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Few studies have examined exercise as a substance use disorder treatment. This pilot study investigated the feasibility and acceptability of an exercise intervention comprising the Wii Fit Plus™ and of a time-and-attention sedentary control comprising Wii™ videogames. We also explored their impact on physical activity levels, substance use, and psychological wellness. Twenty-nine methadone-maintained patients enrolled in an 8-week trial were randomly assigned to either Active Game Play (Wii Fit Plus™ videogames involving physical exertion) or Sedentary Game Play (Wii™ videogames played while sitting). Participants had high satisfaction and study completion rates. Active Game Play participants reported greater physical activity outside the intervention than Sedentary Game Play participants despite no such differences at baseline. Substance use decreased and stress and optimism improved in both conditions. Active Game Play is a feasible and acceptable exercise intervention, and Sedentary Game Play is a promising time-and-attention control. Further investigations of these interventions are warranted.
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http://dx.doi.org/10.1016/j.jsat.2014.05.007 | DOI Listing |
Med Eng Phys
October 2025
Mechatronics Engineering Department, Sakarya University of Applied Sciences, Serdivan, Sakarya, 54600, Sakarya, Turkey; Systems Engineering Department, Military Technological College, Al Matar, Muscat, 111, Muscat, Oman. Electronic address:
Balance is a critical component of daily activities and overall quality of life. This study aims to develop a cost-effective exercise system for the rehabilitation of balance disorders by combining a sensor module with target-oriented video games. The system, designed using a microcontroller-controlled sensor module and Unity game engine, features a game component that provides visual feedback and is synchronized with the platform movements.
View Article and Find Full Text PDFFront Sports Act Living
August 2025
School of Sport, Exercise, and Health Sciences, Loughborough University, Loughborough, United Kingdom.
The climate crisis necessitates innovative approaches to foster ecological emotions and motivate pro-environmental action, particularly among young people. This conceptual paper explores how the Sport for Development and Peace (SDP) sector can more effectively address this challenge by drawing insights from game design theories. We propose the Mechanics-Dynamics-Aesthetics (MDA) framework, as a heuristic tool for intentionally designing SDP interventions.
View Article and Find Full Text PDFJ Exp Anal Behav
September 2025
Department of Psychological and Brain Sciences, Washington University in St. Louis, St. Louis, MO, USA.
Cooperation involves an individual's choice that benefits both themself and others -in contrast to selfishness, which benefits the individual only-and has been suggested to be more likely when the benefit to others, discounted as a function of their social distance (i.e., social discounting), exceeds the undiscounted cost to the cooperator.
View Article and Find Full Text PDFPLoS One
September 2025
Department of Advanced Industry Fusion, Konkuk University, Seoul, Republic of Korea.
The proliferation of online gambling platforms has heightened concerns over their potential to intensify problematic gambling behaviors. While previous research has examined various risk factors, the influence of prior online gaming experience on gambling transitions remains underexplored. This study investigates whether and how engagement with online gaming facilitates the migration from offline to online gambling.
View Article and Find Full Text PDFViolence Against Women
September 2025
Wisconsin Center for Education Research, Educational Sciences, University of Wisconsin-Madison, Madison, WI, USA.
Women in college experience alarming rates of sexual violence, despite universities' attempts to teach consent. Students often find the teaching unrealistic, believing it violates everyday sexual narratives. This case study of 27 students at a large American university playing and discussing , considers the possibilities for narrative-based card games to provide authentic consent learning.
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