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The Positive Effect of Video-Game Play on College Students' Anxiety and Depression Symptoms During the COVID-19 Pandemic Shelter-in-Place Lockdowns: Mixed Methods Study. 视频游戏对新冠肺炎居家隔离期间大学生焦虑抑郁症状的积极影响:混合方法研究
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-05-30 DOI: 10.2196/58857
Fengbin Hu, Zixue Tai, Jianping Liu
<p><strong>Background: </strong>A growing body of research has examined the connection between video game play and relief from anxiety and depressive symptoms during the COVID-19 pandemic years. However, evidence has been limited in dissecting the role of video games in moderating personal health outcomes such as anxiety and depression. This research aimed to provide insights into this area by investigating Chinese college students living under difficult conditions during the COVID-19 pandemic shelter-in-place lockdowns.</p><p><strong>Objective: </strong>This study investigated the effect of video games on mental disorders among Chinese college students during the COVID-19 pandemic shelter-in-place lockdown mandates.</p><p><strong>Methods: </strong>A mixed methods approach was adopted. The quantitative portion included a cross-sectional survey of a national sample of 2818 (n=1396, 49.54% male vs n=1422, 50.46% female) college students from 8 provinces spanning 16 geographic regions during the extended COVID-19 pandemic lockdowns in late 2021 and early 2022. The qualitative portion encompassed 17 semistructured in-depth interviews of (9/17, 53% female vs 8/17, 47% male) students on their experiences, perceptions, and evaluations of playing video games during the lockdowns. Anxiety symptoms were measured using the 7-item self-administered Generalized Anxiety Disorder scale, while depression was assessed with the 9-item Patient Health Questionnaire scale. Multiple regression analyses were used to examine whether demographic variables (ie, sex and year in college), modality and content of play, and play time accounted for the outcomes of anxiety and depression. ANOVA tests were performed on overall playtime and the prelockdown-to-lockdown period change in game time on the severity of anxiety and depression symptoms. Thematic analysis of qualitative data provided additional perspectives on gaming dynamics in relation to anxiety and depression.</p><p><strong>Results: </strong>No significant sex effect was detected in video game play outcomes for anxiety or depression. At the level of the study population, a significant difference between gamers and nongamers was observed to moderate anxiety (t<sub>2816</sub>=-0.42, P=.02) but not depression (t<sub>2816</sub>=-0.12, P=.60) symptoms, controlling for the effect of sex. Playing more online games, spending more time gaming, and an increase in play time were linked to heightened anxiety and depression symptoms. Conversely, playing with friends was connected to lowered anxiety (β=-0.05, P=.04) and depression (β=-0.08, P=.003) scores.</p><p><strong>Conclusions: </strong>The buffer effects of video games may be strongest among routine players with moderate to low anxiety and depression symptoms, while excessive gaming, as shown in the overall amount of game time as well as the prelockdown-to-lockdown period increase in game time, may have detrimental consequences among those struggling with high anxiety and dep
背景:在COVID-19大流行期间,越来越多的研究调查了电子游戏与缓解焦虑和抑郁症状之间的联系。然而,在剖析电子游戏在缓解个人健康结果(如焦虑和抑郁)方面的作用方面,证据有限。本研究旨在通过调查在新冠肺炎疫情期间生活在困难条件下的中国大学生,为这一领域提供见解。目的:研究电子游戏对新冠肺炎疫情防控期间中国大学生精神障碍的影响。方法:采用混合方法。定量部分包括在2021年底和2022年初延长的COVID-19大流行封锁期间,对来自16个地理区域8个省份的2818名大学生(n=1396,男性49.54% vs n=1422,女性50.46%)的全国样本进行横断面调查。定性部分包括17个半结构化的深度访谈(9/17,53%的女性vs 8/17, 47%的男性),关于他们在封锁期间玩电子游戏的经历、看法和评估。焦虑症状采用7项自我管理的广泛性焦虑障碍量表进行测量,而抑郁则采用9项患者健康问卷量表进行评估。多元回归分析用于检验人口统计学变量(即性别和大学年级)、游戏方式和内容以及游戏时间是否与焦虑和抑郁的结果有关。对总体游戏时间和封锁前至封锁期间游戏时间变化对焦虑和抑郁症状严重程度的影响进行方差分析。对定性数据的专题分析为游戏动态与焦虑和抑郁的关系提供了额外的视角。结果:在焦虑或抑郁的视频游戏结果中没有发现显著的性别影响。在研究人群水平上,游戏玩家和非游戏玩家在中度焦虑(t2816=-0.42, P= 0.02)症状上存在显著差异,但在控制性别影响的情况下,抑郁症状(t2816=-0.12, P= 0.60)没有显著差异。玩更多的网络游戏,花更多的时间玩游戏,以及游戏时间的增加与焦虑和抑郁症状的加剧有关。相反,与朋友一起玩与降低焦虑(β=-0.05, P=.04)和抑郁(β=-0.08, P=.003)得分有关。结论:电子游戏的缓冲作用可能在中低度焦虑和抑郁症状的常规玩家中最强,而过度游戏(游戏邦注:表现在游戏时间的总量以及游戏时间在封锁前到封锁期间的增加)可能对高度焦虑和抑郁的玩家产生不利影响。社交游戏是减轻焦虑和抑郁倾向的有效机制。未来的研究应该着眼于游戏内容和模式,以及危机期间电子游戏粘性的长期影响。
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引用次数: 0
The Impact of Gamified Interventions on the Management of Chronic Obstructive Pulmonary Disease: Systematic Literature Review. 游戏化干预对慢性阻塞性肺疾病管理的影响:系统文献综述。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-05-30 DOI: 10.2196/69510
Jinsong Chen, Tingzhong Yang, Qilian He, Mingli Pang, Ying Cao, Zheng Liu, Linfei Li, Hsing-I Liu, Christopher Bullen

Background: Chronic obstructive pulmonary disease (COPD) requires consistent sustained management, including regular physical activity, pulmonary rehabilitation, and self-care adherence. Despite strong clinical guidelines, patient engagement remains a major challenge, leading to suboptimal disease control and increased health care use. Gamified interventions have emerged as potential tools to improve adherence, motivation, and outcomes in chronic disease management. However, their effectiveness and implementation in COPD remain underexplored.

Objective: This review synthesizes current evidence on gamified interventions for COPD management to evaluate their effectiveness, focusing on patient engagement, physical outcomes, and quality of life.

Methods: We conducted a systematic search in PubMed, Scopus, Web of Science, Embase, IEEE Xplore, Cochrane Library, and China National Knowledge Infrastructure for studies published from January 2014 to October 2024. Only original studies involving trials (both randomized controlled trials [RCTs] and non-RCTs), intervention studies, feasibility studies, cross-sectional surveys, or qualitative studies were included.

