首页 > 最新文献

JMIR Serious Games最新文献

英文 中文
Correction: Serious Game for the Nursing Assessment of Home-Dwelling Older Adults: Development and Validation Study. 修正:居家老年人护理评估的严肃游戏:开发与验证研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-12-17 DOI: 10.2196/81884
Erica Busca, Silvia Caristia, Sara Palmira Bidone, Alessia Bolamperti, Sara Campagna, Arianna Cattaneo, Rosaria Lea, Doriana Montani, Antonio Scalogna, Francesca Piovesan, Erika Bassi, Alberto Dal Molin

[This corrects the article DOI: 10.2196/52644.].

[这更正了文章DOI: 10.2196/52644]。
{"title":"Correction: Serious Game for the Nursing Assessment of Home-Dwelling Older Adults: Development and Validation Study.","authors":"Erica Busca, Silvia Caristia, Sara Palmira Bidone, Alessia Bolamperti, Sara Campagna, Arianna Cattaneo, Rosaria Lea, Doriana Montani, Antonio Scalogna, Francesca Piovesan, Erika Bassi, Alberto Dal Molin","doi":"10.2196/81884","DOIUrl":"10.2196/81884","url":null,"abstract":"<p><p>[This corrects the article DOI: 10.2196/52644.].</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e81884"},"PeriodicalIF":4.1,"publicationDate":"2025-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12756655/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145774640","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
Long-Term Usage of Breeze, a Gamified Breathing Training App, and Its Effect on Momentary Relaxation in People With Cancer: Cohort Study. 长期使用Breeze(游戏化呼吸训练应用程序)及其对癌症患者瞬间放松的影响:队列研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-12-16 DOI: 10.2196/70297
Anja Yvonne Bischof, Tobias Budig, Sonja Schläpfer, Yanick Xavier Lukic, Fabian Schneider, Prabhakaran Santhanam, Jürgen Barth, Claudia M Witt, Tobias Kowatsch
<p><strong>Background: </strong>People with cancer often experience stress. Digital health interventions can help individuals increase momentary relaxation. Breeze is a gamified breathing training that can be embedded into digital health interventions. Its effectiveness in controlled cross-sectional studies has been demonstrated. However, adherence to Breeze and its effect on momentary relaxation in longitudinal interventional studies has yet to be investigated.</p><p><strong>Objective: </strong>This study aimed to assess Breeze across 3 key dimensions: (1) its usage over time compared to other intervention components; (2) the accuracy with which users adhered to the guiding breathing pattern provided by Breeze; and (3) its effect on momentary relaxation, including the impact of the duration of the breathing session delivered by Breeze.</p><p><strong>Methods: </strong>Breeze was 1 of 7 relaxation techniques included in the CanRelax 2.0 app, designed specifically for individuals diagnosed with cancer. Participants could select any of the 7 techniques to promote momentary relaxation. The intervention was designed to last 10 weeks. However, participants were allowed to use the CanRelax 2.0 app after that period. Participants were adults diagnosed with cancer in the last 5 years recruited across Switzerland, Germany, and Austria. Adherence to the intended breathing pattern was measured using a Pearson correlation coefficient. Momentary relaxation was measured pre- and post-exercise using an 11-point visual analog scale. Statistical analyses included linear mixed effects models and calculations of effect sizes. We further analyzed the relationship between session duration and the magnitude of momentary relaxation and compared Breeze's efficacy and time efficiency to the other available techniques.</p><p><strong>Results: </strong>Of 279 participants, 118 (42.3%) used Breeze at least once. The 118 participants engaged in 754 breathing sessions with Breeze. Momentary relaxation was assessed and calculated for 249 (33.0%) Breeze sessions. The use of Breeze declined initially but remained stable even after 10 weeks. Participants followed the predefined breathing rates of Breeze (r=0.9). On average, a small effect (-0.42; P<.001; d=0.19) on momentary relaxation was observed, with 2-minute breathing sessions (-0.30; P=.02; d=0.13) showing a small effect, whereas a large effect (-1.53; P=.03; d=0.74) was observed for breathing sessions of 4 minutes or longer.</p><p><strong>Conclusions: </strong>This study demonstrates the potential of Breeze to alleviate acute stress in individuals with chronic conditions, such as cancer. By combining gamification with evidence-based breathing techniques, Breeze fosters sustained user engagement and momentary relaxation. Participants adhered well to the guided breathing. While even short breathing sessions of 2 minutes provided modest momentary relaxation, longer durations (≥4 min) were considerably more effective. Future res
背景:癌症患者经常感到压力。数字健康干预可以帮助个人增加短暂的放松。Breeze是一种游戏化的呼吸训练,可以嵌入到数字健康干预中。其在对照横断面研究中的有效性已得到证实。然而,在纵向介入研究中,坚持使用Breeze及其对瞬时松弛的影响尚未被调查。目的:本研究旨在从三个关键维度评估Breeze:(1)与其他干预组件相比,它的使用时间;(2)用户对Breeze提供的指导性呼吸模式的坚持度;(3)它对瞬间放松的影响,包括微风带来的呼吸持续时间的影响。方法:微风是CanRelax 2.0应用程序中包含的7种放松技巧之一,专门为癌症患者设计。参与者可以选择7种方法中的任何一种来促进瞬间放松。干预计划持续10周。然而,在此之后,参与者被允许使用CanRelax 2.0应用程序。参与者是来自瑞士、德国和奥地利的近5年内被诊断为癌症的成年人。使用Pearson相关系数测量对预期呼吸模式的依从性。用11分视觉模拟量表测量运动前后的瞬时松弛。统计分析包括线性混合效应模型和效应量的计算。我们进一步分析了会话持续时间和瞬间放松程度之间的关系,并将Breeze的有效性和时间效率与其他可用技术进行了比较。结果:279名参与者中,118人(42.3%)至少使用过一次Breeze。118名参与者使用Breeze进行了754次呼吸练习。评估和计算了249次(33.0%)Breeze会话的瞬时松弛。Breeze的使用一开始有所下降,但在10周后仍保持稳定。参与者遵循预先设定的Breeze呼吸频率(r=0.9)。结论:这项研究证明了Breeze在缓解慢性疾病(如癌症)患者的急性压力方面的潜力。通过将游戏化与基于证据的呼吸技术相结合,Breeze促进了持续的用户粘性和短暂的放松。参与者很好地坚持引导呼吸。即使是2分钟的短呼吸也能提供适度的瞬间放松,但更长时间(≥4分钟)的呼吸更有效。未来的研究旨在评估微风对其他人群和慢性病的影响。
{"title":"Long-Term Usage of Breeze, a Gamified Breathing Training App, and Its Effect on Momentary Relaxation in People With Cancer: Cohort Study.","authors":"Anja Yvonne Bischof, Tobias Budig, Sonja Schläpfer, Yanick Xavier Lukic, Fabian Schneider, Prabhakaran Santhanam, Jürgen Barth, Claudia M Witt, Tobias Kowatsch","doi":"10.2196/70297","DOIUrl":"10.2196/70297","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;People with cancer often experience stress. Digital health interventions can help individuals increase momentary relaxation. Breeze is a gamified breathing training that can be embedded into digital health interventions. Its effectiveness in controlled cross-sectional studies has been demonstrated. However, adherence to Breeze and its effect on momentary relaxation in longitudinal interventional studies has yet to be investigated.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to assess Breeze across 3 key dimensions: (1) its usage over time compared to other intervention components; (2) the accuracy with which users adhered to the guiding breathing pattern provided by Breeze; and (3) its effect on momentary relaxation, including the impact of the duration of the breathing session delivered by Breeze.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;Breeze was 1 of 7 relaxation techniques included in the CanRelax 2.0 app, designed specifically for individuals diagnosed with cancer. Participants could select any of the 7 techniques to promote momentary relaxation. The intervention was designed to last 10 weeks. However, participants were allowed to use the CanRelax 2.0 app after that period. Participants were adults diagnosed with cancer in the last 5 years recruited across Switzerland, Germany, and Austria. Adherence to the intended breathing pattern was measured using a Pearson correlation coefficient. Momentary relaxation was measured pre- and post-exercise using an 11-point visual analog scale. Statistical analyses included linear mixed effects models and calculations of effect sizes. We further analyzed the relationship between session duration and the magnitude of momentary relaxation and compared Breeze's efficacy and time efficiency to the other available techniques.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Of 279 participants, 118 (42.3%) used Breeze at least once. The 118 participants engaged in 754 breathing sessions with Breeze. Momentary relaxation was assessed and calculated for 249 (33.0%) Breeze sessions. The use of Breeze declined initially but remained stable even after 10 weeks. Participants followed the predefined breathing rates of Breeze (r=0.9). On average, a small effect (-0.42; P&lt;.001; d=0.19) on momentary relaxation was observed, with 2-minute breathing sessions (-0.30; P=.02; d=0.13) showing a small effect, whereas a large effect (-1.53; P=.03; d=0.74) was observed for breathing sessions of 4 minutes or longer.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;This study demonstrates the potential of Breeze to alleviate acute stress in individuals with chronic conditions, such as cancer. By combining gamification with evidence-based breathing techniques, Breeze fosters sustained user engagement and momentary relaxation. Participants adhered well to the guided breathing. While even short breathing sessions of 2 minutes provided modest momentary relaxation, longer durations (≥4 min) were considerably more effective. Future res","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e70297"},"PeriodicalIF":4.1,"publicationDate":"2025-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12707441/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145768028","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
Effects of an Immersive Virtual Reality-Based Exercise Intervention on Psychological and Physiological Outcomes in College Students: Randomized Controlled Trial. 基于沉浸式虚拟现实的运动干预对大学生心理和生理结果的影响:一项随机对照试验
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-12-15 DOI: 10.2196/75777
Wenxi Liu, Daniel J McDonough, John Oginni, Jessh Mavoungou, Zan Gao

