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Attentional Bias, Pupillometry, and Spontaneous Blink Rate: Eye Characteristic Assessment Within a Translatable Nicotine Cue Virtual Reality Paradigm. 注意偏差、瞳孔测量和自发眨眼率:可转化尼古丁线索虚拟现实范例中的眼部特征评估。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-06-27 DOI: 10.2196/54220
Kelly Elizabeth Courtney, Weichen Liu, Gianna Andrade, Jurgen Schulze, Neal Doran

Background: Incentive salience processes are important for the development and maintenance of addiction. Eye characteristics such as gaze fixation time, pupil diameter, and spontaneous eyeblink rate (EBR) are theorized to reflect incentive salience and may serve as useful biomarkers. However, conventional cue exposure paradigms have limitations that may impede accurate assessment of these markers.

Objective: This study sought to evaluate the validity of these eye-tracking metrics as indicators of incentive salience within a virtual reality (VR) environment replicating real-world situations of nicotine and tobacco product (NTP) use.

Methods: NTP users from the community were recruited and grouped by NTP use patterns: nondaily (n=33) and daily (n=75) use. Participants underwent the NTP cue VR paradigm and completed measures of nicotine craving, NTP use history, and VR-related assessments. Eye-gaze fixation time (attentional bias) and pupillometry in response to NTP versus control cues and EBR during the active and neutral VR scenes were recorded and analyzed using ANOVA and analysis of covariance models.

Results: Greater subjective craving, as measured by the Tobacco Craving Questionnaire-Short Form, following active versus neutral scenes was observed (F1,106=47.95; P<.001). Greater mean eye-gaze fixation time (F1,106=48.34; P<.001) and pupil diameter (F1,102=5.99; P=.02) in response to NTP versus control cues were also detected. Evidence of NTP use group effects was observed in fixation time and pupillometry analyses, as well as correlations between these metrics, NTP use history, and nicotine craving. No significant associations were observed with EBR.

Conclusions: This study provides additional evidence for attentional bias, as measured via eye-gaze fixation time, and pupillometry as useful biomarkers of incentive salience, and partially supports theories suggesting that incentive salience diminishes as nicotine dependence severity increases.

背景:激励显著性过程对成瘾的发展和维持非常重要。据推测,凝视固定时间、瞳孔直径和自发眼动率(EBR)等眼部特征可反映刺激显著性,并可作为有用的生物标志物。然而,传统的线索暴露范式有其局限性,可能会妨碍对这些标记物的准确评估:本研究旨在评估在虚拟现实(VR)环境中将这些眼动追踪指标作为激励显著性指标的有效性,该环境再现了尼古丁和烟草制品(NTP)使用的真实情况:方法: 从社区招募 NTP 使用者,并按 NTP 使用模式分组:非日常使用(33 人)和日常使用(75 人)。参与者接受了 NTP 提示 VR 范式,并完成了尼古丁渴求、NTP 使用史和 VR 相关评估的测量。在活跃和中性的 VR 场景中,记录并使用方差分析和协方差分析模型分析了对 NTP 与对照线索和 EBR 的反应的凝视固定时间(注意偏差)和瞳孔测量:结果:根据烟草渴求问卷-简表的测量,在活跃场景和中性场景下观察到更大的主观渴求(F1,106=47.95;PC结论:这项研究提供了更多证据,证明通过注视固定时间测量的注意偏差和瞳孔测量法是激励显著性的有用生物标记,并部分支持了激励显著性随尼古丁依赖严重程度增加而减弱的理论。
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引用次数: 0
Impact of Fruit and Vegetable Enzyme Supplementation on Aerobic Performance and Lactate Response in Older Adults Following High-Intensity Interval Exercise Through Exergaming: Randomized Experimental Matched-Pair Study. 通过游戏进行高强度间歇运动后,补充水果和蔬菜酵素对老年人有氧表现和乳酸反应的影响:随机实验配对研究》。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-06-25 DOI: 10.2196/52231
Shu-Cheng Lin, Chien-Yen Wang, Tien-Hung Hou, Hong-Ching Chen, Chia-Chi Wang

Background: Exercise offers substantial health benefits but can induce oxidative stress and inflammation, especially in high-intensity formats such as high-intensity interval exercise (HIIE). Exergaming has become an effective, enjoyable fitness tool for all ages, particularly older adults. Enzyme supplements may enhance exercise performance by improving lactate metabolism and reducing oxidative stress.

Objective: This study investigates the efficacy of fruit and vegetable enzyme supplementation in modulating fatigue and enhancing aerobic capacity in older adults following HIIE through exergaming.

Methods: The study recruited 16 older adult female participants and allocated them into 2 distinct groups (enzyme and placebo) based on their pretest lactate levels. This division used pairwise grouping to guarantee comparability between the groups, ensuring the integrity of the results. They engaged in HIIE using Nintendo Switch Ring Fit Adventure, performing 8 sets of 20 seconds of maximum effort exercise interspersed with 30 seconds of rest, totaling 370 seconds of exercise. Key metrics assessed included blood lactate levels, heart rate, rating of perceived exertion, and training impulse. Participants in the enzyme group were administered a fruit and vegetable enzyme supplement at a dosage of 30 mL twice daily over a period of 14 days.

Results: The enzyme group showed significantly lower blood lactate levels compared to the placebo group, notably after the fourth (mean 4.29, SD 0.67 vs mean 6.34, SD 1.17 mmol/L; P=.001) and eighth (mean 5.84, SD 0.63 vs mean 8.20, SD 1.15 mmol/L; P<.001) exercise sessions. This trend continued at 5 minutes (mean 6.85, SD 0.82 vs mean 8.60, SD 1.13 mmol/L; P=.003) and 10 minutes (mean 5.91, SD 1.16 vs mean 8.21, SD 1.27 mmol/L; P=.002) after exercise. Although both groups exceeded 85% of their estimated maximum heart rate during the exercise, enzyme supplementation did not markedly affect the perceived intensity or effort.

