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Translating and Testing a Digital Game Promoting Vegetable Consumption in Young Children: Usability Study. 翻译和测试促进幼儿蔬菜消费的数字游戏:可用性研究。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-10-03 DOI: 10.2196/43843
Sophie Bucher Della Torre, Marlene Lages, Sara S Dias, Maria P Guarino, Cátia Braga-Pontes

Background: Promoting healthy eating in children is key to preventing chronic diseases, and vegetable consumption is notably lower than recommended in this population. Among the interventions tested, gamification has shown promise in promoting familiarization, increasing knowledge, and potentially increasing vegetable intake.

Objective: This pilot study aimed first to translate the digital game "Veggies4myHeart" into French and to assess its influence on young children's preferences and willingness to taste vegetables when combined with repeated tasting and education. We also aimed to investigate the acceptability and applicability of the game in 2 classrooms.

Methods: During 5 consecutive weekly sessions, children from 2 elementary classes played the digital game consisting of 5 mini games on different vegetables (lettuce, carrot, red cabbage, cucumber, and tomato) in pairs for 10-15 minutes. In addition, they discussed one of the vegetables and tasted the 5 vegetables in each session. Pretest and posttest food preferences and willingness to taste the vegetables were compared. Teachers participated in a semistructured interview.

Results: A total of 45 children aged 5 to 6 years tested the French version of the digital game. The children's declared food preferences were already high for carrot, cucumber, and tomato, with scores higher than 4 out of a maximum of 5. The scores did not change significantly after the intervention, except for red cabbage (pretest: mean 2.52, SD 1.49; posttest: mean 3.29, SD 1.67; P=.006) and a composite score (pretest: mean 3.76, SD 1.06; posttest: mean 4.05, SD 1.03; P=.001). Before the intervention, 18 (44%), 30 (73%), 16 (39%), 29 (71%), and 26 (63%) children out of 41 were willing to taste lettuce, carrot, red cabbage, cucumber, and tomato, respectively. After the intervention, no significant statistical differences were observed, with 23 (51%), 36 (80%), 24 (53%), 33 (73%), and 29 (64%) children out of 45 willing to taste lettuce, carrot, red cabbage, cucumber, and tomato, respectively. Teachers supported this tool combined with repeated tasting and education and highlighted facilitators and barriers that should be anticipated to improve implementation in schools.

Conclusions: In this study, we translated an existing digital game applicable and acceptable to both children and teachers. A larger study is warranted to confirm the effectiveness of interventions using the digital game to promote vegetable preference, willingness to taste, and intake.

