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Effects of Virtual Nature Embodiment on Compassion, Empathy, Nature Connectedness, and Symptom Burden in Patients With Psychosis or Depression: An Explorative Clinical Study. 虚拟自然体现对精神病或抑郁症患者同情、共情、自然联系和症状负担的影响:一项探索性临床研究
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-03-24 DOI: 10.2196/74337
Alva Lütt, Kristina Lütgens, Christiane Montag, Stefan Gutwinski, Georg Felix Reuth, Steve Nebel, Felix Bermpohl, Pia Spangenberger
<p><strong>Background: </strong>Nature experiences may have a positive impact on mental health. Innovative alternatives, such as immersive virtual reality (iVR), can have similar effects. In previous studies on embodying a tree in virtual reality, connectedness to nature has been induced in healthy participants and shown to be influenced by compassion. Compassion and empathy, however, can be altered in psychiatric disorders, leading to impaired relationships with fellow human beings. The potential effect of nature experiences in iVR on compassion, empathy, and nature connectedness in mental health disorders has not yet been investigated.</p><p><strong>Objective: </strong>This study aims to examine the development of nature connectedness, compassion, empathy, and individual symptom load in patients with depression (n=20), schizophrenia (n=20), and healthy controls (n=20), measured pre and post 1 session of virtual embodying a rainforest tree.</p><p><strong>Methods: </strong>We conducted an explorative clinical trial, comparing 3 groups (depression, schizophrenia, and healthy control), using repeated measures ANOVA and multiple regression analysis. Effect sizes (η<sub>p</sub><sup>2</sup>) and 95% CIs were reported where applicable. We assessed the impact of iVR-exposure on nature connectedness, empathy, compassion, individual symptoms, spirituality, cybersickness, presence, and virtual body ownership. Electrodermal activity was measured to capture physiological correlates of emotional arousal.</p><p><strong>Results: </strong>Individual symptom load decreased significantly through the experience of embodying a growing tree in iVR in both patient groups (F<sub>1,38</sub>=40.93, η<sub>p</sub><sup>2</sup>=0.52, 95% CI 0.29-0.67; P<.001). All groups benefited equally from the iVR experience regarding a change in nature connectedness (F<sub>1,57</sub>=100.12, η<sub>p</sub><sup>2</sup>=0.637, 95% CI 0.48-0.74; P<.001) and compassion (F<sub>1,57</sub>=12.86, η<sub>p</sub><sup>2</sup>=0.18, 95% CI 0.04-0.36; P<.001). The change in empathy did not differ significantly between the 3 groups. The analysis of electrodermal activity during iVR showed significantly higher nonspecific skin conductance response numbers than at the beginning of the iVR (2-tailed t<sub>53</sub>=4.40, mean difference=2.38, 95% CI 1.30-3.46; P<.001). Changes in compassion were predicted by spirituality (β=-0.35, 2-tailed t<sub>59</sub>=-2.89, η<sub>p</sub><sup>2</sup>=0.13, 95% CI 0.01-0.30; P=.005) and virtual body ownership (β=0.29, 2-tailed t<sub>59</sub>=2.15, η<sub>p</sub><sup>2</sup>=0.08, 95% CI 0.00-0.23; P=.04) but not by the feeling of presence.</p><p><strong>Conclusions: </strong>Our results indicate that virtually embodying a tree seems to have a positive effect on individual symptoms. Patients with depression and schizophrenia were able to receive an iVR-based intervention and benefited from the experience. Our results provide a deeper understanding of the phenomenon of vir
背景:自然体验可能对心理健康有积极影响。创新的替代方案,如沉浸式虚拟现实(iVR),也能产生类似的效果。在之前关于在虚拟现实中体现一棵树的研究中,健康的参与者被诱导与自然的联系,并被证明受到同情心的影响。然而,在精神疾病中,同情心和同理心可能会改变,从而导致与他人的关系受损。iVR中的自然体验对精神健康障碍患者的同情、共情和自然联系的潜在影响尚未被调查。目的:本研究旨在探讨抑郁症患者(n=20)、精神分裂症患者(n=20)和健康对照(n=20)在虚拟雨林树具象1次前后的自然连通性、同情心、共情和个体症状负荷的发展。方法:采用探索性临床试验,对3组(抑郁症、精神分裂症和健康对照组)进行比较,采用重复测量方差分析和多元回归分析。适用时报告了效应量(η - p2)和95% ci。我们评估了ivr暴露对自然连通性、同理心、同情心、个体症状、灵性、网络病、存在感和虚拟身体所有权的影响。测量皮肤电活动是为了捕捉情绪唤起的生理关联。结果:两组患者通过在iVR中体现一棵正在生长的树的体验显著降低了个体症状负荷(F1,38=40.93, ηp2=0.52, 95% CI 0.29-0.67; P1,57=100.12, ηp2=0.637, 95% CI 0.48-0.74; P1,57=12.86, ηp2=0.18, 95% CI 0.04-0.36; P53=4.40,平均差异=2.38,95% CI 1.30-3.46; P59=-2.89, ηp2=0.13, 95% CI 0.01-0.30; P= 0.005)和虚拟身体拥有(β=0.29,双尾t59=2.15, ηp2=0.08, 95% CI 0.00-0.23, P= 0.04),但没有通过存在感来降低个体症状负荷。结论:我们的研究结果表明,虚拟树似乎对个体症状有积极的影响。抑郁症和精神分裂症患者能够接受基于ivr的干预,并从中受益。我们的研究结果提供了对自然的虚拟身体所有权现象的更深入的理解,这是iVR的一个特定功能,从而为未来针对精神健康障碍患者的创新身体心理治疗干预奠定了基础。试验注册:ClinicalTrials.gov NCT06446856;https://tinyurl.com/nhjar26p。
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引用次数: 0
The Effects of Dance-Based Exergaming on Mental Rotation, General Motor Coordination, and Math Achievement in Adolescent Students: Nonrandomized Controlled Pilot Study. 舞蹈练习对青少年学生心理旋转、一般运动协调和数学成绩的影响:非随机对照先导研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-03-19 DOI: 10.2196/82610
Patrick Fargier, Valérian Cece, Vanessa Lentillon-Kaestner, Cédric Roure
<p><strong>Background: </strong>Exergaming can promote adolescent health by encouraging repetition of game-related tasks, potentially contributing to academic success by developing motor and cognitive skills. Studies have highlighted the influence of exergaming on motor skill learning but have not clarified its effects on general motor coordination. Other studies suggest that exergames may influence math success, particularly with nonmathematical, dance-based exergames, possibly through mental rotation or general motor coordination training. However, the influence of a single exergaming sequence on these abilities and on math achievement in the same participants has not been studied.</p><p><strong>Objective: </strong>This study aimed to determine whether nonmathematical dance-based exergaming (DEx) improves mental rotation, general motor coordination, and math achievement in adolescent students.