Background: Physical inactivity is a major public health issue among college students, often exacerbated by academic pressures and lifestyle shifts. Traditional exercise interventions often face challenges with adherence due to low motivation and engagement. Immersive virtual reality (VR)-based exercise interventions may address these barriers by providing interactive and motivating experiences, yet empirical evidence regarding their psychological and physiological benefits remains scarce.

Objective: This study aims to evaluate the effects of a 4-week immersive VR-based exercise intervention on psychological and physiological health outcomes in college students.

Methods: A randomized controlled trial was conducted involving 36 college students randomized into either a VR exercise group (n=17, 47%) or a no-intervention control group (n=19, 53%). Participants in the VR group engaged in immersive VR cycling sessions (two 60-minute sessions weekly) using the VirZoom VR system, while the control group continued their normal routines. Psychological outcomes were assessed during preintervention and postintervention assessments, including exercise motivation (Behavioral Regulation in Exercise Questionnaire-2), mood states (Brunel Mood Scale), and depressive symptoms (Beck Depression Inventory). Physiological outcomes assessed were cardiovascular fitness (3-Minute Step Test) and body composition (bioelectrical impedance analysis). We used a 2-way repeated measures ANOVA to analyze the effects of the intervention.

Results: Significant time×group interactions indicated enhanced intrinsic motivation (P=.02; η2=0.25); improved mood states with increased vigor (P=.01; η2=0.18); and decreased confusion (P=.01; η2=0.17), fatigue (P=.02; η2=0.16), and tension (P=.003; η2=0.24) in the VR group. Depressive symptoms were also significantly reduced (P=.03; η2=0.14). Physiological outcomes showed significant improvements in the VR group, including decreased body fat percentage (P<.001; η2=0.34) and enhanced cardiovascular fitness (P<.001; η2=0.47) compared to the control group.

Conclusions: This study indicated that a 4-week immersive VR-based exercise intervention may confer short-term psychological and physiological benefits among college students compared to the no-intervention control group under COVID-19 pandemic-related constraints. Future studies should adopt active control designs and be conducted in real-world settings, incorporating objectively determined intensity monitoring and follow-up to further investigate effectiveness and real-world scalability.

Trial registration: ClinicalTrials.gov NCT06902727; https://clinicaltrials.gov/study/NCT06902727.

背景:缺乏体育锻炼是大学生面临的一个主要公共健康问题,往往因学业压力和生活方式的转变而加剧。传统的运动干预往往面临挑战,坚持由于低动机和参与。基于沉浸式虚拟现实(VR)的运动干预可以通过提供互动和激励体验来解决这些障碍,但关于其心理和生理益处的经验证据仍然很少。目的:本研究旨在评估为期4周的沉浸式vr运动干预对大学生心理和生理健康结果的影响。方法:对36名大学生进行随机对照试验,随机分为VR运动组(n=17)和无干预对照组(n=19)。虚拟现实组的参与者使用VirZoom虚拟现实系统进行沉浸式虚拟现实骑行(每周两次,每次60分钟),而对照组则继续进行正常的日常活动。干预前和干预后评估的心理结果包括运动动机(运动行为调节问卷-2)、情绪状态(布鲁内尔情绪量表)和抑郁症状(贝克抑郁量表)。评估的生理结果包括心血管健康(3分钟步测试)和身体成分(生物电阻抗分析)。我们使用双向重复测量方差分析(ANOVA)来分析干预的效果。结果:time×group显著交互作用表明,VR组内在动机增强(P= 0.02, η²=0.25),情绪状态改善,活力增加(P= 0.01, η²= 0.18),混乱(P= 0.01, η²=0.17),疲劳(P= 0.02, η²=0.16)和紧张(P= 0.003, η²=0.24)减少。抑郁症状也显著减轻(P= 0.03, η²=0.14)。结论:本研究表明,在COVID-19大流行相关约束下,与无干预对照组相比,为期4周的沉浸式VR运动可能会给大学生带来短期的心理和生理结果。未来的研究应采取主动控制,并在现实环境中进行,包括客观确定的强度监测和随访,以进一步研究有效性和现实世界的可扩展性。临床试验:ClinicalTrials.gov: NCT06902727。
{"title":"Effects of an Immersive Virtual Reality-Based Exercise Intervention on Psychological and Physiological Outcomes in College Students: Randomized Controlled Trial.","authors":"Wenxi Liu, Daniel J McDonough, John Oginni, Jessh Mavoungou, Zan Gao","doi":"10.2196/75777","DOIUrl":"10.2196/75777","url":null,"abstract":"<p><strong>Background: </strong>Physical inactivity is a major public health issue among college students, often exacerbated by academic pressures and lifestyle shifts. Traditional exercise interventions often face challenges with adherence due to low motivation and engagement. Immersive virtual reality (VR)-based exercise interventions may address these barriers by providing interactive and motivating experiences, yet empirical evidence regarding their psychological and physiological benefits remains scarce.</p><p><strong>Objective: </strong>This study aims to evaluate the effects of a 4-week immersive VR-based exercise intervention on psychological and physiological health outcomes in college students.</p><p><strong>Methods: </strong>A randomized controlled trial was conducted involving 36 college students randomized into either a VR exercise group (n=17, 47%) or a no-intervention control group (n=19, 53%). Participants in the VR group engaged in immersive VR cycling sessions (two 60-minute sessions weekly) using the VirZoom VR system, while the control group continued their normal routines. Psychological outcomes were assessed during preintervention and postintervention assessments, including exercise motivation (Behavioral Regulation in Exercise Questionnaire-2), mood states (Brunel Mood Scale), and depressive symptoms (Beck Depression Inventory). Physiological outcomes assessed were cardiovascular fitness (3-Minute Step Test) and body composition (bioelectrical impedance analysis). We used a 2-way repeated measures ANOVA to analyze the effects of the intervention.</p><p><strong>Results: </strong>Significant time×group interactions indicated enhanced intrinsic motivation (P=.02; η<sup>2</sup>=0.25); improved mood states with increased vigor (P=.01; η<sup>2</sup>=0.18); and decreased confusion (P=.01; η<sup>2</sup>=0.17), fatigue (P=.02; η<sup>2</sup>=0.16), and tension (P=.003; η<sup>2</sup>=0.24) in the VR group. Depressive symptoms were also significantly reduced (P=.03; η<sup>2</sup>=0.14). Physiological outcomes showed significant improvements in the VR group, including decreased body fat percentage (P<.001; η<sup>2</sup>=0.34) and enhanced cardiovascular fitness (P<.001; η<sup>2</sup>=0.47) compared to the control group.</p><p><strong>Conclusions: </strong>This study indicated that a 4-week immersive VR-based exercise intervention may confer short-term psychological and physiological benefits among college students compared to the no-intervention control group under COVID-19 pandemic-related constraints. Future studies should adopt active control designs and be conducted in real-world settings, incorporating objectively determined intensity monitoring and follow-up to further investigate effectiveness and real-world scalability.</p><p><strong>Trial registration: </strong>ClinicalTrials.gov NCT06902727; https://clinicaltrials.gov/study/NCT06902727.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":" ","pages":"e75777"},"PeriodicalIF":4.1,"publicationDate":"2025-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12750068/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145633885","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
Effects of Competitive Exergaming-Based Esports on Older Adults in Hong Kong: Nonrandomized Controlled Pilot Study. 基于竞技游戏的电子竞技对香港老年人的影响:非随机对照试验研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-12-15 DOI: 10.2196/77655
Ka Man Leung, Yuchen Shi