背景:促进儿童健康饮食是预防慢性病的关键,而这一人群的蔬菜消费量明显低于建议水平。在测试的干预措施中,游戏化在促进熟悉、增加知识和潜在增加蔬菜摄入量方面显示出了前景。目的:这项试点研究首先旨在将数字游戏“Veggies4myHeart”翻译成法语,并评估其在结合反复品尝和教育的情况下对幼儿品尝蔬菜的偏好和意愿的影响。我们还旨在调查游戏在两个教室的可接受性和适用性。方法:在连续5个星期的课程中,来自两个小学班的孩子们玩了一个数字游戏,其中包括5个关于不同蔬菜(生菜、胡萝卜、红卷心菜、黄瓜和番茄)的迷你游戏,时间为10-15分钟。此外,他们还讨论了其中一种蔬菜,并在每节课上品尝了这5种蔬菜。比较了测试前和测试后的食物偏好和品尝蔬菜的意愿。老师们参加了一个半结构化的面试。结果:共有45名5至6岁的儿童测试了法国版的数字游戏。孩子们宣称的对胡萝卜、黄瓜和番茄的食物偏好已经很高了,在最高5分中,得分高于4分。干预后,除了红甘蓝(前测:平均2.52,SD 1.49;后测:平均3.29,SD 1.67;P=0.006)和综合评分(前测,平均3.76,SD 1.06;后测,平均4.05,SD 1.03;P=0.001)外,评分没有显著变化。干预前,41名儿童中有18名(44%)、30名(73%)、16名(39%)、29名(71%)和26名(63%)愿意品尝生菜、胡萝卜、红甘蓝,黄瓜和番茄。干预后,没有观察到显著的统计差异,45名儿童中有23名(51%)、36名(80%)、24名(53%)、33名(73%)和29名(64%)愿意品尝生菜、胡萝卜、红卷心菜、黄瓜和番茄。教师们支持这一工具与反复品尝和教育相结合,并强调了促进因素和障碍,这些因素和障碍有望改善学校的实施。结论:在本研究中,我们翻译了一个既适用于儿童又可接受的现有数字游戏。有必要进行一项更大规模的研究,以证实使用数字游戏促进蔬菜偏好、品尝意愿和摄入的干预措施的有效性。
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引用次数: 0
Effectiveness of a 5 weeks telerehabilitation programme with virtual reality glasses in boys with Duchenne and Becker during the COVID-19: A clinical trial. 新冠肺炎期间,戴虚拟现实眼镜的男孩与Duchenne和Becker进行为期5周的远程康复计划的有效性:一项临床试验。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-09-30 DOI: 10.2196/48022
Rosa Baeza Barragan, Maria Teresa Labajos Manzanares, Mercedes Cristina Amaya Álvarez, Fabian Morales Vega, Judith Rodriguez Ruiz, Rocío Martín Valero
<p><strong>Background: </strong>Duchenne and Becker muscular dystrophy (from now "DMD" and "BMD" respectively) are the neuromuscular diseases with the most significant involvement in children. It affects dystrophin production, reducing the patient's mobility and quality of life. New technologies have become part of physical therapy in DMD and BMD. During the COVID-19 pandemic, telerehabilitation through virtual reality-based games could help these children to keep their abilities.</p><p><strong>Objective: </strong>The purpose of this study is to know if the use of the virtual platform in a multimodal intervention program achieves changes in the results obtained in the six-minute walk test in children affected by DMD and BMD. To estimate the difference in mobility in patients with DMD and BMD, as measured with the six-minute walking test (6MWT), between 10 conventional and telerehabilitation treatment sessions. As secondary objectives, measuring other specific motor scales was proposed to see whether these had changed after receiving the 10 defined sessions.</p><p><strong>Methods: </strong>Descriptive, open, quasi-experimental study with prospective A-B (control-intervention) design. Sample size of twelve participants who fulfilled the control criteria followed the program for five weeks, up to 10 telerehabilitation sessions. During the sessions, the participants used virtual reality glasses to train for the treatment goals. All sessions were in person, and participants were assessed before and after the intervention. Analysis was performed using R (R Core Team (2022) according to the different functional assessments performed for each test.</p><p><strong>Results: </strong>The participants showed a 19.55 m increase in the 6MWT scale. The motor function was also kept stable according to other scales used to assess it. North Start result were kept stable in both treatments (P value = .199). Furthermore, Time up and go test was shorter in 0.1 seconds in telerehabilitation time and Motor Function Measure in all of the 3 dimensions shown no significant differences with a P value = .084. Finally, Infant effort (EPInfant) shown that during the training the fatigue increased in the middle and decreased by the end but the perception throughout the sessions, was lower even though the exercise intensity increased.</p><p><strong>Conclusions: </strong>There is no difference between a conventional and telerehabilitation treatment, so the telerehabilitation tool could be used without harming this type of children, facilitating their access to therapies and stimulating learning to maintain their functional capacity. Telerehabilitation may helpful maintain motor function in children with DMD and BMD. The learning effect helped to reduce the feeling of fatigue in children during the program.</p><p><strong>Clinicaltrial: </strong>This trial has the approval of the Andalucía Ethics Committee with PEIBA code 0107-N-20. The results of the research will be disseminated
背景:Duchenne和Becker肌营养不良(分别为“DMD”和“BMD”)是儿童发病最严重的神经肌肉疾病。它影响肌营养不良蛋白的产生,降低患者的行动能力和生活质量。新技术已成为DMD和BMD物理治疗的一部分。在新冠肺炎大流行期间,通过虚拟现实游戏进行远程康复可以帮助这些儿童保持他们的能力。目的:本研究的目的是了解在多模式干预计划中使用虚拟平台是否会改变受DMD和BMD影响的儿童在6分钟步行测试中获得的结果。评估DMD和BMD患者在10次常规和远程康复治疗之间的活动能力差异,通过6分钟步行测试(6MWT)测量。作为次要目标,建议测量其他特定的运动量表,以查看在接受10次确定的训练后这些量表是否发生了变化。方法:描述性、开放性、准实验性研究,采用前瞻性A-B(对照干预)设计。12名符合对照标准的参与者的样本量对该项目进行了为期5周的跟踪,最多10次远程康复。在课程中,参与者使用虚拟现实眼镜为治疗目标进行训练。所有会议都是亲自进行的,参与者在干预前后都接受了评估。根据每个测试的不同功能评估,使用R(R核心团队(2022)进行分析。结果:参与者的6MWT量表增加了19.55米。根据用于评估的其他量表,运动功能也保持稳定。North Start结果在两种治疗中都保持稳定(P值=.199)。此外,在远程康复时间中,Time up and go测试在0.1秒内更短,所有3个维度的运动功能测量均无显着差异,P值=.084。最后,婴儿努力(EPInfant)显示,在训练过程中,疲劳在中间增加,在训练结束时减少,但在整个训练过程中的感知力较低,尽管运动强度增加了。结论:传统治疗和远程康复治疗没有区别,因此远程康复工具可以在不伤害这类儿童、促进他们获得治疗和刺激学习以保持他们的功能能力的情况下使用。远程康复可能有助于维持DMD和BMD儿童的运动功能。学习效果有助于减少孩子在项目期间的疲劳感。临床试验:该试验已获得Andalucía伦理委员会的批准,PEIBA代码为0107-N-20。研究人员将在同行评审期刊上公布研究结果。试验注册号:NCT03879304。
