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A Resource-Efficient, High-Dose, Gamified Neurorehabilitation Program for Chronic Stroke at Home: Retrospective Real-World Analysis. 一种资源高效、高剂量、游戏化的家庭慢性中风神经康复方案:回顾性现实世界分析。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-07-10 DOI: 10.2196/69335
Spencer A Arbuckle, Anna Sophie Knill, Michelle H Chan-Cortés, Gabriela Rozanski, Anastasia Elena Ford, Louis T Derungs, John W Krakauer, Naveed Ejaz, David Putrino, Jenna Tosto-Mancuso, Meret Branscheidt

Background: Accumulating evidence and medical guidelines recommend high-dose neurorehabilitation for recovery after stroke. The reality, however, is that most patients receive a fraction of this dose, with therapist availability and costs of delivery being major implementational barriers.

Objective: This study aimed to explore a potential solution by conducting a retrospective analysis of a real-world enhanced clinical service that used gamified self-training technologies at home under remote therapist supervision.

Methods: Data from 17 patients who completed a 12-18 week full-body, high-dose neurorehabilitation program entirely at home were analyzed. Program delivery relied primarily on patients training independently (asynchronously) with the MindMotion GO (MindMaze) gamified-therapy solution. Accompanying telerehabilitation training sessions with a therapist occurred weekly while therapists used a web application to continuously monitor and manage the program remotely. Effectiveness of the program was assessed through measured active training time, a measure that more closely reflects delivered dosage as opposed to scheduled dose. Patient recovery was evaluated with standardized impairment and functional clinical measures and patient self-reported outcome measures. Finally, a cost model was computed to evaluate the resource efficiency of the program.

Results: Patients maintained high training adherence throughout the program and reached an average total active training time of 39.7 (SD 21.4) hours, with the majority delivered asynchronously (mean 82.2%, SD 10.8%). Patients improved in both upper-limb (Fugl-Meyer Upper Extremity, mean 6.4, SD 5.1; P<.001) and gait and balance measures (Functional Gait Assessment, mean 3.1, SD 2.6; P<.001; Berg Balance Scale, mean 6.1, SD 4.4; P<.001). Overall, the program was viewed very favorably among patients who completed a post-program survey, with 73.7% (14/19) of respondents being satisfied or very satisfied, while 63.2% (12/19) of respondents reported subjective improvements in physical abilities. Per-patient therapist costs approximated US $338, representing a resource-efficient alternative to delivering the same dose via one-on-one in-person training sessions (US $1903).

Conclusions: This work demonstrates effective high-dose neurorehabilitation delivery via gamified therapy technologies at home. The approach shows that training time can be successfully decoupled from therapist-presence without compromising adherence, outcomes, or patient satisfaction over an extended program period. Given growing concerns over therapist availability and increasing health care costs, this resource-efficient approach can help achieve medical guidelines and complement existing clinic-based approaches.

背景:越来越多的证据和医学指南推荐大剂量神经康复治疗脑卒中后的恢复。然而,现实情况是,大多数患者接受的剂量只是这个剂量的一小部分,治疗师的可用性和交付成本是实施的主要障碍。目的:本研究旨在通过对现实世界中在远程治疗师监督下使用游戏化自我训练技术的增强临床服务进行回顾性分析,探索一种潜在的解决方案。方法:对17例完全在家完成12-18周全身高剂量神经康复计划的患者的数据进行分析。项目交付主要依赖于患者独立(异步)训练,使用MindMotion GO (MindMaze)游戏化治疗解决方案。与治疗师一起进行的远程康复培训课程每周进行一次,治疗师使用网络应用程序持续监控和远程管理该计划。该计划的有效性是通过测量的主动训练时间来评估的,这一测量更接近地反映了交付剂量而不是计划剂量。通过标准化的损伤和功能临床测量以及患者自我报告的结果测量来评估患者的恢复情况。最后,通过计算成本模型来评价该方案的资源效率。结果:患者在整个项目中保持了很高的训练依从性,平均总积极训练时间达到39.7 (SD 21.4)小时,其中大多数是异步进行的(平均82.2%,SD 10.8%)。患者双上肢均改善(Fugl-Meyer上肢,平均6.4,SD 5.1;结论:这项工作证明了通过游戏化治疗技术在家庭中有效的大剂量神经康复治疗。该方法表明,培训时间可以成功地与治疗师在场分离,而不会影响延长项目期间的依从性、结果或患者满意度。鉴于对治疗师可用性和不断增加的医疗保健成本的日益关注,这种资源高效的方法可以帮助实现医疗指南并补充现有的基于临床的方法。
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引用次数: 0
Gamification Integration in Technological Devices for Motor Rehabilitation in Parkinson Disease: Scoping Review. 帕金森病运动康复技术设备的游戏化整合:范围综述。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-07-04 DOI: 10.2196/69433
Pere Bosch-Barceló, Oriol Martínez-Navarro, Maria Masbernat-Almenara, Carlos Tersa-Miralles, Anni Pakarinen, Helena Fernández-Lago

Background: Parkinson disease (PD) is a rapidly growing neurological condition worldwide. While physiotherapy and exercise are effective interventions, the addition of motivational aspects that improve adherence could be beneficial for people with PD. Incorporating technological devices into motor rehabilitation, coupled with gamification elements, could enhance the relevance of rehabilitation and alleviate motor symptoms.

Objective: The aim of this scoping review was to identify and classify the technological devices that integrate gamification elements used in motor rehabilitation in PD, and to describe the justification behind the use of these devices and elements in this context.

Methods: We conducted a scoping review following the framework proposed by Joanna Briggs Institute, along with the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews) guidelines. Major health science databases (MEDLINE, EMBASE, Scopus, Cochrane, Web of Science, PsycINFO, and Epistemonikos) were systematically searched. Relevant studies were included if they used technological interventions with gamification elements for motor symptom rehabilitation in PD. Gamification elements were extracted and categorized based on established frameworks, and content analysis was used to review the justifications for the use of technologies integrating gamification.

Results: A total of 4451 studies were retrieved from the search. After the abstract and full-text screening, 81 studies were eligible for data extraction. The analysis identified 453 gamification elements across studies, with development and accomplishment being the most prominent core drive. Progress/feedback was the most frequently used element (79/81, 98% of studies), followed by points (70/81, 86%) and levels/progression (66/81, 81%). Other notable elements included badges, leaderboards, and customization, while several core drives, like ownership and possession, lacked reported elements. Most interventions were delivered through commercial video game consoles (33/81, 41%), followed by computer-based systems (32/81, 40%). Tablet-based applications and integrated rehabilitation platforms were used in 11% (9/81) and 10% (8/81) of the studies, respectively. The expected roles of technology were clear, but intentional use of gamification was scarce.