Conclusions: The study indicates that fruit and vegetable enzyme supplementation can significantly reduce blood lactate levels in older adults following HIIE through exergaming. This suggests a potential role for these enzymes in modulating lactate production or clearance during and after high-intensity exercise. These findings have implications for developing targeted interventions to enhance exercise tolerance and recovery in older adults.

背景:运动对健康大有裨益,但会诱发氧化应激和炎症,尤其是在高强度的运动形式下,如高强度间歇运动(HIIE)。Exergaming 已成为一种有效、愉悦的健身工具,适用于所有年龄段的人群,尤其是老年人。酵素补充剂可通过改善乳酸代谢和减少氧化应激来提高运动表现:本研究调查了补充水果和蔬菜酵素对老年人通过外部游戏进行 HIIE 后调节疲劳和提高有氧能力的功效:该研究招募了 16 名老年女性参与者,并根据其测试前的乳酸水平将其分为 2 个不同的组别(酵素组和安慰剂组)。这种分组采用配对分组法,保证了组间的可比性,确保了结果的完整性。他们使用任天堂 Switch Ring Fit Adventure 进行 HIIE 运动,进行 8 组 20 秒钟的最大努力运动,中间穿插 30 秒钟的休息时间,总计 370 秒钟的运动时间。评估的主要指标包括血乳酸水平、心率、感知用力等级和训练冲动。酵素组的参与者服用果蔬酵素补充剂,剂量为 30 毫升,每天两次,为期 14 天:结果:与安慰剂组相比,酵素组的血乳酸水平明显降低,尤其是在第四次(平均 4.29,标定值 0.67 vs 平均 6.34,标定值 1.17 mmol/L;P=.001)和第八次(平均 5.84,标定值 0.63 vs 平均 8.20,标定值 1.15 mmol/L;P=.001)之后:该研究表明,通过外显子游戏补充水果和蔬菜酵素可显著降低老年人在进行 HIIE 后的血乳酸水平。这表明这些酶在调节高强度运动期间和之后的乳酸生成或清除方面具有潜在作用。这些发现对制定有针对性的干预措施以提高老年人的运动耐受力和恢复能力具有重要意义。
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引用次数: 0
Pressure Ulcer Management Virtual Reality Simulation (PU-VRSim) for Novice Nurses: Mixed Methods Study. 针对新手护士的压疮管理虚拟现实模拟(PU-VRSim):混合方法研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-06-24 DOI: 10.2196/53165
Soo Youn Jung, Kyoung Ja Moon

Background: Pressure ulcers (PUs) are a common and serious complication in patients who are immobile in health care settings. Nurses play a fundamental role in the prevention of PUs; however, novice nurses lack experience in clinical situations. Virtual reality (VR) is highly conducive to clinical- and procedure-focused training because it facilitates simulations.

Objective: We aimed to explore the feasibility of a novel PU management VR simulation (PU-VRSim) program using a head-mounted display for novice nurses and to investigate how different types of learning materials (ie, VR or a video-based lecture) impact learning outcomes and experiences.

Methods: PU-VRSim was created in the Unity 3D platform. This mixed methods pilot quasi-experimental study included 35 novice nurses categorized into the experimental (n=18) and control (n=17) groups. The PU-VRSim program was applied using VR in the experimental group, whereas the control group received a video-based lecture. The PU knowledge test, critical thinking disposition measurement tool, and Korean version of the General Self-Efficacy Scale were assessed before and after the intervention in both groups. After the intervention, the experimental group was further assessed using the Clinical Judgment Rubric and interviewed to evaluate their experience with PU-VRSim.

Results: The results compared before and after the intervention showed significant improvements in PU knowledge in both the experimental group (P=.001) and control group (P=.005). There were no significant differences in self-efficacy and critical thinking in either group. The experimental group scored a mean of 3.23 (SD 0.44) points (accomplished) on clinical judgment, assessed using a 4-point scale. The experimental group interviews revealed that the VR simulation was realistic and helpful for learning about PU management.

Conclusions: The results revealed that PU-VRSim could improve novice nurses' learning of PU management in realistic environments. Further studies using VR for clinical training are recommended for novice nurses.

背景:压疮(PU)是医疗机构中行动不便的患者常见的严重并发症。护士在预防压疮方面发挥着重要作用,但新护士缺乏临床经验。虚拟现实技术(VR)有利于进行以临床和手术为重点的模拟训练:我们旨在探索使用头戴式显示器为护士新手提供新型 PU 管理 VR 模拟(PU-VRSim)课程的可行性,并研究不同类型的学习材料(即 VR 或基于视频的讲座)如何影响学习成果和体验:方法:PU-VRSim 是在 Unity 3D 平台上创建的。这项混合方法试点准实验研究将 35 名护士新手分为实验组(18 人)和对照组(17 人)。实验组使用 VR 应用 PU-VRSim 程序,而对照组则接受基于视频的讲座。两组在干预前后均接受了 PU 知识测试、批判性思维处置测量工具和韩语版一般自我效能量表的评估。干预结束后,实验组进一步接受了临床判断评分标准的评估,并接受了访谈,以评估他们对 PU-VRSim 的体验:干预前后的比较结果显示,实验组(P=.001)和对照组(P=.005)的 PU 知识均有显著提高。两组在自我效能感和批判性思维方面均无明显差异。实验组在临床判断方面的平均得分为 3.23 分(标准差为 0.44 分)(完成),采用 4 分制进行评估。实验组访谈显示,VR 模拟逼真,有助于学习 PU 管理:研究结果表明,PU-VRSim 可提高新手护士在真实环境中学习 PU 管理的能力。建议针对新手护士开展更多使用 VR 进行临床培训的研究。
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引用次数: 0
Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study. 考察和比较虚拟现实健身游戏(超自然)两种模式的能量消耗:间接量热法研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-06-04 DOI: 10.2196/53999
Tabitha V Craig, Ryan E Rhodes, Wuyou Sui

Background: The effectiveness of virtual reality (VR) fitness games as a form of moderate to vigorous physical activity has yet to be thoroughly quantified through gold standard energy expenditure measures.

