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1.
《Vaccine》2016,34(38):4478-4483
IntroductionVaccination is an effective and proven method of preventing infectious diseases. However, uptake has not been optimal with available vaccines partly due to vaccination hesitancy. Various public health approaches have adressed vaccination hesitancy. Serious video games involving vaccination may represent an innovative public health approach. The aim of this study was to identify, describe, and review existing serious video games on vaccination.MethodA systematic review was performed. Various databases were used to find data on vaccination-related serious video games published from January 1st 2000 to May 15th 2015. Data including featured medical and vaccination content, publication characteristics and games classification were collected for each identified serious game.ResultsSixteen serious video games involved in vaccination were identified. All games were developed in high-income countries between 2003 and 2014. The majority of games were available online and were sponsored by educational/health institutions. All games were free of charge to users. Edugame was the most prevalent serious game subcategory. Twelve games were infectious disease-specific and the majority concerned influenza. The main objective of the games was disease control with a collective perspective. Utilization data was available for two games. Two games were formally evaluated.DiscussionThe use of serious video games for vaccination is an innovative tool for public health. Evaluation of vaccination related serious video games should be encouraged to demonstrate their efficacy and utility.  相似文献   

2.
目的 探索性了解特定的网民通过网络游戏获取健康知识的需求现况,以及对登革热教育游戏作品的接受程度,为健康教育游戏作品的设计、修订和传播提供依据.方法 采用立意抽样和方便抽样在广州市的学生和办公人员中开展需求评估,用SWOT分析法分析登革热教育游戏作品的设计的环境;作品设计完成后通过网络进行预试验,观察教育前后登革热知识知晓水平的变化情况和游戏满意度.结果 327名需求评估对象中47.1%的人愿意通过玩网络游戏了解健康知识;适宜设计的教育游戏形式为网页单机游戏;312人预试验结果显示游戏后预防登革热相关知识知晓率合计提高9.2%,游戏满意度达到80.0%.结论 近半数的调查对象对网络游戏形式的健康教育有需求,预期利用本项目设计的网页单机游戏开展传播能较好地提高登革热预防的知晓水平.  相似文献   

3.
The aim of this study was to evaluate an occupational therapy nutrition education programme for children who are obese with the use of two interactive games. A quasi-experimental study was carried out at a municipal school in Fortaleza, Brazil. A convenient sample of 200 children ages 8-10 years old participated in the study. Data collection comprised a semi-structured interview, direct and structured observation, and focus group, comparing two interactive games based on the food pyramid (video game and board game) used individually and then combined. Both play activities were efficient in the mediation of nutritional concepts, with a preference for the board game. In the learning strategies, intrinsic motivation and metacognition were analysed. The attention strategy was most applied at the video game. We concluded that both games promoted the learning of nutritional concepts. We confirmed the effectiveness of the simultaneous application of interactive games in an interdisciplinary health environment. It is recommended that a larger sample should be used in evaluating the effectiveness of play and video games in teaching healthy nutrition to children in a school setting.  相似文献   

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5.
缑赫  李景华 《中国学校卫生》2017,38(11):1675-1678
探讨青少年暴力游戏接触与攻击性的相关性,为降低青少年暴力攻击行为提供依据.方法 采用混合研究方法,首先整群抽取陕西省少管所200名犯罪少年及西安市某中学182名在校少年,采用自陈问卷调查青少年游戏接触的暴力程度、偏好与动机,并使用Buss-Perry攻击量表测量攻击性水平.此后,选取典型对象进行半结构式访谈,包括6名犯罪少年和4名在校少年.结果 游戏偏好的暴力程度与青少年攻击性呈正相关(r=0.20,P<0.01).犯罪少年游戏时长更长、频率更高,以及寻求刺激和交友的游戏动机更强(x2值分别为105.14,146.70,11.02,17.05,P值均<0.01);在校男生更偏好益智类游戏,如“策略战棋类”和“冒险解谜类”(x2值分别为19.01,11.04,P值均<0.01).然而,两组少年游戏接触的暴力程度差异无统计学意义(x2=1.85,P=0.61).结论 两组少年在游戏使用行为上存在差异,尽管暴力游戏偏好与攻击性呈正相关,但其无法被视为触发犯罪的原因.  相似文献   