Background: Hong Kong faces a rapidly aging population, with many older adults not meeting recommended physical-activity levels and struggling to maintain long-term exercise adherence. Exergaming offers an accessible, technology-supported way to promote health conditions while providing immediate feedback and task variability among older adults.

Objective: This study aimed to evaluate the effects of an 8-week competitive exergaming intervention on functional fitness, cognition, loneliness, physical activity (PA) enjoyment, and quality of life among community-dwelling older adults in Hong Kong.

Methods: We conducted a pragmatic, nonrandomized, 2-group pilot with community participants allocated to either a competitive exergaming group (EG) or a passive control group (CG). EG attended 16 instructor-led 90-minute sessions playing Fitness Boxing (Nintendo Switch), including head-to-head bouts and a bracketed tournament. Outcomes were assessed at baseline and postintervention. Primary analyses used repeated-measure analysis of covariance (time: pre and post; group: EG and CG) adjusted for age, sex, education, marital status, employment, financial status, and housing. Partial η2 was used to quantify effect sizes. Given the pilot nature, P values are unadjusted for multiplicity and interpreted cautiously.

Results: A total of 48 older adults completed assessments (EG: n=24; mean age 69.50, SD 4.77 years; CG: n=24; mean age 71.50, SD 6.74 years). Significant group × time interactions favored EG for lower-body strength (30-second chair stand: F1, 48=12.39; P<.001; partial η2=0.22), aerobic endurance (2-minute step: F1, 48=4.89; P=.03; η2=0.10), and PA enjoyment (Physical Activity Enjoyment Scale: F1, 48=9.36; P<.001; η2=0.18). For the Number Comparison Test (processing speed), the group × time interaction was not significant (P=.08); however, an exploratory main effect of group indicated higher performance in EG across time (P=.04). Executive function (Trail Making Test parts A and B), loneliness, and Short Form-36 Health Survey subscales showed no significant effects.

Conclusions: Competitive exergaming was feasible and produced small to moderate improvements in lower-body strength, aerobic endurance, and enjoyment of PA. Cognitive effects were inconclusive and should not be overinterpreted given the nonrandomized design, passive control, small sample, and multiple outcomes. Future randomized trials with active comparators and longer duration are warranted.

背景:香港面临着人口迅速老龄化的问题,许多老年人没有达到建议的身体活动水平,很难保持长期坚持锻炼。健身游戏提供了一种便利的、技术支持的方式来促进健康状况,同时为老年人提供即时反馈和任务可变性。目的:本研究旨在评估为期8周的竞技体育干预对香港社区老年人功能健康、认知、孤独感、体育活动(PA)享受和生活质量的影响。方法:我们进行了一项务实的、非随机的两组试验,社区参与者被分配到竞争性游戏组(EG)和被动对照组(CG)。EG参加了16次教练指导的90分钟健身拳击(任天堂Switch)课程,包括一对一的比赛和一场比赛。在基线和干预后评估结果。主要分析采用重复测量的协方差分析(时间:前后;组:EG和CG),调整了年龄、性别、教育、婚姻状况、就业、财务状况和住房。偏η2用于量化效应大小。考虑到试点性质,P值未因多样性而调整,解释时要谨慎。结果:共有48名老年人完成了评估(EG: n=24,平均年龄69.50,SD 4.77岁;CG: n=24,平均年龄71.50,SD 6.74岁)。显著的组时间交互作用有利于EG的下半身力量(30秒站立椅:F1, 48=12.39; P2=0.22)、有氧耐力(2分钟步行:F1, 48=4.89; P= 0.03; η2=0.10)和PA享受(体育活动享受量表:F1, 48=9.36; P2=0.18)。数量比较测验(处理速度),组×时间交互作用不显著(P=.08);然而,探索性主效应表明,实验组在不同时间的EG表现更高(P=.04)。执行功能(轨迹制作测试A和B部分)、孤独感和短表36健康调查量表没有显着影响。结论:竞技运动是可行的,并且在下肢力量、有氧耐力和PA享受方面产生了小到中度的改善。鉴于非随机设计、被动对照、小样本和多重结果,认知效应尚无定论,不应过度解释。未来的随机对照试验需要更长的持续时间。
{"title":"Effects of Competitive Exergaming-Based Esports on Older Adults in Hong Kong: Nonrandomized Controlled Pilot Study.","authors":"Ka Man Leung, Yuchen Shi","doi":"10.2196/77655","DOIUrl":"10.2196/77655","url":null,"abstract":"<p><strong>Background: </strong>Hong Kong faces a rapidly aging population, with many older adults not meeting recommended physical-activity levels and struggling to maintain long-term exercise adherence. Exergaming offers an accessible, technology-supported way to promote health conditions while providing immediate feedback and task variability among older adults.</p><p><strong>Objective: </strong>This study aimed to evaluate the effects of an 8-week competitive exergaming intervention on functional fitness, cognition, loneliness, physical activity (PA) enjoyment, and quality of life among community-dwelling older adults in Hong Kong.</p><p><strong>Methods: </strong>We conducted a pragmatic, nonrandomized, 2-group pilot with community participants allocated to either a competitive exergaming group (EG) or a passive control group (CG). EG attended 16 instructor-led 90-minute sessions playing Fitness Boxing (Nintendo Switch), including head-to-head bouts and a bracketed tournament. Outcomes were assessed at baseline and postintervention. Primary analyses used repeated-measure analysis of covariance (time: pre and post; group: EG and CG) adjusted for age, sex, education, marital status, employment, financial status, and housing. Partial η<sup>2</sup> was used to quantify effect sizes. Given the pilot nature, P values are unadjusted for multiplicity and interpreted cautiously.</p><p><strong>Results: </strong>A total of 48 older adults completed assessments (EG: n=24; mean age 69.50, SD 4.77 years; CG: n=24; mean age 71.50, SD 6.74 years). Significant group × time interactions favored EG for lower-body strength (30-second chair stand: F<sub>1, 48</sub>=12.39; P<.001; partial η<sup>2</sup>=0.22), aerobic endurance (2-minute step: F<sub>1, 48</sub>=4.89; P=.03; η<sup>2</sup>=0.10), and PA enjoyment (Physical Activity Enjoyment Scale: F<sub>1, 48</sub>=9.36; P<.001; η<sup>2</sup>=0.18). For the Number Comparison Test (processing speed), the group × time interaction was not significant (P=.08); however, an exploratory main effect of group indicated higher performance in EG across time (P=.04). Executive function (Trail Making Test parts A and B), loneliness, and Short Form-36 Health Survey subscales showed no significant effects.</p><p><strong>Conclusions: </strong>Competitive exergaming was feasible and produced small to moderate improvements in lower-body strength, aerobic endurance, and enjoyment of PA. Cognitive effects were inconclusive and should not be overinterpreted given the nonrandomized design, passive control, small sample, and multiple outcomes. Future randomized trials with active comparators and longer duration are warranted.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e77655"},"PeriodicalIF":4.1,"publicationDate":"2025-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12750075/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145762795","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
Development and Evaluation of a Monocular Camera-Based Mobile Exergame for at-Home Intervention in Individuals at High Risk of Type 2 Diabetes: Randomized Controlled Trial. 开发和评估基于单目相机的移动游戏,用于2型糖尿病高危人群的家庭干预:随机对照试验。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-12-12 DOI: 10.2196/75823
Jianan Zhao, Dian Zhu, Yanan Wang, Yaqin Xia, Zeshi Zhu, Jihong Yu

