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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]
Ryuta Kawashima later developed the game Brain Age: Train Your Brain in Minutes a Day! Kawashima claimed that Game Brain was "superstition". [6] Mori's theory focused on video games, but he did not determine any particular kind. There are controversies over violent video games over the world, but his theory is limited to Japan.
Stimulant psychosis is a mental disorder characterized by psychotic symptoms (such as hallucinations, paranoid ideation, delusions, disorganized thinking, grossly disorganized behaviour). It involves and typically occurs following an overdose or several day binge on psychostimulants , [ 1 ] although it can occur in the course of stimulant ...
Use of stimulants may cause the body to significantly reduce its production of endogenous compounds that fulfill similar functions. Once the effect of the ingested stimulant has worn off the user may feel depressed, lethargic, confused, and dysphoric. This is colloquially termed a "crash" and may promote reuse of the stimulant.
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 ]
In 2008, stimulants, such as caffeine, were the most commonly used nootropic agent. [15] In 2016, the American Medical Association adopted a policy to discourage prescriptions of nootropics for healthy people, on the basis that the cognitive effects appear to be highly variable among individuals, are dose-dependent, and limited or modest at ...
Video game addiction (VGA), also known as gaming disorder or internet gaming disorder, is generally defined as a psychological addiction that is problematic, compulsive use of video games that results in significant impairment to an individual's ability to function in various life domains over a prolonged period of time.
Olsen suggests video games can have social benefits for children, for example, video games can provide a topic of discussion and something over which children can bond, and can help children make friends; playing video games can increase a child's self-esteem when they are struggling in one aspect of their life, but are able to do something ...