Objective: The purpose of this study was to examine the energy expenditure of 2 medium-intensity modes ("Flow and "Boxing") of a VR fitness game, Supernatural, using indirect calorimetry.

Methods: Indirect calorimetry was used to examine relative and objective maximal oxygen consumption (VO2 max), metabolic equivalents of task (METs), and calories burned during medium-intensity bouts of both Flow and Boxing gameplay modes in young (mean age 25.42, SD 3.25 years), active individuals (n=12 female and n=11 male). METs and calories were also compared using a triaxial waist-worn accelerometer, an Apple smartwatch, and a VR headset. Mood states were assessed pre- and postbout using the shortened Profile of Mood States Questionnaire. Paired 2-tailed t tests were used to examine differences in game modes, between sexes, and pre-post exercise sessions.

Results: Objective and relative VO2 max averaged 1.93 (SD 0.44) L/min and 27.61 (SD 5.60) mL/kg/min, respectively, between modes. Flow (mean 8.2, SD 1.54 METs) and Boxing (mean 7.6, SD 1.66 METs) are both classified as high energy expenditure, vigorous activities. Calorie expenditure data of the accelerometer and VR headset differed significantly from the metabolic cart. Mood changes pre- to post exercise were consistent with expected values for moderate- to vigorous-intensity physical activity, with participants reporting that they felt more "active," "full of pep," "vigorous," and "lively" (P<.05) following bouts. Male individuals reported higher objective oxygen consumption (VO2) for both Flow and Boxing modes; no other sex-specific differences were observed.

Conclusions: Both Flow and Boxing gameplay modes of Supernatural classify as vigorous physical activity and demonstrate the potential to promote mental and physical health benefits. Supernatural may be an effective exercise modality in a VO2 training program.

