Cognitive control is the most fundamental psychological function that underlies the execution of many other psychological functions. A mobile game application could be a useful strategy to evaluate cognitive control in the groups of children and adolescents. Although a serious game that is based on gamification would be an optimal platform for the administration of behavioral and clinical assessments of children and adolescents, most studies on gamification have been conducted among adults and older adults than among children and adolescents. This study aimed to assess cognitive control using a mobile game that used gamification and compared the results to those from traditional neuropsychological tests for children and adolescents. In order to address this objective, this study used a serious game, namely, "CoCon," which was developed to assess cognitive control in children and adolescents. This study included 100 participants from a community sample (mean age = 11.75 years, ranged from 9 to 16 years, SD = 1.40 years; Male = 59(59%), Female = 41(41%)). The analyses interrogated the relationships among various game behaviors scores of CoCon, the standardized neuropsychological tests (K-WISC-IV, CTT, and Stroop), and selfreporting executive function difficulty questionnaire. As results, a mobile game applicationbased assessment proved to be a reliable and valid measure of the cognitive control in children and adolescents. The index scores from the CoCon were significantly related to various cognitive control functions and differentiated between the high and low cognitive control groups. Specifically, even though the participants completed the mobile game 'CoCon' in their natural habitats, the CoCon scores were comparable to the measures from standard neuropsychological tests. In conclusion, the present findings suggest that mobile games that use advanced technology and sophisticated psychological strategies can serve as a new and expanded platform for the administration of psychological assessments.
[Purpose] This study aimed to examine the effects of muscle fatigue on skin sensation by
looking at changes in two-point discrimination (2PD) after inducing muscle fatigue.
[Subjects] Thirty-four young and healthy adults with no pathological symptoms (17 males;
17 females) participated in this study. [Methods] Continuous isometric contraction was
applied to the upper and lower extremities with an intensity of 50% of the maximal muscle
strength to trigger muscle fatigue, and then the 2PD test was conducted on the 3 cm medial
area of the elbow and 5 cm area of the knee bone. [Results] After muscle fatigue was
induced, the 2PD distance significantly increased in the upper and lower extremities of
both males and females. Before triggering muscle fatigue, the 2PD distance was longer in
males than females, but after causing muscle fatigue, there was no difference between
males and females. The increase in 2PD distance after the experiment was more significant
in females than males. [Conclusion] Muscle fatigue has an effect of reducing the skin’s
sensory faculty by increasing the 2PD distance in the skin. There is a difference in the
response of the skin according to body area and gender; therefore, caution is needed to
avoid triggering fatigue during exercise.
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