</p><p><strong>Methods: </strong>An experimental group (EG: 15 girls and 15 boys; mean age 14.0, SD 0.7 years) and a control group (CG: 14 boys and 12 girls; mean age 14.2, SD 0.9 years), with no contraindications to physical activity or special educational needs, participated in this nonrandomized controlled study. EG performed DEx involving varied locomotion and interlimb coordination, while CG performed precision ball-throwing exergaming (TEx), requiring catching and throwing. Only DEx involved mental rotation; neither of the two involved mathematical content. Both consisted of 5 weekly 45-minute sessions, implemented using the Lü platform. A pretest-posttest design compared effects on (1) a mental rotation test, (2) locomotion and sprint tests, and (3) quantity comparison plus simple and complex addition and multiplication tests. Each session led to noninstrumented observation, and sessions 3 and 5 included instrumented tracking of physical activity and situational interest.</p><p><strong>Results: </strong>Monitoring of the sequences highlighted a significant between-group difference in triggered situational interest in session 5 (multivariate analysis of variance: F<sub>1,54</sub>=9.15; P=.004; η<sub>p</sub><sup>2</sup>=0.14). This variable was added as a covariate in the analyses of covariance (ANCOVAs), with generalized linear model approach performed further. ANCOVA results showed an advantage for EG over CG in terms of mental rotation (F<sub>1,52</sub>=6.17; P=.02; η<sub>p</sub><sup>2</sup>=0.11), number of correct simple additions (F<sub>1,52</sub>=8.26; P=.006; η<sub>p</sub><sup>2</sup>=0.14), and error rate in complex addition (F<sub>1,52</sub>=8.40; P=.005; η<sub>p</sub><sup>2</sup>=0.14). No other significant results were found.</p><p><strong>Conclusions: </strong>This study helps clarify the previously unexplored influence of the same exergaming sequence on mental rotation and math skills by showing the positive influence of DEx on mental rotation and only on calculations involving mental rotation, according to the literature. Further resear
背景:游戏可以通过鼓励重复游戏相关任务来促进青少年健康,通过发展运动和认知技能,潜在地促进学业成功。研究强调了运动游戏对运动技能学习的影响,但尚未阐明运动游戏对一般运动协调的影响。其他研究表明,练习游戏可能会影响数学成绩,特别是非数学的、以舞蹈为基础的练习游戏,可能是通过心理旋转或一般运动协调训练。然而,单一游戏序列对这些能力和数学成绩的影响还没有被研究过。目的:本研究旨在确定非数学舞蹈练习(DEx)是否能改善青少年学生的心理旋转、一般运动协调和数学成绩。方法:实验组(15名女孩和15名男孩,平均年龄14.0岁,SD 0.7岁)和对照组(14名男孩和12名女孩,平均年龄14.2岁,SD 0.9岁),无体育活动禁忌症或特殊教育需求,参加本非随机对照研究。EG进行的DEx包括各种运动和肢体间协调,而CG进行的是精确投球练习(TEx),需要接球和投球。只有DEx涉及心理旋转;两者都不涉及数学内容。两者都包括每周5次45分钟的会议,使用Lü平台实施。采用前测后测设计比较(1)心理旋转测验、(2)运动和冲刺测验、(3)数量比较和简单和复杂的加法和乘法测验的效果。每一阶段都进行非仪器观察,第三和第五阶段包括仪器跟踪身体活动和情境兴趣。结果:对序列的监测突出了在第5阶段触发情境兴趣的组间显著差异(多变量方差分析:F1,54=9.15; P= 0.004; ηp2=0.14)。在协方差分析(ANCOVAs)中加入该变量作为协变量,进一步采用广义线性模型方法。ANCOVA结果显示,EG在心理旋转(F1,52=6.17; P= 0.02; ηp2=0.11)、正确的简单加法数(F1,52=8.26; P= 0.006; ηp2=0.14)和复杂加法错误率(F1,52=8.40; P= 0.005; ηp2=0.14)方面优于CG。没有发现其他显著的结果。结论:根据文献,本研究通过显示DEx对心理旋转的积极影响,并且仅对涉及心理旋转的计算有积极影响,帮助阐明了先前未被探索的相同游戏序列对心理旋转和数学技能的影响。需要对练习进行进一步的研究,以澄清这种计算能力的提高是否与心理旋转训练本身有关,并可能因一般运动协调能力的发展而被放大。然而,该研究鼓励考虑将游戏整合到学校的主动学习方法中。
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引用次数: 0
Game Elements in Military Trauma Care Education: Systematic Review. 军事创伤护理教育中的游戏元素:系统回顾。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-03-17 DOI: 10.2196/79163
Natalia Stathakarou, Andrzej A Kononowicz, Maxine G Harjani, Cara Swain, Klas Karlgren
<p><strong>Background: </strong>Game elements may inform the design of both simulations and games. However, evidence on how individual game elements inform the design of military trauma training simulations and their educational purpose remains limited.</p><p><strong>Objective: </strong>This systematic review aimed to examine which game elements are used in the design of educational simulations for military trauma management, how they are implemented, for what purpose, and what outcomes are reported related to the game elements.</p><p><strong>Methods: </strong>This is a systematic review conducted in accordance with PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. We included qualitative, quantitative, mixed methods, and design studies describing simulation-based training for military trauma management that incorporated game elements. Studies focusing solely on assessment, noninteractive interventions, or psychological trauma were excluded. Searches were conducted in Medline (Ovid), PubMed, IEEE Xplore, ERIC, Web of Science, ACM Digital Library, and CINAHL from inception to October 14, 2025, identifying 2487 records. Screening and data extraction were performed independently by 2 reviewers. Methodological quality was assessed using the Medical Education Research Study Quality Instrument (MERSQI) and the Côté and Turgeon grid. Results were synthesized using qualitative thematic synthesis.</p><p><strong>Results: </strong>Forty-two studies published between 1986 and 2025 were included. Most studies were conducted in the United States and included a wide range of simulation modalities and learner populations. Sixteen game elements were identified, with narrative, sensation, imposed choice, time pressure, and scoring being most prevalent. The thematic synthesis identified multiple categories describing how these game elements were implemented. Justifications for the use of game elements were rarely provided; when present, they were primarily linked to realism, emotional engagement, adaptive learning, and feedback. Elements such as badges and competition were seldom used. No study explicitly linked individual game elements to specific educational outcomes. This review is constrained by heterogeneity across studies, an imperfect fit of quality appraisal tools for some study types, and the possibility of missed studies due to search vocabulary limitations.</p><p><strong>Conclusions: </strong>This systematic review is innovative in providing the first comprehensive synthesis of how game elements are used in military trauma simulations. Unlike previous reviews, it explicitly focuses on the pedagogical purposes of these elements. It offers an overview of the prevalence of game elements in military trauma care education and synthesizes the pedagogical rationales for their use. The lack of studies explicitly linking individual game elements to learning outcomes highlights the need for more intentional research and transp