背景:虚拟现实(VR)健身游戏作为一种中度到剧烈运动的形式,其有效性还有待于通过金标准能量消耗测量方法进行彻底量化:本研究的目的是使用间接热量测量法检测 VR 健身游戏《超自然》的两种中等强度模式("流 "和 "拳击")的能量消耗:间接热量测定法用于检测年轻(平均年龄 25.42 岁,标准差 3.25 岁)、活跃的个体(女性 12 人,男性 11 人)在中等强度的 "流 "和 "拳击 "游戏模式中相对和客观的最大耗氧量(VO2 max)、任务代谢当量(METs)和消耗的卡路里。此外,还使用三轴腰部加速度计、苹果智能手表和 VR 头显对 MET 和卡路里进行了比较。比赛前后的情绪状态使用简短的 "情绪状态概况问卷 "进行评估。采用配对双尾 t 检验来检查游戏模式、性别和运动前后的差异:客观和相对最大 VO2 分别为 1.93(标准差 0.44)升/分钟和 27.61(标准差 5.60)毫升/千克/分钟。流水(平均 8.2,SD 1.54 METs)和拳击(平均 7.6,SD 1.66 METs)都属于高能量消耗的剧烈活动。加速计和 VR 头显的卡路里消耗数据与代谢车的数据有显著差异。从运动前到运动后的情绪变化与中强度到高强度体育活动的预期值一致,"Flow "和 "Boxing "两种模式的参与者都表示感觉更 "活跃"、"充满活力"、"精力充沛 "和 "活泼"(P2);没有观察到其他性别差异:结论:《超自然》的 "流"(Flow)和 "拳击"(Boxing)游戏模式都属于剧烈运动,具有促进身心健康的潜力。Supernatural 可能是 VO2 训练计划中的一种有效运动模式。
{"title":"Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study.","authors":"Tabitha V Craig, Ryan E Rhodes, Wuyou Sui","doi":"10.2196/53999","DOIUrl":"10.2196/53999","url":null,"abstract":"<p><strong>Background: </strong>The effectiveness of virtual reality (VR) fitness games as a form of moderate to vigorous physical activity has yet to be thoroughly quantified through gold standard energy expenditure measures.</p><p><strong>Objective: </strong>The purpose of this study was to examine the energy expenditure of 2 medium-intensity modes (\"Flow and \"Boxing\") of a VR fitness game, Supernatural, using indirect calorimetry.</p><p><strong>Methods: </strong>Indirect calorimetry was used to examine relative and objective maximal oxygen consumption (VO<sub>2</sub> max), metabolic equivalents of task (METs), and calories burned during medium-intensity bouts of both Flow and Boxing gameplay modes in young (mean age 25.42, SD 3.25 years), active individuals (n=12 female and n=11 male). METs and calories were also compared using a triaxial waist-worn accelerometer, an Apple smartwatch, and a VR headset. Mood states were assessed pre- and postbout using the shortened Profile of Mood States Questionnaire. Paired 2-tailed t tests were used to examine differences in game modes, between sexes, and pre-post exercise sessions.</p><p><strong>Results: </strong>Objective and relative VO<sub>2</sub> max averaged 1.93 (SD 0.44) L/min and 27.61 (SD 5.60) mL/kg/min, respectively, between modes. Flow (mean 8.2, SD 1.54 METs) and Boxing (mean 7.6, SD 1.66 METs) are both classified as high energy expenditure, vigorous activities. Calorie expenditure data of the accelerometer and VR headset differed significantly from the metabolic cart. Mood changes pre- to post exercise were consistent with expected values for moderate- to vigorous-intensity physical activity, with participants reporting that they felt more \"active,\" \"full of pep,\" \"vigorous,\" and \"lively\" (P<.05) following bouts. Male individuals reported higher objective oxygen consumption (VO<sub>2</sub>) for both Flow and Boxing modes; no other sex-specific differences were observed.</p><p><strong>Conclusions: </strong>Both Flow and Boxing gameplay modes of Supernatural classify as vigorous physical activity and demonstrate the potential to promote mental and physical health benefits. Supernatural may be an effective exercise modality in a VO<sub>2</sub> training program.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"12 ","pages":"e53999"},"PeriodicalIF":3.8,"publicationDate":"2024-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11185914/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141236929","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
Virtual Reality Applications for the Implementation of Domestic Respiratory Rehabilitation Programs for Patients With Long COVID and Post-COVID Condition: Scoping Review. 针对长期 COVID 和后 COVID 患者实施国内呼吸康复计划的虚拟现实应用:范围审查。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-05-31 DOI: 10.2196/52309
Katharina Dalko, Hlynur Andri Elsuson, Ivonne Kalter, Max Zilezinski, Sebastian Hofstetter, Dietrich Stoevesandt, Denny Paulicke, Patrick Jahn
<p><strong>Background: </strong>Due to a high number of patients affected by long COVID or post-COVID condition, an essential step to address the long-term effects of COVID-19 lies in the development and implementation of flexible and accessible rehabilitation programs. Virtual reality (VR) technologies offer the potential to support traditional therapies with individualized at-home programs.</p><p><strong>Objective: </strong>This study aims to provide an overview of existing scientific evidence on the development and implementation of VR-assisted respiratory rehabilitation programs for patients with long COVID and post-COVID condition and to synthesize the results.</p><p><strong>Methods: </strong>We conducted a scoping review of studies from 6 databases. PubMed, CINAHL, Cochrane, ScienceDirect, Web of Science Social Sciences Citation Index, and PEDro were searched using an exploratory search strategy. The search, which was last updated in February 2024, included peer-reviewed studies on immersive VR applications providing respiratory rehabilitation programs for patients with chronic obstructive pulmonary disease and long COVID or post-COVID condition. Exclusion criteria were studies in clinical or inpatient settings, telemedicine, nonimmersive VR applications, and gray literature. Nine publications were included in this review. Findings were extracted and summarized from the studies according to the JBI (Joanna Briggs Institute) method and thematically categorized. Topics covered were study characteristics, physiotherapeutic concept, clinical parameters, as well as usability and acceptability.</p><p><strong>Results: </strong>The 9 publications included in the qualitative analysis were published in 2019-2023. Eight empirical studies were included: 4 followed a mixed methods design, 3 were qualitative studies, and 1 followed a quantitative method. One scoping review was included in the data analyses. Four of the included studies were on patients with chronic obstructive pulmonary disease. The 9 studies demonstrated that VR-supported respiratory rehabilitation programs result in positive initial outcomes in terms of physical as well as psychological parameters. Particularly noteworthy was the increased motivation and compliance of patients. However, adverse effects and lack of usability are the barriers to the implementation of this innovative approach.</p><p><strong>Conclusions: </strong>Overall, VR is a promising technology for the implementation of individualized and flexible respiratory rehabilitation programs for patients with long COVID and post-COVID condition. Nevertheless, corresponding approaches are still under development and need to be more closely adapted to the needs of users. Further, the evidence was limited to pilot studies or a small number of patients, and no randomized controlled trials or long-term studies were part of the study selection. The included studies were performed by 4 groups of researchers: 3 from Europe and 1 from