6.
了解儿童青少年静态行为和主观幸福感现状及其关系,为促进儿童青少年身心健康提供参考.方法 采用方便抽样方法,选取上海市城区1 所公办小学和1 所公办初中628 名四至八年级学生,进行长时间看电视、互联网过度使用、游戏过度使用等静态行为、生活满意度量表、个人幸福指数—中小学生版、正负性情感量表儿童版等的测评.结果 学生长时间看电视、课外做作业、上网、电子游戏的比例依次为2.7%,6.0%,3.6%,5.1%.互联网过度使用率为14.3%,游戏过度使用率为8.2%.长时间上网、长时间电子游戏、互联网过度使用、游戏过度使用均与生活满意度、个人幸福指数、正性情感呈负相关,与负性情感呈正相关(P 值均<0.05).线性回归分析结果显示,网络游戏频度对主观幸福感大多指标有显著的预测效应.结论 需重视静态行为,加强网络游戏过度使用的干预,促进儿童青少年的健康.  相似文献   

7.
This study examined the relationships between food insecurity and utilization of four health services among older Americans: office visits, inpatient hospital nights, emergency department visits, and home health care. Nationally representative data from the 2011 and 2012 National Health Interview Survey were used (N = 13,589). Nearly 83.0% of the sample had two or more office visits, 17.0% reported at least one hospital night, 23.0% had at least one emergency room visit, and 8.1% used home health care during the past 12 months. Adjusting for confounders, food-insecure older adults had higher odds of using more office visits, inpatient hospital nights, and emergency department visits than food-secure older adults, but similar odds of home health care utilization. The findings of this study suggest that programs and policies aimed at reducing food insecurity among older adults may have a potential to reduce utilization of health care services.  相似文献   

8.
Health effects of video games were examined with a questionnaire survey and an experimental study. In the survey, age, sex, playing time with video games in a day, viewing distance between the eyes and the television screen, subjective symptoms of eye strain, and changes of visual acuity were investigated in 2,034 male and 2,321 female primary school children. In the experimental study, the visual loads of a one-hour word processing task and a video game were compared with various indices, such as critical flicker fusion, near point distance, blinking counts, eyeball movement, pupillary reflex and subjective fatigue symptoms in ten healthy male college students. The results of this study were as follows: 1) The viewing distance between the eyes and the TV screen was shorter for video games than for watching TV programs. 2) The rate of complaints related to eye strain in children who played video games over 120 min per day was significantly higher than that of other children. 3) The eye movements during video games were more rapid and frequent than those during conventional VDT work. 4) A decrease in CFF value and an extension of near point distance and an increase in subjective fatigue symptoms were demonstrated for both the word processing task and the video game. No significant differences were observed between the above two experimental conditions. This suggests that the visual loads for video games are similar to those for VDT work. These findings suggest that regulating the playing times to 60 minutes or less per day is necessary to prevent negative health effects in children.  相似文献   

9.
The current study assessed how playing video games can influence conflict and aggression in relationships. A sample of 1,333 heterosexual couples reported their video game playing habits, conflict regarding the media, and physical and relational aggression (both self and partner directed). Results showed that for men (but not women), time spent playing video games was associated with increased conflict over the amount of time spent using media, as well as the content of those media. Conflict over the media, in turn, was associated with increased physical and relational aggression in the relationship. Thus, conflict over the media offers one explanation for why video game play may increase aggression in romantic relationships.  相似文献   

10.
The proliferation of the video game era has increased sedentary behaviours among children and adolescents. Contemporary interventions involve the use of video games to introduce fruit and vegetable (F&V) consumption among children and adolescents. A comprehensive list of licenced video games (n?=?671) released for the Nintendo Entertainment System (NES) console were reviewed for thematic content and qualitative characteristics of the game’s activity relevant to F&V. Seventy-five video games were included in the study sample and categorised by release year, prevalence of F&V, and thematic content. Mild associations were found comparing release year to F&V totals (r?=?0.21) and release year to theme (r?=?0.19). F&V themes embedded within classic video games could serve as health-promoting lessons for forthcoming video games. Future games produced by the video gaming industry should continue to focus on nutrition-embedded messages promoting F&V. Video game development and marketing could be an avenue that incorporates healthy nutrition themes.  相似文献   

11.
"Behavioral addictions" share biological mechanisms with substance dependence, and "drug interactions" have been observed between certain substances and self-reinforcing behaviors. This study examines correlates of patterns of and motivations for playing video games while using or feeling the effects of a substance (concurrent use). Data were drawn from a nationally-representative survey of adult Americans who "regularly" or "occasionally" played video games and had played for at least one hour in the past seven days (n = 3,380). Only recent concurrent users' data were included in analyses (n = 1,196). Independent variables included demographics, substance use frequency and problems, game genre of concurrent use (identified by looking titles up in an industry database), and general game playing variables including problem video game play (PVP), consumer involvement, enjoyment, duration, and frequency of play. Exploratory factor analysis identified the following dimensions underlying patterns of and motivations for concurrent use: pass time or regulate negative emotion, enhance an already enjoyable or positive experience, and use of video games and substances to remediate each other's undesirable effects. Multivariate regression analyses indicated PVP and hours/day of video game play were associated with most patterns/motivations, as were caffeine, tobacco, alcohol, marijuana, and painkiller use problems. This suggests that concurrent use with some regular situational pattern or effect-seeking motivation is part of the addictive process underlying both PVP and substance dependence. Various demographic, game playing, game genre of concurrent use, and substance use variables were associated with specific motivations/patterns, indicating that all are important in understanding concurrent use.  相似文献   