Conclusions: This scoping review highlights the widespread adoption of technologies integrating gamification elements for motor symptom rehabilitation in individuals with PD. However, it also underscores a critical gap in understanding and justifying gamification mechanics. The current landscape relies heavily on commercial video games and emphasizes performance-based experiences, lacking theoretical grounding.

背景:帕金森病(PD)是一种全球范围内快速发展的神经系统疾病。虽然物理治疗和运动是有效的干预措施,但增加动机方面的改善依从性可能对PD患者有益。将技术设备纳入运动康复,再加上游戏化元素,可以增强康复的相关性,缓解运动症状。目的:本综述的目的是识别和分类PD运动康复中使用的整合游戏化元素的技术设备,并描述在此背景下使用这些设备和元素的理由。方法:我们按照乔安娜布里格斯研究所提出的框架,以及PRISMA-ScR(系统评价和荟萃分析扩展范围评价的首选报告项目)指南进行了范围评价。主要的健康科学数据库(MEDLINE, EMBASE, Scopus, Cochrane, Web of science, PsycINFO和Epistemonikos)被系统检索。如果他们使用游戏化元素进行PD运动症状康复的技术干预,则纳入相关研究。根据已建立的框架提取和分类游戏化元素,并使用内容分析来审查使用整合游戏化技术的理由。结果:共检索到4451项研究。摘要和全文筛选后,有81项研究符合数据提取条件。该分析在研究中确定了453个游戏化元素,其中开发和成就是最突出的核心驱动力。进度/反馈是最常用的元素(79% / 81,98%的研究),其次是分数(70% / 81,86%)和级别/进展(66% / 81,81%)。其他值得注意的元素包括徽章、排行榜和定制,而一些核心驱动因素,如所有权和占有,则缺乏报告元素。大多数干预措施是通过商业视频游戏机提供的(33/ 81,41 %),其次是基于计算机的系统(32/ 81,40 %)。基于平板电脑的应用程序和综合康复平台分别占11%(9/81)和10%(8/81)的研究。技术的预期作用是明确的,但有意使用游戏化很少。结论:本综述强调了游戏化技术在PD患者运动症状康复中的广泛应用。然而,它也强调了理解和证明游戏化机制的关键差距。目前的情况严重依赖于商业电子游戏,强调基于性能的体验,缺乏理论基础。
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引用次数: 0
FITLIGHT Training and Its Influence on Visual-Motor Reactions and Dribbling Speed in Female Basketball Players: Prospective Evaluation Study. FITLIGHT训练对女篮球运动员视觉运动反应和运球速度的影响:前瞻性评价研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-07-04 DOI: 10.2196/70519
Ahmad K Hassan
<p><strong>Background: </strong>Basketball exists as a team-based sport played on a court involving intense physical demands because players need continuous movement between offensive and defensive zones.</p><p><strong>Objective: </strong>The aim of the current research was to investigate the impact of a training program implementing FITLIGHT (FITLIGHT Corp) technology on female basketball players' visual-motor interactions and dribbling speed.</p><p><strong>Methods: </strong>The study included 28 female basketball players. Participants were divided into 2 groups, experimental group (EG; n=14, mean age 18.29, SD 0.99 y; mean height 174.50, SD 2.10 cm; mean weight 75.36, SD 2.10 kg; mean training 5.64, SD 0.50 y) and control group (CG; n=14, mean age 18.50, SD 0.65 y; mean height 175.64, SD 1.55 cm; mean weight 75.57, SD 1.79 kg; mean training 5.43, SD 0.51 y), in a random manner. Pre- and post-measurements were used, and FITLIGHT training was conducted for 10 weeks with 4 sessions per week. The FITLIGHT training program targeted the elements of visual-motor interactions and dribbling speed for the EG. The CG experienced the same training regimen, but did not participate in the FITLIGHT training. The tests that were adopted and administered were the reaction time in the right hand and left hand, the reactive time (t test), and the reactive time with dribbling (t test D) tests. Statistical analysis included the calculation of descriptive statistics for minimum and maximum values and mean and SD, which were used for paired t tests for within-group comparison alongside independent t tests for between-group differences. Effect sizes (Cohen d) measured small effects at less than 0.2, medium effects at 0.2-0.5, and large effects at greater than 0.8 at P<.05.</p><p><strong>Results: </strong>All the EG improvements were statistically significant (P<.001), with reaction time in the right hand improving by 0.04 ms more than that in CG (0.016 ms; effect sizes d=0.87 for the EG and d=0.79 for the CG). The reaction time in the left hand of the EG was 0.05 ms faster (d=0.97), compared with a difference of 0.019 ms in the CG (d=0.71). Participants in the EG had 1.90 seconds more reactive time (d=0.98) than those in the CG, who had 0.85 seconds (d=0.97). For dribbling in the EG, reactive time improved by 4.08 seconds (d=0.98), much better than the improvement seen in the CG of 1.71 seconds (d=0.93) when compared with using effect sizes. The analysis of the data is finished, showing that the EG had much larger effects than the CG. Study participants achieved large effect sizes during reaction time in the right hand (d=0.51), reaction time in the left hand (d=0.71), reactive time (d=0.84), and reactive time with dribbling (d=0.88).</p><p><strong>Conclusions: </strong>A pairwise comparison between the EG and the CG also revealed a statistically significant difference in the EG, which proved that the EG outperformed the CG. This study provides evidence for the enhanc
背景:篮球是一项以团队为基础的运动,在球场上进行,涉及强烈的身体要求,因为球员需要在进攻和防守区域之间不断移动。目的:探讨FITLIGHT (FITLIGHT Corp)技术对女子篮球运动员视觉-运动互动和运球速度的影响。方法:以28名女子篮球运动员为研究对象。参与者分为两组,实验组(EG;n=14,平均年龄18.29岁,SD 0.99 y;平均身高174.50,标准差2.10 cm;平均体重75.36,标准差2.10 kg;平均训练5.64,标准差0.50 y)和对照组(CG;n=14,平均年龄18.50岁,标准差0.65 y;平均身高175.64,标准差1.55 cm;平均体重75.57,标准差1.79 kg;平均训练5.43,标准差0.51 y),随机方式。使用前后测量,FITLIGHT训练进行10周,每周4次。FITLIGHT训练计划针对EG的视觉-运动相互作用和运球速度元素。CG经历了同样的训练方案,但没有参加FITLIGHT训练。采用和实施的测试是右手和左手反应时间、反应时间(t检验)和运球反应时间(t检验D)测试。统计分析包括计算最小值和最大值、平均值和标准差的描述性统计,用于组内比较的配对t检验和组间差异的独立t检验。效应量(Cohen d)测量了小于0.2时的小效应,0.2-0.5时的中效应,大于0.8时的大效应。结果:所有EG的改善均具有统计学意义(p)。结论:EG与CG的两两比较也显示EG的差异具有统计学意义,证明EG优于CG。本研究为接受FITLIGHT技术训练的女篮球运动员的视觉-运动互动和运球速度的增强提供了证据。
{"title":"FITLIGHT Training and Its Influence on Visual-Motor Reactions and Dribbling Speed in Female Basketball Players: Prospective Evaluation Study.","authors":"Ahmad K Hassan","doi":"10.2196/70519","DOIUrl":"10.2196/70519","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Basketball exists as a team-based sport played on a court involving intense physical demands because players need continuous movement between offensive and defensive zones.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;The aim of the current research was to investigate the impact of a training program implementing FITLIGHT (FITLIGHT Corp) technology on female basketball players' visual-motor interactions and dribbling speed.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;The study included 28 female basketball players. Participants were divided into 2 groups, experimental group (EG; n=14, mean age 18.29, SD 0.99 y; mean height 174.50, SD 2.10 cm; mean weight 75.36, SD 2.10 kg; mean training 5.64, SD 0.50 y) and control group (CG; n=14, mean age 18.50, SD 0.65 y; mean height 175.64, SD 1.55 cm; mean weight 75.57, SD 1.79 kg; mean training 5.43, SD 0.51 y), in a random manner. Pre- and post-measurements were used, and FITLIGHT training was conducted for 10 weeks with 4 sessions per week. The FITLIGHT training program targeted the elements of visual-motor interactions and dribbling speed for the EG. The CG experienced the same training regimen, but did not participate in the FITLIGHT training. The tests that were adopted and administered were the reaction time in the right hand and left hand, the reactive time (t test), and the reactive time with dribbling (t test D) tests. Statistical analysis included the calculation of descriptive statistics for minimum and maximum values and mean and SD, which were used for paired t tests for within-group comparison alongside independent t tests for between-group differences. Effect sizes (Cohen d) measured small effects at less than 0.2, medium effects at 0.2-0.5, and large effects at greater than 0.8 at P&lt;.05.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;All the EG improvements were statistically significant (P&lt;.001), with reaction time in the right hand improving by 0.04 ms more than that in CG (0.016 ms; effect sizes d=0.87 for the EG and d=0.79 for the CG). The reaction time in the left hand of the EG was 0.05 ms faster (d=0.97), compared with a difference of 0.019 ms in the CG (d=0.71). Participants in the EG had 1.90 seconds more reactive time (d=0.98) than those in the CG, who had 0.85 seconds (d=0.97). For dribbling in the EG, reactive time improved by 4.08 seconds (d=0.98), much better than the improvement seen in the CG of 1.71 seconds (d=0.93) when compared with using effect sizes. The analysis of the data is finished, showing that the EG had much larger effects than the CG. Study participants achieved large effect sizes during reaction time in the right hand (d=0.51), reaction time in the left hand (d=0.71), reactive time (d=0.84), and reactive time with dribbling (d=0.88).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;A pairwise comparison between the EG and the CG also revealed a statistically significant difference in the EG, which proved that the EG outperformed the CG. This study provides evidence for the enhanc","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e70519"},"PeriodicalIF":4.1,"publicationDate":"2025-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12252139/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144564800","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
Preliminary Efficacy of a Gamified Mobile App for Promoting Self-Health Management Among Nurses in the Post-COVID Era: Single-Group Pre-Post Study. 游戏化移动应用程序促进后covid时代护士自我健康管理的初步效果:单组前后研究
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-07-03 DOI: 10.2196/66262
Shao Huan Hsu, Li Jung Lu, Pei Chin Chou

