1.Association between children's intended screen time use and behavior problems in Japan: the Hokkaido Study on Environmental and Children's Health.
Naomi TAMURA ; Keiko YAMAZAKI ; Chihiro MIYASHITA ; Atsuko IKEDA ; Ammara AJMAL ; Satoshi SUYAMA ; Takashi HIKAGE ; Manabu OMIYA ; Masahiro MIZUTA ; Reiko KISHI
Environmental Health and Preventive Medicine 2025;30():82-82
BACKGROUND:
Long screen time hours may be associated with behavioral problems in children. To better understand the relationship between children's behavioral problems and screen time, it the associated risk factors must be subdivided based on the purpose underlying screen use. This study examined the relationship between screen time based on intended usage and behavioral problems in Japan.
METHODS:
This study included 3,332 children aged between 7-17 years from the Hokkaido Study on Environment and Children's Health. From October 2020 to October 2021, the children and their parents answered questionnaires on the children's screen use duration (never used, <30 min, ≥30 min & <1 hour, ≥1 h & <2 h, ≥2 h) based on seven intended usage categories: watching television/video, video gaming, reading books/comics, sending/receiving e-mail/messages, browsing/posting on social networking services, studying for classes/homework, drawing/editing pictures/photos/videos, along with the Strengths and Difficulties Questionnaire (SDQ). Logistic regression was used to analyze the association between screen time, purpose of children's screen use, and behavioral problems across the 13 SDQ total scores.
RESULTS:
The mean ± standard deviation age of the participants was 12.4 ± 2.4-years-old, 487 (14.6%) children were determined to have behavioral problems, and the duration of screen time increased with their age. The children's primary purposes for screen use were watching television/video, video gaming, sending/receiving e-mail/messages, and browsing/posting on social networking services. Children who reported playing video games for ≥2 hours on weekdays had higher odds of problematic total difficulties scores than never user (Odds Ratio: 2.10, 95% confidence interval: 1.45-3.06).
CONCLUSION
Long video gaming screen time is associated with behavioral issues, hyperactivity/inattention, and prosocial behaviors in children. Conversely, watching television and videos for 30 min-1 h per day, using e-mail or messaging, and using social networking services were significantly association with reduced odds ratio for peer relationship problems as compared to children who never engaged in these activities. Longitudinal follow-up is needed to further examine screen time and problem behaviors.
Humans
;
Screen Time
;
Child
;
Japan/epidemiology*
;
Male
;
Female
;
Adolescent
;
Problem Behavior/psychology*
;
Surveys and Questionnaires
;
Child Behavior
;
Television/statistics & numerical data*
;
Video Games/statistics & numerical data*
2.Active video games for weight management in children and adolescents: systematic review and meta-analysis.
Maria Godesa F. REFUERZO ; Michael M. RESURRECCION
The Philippine Children’s Medical Center Journal 2025;21(2):100-116
Aims: We evaluated the efficacy of active video games as weight reduction intervention among obese children and adolescents by synthesizing available published evidence.
Materials and methods: A meta-analysis was performed using nine RCTs based on the PRISMA guidelines. Children less than 18 years of age who are Obese I and Obese II and underwent active video games intervention or standard weight management programs were included. A search was performed in PubMed/MEDLINE, EMBASE, Scopus, Cochrane, and HERDIN databases from inception to September 2024 databases using the MeSH and key words: (“video games” or “digital games” or “console games” or “electronic games”) AND (“weight loss” or BMI or obesity) AND (children OR pediatric OR adolescents) AND (RCT OR trials OR “randomized controlled trial). Pooled mean difference was used to determine effectiveness on reducing weight and BMI.
Results: The pooled mean difference showed significantly lower post-intervention weight (in kg) (MD=-2.97, 95%CI=-5.15 to -0.78, p=0.008) and significantly lower post-intervention BMI z-score (MD=-0.12, 95%CI=-0.13 to -0.10, p<0.000001) on children with AVG intervention. There was also lower post-intervention BMI on children with AVG intervention (MD=-1.27, 95%CI=-2.93 to 0.38). However, the difference was not statistically significant (p=0.13).
Conclusion:Active video games showed a significant benefit in weight reduction among obese children. Usual lifestyle modification interventions may be challenging due to lack of motivation and poor adherence among younger demographics. AVGs present a novel approach by integrating entertainment with physical activity, thereby addressing these barriers.
