Keyword search (4,163 papers available)

"Sawchuk K" Authored Publications:

Title Authors PubMed ID
1 Correction: Measuring what matters to older persons for active living: part II cross-sectional validity evidence for OPAL measure across four countries Mayo NE; Auais M; Barclay R; Branin J; Dawes H; Korfage IJ; Sawchuk K; Tal E; White CL; Ayoubi Z; Ekediegwu E; Mate K; Nadeau L; Duque SR; Kuspinar A; 39158786
CONCORDIA
2 Editorial: World mental health day 2022: key drivers of risk to mental health services and innovative solutions Shen N; Jilka S; Sawchuk K; 39100959
PSYCHOLOGY
3 Measuring what matters to older persons for active living: part II cross-sectional validity evidence for OPAL measure across four countries Mayo NE; Auais M; Barclay R; Branin J; Dawes H; Korfage IJ; Sawchuk K; Tal E; White CL; Ayoubi Z; Ekediegwu E; Mate K; Nadeau L; Rodriguez S; Kuspinar A; 39012558
CONCORDIA
4 Measuring what matters to older persons for active living: part I content development for the OPAL measure across four countries Mayo NE; Auais M; Barclay R; Branin J; Dawes H; Korfage IJ; Sawchuk K; Tal E; White CL; Ayoubi Z; Chowdhury F; Henderson J; Mansoubi M; Mate KKV; Nadea L; Rodriguez S; Kuspinar A; 38967870
BIOLOGY
5 Teleconsultations for mental health: Recommendations from a Delphi panel Manera V; Partos C; Beauchet O; Benoit M; Dupetit B; Elbaum J; Fabre R; Gindt M; Gros A; Guerchouche R; Klöppel S; König A; Martin A; Mouton A; Pancrazi MP; Politis A; Robert G; Sacco G; Sacconi S; Sawchuk K; Solari F; Thiebot L; Trimarchi PD; Zeghari R; Robert P; 37655117
ENCS
6 Alzheimer's early detection in post-acute COVID-19 syndrome: a systematic review and expert consensus on preclinical assessments Vandersteen C; Plonka A; Manera V; Sawchuk K; Lafontaine C; Galery K; Rouaud O; Bengaied N; Launay C; Guérin O; Robert P; Allali G; Beauchet O; Gros A; 37416323
CONCORDIA
7 The association between information and communication technologies, loneliness and social connectedness: A scoping review Petersen B; Khalili-Mahani N; Murphy C; Sawchuk K; Phillips N; Li KZH; Hebblethwaite S; 37034933
PSYCHOLOGY
8 Double-Bind of Recruitment of Older Adults Into Studies of Successful Aging via Assistive Information and Communication Technologies: Mapping Review Khalili-Mahani N; Sawchuk K; 36563033
CONCORDIA
9 Benefits of a 3-month cycle of weekly virtual museum tours in community dwelling older adults: Results of a randomized controlled trial Beauchet O; Matskiv J; Galery K; Goossens L; Lafontaine C; Sawchuk K; 36052331
CONCORDIA
10 Frailty, e-health and prevention of late-onset Alzheimer disease and related disorders: it is time to take action Beauchet O; Galery K; Lafontaine C; Sawchuk K; Plonka A; Gros A; Allali G; 35334089
CONCORDIA
11 Ageism and COVID-19: What does our society's response say about us? Fraser S, Lagacé M, Bongué B, Ndeye N, Guyot J, Bechard L, Garcia L, Taler V, CCNA Social Inclusion and Stigma Working Group, Adam S, Beaulieu M, Bergeron CD, Boudjemadi V, Desmette D, Donizzetti AR, Éthier S, Garon S, Gillis M, Levasseur M, Lortie-Lussier M, Marier P, Robitaille A, Sawchuk K, Lafontaine C, Tougas F 32377666
PSYCHOLOGY
12 Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study. Khalili-Mahani N, Assadi A, Li K, Mirgholami M, Rivard ME, Benali H, Sawchuk K, De Schutter B 32213474
PERFORM