背景:游戏元素可能会影响模拟和游戏的设计。然而,关于单个游戏元素如何影响军事创伤训练模拟的设计及其教育目的的证据仍然有限。目的:本系统综述旨在检查在军事创伤管理的教育模拟设计中使用了哪些游戏元素,它们是如何实现的,目的是什么,以及与游戏元素相关的报告结果是什么。方法:这是一项按照PRISMA(系统评价和荟萃分析的首选报告项目)指南进行的系统评价。我们包括定性、定量、混合方法和设计研究,描述了结合游戏元素的军事创伤管理模拟训练。仅关注评估、非互动干预或心理创伤的研究被排除在外。从成立到2025年10月14日,在Medline (Ovid)、PubMed、IEEE explore、ERIC、Web of Science、ACM Digital Library和CINAHL中进行了检索,确定了2487条记录。筛选和数据提取由2名审稿人独立完成。采用医学教育研究质量工具(MERSQI)和Côté和Turgeon网格评估方法学质量。采用定性专题综合方法对结果进行综合。结果:纳入了1986年至2025年间发表的42项研究。大多数研究是在美国进行的,包括广泛的模拟模式和学习者群体。共确定了16个游戏元素,其中叙事、感觉、强制选择、时间压力和得分最为普遍。主题综合确定了描述如何执行这些游戏元素的多个类别。他们很少提供使用游戏元素的理由;当出现时,它们主要与现实主义、情感投入、适应性学习和反馈有关。徽章和比赛等元素很少被使用。没有研究明确地将个别游戏元素与特定的教育结果联系起来。本综述受到研究的异质性、某些研究类型的质量评估工具的不完美拟合以及由于搜索词汇限制而可能遗漏研究的限制。结论:这篇系统性综述的创新之处在于首次全面综合了游戏元素在军事创伤模拟中的应用。与以前的评论不同,它明确地关注这些元素的教学目的。它概述了游戏元素在军事创伤护理教育中的流行,并综合了其使用的教学原理。缺乏明确地将单个游戏元素与学习结果联系起来的研究突出了更有针对性的研究和透明报告的必要性。未来的研究应该将游戏化视为一系列有针对性的设计选择,而不是单一的总体策略,并探索如何在军事创伤训练中有效地利用其动机维度。国际注册报告标识符(irrid): RR2-10.2196/45969。
{"title":"Game Elements in Military Trauma Care Education: Systematic Review.","authors":"Natalia Stathakarou, Andrzej A Kononowicz, Maxine G Harjani, Cara Swain, Klas Karlgren","doi":"10.2196/79163","DOIUrl":"https://doi.org/10.2196/79163","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Game elements may inform the design of both simulations and games. However, evidence on how individual game elements inform the design of military trauma training simulations and their educational purpose remains limited.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This systematic review aimed to examine which game elements are used in the design of educational simulations for military trauma management, how they are implemented, for what purpose, and what outcomes are reported related to the game elements.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;This is a systematic review conducted in accordance with PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. We included qualitative, quantitative, mixed methods, and design studies describing simulation-based training for military trauma management that incorporated game elements. Studies focusing solely on assessment, noninteractive interventions, or psychological trauma were excluded. Searches were conducted in Medline (Ovid), PubMed, IEEE Xplore, ERIC, Web of Science, ACM Digital Library, and CINAHL from inception to October 14, 2025, identifying 2487 records. Screening and data extraction were performed independently by 2 reviewers. Methodological quality was assessed using the Medical Education Research Study Quality Instrument (MERSQI) and the Côté and Turgeon grid. Results were synthesized using qualitative thematic synthesis.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Forty-two studies published between 1986 and 2025 were included. Most studies were conducted in the United States and included a wide range of simulation modalities and learner populations. Sixteen game elements were identified, with narrative, sensation, imposed choice, time pressure, and scoring being most prevalent. The thematic synthesis identified multiple categories describing how these game elements were implemented. Justifications for the use of game elements were rarely provided; when present, they were primarily linked to realism, emotional engagement, adaptive learning, and feedback. Elements such as badges and competition were seldom used. No study explicitly linked individual game elements to specific educational outcomes. This review is constrained by heterogeneity across studies, an imperfect fit of quality appraisal tools for some study types, and the possibility of missed studies due to search vocabulary limitations.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;This systematic review is innovative in providing the first comprehensive synthesis of how game elements are used in military trauma simulations. Unlike previous reviews, it explicitly focuses on the pedagogical purposes of these elements. It offers an overview of the prevalence of game elements in military trauma care education and synthesizes the pedagogical rationales for their use. The lack of studies explicitly linking individual game elements to learning outcomes highlights the need for more intentional research and transp","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"14 ","pages":"e79163"},"PeriodicalIF":4.1,"publicationDate":"2026-03-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147473767","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Development of a Novel Dietary Assessment Method Using Gamification Concepts: Exploratory and Application Study. 基于游戏化概念的新型膳食评估方法的开发:探索与应用研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-03-13 DOI: 10.2196/72387
Yulin Zhang, Tianwu Lin, Yuefeng Tan, Xiaojin Shi, Yucheng Yang, Haibing Yang, Xiaona Na, Junhan Zhang, Ai Zhao

Background: Childhood and adolescent malnutrition, encompassing undernutrition and overnutrition, poses significant global health challenges, necessitating comprehensive dietary assessment tools. Existing dietary assessment methods, such as 24-hour dietary recalls (24HR), often fail to capture eating behaviors and food preferences.

Objective: This study aims to compare a newly developed gamified dietary assessment tool (GDA) with a traditional 24HR and to explore its applicability in assessing dietary behavior tendencies among children and adolescents.

Methods: A 2-phase study was designed, including an exploratory and an application study. The exploratory study included 30 school-aged participants, comparing the GDA with the 3-day 24HR. Nutrient and food intakes were analyzed using Pearson or Spearman correlation coefficients and Bland-Altman plots. The application study, conducted among 1541 adolescents (11-18 y), assessed dietary intake and eating behavior tendencies. Differences in dietary intake across age, gender, socioeconomic status, and weight status were analyzed using the Kruskal-Wallis rank sum test. Multiple linear regression models were used to examine the associations of dietary intakes with emotional eating and with dining environment tendencies, respectively.