Results: A total of 29 studies met the inclusion criteria: 11 (38%) RCTs; 7 (24%) pilot studies; 5 (17%) observational studies (including qualitative studies); and 6 (21%) other studies using gamified technologies such as virtual reality, exergames, and mobile apps. Compared to nongamified methods, gamified interventions provided an engaging, home-based alternative for COPD management, supporting long-term rehabilitation. Gamification features such as real-time feedback, adaptive challenges, and personalized goals increased patient adherence and motivation, with high engagement seen in virtual reality and exergame-based interventions, and showed notable improvements in COPD management, enhancing exercise tolerance, self-management, and symptom control. However, most of the studies (22/29, 76%) were of short duration, with small sample sizes.

Conclusions: Gamified COPD management tools offer flexibility and empower patients to self-manage their condition, potentially reducing the need for clinic visits. Gamified interventions show promise in COPD management, although current studies have methodological limitations. Future research should focus on conducting larger trials to assess the sustained impact of gamified interventions on COPD outcomes; developing culturally relevant adaptations to enhance the global applicability of these interventions; and collaborating with patients, clinicians, and game developers to make the interventions more engaging and effective.

背景:慢性阻塞性肺疾病(COPD)需要持续的管理,包括规律的身体活动、肺部康复和自我保健依从性。尽管有强有力的临床指导方针,但患者参与仍然是一个主要挑战,导致疾病控制不佳和卫生保健使用增加。游戏化干预已成为改善慢性疾病管理依从性、动机和结果的潜在工具。然而,它们在COPD中的有效性和实施仍未得到充分探索。目的:本综述综合了目前COPD管理游戏化干预的证据,以评估其有效性,重点关注患者参与、身体结果和生活质量。方法:系统检索PubMed、Scopus、Web of Science、Embase、IEEE explore、Cochrane Library和中国国家知识基础设施数据库2014年1月至2024年10月发表的研究。仅纳入涉及试验(随机对照试验[rct]和非rct)、干预研究、可行性研究、横断面调查或定性研究的原始研究。结果:共有29项研究符合纳入标准:11项(38%)随机对照试验;7项(24%)试点研究;5项(17%)观察性研究(包括定性研究);6项(21%)其他研究使用游戏化技术,如虚拟现实、游戏和移动应用程序。与非游戏化方法相比,游戏化干预提供了一种有吸引力的、以家庭为基础的COPD管理替代方案,支持长期康复。游戏化功能,如实时反馈、适应性挑战和个性化目标,增加了患者的依从性和动机,在虚拟现实和基于游戏的干预中可以看到高参与度,并且在COPD管理方面表现出显着改善,增强了运动耐受性、自我管理和症状控制。然而,大多数研究(22/29,76%)持续时间短,样本量小。结论:游戏化COPD管理工具提供了灵活性,使患者能够自我管理自己的病情,潜在地减少了门诊就诊的需要。尽管目前的研究存在方法学上的局限性,但游戏化干预在COPD管理中显示出希望。未来的研究应侧重于开展更大规模的试验,以评估游戏化干预对COPD结局的持续影响;制定与文化相关的适应措施,以增强这些干预措施的全球适用性;并与患者、临床医生和游戏开发者合作,使干预措施更具吸引力和有效性。
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引用次数: 0
Efficacy of Motion-Sensing Game-Assisted Pulmonary Rehabilitation in Patients With Chronic Obstructive Pulmonary Disease: Systematic Review and Meta-Analysis of Randomized Controlled Trials. 运动感应游戏辅助肺部康复对慢性阻塞性肺疾病患者的疗效:随机对照试验的系统评价和meta分析
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-05-29 DOI: 10.2196/69562
Cuirong Hu, Xia Lan, Yanwen Luo, Shu Zhu, Guilan Cheng
<p><strong>Background: </strong>While motion-sensing game (MSG) platforms provide immersive, real-time feedback environments for rehabilitation, research findings on their effectiveness in chronic obstructive pulmonary disease (COPD) pulmonary rehabilitation remain heterogeneous.</p><p><strong>Objective: </strong>This study aims to systematically evaluate the efficacy of MSG-assisted pulmonary rehabilitation for patients with COPD.</p><p><strong>Methods: </strong>This meta-analysis was conducted in accordance with the Cochrane Handbook for Systematic Reviews of Interventions and the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) 2020 statement. Eight electronic databases (PubMed, Cochrane Library, Embase, CINAHL, Web of Science, Scopus, China National Knowledge Infrastructure, and Wanfang) were systematically searched from inception to March 2025. Randomized controlled trials (RCTs) comparing MSG-assisted versus conventional pulmonary rehabilitation in patients with COPD were included. Data analysis was performed using Review Manager 5.3 (Cochrane Collaboration) and Stata 17 (StataCorp LLC). Mean differences (MDs) and odds ratios (ORs) with 95% CIs were calculated. Risk of bias was assessed using the revised Cochrane Risk of Bias tool (Cochrane Collaboration), and evidence quality was evaluated using the Grading of Recommendations Assessment, Development, and Evaluations (GRADE) approach.</p><p><strong>Results: </strong>Analysis of 12 RCTs (n=776) demonstrated that MSG-assisted pulmonary rehabilitation, compared with conventional pulmonary rehabilitation, significantly improved 6-Minute Walk Distance (MD 23.23, 95% CI 14.47-31.99; P<.001), upper limb strength via 30-Second Arm Curl Test (MD 1.83, 95% CI 0.63-3.03; P=.003), balance performance (Balance Evaluation Systems Test; MD 2.34, 95% CI 1.52-3.17; P<.001), and exercise adherence (OR 3.00, 95% CI 1.38-6.52; P=.005). Additionally, significant improvements were observed in dyspnea severity (MD -0.25, 95% CI -0.48 to -0.02; P=.03), health-related quality of life (MD -6.00, 95% CI -10.96 to -1.04; P=.02), and psychological outcomes including anxiety (MD -2.41, 95% CI -3.42 to -1.39; P<.001) and depression (MD -1.40, 95% CI -2.69 to -0.42; P=.03). The overall methodological quality of the included studies was suboptimal with most evidence rated as "low" or "very low" quality.</p><p><strong>Conclusions: </strong>MSG-assisted pulmonary rehabilitation demonstrates significant improvements in exercise capacity, respiratory symptoms, quality of life, and psychological well-being among patients with COPD. Despite potential benefits, the predominance of low-quality evidence highlights the necessity for risk-benefit assessment before clinical implementation. Future research priorities should include larger, methodologically rigorous RCTs, standardized intervention protocols, investigation of sustained therapeutic effects, and cost-effectiveness analyses to establish definitive
背景:虽然体感游戏(MSG)平台为康复提供了身临其境的实时反馈环境,但其在慢性阻塞性肺疾病(COPD)肺部康复中的有效性研究结果仍不一致。目的:本研究旨在系统评价微信号辅助肺康复治疗COPD患者的疗效。方法:本荟萃分析按照Cochrane干预措施系统评价手册和PRISMA(首选系统评价和荟萃分析报告项目)2020声明进行。系统检索了8个电子数据库(PubMed、Cochrane Library、Embase、CINAHL、Web of Science、Scopus、中国知识基础设施和万方),检索时间从建库到2025年3月。随机对照试验(rct)比较了肌电图辅助与常规肺康复在COPD患者中的应用。使用Review Manager 5.3 (Cochrane Collaboration)和Stata 17 (StataCorp LLC)进行数据分析。计算95% ci的平均差异(md)和比值比(ORs)。使用修订后的Cochrane偏倚风险工具(Cochrane Collaboration)评估偏倚风险,使用分级推荐评估、发展和评估(GRADE)方法评估证据质量。结果:12项随机对照试验(n=776)的分析表明,与常规肺康复相比,微信号辅助肺康复可显著改善6分钟步行距离(MD为23.23,95% CI为14.47-31.99;结论:微信号辅助肺康复可显著改善COPD患者的运动能力、呼吸系统症状、生活质量和心理健康。尽管有潜在的益处,但低质量证据的优势突出了在临床实施前进行风险-收益评估的必要性。未来的研究重点应该包括更大的、方法严谨的随机对照试验、标准化的干预方案、持续治疗效果的调查和成本效益分析,以确定游戏技术在肺部康复计划中的最佳实施的明确证据。
{"title":"Efficacy of Motion-Sensing Game-Assisted Pulmonary Rehabilitation in Patients With Chronic Obstructive Pulmonary Disease: Systematic Review and Meta-Analysis of Randomized Controlled Trials.","authors":"Cuirong Hu, Xia Lan, Yanwen Luo, Shu Zhu, Guilan Cheng","doi":"10.2196/69562","DOIUrl":"10.2196/69562","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;While motion-sensing game (MSG) platforms provide immersive, real-time feedback environments for rehabilitation, research findings on their effectiveness in chronic obstructive pulmonary disease (COPD) pulmonary rehabilitation remain heterogeneous.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aims to systematically evaluate the efficacy of MSG-assisted pulmonary rehabilitation for patients with COPD.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;This meta-analysis was conducted in accordance with the Cochrane Handbook for Systematic Reviews of Interventions and the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) 2020 statement. Eight electronic databases (PubMed, Cochrane Library, Embase, CINAHL, Web of Science, Scopus, China National Knowledge Infrastructure, and Wanfang) were systematically searched from inception to March 2025. Randomized controlled trials (RCTs) comparing MSG-assisted versus conventional pulmonary rehabilitation in patients with COPD were included. Data analysis was performed using Review Manager 5.3 (Cochrane Collaboration) and Stata 17 (StataCorp LLC). Mean differences (MDs) and odds ratios (ORs) with 95% CIs were calculated. Risk of bias was assessed using the revised Cochrane Risk of Bias tool (Cochrane Collaboration), and evidence quality was evaluated using the Grading of Recommendations Assessment, Development, and Evaluations (GRADE) approach.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Analysis of 12 RCTs (n=776) demonstrated that MSG-assisted pulmonary rehabilitation, compared with conventional pulmonary rehabilitation, significantly improved 6-Minute Walk Distance (MD 23.23, 95% CI 14.47-31.99; P&lt;.001), upper limb strength via 30-Second Arm Curl Test (MD 1.83, 95% CI 0.63-3.03; P=.003), balance performance (Balance Evaluation Systems Test; MD 2.34, 95% CI 1.52-3.17; P&lt;.001), and exercise adherence (OR 3.00, 95% CI 1.38-6.52; P=.005). Additionally, significant improvements were observed in dyspnea severity (MD -0.25, 95% CI -0.48 to -0.02; P=.03), health-related quality of life (MD -6.00, 95% CI -10.96 to -1.04; P=.02), and psychological outcomes including anxiety (MD -2.41, 95% CI -3.42 to -1.39; P&lt;.001) and depression (MD -1.40, 95% CI -2.69 to -0.42; P=.03). The overall methodological quality of the included studies was suboptimal with most evidence rated as \"low\" or \"very low\" quality.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;MSG-assisted pulmonary rehabilitation demonstrates significant improvements in exercise capacity, respiratory symptoms, quality of life, and psychological well-being among patients with COPD. Despite potential benefits, the predominance of low-quality evidence highlights the necessity for risk-benefit assessment before clinical implementation. Future research priorities should include larger, methodologically rigorous RCTs, standardized intervention protocols, investigation of sustained therapeutic effects, and cost-effectiveness analyses to establish definitive","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e69562"},"PeriodicalIF":3.8,"publicationDate":"2025-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12140370/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144182465","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
Haptic-Driven Serious Card Games for Older Adults: User Preferences Study. 老年人触觉驱动的严肃纸牌游戏:用户偏好研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-05-27 DOI: 10.2196/73135
Xin Huang, Nazlena Mohamad Ali, Shafrida Sahrani