Background: Exergames have emerged as effective interventions for promoting physical activity and preventing type 2 diabetes (T2D). Kinect-based exergames have demonstrated improvements in exercise adherence and health outcomes, but their high cost and reliance on specialized hardware hinder widespread home-based adoption. Recent advances in computer vision now enable monocular camera-based systems, offering a potentially cost-effective and scalable alternative for promoting physical activity at home.

Objective: This study aimed to evaluate the feasibility and user experience of monocular camera-based exergames as a home-based intervention for individuals at risk for T2D.

Methods: Forty-five community-dwelling individuals at high risk for T2D (mean age 47.12, SD 6.92 years) were recruited and randomized into three groups (n=15 each): (1) control group (traditional offline exercise), (2) Kinect group (Kinect-based exergame), and (3) monocular group (monocular camera-based exergame). Participants engaged in a 10-minute intervention once per week for 7 weeks. Data were collected at 3 time points: baseline (exercise performance: heart rate and perceived fatigue), postintervention (exercise performance and user experience, including game experience and intrinsic motivation), and follow-up (user engagement and qualitative feedback). One-way ANOVA was used for data analysis.

Results: Exercise performance was comparable across all groups, with no significant differences in heart rate (P=.76) or fatigue levels (P=.25). However, participants in the monocular group reported significantly lower fatigue than those in the control group (P=.04). Intrinsic motivation was significantly higher in both the Kinect (mean 35.13, SD 3.20) and monocular (mean 34.00, SD 4.41) groups than in the control group (mean 26.06, SD 1.87; P<.001), with no significant difference between the 2 exergame groups (P=.44). While most user experience measures showed no significant differences, the monocular group reported a higher perceived challenge (mean 3.45, SD 0.51) than the Kinect group (mean 2.96, SD 0.39; P=.09). Additionally, the monocular group exhibited higher engagement, as evidenced by more frequent use, fewer challenges, and a greater intention to continue using the system.

Conclusions: Monocular camera-based exergame is a feasible and effective solution for promoting physical activity in individuals at risk for T2D. It offers motivational and experiential benefits similar to Kinect-based systems but requires less costly and more accessible equipment. These findings suggest that monocular systems have strong potential as scalable tools for home-based chronic disease prevention.

