Purpose Adding external focus of attention (EF, focus on the movement effect) may optimize current anterior cruciate ligament (ACL) injury prevention programmes. The purpose of the current study was to investigate the effects of an EF, by a visual stimulus and an internal focus, by a verbal stimulus during unexpected sidestep cutting in female and male athletes and how these effects remained over time. Methods Ninety experienced basketball athletes performed sidestep cutting manoeuvres in three sessions (S1, S2 and S3). In this randomized controlled trial, athletes were allocated to three groups: visual (VIS), verbal (VER) and control (CTRL). Kinematics and kinetics were collected at the time of peak knee frontal plane moment. Results Males in the VIS group showed a larger ver- tical ground reaction force (S1: 25.4 ± 3.1 N/kg, S2: 25.8 ± 2.9 N/kg, S3: 25.2 ± 3.2 N/kg) and knee flexion moments (S1: −3.8 ± 0.9 Nm/kg, S2: −4.0 ± 1.2 Nm/ kg, S3: −3.9 ± 1.3 Nm/kg) compared to the males in the VER and CTRL groups and to the females in the VIS group (p < 0.05). Additionally, the males in the VIS group reduced knee valgus moment and the females in the VER group reduced knee varus moment over time (n.s.). Conclusion Male subjects clearly benefit from visual feedback. Females may need different feedback modes to learn a correct movement pattern. Sex-specific learning preferences may have to be acknowledged in day by day practice. Adding video instruction or feedback to regular training regimens when teaching athletes safe movement patterns and providing individual feedback might target suboptimal long-term results and optimize ACL injury prevention programmes. Level of evidence I.
This qualitative interview study explores the practices of adult female gamers who play the videogame The Sims, focusing on the motivations they have for playing and how playing a video game might influence their digital competence. We address the wider context of leisure and the household, investigating to what extent playing videogames has become domesticated in the daily life of the family. It is found that female gamers play The Sims because they enjoy the particular way it allows them to take control, fantasize, and be challenged. For some, it is clear that playing this video game has increased their digital skills. We notice that there is an interesting similarity between the pleasures of playing this videogame and more traditional ways of female media engagement such as reading women’s magazines or romance novels and watching soap operas. Our gamers similarly enjoy The Sims as leisurely moments for themselves, clearly and intentionally separated from domestic and family duties. We conclude that playing a videogame can be seen as a highly modern and liberating practice, as both playing in general and using ICT have traditionally not been a part of the female leisure domain.
A research theme examining diversity and inclusion in video games, using an intersectional perspective and typically addressing issues related to the representation of gender, race, and LGBTQ+ people, but also touching broader topics such as class, age, geographic privilege, physical and neurodiversity, the (unevenly distributed) impacts of the climate crisis, and other aspects of identity.