Background: Haptic feedback technology is widely used, including in serious games. It is an additional sensory method that supplements audio and vision, provides a novel user experience through a physical control layer, and enhances the immersion of virtual reality, thereby improving the user's cognitive state while alleviating dependence on visual information. However, there is limited research on haptic feedback preferences for mobile serious card games designed for older adults.

Objective: The study aims to investigate older adults' preferences for haptic feedback in mobile serious card games.

Methods: This study recruited a total of 250 participants from Dangtu County, Anhui Province, China, with an average age of 64.78 (SD 4.23) years. A descriptive survey was conducted among older adults, structured questionnaires were distributed, and data were collected via the Wenjuanxing (Changsha Ranxing Information Technology Co Ltd) mobile app. Reliability and validity analyses were performed using SPSS (IBM Corp) software. The questionnaire investigated older adults' basic understanding of card games and serious games, the integration of card games with mobile devices, the potential impact of combining card games with haptic feedback technology, as well as suggestions and opinions.

Results: The results showed that 63.2% (158/250) of the older adults liked the slight haptic feedback mode, and 78.4% (196/250) of the participants believed that combining haptic feedback technology with mobile card games would help improve cognitive abilities. The study found that 73.6% (184/250) of the older adults believed that this technology could reduce their reliance on visual information. This confirms that the combination of serious card games and haptic feedback can alleviate sensory impairments in older adults. Qualitative analysis revealed the potential of haptic feedback to reduce visual fatigue and provide an engaging cognitive training experience.