运动游戏已经成为促进身体活动和预防2型糖尿病(T2D)的有效干预措施。基于kinect的运动游戏在锻炼坚持和健康结果方面已经得到了改善,但它们的高成本和对专用硬件的依赖阻碍了家庭游戏的广泛采用。计算机视觉的最新进展现在使基于单目摄像机的系统成为可能,为促进家庭体育活动提供了一种潜在的成本效益和可扩展的替代方案。目的:本研究旨在评估基于单目摄像机的exergames作为T2D风险个体家庭干预的可行性和用户体验。方法:招募45名社区T2D高危人群(平均年龄47.12岁,SD 6.92岁),随机分为3组(n=15):(1)对照组(传统线下运动),(2)Kinect组(基于Kinect的游戏),(3)单目组(基于单目相机的游戏)。参与者每周进行一次10分钟的干预,持续7周。在基线(运动表现:心率和感知疲劳)、干预后(运动表现和用户体验,包括游戏体验和内在动机)和随访(用户参与度和定性反馈)3个时间点收集数据。数据分析采用单因素方差分析。结果:各组的运动表现具有可比性,心率(P= 0.76)和疲劳水平(P= 0.25)无显著差异。然而,单眼组的参与者报告的疲劳程度明显低于对照组(P=.04)。Kinect组(平均35.13,SD 3.20)和单眼组(平均34.00,SD 4.41)的内在动机均显著高于对照组(平均26.06,SD 1.87)。结论:单眼相机运动是促进t2dm高危人群运动的一种可行且有效的解决方案。它提供了类似于基于kinect的系统的激励和体验的好处,但需要更便宜和更容易获得的设备。这些发现表明,单目系统作为家庭慢性疾病预防的可扩展工具具有强大的潜力。
{"title":"Development and Evaluation of a Monocular Camera-Based Mobile Exergame for at-Home Intervention in Individuals at High Risk of Type 2 Diabetes: Randomized Controlled Trial.","authors":"Jianan Zhao, Dian Zhu, Yanan Wang, Yaqin Xia, Zeshi Zhu, Jihong Yu","doi":"10.2196/75823","DOIUrl":"10.2196/75823","url":null,"abstract":"<p><strong>Background: </strong>Exergames have emerged as effective interventions for promoting physical activity and preventing type 2 diabetes (T2D). Kinect-based exergames have demonstrated improvements in exercise adherence and health outcomes, but their high cost and reliance on specialized hardware hinder widespread home-based adoption. Recent advances in computer vision now enable monocular camera-based systems, offering a potentially cost-effective and scalable alternative for promoting physical activity at home.</p><p><strong>Objective: </strong>This study aimed to evaluate the feasibility and user experience of monocular camera-based exergames as a home-based intervention for individuals at risk for T2D.</p><p><strong>Methods: </strong>Forty-five community-dwelling individuals at high risk for T2D (mean age 47.12, SD 6.92 years) were recruited and randomized into three groups (n=15 each): (1) control group (traditional offline exercise), (2) Kinect group (Kinect-based exergame), and (3) monocular group (monocular camera-based exergame). Participants engaged in a 10-minute intervention once per week for 7 weeks. Data were collected at 3 time points: baseline (exercise performance: heart rate and perceived fatigue), postintervention (exercise performance and user experience, including game experience and intrinsic motivation), and follow-up (user engagement and qualitative feedback). One-way ANOVA was used for data analysis.</p><p><strong>Results: </strong>Exercise performance was comparable across all groups, with no significant differences in heart rate (P=.76) or fatigue levels (P=.25). However, participants in the monocular group reported significantly lower fatigue than those in the control group (P=.04). Intrinsic motivation was significantly higher in both the Kinect (mean 35.13, SD 3.20) and monocular (mean 34.00, SD 4.41) groups than in the control group (mean 26.06, SD 1.87; P<.001), with no significant difference between the 2 exergame groups (P=.44). While most user experience measures showed no significant differences, the monocular group reported a higher perceived challenge (mean 3.45, SD 0.51) than the Kinect group (mean 2.96, SD 0.39; P=.09). Additionally, the monocular group exhibited higher engagement, as evidenced by more frequent use, fewer challenges, and a greater intention to continue using the system.</p><p><strong>Conclusions: </strong>Monocular camera-based exergame is a feasible and effective solution for promoting physical activity in individuals at risk for T2D. It offers motivational and experiential benefits similar to Kinect-based systems but requires less costly and more accessible equipment. These findings suggest that monocular systems have strong potential as scalable tools for home-based chronic disease prevention.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e75823"},"PeriodicalIF":4.1,"publicationDate":"2025-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12699957/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145742875","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
Immersive Virtual Reality-Assisted Therapy for Distressing Voices in Psychosis: Qualitative Study of Participants' and Therapists' Experiences in the Challenge Trial. 沉浸式虚拟现实辅助治疗精神病的痛苦声音:挑战试验中参与者和治疗师经验的定性研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-12-01 DOI: 10.2196/77920
Mads Juul Christensen, Matilde Poulsen Rydborg, Rikke Jørgensen, Cecilie Dueholm Nielsen, Jan Mainz, Imogen H Bell, Neil Thomas, Lisa Charlotte Smith, Lise Sandvig Mariegaard, Thomas Ward, Merete Nordentoft, Louise Birkedal Glenthøj, Ditte Lammers Vernal
<p><strong>Background: </strong>Immersive virtual reality-assisted therapy (VRT) is a relational therapy for distressing voices in psychosis. Like AVATAR therapy (AT), VRT centers on therapist-facilitated dialogues with a digital avatar representing a voice. Unlike AT, VRT uses immersive virtual reality (VR). While participant experiences of AT have been explored, therapist perspectives remain unexamined, and for VRT, neither participant nor therapist experiences have been studied. Understanding these perspectives is essential to inform optimization of therapy, future research, and implementation.</p><p><strong>Objective: </strong>The objective of this qualitative study was to explore both trial participants' and therapists' experience of VRT in the Challenge trial.</p><p><strong>Methods: </strong>Semistructured interviews were conducted with 10 trial participants and 8 therapists across the 3 Challenge trial sites. Trial participants were purposively sampled to ensure site representation and variation in voice-hearing duration. Individual interviews were conducted with trial participants, while therapists participated in site-based groups with 2-3 in each. Interviews were audio-recorded, transcribed, and subjected to reflexive thematic analysis from a critical realist position. Coding and theme development were inductive. People with lived experience were invited to an initial focus group for topic guide development and a later theme validation workshop. Reporting followed the Standards of Reporting Qualitative Research (SRQR).</p><p><strong>Results: </strong>A total of five overarching themes were generated: (1) using technology to meet the voice, (2) a different approach to voice-hearing and treatment, (3) on a tight schedule, (4) a toolbox for transformation, and (5) a price to pay. Trial participants and therapists generally found VRT acceptable, appropriate, and feasible. Highlights included the acknowledging approach to the voice(s), facilitation of engagement with the voice(s), and opportunity to share the otherwise private experience of voice-hearing. Externalizing and embodying the voice(s) in VR-supported avatar role-plays was seen as a key affordance. Positive outcomes included increased trial participant empowerment and self-worth, enabling or improving voice dialogue, new understanding of voice intentions, and changes in voice frequency or content. Challenges included instances of participant anxiety, exhaustion, or suboptimal sense of (voice) presence; adverse voice reactions; technological malfunctions and limitations to avatar design; measurement insensitivity; tensions between assertiveness and compassion; difficulties with reproducing negative voice content; and the demanding nature of the therapy and the nontraditional skills required of therapists.</p><p><strong>Conclusions: </strong>The study provided comprehensive insights into trial participants' and therapists' experiences of VRT in the Challenge trial. Findings share sev
背景:沉浸式虚拟现实辅助治疗(VRT)是一种治疗精神病患者痛苦声音的关系疗法。与AVATAR疗法(AT)一样,VRT的核心是治疗师与代表声音的数字化身进行对话。与AT不同,VRT使用沉浸式虚拟现实(VR)。虽然已经探索了AT的参与者经验,但治疗师的观点仍然没有得到检验,对于VRT,参与者和治疗师的经验都没有被研究过。了解这些观点对优化治疗、未来研究和实施至关重要。目的:本定性研究的目的是探讨试验参与者和治疗师在挑战试验中对VRT的体验。方法:采用半结构化访谈法,对3个Challenge试验地点的10名试验参与者和8名治疗师进行访谈。有目的地对试验参与者进行抽样,以确保现场代表性和语音听力持续时间的变化。与试验参与者进行了个人访谈,而治疗师则参加了以现场为基础的小组,每个小组2-3人。采访被录音、转录,并从批判现实主义的立场进行反身性的主题分析。编码和主题开发是归纳性的。有实际经验的人被邀请参加主题指南开发的最初焦点小组和后来的主题验证研讨会。报告遵循定性研究报告标准(SRQR)。结果:总共产生了五个总体主题:(1)使用技术来满足声音,(2)不同的声音听力和治疗方法,(3)紧凑的时间表,(4)转换工具箱,(5)支付的代价。试验参与者和治疗师普遍认为VRT是可接受的、适当的和可行的。重点包括承认声音的方法,促进与声音的接触,以及分享声音听力的私人经验的机会。在虚拟现实支持的角色扮演中,声音的外化和体现被视为一个关键的支持。积极的结果包括增加试验参与者的权力和自我价值,促进或改善语音对话,对语音意图的新理解,以及语音频率或内容的变化。挑战包括参与者焦虑、疲惫或不理想的(声音)存在感;不良声音反应;虚拟角色设计的技术故障和局限性;测量不敏感;自信和同情之间的紧张关系;再现负面声音内容的困难;治疗的要求和对治疗师非传统技能的要求。结论:本研究对Challenge试验中受试者和治疗师的VRT体验提供了全面的见解。研究结果与针对痛苦声音的其他关系疗法的定性研究有一些相似之处,并强调了VRT带来积极变化的潜力。未来研究和实施的关键考虑因素包括监测焦虑和语音反应,确保硬件和软件的操作可靠性,以及解决治疗师需要的额外努力,这在日常实践中可能是不可持续的。作为一项要求很高的干预措施,VRT的成功实施需要充分的培训、监督和结构支持。
