1.A case of video game epilepsy.
Jin Nyoung PARK ; Ho Joon IM ; Sung Lae PARK ; Jeh Hoon SHIN ; In Joon SEOL ; Soo Ji MOON
Journal of the Korean Pediatric Society 1992;35(12):1762-1766
No abstract available.
Epilepsy*
;
Video Games*
2.Effectiveness of healthy foodie nutrition game application as reinforcement intervention to previous standard nutrition education of school-aged children: A randomized controlled trial
Florence Rochelle Gan ; Elaine Cunanan ; Rebecca Castro
Journal of the ASEAN Federation of Endocrine Societies 2019;34(2):144-152
Objective:
Games promoting nutrition education are helpful tools to improve nutrition knowledge. Healthy Foodie is an interactive web-based nutrition game for Filipino children. This study aimed to determine the effectiveness of Healthy Foodie on the nutrition knowledge of children aged 7 to 10 years old.
Methodology:
This study had 2 phases. In Phase 1, we developed and validated the Healthy Foodie nutrition game application and Nutrition Knowledge Questionnaire involving 46 participants. The Nutrition Knowledge Questionnaire was divided into 2 15-item questionnaires: Part 1 pertained to Food Group Knowledge and Part 2 on Food Frequency Knowledge. Phase 2 was the implementation of the game and questionnaire. This was a randomized controlled trial conducted in two elementary schools in Manila, involving 360 participants divided equally into control and experimental groups.
Results:
For Phase 1, internal consistency of the questionnaire using the Kuder-Richardson Formula 20 was 0.75 for part 1 and 0.70 for Part 2. In Phase 2, comparing the adjusted posttest mean Food Group Knowledge scores, there was statistically higher score (F=111.84, p=0.0001) in the experimental group (11.57±0.20) compared to the control (8.51±0.20). In the adjusted posttest mean Food Frequency Knowledge scores, there was a statistically higher score (F=56.12, p=0.0001) in the experimental group (10.70±0.15) compared to the control (9.07±0.15).
Conclusion
A nutrition game-based intervention such as Healthy Foodie is effective as a reinforcement intervention to previous standard nutrition education of school-aged children
Health Education
;
Video Games
3.Improvement of Cognitive Function after Computer-Based Cognitive Training in Early Stage of Alzheimer's Dementia.
YoungSoon YANG ; Yong Tae KWAK
Dementia and Neurocognitive Disorders 2017;16(1):7-11
BACKGROUND AND PURPOSE: Cognitive training is known to be an effective tool in enhancing cognitive functioning. Research has also shown that playing video game improves certain aspects of visual attention and cognitive processing speed. The effect of computer-based cognitive training has not been demonstrated so far. This study therefore evaluated whether computer-based cognitive training improved the cognitive abilities in patients with early stage of Alzheimer's dementia. METHODS: Totally, 20 participants (early stage of Alzheimer's dementia) participated in this study. To test the effectiveness of computer-based cognitive training programs to cognition, all patients were randomly allocated to either an intervention group (n=10) or a control group (n=10). The intervention group regularly received 24 sessions of computer-based cognitive training, over a 12 week period. Neuropsychological examinations were conducted before and after this training period. RESULTS: After 12 weeks, the intervention group showed a significant change in language of Korean version of the Mini-Mental State Examination (K-MMSE), compared with the baseline cognitive examinations. Also, there was greater improvement in language, attention, calculation, verbal memory, and frontal function for the experimental group, as compared with controls. CONCLUSIONS: Computer-based cognitive training might have beneficial effects on the general cognitive functions in early stage of Alzheimer's dementia.
Cognition*
;
Dementia*
;
Education
;
Humans
;
Memory
;
Video Games
4.Influences of Computer Works on Blink Rate and Ocular Dryness in Adolescents.
Jun Sung KIM ; Kyung Jun CHO ; Jong Suk SONG
Journal of the Korean Ophthalmological Society 2007;48(11):1466-1472
PURPOSE: To evaluate the change in blink rate in adolescents according to the type and duration of computer tasks and to analyze the risk of ocular dryness using an ocular protection index. METHODS: Fifteen male high school students played computer games and viewed Internet lectures for 20 minutes each. Blink rate was measured by USB camera, and ocular protection index (OPI, the ratio of BUT to inter-blink interval) was calculated for each subject during the two tasks. In addition, 7 of the 15 subjects played computer games again for 40 minutes on another day, and the change in blink rate according to the duration of computer games was observed. RESULTS: The average blink rate was 5.44+/-3.29 per minute (median 5, range 2-12.75) while playing computer games and 20.63+/-11.21 per minute (median 18.25, range 4.93-42.2) while viewing Internet lectures, and this difference was statistically significant (p=0.001). The percentage of subjects with OPI values less than 1 was 53% for computer games and 13% for Internet lectures (p=0.025). While playing computer games for 40 minutes, the mean of total blinks during ten-minute intervals decreased over time: 59.43 times (median 57) during the first 10 minutes, 33.86 times (median 41) during the last 10 minutes. CONCLUSIONS: The blink rate in adolescents was significantly lower and the risk of ocular dryness was higher while playing computer games compared with that of viewing internet lectures. As playing time increased, the blink rate decreased and risk of ocular dryness increased.