Conclusions: Older adults have shown great interest in incorporating haptic feedback into mobile serious card games, believing that this could enhance their cognitive abilities while reducing their reliance on visual information. However, limitations include sample size and geographic restrictions, differences in digital literacy, self-reported data, and lack of longitudinal assessment. Longitudinal studies are recommended to evaluate the long-term effects of mobile serious card games with haptic feedback on cognitive abilities. Such investigations could provide valuable insights for game developers, rehabilitation institutions, and the development of cognitive training tools for older adults.

背景:触觉反馈技术被广泛应用,包括在严肃游戏中。它是一种补充音频和视觉的附加感官方法,通过物理控制层提供新颖的用户体验,增强虚拟现实的沉浸感,从而改善用户的认知状态,同时减轻对视觉信息的依赖。然而,对于针对老年人设计的手机严肃纸牌游戏的触觉反馈偏好的研究却非常有限。目的:研究老年人在手机严肃卡牌游戏中对触觉反馈的偏好。方法:本研究从中国安徽省当图县招募250名参与者,平均年龄64.78岁(SD 4.23)。对老年人进行描述性调查,发放结构化问卷,通过“人文行”(长沙冉星信息技术有限公司)手机应用程序收集数据。采用SPSS (IBM公司)软件进行信度和效度分析。问卷调查老年人对卡牌游戏和严肃游戏的基本认识,卡牌游戏与移动设备的融合,卡牌游戏与触觉反馈技术结合的潜在影响,以及建议和意见。结果:63.2%(158/250)的老年人喜欢轻微的触觉反馈模式,78.4%(196/250)的老年人认为将触觉反馈技术与手机纸牌游戏相结合有助于提高认知能力。研究发现,73.6%(184/250)的老年人认为这项技术可以减少他们对视觉信息的依赖。这证实了严肃的纸牌游戏和触觉反馈的结合可以减轻老年人的感觉障碍。定性分析揭示了触觉反馈在减少视觉疲劳和提供引人入胜的认知训练体验方面的潜力。结论:老年人对将触觉反馈整合到手机严肃纸牌游戏中表现出极大的兴趣,认为这可以增强他们的认知能力,同时减少他们对视觉信息的依赖。然而,局限性包括样本量和地理限制、数字素养差异、自我报告数据以及缺乏纵向评估。建议通过纵向研究来评估带有触觉反馈的手机严肃纸牌游戏对认知能力的长期影响。这些调查可以为游戏开发者、康复机构和老年人认知训练工具的开发提供有价值的见解。
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引用次数: 0
Active Video Games Training for Older Adults: Comparative Study of User Experience, Workload, Pleasure, and Intensity. 针对老年人的主动视频游戏训练:用户体验、工作量、乐趣和强度的比较研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-05-26 DOI: 10.2196/67314
Néva Béraud-Peigné, Alexandra Perrot, Pauline Maillot

Background: Given the appeal of active video games (AVG), many tools are now being used for combined training in older adults. However, there is a lack of comparative data to determine which type of AVG is better suited to older adults.

Objective: The purpose of this study was to compare user experience (UX), workload, pleasure, and intensity of three different experiences: (1) an Immersive and Interactive Wall Exergame (I2WE), (2) a consumer device (SWITCH), and (3) a combination of video games and physical stimulation (biking and videogaming, BIKE-VG) for older adults. I2WE and SWITCH are categorized as Moving While Thinking training, meaning that the cognitive task is integrated into the motor or physical task. In contrast, BIKE-VG is categorized as Thinking While Moving training, where the cognitive and motor or physical tasks are not interconnected. The nature of the cognitive, physical, and motor combinations also differentiates them. I2WE is multi-domain training, while BIKE-VG is physical-cognitive training, and SWITCH is motor-cognitive training.

Methods: A total of 90 older adults (mean [SD] 69.49 [5.78]) were divided into 3 groups (I2WE, SWITCH, and BIKE-VG). Each participant completed a 45-minute group session and then filled out questionnaires to evaluate UX, workload, pleasure, and intensity.

Results: The UX was positive for I2WE and SWITCH, and neutral for BIKE-VG. It was higher for I2WE than for BIKE-VG (t87=2.83; P=.02; d=0.70; 95% CI 0.15-1.69). The workload was moderate across all 3 groups. The intensity was moderate for all groups, ranging between 50% and 70% of the maximum heart rate, and approached high intensity for the I2WE and SWITCH groups. It was significantly higher for I2WE than for BIKE-VG (t66= 2.86; P=.01; d=0.70; 95% CI 1.04-11.43). The perceived pleasure was significantly higher for I2WE (t87=3.63; P=.001; d=0.9;95% CI 2.74-13.23) and SWITCH (t87=3.11; P=.01; d=0.87; 95% CI 1.82-13.69) compared with BIKE-VG.

Conclusions: The UX and perceived enjoyment are higher for the Moving While Thinking training compared with the Thinking While Moving training. This indicates that the I2WE and SWITCH training approaches are promising and motivating options for combined training for older adults.

背景:鉴于活跃视频游戏(AVG)的吸引力,许多工具现在被用于老年人的联合训练。然而,缺乏比较数据来确定哪种类型的AVG更适合老年人。目的:本研究的目的是比较三种不同体验的用户体验(UX),工作量,愉悦度和强度:(1)沉浸式和交互式墙壁游戏(I2WE),(2)消费设备(SWITCH),以及(3)老年人视频游戏和物理刺激的组合(骑自行车和视频游戏,BIKE-VG)。I2WE和SWITCH被归类为边运动边思考训练,这意味着认知任务被整合到运动或身体任务中。相比之下,BIKE-VG被归类为“边运动边思考”训练,在这种训练中,认知和运动或身体任务并不相互关联。认知、身体和运动组合的性质也将它们区分开来。I2WE是多领域训练,BIKE-VG是身体认知训练,SWITCH是运动认知训练。方法:90例老年人(平均[SD] 69.49[5.78])分为I2WE组、SWITCH组和BIKE-VG组。每个参与者完成45分钟的小组会议,然后填写调查问卷来评估用户体验、工作量、乐趣和强度。结果:UX对I2WE和SWITCH呈阳性,对BIKE-VG呈中性。I2WE高于BIKE-VG (t87=2.83;P = .02点;d = 0.70;95% ci 0.15-1.69)。所有3组的工作量都是中等的。所有组的强度均为中等,范围在最大心率的50%至70%之间,I2WE组和SWITCH组接近高强度。I2WE组显著高于BIKE-VG组(t66= 2.86;P = . 01;d = 0.70;95% ci 1.04-11.43)。I2WE组感知到的愉悦感明显更高(t87=3.63;P =措施;d=0.9;95% CI 2.74-13.23)和SWITCH (t87=3.11;P = . 01;d = 0.87;95% CI 1.82-13.69)。结论:边动边想训练的用户体验和感知享受均高于边动边想训练。这表明I2WE和SWITCH训练方法是老年人联合训练的有希望和激励的选择。
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引用次数: 0
Factors Influencing Virtual Reality as a Distraction Tool for Venipuncture in Children: Observational Pilot Feasibility Study. 影响虚拟现实作为儿童静脉穿刺分心工具的因素:观察性试点可行性研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-05-22 DOI: 10.2196/66656
Chris Worth, Leyi Yang, Catherine Fullwood, Indraneel Banerjee