Human ; Male ; Female ; Infant: 1-23 Months ; Child Preschool: 2-5 Yrs Old ; Child: 6-12 Yrs Old ; Adolescent: 13-18 Yrs Old ; Randomized Controlled Trial ; Adolescent ; Meta-analysis ; Video Games ; Life Style ; Exercise ; Electronics
3.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
4.A systematic review and meta-analyis on the effect of training with Nintendo® WiiTM in the improvement of basic laparoscopic skills among laparoscopic novices.
Marian R. Nuevo ; Maila Rose L. Torillo
Philippine Journal of Surgical Specialties 2018;73(1):28-36
Videogames offer the usual skills needed for laparoscopy namely, eye-hand coordination, depth perception, and bimanual operation. The impact of playing videogames on basic laparoscopic skills is still ambiguous with some studies showing correlation and with other studies demonstrating little or no effect.
OBJECTIVE: To determine the impact of training with Nintendo® WiiTM in the improvement of basic laparoscopic skill among laparoscopic novices by measuring the time to completion of eye-hand coordination task, two-hand manipulation task, grasping and cutting task or grasping and clipping tasks.
METHODS: An electronic systematic search was done in online databases and search engines. This review included randomized prospective studies, written in English language, and published within the last 5 years. Participants included adults 19-29 years old, medical students and surgical residents, with a low video game experience, without or minimal experience in laparoscopic surgery and laparoscopic simulator. The studies compared the performance of participants in a laparoscopic simulator (SimbionixTM LapMentorTM or ProMIS) after training with Nintendo® WiiTM and measured their completion time of several tasks.
RESULTS: Training with Nintendo® WiiTM showed improvement in time to completion of eye-hand coordination task, two-hand manipulation task, and grasping and clipping task. The study however showed equivocal results in the grasping and cutting tasks.
CONCLUSION: Training with Nintendo® WiiTM can be used as a training tool for the improvement of basic laparoscopic skills of laparoscopic novices.
Human ; Adult ; Video Games ; Students, Medical ; Search Engine ; Laparoscopy ; Depth Perception
5.Investigating the Dose-Related Effects of Video Game Trunk Control Training in Chronic Stroke Patients With Poor Sitting Balance.
Hyun Young KIM ; Hyun Im MOON ; You Hyeon CHAE ; Tae Im YI
Annals of Rehabilitation Medicine 2018;42(4):514-520
OBJECTIVE: To investigate the dose-related effect of trunk control training (TCT) using Trunk Stability Rehabilitation Robot Balance Trainer (TSRRBT) in chronic stroke patients with poor sitting balance. METHODS: This was a retrospective study of 38 chronic stroke patients with poor sitting balance that underwent TCT with TSRRBT. The participants were assigned either to the low-dose training (LDT) group (n=18) or to the highdose training (HDT) group (n=20). In addition to the conventional rehabilitation therapy, the LDT group received 5 sessions of TSRRBT intervention per week, whereas the HDT group received 10 sessions of TSRRBT intervention per week. The outcome measures were the scores on the Trunk Impairment Scale (TIS) and its subscales, Berg Balance Scale (BBS), Functional Ambulation Classification (FAC), and the Korean version of Modified Barthel Index (K-MBI). All outcome measures were assessed before the training and at the end of the 4-week training. RESULTS: After the 4-week intervention, TIS, BBS, FAC, and K-MBI scores showed improvement in both LDT and HDT groups. Furthermore, the improvements in TIS scores and its subscales were significantly greater in the HDT group than in the LDT group (p < 0.05). CONCLUSION: TCT using TSRRBT could be an additional treatment for the conventional rehabilitation therapy of chronic stroke patients with poor sitting balance. HDT may provide more beneficial effects on improving patients’ sitting balance than LDT.
Biofeedback, Psychology
;
Classification
;
Humans
;
Outcome Assessment (Health Care)
;
Rehabilitation
;
Retrospective Studies
;
Stroke*
;
Video Games*
;
Walking
6.Joint Association of Screen Time and Physical Activity with Obesity: Findings from the Korea Media Panel Study.
Osong Public Health and Research Perspectives 2018;9(4):207-212
OBJECTIVES: There is evidence to suggest that sedentary behavior is associated with a higher risk of metabolic disease. The aim of this study was to investigate cross-sectional joint associations of physical activity (PA) and screen time (ST), with the risk of obesity in Korean adults. METHODS: The Korea Media Panel Study consisted of a household interview and a self-administered diary survey on media usage over 3 days. ST (hours/day) was defined as the reported daily average hours spent watching television, computing (i.e., desktop, notebook, netbook, tablets), smartphone and video game console use. Cross-sectional associations of obesity (BMI ≥ 25 kg/m2) and the amount of daily ST and PA were examined by logistic regression models adjusting for other possible confounders including alcohol consumption, smoking, depressive symptoms and demographic information. There were 7,808 participants included in the analyses. RESULTS: Increased ST was significantly associated with the risk of obesity (controlling for other possible confounders), but PA level was not found to be significantly linked. Participants who engaged in screen time > 6 hours per day had a higher incidence of obesity. CONCLUSION: This study provides evidence of the association between ST and the increased incidence of obesity measured by BMI, independent of PA amongst Korean adults.
