A Serious Game (“Fight With Virus”) for Preventing COVID-19 Health Rumors: Development and Experimental StudyOriginal Paper Published on 2024-02-262024-09-05 Journal: JMIR Serious Games [Category] update2024, [키워드] COVID-19 disinformation elder false information game communication game TCP model gaming health communication Health rumor misinformation older adult rumor serious game Transmission Control Protocol [DOI] 10.2196/45546 PMC 바로가기 [Article Type] Original Paper
Increased Gaming During COVID-19 Predicts Physical Inactivity Among Youth in Norway—A Two-Wave Longitudinal Cohort StudyPublic Health Published on 2022-02-142022-10-31 Journal: Frontiers in Public Health [Category] Coronavirus, COVID19(2023년), MERS, SARS, [키워드] Adjusted analysis association consequence covariates COVID-19 COVID-19 pandemic develop effective strategy gaming Gender higher odd Impact inactivity increase in Increased lockdown longitudinal measure National Norway objective pandemic participant participated physical activity Physical inactivity Prevent public health reduction reported Result stability two-wave study were assessed Youth [DOI] 10.3389/fpubh.2022.812932 PMC 바로가기 [Article Type] Public Health
Gaming Activity and Possible Changes in Gaming Behavior Among Young People During the COVID-19 Pandemic: Cross-sectional Online Survey StudyOriginal Paper Published on 2022-01-252022-10-30 Journal: JMIR Serious Games [Category] COVID-19, [키워드] activity age alcohol Analysis analyzed Behavior being change changed changes in Community correlated correlation COVID-19 COVID-19 pandemic cross-sectional distress Effect employment Factor Factors gaming group Health increase in increases in less Logistic regression longitudinal study media objective pandemic participant positively correlated potential risk problems Psychological distress raised regulated reported Research Result risk factor School Schools screen time significant difference social interaction Sociodemographic Sociodemographic characteristics study population survey [DOI] 10.2196/33059 PMC 바로가기 [Article Type] Original Paper
Nationwide Deployment of a Serious Game Designed to Improve COVID-19 Infection Prevention Practices in Switzerland: Prospective Web-Based StudyOriginal Paper Published on 2021-11-252022-10-30 Journal: JMIR Serious Games [Category] COVID-19, [키워드] 95% CI affected age asked automated Behavior boredom checklist Complete conducted counterproductive Course COVID-19 COVID-19 infection COVID-19 pandemic creating Deployment dissemination effective element ENhance escape Evolution facilitate Factor game gaming health information heterogeneous identify inefficient Infection prevention Intention Internet lack less measure National objective Odds ratio Older Other outcome participant Personal protective equipment platform populations potential participant Practice prevention Primary outcome proportion Prospective public health questionnaire Region reported Reporting Result SARS-CoV-2 secondary secondary outcome serious game survey Switzerland Web-based web-based study [DOI] 10.2196/33003 PMC 바로가기 [Article Type] Original Paper
Impact of the COVID-19 lockdown on screen media use in patients referred for ADHD to child and adolescent psychiatry: an introduction to problematic use of the internet in ADHD and results of a surveyArticle Published on 2021-04-222023-06-12 Journal: Journal of neural transmission (Vienna, Austria : [Category] MERS, [키워드] adolescents attention deficit hyperactivity disorder COVID-19 gaming Problematic use of the internet social media [DOI] 10.1007/s00702-021-02332-0 PMC 바로가기
Social Capital–Accrual, Escape-From-Self, and Time-Displacement Effects of Internet Use During the COVID-19 Stay-at-Home Period: Prospective, Quantitative Survey StudyOriginal Paper Published on 2020-12-242022-10-30 Journal: Journal of Medical Internet Research [Category] COVID-19, MERS, SARS, [키워드] 95% CI accelerated activities activity adaptive Administered adopted approach association bootstrap coping coronavirus COVID-19 COVID-19 pandemic cyberaggression cybervictimization Depression early stage Effect Effects engage Epidemic follow-up time gaming globe Government Health Hypothesis individual initial Internet limit mechanisms mediation model mental health moderate objective pandemic positive Prevalence Prospective prospective design Psychological well-being Result risk risk factor risk reduction severe depression Social networking Social support Spread study period Support supported survey time took place Transmission [DOI] 10.2196/22740 PMC 바로가기 [Article Type] Original Paper