People Depends On Their Biological Clock.
The body's biological clock may give West Coast pro football teams an edge over East Coast teams during gloaming games, a immature study suggests. Researchers analyzed more than 100 National Football League games played between 1970 and 2011 that started after 8 PM Eastern space and confused West Coast against East Coast teams. They compared these to almost 300 daytime games involving the same match-ups.
The West Coast teams had a bigger edge over East Coast teams during tenebriousness games, according to the study in the December 2013 issue of the journal Sleep. "Over the years 40 years, even after accounting for the quality of the teams, West Coast NFL teams have had a significant athletic conduct advantage over East Coast teams when playing games starting after 8 PM Eastern time," advanced position author and sleep medicine physician Dr Roger Smith said in a documentation news release.
Showing posts with label games. Show all posts
Showing posts with label games. Show all posts
Sunday, 5 January 2020
Friday, 7 October 2016
The Degree Of Harmfulness Of Video Games For Adolescent Health
The Degree Of Harmfulness Of Video Games For Adolescent Health.
Most teens who place video games don't lowering into unhealthy behaviors, but an "addicted" minority may be more odds-on to smoke, use drugs, fight or become depressed, a new Yale University enquiry suggests. The findings add to the large and often conflicting body of research on the effects of gaming on children, distinctively its link to aggressive behavior. However, this study focused on the association of gaming with certain health behaviors, and is one of the first to examine problem gaming.
And "The study suggests that, in and of itself, gaming does not appear to be precarious to kids," said study author Rani Desai, an buddy professor of psychiatry and public health at the Yale University School of Medicine. "We found nearly no association between gaming and negative health behaviors, particularly in boys. However, a trivial but not insignificant proportion of kids find themselves unable to control their gaming. That's cause for concern because that unfitness is associated with a lot of other problem behaviors".
The study was published Nov 15, 2010 in the online print run of Pediatrics. Using data from an anonymous survey of more than 4000 public high school students in Connecticut, captivated from a separate Yale study published in 2008, the Yale team analyzed the ascendancy of teen gaming in general, "problematic gaming," and the health behaviors associated with both.
Problem gaming was characterized as having three outstanding symptoms: Trying and failing to cut back on play, mood an irresistible urge to play, and experiencing tension that only play could relieve. How many hours teens in fact spent thumbing their game consoles wasn't included in the definition of difficulty gaming. "Frequency is not a determining factor". While problem gamers may in fact spend more hours at play, the symbol of problem gaming is the inability to resist the impulse.
Most teens who place video games don't lowering into unhealthy behaviors, but an "addicted" minority may be more odds-on to smoke, use drugs, fight or become depressed, a new Yale University enquiry suggests. The findings add to the large and often conflicting body of research on the effects of gaming on children, distinctively its link to aggressive behavior. However, this study focused on the association of gaming with certain health behaviors, and is one of the first to examine problem gaming.
And "The study suggests that, in and of itself, gaming does not appear to be precarious to kids," said study author Rani Desai, an buddy professor of psychiatry and public health at the Yale University School of Medicine. "We found nearly no association between gaming and negative health behaviors, particularly in boys. However, a trivial but not insignificant proportion of kids find themselves unable to control their gaming. That's cause for concern because that unfitness is associated with a lot of other problem behaviors".
The study was published Nov 15, 2010 in the online print run of Pediatrics. Using data from an anonymous survey of more than 4000 public high school students in Connecticut, captivated from a separate Yale study published in 2008, the Yale team analyzed the ascendancy of teen gaming in general, "problematic gaming," and the health behaviors associated with both.
Problem gaming was characterized as having three outstanding symptoms: Trying and failing to cut back on play, mood an irresistible urge to play, and experiencing tension that only play could relieve. How many hours teens in fact spent thumbing their game consoles wasn't included in the definition of difficulty gaming. "Frequency is not a determining factor". While problem gamers may in fact spend more hours at play, the symbol of problem gaming is the inability to resist the impulse.
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