Background: The COVID-19 pandemic has significantly affected health care professionals, especially nurses, who have experienced elevated levels of stress, burnout, and physical health challenges. In the postpandemic era, supporting their well-being is crucial. Gamification, which is the application of game design elements in nongame contexts, has emerged as a promising strategy to promote engagement in health behaviors. This study explores the use of a gamified mobile app to support self-health management among nurses recovering from the COVID-19 experience.

Objective: This study aimed to evaluate the preliminary efficacy of a gamified mobile app for promoting self-health management among nurses who experienced the COVID-19 pandemic. The study examined whether gamification could enhance engagement, improve physical health outcomes, and encourage sustainable behavior change.

Methods: A single-arm pre-post intervention study was conducted using a user-centered design. The app was developed based on the Octalysis framework and goal-setting theory, incorporating personalized exercise prescriptions and health monitoring features. Nurses from a regional hospital in Hsinchu, Taiwan, participated in the 8-week intervention. Data were collected through interviews, pre- and postintervention surveys, and app usage analytics. Key outcomes included changes in step counts, BMI, and user engagement.

Results: After the intervention, BMI classification improved significantly. The proportion of participants classified as obese decreased from 38.5% (90/234) to 13.7% (32/234), and the proportion of those classified as overweight increased from 24.8% (58/234) to 34.6% (81/234). Overall, the combined proportion of overweight or obese participants declined from 63.2% (148/234) to 48.3% (113/234), and that of participants with normal BMI increased from 18.4% (43/234) to 33.8% (79/234) (χ24=29.98; P<.001). Octalysis tool results showed strong motivational engagement, with the highest scores in development and accomplishment (mean 7.29), epic meaning and calling (mean 7.05), and empowerment of creativity and feedback (mean 6.55).

Conclusions: The gamified mobile app demonstrated promising efficacy in enhancing self-health management among nurses in the post-COVID era by increasing physical activity and improving BMI. Gamification elements, such as achievement, purpose, and feedback, were effective in sustaining engagement. Further studies are recommended to assess long-term outcomes and broader applicability.

背景:2019冠状病毒病大流行严重影响了卫生保健专业人员,特别是护士,他们经历了更高水平的压力、倦怠和身体健康挑战。在大流行后时代,支持他们的福祉至关重要。游戏化,即游戏设计元素在非游戏环境中的应用,已成为促进健康行为参与的一种有前景的策略。本研究探讨了使用游戏化移动应用程序来支持从COVID-19经历中恢复的护士的自我健康管理。目的:本研究旨在评估游戏化移动应用程序对经历COVID-19大流行的护士自我健康管理的初步效果。该研究调查了游戏化是否可以提高参与度,改善身体健康状况,并鼓励可持续的行为改变。方法:采用以用户为中心的设计进行单臂干预前后研究。该应用程序是基于Octalysis框架和目标设定理论开发的,结合了个性化运动处方和健康监测功能。来自台湾新竹地区医院的护士参与了为期8周的干预。通过访谈、干预前和干预后调查以及应用程序使用分析收集数据。主要结果包括步数、BMI和用户参与度的变化。结果:干预后BMI分级明显改善。肥胖的比例从38.5%(90/234)下降到13.7%(32/234),超重的比例从24.8%(58/234)上升到34.6%(81/234)。总体而言,超重或肥胖参与者的综合比例从63.2%(148/234)下降到48.3% (113/234),BMI正常参与者的综合比例从18.4%(43/234)上升到33.8% (79/234)(χ24=29.98;结论:游戏化移动应用程序通过增加身体活动和改善BMI,在增强后冠状病毒时代护士自我健康管理方面显示出良好的效果。成就、目标和反馈等游戏化元素能够有效地维持用户粘性。建议进一步研究以评估长期结果和更广泛的适用性。
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引用次数: 0
Influence of Virtual Reality Illusions on Balance Performance and Immersive User Experience in Young Adults: A Within-Subject Experimental Study. 虚拟现实幻觉对年轻人平衡表现和沉浸式用户体验的影响:一项受试者内实验研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-06-27 DOI: 10.2196/70376
R Achintha M Abayasiri, Antonio Padilha Lanari Bo, Taylor J M Dick, Nilufar Baghaei

