View clinical trials related to Screen Time.
Filter by:E-sports, which is called video games that are played in a competitive and organized way in a virtual environment, individually or in like teams, continues to increase its popularity by reaching individuals of all ages with the acceleration it has gained to worldwide. The major keys to performance in e-sports, which include games in many different categories; tactical and cognitive abilities that depend on executive functions such as attention, perception, memory, and multitasking. It also requires play skills that include fluent and coordinated movements, such as hand-eye coordination. Therefore, the reaction time among the players plays a decisive role in the performance. The sedentary life-induced physical, mental and spiritual health of the e-sports player who is in front of the screen for a long time is negatively affected, and it is seen that the accuracy in the executive functions of the athlete decreases and results in impulsivity. Physical activity can be considered as a good opportunity for performance, as physical, cognitive and spiritual improvements will contribute positively to the performance of the athlete. Aerobic exercise, which is widely performed today for physical activity, has positive effects on both physical, cognitive and psychosocial aspects. This study was designed as a randomized controlled, single-blind, prospective study to examine the effect of aerobic exercise training on reaction time, neuropsychological parameters and mood in e-sports players playing in university e-sports team.
The goal of this study is to develop an optimized intervention for reducing leisure sedentary screen time (SST) in middle-aged adults with overweight or obesity. Investigators will use the multiphase optimization (MOST) framework to conduct a highly efficient full-factorial experimental study to simultaneously test the main effects for each of three intervention components (LOCKOUT, TEXT, EARN) and their interactions (e.g., TEXT+EARN; LOCKOUT+EARN+TEXT) over 16 weeks.
The aims of this study are as follows: - The primary aim is to investigate the relationship between changes in screen media use with changes in non-sedentary time (time, min/day, spent in activities other than lying and sitting) during leisure (outside nursery) from baseline to 18-month follow-up. - The secondary aim is to investigate the relationship between changes in screen media use and time (min/day) spent in specific daily activities (lying, sitting, moving, standing, walking, and running) and changes in moderate-to-vigorous intensity physical activity during leisure.
The purpose of this randomized controlled trial is to investigate the short-term efficacy of reducing recreational screen-based media use on physical activity patterns, sleep, physiological stress in families at least one child between 6-10 years of age.
The study was to investigate the efficacy of a parental educational program on reducing screen use, and improving sleep quality and psychosocial adaptations in children aged 4-6 years.
Summer vacation is a 3-month window of vulnerability for children from low-income households when health behaviors and academic learning decay. The goal of this project is to collect information on where low-income children go during summer, what they do when they get there, and how their behaviors (physical activity, sedentary, sleep, and diet) differ between the summer (unstructured days) and school year (structured days). This study is 1) significant because it will provide evidence on potential points of intervention that can reduce or reverse the excessive unhealthy weight gains that occur during summer and 2) innovative because it will be the first to identify changes in activity, sedentary, sleep, and dietary behaviors during prolonged and shorter periodic breaks from school and link these behaviors to changes in zBMI over time.