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Video game play is frequently associated with obesity. Many studies have been conducted on the link between television & video games and increased BMI (Body Mass Index). Due to video games replacing physical activities, there appears to be a clear association between time spent playing video games and increased BMI in young children. [30]
Screen time is the amount of time spent using a device with a screen such as a smartphone, computer, television, video game console, or a tablet. [1] The concept is under significant research with related concepts in digital media use and mental health. Screen time is correlated with mental and physical harm in child development. [2]
Reportedly, excessive use of electronic screen media can have ill effects on mental health related to mood, cognition, and behavior, even to the point of hallucination. [1] Prevention methods include physical activity breaks, hydration, ergonomic posture, and regular eye exercises such as the 20-20-20 rule (every 20 minutes, look at something ...
Humans’ first experience with yawning happens in utero, says Matthew D. Epstein, M.D., associate medical director of the Atlantic Health Sleep Centers in New Jersey.Yet, Earth-side, the somewhat ...
Merely thinking about or seeing someone yawning can make you yawn. But why?
After all it’s just a yawn right. Not exactly. The same imitation phenomenon is also seen in people with Tourette syndrome. So this same type of stimulation could be used to help people decrease ...
The poll noted that young adults and teenagers, such as college students, were more likely to use cell phones, computers, and video game consoles than other adults. [15] Furthermore, 22% of participants reported going to sleep with cell phone ringers on in their bedroom and 10% reported awakenings in at least a few nights per week due to their ...
Video game rehabilitation is a process of using common video game consoles and methodology to target and improve physical and mental weaknesses through therapeutic processes. Video games are becoming an integral part of occupational therapy practice in acute, rehabilitation, and community settings. [ 1 ]