12.
目的 面对突发公共卫生事件下检验标本外送、居家影像阅片、远程软视频交流等新需求,探索借助信息化手段实现流程再造.方法 以突发公共卫生事件期间科室需求为导向,梳理现有流程,通过改造协同检验平台、将云影像与院内RIS深度融合、云视频等方式满足业务需求.结果 实现了对33类分子生物检测标本外送的全程电子化可追溯管理,居家影像...  相似文献   

13.
Video games     
The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.  相似文献   

14.
Inappropriate use of emergency care services can increase hospital readmissions and related costs. This pilot, cross-sectional survey project determined whether home health care patients who receive emergency care services during a Medicare-approved home care episode sought consultation from health care professionals before they made the emergency care visit. The two research questions were: (a) What actions were taken by the patient before making an emergency care visit?; (b) If prior consultation was obtained, what were the suggestions? Preliminary data were obtained from a Michigan-based, Medicare-certified, not-for-profit home health agency affiliated with a university health system. A two-page questionnaire recorded up to three emergency care visits. Volunteer participants were Medicare patients who had no cognitive deficits and were able to communicate with home health care providers (HHCPs) by themselves. Thirty-five emergency care visits were reported; 31 (88.6%) Medicare patients participated and 4 (11.4%) of them had two emergency care visits. Before the patients made an emergency care visit, they most often called their primary care physicians (PCPs; N = 20, 57.1%), followed by the HHCPs (N = 10, 28.6%). All 20 patients who contacted their PCPs and 7 patients who contacted their HHCPs were advised to seek emergency care services. In 20 emergency care visits the patient was admitted for an acute hospital stay; the other 15 patients went home. Most patients contacted their PCPs or HHCPs before they went to an emergency department or urgent care facility. These results implied that PCPs and HHCPs seemed to perceive that the need for emergency care should be determined at an emergency room or urgent care facility. This study was unable to differentiate the need for emergency care services or the appropriateness of the advice given by PCPs or HHCPs when the home care patients were under the care of a medical team.  相似文献   

15.
Inappropriate use of emergency care services can increase hospital readmissions and related costs. This pilot, cross-sectional survey project determined whether home health care patients who receive emergency care services during a Medicare-approved home care episode sought consultation from health care professionals before they made the emergency care visit. The two research questions were: (a) What actions were taken by the patient before making an emergency care visit?; (b) If prior consultation was obtained, what were the suggestions? Preliminary data were obtained from a Michigan-based, Medicare-certified, not-for-profit home health agency affiliated with a university health system. A two-page questionnaire recorded up to three emergency care visits. Volunteer participants were Medicare patients who had no cognitive deficits and were able to communicate with home health care providers (HHCPs) by themselves. Thirty-five emergency care visits were reported; 31 (88.6%) Medicare patients participated and 4 (11.4%) of them had two emergency care visits. Before the patients made an emergency care visit, they most often called their primary care physicians (PCPs; N = 20, 57.1%), followed by the HHCPs (N = 10, 28.6%). All 20 patients who contacted their PCPs and 7 patients who contacted their HHCPs were advised to seek emergency care services. In 20 emergency care visits the patient was admitted for an acute hospital stay; the other 15 patients went home. Most patients contacted their PCPs or HHCPs before they went to an emergency department or urgent care facility. These results implied that PCPs and HHCPs seemed to perceive that the need for emergency care should be determined at an emergency room or urgent care facility. This study was unable to differentiate the need for emergency care services or the appropriateness of the advice given by PCPs or HHCPs when the home care patients were under the care of a medical team.  相似文献   