背景:由于受长期COVID或COVID后病情影响的患者人数众多,解决COVID-19长期影响的关键步骤在于制定和实施灵活、方便的康复计划。虚拟现实(VR)技术为支持传统疗法和个性化居家计划提供了可能:本研究旨在概述针对长期 COVID 和后 COVID 患者开发和实施 VR 辅助呼吸康复计划的现有科学证据,并对结果进行综合分析:我们对 6 个数据库中的研究进行了范围审查。我们采用探索性检索策略对 PubMed、CINAHL、Cochrane、ScienceDirect、Web of Science Social Sciences Citation Index 和 PEDro 进行了检索。该检索的最后一次更新是在 2024 年 2 月,包括同行评议过的关于为慢性阻塞性肺病和长 COVID 或后 COVID 患者提供呼吸康复计划的沉浸式 VR 应用程序的研究。排除标准包括临床或住院环境中的研究、远程医疗、非沉浸式 VR 应用以及灰色文献。本综述共收录了 9 篇出版物。根据乔安娜-布里格斯研究所(JBI)的方法对研究结果进行了提取和总结,并按主题进行了分类。研究主题包括研究特点、物理治疗概念、临床参数以及可用性和可接受性:纳入定性分析的 9 篇论文发表于 2019-2023 年。其中包括 8 项实证研究:其中 4 项采用混合方法设计,3 项为定性研究,1 项采用定量方法。数据分析还包括一篇范围综述。其中 4 项研究的对象是慢性阻塞性肺病患者。这 9 项研究表明,VR 支持的呼吸康复计划在生理和心理参数方面都取得了积极的初步成果。尤其值得注意的是,患者的积极性和依从性得到了提高。然而,不良影响和缺乏可用性是实施这一创新方法的障碍:总之,VR 是一种很有前途的技术,可用于为长期 COVID 和 COVID 后患者实施个性化和灵活的呼吸康复计划。尽管如此,相应的方法仍在开发中,需要更紧密地适应用户的需求。此外,这些证据仅限于试验性研究或少数患者,没有随机对照试验或长期研究作为研究选择的一部分。纳入的研究由 4 组研究人员进行:其中 3 组来自欧洲,1 组来自美国。
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引用次数: 0
Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework. 加强严肃游戏设计:专家评审、以利益相关者为中心的框架。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-05-31 DOI: 10.2196/48099
Lance Bunt, Japie Greeff, Estelle Taylor
<p><strong>Background: </strong>Traditional serious game design methods often overlook stakeholder needs. This study integrates stakeholder theory and enterprise architecture (EA), along with the Architecture Development Method, to propose a novel framework for serious game design. Crafted to aid practitioners, researchers, and specialists in leveraging resources more effectively, the framework is validated through a design science research methodology. Expert reviews have further refined its features, making it a robust tool for enhancing serious game design and implementation.</p><p><strong>Objective: </strong>This paper introduces a framework for designing serious games, covering stakeholder analysis, requirements gathering, and design implementation planning. It highlights the importance of expert review in validating and refining the framework, ensuring its effectiveness and reliability for use in serious game design. Through critical assessment by experts, the framework is optimized for practical application by practitioners, researchers, and specialists in the field, ensuring its utility in enhancing serious game development. The next step will be to validate the framework empirically by applying it to a serious game development project.</p><p><strong>Methods: </strong>We developed and validated a conceptual framework for serious game design by synthesizing stakeholder theory and EA through literature review, concept mapping, and theory development by way of a design science research approach. The framework is iteratively refined and validated via expert review, drawing on insights from professionals experienced in serious games, stakeholder theory, and EA. This method ensures the framework's practical relevance and effectiveness in addressing real-world design challenges.</p><p><strong>Results: </strong>An expert review by 29 serious game practitioners validated the framework's success in stakeholder management, confirming its stakeholder-centered effectiveness. Although the experts praised its structured approach, they suggested clearer guidance for game design elements. In addition, the experts, while acknowledging the framework's complexity, saw its depth as valuable for efficient management. The consensus calls for a refined balance between detailed functionality and user-friendly design, with the framework's impact on stakeholder capabilities revealing a spectrum of professional needs.</p><p><strong>Conclusions: </strong>This paper presents a framework for creating effective and organizationally aligned serious games. Evaluated across execution, practical, and EA levels, it is logical but varies in ease of understanding, with experts calling for more accessibility at the EA level. It enhances stakeholder efficiency and management but is criticized for rigidity and a need for flexibility. Recommendations include streamlining the framework, enhancing clarity, reducing administrative tasks, and incorporating clear guidelines on technolo
背景:传统的严肃游戏设计方法往往忽视利益相关者的需求。本研究将利益相关者理论和企业架构(EA)与架构开发方法相结合,提出了一个新颖的严肃游戏设计框架。为了帮助从业人员、研究人员和专家更有效地利用资源,该框架通过设计科学研究方法进行了验证。专家评审进一步完善了该框架的功能,使其成为加强严肃游戏设计和实施的强大工具:本文介绍了严肃游戏的设计框架,包括利益相关者分析、需求收集和设计实施规划。它强调了专家评审在验证和完善该框架方面的重要性,以确保其在严肃游戏设计中使用的有效性和可靠性。通过专家的严格评估,该框架得到了优化,适合该领域的从业人员、研究人员和专家的实际应用,确保其在加强严肃游戏开发方面的实用性。下一步将在严肃游戏开发项目中应用该框架,对其进行经验验证:方法:我们通过文献综述、概念图绘制和设计科学研究方法的理论发展,综合利益相关者理论和 EA,开发并验证了严肃游戏设计的概念框架。该框架通过专家评审,吸取在严肃游戏、利益相关者理论和 EA 方面经验丰富的专业人士的见解,反复进行完善和验证。这种方法确保了该框架在应对现实世界设计挑战时的实用性和有效性:结果:29 位严肃游戏从业者的专家评审验证了该框架在利益相关者管理方面的成功,确认了它以利益相关者为中心的有效性。尽管专家们对该框架的结构化方法表示赞赏,但他们建议对游戏设计元素提供更明确的指导。此外,专家们在承认该框架复杂性的同时,也认为其深度对于高效管理很有价值。共识要求在详细的功能和用户友好的设计之间取得精炼的平衡,框架对利益相关者能力的影响揭示了一系列专业需求:本文提出了一个创建有效且与组织相匹配的严肃游戏的框架。通过对执行、实践和 EA 层面的评估,该框架符合逻辑,但在易懂性方面存在差异,专家们呼吁在 EA 层面提高易懂性。它提高了利益相关者的效率和管理,但也被批评为僵化和需要灵活性。建议包括简化框架、提高清晰度、减少行政任务,以及纳入有关技术使用、激励要素和操作工具的明确指南。这样做的目的是帮助利益相关者设计出更有针对性和适应性更强的游戏。下一次迭代将在项目应用和团队反馈之后进行。
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引用次数: 0
The Effect of a Novel Video Game on Young Soccer Players' Sports Performance and Attention: Randomized Controlled Trial. 新颖电子游戏对青少年足球运动员运动表现和注意力的影响:随机对照试验
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-05-27 DOI: 10.2196/52275
Adrian Feria-Madueño, Germán Monterrubio-Fernández, Jesus Mateo Cortes, Angel Carnero-Diaz