Results: In the exploratory study (n=30), the GDA demonstrated moderate agreement with 24HR for energy (r=0.46, P=.01) and carbohydrates (r=0.50, P=.005). Bland-Altman plots indicated good agreement for energy and carbohydrate intake between methods (mean differences around 0). For fat intake, although the mean difference was close to 0, the correlation was not statistically significant. In contrast, the GDA substantially overestimated protein intake (mean difference around 25 g). In the application study (n=1541), higher emotional eating scores were associated with higher snack consumption (β=0.438, 95% CI 0.035-0.840), and with lower protein (β=-0.159, 95% CI -0.267 to -0.052), fruit (β=-0.464, 95% CI -0.854 to -0.073), and nut consumption (β=-0.183, 95% CI -0.304 to -0.062). Participants who chose solitary screen eating consumed significantly more carbohydrates than those who selected "eat with peers" (β=4.2, 95% CI 1.2-7.1).

Conclusions: This study demonstrates that the GDA effectively captures both dietary intake and contextual eating behaviors in young populations, providing data distinct from traditional methods, such as 24HR. As a complementary assessment approach, it offers valuable insights into food preferences and eating patterns through its interactive design.

背景:儿童和青少年营养不良,包括营养不足和营养过剩,构成了重大的全球健康挑战,需要全面的饮食评估工具。现有的饮食评估方法,如24小时饮食回顾(24HR),往往无法捕捉饮食行为和食物偏好。目的:将新开发的游戏化膳食评估工具(GDA)与传统的24HR进行比较,探讨其在儿童青少年膳食行为倾向评估中的适用性。方法:设计两期研究,包括探索性研究和应用研究。探索性研究包括30名学龄参与者,将GDA与3天24HR进行比较。采用Pearson或Spearman相关系数和Bland-Altman图分析营养和食物摄入量。该应用研究在1541名青少年(11-18岁)中进行,评估了饮食摄入量和饮食行为倾向。使用Kruskal-Wallis秩和检验分析饮食摄入量在年龄、性别、社会经济地位和体重状况方面的差异。采用多元线性回归模型分别考察了饮食摄入量与情绪饮食和用餐环境倾向的关系。结果:在探索性研究(n=30)中,GDA与能量(r=0.46, P= 0.01)和碳水化合物(r=0.50, P= 0.005)的24HR表现出中度一致。Bland-Altman图显示了不同方法之间能量和碳水化合物摄入量的良好一致性(平均差异约为0)。对于脂肪摄入量,虽然平均差异接近于0,但相关性没有统计学意义。相比之下,GDA大大高估了蛋白质摄入量(平均差异约为25克)。在应用研究中(n=1541),较高的情绪化饮食得分与较高的零食摄入量(β=0.438, 95% CI 0.035-0.840)、较低的蛋白质摄入量(β=-0.159, 95% CI -0.267至-0.052)、水果摄入量(β=-0.464, 95% CI -0.854至-0.073)和坚果摄入量(β=-0.183, 95% CI -0.304至-0.062)相关。选择单独屏幕进食的参与者比选择“与同伴一起进食”的参与者消耗的碳水化合物明显更多(β=4.2, 95% CI 1.2-7.1)。结论:本研究表明,GDA有效地捕获了年轻人群的膳食摄入量和情境饮食行为,提供了不同于传统方法(如24HR)的数据。作为一种互补的评估方法,它通过其交互设计提供了对食物偏好和饮食模式的有价值的见解。
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引用次数: 0
Correction: Children's Improvement After Language and Rhythm Training With the Digital Medical Device Poppins for Dyslexia: Single-Arm Intervention Study. 校正:使用数字医疗设备Poppins进行语言和节奏训练后儿童阅读障碍的改善:单臂干预研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-03-12 DOI: 10.2196/93737
Charline Grossard, Melanie Descamps, Hugues Pellerin, François Vonthron, David Cohen

[This corrects the article DOI: 10.2196/76435.].

[更正文章DOI: 10.2196/76435]。
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引用次数: 0
Feasibility and User Experience of Immersive Virtual Reality-Based Rehabilitation in Patients With Stroke: Single-Arm Pretest-Posttest Pilot Study. 基于沉浸式虚拟现实的脑卒中患者康复的可行性和用户体验:单臂前测后测先导研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-03-11 DOI: 10.2196/79584
Sara Arlati, Marta Mondellini, Isabella Martinelli, Eleonora Guanziroli, Mauro Rossini, Marco Sacco, Franco Molteni
<p><strong>Background: </strong>Immersive virtual reality (VR) is promising in stroke rehabilitation; it is believed to promote motivation and intervention adherence among patients. However, existing work often lacks a structured assessment of user experience over a longer period of time.</p><p><strong>Objective: </strong>This study aimed to assess the feasibility, user experience, and preliminary effectiveness of a VR-based rehabilitation program designed for patients with stroke to train upper limb and cognitive functions.</p><p><strong>Methods: </strong>Thirty-two chronic (n=19, 59%) or postacute (n=13, 41%) patients with stroke (mean age 60, SD 11 years) were enrolled. All participants performed 4 weeks of training, performing exercises in the Virtual Supermarket for Stroke (VSS). The VSS is an ecological VR-based application allowing customization of difficulty to make the task of "doing the shopping" more challenging throughout the sessions. Subjective outcomes were assessed after the first and last sessions. Clinical scales were administered at baseline and at the end of the treatment.</p><p><strong>Results: </strong>Of 32 participants, 31 (97%) completed the training. Flow (median 4.56, IQR 3.94-4.72; 5-point scale), sense of presence (Spatial Presence: median 3.44, IQR 12.85-3.85; Engagement: median 3.79, IQR 3.26-4.191; Naturalness: median 3.60, IQR 3.20-4.40; all 5-point scales), and affective state-related variables (Positive and Negative Affect Schedule; Positive Affect: median 4.60, IQR 4.00-5.00; Negative Affect: median 1, IQR 1.00-1.00) were satisfactory after the first session. Perceived ease of use was rated as very high (median 6.75, IQR 6.00-7.00; 7-point scale). No severe symptoms of cybersickness were recorded (Simulator Sickness Questionnaire [SSQ-TS]: median 11.22, IQR 0-20.57). At the end of the intervention, no significant differences were recorded in any subjective variable. Regarding clinical outcomes, significant improvements were recorded in balance (Berg Balance Scale pre: median 30, IQR 14.00-45.75; post: median 33.5, IQR 17.00-47.00; P=.02), upper limb motor functions (Motricity Index pre: median 45, IQR 15.25-69.00; post: median 46, IQR 32.00-77.00; P=.02; Box and Block pre: median 0, IQR 0-11.5; post: median 0, IQR 0-28; P=.005), and functional mobility (Time Up and Go pre: median 18, IQR 13.25-34.50; post: median 14, IQR 9.00-26.00; P=.005). No significant differences were recorded for general cognitive abilities (Mini-Mental State Examination pre: median 27, IQR 25-28; post: median 28, IQR 26-29), spasticity, and pain (visual analog scale pre: median 0, IQR 0-3.5; post: median 0, IQR 0-2).</p><p><strong>Conclusions: </strong>The study showed the preliminary feasibility of a rehabilitation program using the VSS. It addressed the essential topic of assessing VR-based rehabilitation user experience throughout the entire training period, shedding light on the features that can contribute to an optimal psychologica
