Dr. Marsha Novick, MD
Associate professor of pediatrics and family and community medicine,
Penn State College of Medicine
MedicalResearch.com: What is the background for this study? What are the main findings?
Response: The results of this study solidify some well-established data concerning childhood obesity – namely that children who watch more television and have a more sedentary lifestyle are more likely to have an overweight or obese BMI compared with those who are more active. The survey results highlight some associations between increased technology use and difficulty with sleep quantity in children and adolescents.
The data suggest:
Sarah E. Domoff, Ph.D.
Assistant Professor
Department of Psychology
Central Michigan University
Research Faculty Affiliate
Center for Human Growth and Development
University of Michigan
MedicalResearch.com: What is the background for this study? What are the main findings?
Response: There has been growing concern that children may become "addicted" to screens, such as tablets and other mobile devices. Children at younger ages are now "owning" their own mobile devices and have increased access to gaming apps and other rewarding functions of these devices. Until now, there hasn't been a parent report form available to capture addictive like use of screen media in children.
The Problematic Media Use Measure (PMUM) assesses addictive-like use of screen media in children under 12 years and has strong psychometrics. We found that the PMUM does a better job in predicting psychosocial difficulties in children, over and above hours of screen time.
Dr. Jesus Pujol[/caption]
Jesus Pujol, MD
Director of the MRI Research Unit.
Department of Radiology. Hospital del Mar
Barcelona
MedicalResearch.com: What is the background for this study?
Response: The pros and cons of video gaming in children have been extensively debated. There are relevant amounts of data indicating both the positive and negative effects of video games. Nevertheless, a key question for many parents remains unanswered: How long should children play? To provide some clarity, we have investigated the relationship between weekly video game use and certain cognitive abilities and conduct-related problems.
MedicalResearch.com Interview with:
Christopher J. Ferguson PhD.
Associate Professor and Chair of Psychology
Department of Psychology
Stetson University DeLand, FL
Medical Research: What is the background for this study? What are the main findings?
Dr. Ferguson: People have debated whether media violence contributes to societal violence for centuries. A lot of individual laboratory experiments have tried to answer this question, but results have always tended to be inconsistent. Not too much data had yet looked at concordance between media violence and societal violence. In the current study I examined levels of movie violence across the 20th century, and video game violence in the latter part of the 20th, into the 21st century. Results generally indicted that it was not possible to demonstrate that media violence consumption correlated with increased crime in society.
MedicalResearch.com Interview with
Lynn E. Fiellin, M.D.
Associate Professor of Medicine
Director, play2PREVENT Lab
Yale University School of Medicine
New Haven, CT 06510
Medical Research: What are the main findings of the study?
Dr. Fiellin: The current findings are part of a larger study evaluating an interactive evidence-based video game, PlayForward: Elm City Stories, developed on the iPad and targeting risk reduction and HIV prevention in 333 young teens (ages 11-14). The larger study is examining a range of outcomes including knowledge, intentions, self-efficacy and actual behaviors and we are collecting at baseline, 6 weeks, 3, 6, 12, and 24 months. We are examining these outcomes in our experimental group compared with a control group playing a set of off-the-shelf games on the iPad. The current findings of the 196 teens who have completed the 6 weeks of gameplay and for whom we have baseline and 3 month data, reveal that, while the two groups had no differences in their baseline HIV risk knowledge, the PlayForward group had statistically significant gains in knowledge at 6 weeks (p<0.0001), sustained at 3 months (p<0.01). In addition, examining the association between exposure to the game and performance on the standardized assessments revealed that the number of game levels completed (a measure of exposure to the intervention) was positively correlated with knowledge gains measured at 3 months (r=0.42; p<0.001).
Release Date: 10/03/2011 Interactive video games, already known to improve motor function in recovering stroke patients, appear to safely enhance physical therapy for patients in intensive care units (ICU), new research from Johns Hopkins suggests. In a report published online in the Journal of Critical Care, researchers studied the safety and feasibility...