Background: Currently, the fusion of technology and sports is inevitable. The integration of various systems and devices has brought about significant transformations in established sports practices, impacting not only the rules but also physiological, biomechanical, and even psychological aspects.

Objective: The purpose of this study was to analyze the effect of an attention intervention through a video game on young soccer players.

Methods: Twelve young male soccer players (age: mean 8.5, SD 1 years) were divided into 2 groups: a control group (CG; n=10) and an experimental group (EG; n=10). During the 6-week training program, the EG received attention training through a video game twice a week for 15 minutes per session. Pre- and postintervention measurements included a specific decision-making soccer test and interviews with coaching staff. Additionally, success in the video game, muscular activity, and sweat levels were monitored.

Results: The EG demonstrated a significant improvement in video game success following the intervention program, as indicated by the achieved level (P<.001). However, no significant differences were found between groups regarding electromyographic (EMG) activity (P=.21) and sweating (P=.20). Prior to implementing the attention training program, both groups exhibited similar data for variables related to decision-making and execution mechanisms (≤10%). Only 2 decision-making variables exceeded 10% but remained below 15% (Shot_D=13.35%; Marking_with_Ball_D=-12.64%). Furthermore, changes in attacking action variables were more pronounced in execution-related variables, except for dribbling and fixing. Conversely, in defensive action variables, changes were greater in decision-related variables, except for marking with the ball and marking without the ball.

Conclusions: Our findings reveal that incorporating a specific attentional video game into a soccer training program enhances decision-making compared to a program without the video game. Therefore, it is advisable for practitioners to consider using this tool due to its high efficiency in terms of economic and temporal costs, particularly in improving a key psychological variable.

背景介绍当前,科技与体育的融合已不可避免。各种系统和设备的整合给既定的体育实践带来了重大变革,不仅影响到规则,还影响到生理、生物力学甚至心理方面:本研究旨在分析通过视频游戏对青少年足球运动员进行注意力干预的效果:12 名年轻男性足球运动员(平均年龄 8.5 岁,标准差 1 岁)被分为两组:对照组(CG;人数=10)和实验组(EG;人数=10)。在为期 6 周的训练计划中,实验组每周两次通过视频游戏接受注意力训练,每次 15 分钟。干预前后的测量包括一项特定的足球决策测试和对教练员的访谈。此外,还对视频游戏的成功率、肌肉活动和出汗水平进行了监测:结果:干预计划后,电子游戏的成功率有了明显提高,具体表现为达到的水平(PC):我们的研究结果表明,与没有视频游戏的项目相比,在足球训练项目中加入特定的注意力视频游戏能提高决策能力。因此,由于该工具在经济和时间成本方面的高效性,尤其是在改善关键心理变量方面的高效性,建议从业人员考虑使用该工具。
{"title":"The Effect of a Novel Video Game on Young Soccer Players' Sports Performance and Attention: Randomized Controlled Trial.","authors":"Adrian Feria-Madueño, Germán Monterrubio-Fernández, Jesus Mateo Cortes, Angel Carnero-Diaz","doi":"10.2196/52275","DOIUrl":"10.2196/52275","url":null,"abstract":"<p><strong>Background: </strong>Currently, the fusion of technology and sports is inevitable. The integration of various systems and devices has brought about significant transformations in established sports practices, impacting not only the rules but also physiological, biomechanical, and even psychological aspects.</p><p><strong>Objective: </strong>The purpose of this study was to analyze the effect of an attention intervention through a video game on young soccer players.</p><p><strong>Methods: </strong>Twelve young male soccer players (age: mean 8.5, SD 1 years) were divided into 2 groups: a control group (CG; n=10) and an experimental group (EG; n=10). During the 6-week training program, the EG received attention training through a video game twice a week for 15 minutes per session. Pre- and postintervention measurements included a specific decision-making soccer test and interviews with coaching staff. Additionally, success in the video game, muscular activity, and sweat levels were monitored.</p><p><strong>Results: </strong>The EG demonstrated a significant improvement in video game success following the intervention program, as indicated by the achieved level (P<.001). However, no significant differences were found between groups regarding electromyographic (EMG) activity (P=.21) and sweating (P=.20). Prior to implementing the attention training program, both groups exhibited similar data for variables related to decision-making and execution mechanisms (≤10%). Only 2 decision-making variables exceeded 10% but remained below 15% (Shot_D=13.35%; Marking_with_Ball_D=-12.64%). Furthermore, changes in attacking action variables were more pronounced in execution-related variables, except for dribbling and fixing. Conversely, in defensive action variables, changes were greater in decision-related variables, except for marking with the ball and marking without the ball.</p><p><strong>Conclusions: </strong>Our findings reveal that incorporating a specific attentional video game into a soccer training program enhances decision-making compared to a program without the video game. Therefore, it is advisable for practitioners to consider using this tool due to its high efficiency in terms of economic and temporal costs, particularly in improving a key psychological variable.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"12 ","pages":"e52275"},"PeriodicalIF":4.0,"publicationDate":"2024-05-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11144834/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141158259","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
Adoption of Augmented Reality in Educational Programs for Nurses in Intensive Care Units of Tertiary Academic Hospitals: Mixed Methods Study. 在三级学术医院重症监护室护士教育课程中采用增强现实技术:混合方法研究。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-05-23 DOI: 10.2196/54188
Suyoung Yoo, Sejin Heo, Soojin Song, Aeyoung Park, Hyunchung Cho, Yuna Kim, Won Chul Cha, Kyeongsug Kim, Meong Hi Son

Background: In the wake of challenges brought by the COVID-19 pandemic to conventional medical education, the demand for innovative teaching methods has surged. Nurse training, with its focus on hands-on practice and self-directed learning, encountered significant hurdles with conventional approaches. Augmented reality (AR) offers a potential solution to addressing this issue.

Objective: The aim of this study was to develop, introduce, and evaluate an AR-based educational program designed for nurses, focusing on its potential to facilitate hands-on practice and self-directed learning.

Methods: An AR-based educational program for nursing was developed anchored by the Kern six-step framework. First, we identified challenges in conventional teaching methods through interviews and literature reviews. Interviews highlighted the need for hands-on practice and on-site self-directed learning with feedback from a remote site. The training goals of the platform were established by expert trainers and researchers, focusing on the utilization of a ventilator and extracorporeal membrane oxygenation system. Intensive care nurses were enrolled to evaluate AR education. We then assessed usability and acceptability of the AR training using the System Usability Scale and Technology Acceptance Model with intensive care nurses who agreed to test the new platform. Additionally, selected participants provided deeper insights through semistructured interviews.