Background: Rehabilitation interventions to improve standing balance are often tedious and complex, limiting user engagement and increasing the burden of the clinicians delivering them. Virtual reality (VR) has been incorporated into such practices as a solution and VR illusions have emerged as a method for perturbing balance within interventions. However, the influence of VR illusions on balance performance, such as center of pressure (CoP), and user experience metrics remain under explored.

Objective: This study aimed to evaluate the impact of the VR illusions on standing balance and immersive user experience in young adults.

Methods: Young healthy adults (N=15, aged 18-35 years) played a VR table tennis game while standing on a force plate and were provided with eight directional and magnitude-based VR illusions scaled according to participants' heights. VR illusions were generated by offsetting the position of the playing hand in VR and were provided through 8 trials for each participant. Each VR illusion was delivered throughout final 50 seconds of each 70-second trial. Absolute CoP displacements, directional tendency of CoP displacement, and game performance were analyzed to evaluate the impact of the VR illusions. Responses to the User Experience Questionnaire, Slater-Usoh-Steed Presence Questionnaire, NASA Task Load Index, and Virtual Reality Sickness Questionnaire were analyzed to assess the immersive user experience.

Results: Both the magnitude of VR illusion and changes in VR illusion direction led to significantly greater CoP displacements, with high illusion magnitudes, and anterior and posterior directional illusions associated with higher CoP displacements. Conversely, those illusion magnitudes and directions were associated with low game performance. The directional tendency of the CoP displacements varied across the illusion directions but showed a significant association with the illusion directions. Questionnaire responses showed that participants had moderate to high immersive user experience within the VR illusion paradigm.

Conclusions: This study provides a novel approach for the future development of more effective VR-based balance rehabilitation interventions. The results provide inspiration for the development of future VR-based exergames that can perturbate CoP direction and magnitude. By adjusting the difficulty level through directional and magnitude changes in VR illusions, exergames could provide a personalized rehabilitation experience.

背景:改善站立平衡的康复干预通常是繁琐和复杂的,限制了用户的参与,增加了临床医生提供这些干预的负担。虚拟现实(VR)作为一种解决方案已被纳入此类实践,VR幻觉已成为一种干扰干预内平衡的方法。然而,VR幻觉对平衡性能(如压力中心(CoP))和用户体验指标)的影响仍有待研究。目的:本研究旨在评估虚拟现实幻觉对年轻人站立平衡和沉浸式用户体验的影响。方法:15名年龄在18-35岁的年轻健康成年人站在测力板上进行VR乒乓球游戏,并根据参与者的身高进行8个方向和大小的VR错觉。虚拟现实幻觉是通过在虚拟现实中抵消手的位置产生的,每个参与者通过8次试验提供。每个虚拟现实幻觉在每70秒试验的最后50秒内呈现。通过对绝对CoP位移、CoP位移方向趋势和游戏性能的分析,评价了虚拟现实错觉的影响。对用户体验问卷、slutter - usoh - steed在场问卷、NASA任务负荷指数和虚拟现实疾病问卷的反馈进行分析,以评估沉浸式用户体验。结果:虚拟现实错觉的大小和虚拟现实错觉方向的变化均导致CoP位移显著增大,错觉大小较高,前后方向错觉与CoP位移较高相关。相反,这些幻觉的大小和方向与较低的游戏表现有关。在不同的错觉方向上,CoP位移的方向倾向不同,但与错觉方向有显著的相关性。问卷调查结果显示,参与者在虚拟现实幻觉范式中具有中等到高度的沉浸式用户体验。结论:本研究为未来发展更有效的基于vr的平衡康复干预提供了新的途径。这些结果为未来基于vr的游戏的开发提供了灵感,这些游戏可以干扰CoP的方向和大小。通过VR幻觉的方向和大小变化来调整难度等级,exergames可以提供个性化的康复体验。
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引用次数: 0
Adolescents' and Parents' Perspectives on Using the MedSMARxT Families Intervention in Emergency Departments for Opioid Medication Safety Education: Mixed Methods Study. 青少年和家长对急诊使用MedSMARxT家庭干预进行阿片类药物安全教育的看法:混合方法研究
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-06-27 DOI: 10.2196/68814
Olufunmilola Abraham, Sara Nadi, Irene Hurst

Background: The opioid crisis has significantly impacted adolescents and their families. This is attributed in part to increased opioid prescriptions in pediatric emergency departments (EDs) due to acute pain conditions and injuries. Although EDs frequently prescribe opioids, no effective preventative interventions have been implemented to educate adolescents and their families on safe opioid use. This study evaluates the MedSMA℞T Families intervention, which consists of an engaging serious game, Adventures in PharmaCity, and a personalized Family Medication Safety Plan (FMSP) with the aim of reducing opioid misuse and promoting opioid medication safety. The MedSMA℞T Families intervention was developed to educate adolescents and adults prescribed opioids on safe practices such as opioid storage and disposal.

Objective: This study aimed to explore and characterize adolescents' and parents' experiences and perspectives on implementing the MedSMA℞T Families intervention in the ED to improve opioid education and safety among adolescents.

Methods: A total of 93 participants, including 16 children and 77 parents, were recruited from the pediatric ED at a tertiary academic hospital to play the MedSMA℞T game in the ED. A total of 16 participants, including 8 children and 8 parents, were followed up with interviews to gather qualitative feedback. Participants engaged with the MedSMA℞T game-Adventures in PharmaCity-and the FMSP. Data were collected through gameplay observation and 75-minute semistructured interviews via Zoom. Quantitative in-game data were analyzed using descriptive analysis and qualitative data were analyzed using thematic analysis with NVivo (version 14; Lumivero).

Results: Parents spent an average of 22.16 (SD 4.97) minutes playing the game, while children spent an average of 21.99 (SD 8.06) minutes. Families appreciated the game's design and noted usability challenges and suggested enhancements for clearer gameplay instructions. Participants reported increased knowledge of opioid safety, highlighted the importance of communication with health care providers, and a desire for a mobile app to assist with medication management. The FMSP was perceived as valuable for promoting awareness of safe practices and connected well to the knowledge gained from the game.