Adolescent*
;
Humans
;
Internet
;
Lectures
;
Male
;
Video Games
5.Effect of Robot-Assisted Game Training on Upper Extremity Function in Stroke Patients.
Kyeong Woo LEE ; Sang Beom KIM ; Jong Hwa LEE ; Sook Joung LEE ; Jin Wan KIM
Annals of Rehabilitation Medicine 2017;41(4):539-546
OBJECTIVE: To determine the effects of combining robot-assisted game training with conventional upper extremity rehabilitation training (RCT) on motor and daily functions in comparison with conventional upper extremity rehabilitation training (OCT) in stroke patients. METHODS: Subjects were eligible if they were able to perform the robot-assisted game training and were divided randomly into a RCT and an OCT group. The RCT group performed one daily session of 30 minutes of robot-assisted game training with a rehabilitation robot, plus one daily session of 30 minutes of conventional rehabilitation training, 5 days a week for 2 weeks. The OCT group performed two daily sessions of 30 minutes of conventional rehabilitation training. The effects of training were measured by a Manual Function Test (MFT), Manual Muscle Test (MMT), Korean version of the Modified Barthel Index (K-MBI) and a questionnaire about satisfaction with training. These measurements were taken before and after the 2-week training. RESULTS: Both groups contained 25 subjects. After training, both groups showed significant improvements in motor and daily functions measured by MFT, MMT, and K-MBI compared to the baseline. Both groups demonstrated similar training effects, except motor power of wrist flexion. Patients in the RCT group were more satisfied than those in the OCT group. CONCLUSION: There were no significant differences in changes in most of the motor and daily functions between the two types of training. However, patients in the RCT group were more satisfied than those in the OCT group. Therefore, RCT could be a useful upper extremity rehabilitation training method.
Humans
;
Methods
;
Rehabilitation
;
Robotics
;
Stroke*
;
Upper Extremity*
;
Video Games
;
Wrist
6.Comparison of Brain Activation in Response to Two Dimensional and Three Dimensional On-Line Games.
Woo Hyun SONG ; Doug Hyun HAN ; Hyung Jin SHIM
Psychiatry Investigation 2013;10(2):115-120
OBJECTIVE: The present study assessed the difference in the brain activity of professional gamers (excessive players, but not addicts) in response to playing a 3-dimensional online game with an improved interface. METHODS: Twenty-three StarCraft I pro gamers and 16 StarCraft II pro gamers were recruited at Chung Ang University Medical Center. Brain activity in response to StarCraft I or II cues was assessed with a 1.5 Tesla Espree MRI scanner. RESULTS: StarCraft I pro gamers showed significantly greater activity in 4 clusters in response to the video game cues compared to StarCraft II pro gamers: right superior frontal gyrus, right medial frontal gyrus, right occipital lobe, and left medial frontal gyrus. StarCraft II pro gamers showed significantly greater activity in 3 clusters in response to the video game cues compared to StarCraft I pro gamers: left middle frontal gyrus, left temporal fusiform gyrus and left cerebellum. DISCUSSION: This is the first study to show the difference in brain activity between gamers playing either a 2-dimensional or 3-dimensional online game. Current brain imaging studies may confirm the pro gamers' experience when playing StarCraft II, a 3-dimensional game with an improved interface, relative to playing StarCraft I.
Academic Medical Centers
;
Brain
;
Cues
;
Neuroimaging
;
Occipital Lobe
;
Video Games
7.The Influence of the Vertical Location of VDT Screen on the Ocular Dryness.
Jang Hoon KIM ; Ki Tae KANG ; Yoon Ae CHO
Journal of the Korean Ophthalmological Society 1997;38(8):1328-1335
The fatigue of eye is much caused by eye dryness during VDT work. We performed this study to find out whether eye dryness is reduced wit the computer screen which is placed lower than primary gaze during VDT work. Forty people without eye disease were selected. One VDT screen was placed 5degreesabove the primary gaze(5degreesup screen) and the other 25degreesbelow the primary gaze(25degreesdown screen). We measured the frequency of blinking and vertical palpebral fissure height, at rest and while they enjoyed an interesting computer game for 20 minutes. Tear film break-up time(BUT) was also measured at rest, during and immediately after computer game. At rest, the average frequency of blinking was 22.35+/-6.28/min and BUT was 10.20+/-2.63 seconds. During VDT work with 5degreesup screen, the measurements were significantly decreased to 7.48+/-3.43/min and 5.38+/-1.43/min, respectively. These, however, were improved with 25degreesdown screen showing 10.05+/-4.59/min and 7.00+/-1.55 second(p>0.01). The average vertical palpebral fissure height was 6.49+/-1.07mm at rest, and 9.49+/-1.26mm with 5degreesup screen. With 25degreesdown screen, this was 7.69+/-1.01mm and narrower than the measurement with 5degreesup screen(p>0.01). This study reveals that the visual fatigue from the ocular dryness will be improved with the computer screen placed 25degreeslower than primary gaze and laid adeqately back like in reading position.