Results: This study highlights feasibility and key considerations for implementing an AR-based educational program for intensive care unit nurses, focusing on training objectives of the platform. Implemented over 2 months using Microsoft Dynamics 365 Guides and HoloLens 2, 28 participants were trained. Feedback gathered through interviews with the trainers and trainees indicated a positive reception. In particular, the trainees mentioned finding AR particularly useful for hands-on learning, appreciating its realism and the ability for repetitive practice. However, some challenges such as difficulty in adapting to the new technology were expressed. Overall, AR exhibits potential as a supplementary tool in nurse education.

Conclusions: To our knowledge, this is the first study to substitute conventional methods with AR in this specific area of critical care nursing. These results indicate the multiple principal factors to take into consideration when adopting AR education in hospitals. AR is effective in promoting self-directed learning and hands-on practice, with participants displaying active engagement and enhanced skill acquisition.

Trial registration: ClinicalTrials.gov NCT05629663; https://clinicaltrials.gov/study/NCT05629663.

背景:在 COVID-19 大流行给传统医学教育带来挑战之后,对创新教学方法的需求激增。护士培训注重动手实践和自主学习,但传统方法在这方面遇到了巨大障碍。增强现实(AR)为解决这一问题提供了潜在的解决方案:本研究旨在开发、介绍和评估一项专为护士设计的基于 AR 的教育计划,重点关注其促进动手实践和自主学习的潜力:方法:根据 Kern 六步框架,开发了基于 AR 的护理教育课程。首先,我们通过访谈和文献综述确定了传统教学方法所面临的挑战。访谈强调了实践操作和现场自主学习以及远程反馈的必要性。专家培训师和研究人员确定了该平台的培训目标,重点是呼吸机和体外膜氧合系统的使用。重症监护护士参与了 AR 教育的评估。然后,我们使用系统可用性量表和技术接受模型,对同意测试新平台的重症监护护士进行了 AR 培训的可用性和可接受性评估。此外,选定的参与者还通过半结构式访谈提供了更深入的见解:本研究强调了为重症监护室护士实施基于 AR 的教育计划的可行性和主要考虑因素,重点关注该平台的培训目标。该项目使用 Microsoft Dynamics 365 Guides 和 HoloLens 2 实施,历时 2 个月,共培训了 28 名参与者。通过对培训师和受训人员的访谈收集到的反馈表明,培训效果良好。受训人员特别提到,他们发现 AR 对实践学习特别有用,并对其逼真性和重复练习的能力表示赞赏。不过,也有学员提出了一些挑战,如难以适应新技术。总之,AR 作为护士教育的辅助工具具有潜力:据我们所知,这是第一项在重症护理这一特定领域用 AR 替代传统方法的研究。这些结果表明,医院在采用 AR 教育时应考虑多种主要因素。AR能有效促进自主学习和动手实践,参与者表现出了积极参与的态度,并提高了技能掌握程度:试验注册:ClinicalTrials.gov NCT05629663;https://clinicaltrials.gov/study/NCT05629663。
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引用次数: 0
Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study. 青少年心理健康严肃游戏对认知脆弱性的影响:可用性试点研究
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-05-09 DOI: 10.2196/47513
Eva De Jaegere, Kees van Heeringen, Peter Emmery, Gijs Mommerency, Gwendolyn Portzky

Background: Adolescent mental health is of utmost importance. E-mental health interventions, and serious games in particular, are appealing to adolescents and can have beneficial effects on their mental health. A serious game aimed at improving cognitive vulnerability (ie, beliefs or attitudes), which can predispose an individual to mental health problems, can contribute to the prevention of these problems in adolescents.

Objective: This study aimed to assess the feasibility of the prototype of a serious game called "Silver."

Methods: The prototype of the serious game was developed using a user-centered participatory design. The prototype of Silver focused on 1 aspect of a serious game for improving cognitive vulnerability in adolescents, that is, the recognition and identification of cognitive distortions. Through the game, players were required to identify and classify the character's thoughts as helpful or unhelpful. Upon successful advancement to the next level, the task becomes more challenging, as players must also identify specific types of cognitive distortions. A pre- and posttest uncontrolled design was used to evaluate the game, with a 1-week intervention phase in which participants were asked to play the game. Participants aged 12-16 years were recruited in schools. The outcomes of interest were the recognition of cognitive distortions and presence of participants' cognitive distortions. The game was also evaluated on its effects, content, and usefulness.

Results: A total of 630 adolescents played Silver and completed the assessments. Adolescents were significantly better at recognizing cognitive distortions at the pretest (mean 13.09, SD 4.08) compared to the posttest (mean 13.82, SD 5.09; t629=-4.00, P<.001). Furthermore, their cognitive distortions decreased significantly at the posttest (mean 38.73, SD 12.79) compared to the pretest (mean 41.43, SD 10.90; t629=7.98, P<.001). Participants also indicated that the game helped them recognize cognitive distortions. Many participants considered the game appealing (294/610, 48.2%) but boring (317/610, 52%) and preferred a more comprehensive game (299/610, 49%).

Conclusions: Findings from this study suggest that a serious game may be an effective tool for improving cognitive vulnerability in adolescents. The development of such a serious game, based on the prototype, is recommended. It may be an important and innovative tool for the universal prevention of mental health problems in adolescents. Future research on the effects of the game is warranted.

