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Epidemiology of Sports-Related Injuries and Associated Risk Factors in Adolescent Athletes: An Injury Surveillance.青少年运动员运动相关损伤及相关危险因素的流行病学:损伤监测。
Int J Environ Res Public Health. 2021 May 2;18(9):4857. doi: 10.3390/ijerph18094857.
3
Effects of a Mental Warmup on the Workout Readiness and Stress of College Student Exercisers.心理热身对大学生锻炼者运动准备状态及压力的影响
J Funct Morphol Kinesiol. 2019 Jun 28;4(3):42. doi: 10.3390/jfmk4030042.
4
Training Load and Injury: Causal Pathways and Future Directions.训练负荷与损伤:因果关系途径与未来方向。
Sports Med. 2021 Jun;51(6):1137-1150. doi: 10.1007/s40279-020-01413-6. Epub 2021 Jan 5.
5
Gamification as an approach to improve resilience and reduce attrition in mobile mental health interventions: A randomized controlled trial.游戏化作为一种提高移动心理健康干预韧性和降低流失率的方法:一项随机对照试验。
PLoS One. 2020 Sep 2;15(9):e0237220. doi: 10.1371/journal.pone.0237220. eCollection 2020.
6
Epidemiology of all-complaint injuries in youth basketball.青少年篮球运动中所有抱怨伤害的流行病学研究。
Scand J Med Sci Sports. 2020 Dec;30(12):2466-2476. doi: 10.1111/sms.13813. Epub 2020 Sep 13.
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Epidemiology of Injuries Sustained in Boys' High School Contact and Collision Sports, 2008-2009 Through 2012-2013.2008 - 2009年至2012 - 2013年期间男高中生接触性和碰撞性运动中受伤情况的流行病学研究
Orthop J Sports Med. 2020 Feb 25;8(2):2325967120903699. doi: 10.1177/2325967120903699. eCollection 2020 Feb.
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International Olympic Committee Consensus Statement: Methods for Recording and Reporting of Epidemiological Data on Injury and Illness in Sports 2020 (Including the STROBE Extension for Sports Injury and Illness Surveillance (STROBE-SIIS)).国际奥委会共识声明:2020年体育损伤和疾病流行病学数据记录与报告方法(包括体育损伤和疾病监测的加强流行病学观察性研究报告规范扩展版(STROBE-SIIS))
Orthop J Sports Med. 2020 Feb 18;8(2):2325967120902908. doi: 10.1177/2325967120902908. eCollection 2020 Feb.
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基于应用程序的低强度心理干预游戏化预防青少年运动员运动损伤:综述及若干指导原则。

Gamifying App-Based Low-Intensity Psychological Interventions to Prevent Sports Injuries in Young Athletes: A Review and Some Guidelines.

机构信息

Department of Biological and Health Psychology, Universidad Autonoma Madrid, 28049 Madrid, Spain.

Department of Personality, Assessment and Psychological Treatments, University of Murcia, 30100 Murcia, Spain.

出版信息

Int J Environ Res Public Health. 2021 Dec 9;18(24):12997. doi: 10.3390/ijerph182412997.

DOI:10.3390/ijerph182412997
PMID:34948607
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8702088/
Abstract

Sports injuries have become a real health concern. Particularly noticeable is the increasing number of severe sports injuries among young people. Sports injury (SI) is a multifactorial event where many internal and external, proximal and remote factors play a role in a recursive way, including physical and psychological variables. Accordingly, many voices expressing the need of tackling that and several prevention programs have arisen. Nevertheless, different barriers and limitations prevent a wide extension of well-controlled programs, closely monitored by highly specialized professionals in ordinary sports grass-root organizations. These have helped flourishing different low intensity (LI)-interventions and e-Health apps focusing on both physical warmup, training and fitness, and mental skills aimed at reducing athlete's vulnerability to SIs. This kind of intervention usually uses self-administered techniques and/or non-specialized staff that can effectively monitoring the program. In fact, LI-interventions have shown to be effective coping with different health and psychological issues. However, these interventions face an important challenge: the lack of engagement people usually show. The current paper proposes how gamification can contribute to the engagement to such interventions. Based on the mechanics-dynamics-aesthetics framework to analyze game design, the paper suggests a set of guidelines app- and web-LI interventions aimed at preventing SIs should include to foster motivation and reduce attrition.

摘要

运动损伤已成为一个真正的健康关注点。尤其值得注意的是,年轻人中严重运动损伤的数量不断增加。运动损伤(SI)是一个多因素事件,许多内部和外部、近端和远程因素以递归的方式发挥作用,包括身体和心理变量。因此,许多声音表达了应对这一问题的需求,并出现了几个预防计划。然而,不同的障碍和限制阻止了经过良好控制的计划在普通体育基层组织中得到广泛推广,这些计划由高度专业化的专业人员密切监测。这些计划有助于开展不同强度较低(LI)的干预和电子健康应用,重点关注身体热身、训练和健身以及旨在降低运动员易受 SI 影响的心理技能。这种干预通常使用自我管理技术和/或非专业人员,他们可以有效地监测该计划。事实上,LI 干预已被证明在应对不同的健康和心理问题方面是有效的。然而,这些干预措施面临着一个重要的挑战:人们通常表现出缺乏参与度。本文提出了游戏化如何有助于提高对这些干预措施的参与度。基于分析游戏设计的机制-动态-美学框架,本文提出了一套应用程序和网络 LI 干预指南,旨在促进动机并减少流失率。