Conclusions: The MedSMA℞T Families intervention was well received as a beneficial educational tool to educate adolescents and their families on safe opioid use. Additionally, it highlights a clear need for more accessible digital tools to increase opioid education. This feedback indicates a strong interest in improving educational resources to ensure safe opioid management within families.

背景:阿片类药物危机对青少年及其家庭产生了重大影响。这部分归因于儿科急诊科(ed)因急性疼痛状况和损伤而增加的阿片类药物处方。虽然急诊科经常开阿片类药物,但没有实施有效的预防干预措施来教育青少年及其家人安全使用阿片类药物。本研究评估了MedSMA的家庭干预措施,包括一个引人入胜的严肃游戏,药房冒险和个性化的家庭用药安全计划(FMSP),旨在减少阿片类药物滥用和促进阿片类药物用药安全。制定MedSMA例T家庭干预措施是为了教育开具阿片类药物处方的青少年和成人安全操作,如阿片类药物的储存和处置。目的:本研究旨在探讨和描述青少年和家长在急诊科实施MedSMA例T家庭干预以改善青少年阿片类药物教育和安全方面的经验和观点。方法:从某三级专科医院儿科急诊科招募93名参与者(16名儿童和77名家长)在急诊科玩MedSMA例T游戏。对16名参与者(8名儿童和8名家长)进行随访访谈,收集定性反馈。参与者参与了MedSMA例T游戏——药物冒险——和FMSP。通过游戏玩法观察和75分钟的半结构化访谈收集数据。定量游戏数据使用描述性分析进行分析,定性数据使用专题分析与NVivo(版本14;Lumivero)。结果:家长平均花22.16分钟(SD 4.97)玩游戏,而孩子平均花21.99分钟(SD 8.06)玩游戏。家庭欣赏游戏的设计,注意到易用性的挑战,并建议加强更清晰的游戏说明。与会者报告了阿片类药物安全知识的增加,强调了与卫生保健提供者沟通的重要性,并希望有一个移动应用程序来协助药物管理。FMSP被认为对提高安全实践意识有价值,并与从游戏中获得的知识很好地联系在一起。结论:MedSMA例T家庭干预作为一种有益的教育工具,对青少年及其家人进行阿片类药物安全使用的教育,受到了广泛的欢迎。此外,报告强调,显然需要更容易获得的数字工具来增加阿片类药物教育。这一反馈表明对改善教育资源以确保家庭内阿片类药物安全管理的强烈兴趣。
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引用次数: 0
The Experience of and Needs for Exergames in Older Adults With Mild Cognitive Impairment: Qualitative Interview Study. 老年轻度认知障碍患者运动游戏的体验与需求:质性访谈研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-06-17 DOI: 10.2196/53631
Xi Chen, Dian Jiang, Hongting Ning, Lina Wu, Yifei Chen, Chi Zhang, Ruotong Peng, Yishu Zhu, Hui Feng

Background: As a novel intervention method that combines exercise and games, exergames have demonstrated a positive impact on enhancing the cognitive and physical functions of older adults with mild cognitive impairment (MCI). However, there remains a dearth of knowledge and evidence regarding the experiences and needs of the older adult population in China with MCI about exergames.

Objective: This qualitative study aimed to investigate the experience of and needs for exergames among older adults with MCI.

Methods: We adopted a phenomenological methodology for this study, and conducted it at a community and nursing home in Changsha, Hunan Province, from June to August 2023. We used the purpose sampling method to conduct semistructured interviews with 21 older people with MCI. Older people with MCI were allowed to experience exergames using our preselected exergame device, the Nintendo Switch, and they were interviewed to understand their experience and needs for exergames. The interviews were recorded and transcribed verbatim, and the data were uploaded to NVivo 12 software for encoding. The corresponding text was then reviewed for data analysis. Data analysis was guided by the methodology proposed by Giorgi and was carried out simultaneously with data collection. This study's trustworthiness was evaluated according to credibility, dependability, confirmability, and transferability criteria.

Results: Overall, 21 participants (mean age 70.2, SD 7.6 y; n=17, 81% women; mean Montreal Cognitive Assessment score 18.8, SD 3.6) were interviewed. Moreover, 21 interviews were conducted. By the 18th interview, the data were saturated, and to make sure no new topics came up, we conducted 3 more interviews. The experience of older people with MCI with exergames includes five parts: their attitudes toward exergames vary, they are both entertaining and interesting, they promote physical activity and exercise, they pass the time and relieve loneliness, and their conditions of use are not restricted. The needs of older people with MCI for exergames include the desire to design older people-friendly exergames, ensure scientific validity and safety in the process of sports, provide a good gaming experience, exercise physical and cognitive function, and provide support and training.

Conclusions: This study provides an interpretative understanding of the experiences and needs associated with exergames in older people with MCI, which could inform exergame development appropriate for this population and guide the implementation of exergame interventions in this population. Most older people with MCI expressed a positive attitude toward exergames, but not all were interested in them. Older people with MCI viewed exergames as both entertaining and fun, promoting physical activity and exercise, passing the time, relieving loneliness, and the conditions of use w

