keyword
https://read.qxmd.com/read/37026129/a-participatory-study-of-college-students-mental-health-during-the-first-year-of-the-covid-19-pandemic
#21
JOURNAL ARTICLE
Chulwoo Park, Melissa McClure Fuller, Thea Marie Echevarria, Kim Nguyen, Daisy Perez, Hufsa Masood, Tasneem Alsharif, Miranda Worthen
INTRODUCTION: The COVID-19 pandemic has negatively impacted college students' mental health and wellbeing. Even before the pandemic, young adults reported high mental health morbidity. During the pandemic, young adult college students faced unprecedented challenges, including campus closure and a pivot to fully online education. METHODS: This study employed a novel participatory approach to a Course-based Undergraduate Research Experience (CURE) in an introductory epidemiology course to examine factors students considered important regarding their experience during the pandemic...
2023: Frontiers in Public Health
https://read.qxmd.com/read/36952329/exergaming-among-young-adults-in-canada-longitudinal-study
#22
JOURNAL ARTICLE
Erin K O'Loughlin, Catherine M Sabiston, Roxy H O'Rourke, Mathieu Bélanger, Marie-Pierre Sylvestre, Jennifer L O'Loughlin
BACKGROUND: Exergaming may be an important option to support an active lifestyle, especially during pandemics. OBJECTIVE: Our objectives were: (i) to explore whether exergaming status from before to during the COVID-19 pandemic (stopped, started, sustained exergaming, never-exergamed) related to changes in walking, moderate-to-vigorous physical activity (MVPA), or meeting MVPA guidelines; and (ii) among past-year exergamers, to describe change in minutes/week exergaming from before to during the pandemic...
March 13, 2023: JMIR Serious Games
https://read.qxmd.com/read/36941849/severity-of-behavioral-addiction-symptoms-among-young-adults-using-non-prescribed-sedatives-hypnotics
#23
JOURNAL ARTICLE
Lea Péter, Borbála Paksi, Anna Magi, Andrea Eisinger, Eszter Kótyuk, Andrea Czakó, Mark D Griffiths, Zsolt Demetrovics, Bálint Andó
INTRODUCTION: Young adulthood is considered a critical period in terms of non-medical use of sedatives/hypnotics (NMUSH) as well as different types of behavioral addictions (BAs). However, the relationship between these behaviors has received scarce attention among young adult samples. Therefore, the aim of the present study was to investigate the association between NMUSH and symptoms of distinct BAs among young adults. MATERIALS AND METHODS: Analyses were conducted based on the data of two large sample studies (including a representative sample) carried out with young adult samples...
June 2023: Addictive Behaviors Reports
https://read.qxmd.com/read/36900931/internet-gaming-disorders-and-early-onset-psychosis-in-young-people-a-case-study-and-clinical-observations
#24
Valerio Ricci, Domenico De Berardis, Giuseppe Maina, Giovanni Martinotti
BACKGROUND: Over the last ten years, the video game industry has grown exponentially, involving about 2.5 billion young adults in the world. The estimated global prevalence of gaming addiction has been reported to be 3.5% ranging from 0.21% to 57.5% in the general population. Moreover, during the recent COVID-19 pandemic period, school closures and stay-at-home measures have also further increased the opportunities for prolonged and intensified playing of video games. Little is known about the relationship between IGD and psychosis, and the literature is still scarce...
February 22, 2023: International Journal of Environmental Research and Public Health
https://read.qxmd.com/read/36882716/cigarettes-smoking-and-e-cigarettes-using-among-university-students-a-cross-section-survey-in-guangzhou-china-2021
#25
JOURNAL ARTICLE
Hongjia Song, Xuemin Yang, Wanchun Yang, Yuxing Dai, Kun Duan, Xingtao Jiang, Guangye Huang, Min Li, Guoping Zhong, Peiqing Liu, Jianwen Chen
BACKGROUND: There is an increase in the use of cigarettes and e-cigarettes worldwide, and the similar trends may be observed in young adults. Since 2014, e-cigarettes have become the most commonly used nicotine products among young adults (Sun et al., JAMA Netw Open 4:e2118788, 2021). With the increase in e-cigarette use and the decrease in use of cigarettes and other tobacco products, however, there is limited information about Chinese smokers, e-cigarettes users and trends in cigarettes and e-cigarettes use among university students...
