989 resultados para children and video games


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Background: A population level increase in physical activity (PA) is critical to reduce obesity in youth. Video games are highly popular and active video games (AVGs) have the potential to play a role in promoting youth PA.

Method: Studies on AVG play energy expenditure (EE) and maintenance of play in youth were systematically identified in the published literature and assessed for quality and informational value.

Results: Nine studies measuring AVG play EE were identified. The meta-analytic estimates of average METs across these studies were 3.1 (95% CI: 2.6, 3.6) to 3.2 (95% CI: 2.7, 3.7). No games elicited an average EE above the 6 MET threshold for vigorous EE. Observed differences between studies were likely due to the different types of games used, rather than age or gender. Four studies related to maintenance of play were identified. Most studies reported AVG use declined over time. Studies were of low-to-medium quality.

Conclusion: AVGs are capable of generating EE in youth to attain PA guidelines. Few studies have assessed sustainability of AVG play, which appears to diminish after a short period of time for most players. Better-quality future research must address how AVG play could be maintained over longer periods of time.

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OBJECTIVE: To determine whether the amount of time spent in screen-based behaviors (SBBs; television viewing, computer use, and playing electronic games) is independently associated with individual and clustered cardiovascular disease (CVD) risk factors among elementary school children. STUDY DESIGN: Baseline data were used from 264 children (age 7-10 years) participating in the Transform-Us! cluster-randomized controlled trial. Time (h/d) spent in SBBs was obtained using a parent proxy-report questionnaire. Anthropometrics, blood pressure (BP), and lipids were measured using standard techniques. A clustered CVD risk score was calculated as the average of the standardized values of the subcomponents (waist circumference [WC], systolic BP, diastolic BP, and lipids). RESULTS: After adjusting for sex, parent education, physical activity (accelerometry), diet, and WC (when adiposity was not the outcome), television viewing time was positively associated with body mass index z-score (P = .002), WC (P = .02), and systolic BP (P = .05). Electronic games was positively associated with low density lipoprotein levels (P = .05), and total screen-time was positively associated with body mass index (P = .02). CONCLUSIONS: Differential associations were observed between types of SBBs and CVD risk factors, indicating that not all SBBs are adversely associated with obesity and CVD risk. There is a need to differentiate between types of SBBs when evaluating the CVD risk associated with screen behaviors in children. TRIAL REGISTRATION: International Standard Randomized Controlled Trial: ISRCTN83725066; Australian New Zealand Clinical Trials Registry: ACTRN12609000715279.

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Studies show the positive effects that video games can have on student performance and attitude towards learning. In the past few years, strategies have been generated to optimize the use of technological resources with the aim of facilitating widespread adoption of technology in the classroom. Given its low acquisition and maintenance costs, the interpersonal computer allows individual interaction and simultaneous learning with large groups of students. The purpose of this work was to compare arithmetical knowledge acquired by third-grade students through the use of game-based activities and non-game-based activities using an interpersonal computer, with knowledge acquired through the use of traditional paper-and-pencil activities, and to analyze their impact in various socio-cultural contexts. To do this, a quasi-experimental study was conducted with 271 students in three different countries (Brazil, Chile, and Costa Rica), in both rural and urban schools. A set of educational games for practising arithmetic was developed and tested in six schools within these three countries. Results show that there were no significant differences (ANCOVA) in the learning acquired from game-based vs. non-game-based activities. However, both showed a significant difference when compared with the traditional method. Additionally, both groups using the interpersonal computer showed higher levels of student interest than the traditional method group, and these technological methods were seen to be especially effective in increasing learning among weaker students.

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The long-term preservation of complex works such as video games comes with many challenges. Emulation, currently the most adequate preservation strategy for video games, requires several acts that are technically possible, but closely governed and restricted by copyright law and technical protection measures. Without prior authorisation from the rightsholder(s), it is therefore difficult to legally emulate these works. However, games often have several rightsholders that are in some cases near impossible to identify or locate – particularly with regard to older games. This paper therefore focuses on these so-called orphan video games and examines whether (and to what extent) they are covered by the directive on certain permitted uses of orphan works 2012/28/EU (Orphan Works Directive). As complex works with software and audiovisual components, it is difficult to classify video games in their entirety. The Orphan Works Directive, however, only covers certain categories of works. This paper therefore analyses 1) whether video games in their entirety can be considered types of works that fall under the directive, i.e. audiovisual or cinematographic works, and 2) whether the provisions of the orphan work exception are suitable for the specifics of these complex, “multimedia” works.