背景:运动游戏作为一种运动与游戏相结合的新型干预手段,对增强老年人轻度认知障碍(MCI)的认知功能和身体功能具有积极作用。然而,关于中国老年MCI患者在游戏方面的经验和需求的知识和证据仍然缺乏。目的:本定性研究旨在探讨老年轻度认知障碍患者对运动游戏的体验和需求。方法:本研究采用现象学方法,于2023年6 - 8月在湖南省长沙市某社区及养老院进行。我们采用目的抽样方法对21名老年轻度认知障碍患者进行半结构化访谈。我们允许患有轻度认知障碍的老年人使用我们预先选择的游戏设备任天堂Switch体验游戏,并采访他们以了解他们对游戏的体验和需求。对访谈进行逐字记录和转录,并将数据上传到NVivo 12软件进行编码。然后审查相应的文本以进行数据分析。数据分析以Giorgi提出的方法为指导,与数据收集同时进行。本研究的可信度依据可信性、可靠性、可确认性和可转移性标准进行评估。结果:总共有21名参与者(平均年龄70.2岁,SD 7.6 y;N =17, 81%为女性;平均蒙特利尔认知评估得分18.8分,SD 3.6)。此外,还进行了21次访谈。到第18次采访时,数据已经饱和,为了确保没有新的话题出现,我们又进行了3次采访。MCI老年人玩运动游戏的体验包括五个部分:他们对运动游戏的态度不同,运动游戏既娱乐又有趣,促进身体活动和锻炼,打发时间和缓解孤独感,使用条件不受限制。MCI老年人对运动游戏的需求包括设计适合老年人的运动游戏,保证运动过程中的科学有效性和安全性,提供良好的游戏体验,锻炼身体和认知功能,提供支持和训练。结论:本研究提供了对MCI老年人与游戏相关的经验和需求的解释性理解,可以为适合该人群的游戏开发提供信息,并指导该人群实施游戏干预措施。大多数患有轻度认知障碍的老年人对游戏表现出积极的态度,但并不是所有人都对游戏感兴趣。患有轻度认知障碍的老年人认为游戏既有趣又有趣,可以促进身体活动和锻炼,打发时间,缓解孤独感,而且游戏的使用条件没有限制。针对轻度认知障碍老年人的游戏应该是老年人友好的、科学的、安全的,提供良好的游戏体验,锻炼身体和认知功能,并提供训练和支持。在未来,游戏应该量身定制,以满足患有轻度认知障碍的老年人的独特需求,这对改善他们的健康至关重要。
{"title":"The Experience of and Needs for Exergames in Older Adults With Mild Cognitive Impairment: Qualitative Interview Study.","authors":"Xi Chen, Dian Jiang, Hongting Ning, Lina Wu, Yifei Chen, Chi Zhang, Ruotong Peng, Yishu Zhu, Hui Feng","doi":"10.2196/53631","DOIUrl":"10.2196/53631","url":null,"abstract":"<p><strong>Background: </strong>As a novel intervention method that combines exercise and games, exergames have demonstrated a positive impact on enhancing the cognitive and physical functions of older adults with mild cognitive impairment (MCI). However, there remains a dearth of knowledge and evidence regarding the experiences and needs of the older adult population in China with MCI about exergames.</p><p><strong>Objective: </strong>This qualitative study aimed to investigate the experience of and needs for exergames among older adults with MCI.</p><p><strong>Methods: </strong>We adopted a phenomenological methodology for this study, and conducted it at a community and nursing home in Changsha, Hunan Province, from June to August 2023. We used the purpose sampling method to conduct semistructured interviews with 21 older people with MCI. Older people with MCI were allowed to experience exergames using our preselected exergame device, the Nintendo Switch, and they were interviewed to understand their experience and needs for exergames. The interviews were recorded and transcribed verbatim, and the data were uploaded to NVivo 12 software for encoding. The corresponding text was then reviewed for data analysis. Data analysis was guided by the methodology proposed by Giorgi and was carried out simultaneously with data collection. This study's trustworthiness was evaluated according to credibility, dependability, confirmability, and transferability criteria.</p><p><strong>Results: </strong>Overall, 21 participants (mean age 70.2, SD 7.6 y; n=17, 81% women; mean Montreal Cognitive Assessment score 18.8, SD 3.6) were interviewed. Moreover, 21 interviews were conducted. By the 18th interview, the data were saturated, and to make sure no new topics came up, we conducted 3 more interviews. The experience of older people with MCI with exergames includes five parts: their attitudes toward exergames vary, they are both entertaining and interesting, they promote physical activity and exercise, they pass the time and relieve loneliness, and their conditions of use are not restricted. The needs of older people with MCI for exergames include the desire to design older people-friendly exergames, ensure scientific validity and safety in the process of sports, provide a good gaming experience, exercise physical and cognitive function, and provide support and training.</p><p><strong>Conclusions: </strong>This study provides an interpretative understanding of the experiences and needs associated with exergames in older people with MCI, which could inform exergame development appropriate for this population and guide the implementation of exergame interventions in this population. Most older people with MCI expressed a positive attitude toward exergames, but not all were interested in them. Older people with MCI viewed exergames as both entertaining and fun, promoting physical activity and exercise, passing the time, relieving loneliness, and the conditions of use w","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e53631"},"PeriodicalIF":3.8,"publicationDate":"2025-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12214692/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144316971","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
Applying Augmented Reality to Convey Medical Knowledge on Osteoclasts to Users of a Serious Game: Vignette Experiment. 应用增强现实向严肃游戏的用户传达破骨细胞的医学知识:小插图实验。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-06-16 DOI: 10.2196/64751
Jascha Grübel, Julia Chatain, Claudio Schmid, Violaine Fayolle, Fabio Zünd, Reinhard Gruber, Bernd Stadlinger
<p><strong>Background: </strong>Visualization technology is enhancing interactive learning by merging digital content with real-world environments, offering immersive experiences through augmented reality (AR) in fields like medical education. AR is being increasingly used in medicine and dental education to improve student learning, particularly in understanding complex concepts such as bone remodeling. Active learning strategies, supported by AR, boost student autonomy, reduce cognitive load, and improve learning outcomes across various disciplines. AR is gaining popularity in higher education as it enhances active learning, reduces cognitive load, and improves cognitive, meta-cognitive, and affective outcomes, particularly in medical and nursing education. The effectiveness of immersive AR in enhancing understanding of complex physiological processes is still unclear, with a lack of rigorous studies on its impact and how to effectively convert academic content into AR.</p><p><strong>Objective: </strong>We assess the capacity of AR-enhanced content for learning medical knowledge with a state-of-the-art AR game published along with a modern cell atlas of the oral cavity. To assess AR-enhanced content for learning, we formulated hypotheses on the general impact on learning (H1), specific improvements in learning (H2), and long-term retention (H3).</p><p><strong>Methods: </strong>An AR serious game was developed to represent current knowledge on osteoclasts for classroom use. The game was evaluated in an unblinded face-to-face vignette experiment (39 participants). Learning outcomes on "Osteoclasts" were compared between the AR game (17 participants) and a textbook-only option (20 participants) conveying the same content. Participants were randomly assigned and learning success was measured at three time-points, immediately after the experiment session, 1 week later, and 1 month later, via web-based surveys.</p><p><strong>Results: </strong>The AR serious game elicited strong interest in the topic (perceived relevance in Attention, Relevance, Confidence, and Satisfaction [ARCS], W=10,417; P<.001) and motivated students by increasing self-efficacy (confidence in ARCS, W=11,882.5; P=.02) and satisfaction (in ARCS, W=4561; P<.001). The learning outcomes were comparable to text-based self-learning (t=2.0103; PBonferroni=.095). Furthermore, curious students benefited more from interactive learning methods compared with text-only methods and had higher learning success (t=-2.518; P=.02).</p><p><strong>Conclusions: </strong>Introducing new technology such as AR into teaching requires technological investment, updated curricula, and careful application of learning paradigms. We found support for improved motivation (H1) and some evidence of AR's baseline effectiveness (H2a). While we could not confirm AR's impact on visual tasks overall (H2b), we noted an interesting interaction between curiosity and visual task outcomes (H2c), as well as how game design i
背景:可视化技术通过将数字内容与现实环境相结合来增强交互式学习,通过增强现实(AR)在医学教育等领域提供身临其境的体验。增强现实技术越来越多地用于医学和牙科教育,以提高学生的学习能力,特别是在理解骨重塑等复杂概念方面。在AR的支持下,主动学习策略可以提高学生的自主性,减少认知负荷,并改善各学科的学习成果。AR在高等教育中越来越受欢迎,因为它增强了主动学习,减少了认知负荷,改善了认知、元认知和情感结果,特别是在医学和护理教育中。沉浸式AR在增强对复杂生理过程的理解方面的有效性尚不清楚,缺乏对其影响以及如何有效地将学术内容转化为AR的严格研究。目的:我们通过最先进的AR游戏和现代口腔细胞图谱来评估AR增强内容学习医学知识的能力。为了评估ar增强内容对学习的影响,我们制定了对学习的一般影响(H1)、学习的具体改善(H2)和长期保留(H3)的假设。方法:开发了一个AR严肃游戏,以代表课堂上使用的破骨细胞的最新知识。这个游戏是在一个无盲的面对面小插图实验(39名参与者)中进行评估的。在AR游戏(17名参与者)和教科书选项(20名参与者)之间比较了“破骨细胞”的学习结果。参与者被随机分配,并通过网络调查在三个时间点测量学习成功,即实验结束后,1周后和1个月后。结果:AR严肃游戏引起了对话题的强烈兴趣(注意、相关性、信心和满意度的感知相关性[ARCS], W=10,417;结论:将AR等新技术引入教学需要技术投资、更新课程和仔细应用学习范式。我们发现支持改进的动机(H1)和AR的基线有效性的一些证据(H2a)。虽然我们无法证实AR对视觉任务的总体影响(H2b),但我们注意到好奇心和视觉任务结果(H2c)之间有趣的相互作用,以及游戏设计如何影响学生对材料的感知(H2d)。由于磨耗,长期学习成果(H3)无法评估。基于ar的学习可能特别有利于好奇的学生,他们经常在大量文本的方法中挣扎。随着学生越来越习惯于简短、引人入胜的内容,教学方法也必须适应。
{"title":"Applying Augmented Reality to Convey Medical Knowledge on Osteoclasts to Users of a Serious Game: Vignette Experiment.","authors":"Jascha Grübel, Julia Chatain, Claudio Schmid, Violaine Fayolle, Fabio Zünd, Reinhard Gruber, Bernd Stadlinger","doi":"10.2196/64751","DOIUrl":"10.2196/64751","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Visualization technology is enhancing interactive learning by merging digital content with real-world environments, offering immersive experiences through augmented reality (AR) in fields like medical education. AR is being increasingly used in medicine and dental education to improve student learning, particularly in understanding complex concepts such as bone remodeling. Active learning strategies, supported by AR, boost student autonomy, reduce cognitive load, and improve learning outcomes across various disciplines. AR is gaining popularity in higher education as it enhances active learning, reduces cognitive load, and improves cognitive, meta-cognitive, and affective outcomes, particularly in medical and nursing education. The effectiveness of immersive AR in enhancing understanding of complex physiological processes is still unclear, with a lack of rigorous studies on its impact and how to effectively convert academic content into AR.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;We assess the capacity of AR-enhanced content for learning medical knowledge with a state-of-the-art AR game published along with a modern cell atlas of the oral cavity. To assess AR-enhanced content for learning, we formulated hypotheses on the general impact on learning (H1), specific improvements in learning (H2), and long-term retention (H3).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;An AR serious game was developed to represent current knowledge on osteoclasts for classroom use. The game was evaluated in an unblinded face-to-face vignette experiment (39 participants). Learning outcomes on \"Osteoclasts\" were compared between the AR game (17 participants) and a textbook-only option (20 participants) conveying the same content. Participants were randomly assigned and learning success was measured at three time-points, immediately after the experiment session, 1 week later, and 1 month later, via web-based surveys.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;The AR serious game elicited strong interest in the topic (perceived relevance in Attention, Relevance, Confidence, and Satisfaction [ARCS], W=10,417; P&lt;.001) and motivated students by increasing self-efficacy (confidence in ARCS, W=11,882.5; P=.02) and satisfaction (in ARCS, W=4561; P&lt;.001). The learning outcomes were comparable to text-based self-learning (t=2.0103; PBonferroni=.095). Furthermore, curious students benefited more from interactive learning methods compared with text-only methods and had higher learning success (t=-2.518; P=.02).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;Introducing new technology such as AR into teaching requires technological investment, updated curricula, and careful application of learning paradigms. We found support for improved motivation (H1) and some evidence of AR's baseline effectiveness (H2a). While we could not confirm AR's impact on visual tasks overall (H2b), we noted an interesting interaction between curiosity and visual task outcomes (H2c), as well as how game design i","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e64751"},"PeriodicalIF":4.1,"publicationDate":"2025-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12185033/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144309943","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
Nature Engagement Outcomes of Viewing Nature Through a 360° Video or a Tablet Screen: Randomized Trial. 通过360°视频或平板电脑屏幕观看自然的自然参与结果:随机试验。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-06-16 DOI: 10.2196/63424
Elena Brambilla, Karen Stendal, Vibeke Sundling, Giovanna Calogiuri