March 7, 2023: BMC Public Health
https://read.qxmd.com/read/36877556/research-status-and-emerging-trends-in-virtual-reality-rehabilitation-bibliometric-and-knowledge-graph-study
#26
JOURNAL ARTICLE
Ting Fan, Xiaobei Wang, Xiaoxi Song, Gang Zhao, Zhichang Zhang
BACKGROUND: Virtual reality (VR) technology has been widely used in rehabilitation training because of its immersive, interactive, and imaginative features. A comprehensive bibliometric review is required to help researchers focus on future directions based on the new definitions of VR technologies in rehabilitation, which reveal new situations and requirements. OBJECTIVE: Herein, we aimed to summarize effective research methods for and potential innovative approaches to VR rehabilitation by evaluating publications from various countries to encourage research on efficient strategies to improve VR rehabilitation...
March 6, 2023: JMIR Serious Games
https://read.qxmd.com/read/36779519/action-video-gaming-and-attention-in-young-adults-a-systematic-review
#27
JOURNAL ARTICLE
Mar Sampalo, Esther Lázaro, Paula-María Luna
OBJECTIVE: Existing research in action video games has increased in recent years due to the expansion of their use all over the world. Specifically, there is growing evidence about the positive development of the cognitive functions associated with the use of this kind of video game. Therefore, this work aims to explore the relationship between playing action video games and the development of attention span as well as the impact at the brain level from a functional perspective. METHODS: Articles were searched in Scopus, Pubmed, and Web of Science...
February 13, 2023: Journal of Attention Disorders
https://read.qxmd.com/read/36776145/gamers-and-non-gamers-perspectives-on-the-development-of-problematic-video-game-play
#28
JOURNAL ARTICLE
Corey M Monley, Bruce S Liese, Lindsay M Oberleitner
Gaming Disorder was recently included in the 11th Edition of the International Classification of Diseases and Internet Gaming Disorder may be introduced in the sixth edition of The Diagnostic and Statistical Manual . Much is not understood about how problems with video games develop. This qualitative study aimed to better understand the development of problematic gaming through focus groups. Eleven young adult "frequent gamers," twelve young adult "non-frequent or non-gamers," and five older adult "non-gamers" discussed vulnerabilities and risk factors of problematic gaming...
February 6, 2023: Current Psychology
https://read.qxmd.com/read/36729572/measured-and-perceived-exercise-intensity-during-the-performance-of-single-task-cognitive-motor-dual-task-and-exergame-training-transversal-study
#29
JOURNAL ARTICLE
Matthieu Gallou-Guyot, Anaick Perrochon, Romain Marie, Maxence Bourgeois, Stephane Mandigout
BACKGROUND: The physical and cognitive loads borne during exergaming may differ from more conventional cognitive-motor dual-task trainings. OBJECTIVE: The aim of this pilot transversal study was to compare objectively measured and perceived exercise intensity during exergame, cognitive-motor dual-task, and single-task training sessions. METHODS: We recruited apparently healthy young adults who carried out one session of each type of training: exergaming, cognitive-motor dual-tasking, and single-tasking...
February 2, 2023: JMIR Serious Games
https://read.qxmd.com/read/36615191/effects-of-low-immersive-vs-high-immersive-exercise-environment-on-postural-stability-and-reaction-and-motor-time-of-healthy-young-adults
#30
JOURNAL ARTICLE
Julia Ciążyńska, Janusz Maciaszek
(1) Background: Many young adults spend their time playing games and watching television. This type of spending time should be used effectively, so it's worth adding exercise and immersion to them. Bearing in mind that the video games and physical exercise also improve postural stability, motor time (MT) and reaction time (RT), it is worth reaching for new technologies with immersion that are widely available and can be used, for example, as a remote intervention. This study aimed to compare the effects of a low vs...
