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Podcast: How can computer models help us better...

Podcast: How can computer models help us better...

25 June 2019
Podcast: How can computer models help us better understand the brain?Dr. Niko Kriegeskorte, a computational neuroscientist with the Zuckerman Institute at Columbia University is interviewed by Dr. Peter Bandettini,...
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Health Stigma and Discrimination: A Global,...

Health Stigma and Discrimination: A Global,...

20 June 2019
Health Stigma and Discrimination: A Global, Cross-cutting Research ApproachMay 9, 2019 Speaker(s): Anne Stangl, PhD Senior Behavioral Scientist International Center for Research on Women (ICRW) Bernice...
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Webinar for Nurses - How to Use the ASQ to Detect...

Webinar for Nurses - How to Use the ASQ to Detect...

18 June 2019
Webinar for Nurses - How to Use the ASQ to Detect Patients at Risk for SuicideSuicide Risk Screening Training: How to Use the ASQ to Detect Patients at Risk for Suicide Lisa M. Horowitz, Ph.D., MPH Office of the...
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Effects of the FIT Game on Physical Activity in Sixth...

18 June 2019
Background: The FIT Game is a low-cost intervention that increases fruit and vegetable consumption in elementary school children. For this study, the FIT Game was adapted into an intervention designed to increase children’s physical activity at school. Objective: We aimed to evaluate if the FIT Game could increase children’s physical activity relative to their baseline levels. Methods: A total of 29 participants were recruited from a sixth-grade classroom. An ABAB reversal design was used. Participants wore an accelerometer while at school during pre/postintervention baseline (A) and intervention (B) phases. During the FIT Game intervention, daily physical activity goals encouraged the class to increase their median daily step count above the 60th percentile of the previous 10 days. When daily goals were met, game-based accomplishments were realized. Results: Children met their activity goals 80% of the time during the intervention phases. Physical activity at school increased from a median of 3331 steps per day during the baseline to 4102 steps during the FIT Game phases (P<.001, Friedman test). Conclusions: Preliminary evidence showed that playing the FIT Game could positively influence children’s physical activity at school.

This is the abstract only. Read the full text free (open access) on the JMIR Serious Games website. JMIR is the leading ehealth publisher: fast peer-review - open access - high impact.

Younger Adolescents’ Perceptions of Physical Activity,...

17 June 2019
Background: Novel strategies to promote physical activity (PA) in adolescence are required. The vEngage study aims to test whether a virtual reality (VR) exergaming intervention can engage younger adolescents (aged 13 to 15 years) with PA. Objective: This study aimed to gather adolescents’ views of using VR to encourage PA and identify the key features they would like to see in a VR exergaming intervention via interviews. Methods: Participants were recruited through 2 schools in London, United Kingdom. Semistructured interviews were conducted with adolescents about their views on PA and what might work to increase PA, technology, knowledge and experience of VR, and desired features in a VR exergaming intervention. Data were analyzed using Framework Analysis. Results: A total of 31 participants aged between 13 and 15 years (58% female, 62% from nonwhite ethnicities) participated in this interview study. The vast majority had no awareness of government PA recommendations but felt they should be more thoroughly informed. All participants were positive about the use of VR in PA promotion. Rewards, increasing challenges, and a social or multiplayer aspect were identified by participants as crucial aspects to include in a VR exercise game. Barriers were related to cost of high-end systems. Being able to exercise at home was very appealing. VR exergaming was viewed as a way to overcome multiple perceived social and cultural barriers to PA, particularly for girls. Conclusions: Key elements that should be incorporated into a VR game for health intervention were identified and described. These also included the use of rewards, novelty and enjoyment in immersive game play, multiplayer options, and real-world elements, as well as continual updates and new challenge levels. The use of VR to promote PA in adolescents is promising, but some barriers were raised.

This is the abstract only. Read the full text free (open access) on the JMIR Serious Games website. JMIR is the leading ehealth publisher: fast peer-review - open access - high impact.
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