Background: Nature engagement, including affective and physical interactions with nature, is linked to a multitude of health and well-being benefits. Unfortunately, opportunities for engaging with nature are decreasing worldwide. University students, especially, are a demographic group that tends to engage little with nature. Immersive virtual nature (IVN; ie, digital nature content delivered through immersive devices, such as head-mounted displays) has been proposed as a medium to facilitate nature experiences and engagement. In recent years, 360° nature videos have emerged as an accessible way to create IVN content, although it is still unclear whether they can elicit presence and increase nature engagement to a greater extent than nature videos delivered through nonimmersive media.

Objective: We aimed to investigate the effectiveness of nature videos as a medium to promote nature engagement among university students, comparing devices with different levels of immersion. Specifically, 2 experimental conditions were tested: a 360° nature video delivered through a head-mounted display (IVN) and a matching video displayed on a tablet screen (nonimmersive virtual nature).

Methods: In total, 38 students were recruited at the library of a university campus and invited to participate in an organized hiking tour at the location displayed during the virtual nature experience. They were then randomized, using a random number generator, to either the IVN (n=20, 53%) or the nonimmersive virtual nature condition (n=18, 47%). Pre- and postexposure assessments of nature connectedness, intention to perform green exercise, intention to visit the hiking location, and intention to participate in the organized hiking tour were collected. Presence, cybersickness, and actual attendance on the tour were also assessed.

Results: A mixed ANOVA showed statistically significant pre- to postexposure assessment increases in nature connectedness (F1,36=33.49; P<.001; ηp2=0.48); intention to perform green exercise (F1,36=5.55; P=.02); intention to visit the hiking location (F1,36=15.34; P<.001; ηp2=0.26); and intention to participate in the hiking tour (F1,36=12.45; P=.001; ηp2=0.30). Both conditions were associated with medium to high ratings of "being there" and "sense of reality" but low ratings of "realism." The cybersickness levels were generally low. Of the 38 students, 6 (16%) participated in the organized tour. The mixed ANOVA found no statistical differences between the two conditions for any of the outcomes. The participants' changes in nature connectedness (ρ=0.35; P=.03) and attendance on the hiking tour (ρ=.37; P=.02) correlated with the presence item "being there."