January 3, 2023: Journal of Clinical Medicine
https://read.qxmd.com/read/36615049/worsened-anxiety-and-loneliness-influenced-gaming-and-gambling-during-the-covid-19-pandemic
#31
JOURNAL ARTICLE
Mohamed S Mohamed, Gull Rukh, Helgi B Schiöth, Sofia Vadlin, Susanne Olofsdotter, Cecilia Åslund, Kent W Nilsson
Aim: To study the prevalence and patterns of problematic gaming and gambling during the COVID-19 pandemic and the association with psychiatric traits and major types of anxiety categories. Method: 1067 young adults participated in both wave 3 (2018) and wave 4 (2021) of the SALVe Cohort. Associations with psychiatric symptoms and anxiety were examined using logistic regression and Chi-square tests. Results: Problematic gaming decreased by 1.3 percentage points to 23.2% since the start of the pandemic, while problematic gambling increased by 0...
December 29, 2022: Journal of Clinical Medicine
https://read.qxmd.com/read/36445744/effects-of-a-modern-virtual-reality-3d-head-mounted-display-exergame-on-simulator-sickness-and-immersion-under-specific-conditions-in-young-women-and-men-experimental-study
#32
JOURNAL ARTICLE
Julia Ciążyńska, Michał Janowski, Janusz Maciaszek
BACKGROUND: Many young adults do not reach the World Health Organization's minimum recommendations for the amount of weekly physical activity. The virtual reality 3D head-mounted display (VR 3D HMD) exergame is a technology that is more immersive than a typical exercise session. Our study considers gender differences in the experience of using VR games for increasing physical activity. OBJECTIVE: The aim of this study was to examine the differences in the effects of VR 3D HMD gaming in terms of immersion, simulator sickness, heart rate, breathing rate, and energy expenditure during two 30-minute sessions of playing an exergame of increasing intensity on males and females...
November 29, 2022: JMIR Serious Games
https://read.qxmd.com/read/36419679/where-when-and-to-whom-gaming-motives-may-be-harmful-a-systematic-review
#33
REVIEW
Senthil Amudhan, Manoj Kumar Sharma, Kalpana Srivastava, Nitin Anand, Akash Vishwakarma, Karunanidhi Azhagannan
The alarming growth in online gaming activities in recent years calls for an understanding of the determinants of gaming behaviors among adolescents and young adults. A systematic review was conducted to collate and review all the research studies concerning the understanding of the gaming motives. Relevant published articles were identified through the electronic search from PubMed, Medline, PsycInfo, Sciencedirect, and APA databases. The review identified four major topics of gaming motives, namely gaming behavior, gaming usage pattern, gaming demographics, and associated psychopathology...
2022: Industrial Psychiatry Journal
https://read.qxmd.com/read/36416873/handheld-weights-as-an-effective-and-comfortable-way-to-increase-exercise-intensity-of-physical-activity-in-virtual-reality-empirical-study
#34
JOURNAL ARTICLE
Jacek Polechoński, Anna Zwierzchowska, Łukasz Makioła, Dorota Groffik, Karolina Kostorz
BACKGROUND: In recent years, there has been a growing interest in active virtual reality games (AVRGs) that provide entertainment and encourage more physical activity (PA). Since playing AVRGs involves primarily arm movements, the intensity of this form of PA may not be sufficient for health benefits. Therefore, it is worth looking for virtual entertainment solutions that are comfortable for users and at the same time increase physical exercise. OBJECTIVE: The main objective of this study was to evaluate the effect of external loading of the arms in the form of handheld weights (HHWs) on exercise intensity in users playing a popular AVRG...
November 23, 2022: JMIR Serious Games
https://read.qxmd.com/read/36325221/self-esteem-and-weight-status-of-young-adults-findings-from-a-pilot-study
#35
JOURNAL ARTICLE
Echu Liu, Su-Hsin Chang
BACKGROUND: Researchers have examined the association between self-esteem and obesity in past studies. However, most studies have focused on pediatric or adolescent populations. In this pilot study, we aim to explore the association of self-esteem with weight status in young adults, a group of individuals in a significant and pivotal period of their lives whose needs and challenges have received little attention in previous studies. MATERIALS AND METHODS: Exactly 127 college juniors and seniors in the Midwest participated in late 2017...
