International Journal of Emerging Technologies and Society
Vol. 8, No. 2, 2010, pp: 85 – 98
Dennis Wollersheim, Monika Merkes, Nora Shields, Pranee Liamputtong, Lara Wallis,
Fay Reynolds and Lee Koh
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Showing posts with label psychological. Show all posts
Showing posts with label psychological. Show all posts
Tuesday, 23 August 2011
Wednesday, 4 August 2010
Neuropsychological Testing Through a Nintendo Wii® Console
Gamberini L, Cardullo S, Seraglia B, Bordin A.
University of Padova, Department of General Psychology, Padova, Italy. luciano.gamberini@unipd.it
Stud Health Technol Inform. 2010;154:29-3
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Abstract
In recent years, videogames have demonstrated their positive effects in the psychological treatments and cognitive training of the old population. In this paper we present a pilot study in which a group of elderly people in an old people's home was requested to play a set of cognitive tasks administered through a popular videogames console, the Nintendo Wii. The results obtained by comparing the Wii cognitive games with traditional paper and pencil tests are described and discussed to orient further improvements.
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University of Padova, Department of General Psychology, Padova, Italy. luciano.gamberini@unipd.it
Stud Health Technol Inform. 2010;154:29-3
+/- Click for more/less
Abstract
In recent years, videogames have demonstrated their positive effects in the psychological treatments and cognitive training of the old population. In this paper we present a pilot study in which a group of elderly people in an old people's home was requested to play a set of cognitive tasks administered through a popular videogames console, the Nintendo Wii. The results obtained by comparing the Wii cognitive games with traditional paper and pencil tests are described and discussed to orient further improvements.
More
Labels:
cognitive,
elderly,
psychological
Wednesday, 21 July 2010
Avatars mirroring the actual self versus projecting the ideal self: the effects of self-priming on interactivity and immersion in an exergame, Wii Fit. (2009)
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Cyberpsychol Behav. . 2009 Dec;12(6):761-5.
Jin SA.
As exergames are increasingly being used as an interventional tool to fight the obesity epidemic in clinical studies, society is absorbing their impact to a more intense degree. Interactivity and immersion are key factors that attract exergame consumers. This research asks, What are the effects of priming the actual self versus the ideal self on users' perceived interactivity and immersion in avatar-based exergame playing? and What are important moderators that play a role in exergame users' self-concept perception? To answer these research questions, this study leveraged the Wii's avatar-creating function (Mii Channel) and exergame feature (Wii Fit) in a controlled, randomized experimental design (N = 126). The results of a 2 x 2 factorial design experiment demonstrated the significant main effect of self-priming on interactivity and the moderating role of the actual-ideal self-concept discrepancy in influencing immersion during exergame playing. Game players who created an avatar reflecting the ideal self reported greater perceived interactivity than those who created a replica avatar mirroring the actual self. A two-way ANOVA demonstrated the moderating role of the actual-ideal self-concept discrepancy in determining the effects of the primed regulatory focus on immersion in the exergame play. The underlying theoretical mechanism is derived from and explained by Higgins's self-concept discrepancy perspective. Practical implications for game developers and managerial implications for the exergame industry are discussed.
Labels:
exergaming,
obesity,
perceptions,
psychological
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Abstract
This study investigated the physical and psychosocial effect of exergaming in community
dwelling older adult women. In a pilot study consisting of a six-week baseline period and a
six-week intervention period, participants (N = 11, mean age = 73.5 years, SD = 9.0) played
Nintendo Wii Sports twice weekly. We measured full body movements using accelerometers,
and assessed psychosocial effects through end-of-study focus group meetings. There were
large self-reported psychological effects related to positive changes in self perception. The
game-play deepened social connections within the group and provided a basis for shared
experiences with younger aged family members. Physically, the game-play showed
significantly higher maximum energy expenditure (t = -4.52, p < 0.05) than baseline, but no significant difference in overall energy expenditure. Findings from the quantitative data showed that Wii-play did not have substantial physical effects; nevertheless, qualitative data revealed that the participants perceived an improved sense of physical, social and psychological wellbeing.
Keywords: Wii – Older Women – Psychosocial Benefit – Australia – Exercise – Exergames
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