背景:沉浸式虚拟现实(VR)在脑卒中康复中具有广阔的应用前景;它被认为可以促进患者的动机和干预依从性。然而,现有的工作往往缺乏对长期用户体验的结构化评估。目的:本研究旨在评估基于vr的脑卒中患者上肢和认知功能训练方案的可行性、用户体验和初步效果。方法:纳入32例慢性(n=19, 59%)或急性后(n=13, 41%)脑卒中患者(平均年龄60岁,SD 11岁)。所有参与者都进行了为期4周的训练,在中风虚拟超市(VSS)中进行锻炼。VSS是一个基于生态vr的应用程序,允许定制难度,使“购物”任务在整个会话中更具挑战性。在第一次和最后一次治疗后评估主观结果。临床量表在基线和治疗结束时进行。结果:32名参与者中,31名(97%)完成了培训。流(中位数4.56,IQR 3.94-4.72; 5分制),存在感(空间存在:中位数3.44,IQR 12.85-3.85;参与度:中位数3.79,IQR 3.26-4.191;自然度:中位数3.60,IQR 3.20-4.40;所有5分制)和情感状态相关变量(积极和消极影响计划;积极影响:中位数4.60,IQR 4.00-5.00;消极影响:中位数1,IQR 1.00-1.00)在第一次会议后令人满意。感知易用性被评为非常高(中位数为6.75,IQR为6.00-7.00;7分制)。无严重晕机症状(模拟晕机问卷[SSQ-TS]:中位数11.22,IQR 0-20.57)。在干预结束时,没有任何主观变量记录显著差异。关于临床结果,在平衡(Berg平衡量表前:中位数30,IQR 14.00-45.75;后:中位数33.5,IQR 17.00-47.00, P= 0.02)、上肢运动功能(运动指数前:中位数45,IQR 15.25-69.00;后:中位数46,IQR 32.00-77.00, P= 0.02; Box和Block前:中位数0,IQR 0-11.5;后:中位数0,IQR 0-28, P= 0.005)和功能活动(Time Up和Go前:中位数18,IQR 13.25-34.50;后:中位数14,IQR 9.00-26.00, P= 0.005)方面均有显著改善。一般认知能力(简易精神状态检查前:中位数27,IQR 25-28;后:中位数28,IQR 26-29)、痉挛和疼痛(视觉模拟量表前:中位数0,IQR 0-3.5;后:中位数0,IQR 0-2)无显著差异。结论:该研究显示了使用VSS进行康复计划的初步可行性。它解决了在整个训练期间评估基于vr的康复用户体验的基本主题,揭示了可以促进最佳心理体验的特征。临床结果表明,VSS促进了神经可塑性,记录的改善可以转化为日常活动中有意义的功能增益。需要对更大样本和更严重残疾患者进行进一步的研究来证实这些结果。
{"title":"Feasibility and User Experience of Immersive Virtual Reality-Based Rehabilitation in Patients With Stroke: Single-Arm Pretest-Posttest Pilot Study.","authors":"Sara Arlati, Marta Mondellini, Isabella Martinelli, Eleonora Guanziroli, Mauro Rossini, Marco Sacco, Franco Molteni","doi":"10.2196/79584","DOIUrl":"10.2196/79584","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Immersive virtual reality (VR) is promising in stroke rehabilitation; it is believed to promote motivation and intervention adherence among patients. However, existing work often lacks a structured assessment of user experience over a longer period of time.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to assess the feasibility, user experience, and preliminary effectiveness of a VR-based rehabilitation program designed for patients with stroke to train upper limb and cognitive functions.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;Thirty-two chronic (n=19, 59%) or postacute (n=13, 41%) patients with stroke (mean age 60, SD 11 years) were enrolled. All participants performed 4 weeks of training, performing exercises in the Virtual Supermarket for Stroke (VSS). The VSS is an ecological VR-based application allowing customization of difficulty to make the task of \"doing the shopping\" more challenging throughout the sessions. Subjective outcomes were assessed after the first and last sessions. Clinical scales were administered at baseline and at the end of the treatment.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Of 32 participants, 31 (97%) completed the training. Flow (median 4.56, IQR 3.94-4.72; 5-point scale), sense of presence (Spatial Presence: median 3.44, IQR 12.85-3.85; Engagement: median 3.79, IQR 3.26-4.191; Naturalness: median 3.60, IQR 3.20-4.40; all 5-point scales), and affective state-related variables (Positive and Negative Affect Schedule; Positive Affect: median 4.60, IQR 4.00-5.00; Negative Affect: median 1, IQR 1.00-1.00) were satisfactory after the first session. Perceived ease of use was rated as very high (median 6.75, IQR 6.00-7.00; 7-point scale). No severe symptoms of cybersickness were recorded (Simulator Sickness Questionnaire [SSQ-TS]: median 11.22, IQR 0-20.57). At the end of the intervention, no significant differences were recorded in any subjective variable. Regarding clinical outcomes, significant improvements were recorded in balance (Berg Balance Scale pre: median 30, IQR 14.00-45.75; post: median 33.5, IQR 17.00-47.00; P=.02), upper limb motor functions (Motricity Index pre: median 45, IQR 15.25-69.00; post: median 46, IQR 32.00-77.00; P=.02; Box and Block pre: median 0, IQR 0-11.5; post: median 0, IQR 0-28; P=.005), and functional mobility (Time Up and Go pre: median 18, IQR 13.25-34.50; post: median 14, IQR 9.00-26.00; P=.005). No significant differences were recorded for general cognitive abilities (Mini-Mental State Examination pre: median 27, IQR 25-28; post: median 28, IQR 26-29), spasticity, and pain (visual analog scale pre: median 0, IQR 0-3.5; post: median 0, IQR 0-2).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;The study showed the preliminary feasibility of a rehabilitation program using the VSS. It addressed the essential topic of assessing VR-based rehabilitation user experience throughout the entire training period, shedding light on the features that can contribute to an optimal psychologica","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"14 ","pages":"e79584"},"PeriodicalIF":4.1,"publicationDate":"2026-03-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12978540/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147432947","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Home-Based Immersive Virtual Reality to Improve Motor Performance in Children and Adolescents With Developmental Coordination Disorder: Crossover Study. 基于家庭的沉浸式虚拟现实改善儿童和青少年发育性协调障碍的运动表现:交叉研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-03-10 DOI: 10.2196/84995
Mohammed Alharbi, David Harris, Helen Dodd, Greg Wood, Gavin Buckingham