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First, this paper describes a future layered Air Traffic Management (ATM) system centred in the execution phase of flights. The layered ATM model is based on the work currently performed by SESAR [1] and takes into account the availability of accurate and updated flight information ?seen by all? across the European airspace. This shared information of each flight will be referred as Reference Business Trajectory (RBT). In the layered ATM system, exchanges of information will involve several actors (human or automatic), which will have varying time horizons, areas of responsibility and tasks. Second, the paper will identify the need to define the negotiation processes required to agree revisions to the RBT in the layered ATM system. Third, the final objective of the paper is to bring to the attention of researchers and engineers the communalities between multi-player games and Collaborative Decision Making processes (CDM) in a layered ATM system

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"Foreword" by Emily M. Burbank.

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Playing video games is an activity that takes up an increasing amount of children’s and adolescent’s spare time. While some previous studies have highlighted the negative aspects of video games, little research has been carried out on the linguistic learning opportunities that video games present. This study primarily investigates if Swedish second language learners of English can increase their vocabulary proficiency in English with the use of video games. In order to answer the research questions, two quantitative data elicitation methods are used: a questionnaire which aims to gather attitudinal and behavioral data, and a Vocabulary Levels Test which elicits data about the participants’ receptive vocabulary proficiency. The participants consist of 25 students at an upper secondary school in Stockholm. The results show that participants who played video games scored higher on the Vocabulary Levels Test, indicating a higher receptive vocabulary proficiency. Furthermore, the results show that participants who played moderate to frequent amounts of time performed better in the Vocabulary Levels Test than infrequent players. The results also show that video games emphasizing co-operation and communication are preferable to use for vocabulary acquisition. Additionally, the study discusses if video games could be integrated into the Swedish upper secondary school system.

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Tämä diplomityö tarkastelee pelaajatyyppien ja pelaajamotivaatioiden tunnistamista videopeleissä. Aiempi tutkimus tuntee monia pelaajatyyppien malleja, mutta niitä ei ole liiemmin sovellettu käytäntöön peleissä. Tässä työssä suoritetaan systemaattinen kirjallisuuskartoitus erilaisista pelaajatyyppien malleista, jonka pohjalta esitetään useita pelaajien luokittelutapoja. Lisäksi toteutetaan tapaustutkimus, jossa kirjallisuuden pohjalta valitaan pelaajien luokittelumalli ja testataan mallia käytännössä tunnistamalla pelaajatyyppejä data-analytiikan avulla reaaliaikaisessa strategiapelissä.

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BACKGROUND AND PURPOSE: Participation in regular physical activity is associated with better physical function in older people (>65 years); however, older people are the least active of all age groups. Exercise-based active video games (AVGs) offer an alternative to traditional exercise programs aimed at maintaining or enhancing physical performance measures in older people. This review systematically evaluated whether AVGs could improve measures of physical performance in older people. Secondary measures of safety, game appeal, and usability were also considered. METHODS: Electronic databases were searched for randomized controlled trials published up to April 2015. Included were trials with 2 or more arms that evaluated the effect of AVGs on outcome measures of physical performance in older people. RESULTS: Eighteen randomized controlled trials (n = 765) were included. Most trials limited inclusion to healthy community-dwelling older people. With the exception of 1 trial, all AVG programs were supervised. Using meta-analyses, AVGs were found to be more effective than conventional exercise (mean difference [MD], 4.33; 95% confidence intervals [CIs], 2.93-5.73) or no intervention (MD, 0.73; 95% CI, 0.17-1.29) for improving Berg Balance scores in community-dwelling older people. Active video games were also more effective than control for improving 30-second sit-to-stand scores (MD, 3.99; 95% CI, 1.92-6.05). No significant differences in Timed Up and Go scores were found when AVGs were compared with no intervention or with conventional exercise. CONCLUSIONS: Active video games can improve measures of mobility and balance in older people when used either on their own or as part of an exercise program. It is not yet clear whether AVGs are equally suitable for older people with significant cognitive impairments or balance or mobility limitations. Given the positive findings to date, consideration could be given to further development of age-appropriate AVGs for use by older people with balance or mobility limitations.This is an open-access article distributed under the terms of the Creative Commons Attribution-Non Commercial-No Derivatives License 4.0 (CCBY-NC-ND), where it is permissible to download and share the work provided it is properly cited. The work cannot be changed in any way or used commercially.

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Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance of digital culture and communication forms in many young people's lives and the multiple forms of literacy students engage with as they work, interact and play. Amongst these, videogames, whether played on PCs, laptops, wiis, or on mobile devices of various kinds stand out as highly popular, engaging and sophisticated emergent cultural forms. Drawing on research in Australian secondary schools over a number of years, this paper describes approaches to working with games in the English classroom, and presents a model for critical games literacy which entails thinking of games as both text and action. It describes the ways in which the model might be used for planning and teaching with and about games, stressing the active nature of games and play, and calling on understandings of literacy as design.