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Unlabelled: When the use of video games is inappropriate in terms of time and content, it becomes a health risk. The objective of the present study was to analyze the psychometric properties of the Video-Game-Related Experience Questionnaire (CERV), determine its problematic use and know the link between the use of mobile devices (MD) and Mexican children.
Methods: The study followed an instrumental and comparative design, with = 519 children. Of these, 61.5% were from Jalisco, and 38.5% were from Nuevo Leon. The sample consisted of 50.1% girls, with 39.7% and 33.7 were in sixth and fifth grade of primary school, respectively. The mean age of participants was 10.50 ± 0.94 years, with ages ranging from 9 to 13 years. In addition, 86.7% of children had access to a DM, 45.3% of children who had a DM used it to play, and 59.0% exceeded the recommended usage time of more than two hours. The Video-Game-Related Experience Questionnaire was used. For the factorial structure, a confirmatory factor analysis was conducted using the Diagonal Weighted Least Squares (DWLS) estimation method. The goodness-of-fit indices were as follows: chi-square value over degrees of freedom (/), CFI, NNFI, and RMSEA.
Results: The goodness-of-fit indices were shown as follows: / = 1.16; RMSEA = 0.018; SRMR = 0.048; CFI = 0.99; TLI = 0.99; NNFI = 0.99. Acceptable reliability was found with both Cronbach's alpha and McDonald's omega greater than 0.80. Furthermore, 41.6% of participants had potential or severe problems with video game use, and the use of mobile devices (DMs) was significantly associated ( < 0.001) with potential or severe problems.
Conclusion: It is suggested that educational programs be implemented regarding the consequences of excessive video game use, the usage of DMs, and the importance of restrictive use per se for parents.
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http://dx.doi.org/10.3390/ijerph22040476 | DOI Listing |
Disabil Rehabil Assist Technol
September 2025
Department of Special Needs Education and Rehabilitation, Department Pedagogy and Didactics for People with Physical and Motor Development Impairments and Chronic and Progressive Illnesses, Carl von Ossietzky University, Oldenburg, Germany.
Objectives: Many studies investigate the impact of assistive devices and technologies (AD/AT) on physical outcomes. The role of AD/ATs in everyday activities and participation of children with cerebral palsy (CP) has received much less attention. This review scopes the impact of AD/ATs by the activities and participation components of the International Classification of Functioning, Disability and Health (ICF) model.
View Article and Find Full Text PDFMed 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 PDFJMIR Serious Games
September 2025
Women's and Newborn Program, Monash Health, 246 Clayton Rd, Melbourne, 3168, Australia, 61 395946666.
Background: Intrauterine devices (IUDs) are safe and effective long-acting reversible contraceptive therapies that are also used as minimally invasive treatment for heavy menstrual bleeding, endometrial hyperplasia, and early-stage endometrial cancer. Despite many advantages, IUDs are underused predominantly due to patient discomfort. Although many techniques have been explored previously in the literature, there is currently little consensus on effective analgesic strategies.
View Article and Find Full Text PDFJ 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.
Psychiatry Res
August 2025
Department of Epidemiology, Columbia University, Mailman School of Public Health, New York, NY, USA.
Introduction: Research suggests that individuals engaging in both self- and other-harm (viz., dual-harm) face increased risks of negative outcomes compared to those with single-harm (either self- or other-harm) or no-harm histories. This study examines mass shooters through this lens and compares them across multiple risk factors.
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