Tongue Muscle Training App for Middle-Aged and Older Adults Incorporating Flow-Based Gameplay: Design and Feasibility Pilot Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2025-01-09 DOI:10.2196/53045
Kuan-Chu Su, Ko-Chiu Wu, Kuei-Ru Chou, Chia-Hsu Huang
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Abstract

Background: Complications due to dysphagia are increasingly prevalent among older adults; however, the tediousness and complexity of conventional tongue rehabilitation treatments affect their willingness to rehabilitate. It is unclear whether integrating gameplay into a tongue training app is a feasible approach to rehabilitation.

Objective: Tongue training has been proven helpful for dysphagia treatment. Following the development of a tongue training app, a feasibility trial aimed to identify physiological and psychological factors that affect user and flow experience and explored whether training specialized muscles could produce a flow experience for optimal immersion. We aimed to provide a useful tool for medical rehabilitation so that older adults could retain tongue muscle flexibility.

Methods: After consulting professional nurses, we developed a mobile gaming app for middle-aged and older adults to train their tongue muscles. This pilot study used an image recognition system to detect the tongue movements of 32 healthy middle-aged and older adults (7 males, 21.9%; 25 females, 78.1%) during 3 game training tasks, each requiring different reaction speeds. Their physiological and psychological signals, as well as the results of the Flow State Scale 2 (FSS2) questionnaire, were used for correlation analysis regarding relevant flow experiences to establish and evaluate the feasibility of our method.

Results: Through exploratory factor analyses, a 2-factor (operation and immersion) structure was confirmed to have an adequate model fit (χ²36=448.478; P<.001; Kaiser-Meyer-Olkin=0.757) and internal consistency reliability (Cronbach α=0.802). The slow, medium, and fast levels all significantly affected the FSS2 score for operation (P=.001), the National Aeronautics and Space Administration Task Load Index (P<.001), and flow distance (P<.001). K-means clustering revealed that participants could be further categorized into 3 groups. Through the analysis of changes in the participants' physiological and psychological signals for each given task, Pearson correlation indicated that changes were primarily related to flow distance. For the 12 indicators measured in this study, the low, medium, and high operation groups showed significance in 58% (7/12), 50% (6/12), and 25% (3/12) of the indicators, respectively. Similarly, the low, medium, and high immersion groups had changes in 50% (6/12), 33% (4/12), and 17% (2/12) of indicators, respectively.

Conclusions: Our research supports the further development of a gaming app to aid older adults with tongue muscle training and measure flow using physiological and psychological signals to enhance training accuracy and feasibility. Next, we aim to conduct a randomized pilot trial, improve app functions, offer alternative rehabilitation options, and encourage long-term participation. Future goals include enhancing long-term efficacy, diversifying training modes, and adding a multiuser interactive option for an added challenge.

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结合心流玩法的中老年人舌肌训练应用:设计和可行性试点研究。
背景:吞咽困难引起的并发症在老年人中越来越普遍;然而,传统的舌头康复治疗的繁琐和复杂性影响了他们的康复意愿。目前尚不清楚将游戏玩法整合到舌头训练应用程序中是否是一种可行的康复方法。目的:舌训练已被证明对吞咽困难的治疗有帮助。在开发了一款舌头训练应用程序之后,我们进行了一项可行性试验,旨在确定影响用户和心流体验的生理和心理因素,并探索训练特定肌肉是否可以产生最佳沉浸体验。我们的目标是为医学康复提供一个有用的工具,使老年人可以保持舌肌的灵活性。方法:在咨询专业护士后,我们开发了一款中老年人锻炼舌肌的手机游戏app。本初步研究采用图像识别系统检测32例健康中老年成人(男性7例,占21.9%;25名女性(78.1%)在3个游戏训练任务中,每个任务要求不同的反应速度。利用他们的生理和心理信号,以及流动状态量表2 (FSS2)问卷的结果,对相关的流动体验进行相关性分析,以建立和评估我们方法的可行性。结果:通过探索性因素分析,确定了2因素(操作和浸泡)结构具有足够的模型拟合(χ 2 36=448.478;结论:我们的研究支持进一步开发一款游戏应用程序来帮助老年人进行舌肌训练,并通过生理和心理信号来测量流量,以提高训练的准确性和可行性。接下来,我们的目标是进行随机试点,完善应用程序功能,提供替代康复选择,并鼓励长期参与。未来的目标包括提高长期疗效,多样化的训练模式,并增加一个多用户互动选项,以增加挑战。
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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
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