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Background: Video games have been extensively examined as a promising and innovative approach for addressing various psychiatric disorders. The primary objective of this study is to evaluate the effect of smartphone video games on cognitive functions, psychiatric symptoms and overall functioning in male with chronic schizophrenia.
Methods: We conducted a 6-week randomized controlled trial to compare the cognitive function, psychotic symptoms, overall functioning, and other outcomes of schizophrenic patients who engaged in smartphone video games (game group) with those who watched television programs (control group). We recruited schizophrenic patients who met the eligibility criteria from July 2021 to February 2022. The primary outcomes were the comparisons of various clinical scores between the two groups at baseline before interventions, the third and sixth weeks of the interventions, and the third and sixth weeks following the completion of interventions.
Results: Comparing the scores of the RBANS, PANSS, and GAF scales between the two groups, smartphone video games improved cognitive function, negative symptoms, and overall functioning. However, GSE and PHQ-9 scores did not reveal significant differences between the two groups. While there was a significant difference in PMGQ scores between the two groups, neither group reached the threshold for game addiction.
Conclusions: In this study, we emphasize the improvements of cognitive functions, psychiatric symptoms and overall functioning that brought by smartphone video games in male with chronic schizophrenia. Our findings indicate the need for more extensive research, future research should address what mechanisms of action underlie these effects of video games.
Trial Registration: This study was registered in the Chinese Clinical Trial Registry (ChiCTR2100044113) and registered on 11/3/21.
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http://dx.doi.org/10.1016/j.heliyon.2025.e42049 | DOI Listing |
J Prof Nurs
September 2025
Kocaeli University of Health and Technology, Information Systems Engineering Deparment, Kocaeli, Turkey; Wefi Games Software Company, Goller Bolgesi Teknokenti, Isparta, Turkey.
Background: Comprehensive history-taking is crucial for patient assessment, prioritisation of care, and planning of care. While direct instruction methods effectively explain history-taking processes and components, they provide insufficient opportunities for practice, necessitating the implementation of supplementary teaching strategies.
Objective: This study aimed to examine the effects of AI chatbot-supported history-taking training on nursing students' questioning skills and clinical stress levels.
PLoS 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 PDFInt J Sports Phys Ther
September 2025
Background: In handball, injury occurs more frequently during actual games than during handball practice. However, mechanical loading during actual games is unknown.
Purpose: The purpose of this study was to describe body impact characteristics during handball games using accelerometers, and to investigate sex differences in these characteristics.
Front Digit Health
August 2025
Department of Psychology, Birmingham City University, Birmingham, United Kingdom.
Introduction: Video games have been shown to offer psychological benefits to gamers during times of stress. One recent, salient example of a stress-inducing event was the COVID-19 pandemic, which created periods of social isolation and uncertainty on a global scale. The current study offers a glimpse into the lives of video gamers during the COVID-19 pandemic and the role of video games in navigating day-to-day stresses during a crisis.
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