<p><strong>Background: </strong>Children with developmental coordination disorder (DCD) experience motor difficulties that limit daily activities and reduce physical activity enjoyment. Immersive virtual reality (VR) offers the potential for feedback-rich movement practice, but evidence for these effects in DCD remains limited.</p><p><strong>Objective: </strong>This study aims to investigate the effects of an immersive VR rhythm game compared to tablet-based gameplay within a home-based setting on motor performance, enjoyment, and motivation in children and adolescents with DCD.</p><p><strong>Methods: </strong>This crossover study included 27 participants (21 boys and 6 girls) aged 10 to 16 years with DCD who completed 2 home-based interventions, each delivered over 5 consecutive days: VR gameplay using Beat Saber (Beat Games) and tablet-based gameplay using Cut the Rope (ZeptoLab). Participants were recruited in England using convenience sampling via social media; eligible participants were aged 10 to 16 years, met research criteria for DCD based on a Developmental Coordination Disorder Questionnaire screening, and had no alternative neurological or musculoskeletal diagnosis. Each condition required at least 30 minutes of daily gameplay and was separated by a 2-week or more washout period. Motor performance was assessed pre- and postintervention using the Movement Assessment Battery for Children, Third Edition (MABC-3) and the Box and Block Test. Enjoyment was measured pre- and postintervention using the Physical Activity Enjoyment Scale. Participants also rated their motivation and feelings during each gameplay session. Repeated-measures ANOVAs and paired-samples 2-tailed t tests (α=.05) were used to examine the data.</p><p><strong>Results: </strong>For MABC-3 domains, condition × time interactions were nonsignificant, although exploratory within-condition analyses showed pre-post improvements in the VR condition. For the Box and Block Test, condition × time interactions were significant for both hands, with a greater degree of pre-post improvement in VR than tablet-based gameplay. In the VR condition, mean block transfer increased for the dominant hand (ΔM 5.93, 95% CI 3.49-8.36; t26=-4.99; P<.001; Cohen d=0.96) and the nondominant hand (ΔM 5.11, 95% CI 2.65-7.57; t26=-4.27; P<.001; Cohen d=0.82), whereas no significant changes were observed in the tablet condition (all P≥.36). VR gameplay also yielded higher enjoyment, and children reported higher motivation and feeling ratings across VR sessions than tablet sessions.</p><p><strong>Conclusions: </strong>This study, in contrast to most of the existing literature on nonimmersive technologies, examined the effect of a home-based immersive VR rhythm game intervention for children and adolescents with DCD. This study provides early evidence that this VR rhythm game was engaging and may support greater short-term improvements in motor performance than tablet gameplay. These findings suggest home-ba
背景:患有发育性协调障碍(DCD)的儿童会经历运动障碍,这限制了他们的日常活动,减少了他们享受体育活动的乐趣。沉浸式虚拟现实(VR)为反馈丰富的运动实践提供了潜力,但在DCD中这些效果的证据仍然有限。目的:本研究旨在调查沉浸式VR节奏游戏与基于平板电脑的家庭游戏对患有DCD的儿童和青少年的运动表现、享受和动机的影响。方法:这项交叉研究包括27名参与者(21名男孩和6名女孩),年龄在10至16岁之间,患有DCD,他们完成了2项基于家庭的干预,每次干预持续5天:使用Beat Saber (Beat Games)的VR游戏和使用Cut the Rope (ZeptoLab)的平板电脑游戏。参与者在英国通过社交媒体进行方便抽样;符合条件的参与者年龄在10至16岁之间,符合基于发育协调障碍问卷筛查的DCD研究标准,并且没有其他神经或肌肉骨骼诊断。每个条件都需要每天至少30分钟的游戏时间,并间隔2周或更长时间的洗脱期。采用儿童运动评估量表第三版(MABC-3)和盒块测试评估干预前后的运动表现。使用身体活动享受量表测量干预前后的享受程度。参与者还评估了他们在每次游戏过程中的动机和感受。采用重复测量方差分析和配对样本双尾t检验(α= 0.05)。结果:对于MABC-3结构域,条件与时间的相互作用不显著,尽管探索性条件内分析显示VR条件的前后改善。在盒子和方块测试中,条件×时间的互动对双手来说都很重要,VR比基于平板电脑的游戏玩法有更大程度的事前改进。在VR条件下,优势手的平均块转移增加(ΔM 5.93, 95% CI 3.49-8.36; t26=-4.99; p)结论:与大多数关于非沉浸式技术的现有文献相比,本研究考察了基于家庭的沉浸式VR节奏游戏干预对儿童和青少年DCD的影响。这项研究提供了早期证据,表明这种VR节奏游戏很吸引人,可能比平板电脑游戏更能在短期内改善运动表现。这些发现表明,基于家庭的沉浸式VR节奏游戏可能是儿童康复的实用辅助手段,可以增加运动练习和动力,尽管需要更大规模、更长期的试验来确认临床影响,并确定哪些游戏功能可以推动这种益处。
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引用次数: 0
The Mechanism and Design Principles of Serious Games in Enhancing Adolescents' Internet Adaptability. 严肃游戏增强青少年网络适应性的机制与设计原则
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-03-09 DOI: 10.2196/82505
Shijie Gao, Min Jia, Weijun Wang, Jianping Hu, Shihao Ma

Unlabelled: Adolescents' internet adaptability (IA) is crucial for their online behavior and mental health. Serious games (SGs), as an emerging educational tool, hold promise for enhancing this adaptability through engaging, goal-oriented learning. Yet, direct evidence in this area remains limited. This viewpoint aims to clarify the mechanisms through which SGs enhance adolescents' IA and to derive corresponding design principles that can inform educational practice and game development. Drawing on insights from both Chinese and international studies, this study adopts a cross-contextual perspective to explore how SGs can foster IA in varied educational environments. Beyond synthesizing existing findings, this viewpoint provides an integrated account of why IA is essential in contemporary digital life and how SGs can support its development. It proposes a 3-stage framework, illustrating how contextualized design, real-time feedback, and dynamic tasks promote experiential learning, self-regulation, and the transfer of online skills. Based on this framework, the study further articulates 6 core design principles: clear goal definition, interaction diversity, contextual authenticity, immediate, scaffolding and explanatory feedback, a dynamically adaptive learning environment, and safety-by-design for digital well-being. These principles translate the core characteristics and mechanisms of SGs into actionable guidance for developing effective IA interventions. By synthesizing theoretical insights with practical considerations, this viewpoint highlights how SGs can serve as accessible and scalable tools to support adolescents in navigating increasingly complex digital environments. Together, these insights provide practical implications for educators, curriculum designers, and digital game developers seeking to foster adolescents' safe, responsible, and adaptive engagement in online environments.