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引用次数: 0
Exploring the use of a learn-based exergame to enhance physical literacy, soft skills, and academic learnings in school-age children: a pilot study. (Preprint) 探索使用基于学习的外部游戏来提高学龄儿童的体育素养、软技能和学术学习能力:一项试点研究。(预印本)
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-09-29 DOI: 10.2196/53072
Aurélie Goncalves, Florence Lespiau, Gaëtan Briet, Eugénie Vaillant-Coindard, Angèle Palermo, Elsa Decobert, Nathan Allegret-Bourdon, E. Charbonnier
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引用次数: 0
Comparing the Outcomes of Virtual Reality-Based Serious Gaming and Lecture-Based Training for Advanced Life Support Training: Randomized Controlled Trial. 比较基于虚拟现实的严肃游戏和基于讲座的高级生命支持训练的结果:随机对照试验。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-09-28 DOI: 10.2196/46964
Mehmet Emin Aksoy, Arun Ekin Özkan, Dilek Kitapcioglu, Tuba Usseli
<p><strong>Background: </strong>Simulation-based Advanced Cardiac Life Support (ACLS) or Advanced Life Support (ALS) training for health care professionals is important worldwide for saving lives. Virtual reality (VR)-based serious gaming can be an alternative modality to be used as a part of simulation-based ALS training.</p><p><strong>Objective: </strong>The aim of this study is to investigate whether a VR-based ALS serious game module can replace classroom-based ALS lectures, the latter being part of existing conventional ALS training protocols in addition to skills training.</p><p><strong>Methods: </strong>Participants were students from Acibadem Mehmet Ali Aydinlar University's Vocational School for Anesthesiology (N=29) randomly divided into 2 groups with 15 (conventional training group) and 14 (VR-based training group) participants each. Participants in the conventional training group had to complete the pretest consisting of multiple-choice questions at the beginning of the study. Afterward, they took part in an interactive classroom-based ALS lecture. The next step involved skills training with task trainers to teach them compression skills. Following this, the conventional training group was divided into Code Blue teams, each consisting of 5 participants for the simulation session. Two independent instructors evaluated video recordings in terms of technical and nontechnical skills. The score acquired from the manikin-based simulation session was considered the main performance indicator in this study to measure the learning outcome. A similar workflow was used for the VR-based training group, but this group was trained with the VR-based ALS serious game module instead of the theoretical lecture. The final stage of the study involved completing the posttest consisting of multiple-choice questions. A preference survey was conducted among the study participants. Mann-Whitney U and Wilcoxon signed-rank tests were used to analyze the 2 groups' performances in this study.</p><p><strong>Results: </strong>The improvement in posttest results compared with pretest results was significant in the conventional training group (P=.002). Hands-on technical scores of the conventional training group were higher than those of the VR-based training group during manikin-based simulation, but total scores, including those for technical and crisis resource management skills, acquired from the manikin-based simulation session did not reveal any significant difference between the 2 groups. The results of the VR preference survey revealed that the majority of the participants prefer VR-based serious game-based training instead of classroom lectures.</p><p><strong>Conclusions: </strong>Although hands-on technical scores of the conventional training group during the manikin-based simulation session were higher than those of the VR-based training group, both groups' total performance scores, including those for technical and crisis resource management skills, did n
背景:针对医疗保健专业人员的基于模拟的高级心脏生命支持(ACLS)或高级生命支持(ALS)培训在世界范围内对拯救生命非常重要。基于虚拟现实(VR)的严肃游戏可以作为一种替代模式,作为基于模拟的ALS训练的一部分。目的:本研究的目的是调查基于VR的ALS严肃游戏模块是否可以取代基于课堂的ALS讲座,后者是现有传统ALS培训协议的一部分,此外还有技能培训。方法:参与者为Acibadem Mehmet Ali Aydinlar大学麻醉职业学院的学生(N=29),随机分为2组,每组15人(常规训练组)和14人(基于VR的训练组)。传统训练组的参与者必须在研究开始时完成由多项选择题组成的预测试。之后,他们参加了一个基于互动课堂的ALS讲座。下一步是与任务培训师一起进行技能培训,教他们压缩技能。随后,常规训练小组被分为“蓝色代码”小组,每个小组由5名模拟课程参与者组成。两名独立教员从技术和非技术技能方面对录像进行了评估。在本研究中,从基于人体模型的模拟会话中获得的分数被认为是衡量学习结果的主要绩效指标。基于VR的训练组使用了类似的工作流程,但该组使用基于VR的ALS严肃游戏模块而不是理论讲座进行训练。研究的最后阶段包括完成由多项选择题组成的后测。对研究参与者进行了偏好调查。Mann-Whitney U和Wilcoxon符号秩检验用于分析两组在本研究中的表现。结果:常规训练组的后测结果与前测结果相比有显著改善(P=0.002)。在基于人体模型的模拟中,常规训练组手操作技术得分高于基于VR的训练组,但包括技术和危机资源管理技能在内的总分,从基于人体模型的模拟会话中获得的数据没有显示出两组之间的任何显著差异。VR偏好调查结果显示,大多数参与者更喜欢基于VR的严肃游戏培训,而不是课堂讲座。结论:尽管传统训练组在基于人体模型的模拟课程中的动手技术得分高于基于虚拟现实的训练组,但两组的总体表现得分,包括技术和危机资源管理技能的得分,没有显著差异。偏好调查显示,大多数参与者更喜欢基于VR的ALS严肃游戏模块,而不是基于讲座的培训。需要进一步的研究来揭示基于VR的ALS严肃游戏的学习结果。试验注册:ClinicalTrials.gov NCT05798910;https://clinicaltrials.gov/study/NCT05798910.
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引用次数: 0
Effects of Serious Games for Patients With Chronic Obstructive Pulmonary Disease: Systematic Literature Review. 严重游戏对慢性阻塞性肺病患者的影响:系统文献综述。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-09-25 DOI: 10.2196/46358
Houqiang Huang, Min Huang, Qi Chen, Mark Hayter, Roger Watson