Background: Virtual reality (VR) is increasingly used as a distraction tool for painful procedures in children. Studies have shown variable benefit but have not identified factors to maximize utility.

Objective: This study aimed to undertake a feasibility study to investigate factors influencing virtual reality headset (VRH) utility for venipuncture and cannulation.

Methods: Children admitted as inpatients were recruited and given a VRH during anticipated venipuncture or cannulation. Feedback from participants, parents, and operators was obtained through questionnaires and the Wong-Baker Faces Scale (WBFS).

Results: Thirteen children of a target 32 (41%), aged a median of 7 (range 5-12) years, were recruited to the study; 9 (69%) parents and 7 (54%) participants reported a positive VR experience, found VRH comfortable, and wanted repeat application for future venisection or cannulation. However, patient recruitment was suboptimal at 41% (binomial 95% CI 24%-59%) of the target, as busy operators undertaking venisection or cannulation on eligible patients were unable to spare time for VRH use during the COVID-19 pandemic. The preprocedure time spent with VRH was associated with participants' positive experience of VR distraction (median 15, IQR 2.5-50 vs 180, IQR 120-450) seconds (P=.02). Five (38.4%) participants removed the VRH prior to procedure; these were relatively young compared to those who continued VRH (median 6, IQR 5.00-7.00 vs 10, IQR 6.75-12.00 years), suggesting better acceptance of VR in older children. There was no significant difference in WBFS pain ratings before (median 0, IQR 0-10) or after the procedure (median 0, IQR 0-6), with many children choosing 0 ("no hurt") at initial assessment. By contrast, parent and doctor or phlebotomist responses indicated that VR reduced pain and anxiety (n=9, 69%), in agreement with participant perception (n=7, 54%; Cohen κ=0.68).

Conclusions: VR as a distraction tool in children is influenced by age and preprocedure familiarity, suggesting that the optimal use is in older children with greater cognitive and emotional maturity. Multidimensional feedback from participants, parents, and investigators should be obtained to test the true efficacy of VR in future studies.

背景:虚拟现实(VR)越来越多地被用作儿童疼痛手术的分散注意力工具。研究显示了不同的效益,但还没有确定使效用最大化的因素。目的:探讨影响虚拟现实头盔(VRH)用于静脉穿刺和插管的因素。方法:招募住院儿童,在预期的静脉穿刺或插管期间给予VRH。通过问卷调查和Wong-Baker面部量表(WBFS)获得参与者、家长和作业人员的反馈。结果:13名目标32(41%)的儿童被招募到研究中,年龄中位数为7岁(范围5-12岁);9名(69%)家长和7名(54%)参与者报告了积极的VR体验,认为VRH很舒服,并希望在未来再次申请放空或插管。然而,由于在COVID-19大流行期间,忙于对符合条件的患者进行腔体切除或插管的操作人员无法抽出时间使用VRH,因此招募患者的目标为41%(二项95% CI 24%-59%)。使用VRH的术前时间与参与者对VR分心的积极体验相关(中位数为15秒,IQR 2.5-50 vs 180秒,IQR 120-450)秒(P= 0.02)。5名(38.4%)参与者在手术前切除了VRH;与继续进行VRH的儿童相比,这些儿童相对年轻(中位数为6,IQR为5.00-7.00对10,IQR为6.75-12.00),这表明年龄较大的儿童更容易接受VR。手术前(中位数0,IQR 0-10)和手术后(中位数0,IQR 0-6)的WBFS疼痛评分无显著差异,许多儿童在初始评估时选择0(“无伤害”)。相比之下,父母和医生或抽血师的反应表明,VR减轻了疼痛和焦虑(n=9, 69%),与参与者的感知(n=7, 54%;科恩κ= 0.68)。结论:儿童虚拟现实作为一种分心工具受年龄和术前熟悉程度的影响,表明最佳使用是在认知和情绪成熟程度较高的年龄较大的儿童。在未来的研究中,应该获得参与者、家长和研究者的多维反馈,以检验VR的真正功效。
{"title":"Factors Influencing Virtual Reality as a Distraction Tool for Venipuncture in Children: Observational Pilot Feasibility Study.","authors":"Chris Worth, Leyi Yang, Catherine Fullwood, Indraneel Banerjee","doi":"10.2196/66656","DOIUrl":"10.2196/66656","url":null,"abstract":"<p><strong>Background: </strong>Virtual reality (VR) is increasingly used as a distraction tool for painful procedures in children. Studies have shown variable benefit but have not identified factors to maximize utility.</p><p><strong>Objective: </strong>This study aimed to undertake a feasibility study to investigate factors influencing virtual reality headset (VRH) utility for venipuncture and cannulation.</p><p><strong>Methods: </strong>Children admitted as inpatients were recruited and given a VRH during anticipated venipuncture or cannulation. Feedback from participants, parents, and operators was obtained through questionnaires and the Wong-Baker Faces Scale (WBFS).</p><p><strong>Results: </strong>Thirteen children of a target 32 (41%), aged a median of 7 (range 5-12) years, were recruited to the study; 9 (69%) parents and 7 (54%) participants reported a positive VR experience, found VRH comfortable, and wanted repeat application for future venisection or cannulation. However, patient recruitment was suboptimal at 41% (binomial 95% CI 24%-59%) of the target, as busy operators undertaking venisection or cannulation on eligible patients were unable to spare time for VRH use during the COVID-19 pandemic. The preprocedure time spent with VRH was associated with participants' positive experience of VR distraction (median 15, IQR 2.5-50 vs 180, IQR 120-450) seconds (P=.02). Five (38.4%) participants removed the VRH prior to procedure; these were relatively young compared to those who continued VRH (median 6, IQR 5.00-7.00 vs 10, IQR 6.75-12.00 years), suggesting better acceptance of VR in older children. There was no significant difference in WBFS pain ratings before (median 0, IQR 0-10) or after the procedure (median 0, IQR 0-6), with many children choosing 0 (\"no hurt\") at initial assessment. By contrast, parent and doctor or phlebotomist responses indicated that VR reduced pain and anxiety (n=9, 69%), in agreement with participant perception (n=7, 54%; Cohen κ=0.68).</p><p><strong>Conclusions: </strong>VR as a distraction tool in children is influenced by age and preprocedure familiarity, suggesting that the optimal use is in older children with greater cognitive and emotional maturity. Multidimensional feedback from participants, parents, and investigators should be obtained to test the true efficacy of VR in future studies.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e66656"},"PeriodicalIF":3.8,"publicationDate":"2025-05-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12121680/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144127493","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
Domain-Specific Evaluation of Exergame Metrics Among Older Adults With Mild Neurocognitive Disorder: Secondary Analysis of 2 Randomized Controlled Trials. 老年轻度神经认知障碍患者的Exergame指标的领域特异性评价:2个随机对照试验的二次分析
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-05-21 DOI: 10.2196/65878
Wanda Kaiser, Eling D de Bruin, Patrick Manser