青少年的网络适应性(IA)对他们的网络行为和心理健康至关重要。严肃游戏作为一种新兴的教育工具,有望通过吸引人的、目标导向的学习来增强这种适应性。然而,这方面的直接证据仍然有限。这一观点旨在阐明SGs增强青少年IA的机制,并推导出相应的设计原则,为教育实践和游戏开发提供信息。本研究借鉴国内外研究的见解,采用跨语境的视角来探讨SGs如何在不同的教育环境中培养IA。除了综合现有的研究结果之外,这一观点还提供了一个综合的解释,说明为什么人工智能在当代数字生活中是必不可少的,以及人工智能如何支持其发展。它提出了一个三阶段的框架,说明了情境化设计、实时反馈和动态任务如何促进体验式学习、自我调节和在线技能的转移。基于这一框架,该研究进一步阐明了6个核心设计原则:明确的目标定义、互动多样性、情境真实性、即时、脚手架和解释性反馈、动态适应的学习环境,以及数字福祉的安全设计。这些原则将SGs的核心特征和机制转化为制定有效IA干预措施的可操作指导。通过将理论见解与实际考虑相结合,这一观点强调了SGs如何成为可访问和可扩展的工具,以支持青少年在日益复杂的数字环境中导航。总之,这些见解为教育工作者、课程设计师和数字游戏开发者提供了实际意义,他们希望培养青少年在网络环境中的安全、负责任和适应性参与。
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引用次数: 0
Longitudinal Association Between Internet Gaming Disorder and School Refusal Among Adolescents Using a Random Intercept Cross-Lagged Panel Model: Three-Wave Prospective Cohort Study. 使用随机截距交叉滞后面板模型的青少年网络游戏障碍与拒绝学习的纵向关联:三波前瞻性队列研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-03-04 DOI: 10.2196/89619
Peng Zheng, Zi Tao, Luoxiang Fang, Tao Yao, Lingling Zhou, Yutian Wang, Yuannan Lin
<p><strong>Background: </strong>Internet gaming disorder (IGD) and school refusal are increasingly prevalent during adolescence, yet limited research has examined how they influence each other over time. Moreover, it is unclear whether the association differs by sex.</p><p><strong>Objective: </strong>This study aimed to investigate the within-person longitudinal associations between school refusal and IGD and potential sex differences in these associations among Chinese adolescent gamers.</p><p><strong>Methods: </strong>A 3-wave prospective cohort longitudinal study was conducted among students from 4 middle schools in Zhejiang Province, China. Adolescents who had played online games in the past 12 months were involved. Participants were recruited using convenience sampling. Data were collected at 6-month intervals: time 1 (T1, March 2024), time 2 (T2, September 2024), and time 3 (T3, March 2025). A total of 918 Chinese adolescents (n=609, 66.3% male; mean 13.55, SD 0.75) participated in the 3-wave survey. IGD and school refusal were assessed using the 9-item DSM-5 (Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition) IGD checklist and the School Refusal Assessment Scale-Revised. A random intercept cross-lagged panel model and multigroup analyses were conducted.</p><p><strong>Results: </strong>All statistical tests were 2-tailed with α=.05. The random intercept cross-lagged panel model demonstrated good fit to the data (χ²5=16.02; comparative fit index 0.970; root mean square error of approximation 0.035). Cross-lagged effects indicated a reciprocal association between school refusal and IGD. School refusal predicted later IGD (T1→T2: β=.06, 95% CI .02-.08; P=.02 and T2→T3: β=.06, 95% CI .02-.08; P=.02), and IGD predicted subsequent school refusal (T1→T2: β=.12, 95% CI .09-.15; P<.001 and T2→T3: β=.13, 95% CI .08-.16; P<.001). Multigroup analyses revealed significant sex differences. Wald tests showed sex-specific effects: among females, school refusal predicted later IGD (T1→T2: β=.10, 95% CI .05-.15; P=.006 and T2→T3: β=.11, 95% CI .04-.17; P=.004), whereas these paths were nonsignificant for males. IGD predicted later school refusal in both sexes, but the effect was stronger for males (T1→T2: β=.15, 95% CI .12-.18; P<.001 and T2→T3: β=.15, 95% CI .12-.18; P<.001) than females (T1→T2: β=.07, 95% CI .03-.10; P=.02 and T2→T3: β=.07, 95% CI .03-.10; P=.02).</p><p><strong>Conclusions: </strong>This study provides novel insights into the reciprocal within-person associations between school refusal and IGD among adolescents. By accounting for stable between-person differences, the model clarifies how within-person fluctuations in one behavior relate to subsequent changes in the other. Sex-specific patterns were observed: school refusal predicted subsequent IGD among females, whereas IGD predicted later school refusal more strongly among males. These findings highlight the dynamic interplay between school disengagement and problematic
背景:网络游戏障碍(IGD)和拒绝上学在青少年中越来越普遍,但有限的研究调查了它们是如何随着时间的推移相互影响的。此外,还不清楚这种关联是否因性别而异。目的:本研究旨在探讨中国青少年游戏玩家拒绝入学与IGD之间的纵向关联,以及这些关联中潜在的性别差异。方法:对浙江省4所中学的学生进行三波前瞻性队列纵向研究。在过去12个月内玩过网络游戏的青少年也参与其中。参与者采用方便抽样方式招募。每6个月收集一次数据:时间1 (T1, 2024年3月),时间2 (T2, 2024年9月),时间3 (T3, 2025年3月)。共有918名中国青少年(n=609, 66.3%为男性,平均13.55,标准差0.75)参加了三波调查。使用DSM-5(精神障碍诊断与统计手册,第五版)IGD检查表和拒绝入学评估量表-修订版进行IGD和拒绝入学评估。随机截距交叉滞后面板模型和多组分析。结果:所有统计学检验均为双尾,α= 0.05。随机截距交叉滞后面板模型与数据拟合良好(χ²5=16.02;比较拟合指数0.970;近似均方根误差0.035)。交叉滞后效应表明拒绝入学和IGD之间存在相互关联。拒绝上学预测后来的IGD (T1→T2: β= 0.06, 95% CI 0.02 - 0.08; P= 0.02和T2→T3: β= 0.06, 95% CI 0.02 - 0.08; P= 0.02), IGD预测随后的拒绝上学(T1→T2: β= 0.12, 95% CI 0.09 - 0.15; P)结论:本研究为青少年拒绝上学和IGD之间的相互关系提供了新的见解。通过考虑稳定的人与人之间的差异,该模型阐明了一种行为的个人波动与另一种行为的后续变化之间的关系。性别特异性模式被观察到:拒绝上学预测女性随后的IGD,而IGD预测男性后来的拒绝上学更强烈。这些发现强调了学校脱离与问题游戏之间的动态相互作用,并强调了性别敏感干预策略的重要性。
