Sensing In Exergames for Efficacy and Motion Quality: Scoping Review of Recent Publications.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-11-05 DOI:10.2196/52153
Sebastian Dill, Philipp Niklas Müller, Polona Caserman, Stefan Göbel, Christoph Hoog Antink, Thomas Tregel
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Abstract

Background: Many studies have shown a direct relationship between physical activity and health. It has also been shown that the average fitness level in Western societies is lower than recommended by the World Health Organization. One tool that can be used to increase physical activity for individual people is exergaming, that is, serious games that motivate players to do physical exercises.

Objective: This scoping review of recent studies regarding exergame efficacy aims to evaluate which sensing modalities are used to assess exergame efficacy as well as motion quality. We also analyze how the collected motion sensing data is being leveraged with respect to exergame efficacy and motion quality assessment.

Methods: We conducted 2 extensive and systematic searches of the ACM Digital Library and the PubMed database, as well as a single search of the IEEE Xplore database, all according to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) statement. Overall, 343 studies were assessed for eligibility by the following criteria: The study should be peer-reviewed; the year of publication should be between 2015 and 2023; the study should be available in English or German; the study evaluates the efficacy of at least 1 exergame; sensor data is recorded during the study and is used for evaluation; and the study is sufficiently described to extract information on the exergames, sensors, metrics, and results.

Results: We found 67 eligible studies, which we analyzed with regard to sensor usage for both efficacy evaluation and motion analysis. Overall, heart rate (HR) was the most commonly used vital sign to evaluate efficacy (n=52), while the Microsoft Kinect was the most commonly used exergame sensor (n=26). The results of the analysis show that the sensors used in the exergames and the sensors used in the evaluation are, in most cases, mutually exclusive, with motion quality rarely being considered as a metric.

Conclusions: The lack of motion quality assessment is identified as a problem both for the studies and the exergames themselves since incorrectly executed motions can reduce an exergame's effectiveness and increase the risk of injury. Here we propose how to use the same sensors both as input for the exergame and to assess motion quality by presenting recent developments in motion recognition and sensing.

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感应体外游戏的功效和运动质量:近期出版物范围综述。
背景:许多研究表明,体育锻炼与健康有直接关系。研究还表明,西方社会的平均体能水平低于世界卫生组织的建议水平。外联网游戏是一种可用于增加个人体育锻炼的工具,即激励玩家进行体育锻炼的严肃游戏:本研究对近期有关外联网游戏功效的研究进行了范围界定,旨在评估哪些传感模式可用于评估外联网游戏的功效以及运动质量。我们还分析了如何将收集到的运动传感数据用于外部游戏功效和运动质量评估:我们对 ACM 数字图书馆和 PubMed 数据库进行了两次广泛而系统的检索,并对 IEEE Xplore 数据库进行了一次检索,所有检索均符合 PRISMA(系统综述和元分析首选报告项目)声明。根据以下标准对 343 项研究进行了资格评估:研究应经过同行评审;发表年份应在 2015 年至 2023 年之间;研究应使用英语或德语;研究至少评估了一种外显子游戏的功效;研究期间记录了传感器数据并用于评估;研究描述充分,可提取有关外显子游戏、传感器、指标和结果的信息:我们找到了 67 项符合条件的研究,并对这些研究进行了分析,其中包括使用传感器进行功效评估和运动分析。总体而言,心率(HR)是最常用的疗效评估生命体征(人数=52),而微软Kinect是最常用的外显子游戏传感器(人数=26)。分析结果表明,在大多数情况下,外显子游戏中使用的传感器和评估中使用的传感器是相互排斥的,运动质量很少被视为一项指标:结论:缺乏动作质量评估被认为是研究和外部游戏本身的一个问题,因为错误的动作会降低外部游戏的效果并增加受伤的风险。在这里,我们通过介绍运动识别和传感领域的最新发展,提出了如何将相同的传感器既用作外部游戏的输入,又用作运动质量评估。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
期刊最新文献
Correction: Effects of Virtual Reality Therapy for Patients With Breast Cancer During Chemotherapy: Randomized Controlled Trial. Risk Perception and Knowledge Following a Social Game-Based Tobacco Prevention Program for Adolescents: Pilot Randomized Comparative Trial. Sensing In Exergames for Efficacy and Motion Quality: Scoping Review of Recent Publications. Interprofessional Team Training With Virtual Reality: Acceptance, Learning Outcome, and Feasibility Evaluation Study. Home-Based, Low-Intensity, Gamification-Based, Interactive Physical-Cognitive Training for Older Adults Using the ADDIE Model: Design, Development, and Evaluation of User Experience.
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