Background: The use of serious games for rehabilitation has been an emerging intervention in health care fields, referred to as an entertaining and positive activity. Although related studies have been conducted on patients with chronic obstructive pulmonary disease (COPD), a more comprehensive study that summarizes and evaluates its effects in this area is needed.

Objective: This review aimed to systematically evaluate the effects of serious games in promoting rehabilitation and related outcome measures of serious game-based engagement in patients with COPD.

Methods: This review adhered to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) statement. Searches were performed in the following databases: PubMed, Scopus, Embase (via Ovid), CINAHL, Science Direct, and China Biology Medicine disc. Only quantitative studies were included in this review, and the methodological quality and bias of the included studies were evaluated using related tools. Several outcomes, including clinical outcomes and serious game-based engagement outcomes, were ultimately collected in this review. The results were summarized and evaluated using descriptive methods due to significant heterogeneity.

Results: In total, 11 studies were included. Serious games played a potentially positive effect on pulmonary function and exercise capacity. However, no consistent findings were reported on dyspnea and psychological status. Additionally, serious game engagement showed favorable findings on adherence, enjoyment, and acceptability. Furthermore, no serious adverse effects were identified in all included studies.

Conclusions: This review preliminarily indicated the potential benefits of serious games in promoting rehabilitation for patients with COPD, despite the limited quality of the included studies. More studies with high methodological quality are needed to further explore the effects of serious games in this field.