Conclusions: This study provides novel evidence on the potential of virtual natu

背景:参与自然,包括与自然的情感和身体互动,与许多健康和福祉有关。不幸的是,在世界范围内,与大自然接触的机会正在减少。尤其是大学生,是一个倾向于很少接触自然的群体。沉浸式虚拟自然(IVN;例如,通过沉浸式设备(如头戴式显示器)提供的数字自然内容已被提议作为促进自然体验和参与的媒介。近年来,360°自然视频已成为创建IVN内容的一种可访问的方式,尽管目前尚不清楚它们是否能比通过非沉浸式媒体传播的自然视频更能吸引人们的存在,并在更大程度上增加自然参与度。目的:通过比较不同沉浸程度的设备,探讨自然视频作为促进大学生自然参与的媒介的有效性。具体来说,我们测试了两种实验条件:通过头戴式显示器(IVN)传输的360°自然视频和在平板电脑屏幕上显示的匹配视频(非沉浸式虚拟自然)。方法:在一所大学校园的图书馆招募了38名学生,邀请他们在虚拟自然体验中展示的地点参加有组织的徒步旅行。然后,使用随机数生成器将他们随机分配到IVN (n= 20,53%)或非沉浸式虚拟自然条件(n= 18,47%)。收集了暴露前和暴露后对自然连通性、进行绿色运动的意愿、访问徒步地点的意愿和参加有组织的徒步旅行的意愿的评估。此外,还对参观现场、晕机和实际出勤率进行了评估。结果:混合方差分析显示,接触前与接触后的自然连接性评估有统计学意义的增加(F1,36=33.49;Pp2 = 0.48);绿色运动意愿(F1,36=5.55;P = .02点);远足地点访问意向(F1,36=15.34;Pp2 = 0.26);和参加徒步旅行的意愿(F1,36=12.45;P =措施;ηp = 0.30)。这两种情况都与“在那里”和“现实感”的中高评分有关,但与“现实主义”的低评分有关。晕屏的程度普遍较低。38名学生中,有6名(16%)参加了有组织的旅游。混合方差分析发现两种情况下的任何结果都没有统计学差异。参与者自然连通性的变化(ρ=0.35;P=.03)和徒步旅行出勤率(ρ=.37;P=.02)与存在项“在那里”相关。结论:这项研究为虚拟自然作为一种媒介的潜力提供了新的证据,以提高大学生对自然的参与,增加了当前关于360°视频有效性的争论。这些发现可以为未来的研究以及寻求促进自然参与的举措提供信息。
{"title":"Nature Engagement Outcomes of Viewing Nature Through a 360° Video or a Tablet Screen: Randomized Trial.","authors":"Elena Brambilla, Karen Stendal, Vibeke Sundling, Giovanna Calogiuri","doi":"10.2196/63424","DOIUrl":"10.2196/63424","url":null,"abstract":"<p><strong>Background: </strong>Nature engagement, including affective and physical interactions with nature, is linked to a multitude of health and well-being benefits. Unfortunately, opportunities for engaging with nature are decreasing worldwide. University students, especially, are a demographic group that tends to engage little with nature. Immersive virtual nature (IVN; ie, digital nature content delivered through immersive devices, such as head-mounted displays) has been proposed as a medium to facilitate nature experiences and engagement. In recent years, 360° nature videos have emerged as an accessible way to create IVN content, although it is still unclear whether they can elicit presence and increase nature engagement to a greater extent than nature videos delivered through nonimmersive media.</p><p><strong>Objective: </strong>We aimed to investigate the effectiveness of nature videos as a medium to promote nature engagement among university students, comparing devices with different levels of immersion. Specifically, 2 experimental conditions were tested: a 360° nature video delivered through a head-mounted display (IVN) and a matching video displayed on a tablet screen (nonimmersive virtual nature).</p><p><strong>Methods: </strong>In total, 38 students were recruited at the library of a university campus and invited to participate in an organized hiking tour at the location displayed during the virtual nature experience. They were then randomized, using a random number generator, to either the IVN (n=20, 53%) or the nonimmersive virtual nature condition (n=18, 47%). Pre- and postexposure assessments of nature connectedness, intention to perform green exercise, intention to visit the hiking location, and intention to participate in the organized hiking tour were collected. Presence, cybersickness, and actual attendance on the tour were also assessed.</p><p><strong>Results: </strong>A mixed ANOVA showed statistically significant pre- to postexposure assessment increases in nature connectedness (F<sub>1,36</sub>=33.49; P<.001; η<sub>p</sub><sup>2</sup>=0.48); intention to perform green exercise (F<sub>1,36</sub>=5.55; P=.02); intention to visit the hiking location (F<sub>1,36</sub>=15.34; P<.001; η<sub>p</sub><sup>2</sup>=0.26); and intention to participate in the hiking tour (F<sub>1,36</sub>=12.45; P=.001; η<sub>p</sub><sup>2</sup>=0.30). Both conditions were associated with medium to high ratings of \"being there\" and \"sense of reality\" but low ratings of \"realism.\" The cybersickness levels were generally low. Of the 38 students, 6 (16%) participated in the organized tour. The mixed ANOVA found no statistical differences between the two conditions for any of the outcomes. The participants' changes in nature connectedness (ρ=0.35; P=.03) and attendance on the hiking tour (ρ=.37; P=.02) correlated with the presence item \"being there.\"</p><p><strong>Conclusions: </strong>This study provides novel evidence on the potential of virtual natu","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e63424"},"PeriodicalIF":3.8,"publicationDate":"2025-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12209722/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144309944","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
Correction: A Mixed Reality-Based Telesupervised Ultrasound Education Platform on 5G Network Compared to Direct Supervision: Prospective Randomized Pilot Trial. 更正:5G网络上基于混合现实的远程监督超声教育平台与直接监督的比较:前瞻性随机试点试验。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-06-12 DOI: 10.2196/77586
Minha Kim, Meong Hi Son, Suhyeon Moon, Won Chul Cha, Ik Joon Jo, Hee Yoon
{"title":"Correction: A Mixed Reality-Based Telesupervised Ultrasound Education Platform on 5G Network Compared to Direct Supervision: Prospective Randomized Pilot Trial.","authors":"Minha Kim, Meong Hi Son, Suhyeon Moon, Won Chul Cha, Ik Joon Jo, Hee Yoon","doi":"10.2196/77586","DOIUrl":"10.2196/77586","url":null,"abstract":"","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e77586"},"PeriodicalIF":3.8,"publicationDate":"2025-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12178539/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144284428","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
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JMIR Serious Games
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