{"title":"Immersive Virtual Reality-Assisted Therapy for Distressing Voices in Psychosis: Qualitative Study of Participants' and Therapists' Experiences in the Challenge Trial.","authors":"Mads Juul Christensen, Matilde Poulsen Rydborg, Rikke Jørgensen, Cecilie Dueholm Nielsen, Jan Mainz, Imogen H Bell, Neil Thomas, Lisa Charlotte Smith, Lise Sandvig Mariegaard, Thomas Ward, Merete Nordentoft, Louise Birkedal Glenthøj, Ditte Lammers Vernal","doi":"10.2196/77920","DOIUrl":"10.2196/77920","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Immersive virtual reality-assisted therapy (VRT) is a relational therapy for distressing voices in psychosis. Like AVATAR therapy (AT), VRT centers on therapist-facilitated dialogues with a digital avatar representing a voice. Unlike AT, VRT uses immersive virtual reality (VR). While participant experiences of AT have been explored, therapist perspectives remain unexamined, and for VRT, neither participant nor therapist experiences have been studied. Understanding these perspectives is essential to inform optimization of therapy, future research, and implementation.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;The objective of this qualitative study was to explore both trial participants' and therapists' experience of VRT in the Challenge trial.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;Semistructured interviews were conducted with 10 trial participants and 8 therapists across the 3 Challenge trial sites. Trial participants were purposively sampled to ensure site representation and variation in voice-hearing duration. Individual interviews were conducted with trial participants, while therapists participated in site-based groups with 2-3 in each. Interviews were audio-recorded, transcribed, and subjected to reflexive thematic analysis from a critical realist position. Coding and theme development were inductive. People with lived experience were invited to an initial focus group for topic guide development and a later theme validation workshop. Reporting followed the Standards of Reporting Qualitative Research (SRQR).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;A total of five overarching themes were generated: (1) using technology to meet the voice, (2) a different approach to voice-hearing and treatment, (3) on a tight schedule, (4) a toolbox for transformation, and (5) a price to pay. Trial participants and therapists generally found VRT acceptable, appropriate, and feasible. Highlights included the acknowledging approach to the voice(s), facilitation of engagement with the voice(s), and opportunity to share the otherwise private experience of voice-hearing. Externalizing and embodying the voice(s) in VR-supported avatar role-plays was seen as a key affordance. Positive outcomes included increased trial participant empowerment and self-worth, enabling or improving voice dialogue, new understanding of voice intentions, and changes in voice frequency or content. Challenges included instances of participant anxiety, exhaustion, or suboptimal sense of (voice) presence; adverse voice reactions; technological malfunctions and limitations to avatar design; measurement insensitivity; tensions between assertiveness and compassion; difficulties with reproducing negative voice content; and the demanding nature of the therapy and the nontraditional skills required of therapists.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;The study provided comprehensive insights into trial participants' and therapists' experiences of VRT in the Challenge trial. Findings share sev","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e77920"},"PeriodicalIF":4.1,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12670062/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145654220","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
Effects of Progressive Aerobic Training on Executive-Reward Network Connectivity and Symptoms of Internet Gaming Disorder: Randomized Controlled Trial. 渐进式有氧训练对执行-奖励网络连通性和网络游戏障碍症状的影响:随机对照试验。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-11-28 DOI: 10.2196/83597
Shaoyu Cui, Xuefeng Xu, Xin Luo, Meiting Wei, Guang-Heng Dong
<p><strong>Background: </strong>Internet gaming disorder (IGD) causes neurocognitive deficits and brain dysfunction. Progressive aerobic training (PAT) seems more practical. However, its effect on IGD and the underlying neural mechanism remains unclear.</p><p><strong>Objective: </strong>This preregistered, randomized controlled, single-blind study examined the efficacy of a novel non-pharmacological intervention by elucidating the neurocognitive mechanisms in IGD.</p><p><strong>Methods: </strong>A total of 72 participants with IGD (meeting the DSM-5 criteria for IGD, Internet Addiction Test [IAT] score >50, and no comorbid conditions) were recruited and randomly assigned to a PAT group (received 12 weeks of PAT with the intensity dynamically adjusted based on real-time performance) or a free training (FT) group (completed sessions of equal duration but without a progressive structure, allowing free choice of exercise mode and intensity). No intervention-related adverse events were reported. Sixty-four participants completed the experiment (PAT: 33; FT: 31), including pretreatment and posttreatment functional magnetic resonance imaging scans and 20 PAT sessions in a month. Regional homogeneity and degree centrality are calculated; the overlapping brain regions were used as seed points for functional connectivity (FC) analysis. The correlation between FC and behavioral data and neurotransmitters was also evaluated.</p><p><strong>Results: </strong>The PAT group demonstrated a significantly greater reduction in IAT scores compared to the FT group (t32=4.333, Pbonf<0.001, Cohen d=0.754, 95% CI 0.362-1.137), accompanied by a specific reduction in game craving within the PAT group (t32=2.278, Pbonf=0.03, Cohen d=0.397, 95% CI 0.045-0.851]). FC analysis revealed that PAT significantly enhanced FC within the executive control network (ECN), increasing connectivity between the right medial superior frontal gyrus (R-mSFG) and key regions, including the left postcentral gyrus (F1, 62=7.95, P=.006), bilateral superior parietal gyrus (right: F1, 62=5.68, P=.02; left: F1, 62=8.85, P=.004), and left inferior frontal gyrus (F1, 62=11.37, P=.001). PAT also strengthened ECN-reward network (RN) integration, enhancing FC between the R-mSFG and bilateral insula (right: F1, 62=11.41, P=.001; left: F1, 62=7.94, P=.006) and left substantia nigra (F1, 62=10.60, P=.002). These neural changes were behaviorally relevant, as pretest game craving positively correlated with post-intervention FC strength between the R-mSFG and left postcentral gyrus (r=0.36, P=.04, 95% CI 0.02-0.63) and right precentral gyrus (r=0.40, P=.02, 95% CI 0.07-0.65). Furthermore, the FC changes were significantly associated with cannabinoid (CB1) (P=.003) and metabotropic glutamate (mGluR5) receptor distributions (P=.005).</p><p><strong>Conclusions: </strong>This study demonstrates the efficacy of a progressive and adaptive PAT intervention in reducing IGD severity, moving beyond static protocols by dy
背景:网络游戏障碍(IGD)导致神经认知缺陷和脑功能障碍。渐进式有氧训练(PAT)似乎更实用。然而,其对IGD的影响及其潜在的神经机制尚不清楚。目的:这项预注册、随机对照、单盲研究通过阐明IGD的神经认知机制来检验一种新型非药物干预的疗效。方法:共招募了72名IGD患者(符合DSM-5的IGD标准,网络成瘾测试[IAT]评分bbbb50,无合并症),并随机分配到PAT组(接受12周的PAT,强度根据实时表现动态调整)或自由训练组(完成等长时间的训练,但没有进行性结构,允许自由选择运动模式和强度)。无干预相关不良事件报告。64名参与者完成了实验(PAT: 33; FT: 31),包括治疗前和治疗后的功能磁共振成像扫描和一个月20次的PAT。计算区域均匀性和度中心性;将重叠的脑区作为种子点进行功能连接(FC)分析。同时评估了FC与行为数据和神经递质的相关性。结果:与FT组相比,PAT组在IAT评分上的下降幅度明显更大(t32=4.333)。结论:本研究证明了渐进式和适应性PAT干预在降低IGD严重程度方面的有效性,通过动态调整强度来适应个人表现,超越了静态方案。治疗效果可能是通过调节ECN和RN之间的功能连接来调节的,这可能会增强自上而下的控制。这些结果得到了FC,行为和神经递质系统之间相关性的支持,表明PAT代表了一种有希望的非药物干预方法,值得进一步研究。
{"title":"Effects of Progressive Aerobic Training on Executive-Reward Network Connectivity and Symptoms of Internet Gaming Disorder: Randomized Controlled Trial.","authors":"Shaoyu Cui, Xuefeng Xu, Xin Luo, Meiting Wei, Guang-Heng Dong","doi":"10.2196/83597","DOIUrl":"10.2196/83597","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Internet gaming disorder (IGD) causes neurocognitive deficits and brain dysfunction. Progressive aerobic training (PAT) seems more practical. However, its effect on IGD and the underlying neural mechanism remains unclear.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This preregistered, randomized controlled, single-blind study examined the efficacy of a novel non-pharmacological intervention by elucidating the neurocognitive mechanisms in IGD.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;A total of 72 participants with IGD (meeting the DSM-5 criteria for IGD, Internet Addiction Test [IAT] score &gt;50, and no comorbid conditions) were recruited and randomly assigned to a PAT group (received 12 weeks of PAT with the intensity dynamically adjusted based on real-time performance) or a free training (FT) group (completed sessions of equal duration but without a progressive structure, allowing free choice of exercise mode and intensity). No intervention-related adverse events were reported. Sixty-four participants completed the experiment (PAT: 33; FT: 31), including pretreatment and posttreatment functional magnetic resonance imaging scans and 20 PAT sessions in a month. Regional homogeneity and degree centrality are calculated; the overlapping brain regions were used as seed points for functional connectivity (FC) analysis. The correlation between FC and behavioral data and neurotransmitters was also evaluated.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;The PAT group demonstrated a significantly greater reduction in IAT scores compared to the FT group (t32=4.333, Pbonf&lt;0.001, Cohen d=0.754, 95% CI 0.362-1.137), accompanied by a specific reduction in game craving within the PAT group (t32=2.278, Pbonf=0.03, Cohen d=0.397, 95% CI 0.045-0.851]). FC analysis revealed that PAT significantly enhanced FC within the executive control network (ECN), increasing connectivity between the right medial superior frontal gyrus (R-mSFG) and key regions, including the left postcentral gyrus (F1, 62=7.95, P=.006), bilateral superior parietal gyrus (right: F1, 62=5.68, P=.02; left: F1, 62=8.85, P=.004), and left inferior frontal gyrus (F1, 62=11.37, P=.001). PAT also strengthened ECN-reward network (RN) integration, enhancing FC between the R-mSFG and bilateral insula (right: F1, 62=11.41, P=.001; left: F1, 62=7.94, P=.006) and left substantia nigra (F1, 62=10.60, P=.002). These neural changes were behaviorally relevant, as pretest game craving positively correlated with post-intervention FC strength between the R-mSFG and left postcentral gyrus (r=0.36, P=.04, 95% CI 0.02-0.63) and right precentral gyrus (r=0.40, P=.02, 95% CI 0.07-0.65). Furthermore, the FC changes were significantly associated with cannabinoid (CB1) (P=.003) and metabotropic glutamate (mGluR5) receptor distributions (P=.005).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;This study demonstrates the efficacy of a progressive and adaptive PAT intervention in reducing IGD severity, moving beyond static protocols by dy","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e83597"},"PeriodicalIF":4.1,"publicationDate":"2025-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12669919/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145654246","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