2022: Journal of Education and Health Promotion
https://read.qxmd.com/read/36072259/determinants-of-physical-activity-of-transitioning-adult-children-with-autism-spectrum-disorder
#36
JOURNAL ARTICLE
Jason C Bishop, Chad Nichols, Sibylle Kranz, Julia K Lukacs, Martin E Block
Many young adults on the autism spectrum do not attain the recommended minimum weekly amount of moderate to vigorous physical activity (MVPA) to prevent significant health risks. Autism symptoms as well as environmental factors may play a key role in the physical activity (PA) behaviors of young adults on the autism spectrum. The socioecological model (SEM) has been previously used to identify determinants of PA among people within many disability categories. Aims: Explore the overall relationship between determinants of PA of MVPA among parents and their young adult child with ASD as well as MVPA determinants segmented by caregiver level of support...
August 2022: Heliyon
https://read.qxmd.com/read/36069542/seeking-virtual-support-digital-technology-use-in-adolescent-and-young-adults-with-advanced-cancer
#37
JOURNAL ARTICLE
Angela Steineck, Nancy Lau, Kaitlyn M Fladeboe, Casey A Walsh, Abby R Rosenberg, Joyce P Yi-Frazier, Krysta S Barton
BACKGROUND: A cancer diagnosis, especially advanced cancer, interferes with adolescent/young adult (AYA) peer relationships. AYAs increasingly use digital technologies (i.e., social media, video games) as a social instrument; little is known about the role of digital technologies in the AYA cancer experience. The objective of this analysis was to describe the use and impact of digital technologies among AYAs with advanced cancer. PROCEDURE: As part of the "Exploring the Concept of a 'Good Death'" study, semi-structured interviews were conducted with 32 English-speaking AYAs (14-25 years) with advanced cancer (relapsed/refractory disease, estimated survival <50%)...
September 7, 2022: Pediatric Blood & Cancer
https://read.qxmd.com/read/36006694/serious-games-supporting-the-prevention-and-treatment-of-alcohol-and-drug-consumption-in-youth-scoping-review
#38
REVIEW
Juan Martínez-Miranda, Ismael Edrein Espinosa-Curiel
BACKGROUND: The consumption of alcohol and drugs, particularly in adolescents and young adults, has increased worldwide in the last several years, representing a significant public health challenge. Serious games have the potential to support preventive and treatment interventions for substance use, facilitating the acquisition of relevant knowledge and the motivation for changes in attitudes and behaviors regarding substance consumption. OBJECTIVE: This scoping review aims to analyze a set of 7 relevant characteristics of current serious games designed to support the prevention and treatment of alcohol and drug consumption in adolescents and young adults-the substance addressed, the type of intervention, the theoretical basis, the computational techniques used, the mechanism for data security and privacy, the evaluation procedure followed, and the main results obtained...
August 25, 2022: JMIR Serious Games
https://read.qxmd.com/read/35990074/prediction-of-problem-gambling-by-demographics-gaming-behavior-and-psychological-correlates-among-gacha-gamers-a-cross-sectional-online-survey-in-chinese-young-adults
#39
JOURNAL ARTICLE
Anson Chui Yan Tang, Paul Hong Lee, Simon Ching Lam, Summer Cho Ngan Siu, Carmen Jiawen Ye, Regina Lai-Tong Lee
Objective: The objective of this study is to explore the association of problem gambling with demographics, psychological distress, and gaming behavior in young adult gacha gamers in Hong Kong. Materials and methods: Cross-sectional data was collected in the first and fifth waves of COVID-19 pandemic in Hong Kong online. Participants who aged 18-25 years and had been playing gacha games over the past 12 months were recruited. Stepwise multiple regression was used to explore the association among risk of problem gambling, gaming behavior, participation in gaming activities and psychological distress...
2022: Frontiers in Psychiatry
https://read.qxmd.com/read/35975962/nutrition-and-behavior-change-a-review-of-recent-literature
#40
JOURNAL ARTICLE
Beth Frates, Alexis Smith
PURPOSE OF REVIEW: The current article will highlight recent trends and novel approaches to behavior change strategies in nutrition. Physicians, nurses, and other healthcare professionals play key roles in counseling patients on lifestyle change, which is critical for patients with chronic conditions. Nutrition science continues to advance, and new approaches to behavior change are needed for successful implementation at the individual and population level. RECENT FINDINGS: The solutions to obstacles around healthful eating patterns are varied, population-dependent, and require a multipronged approach...
August 25, 2022: Current Opinion in Clinical Nutrition and Metabolic Care
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