Background: Exergame-based training enhances physical and cognitive performance in older adults, including those with mild neurocognitive disorder (mNCD). In-game metrics generated from user interactions with exergames enable individualized adjustments. However, there is a need to systematically investigate how well such game metrics capture true cognitive and motor-cognitive performance to provide a more robust basis for personalized training.

Objective: The primary objective was to identify valid game metrics as indicators for in-game domain-specific cognitive performance during exergaming in individuals with mNCD. We also aimed to explore game metric performance changes over time during exergame-based training.

Methods: Data were analyzed from individuals with mNCD who completed a 12-week home-based, exergame-based intervention following the Brain-IT training concept. A cross-sectional analysis was conducted by correlating game metrics with standardized neurocognitive reference assessments. To confirm the alternative hypothesis, we predetermined the following criteria: (1) statistically significant correlation (P≤.05; uncorrected; 1-sided) with (2) a correlation coefficient (Pearson r or Spearman ρ) of ≥0.4. Visual and curve-fitting longitudinal analyses were conducted to explore game performance changes over time.

Results: Data were available from 31 participants (mean age 76.4, SD 7.5 y; n=9, 29% female). In total, 33% (6/18) of the game metrics were identified as valid indicators for in-game cognitive performance during exergaming. In the neurocognitive domain of learning and memory, these metrics included the mean reaction time (ρ=-0.747), the number of collected items (ρ=0.691), and the precision score (r=-0.607) for the game Shopping Tour (P<.001 in all cases), as well as the point rate (P=.008; r=0.471) for the game Simon. In addition, point rate was a valid indicator for executive function (P=.006; r=0.455) and visuospatial skills (P=.02; r=0.474) for the games Targets and Gears, respectively. The exploratory longitudinal analysis revealed high interindividual variability, with a general trend of the expected typical curvilinear curves of rapid initial improvements followed by a plateau in performance.

Conclusions: This study demonstrated that metrics reflecting the precision of responses generally performed better than metrics reflecting the speed of responses. These observations highlight the importance of selecting valid game metrics for implementation in exergame designs. Further research is needed to explore the potential of game metrics and identify factors contributing to individual variability in in-game performance and performance progression, as well as identifying and adopting strategies that facilitate individual learning success and thus promote effectiveness in improving health outcomes.

背景:基于运动的训练可以提高老年人的身体和认知能力,包括那些患有轻度神经认知障碍(mNCD)的老年人。从用户与游戏的互动中生成的游戏内部指标可以进行个性化调整。然而,我们需要系统地调查这些游戏参数如何有效地捕捉真实的认知和运动-认知表现,从而为个性化训练提供更可靠的基础。目标:主要目标是确定有效的游戏参数,作为mNCD患者在游戏中特定领域认知表现的指标。我们还旨在探索在基于游戏的训练中游戏指标性能随时间的变化。方法:数据分析来自mcd患者,他们完成了为期12周的基于家庭的、基于练习的干预,遵循了大脑- it训练的概念。通过将游戏参数与标准化的神经认知参考评估相关联,进行了横断面分析。为了证实备选假设,我们确定了以下标准:(1)统计学上显著相关(P≤0.05;未修正的;单侧),(2)相关系数(Pearson r或Spearman ρ)≥0.4。通过视觉和曲线拟合纵向分析来探索游戏性能随时间的变化。结果:31名参与者(平均年龄76.4岁,SD 7.5 y;N =9, 29%为女性)。总共有33%(6/18)的游戏参数被认为是游戏过程中游戏内认知表现的有效指标。在学习和记忆的神经认知领域,这些指标包括平均反应时间(ρ=-0.747)、收集物品的数量(ρ=0.691)和游戏“购物之旅”的精度分数(r=-0.607)。结论:该研究表明,反映反应精度的指标通常比反映反应速度的指标表现得更好。这些观察结果强调了在游戏设计中选择有效的游戏参数的重要性。需要进一步的研究来探索游戏指标的潜力,确定导致游戏中表现和表现进步的个体差异的因素,以及确定和采用促进个人学习成功的策略,从而促进改善健康结果的有效性。
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引用次数: 0
Discriminative Power of the Serious Game Attention Slackline in Children and Adolescents With and Without Attention-Deficit/Hyperactivity Disorder: Validation Study. 有无注意缺陷/多动障碍儿童和青少年严重游戏注意力松弛的辨辨力:验证性研究
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-05-13 DOI: 10.2196/65170
Nicolás Ruiz-Robledillo, Ignacio Lucas, Rosario Ferrer-Cascales, Natalia Albaladejo-Blázquez, Javier Sanchis, Juan Trujillo

Background: Attention-deficit/hyperactivity disorder (ADHD) is a prevalent neurodevelopmental condition characterized by inattention, hyperactivity, and impulsivity, significantly impacting the psychological, social, and academic well-being of affected children and adolescents. Traditional ADHD diagnostic methods often rely on subjective reports, which can be biased. Recent advancements in serious games offer the potential for objective assessment tools.

Objective: This study aimed to evaluate the discriminative power and concurrent validity of the serious game Attention Slackline in distinguishing children and adolescents with ADHD from those without the condition and in correlating game performance with standardized ADHD assessment scales.

Methods: A sample of 32 children and adolescents diagnosed with ADHD and 39 healthy controls participated in the study. Participants were divided into 2 age groups: children (aged 6-11 years) and adolescents (aged 12-17 years). The serious game Attention Slackline was administered alongside established ADHD assessment scales, including the Child and Adolescent Assessment System and the ADHD Rating Scale IV. Group differences were analyzed using multivariate analysis of covariance, and effect sizes were reported using Cohen d. Correlations between game performance and ADHD symptoms were calculated using Pearson r.

