Track topics on Twitter Track topics that are important to you
The purpose of this study is to determine whether the Back to Reality series video games - Harry's Journey, Harry's Journal, and Pathways to care map - are effective at educating homeless and street involved youth, registered at the Youth Services Good Shepherd Hamilton, about the emotional, social, and psychiatric sequel of problematic underage substance use. The objectives of the video games are to promote early detection and awareness of mental health and substance use problems among youth.
This project examines the use of video game technology to help youth gain awareness of symptoms and problems associated with hazardous substance use. By playing the Back to Reality video games, youths may absorb knowledge about where and how to access community care for symptoms associated with psychosis and problematic cannabis use. The purpose of this study is to pilot test the effectiveness of the Back to Reality series at improving awareness of the social and emotional implications of underage substance use. Recognizing and overcoming hazardous substance use is essential for youth to develop positive self-identities and to flourish socially and academically. Improving mental health literacy may help youth to become better-informed consumers.
This study involves a randomized single blind controlled trial of video games along with a post-intervention mixed method design. The results will be assessed using quantitative questionnaires and qualitative interviews. The qualitative interview assesses the participants understanding of potential emotional, social, and psychiatric manifestations of excessive marijuana use during youth.
Allocation: Randomized, Endpoint Classification: Efficacy Study, Intervention Model: Parallel Assignment, Masking: Single Blind (Investigator)
Back to Reality Series video games, Control video games
Cleghorn Program-Early Intervention in Psychosis.St Joseph's Healthcare Hamilton
Not yet recruiting
Published on BioPortfolio: 2016-03-18T04:48:28-0400
Data are lacking regarding the use of music and video games for the management of pain in labor. Pregnant women that are scheduled for labor induction with Foley bulb after 37 weeks will b...
Inactivity was reported to be high in children and considered to be the fourth common cause of death in all ages. The reason for children is usually the increasing indoor use of sedentary ...
Asthma is a chronic lung disease affecting over 800,000 Canadian children. Knowing how to avoid asthma triggers, to take care of one's health, and to know when and why to do one's treatmen...
Sedentary behaviors have been shown to increase food consumption among youth and adults. The recent active video games devices have been suggested to compensate for the increased energy in...
The purpose of this study is to test the effect of active video game play on physical activity of 9-13 year old children in their natural home environments. We observe how much physical a...
The excessive use of video games is an emerging problem that has been studied in the context of addictive behaviors. The aim of this study was to determine the prevalence of use of addictive video ga...
Video game playing is a daily activity for many youths that replaces other media forms (eg, television); it serves as an important source of knowledge and can potentially impact their attitudes and be...
The effects of playing action video games have been investigated across a wide range of attentional and cognitive abilities. However, few studies have examined the association between motor control an...
Independent meta-analyses on the same topic can sometimes yield seemingly conflicting results. For example, prominent meta-analyses assessing the effects of violent video games on aggressive behavior ...
A majority of severely injured patients fail to receive care at trauma centers (undertriage), in part, because of physician judgment. We previously developed two educational video games that reduced p...
A form of interactive entertainment in which the player controls electronically generated images that appear on a video display screen. This includes video games played in the home on special machines or home computers, and those played in arcades. (McGraw Hill Encyclopedia of Science & Technology, 7th ed, v19, p223)
The storing or preserving of video signals for television to be played back later via a transmitter or receiver. Recordings may be made on magnetic tape or discs (VIDEODISC RECORDING).
Used with articles which include video files or clips, or for articles which are entirely video.
Games designed to provide information on hypotheses, policies, procedure or strategies.
Endoscopic surgical procedures performed with visualization via video transmission. When real-time video is combined interactively with prior CT scans or MRI images, this is called image-guided surgery (see SURGERY, COMPUTER-ASSISTED).
Psychiatry is the study of mental disorders and their diagnosis, management and prevention. Conditions include schizophrenia, severe depression and panic disorders among others. There are pharmaceutical treatments as well as other therapies to help...
Adhd Anorexia Depression Dyslexia Mental Health Psychiatry Schizophrenia Stress Mental health, although not being as obvious as physical health, is very important, causing great unhappiness to those affected, causing add...
BioPortfolio - life science, medical devices and pharmaceutical conference
BioPortfolio is a leading news, information and knowledge resource covering the global life science industries impacted on by biotechnology. The site aims to provide the lay person, the researcher and the management executive with a single location to so...