背景:在医疗保健领域,使用严肃游戏进行康复是一种新兴的干预措施,被称为一种娱乐和积极的活动。尽管已经对慢性阻塞性肺病(COPD)患者进行了相关研究,但还需要一项更全面的研究来总结和评估其在该领域的效果。目的:本综述旨在系统评估严重游戏在促进COPD患者康复方面的作用以及基于严重游戏的参与的相关结果指标。方法:本综述遵循PRISMA(系统评价和荟萃分析的首选报告项目)声明。在以下数据库中进行搜索:PubMed、Scopus、Embase(通过Ovid)、CINAHL、Science Direct和中国生物医学光盘。本综述仅包括定量研究,并使用相关工具评估了纳入研究的方法学质量和偏倚。本综述最终收集了一些结果,包括临床结果和严重的基于游戏的参与结果。由于显著的异质性,使用描述性方法对结果进行了总结和评估。结果:共纳入11项研究。严肃的游戏对肺功能和运动能力有潜在的积极影响。然而,在呼吸困难和心理状态方面没有一致的发现报告。此外,认真的游戏参与在坚持性、享受性和可接受性方面显示出良好的结果。此外,在所有纳入的研究中均未发现严重的不良反应。结论:尽管纳入的研究质量有限,但这篇综述初步表明了严肃游戏在促进COPD患者康复方面的潜在益处。需要更多具有高方法论质量的研究来进一步探索严肃游戏在该领域的影响。
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引用次数: 0
The effects of serious game on cardiopulmonary resuscitation training and education:Systematic Review With Meta-Analysis of Randomized Controlled Trials (Preprint) 严肃游戏对心肺复苏培训和教育的影响:随机对照试验的系统回顾与元分析(预印本)
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-09-24 DOI: 10.2196/52990
Pengfei Cheng, Yangxi Huang, Pengyu Yang, Haizhen Wang, Baichao Xu, Chaoran Qu, Hua Zhang
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引用次数: 0
Using Augmented Reality Toward Improving Social Skills: Scoping Review. 使用增强现实来提高社交技能:范围界定综述。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-09-20 DOI: 10.2196/42117
Gloria Mittmann, Vanessa Zehetner, Stefanie Hoehl, Beate Schrank, Adam Barnard, Kate Woodcock

Background: Augmented reality (AR) has emerged as a promising technology in educational settings owing to its engaging nature. However, apart from applications aimed at the autism spectrum disorder population, the potential of AR in social-emotional learning has received less attention.

Objective: This scoping review aims to map the range of AR applications that improve social skills and map the characteristics of such applications.

Methods: In total, 2 independent researchers screened 2748 records derived from 3 databases in December 2021-PubMed, IEEE Xplore, and ACM Guide to Computing Literature. In addition, the reference lists of all the included records and existing reviews were screened. Records that had developed a prototype with the main outcome of improving social skills were included in the scoping review. Included records were narratively described for their content regarding AR and social skills, their target populations, and their outcomes. Evaluation studies were assessed for methodological quality.

Results: A total of 17 records met the inclusion criteria for this study. Overall, 10 records describe applications for children with autism, primarily teaching about reading emotions in facial expressions; 7 records describe applications for a general population, targeting both children and adults, with a diverse range of outcome goals. The methodological quality of evaluation studies was found to be weak.

Conclusions: Most applications are designed to be used alone, although AR is well suited to facilitating real-world interactions during a digital experience, including interactions with other people. Therefore, future AR applications could endorse social skills in a general population in more complex group settings.