Results: Children with ADHD demonstrated significantly worse performance in Attention Slackline than the controls (t65=-2.26; P=.03; |d|=0.901), whereas no significant differences were observed in adolescents (t65=0.75; P=.73; |d|=0.191). Task performance was negatively correlated with family-reported hyperactivity/impulsivity symptoms in children across both tests (r=-0.43 and r=-0.51), but no significant correlations were observed in adolescents.

Conclusions: The findings support the validity of Attention Slackline for assessing hyperactivity/impulsivity symptoms in children with ADHD. However, its efficacy decreases in adolescents, potentially due to developmental factors, such as compensatory strategies and ceiling effects in task performance. The gamified nature of the tool enhances engagement, which is crucial for young populations, while maintaining its diagnostic utility in measuring impulsivity. The age-dependent validity aligns with previous research indicating that continuous performance test paradigms are less effective in older populations due to developmental maturation. Attention Slackline shows potential as a complementary tool for ADHD diagnosis in children, offering an engaging and objective assessment of hyperactivity/impulsivity. Future research should aim to establish clinical cutoff points and refine the task's complexity to align with individual characteristics.

背景:注意缺陷/多动障碍(ADHD)是一种以注意力不集中、多动和冲动为特征的普遍神经发育疾病,严重影响受影响儿童和青少年的心理、社会和学业健康。传统的ADHD诊断方法往往依赖于主观报告,这可能有偏见。最近严肃游戏的发展提供了客观评估工具的可能性。目的:本研究旨在评价严肃游戏“注意力松弛线”(Attention Slackline)对儿童和青少年ADHD的鉴别能力和并发效度,以及游戏表现与ADHD标准化评估量表的相关性。方法:32名诊断为ADHD的儿童和青少年和39名健康对照者参与研究。参与者被分为两个年龄组:儿童(6-11岁)和青少年(12-17岁)。严肃游戏Attention Slackline与已建立的ADHD评估量表(包括儿童和青少年评估系统和ADHD评定量表IV)一起进行。使用多变量协方差分析组间差异,使用Cohen d报告效应量。使用Pearson r计算游戏表现与ADHD症状之间的相关性。ADHD患儿在注意力松弛线上的表现明显低于对照组(t65=-2.26;P = .03点;|d|=0.901),而青少年无显著差异(t65=0.75;P = =收;| | = 0.191)。在两项测试中,儿童的任务表现与家庭报告的多动/冲动症状呈负相关(r=-0.43和r=-0.51),但在青少年中没有观察到显著的相关性。结论:研究结果支持注意力松弛线评估多动症儿童多动/冲动症状的有效性。然而,其效果在青少年中下降,可能是由于发展因素,如补偿策略和任务绩效的天花板效应。该工具的游戏化性质增强了参与度,这对年轻人至关重要,同时保持了其在衡量冲动方面的诊断效用。年龄依赖的效度与先前的研究一致,表明连续的绩效测试范式在老年人中由于发育成熟而效果较差。注意松弛线显示了作为儿童多动症诊断的补充工具的潜力,提供了对多动/冲动的引人入胜和客观的评估。未来的研究应旨在建立临床分界点,并改进任务的复杂性,以符合个人特征。
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引用次数: 0
Perceptions Toward an Attentional Bias Modification Mobile Game Among Individuals With Low Socioeconomic Status Who Smoke: Qualitative Study. 社会经济地位低的吸烟者对注意偏见修正手机游戏的认知:定性研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-05-09 DOI: 10.2196/59515
Michael Wakeman, Lydia Tesfaye, Gunnar Baskin, Tim Gregory, Greg Gruse, Erin Leahy, Brandon Kendrick, Sherine El-Toukhy
<p><strong>Background: </strong>Attentional bias modification (ABM) can help address implicit attention from individuals who smoke toward smoking cues, which trigger cravings and lapses that impede smoking cessation. We developed an ABM mobile game, Fruit Squish, to support individuals who smoke and are quitting as part of a multicomponent smoking cessation mobile app, Quit Journey. Users advance in the game by tapping on neutral (ie, fruit) rather than smoking-related (eg, cigarette pack) imagery that they are presented with, essentially training them to avoid focusing on smoking cues.</p><p><strong>Objective: </strong>This study aimed to gauge acceptance of an ABM smoking cues mobile game among young adults who smoked and were socioeconomically disadvantaged.</p><p><strong>Methods: </strong>We recruited 38 individuals who smoked cigarettes, aged 18-29 years, who were neither 4-year college graduates nor enrollees in 4-year colleges to participate in 12 semistructured digital focus groups. Sessions were audio recorded and transcribed verbatim. We used ATLAS.ti software to code the transcripts for salient themes based on the Second Unified Theory of Acceptance and Use of Technology constructs (ie, effort expectancy, facilitating conditions, hedonic motivation, performance expectancy, and social influence) and sentiment (ie, negative, neutral, and positive).</p><p><strong>Results: </strong>Performance expectancy of the mobile game was the dominant technology acceptance construct discussed (34/110, 30.90%). Perceived usefulness of the game was mixed in sentiment owing to perceptions that the game aimed to distract individuals who smoke during cravings and concerns that cue imagery in the game could trigger cravings. Hedonic motivation was the second most discussed technology acceptance construct (17/110, 15.45%), with participants describing the game as neither fun nor engaging. Participants referenced their past experiences with mobile games and mobile device characteristics as facilitating conditions for using the game (10/110, 9.09%). Although effort expectancy was minimally discussed (6/110, 5.45%), the game was characterized as easy to use. To improve the game, participants suggested adding new levels with increasing difficulty (eg, increase stimuli speed and limit session time) and new game elements (eg, leaderboard). Other suggestions included improving game graphics and renaming the game to capture its relation to smoking cessation.</p><p><strong>Conclusions: </strong>Young adults with low socioeconomic status who smoke had mixed reactions to a mobile smoking cues ABM game. Results suggest the need to communicate the rationale underlying ABM games to users and their potential positive effects on smoking cessation. To promote the uptake and sustained use of ABM mobile games, they need to be on par with commercially available entertainment mobile apps. Research is needed to explore the efficacy of gamified ABM on cognitive biases in real-life
背景:注意偏差修正(ABM)可以帮助解决吸烟个体对吸烟线索的内隐注意,这种内隐注意会引发烟瘾和烟瘾,阻碍戒烟。我们开发了一款ABM手机游戏《Fruit Squish》,以支持那些吸烟并正在戒烟的人,作为戒烟多组件移动应用程序“戒烟之旅”的一部分。用户在游戏中通过点击中性(如水果)而不是与吸烟相关(如烟盒)的图像来前进,这基本上是在训练他们避免专注于吸烟线索。目的:本研究旨在评估吸烟且处于社会经济不利地位的年轻人对ABM吸烟提示手机游戏的接受程度。方法:我们招募了38名吸烟的人,年龄在18-29岁之间,他们既不是四年制大学毕业生,也不是四年制大学的在校生,参加了12个半结构化的数字焦点小组。会议录音并逐字抄录。我们使用ATLAS。基于技术接受和使用第二统一理论(即努力预期、促进条件、享乐动机、绩效预期和社会影响)和情绪(即消极、中性和积极),ti软件对突出主题的转录本进行编码。结果:手机游戏的性能预期是主要的技术接受结构(34/110,30.90%)。人们对这款游戏的感知有用性褒贬不一,因为人们认为这款游戏旨在分散那些在渴望时吸烟的人的注意力,同时也担心游戏中的暗示图像可能会引发渴望。享乐动机是第二大讨论最多的技术接受结构(17/110,15.45%),参与者认为游戏既不有趣也不吸引人。参与者将他们过去的手机游戏体验和移动设备特性作为使用游戏的便利条件(10/110,9.09%)。尽管努力预期被讨论得很少(6/110,5.45%),但游戏的特点是易于使用。为了改进游戏,参与者建议增加难度更高的新关卡(例如,增加刺激速度和限制会话时间)和新游戏元素(例如,排行榜)。其他建议包括改进游戏图像和重新命名游戏,以捕捉其与戒烟的关系。结论:吸烟的低社会经济地位的年轻人对移动吸烟提示ABM游戏有不同的反应。结果表明,有必要向用户传达ABM游戏的基本原理及其对戒烟的潜在积极影响。为了促进ABM手机游戏的吸收和持续使用,它们需要与商业娱乐手机应用相提并论。需要进一步研究游戏化的ABM对现实生活中认知偏差的影响。
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引用次数: 0
Efficacy of Virtual Reality-Based Interventions on Cognitive Function in Patients With Neuropsychiatric Disorders: Systematic Review and Meta-Analysis of Randomized Controlled Trials. 基于虚拟现实的干预对神经精神疾病患者认知功能的疗效:随机对照试验的系统评价和荟萃分析。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-05-08 DOI: 10.2196/67501
Qiujing Du, Yuhan Wei, Yuexuan Ma, Changqing Liu, Shanshan Du, Qi Zhang, Xiaotong Gong, Jiaju Yang, Qijie Li, Ka Li

