebook. The findings are discussed in connection with the learning situations, the multitasking tendencies and the use of technologies for social and private activities.


Author(s):  
Thomas Mößle ◽  
Florian Rehbein

Aim: The aim of this article is to work out the differential significance of risk factors of media usage, personality and social environment in order to explain problematic video game usage in childhood and adolescence. Method: Data are drawn from the Berlin Longitudinal Study Media, a four-year longitudinal control group study with 1 207 school children. Data from 739 school children who participated at 5th and 6th grade were available for analysis. Result: To explain the development of problematic video game usage, all three areas, i. e. specific media usage patterns, certain aspects of personality and certain factors pertaining to social environment, must be taken into consideration. Video game genre, video gaming in reaction to failure in the real world (media usage), the children’s/adolescents’ academic self-concept (personality), peer problems and parental care (social environment) are of particular significance. Conclusion: The results of the study emphasize that in future – and above all also longitudinal – studies different factors regarding social environment must also be taken into account with the recorded variables of media usage and personality in order to be able to explain the construct of problematic video game usage. Furthermore, this will open up possibilities for prevention.


2002 ◽  
Vol 14 (2) ◽  
pp. 69-79 ◽  
Author(s):  
Joan M. Preston ◽  
Michael Eden

Abstract. Music video (MV) content is frequently measured using researcher descriptions. This study examines subjective or viewers’ notions of sex and violence. 168 university students watched 9 mainstream MVs. Incidence counts of sex and violence involve more mediating factors than ratings. High incidents are associated with older viewers, higher scores for Expressivity, lower scores for Instrumentality, and with video orders beginning with high sex and violence. Ratings of sex and violence are associated with older viewers and lower scores for Instrumentality. For sex MVs, inexperienced viewers reported higher incidents and ratings. Because MVs tend to be sexier but less violent than TV and film, viewers may also use comparative media standards to evaluate emotional content MVs.


2015 ◽  
Vol 36 (1) ◽  
pp. 1-10
Author(s):  
Andrew Comensoli ◽  
Carolyn MacCann

The current study proposes and refines the Appraisals in Personality (AIP) model in a multilevel investigation of whether appraisal dimensions of emotion predict differences in state neuroticism and extraversion. University students (N = 151) completed a five-factor measure of trait personality, and retrospectively reported seven situations from the previous week, giving state personality and appraisal ratings for each situation. Results indicated that: (a) trait neuroticism and extraversion predicted average levels of state neuroticism and extraversion respectively, and (b) five of the examined appraisal dimensions predicted one, or both of the state neuroticism and extraversion personality domains. However, trait personality did not moderate the relationship between appraisals and state personality. It is concluded that appraisal dimensions of emotion may provide a useful taxonomy for quantifying and comparing situations, and predicting state personality.


2019 ◽  
Vol 35 (1) ◽  
pp. 117-125
Author(s):  
Johannes Schult ◽  
Rebecca Schneider ◽  
Jörn R. Sparfeldt

Abstract. The need for efficient personality inventories has led to the wide use of short instruments. The corresponding items often contain multiple, potentially conflicting descriptors within one item. In Study 1 ( N = 198 university students), the reliability and validity of the TIPI (Ten-Item Personality Inventory) was compared with the reliability and validity of a modified TIPI based on items that rephrased each two-descriptor item into two single-descriptor items. In Study 2 ( N = 268 university students), we administered the BFI-10 (Big Five Inventory short version) and a similarly modified version of the BFI-10 without two-descriptor items. In both studies, reliability and construct validity values occasionally improved for separated multi-descriptor items. The inventories with multi-descriptor items showed shortcomings in some factors of the TIPI and the BFI-10. However, the other scales worked comparably well in the original and modified inventories. The limitations of short personality inventories with multi-descriptor items are discussed.


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