 

Title:Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study.
Authors:Khalili-Mahani NAssadi ALi KMirgholami MRivard MEBenali HSawchuk KDe Schutter B
Link:https://www.ncbi.nlm.nih.gov/pubmed/32213474?dopt=Abstract
DOI:10.2196/12388
Publication:JMIR mental health
Keywords:ICTbrain training gamescognitive trainingexercise gamesserious gamessilver gamingstress
PMID:32213474 Category:JMIR Ment Health Date Added:2020-03-28
Dept Affiliation: PERFORM
1 PERFORM Centre, Concordia University, Montreal, QC, Canada.
2 McGill Centre for Integrative Neuroscience, Montreal Neurological Institute, McGill University, Montreal, QC, Canada.
3 Department of Communications, Concordia University, Montreal, QC, Canada.
4 Armstrong Institute for Interactive Media Studies, Miami University, Oxford, OH, United States.

Description:

Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study.

JMIR Ment Health. 2020 Mar 26;7(3):e12388

Authors: Khalili-Mahani N, Assadi A, Li K, Mirgholami M, Rivard ME, Benali H, Sawchuk K, De Schutter B

Abstract

BACKGROUND: The gamification of digital health provisions for older adults (eg, for rehabilitation) is a growing trend; however, many older adults are not familiar with digital games. This lack of experience could cause stress and thus impede participants' motivations to adopt these technologies.

OBJECTIVE: This crossover longitudinal multifactorial study aimed to examine the interactions between game difficulty, appraisal, cognitive ability, and physiological and cognitive responses that indicate game stress using the Affective Game Planning for Health Applications framework.

METHODS: A total of 18 volunteers (mean age 71 years, SD 4.5; 12 women) completed a three-session study to evaluate different genres of games in increasing order of difficulty (S1-BrainGame, S2-CarRace, and S3-Exergame). Each session included an identical sequence of activities (t1-Baseline, t2-Picture encode, t3-Play, t4-Stroop test, t5-Play, and t6-Picture recall), a repeated sampling of salivary cortisol, and time-tagged ambulatory data from a wrist-worn device. Generalized estimating equations were used to investigate the effect of session×activity or session×activity×cognitive ability on physiology and cognitive performance. Scores derived from the Montreal Cognitive Assessment (MoCA) test were used to define cognitive ability (MoCA-high: MoCA>27, n=11/18). Kruskal-Wallis tests were used to test session or session×group effects on the scores of the postgame appraisal questionnaire.

RESULTS: Session×activity effects were significant on all ambulatory measures (?210>20; P<.001) other than cortisol (P=.37). Compared with S1 and S2, S3 was associated with approximately 10 bpm higher heart rate (P<.001) and approximately 5 muS higher electrodermal activity (P<.001), which were both independent of the movement caused by the exergame. Compared with S1, we measured a moderate but statistically significant drop in the rate of hits in immediate recall and rate of delayed recall in S3. The low-MoCA group did not differ from the high-MoCA group in general characteristics (age, general self-efficacy, and perceived stress) but was more likely to agree with statements such as digital games are too hard to learn. In addition, the low-MoCA group was more likely to dislike the gaming experience and find it useless, uninteresting, and visually more intense (?21>4; P<.04). Group differences in ambulatory signals did not reach statistical significance; however, the rate of cortisol decline with respect to the baseline was significantly larger in the low-MoCA group.

CONCLUSIONS: Our results show that the experience of playing digital games was not stressful for our participants. Comparatively, the neurophysiological effects of exergame were more pronounced in the low-MoCA group, suggesting greater potential of this genre of games for cognitive and physical stimulation by gamified interventions; however, the need for enjoyment of this type of challenging game must be addressed.

PMID: 32213474 [PubMed]





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