Background: Virtual reality (VR) technology has emerged as a promising tool for cognitive rehabilitation in patients with neuropsychiatric disorders. These patients often endure significant cognitive impairments, which are associated with decreased quality of life and increased disease burden. Traditional treatments are limited in improving cognitive functions, making VR-based interventions an area of growing interest.

Objective: This meta-analysis aims to evaluate the efficacy of VR-based interventions on cognitive function in patients with neuropsychiatric disorders by synthesizing data from randomized controlled trials (RCTs).

Methods: Following PRISMA guidelines, we conducted a comprehensive search across PubMed, Web of Science, MEDLINE, EMBASE, and Cochrane Library for RCTs from January 2010 to December 2024. Studies were included if they evaluated the impact of VR-based interventions on cognitive outcomes in patients with neuropsychiatric disorders. Data extraction and risk of bias assessment were performed independently by 2 researchers. Meta-analyses were conducted using random-effects models, and standardized mean differences (SMDs) as effect size.

Results: A total of 21 RCTs involving 1051 participants were included. Overall, VR-based interventions significantly improved cognitive functions of patients with neuropsychiatric disorders (SMD 0.67, 95% CI 0.33-1.01, z=3.85; P<.001). Subgroup analyses revealed significant benefits for cognitive rehabilitation training (SMD 0.75, 95% CI 0.33-1.17, z=3.53; P<.001), exergame-based training (SMD 1.09, 95% CI 0.26-1.91, z=2.57; P=.01), and telerehabilitation and social functioning training (SMD 2.21, 95% CI 1.11-3.32, z=3.92; P<.001). Conversely, immersive cognitive training, music attention training, and vocational and problem-solving skills training did not yield significant improvements (z=1.86, P=.06; z=0.35, P=.72; z=0.88, P=.38; respectively). Disease-type subgroup analyses indicated significant improvements in schizophrenia (SMD 0.92, 95% CI 0.22-1.62, z=2.58; P=.01), and mild cognitive impairment (SMD 0.75, 95% CI 0.16-1.35, z=2.47; P=.01), but not in brain injuries, Parkinson disease, or stroke (z=0.34, P=.73; z=1.26, P=.21; z=1.16, P=.24; respectively).

Conclusions: This meta-analysis revealed that VR-based interventions can improve cognitive functions among individuals with neuropsychiatric disorders, with notable improvements observed in cognitive rehabilitation training, exergame-based training, and tele-rehabilitation and social functioning training. These results offer valuable evidence supporting the use of VR technology in rehabilitation for neuropsychiatric conditions and inform the optimization of future intervention approaches.

背景:虚拟现实(VR)技术已成为神经精神障碍患者认知康复的一种有前途的工具。这些患者通常有严重的认知障碍,这与生活质量下降和疾病负担增加有关。传统的治疗方法在改善认知功能方面是有限的,这使得基于vr的干预成为人们越来越感兴趣的领域。目的:本荟萃分析旨在通过综合随机对照试验(RCTs)的数据,评估基于vr的干预对神经精神障碍患者认知功能的疗效。方法:遵循PRISMA指南,从2010年1月到2024年12月,我们在PubMed、Web of Science、MEDLINE、EMBASE和Cochrane Library进行了全面的rct检索。如果研究评估了基于vr的干预对神经精神障碍患者认知结果的影响,则纳入研究。数据提取和偏倚风险评估由2名研究者独立完成。采用随机效应模型进行meta分析,以标准化平均差异(SMDs)作为效应大小。结果:共纳入21项rct, 1051名受试者。总体而言,基于vr的干预措施显著改善了神经精神障碍患者的认知功能(SMD 0.67, 95% CI 0.33-1.01, z=3.85;结论:本荟萃分析显示,基于vr的干预可以改善神经精神障碍患者的认知功能,认知康复训练、基于游戏的训练、远程康复和社会功能训练均有显著改善。这些结果为支持VR技术在神经精神疾病康复中的应用提供了有价值的证据,并为未来干预方法的优化提供了信息。
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JMIR Serious Games
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