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引用次数: 0
Design and Iterative Development of Serious Exergames for Children With Autism Spectrum Disorder: Formative Multiple-Case Pilot Study. 自闭症谱系障碍儿童严重游戏的设计与迭代开发:形成性多案例先导研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-03-02 DOI: 10.2196/77727
Won Kim, Minwoo Seong, SeungJun Kim
<p><strong>Background: </strong>Children with autism spectrum disorder (ASD) exhibit cognitive, motor, and social difficulties that affect engagement, causing developmental delays, behavioral challenges, and obesity-interrelated concerns in daily functioning and well-being. Although interactive interventions have incorporated physical activity, they often rely on limited physical involvement and lack iterative, expert-informed design, as built on pre-existing game frameworks. Physical activity is often operationalized as constrained input (eg, gestures or in-place actions) rather than exertion-intensive, whole-body exercise, and design guidance for adapting exercise content under ASD-oriented safety and cognitive-sensory constraints remains limited. These limitations highlight the need for exergames that promote sustained, full-body participation aligned with developmental goals, motivating formative, co-design with expertise and initial field testing in this population.</p><p><strong>Objective: </strong>We aim to iteratively design exercise-based serious games (SGs) for children with ASD through a structured, expert-informed co-design process involving 21 professionals across special education, adapted physical education, and human-computer interaction, and to examine feasibility and use contexts through an exploratory multiple-case pilot study.</p><p><strong>Methods: </strong>We derived serious exergames using 4 design methods-stakeholder interview, concept mapping, creative matrix, and visualize the vote. Two exergames-"Fruit Sorting Run" and "Hazard Avoiding Ride"-were developed, integrating full-body running and cycling movements into goal-directed tasks under ASD-oriented constraints. We conducted a multiple-case pilot with 3 children with ASD. During gameplay, caregivers labeled engagement using a binary input interface, and we conducted postsession caregiver interviews to capture complementary observations.</p><p><strong>Results: </strong>Engagement in both exergames tended to increase over normalized time. Generalized estimating equations with a logit link and an autoregressive working correlation of order 1 (AR1), including participant indicators, showed a statistically significant association between normalized time and engagement in Fruit Sorting Run (per 0.1 increase: β=0.48; odds ratio 1.62, 95% CI 1.09-2.38; P=.02) and Hazard Avoiding Ride (per 0.1 increase: β=0.66; odds ratio 1.93, 95% CI 1.04-3.60, P=.04). Caregiver interviews reinforced these findings, reporting increased attention, motivation, and enjoyment across both activities.</p><p><strong>Conclusions: </strong>The findings support the applicability of an expert-informed design approach and the viability of the resulting exergames, integrating goal-directed physical activity, virtual agent-based prompting, and stakeholder-informed considerations such as motor-cognitive alignment, interactive scaffolding, and support for daily living skills. Distinct from prior SG approache
背景:患有自闭症谱系障碍(ASD)的儿童表现出影响参与的认知、运动和社交困难,导致发育迟缓、行为挑战以及与肥胖相关的日常功能和福祉问题。尽管互动式干预包含了身体活动,但它们往往依赖于有限的身体参与,缺乏基于已有游戏框架的迭代、专家指导的设计。身体活动通常被操作为受限的输入(例如手势或原地动作),而不是运动密集型的全身运动,在面向自闭症的安全和认知感官约束下适应运动内容的设计指导仍然有限。这些限制突出了对运动游戏的需求,即促进持续的,符合发展目标的全身参与,激励形成性,与专业知识和初始现场测试的共同设计。目的:我们的目标是通过一个结构化的、专家知情的共同设计过程,为自闭症儿童设计基于练习的严肃游戏(SGs),该过程涉及特殊教育、适应性体育和人机交互领域的21名专业人士,并通过一项探索性的多案例试点研究来检验可行性和使用背景。方法:我们采用4种设计方法——利益相关者访谈、概念映射、创意矩阵和可视化投票,推导出严肃的游戏。开发了两个运动游戏——“水果分拣跑”和“避险骑行”,在面向自闭症的约束下,将全身跑步和骑行运动整合到目标导向的任务中。我们对3名自闭症儿童进行了多病例试验。在游戏过程中,照顾者使用二进制输入界面标记参与度,我们在游戏结束后对照顾者进行访谈,以获取补充观察结果。结果:这两款游戏的用户粘性都会随着时间的推移而增加。包括参与者指标在内的具有logit链接和1阶自回归工作相关(AR1)的广义估计方程显示,标准化时间与参与水果分拣跑(每增加0.1:β=0.48;比值比1.62,95% CI 1.09-2.38; P= 0.02)和避险骑行(每增加0.1:β=0.66;比值比1.93,95% CI 1.04-3.60, P= 0.04)之间存在统计学显著关联。对护理人员的访谈强化了这些发现,报告称两种活动的注意力、动力和乐趣都有所增加。结论:研究结果支持专家知情设计方法的适用性和由此产生的游戏的可行性,整合了目标导向的身体活动,基于虚拟代理的提示,以及利益相关者知情的考虑,如运动-认知对齐,交互式脚手架和对日常生活技能的支持。与之前的SG方法不同的是,该方法通过离散的手势或原地互动来操作身体活动,而提议的运动游戏在结构化的游戏玩法中嵌入了持续的、运动密集型的全身运动。在这个探索性的多案例试点中,参与轨迹倾向于随着时间的推移而增加。这些初步的观察结果为一个可测试的假设提供了初步的基础,即运动强度大的全身SGs与基于虚拟代理的提示可能随着时间的推移而增加参与,值得在更大的样本中进行进一步的研究,并应用于教育和治疗环境。
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