背景介绍青少年的心理健康至关重要。电子心理健康干预措施,尤其是严肃游戏,对青少年很有吸引力,并能对他们的心理健康产生有益的影响。严肃游戏旨在改善认知脆弱性(即信念或态度),而认知脆弱性可能导致个人出现心理健康问题,因此严肃游戏有助于预防青少年出现这些问题:本研究旨在评估名为 "银 "的严肃游戏原型的可行性:该严肃游戏的原型是通过以用户为中心的参与式设计开发出来的。银色 "原型侧重于严肃游戏中改善青少年认知脆弱性的一个方面,即认知扭曲的识别和鉴定。通过游戏,玩家需要识别角色的想法并将其分为有用或无用。在成功晋级到下一关卡后,任务变得更具挑战性,因为玩家还必须识别特定类型的认知扭曲。该游戏的评估采用了前测和后测的非对照设计,在为期一周的干预阶段,要求参与者进行游戏。在学校招募了 12-16 岁的参与者。所关注的结果是认知扭曲的识别和参与者认知扭曲的存在。此外,还对游戏的效果、内容和实用性进行了评估:共有 630 名青少年玩了《白银》游戏并完成了评估。在前测(平均 13.09,标准差 4.08)与后测(平均 13.82,标准差 5.09;t629=-4.00,PC结论)中,青少年识别认知扭曲的能力明显更强:本研究的结果表明,严肃游戏可能是改善青少年认知脆弱性的有效工具。建议根据原型开发这样一款严肃游戏。它可能是普遍预防青少年心理健康问题的重要创新工具。今后有必要对该游戏的效果进行研究。
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引用次数: 0
A Serious Game (MyDiabetic) to Support Children's Education in Type 1 Diabetes Mellitus: Iterative Participatory Co-Design and Feasibility Study. 支持儿童 1 型糖尿病教育的严肃游戏(MyDiabetic):迭代参与式共同设计和可行性研究。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-05-07 DOI: 10.2196/49478
Daniel Novak
<p><strong>Background: </strong>Serious games, which are gaming applications used for purposes beyond entertainment to educate users on, and address, specific issues, may present a timely approach to promote healthy diabetes management behaviors among children with type 1 diabetes mellitus (T1DM). The lasting benefits associated with these serious games encompass improved patient education; enhanced glycemic control; the reinforcement of bonds within the community of people with diabetes; the facilitation of meaningful dialogues with caregivers, especially within the familial setting; and a significant reduction in the economic burdens associated with subsequent complications.</p><p><strong>Objective: </strong>This paper primarily aims to provide a detailed overview of the iterative design process and the associated evaluation methods used in the development of the educational game. Furthermore, this study aims to enhance motivation for sustained and extended engagement with the game over time. The MyDiabetic game design aims to educate children on various aspects, including the connections among food, insulin, and physical activity. Furthermore, it seeks to impart knowledge related to the operation of a glucometer and an insulin pen, as well as more advanced technologies such as administering glucagon, measuring ketoacidosis, and continuous glucose monitoring.</p><p><strong>Methods: </strong>The co-design methodology was applied, involving interviews, design workshops, and prototype feedback sessions. A combination of several approaches, such as tailoring, observational learning, social and family support, decision-making practice, and reward systems, was used to support children's compliance. Moreover, incorporating the literature, guidelines, and current practices into the design ensured that the game was aligned with established health care pathways and included relevant information and best practices for diabetes management.</p><p><strong>Results: </strong>The game was tested on 32 children in 3 iterations. Positive responses were received from children who tested the game as well as their parents. The game was also presented to 5 schoolmates of children with T1DM who appreciated a better understanding of the disease and the opportunity to support their friends more efficiently in T1DM compensation. The involvement of children and clinicians in participatory co-design contributed to to the game's high acceptance. With regard to the game's impact on education, 1 week of testing revealed an enhancement in educational outcomes.</p><p><strong>Conclusions: </strong>The game is especially suitable for children newly diagnosed with T1DM because it acquaints them in a fun way with new terminology; for example, they can try to measure glycemia levels in an interactive way. The game also caters to children who still need to develop reading skills by including an audio guide. The guide ensures that children of all literacy levels can benefit from the g
背景:严肃游戏是一种超越娱乐目的的游戏应用程序,用于教育用户并解决特定问题,可能是促进 1 型糖尿病(T1DM)儿童健康糖尿病管理行为的一种及时方法。与这些严肃游戏相关的持久益处包括:改善患者教育;加强血糖控制;加强糖尿病患者社区内的联系;促进与护理人员进行有意义的对话,尤其是在家庭环境中;以及显著减少与后续并发症相关的经济负担:本文的主要目的是详细介绍教育游戏开发过程中的迭代设计过程和相关评估方法。此外,本研究还旨在提高长期持续参与游戏的积极性。我的糖尿病》游戏设计的目的是对儿童进行多方面的教育,包括食物、胰岛素和体育锻炼之间的联系。此外,它还试图传授与血糖仪和胰岛素笔的操作有关的知识,以及更先进的技术,如注射胰高血糖素、测量酮症酸中毒和连续血糖监测等:采用了共同设计方法,包括访谈、设计研讨会和原型反馈会议。综合运用了多种方法,如量身定制、观察学习、社会和家庭支持、决策实践和奖励制度等,以支持儿童的依从性。此外,将文献、指南和当前实践纳入设计中,确保游戏与既定的医疗保健途径保持一致,并包含糖尿病管理的相关信息和最佳实践:该游戏在 32 名儿童身上进行了 3 次反复测试。测试游戏的儿童及其家长都给予了积极的回应。此外,还向 5 名 T1DM 患儿的同学展示了该游戏,他们对该游戏有了更好的了解,并有机会在 T1DM 补偿方面更有效地支持他们的朋友。儿童和临床医生参与共同设计,使游戏获得了很高的接受度。至于游戏对教育的影响,为期一周的测试表明,游戏提高了教育效果:该游戏特别适合新诊断出患有 T1DM 的儿童,因为它能以有趣的方式让他们熟悉新术语;例如,他们可以尝试以互动的方式测量血糖水平。该游戏还通过音频指南来满足仍需提高阅读能力的儿童的需求。该指南确保不同识字水平的儿童都能从游戏的教育内容和互动体验中受益。该游戏可在 Google Play 和苹果应用商店下载。
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