Adult
;
Alcohol Drinking
;
Depression
;
Family Characteristics
;
Humans
;
Incidence
;
Joints*
;
Korea*
;
Logistic Models
;
Metabolic Diseases
;
Motor Activity*
;
Obesity*
;
Smartphone
;
Smoke
;
Smoking
;
Television
;
Video Games
7.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*
8.Effect of an Exergaming on Postprandial Endothelial Dysfunction Following a High Fat Meal in Individuals with Spinal Cord Injury.
Eun Sun YOON ; Hyun Jeong KIM ; Jina CHOO ; Kyung Hee PARK ; Sae Young JAE
The Korean Journal of Sports Medicine 2017;35(3):190-197
Endothelial dysfunction induced with a high-fat meal may be attenuated with an exercise in abled bodies individuals. Exergaming may be an exercise type applicable for disabled bodied individuals. We tested the hypothesis that an acute bout of exergaming following a high-fat meal would decrease postprandial lipemia, and endothelial dysfunction among individuals with spinal cord injury. Forty participants (age, 41±8 years; 24 males) were randomly assigned to either an exergaming group (n=20) or control group with seated rest (n=20) following a high-fat meal. Hemodynamic and blood parameters and flow-mediated vasodilation (FMD) as an index of endothelial function were measured at baseline and 4 hours after a high-fat meal. In half an hour following a high-fat meal, the exergaming group performed 50 minutes of moderate intensity active video games (Nintendo Wii Sports: boxing, tennis). Levels of blood triglycerides increased in both group (p<0.05) following high-fat meal. FMD significantly decreased in the control group (10.4%±4.9% to 7.9%±4.4%) but significantly increased in the exergaming group (10.9%±5.3% to 12.3%±5.3%), with a significant interaction (p=0.004). These results show that a high-fat meal causes endothelial dysfunction in persons with spinal cord injury, but endothelial dysfunction following a high-fat meal was attenuated by an acute bout of exergaming regardless of postprandial lipemia. Therefore, exergaming for individuals with spinal cord injury may have a cardioprotective effect from postprandial endothelial dysfunction induced with an exposure of a high-fat meal.
Boxing
;
Hemodynamics
;
Humans
;
Hyperlipidemias
;
Meals*
;
Spinal Cord Injuries*
;
Spinal Cord*
;
Sports
;
Triglycerides
;
Vasodilation
;
Video Games
9.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
10.Visual Fatigue Induced by Viewing a Tablet Computer with a High-resolution Display.
Dong Ju KIM ; Chi Yeon LIM ; Namyi GU ; Choul Yong PARK
Korean Journal of Ophthalmology 2017;31(5):388-393
PURPOSE: In the present study, the visual discomfort induced by smart mobile devices was assessed in normal and healthy adults. METHODS: Fifty-nine volunteers (age, 38.16 ± 10.23 years; male : female = 19 : 40) were exposed to tablet computer screen stimuli (iPad Air, Apple Inc.) for 1 hour. Participants watched a movie or played a computer game on the tablet computer. Visual fatigue and discomfort were assessed using an asthenopia questionnaire, tear film break-up time, and total ocular wavefront aberration before and after viewing smart mobile devices. RESULTS: Based on the questionnaire, viewing smart mobile devices for 1 hour significantly increased mean total asthenopia score from 19.59 ± 8.58 to 22.68 ± 9.39 (p < 0.001). Specifically, the scores for five items (tired eyes, sore/aching eyes, irritated eyes, watery eyes, and hot/burning eye) were significantly increased by viewing smart mobile devices. Tear film break-up time significantly decreased from 5.09 ± 1.52 seconds to 4.63 ± 1.34 seconds (p = 0.003). However, total ocular wavefront aberration was unchanged. CONCLUSIONS: Visual fatigue and discomfort were significantly induced by viewing smart mobile devices, even though the devices were equipped with state-of-the-art display technology.
Adult
;
Asthenopia*
;
Computers, Handheld*
;
Dry Eye Syndromes
;
Female
;
Humans
;
Male
;
Tears
;
Video Games
;
Volunteers


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