Efficacy of the Web-Based Gamified Infection Control Training System on Practices for Health Care Workers in Residential Care Homes: Clustered Randomized Controlled Trial. 基于网络的游戏化感染控制培训系统对养老院医护人员实践的效果:聚类随机对照试验
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-11-27 DOI: 10.2196/71593
Angela Y M Leung, Doris Y P Leung, Terence K Lau, Justina Y W Liu, Teris Cheung, Daphne S K Cheung, Simon C Lam, Eliza M L Wong, Mimi M Y Tse, Alex Molassiotis
<p><strong>Background: </strong>Staff working in residential care homes (RCHs) have played a significant role in preventing the spread of infection among residents, visitors, and staff. Providing continuous professional training to the staff is essential. Current infection control training mostly rests on short educational talks or one-to-one reminders in the RCHs. A blended mode of online interactive games and face-to-face consultations was now proposed as a new way to conduct infection control training in the RCHs.</p><p><strong>Objective: </strong>This study aims to assess the efficacy of the Blended Gaming COVID-19 Training System (BGCTS) on infection control practices and self-reported knowledge, attitude, and practices of standard precautions among health care workers in RCHs.</p><p><strong>Methods: </strong>A 2-arm, single-blinded, parallel cluster randomized controlled trial was designed, and 30 RCHs were recruited and randomized into an intervention group to receive the BGCTS and a control group to receive usual care on infection control training. Due to the COVID-19 pandemic and infected cases in the homes, 17 RCHs refused or delayed the on-site observations. The BGCTS intervention, developed based on "The COVID-19 Risk Communication Package for Healthcare Facilities" of the World Health Organization, consists of two parts: (1) an eHealth mode of a 120-minute web-based training system covering 8 topics, delivered in short-clip videos and games, and (2) two 30-minute face-to-face interactive sessions for concept clarification. The 2 infection control practices, "use of gloves and personal protective equipment (PPE) and performing respiratory hygiene" and "hand rub," were assessed by on-site unobtrusive observations, and self-reported infection control practices and knowledge and attitude toward infection control were measured via online survey post intervention.</p><p><strong>Results: </strong>A total of 212 staff from 13 RCHs were involved in the analysis, with 7 RCHs from the intervention group (n=114) and 6 RCHs from the control group (n=98). A significantly greater increase in the proportions of proper use of gloves and PPE and respiratory hygiene performance (β=.195, 95% CI 0.046-0.344; P=.02) and properly performed hand rub (β=.068, 95% CI 0.005-0.132; P=.04) was observed in the intervention group. The changes in the self-reported outcomes were not statistically significant.</p><p><strong>Conclusions: </strong>BGCTS improved RCH staff's performance in 2 infection control practices by objective measurement, "gloves and PPE use and performance in respiratory hygiene" and "hand rub." BGCTS was shown to be an effective training, although it was a 2-week intervention. The BGCTS did not perform better than infection control briefing sessions in self-reported infection control knowledge, attitude, and practices. This electronic-based infection control training with 2 intensive interactive sessions has good potential to be adopted as regul
背景:在养老院(RCHs)工作的工作人员在防止感染在居民、访客和工作人员之间传播方面发挥了重要作用。为员工提供持续的专业培训是必不可少的。目前的感染控制培训主要是在安老院舍进行简短的教育讲座或一对一提醒。现建议将在线互动游戏和面对面咨询的混合模式作为在安老院舍开展感染控制培训的新方式。目的:本研究旨在评估混合游戏COVID-19培训系统(BGCTS)对养老院医护人员感染控制行为和自我报告的知识、态度和标准预防措施的效果。方法:设计2组、单盲、平行集群随机对照试验,招募30名RCHs,随机分为干预组接受BGCTS治疗,对照组接受感染控制常规护理训练。由于2019冠状病毒病大流行和家庭感染病例,17家安老院拒绝或延迟现场观察。BGCTS干预是根据世界卫生组织的“医疗机构COVID-19风险沟通包”开发的,由两部分组成:(1)一个120分钟的网络培训系统的eHealth模式,涵盖8个主题,以短视频和游戏的形式提供;(2)两个30分钟的面对面互动课程,用于概念澄清。通过现场低调观察评估“使用手套和个人防护装备(PPE)并进行呼吸卫生”和“搓手”两项感染控制措施,并通过干预后在线调查测量自我报告的感染控制措施以及对感染控制的知识和态度。结果:13家养老院共212名工作人员参与分析,其中干预组7名(n=114),对照组6名(n=98)。干预组正确使用手套、个人防护用品和呼吸卫生行为的比例(β= 0.195, 95% CI 0.046 ~ 0.344, P= 0.02)和正确洗手的比例(β= 0.068, 95% CI 0.005 ~ 0.132, P= 0.04)显著高于对照组。自我报告结果的变化没有统计学意义。结论:BGCTS通过客观测量“手套和个人防护用品的使用和呼吸卫生绩效”和“洗手”改善了RCH工作人员在2个感染控制实践中的绩效。BGCTS被证明是一种有效的训练,尽管它是一个为期两周的干预。在自我报告的感染控制知识、态度和实践方面,BGCTS的表现并不比感染控制说明会好。这种以电子为基础的2次强化互动感染控制培训具有良好的潜力,可作为安老院舍的常规培训。试验注册:Clinicaltrials.gov NCT04783025;http://clinicaltrials.gov/ct2/show/NCT04783025。
{"title":"Efficacy of the Web-Based Gamified Infection Control Training System on Practices for Health Care Workers in Residential Care Homes: Clustered Randomized Controlled Trial.","authors":"Angela Y M Leung, Doris Y P Leung, Terence K Lau, Justina Y W Liu, Teris Cheung, Daphne S K Cheung, Simon C Lam, Eliza M L Wong, Mimi M Y Tse, Alex Molassiotis","doi":"10.2196/71593","DOIUrl":"10.2196/71593","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Staff working in residential care homes (RCHs) have played a significant role in preventing the spread of infection among residents, visitors, and staff. Providing continuous professional training to the staff is essential. Current infection control training mostly rests on short educational talks or one-to-one reminders in the RCHs. A blended mode of online interactive games and face-to-face consultations was now proposed as a new way to conduct infection control training in the RCHs.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aims to assess the efficacy of the Blended Gaming COVID-19 Training System (BGCTS) on infection control practices and self-reported knowledge, attitude, and practices of standard precautions among health care workers in RCHs.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;A 2-arm, single-blinded, parallel cluster randomized controlled trial was designed, and 30 RCHs were recruited and randomized into an intervention group to receive the BGCTS and a control group to receive usual care on infection control training. Due to the COVID-19 pandemic and infected cases in the homes, 17 RCHs refused or delayed the on-site observations. The BGCTS intervention, developed based on \"The COVID-19 Risk Communication Package for Healthcare Facilities\" of the World Health Organization, consists of two parts: (1) an eHealth mode of a 120-minute web-based training system covering 8 topics, delivered in short-clip videos and games, and (2) two 30-minute face-to-face interactive sessions for concept clarification. The 2 infection control practices, \"use of gloves and personal protective equipment (PPE) and performing respiratory hygiene\" and \"hand rub,\" were assessed by on-site unobtrusive observations, and self-reported infection control practices and knowledge and attitude toward infection control were measured via online survey post intervention.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;A total of 212 staff from 13 RCHs were involved in the analysis, with 7 RCHs from the intervention group (n=114) and 6 RCHs from the control group (n=98). A significantly greater increase in the proportions of proper use of gloves and PPE and respiratory hygiene performance (β=.195, 95% CI 0.046-0.344; P=.02) and properly performed hand rub (β=.068, 95% CI 0.005-0.132; P=.04) was observed in the intervention group. The changes in the self-reported outcomes were not statistically significant.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;BGCTS improved RCH staff's performance in 2 infection control practices by objective measurement, \"gloves and PPE use and performance in respiratory hygiene\" and \"hand rub.\" BGCTS was shown to be an effective training, although it was a 2-week intervention. The BGCTS did not perform better than infection control briefing sessions in self-reported infection control knowledge, attitude, and practices. This electronic-based infection control training with 2 intensive interactive sessions has good potential to be adopted as regul","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e71593"},"PeriodicalIF":4.1,"publicationDate":"2025-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12699250/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145633697","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
Mobile Exergames to Reduce Sedentary Time in Patients With Heart Failure: What Do Health Care Professionals Expect? 手机游戏减少心力衰竭患者久坐时间:医疗保健专业人员的期望是什么?
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-11-26 DOI: 10.2196/69126
Leonie Klompstra, Anna Strömberg, Antoni Bayes-Genis, Maria Boldo, Beatriz González, Nuria Santaularia, Tiny Jaarsma

