2 127 REVIEW OF APPLIED & CASUAL GAMES FOR MENTAL HEALTH Paper Country Target group N % male Age, mean (SD) Age range Intervention arms Intervention characteristics Assessments Variables measured Findings relevant for current review Branton et al. 2014** Canada Normal weight boys 19 100 12.00 (0.50) 9-14 years 1. Video game playing, Angry Birds. 2. Nonscreen resting control condition; engaged in conversation with other participants and research volunteers. 1-2. Thirty minutes. Baseline, 15 and 30 minutes before and immediately after lunch. Note: procedure included a standardized breakfast, glucose or control preload, video game playing or nonscreen resting control, and an ad libitum pizza lunch. Subjective emotions (aggression, anger, excitement, disappointment, happiness, upset, frustration), subjective appetite sensations, food intake; sweetness and pleasantness of the preloads, pleasantness of the pizza lunch, enjoyment of videogame playing. Frustration and aggression scores increased after video game playing. Douris et al. 2012** USA Healthy sedentary young adults 21 42.9 23.20 (1.80) 18-25 years 1. Nintendo Wii Fit “Free Run” program. 2. Brisk walking exercise on treadmill. 1. One 30-min. session. Participants exercised at a self-selected pace. 2. One 30-min. session, walking on a treadmill set at 3.5 miles per hour. Participants followed both exercise conditions in counterbalanced order. Sessions were separated by 1 week. Pre, during and post each session. Heart rate, rate pressure product, respiratory rate, perceived exertion, positive well-being, psychological distress, fatigue. Mean maximum heart rate achieved when exercising with Wii Fit and perceived exertion was significantly greater than for the brisk walking group. Positive well-being decreased from pre- to postexercise for Wii Fit participants while it increased for participants exercising on the treadmill.
RkJQdWJsaXNoZXIy MTk4NDMw