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Video game–related health problems. Game addiction problems can induce repetitive strain injuries, skin disorders or other health issues. Other problems include video game-provoked seizures in patients with epilepsy. [1] In rare and extreme cases, deaths have resulted from excessive video game playing (see Deaths due to video game addiction).
Video game addiction. 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.
Impact of the COVID-19 pandemic on the video game industry (1 C, 47 P) Pages in category "Health and video gaming" The following 4 pages are in this category, out of 4 total.
Games for Health is also the name of series of conferences made possible in part by funding from the Robert Wood Johnson Foundation as part of their Pioneer Portfolio program. Games for Health is a part of the Serious Games Initiative. The conference has received media attention for its work to showcase the health and research implications of ...
From spending too much time online to skipping a flu shot, oversleeping, or holding a grudge, habits can really hurt — and that’s true even of some that seem good at first.
Safe listening is a framework for health promotion actions to ensure that sound-related recreational activities (such as concerts, nightclubs, and listening to music, broadcasts, or podcasts) do not pose a risk to hearing. [ 1 ] Wikiversity has learning resources about Global Audiology. While research shows that repeated exposures to any loud ...
Wearable technology is any technology that is designed to be used while worn.Common types of wearable technology include smartwatches and smartglasses.Wearable electronic devices are often close to or on the surface of the skin, where they detect, analyze, and transmit information such as vital signs, and/or ambient data and which allow in some cases immediate biofeedback to the wearer.
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