Asthenopia
;
Blinking
;
Eye Diseases
;
Fatigue
;
Tears
;
Video Games
8.The Relationships between Stress and PC-Bang Visit in Adolescents.
Sang A KIM ; Jin Yong JUN ; Min Seong KOO ; Woong Sub PARK ; Sang Hyuk JUNG
Journal of Korean Neuropsychiatric Association 2003;42(6):718-723
OBJECTIVES: This study was designed for the evaluation of relationships between PC-Bang (the place where people surf the internet, play computer games and etc) visit and stress in adolescents. METHODS: 66 adolescents in city of Kangnung were interviewed in June, 2000. The independent variables were general characteristics of adolescents, the characteristics related to school activities and the length of time using PC-Bang. The amount of stress was measured by the Korean version BEPSI (Brief Encounter Psychosocial Instrument) scale. RESULTS: The multiple regression analysis shows that the BEPSI score of female was higher than that of male by 0.18 (p<0.05) and the adolescents with more communication with their friends scored lower 4.04 (p<0.001) than others in the BEPSI. As the time used in PC bang increased, the BEPSI score was also increased 0.18 point per hour (p<0.01). CONCLUSION: This result shows that the time of PC-Bang usage is significantly related with the BEPSI score of adolescents.
Adolescent*
;
Female
;
Friends
;
Humans
;
Internet
;
Male
;
Video Games
9.The Influence of Type of Computer and VDT Work on the Dryness of Eye.
Journal of the Korean Ophthalmological Society 2002;43(11):2280-2287
PURPOSE: This study was performed in order to discover the influence of the different types of computer and VDT work on the dryness of eyes. METHODS: Forty people without eye disease were included in this study. The frequency of blinking, BUT and width of palpebral fissure were measured after working on documents with desktop computers and laptop (notebook) computers and playing computer games at PC-room for 30 minutes each. RESULTS: The BUT value was 7.0+/-2.52 seconds after working on document with laptop computers and 5.7+/-1.86 seconds with desktop computers. Whereas the frequency of blinking was almost the same, the width of palpebral fissure was 6.6+/-0.95 mm in the former and 7.7+/-1.07 mm in the latter. After playing computer games at PC-room for 30 minutes, the BUT was as low as 4.6+/-1.61 seconds. The frequency of blinking was as low as 7.7+/-2.52 times/minute, and width of palpebral fissure as high as 9.2+/-1.24 mm. CONCLUSIONS: The highest value of palpebral fissure and the lowest value of BUT were obtained after playing computer games at PC room. These results indicate that the most severe dryness of eyes results from playing computer games at PC room and leads to eye fatigue easily. This was followed in the order of severe dryness by working on documents with desktop computers and laptop (notebook) computers. Therefore, proper rest during computer work, use of artificial tears and improved environment of the VDT working room are required.
Asthenopia
;
Blinking
;
Eye Diseases
;
Ophthalmic Solutions
;
Video Games
10.Feasibility of a New Desktop Motion Analysis System with a Video Game Console for Assessing Various Three-Dimensional Wrist Motions.
Kwang Gi KIM ; Chan Soo PARK ; Suk Ha JEON ; Eui Yub JUNG ; Jiyun HA ; Sanglim LEE
Clinics in Orthopedic Surgery 2018;10(4):468-478
BACKGROUND: The restriction of wrist motion results in limited hand function, and the evaluation of the range of wrist motion is related to the evaluation of wrist function. To analyze and compare the wrist motion during four selected tasks, we developed a new desktop motion analysis system using the motion controller for a home video game console. METHODS: Eighteen healthy, right-handed subjects performed 15 trials of selective tasks (dart throwing, hammering, circumduction, and winding thread on a reel) with both wrists. The signals of light-emitting diode markers attached to the hand and forearm were detected by the optic receptor in the motion controller. We compared the results between both wrists and between motions with similar motion paths. RESULTS: The parameters (range of motion, offset, coupling, and orientations of the oblique plane) for wrist motion were not significantly different between both wrists, except for radioulnar deviation for hammering and the orientation for thread winding. In each wrist, the ranges for hammering were larger than those for dart throwing. The offsets and the orientations of the oblique plane were not significantly different between circumduction and thread winding. CONCLUSIONS: The results for the parameters of dart throwing, hammering, and circumduction of our motion analysis system using the motion controller were considerably similar to those of the previous studies with three-dimensional reconstruction with computed tomography, electrogoniometer, and motion capture system. Therefore, our system may be a cost-effective and simple method for wrist motion analysis.
Forearm
;
Hand
;
Methods
;
Range of Motion, Articular
;
Video Games*
;
Wind
;
Wrist*