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Gamedesign and Physiotherapy: Contribution of Gamification and UX Techniques to Physical Teenagers' Recovery

机译:游戏设计和物理治疗:游戏化和用户体验技术对青少年身体康复的贡献

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Nowadays children and teenagers play videogames more and more regularly. The scope of these videogames is not limited to home entertainment but, is increasingly seen as a paradigm between overuse of technology and the motivational and skill enhancing potential that is increasingly being explored in the fields of education and of rehabilitation. The aim of the present study is verify the existence of studies that use the Videogame in the postural rehabilitation in school context; to verify the prevalence of using videogames with and without motion device in school-age children and teenagers and its relationship with back pain. Data collection was performed from March to May 2018 in schools in the city of Viseu, Portugal, which belonged to the 2nd and 3rd cycles of basic education. A questionnaire designed with sociodemographic information, use of videogames and body discomfort scale was applied. For the study, 124 participants were selected with 12,43 ± 1,67 years old, 77.4% of participants report feeling pain and there was a mean of 2,78 ± 1,400 that correspond to a moderate to severe episode. 44.4% reported feeling pain when playing Videogames. Videogame use by consoles was reported by 74.2% of participants, using the motion app, only 26.6% owns. There is a correlation, according Pearson test, between the fact of having the motion device and the number of times of use, being who has fewer hours on average than those who do not have the motion device (p = 0,031), having only the console. The therapeutic effects on the use of Videogames are little explored, focusing mainly on the elderly population and balance disorders. Therefore, it is necessary to verify the use of videogames in the motivational behaviors of children and teenagers to demonstrate the existence of benefits and provide a basis for future studies.
机译:如今,儿童和青少年越来越经常地玩电子游戏。这些视频游戏的范围不仅限于家庭娱乐,而且越来越被视为技术过度使用与激励和技能增强潜力之间的范例,而这种潜力正在教育和康复领域中得到越来越多的探索。本研究的目的是验证在学校环境中使用电子游戏进行姿势康复的研究是否存在;验证在学龄儿童和青少年中使用带有和不带有运动设备的视频游戏的普遍性及其与背痛的关系。数据收集于2018年3月至5月在葡萄牙维塞乌市的学校中进行,该学校属于基础教育的第二和第三周期。设计了使用社会人口学信息,电子游戏的使用和身体不适量表设计的问卷。在这项研究中,选择了124名参与者,年龄为12,43±1,67岁,其中77.4%的参与者报告感觉到疼痛,平均为2,78±1,400,相当于中度至重度发作。 44.4%的人报告在玩电子游戏时感到疼痛。据报告,控制台的视频游戏使用率为74.2%,其中使用运动应用程序的参与者只有26.6%。根据皮尔森(Pearson)测试,在拥有运动设备的事实与使用次数之间存在相关性,即平均时间比没有运动设备的人平均时数少(p = 0,031),只有运动者的时间少。安慰。很少探讨使用视频游戏的治疗效果,主要针对老年人口和平衡障碍。因此,有必要验证电子游戏在儿童和青少年的动机行为中的使用,以证明收益的存在并为将来的研究提供基础。

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