背景:增强现实(AR)由于其引人入胜的特性,已成为教育环境中一项很有前途的技术。然而,除了针对自闭症谱系障碍人群的应用外,AR在社会情感学习中的潜力受到的关注较少。目标:本范围审查旨在绘制提高社交技能的AR应用范围图,并绘制此类应用的特征图。方法:总共有2名独立研究人员在2021年12月的PubMed、IEEE Xplore和ACM计算文献指南中筛选了来自3个数据库的2748条记录。此外,还筛选了所有纳入记录和现有审查的参考名单。已开发出以提高社会技能为主要成果的原型的记录被纳入范围界定审查。纳入的记录对其关于AR和社交技能的内容、目标人群及其结果进行了叙述性描述。评估研究的方法质量。结果:共有17份记录符合本研究的纳入标准。总的来说,有10项记录描述了自闭症儿童的应用,主要是教授面部表情中的阅读情绪;7份记录描述了针对儿童和成人的普通人群的申请,其结果目标多种多样。评价研究的方法质量薄弱。结论:大多数应用程序都是单独使用的,尽管AR非常适合在数字体验中促进现实世界的互动,包括与他人的互动。因此,未来的AR应用程序可以在更复杂的群体环境中认可普通人群的社交技能。
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引用次数: 2
Parents' Perceptions of a Serious Game for Educating Families on Prescription Opioid Safety: Qualitative Pilot Study of MedSMARxT: Adventures in PharmaCity. 父母对处方阿片类药物安全教育家庭的严肃游戏的看法:MedSMARxT的定性试点研究:制药城的冒险。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-09-12 DOI: 10.2196/49382
Olufunmilola Abraham, Grace Ann Nixon, Laura Louise Seitz
<p><strong>Background: </strong>Opioid misuse is a pervasive, worsening problem that affects the health of people throughout the United States, including adolescents. There are few adolescent-focused interventions designed to educate them about opioid medication safety. The MedSMARxT: Adventures in PharmaCity, is a serious educational video game that teaches parents and their youths about safe opioid practices.</p><p><strong>Objective: </strong>This study aimed to elucidate parent's perceptions of MedSMARxT: Adventures in PharmaCity and its potential use by parents and their adolescents.</p><p><strong>Methods: </strong>Parents of adolescents aged 12 to 18 years who live in the United States were recruited from April to October 2021 via Qualtrics research panels, social media, email listserves, and snowball sampling. The study participants played MedSMARxT: Adventures in PharmaCity for 30 minutes and then participated in a 30-minute postgame interview via WebEx (Cisco). Questions were developed and piloted to examine adults' perceptions of the game. Participants were asked three sets of open-ended questions: (1) questions about the game and elements of the game, (2) what they learned from the game, and (3) questions about their experience with games. Audio recordings were transcribed verbatim. Interview transcripts were coded using content and thematic analysis by study team members to identify major themes and subthemes from the data.</p><p><strong>Results: </strong>Parent participants (N=67) played MedSMARxT: Adventures in PharmaCity and completed a postgame interview. Analysis extrapolated four primary themes from the data: (1) participant gaming experience, (2) perception of game features, (3) educational purpose of the game, and (4) future use of the game. Most participants (n=56, 84%), had at least some experience with video games. More than half of the participants (n=35, 52%) participants, had positive reactions to the game characters and scenes depicted in MedSMARxT: Adventures in PharmaCity and stated they were realistic for adolescents. Most participants (n=39, 58%), would recommend the game to others. Significant difficulties with gameplay navigation were reported by 38 (57%) participants, as well as a slow game pace. All participants were able to accurately identify the overarching goal of the game: opioid or medication safety. The game reinforced existing knowledge for participants, though many (n=15, 22%), reported a new awareness of the need to store opioid medications in a locked area and the availability of medication disposal drop boxes at pharmacies. Participants stated that they would recommend the game for future use by families and youths in various health care and non-health care settings.</p><p><strong>Conclusions: </strong>The use of a tailored serious game is a novel, engaging tool to educate adolescents on opioid safety. MedSMARxT: Adventures in PharmaCity can be used as a tool for parents and adolescents to facilitate
背景:阿片类药物滥用是一个普遍的、日益恶化的问题,影响着美国各地人民的健康,包括青少年。很少有针对青少年的干预措施旨在教育他们阿片类药物的安全性。《MedSMARxT:制药城历险记》是一款严肃的教育视频游戏,向家长和他们的年轻人传授安全的阿片类药物实践。目的:本研究旨在阐明父母对MedSMARxT:制药城冒险的看法及其对父母及其青少年的潜在使用。方法:2021年4月至10月,通过Qualtrics研究小组、社交媒体、电子邮件列表服务和雪球抽样,招募了居住在美国的12至18岁青少年的父母。研究参与者玩了30分钟的MedSMARxT:PharmaCity冒险游戏,然后通过WebEx(Cisco)参加了30分钟赛后采访。制定并试行了一些问题,以检验成年人对游戏的看法。参与者被问了三组开放式问题:(1)关于游戏和游戏元素的问题,(2)他们从游戏中学到了什么,(3)关于他们的游戏体验的问题。录音被逐字转录。研究小组成员使用内容和主题分析对访谈记录进行编码,以从数据中识别主要主题和子主题。结果:家长参与者(N=67)玩了MedSMARxT:制药城冒险游戏,并完成了赛后采访。分析从数据中推断出四个主要主题:(1)参与者的游戏体验,(2)对游戏功能的感知,(3)游戏的教育目的,以及(4)游戏的未来使用。大多数参与者(n=56,84%)至少有一些电子游戏的经验。超过一半的参与者(n=35,52%)对《MedSMARxT:制药城历险记》中描绘的游戏角色和场景有积极反应,并表示这些角色和场景对青少年来说是现实的。大多数参与者(n=39,58%)会向其他人推荐游戏。据38名(57%)参与者报告,游戏导航存在重大困难,游戏节奏缓慢。所有参与者都能够准确地确定游戏的首要目标:阿片类药物或药物安全。该游戏强化了参与者的现有知识,尽管许多人(n=15,22%)报告称,他们对将阿片类药物储存在上锁区域的必要性以及药店药品处理箱的可用性有了新的认识。参与者表示,他们将推荐该游戏供家庭和青少年在各种医疗保健和非医疗保健环境中使用。结论:使用量身定制的严肃游戏是一种新颖、引人入胜的工具,可以教育青少年阿片类药物的安全性。MedSMARxT:《制药城历险记》可以作为父母和青少年的一种工具,促进关于安全和适当使用阿片类药物的有意义的对话。
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引用次数: 0
Short- to Long-Term Effects of Virtual Reality on Motor Skill Learning in Children With Cerebral Palsy: Systematic Review and Meta-Analysis. 虚拟现实对脑瘫儿童运动技能学习的短期和长期影响:系统综述和荟萃分析。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-09-12 DOI: 10.2196/42067
Seyma Kilcioglu, Benoît Schiltz, Rodrigo Araneda, Yannick Bleyenheuft