16.
Historically, video games required little physical exertion, but new systems utilize handheld accelerometers that require upper-body movement. It is not fully understood if the metabolic workload while playing these games is sufficient to replace routine physical activity. The purpose of this study was to quantify metabolic workloads and estimate caloric expenditure while playing upper-body accelerometer-controlled and classic seated video games. Nineteen adults completed a peak oxygen consumption treadmill test followed by an experimental session where exercising metabolism and ventilation were measured while playing 3 video games: control (CON), low activity (LOW) and high activity (HI). Resting metabolic measures (REST) were also acquired. Caloric expenditure was estimated using the Weir equation. Mean oxygen consumption normalized to body weight for HI condition was greater than LOW, CON, and REST. Mean oxygen consumption normalized to body weight for LOW condition was also greater than CON and REST. Mean exercise intensities of oxygen consumption reserve for HI, LOW, and CON were 25.8%?± 5.1%, 6.4%?± 4.8%, and 0.8%?± 2.4%, respectively. Estimated caloric expenditure during the HI was significantly related to aerobic fitness, but not during other conditions. An active video game significantly elevated oxygen consumption and heart rate, but the increase was dependent on the type of game. The mean oxygen consumption reserve during the HI video game was below recommended international standards for moderate and vigorous activity. Although upper-body accelerometer-controlled video games provided a greater exercising stimulus than classic seated video games, these data suggest they should not replace routine moderate or vigorous exercise.  相似文献   

17.
ObjectiveTo describe the participatory approach used to inform the development of a video game designed to increase children's nutrition knowledge. The objectives were to (1) assess children's nutrition areas of focus, (2) explore parents’ and children's perceptions of video games for nutrition education, and (3) collect information on children's video game preferences.DesignQualitative research design using 10 focus group interviews and 5 workshops. Children's nutrition knowledge and game player type were assessed by questionnaires.SettingSouth Island, New Zealand.ParticipantsSixty-two primary school children, aged 7–11 years. Ten parents completed an online questionnaire.Phenomenon of InterestParticipatory approach in designing digital nutrition education resources.AnalysisA general inductive approach was used to develop the themes.ResultsThe following 3 themes were identified through thematic analysis: (1) positive impacts associated with video games for nutrition education, (2) factors for engagement, and (3) barriers for sustained use.Conclusions and ImplicationsBoth children and parents perceived that video games offered an avenue to increase nutrition knowledge. However, negative views such as screen time usage need to be addressed before widespread adoption. The participatory design approach provided information about game mechanics that will inspire the game design and enhance engagement of video games for nutrition education.  相似文献   

18.
This article presents the results of a Cochrane review which was conducted to determine the effectiveness of providing written and verbal health information compared with verbal information only to patients being discharged from acute hospital settings to home. Only two trials met the review inclusion criteria. In both trials the participants were parents of children being discharged from hospital to home. The two outcomes measured in both trials were knowledge and satisfaction. The review confirms that providing written and verbal health information is more effective in improving knowledge and satisfaction than providing verbal information only for parents of children being discharged from hospital to home. There is no evidence of the effectiveness of the intervention in adults who provide their own care after discharge from hospital. Further research is required which involves adult patients being discharged from hospital to home, and research which measures a range of outcomes which include readmission rates, recovery times, patient/carer knowledge, complication rates, service utilization and costs (community, outpatient and inpatient), confidence in one's own care management, stress and anxiety levels, satisfaction with services provided prior to discharge, and adherence to recommended care.  相似文献   

19.
PURPOSE Improving patient-doctor continuity is one goal of the medical home, but achieving this goal may require physicians to reduce panel size. This article examines the impact on patient experience and utilization of Group Health Cooperative’s process of reassigning patients to new physicians as part of their medical home demonstration project.METHODS This work represents a subanalysis of the Group Health medical home pilot evaluation. Study participants include 8,005 adults who received primary care in 2006 and 2007 at an urban practice owned and operated by a not-for-profit integrated delivery system. Approximately one-quarter of patients were selected to be reassigned to a new physician. Primary care, emergency department, secure messaging, and telephone utilization were captured through automated sources. Patients’ experience was measured before and after implementation of the medical home for a subset of 1,098 patients.RESULTS Patients who were retained by their existing physicians were older, sicker, and had longer preexisting patient-doctor relationships. After reassignment, reassigned patients were less likely to use primary care services but equally likely to use the emergency department. They were no less satisfied with their care experience.CONCLUSIONS Informational and managerial continuity may mitigate deleterious effects of reassignment, but more must be done to actively bind reassigned patients to the medical home to improve relational continuity with younger, healthier patients.  相似文献   

20.

Background  

Many children are reported to have insufficient physical activity (PA) placing them at greater risk of poor health outcomes. Participating in sedentary activities such as playing electronic games is widely believed to contribute to less PA. However there is no experimental evidence that playing electronic games reduces PA. There is also no evidence regarding the effect of different types of electronic games (traditional sedentary electronic games versus new active input electronic games) on PA. Further, there is a poor understanding about how characteristics of children may moderate the impact of electronic game access on PA and about what leisure activities are displaced when children play electronic games. Given that many children play electronic games, a better understanding of the effect of electronic game use on PA is critical to inform child health policy and intervention.  相似文献   

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