Background: Many studies have started integrating virtual reality (VR) into neurorehabilitation for children with cerebral palsy (CP). The results of the effects of VR on motor skill learning, including the short- to long-term results of relevant studies, must be pooled in a generic framework.

Objective: This systematic review and meta-analysis aimed to investigate the short- to long-term effects of therapies including VR on motor skill learning in children with CP.

Methods: Two examiners followed the inclusion and exclusion criteria of the "Participant, Intervention, Control, and Outcome" framework. Randomized controlled trials (RCTs) and non-RCTs were considered if they compared VR-included interventions with control groups on motor functions and daily life activities in children with CP. PubMed, ScienceDirect, Embase, and IEEE Xplore databases were searched. The modified Downs and Black assessment was used to assess the methodological quality of the included studies. Meta-analyses and subgroup analyses for RCTs were conducted whenever possible.

Results: A total of 7 RCTs, 2 non-RCTs, and 258 children with CP were included. The priority focus of 78% (7/9) of the studies was upper limb functions. There was a significant short-term effect of adding VR to conventional therapies on upper limb functions when compared with conventional therapies (P=.04; standardized mean difference [SMD]=0.39, 95% CI 0.01-0.76). The overall medium- to long-term effects showed a trend toward favoring the VR group, although the difference was not statistically significant (P=.06; SMD=0.37, 95% CI -0.02 to 0.77). For balance (P=.06; SMD=1.04, 95% CI -0.04 to 2.12), gross motor functions (P=.30; SMD=2.85, 95% CI -2.57 to 8.28), and daily life activities outcomes (P=.21; SMD=0.29, 95% CI -0.16 to 0.74), the overall effect in the short term also showed a trend toward favoring the VR group, but these results were not statistically significant.

Conclusions: VR seems to have additional benefits for motor skill learning in children with CP. Studies with follow-up outcomes of VR training focusing on balance and gross motor functions in patients with CP were quite limited. Future research on balance and gross motor function outcomes should target particularly long-term results of therapies including VR on motor skill learning.

Trial registration: PROSPERO International Prospective Register of Systematic Reviews CRD42021227734; https://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42021227734.

背景:许多研究已经开始将虚拟现实(VR)融入脑瘫儿童的神经康复中。VR对运动技能学习影响的结果,包括相关研究的短期到长期结果,必须汇集在一个通用框架中。目的:本系统综述和荟萃分析旨在研究包括VR在内的治疗对脑瘫儿童运动技能学习的短期和长期影响。方法:两名检查者遵循“参与者、干预、控制和结果”框架的纳入和排除标准。如果随机对照试验(RCT)和非随机对照试验将包括VR的干预措施与对照组在儿童运动功能和日常生活活动方面进行比较,则考虑使用CP。检索PubMed、ScienceDirect、Embase和IEEE Xplore数据库。使用改良的Downs和Black评估来评估纳入研究的方法学质量。只要可能,就对随机对照试验进行荟萃分析和亚组分析。结果:共纳入7项随机对照试验,2项非随机对照试验和258名CP儿童。78%(7/9)的研究重点是上肢功能。与传统疗法相比,在传统疗法中加入VR对上肢功能有显著的短期影响(P=0.04;标准化平均差[SMD]=0.39,95%CI 0.01-0.76)。总体中长期影响显示出有利于VR组的趋势,尽管差异没有统计学意义(P=.06;SMD=0.37,95%CI-0.02至0.77)。对于平衡(P=.06;SMD=1.04,95%CI-0.04至2.12)、总运动功能(P=.30;SMD=2.85,95%CI-2.57至8.28)和日常生活活动结果(P=.21;SMD=0.29,95%CI-0.16至0.74),短期内的总体效果也显示出有利于VR组的趋势,但这些结果在统计学上并不显著。结论:VR似乎对CP儿童的运动技能学习有额外的好处。对关注CP患者平衡和总运动功能的VR训练的后续结果的研究相当有限。未来对平衡和总运动功能结果的研究应特别针对包括VR在内的运动技能学习疗法的长期结果。试验注册:PROSPERO国际前瞻性系统评价注册CRD42021227734;https://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42021227734.
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引用次数: 0
The Success of Serious Games and Gamified Systems in HIV Prevention and Care: Scoping Review. 严肃游戏和游戏化系统在艾滋病预防和护理中的成功:范围界定综述。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-09-05 DOI: 10.2196/39915
Waritsara Jitmun, Patison Palee, Noppon Choosri, Tisinee Surapunt

Background: AIDS, which is caused by HIV, has long been one of the most significant global public health issues. Since the beginning of the HIV epidemic, various types of nonelectronic communication tools have been commonly used in HIV/AIDS prevention and care, but studies that apply the potential of electronic games are still limited.

Objective: We aimed to identify, compare, and describe serious games and gamified systems currently used in HIV/AIDS prevention and care that were studied over a specific period of time.

Methods: A scoping review was conducted into serious games and gamified systems used in HIV prevention and care in various well-known digital libraries from January 2010 to July 2021.

Results: After identifying research papers and completing the article selection process, 49 of the 496 publications met the inclusion criteria and were examined. A total of 32 articles described 22 different serious games, while 17 articles described 13 gamified systems for HIV prevention and care.

Conclusions: Most of the studies described in the publications were conducted in the United States, while only a few studies were performed in sub-Saharan African countries, which have the highest global HIV/AIDS infection rates. Regarding the development platform, the vast majority of HIV/AIDS gaming systems were typically deployed on mobile devices. This study demonstrates the effectiveness of using serious games and gamified systems. Both can improve the efficacy of HIV/AIDS prevention strategies, particularly those that encourage behavior change.

背景:艾滋病是由艾滋病毒引起的,长期以来一直是全球最重要的公共卫生问题之一。自艾滋病毒流行以来,各种类型的非电子通信工具已被广泛用于艾滋病毒/艾滋病的预防和护理,但应用电子游戏潜力的研究仍然有限。目的:我们旨在识别、比较和描述目前用于艾滋病毒/艾滋病预防和护理的严肃游戏和游戏化系统,这些系统是在特定时期内研究的。方法:从2010年1月到2021年7月,对各知名数字图书馆用于艾滋病毒预防和护理的严肃游戏和游戏化系统进行了范围界定审查。结果:在确定研究论文并完成文章选择过程后,496份出版物中有49份符合纳入标准并接受了审查。共有32篇文章描述了22种不同的严肃游戏,而17篇文章则描述了13种用于艾滋病毒预防和护理的游戏化系统。结论:出版物中描述的大多数研究是在美国进行的,而只有少数研究是在全球艾滋病毒/艾滋病感染率最高的撒哈拉以南非洲国家进行的。关于开发平台,绝大多数艾滋病毒/艾滋病游戏系统通常部署在移动设备上。这项研究证明了使用严肃游戏和游戏化系统的有效性。两者都可以提高艾滋病毒/艾滋病预防策略的效果,特别是那些鼓励行为改变的策略。
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