Unlabelled: Health care professionals emphasized that while exergaming holds promise as a motivational approach to supporting physical activity among patients with heart failure, its success depends on thoughtful integration into existing care pathways, personalization to patient needs, and addressing technological barriers.

未标记:卫生保健专业人员强调,虽然运动作为一种激励方法有望支持心力衰竭患者的身体活动,但它的成功取决于对现有护理途径的深思熟虑的整合,对患者需求的个性化,以及解决技术障碍。
{"title":"Mobile Exergames to Reduce Sedentary Time in Patients With Heart Failure: What Do Health Care Professionals Expect?","authors":"Leonie Klompstra, Anna Strömberg, Antoni Bayes-Genis, Maria Boldo, Beatriz González, Nuria Santaularia, Tiny Jaarsma","doi":"10.2196/69126","DOIUrl":"10.2196/69126","url":null,"abstract":"<p><strong>Unlabelled: </strong>Health care professionals emphasized that while exergaming holds promise as a motivational approach to supporting physical activity among patients with heart failure, its success depends on thoughtful integration into existing care pathways, personalization to patient needs, and addressing technological barriers.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e69126"},"PeriodicalIF":4.1,"publicationDate":"2025-11-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12661590/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145633847","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
Evaluating the Effectiveness of Immersive Virtual Reality Rehabilitation Games With Enhanced Visual Training for Hand Motor Function Improvement Using Electromyography: Randomized Controlled Trial. 利用肌电图评估沉浸式虚拟现实康复游戏增强视觉训练对手部运动功能改善的有效性:随机对照试验。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-11-25 DOI: 10.2196/74314
Faisal Amin, Asim Waris, Muhammad Jawad Khan, Muhammad Adeel Ijaz, Hammad Nazeer, Syed Omer Gilani, Fawwaz Hazzazi, Umer Hameed Shah
<p><strong>Background: </strong>Hand motor dysfunction greatly reduces the performance of stroke survivors. This affects their ability to perform hand motor tasks effectively. Patients receive slow interventions due to interventional limitations in stroke rehabilitation, which can pose challenges for sustaining enduring improvements. We developed immersive virtual reality (VR) games that used an innovative approach to cognitive engagement within visual training feedback for achieving long-lasting improvements.</p><p><strong>Objective: </strong>This study aimed to evaluate the effectiveness of fully immersive VR-based hand games compared with conventional physical therapy and to assess the correlations between electromyographic data and clinical outcome measures for improving hand motor function in patients with subacute stroke.</p><p><strong>Methods: </strong>A randomized controlled study was conducted among 52 patients with subacute stroke who met the inclusion criteria. These patients were equally allocated to an experimental group (n=26) and a control group (n=26). The experimental group received both fully immersive VR-based hand game therapy and conventional physical therapy, whereas the control group received only conventional physical therapy. Owing to the nature of the intervention, the study was unblinded, and both therapists and patients were aware of the intervention. Both groups participated in intervention sessions 4 days a week for 6 weeks (24 sessions in total). Moreover, both groups underwent 2 weeks of follow-up. Clinical outcome measures, including the Fugl-Meyer Assessment-upper extremity (FMA-UE), Action Research Arm Test (ARAT), and Box and Block Test (BBT), were used to assess motor recovery and functional performance. The minimal clinically meaningful difference (MCID) was used for comparing clinical outcome measures to examine clinically meaningful improvements. Furthermore, the correlation between electromyography data and clinical outcome measures, and the weekly progression in movement performance were evaluated to identify improvements in hand motor function.</p><p><strong>Results: </strong>After the intervention, there were significant differences in FMA-UE, ARAT, and BBT scores (all P<.001) between the experimental and control groups. The MCID findings illustrated that the experimental group had clinically meaningful improvements compared to the control group. There were significant correlations between electromyography signal features and clinical outcome measures (all P<.05) in both groups after rehabilitation. However, the experimental group exhibited strong positive correlations, while the control group exhibited moderate positive correlations. At follow-up, the mean movement accuracy was notably higher in the experimental group than in the control group (mean 83.59%, SD 1.1% vs mean 79.20%, SD 0.8%), indicating that hand motor function was effectively sustained through the use of the VR-based intervention in the
背景:手部运动功能障碍极大地降低了中风幸存者的表现。这会影响他们有效执行手部运动任务的能力。由于卒中康复的干预限制,患者接受缓慢的干预,这可能对维持持久的改善构成挑战。我们开发了沉浸式虚拟现实(VR)游戏,在视觉训练反馈中使用了一种创新的认知参与方法,以实现持久的改进。目的:本研究旨在评估完全沉浸式vr手部游戏与传统物理治疗的有效性,并评估肌电图数据与改善亚急性脑卒中患者手部运动功能的临床结果指标之间的相关性。方法:对52例符合纳入标准的亚急性脑卒中患者进行随机对照研究。将这些患者平均分为实验组(n=26)和对照组(n=26)。实验组接受全沉浸式vr手游治疗和常规物理治疗,对照组只接受常规物理治疗。由于干预的性质,该研究是非盲法的,治疗师和患者都知道干预。两组均参加干预,每周4天,共24次,为期6周。两组均随访2周。临床结果测量,包括Fugl-Meyer上肢评估(FMA-UE)、动作研究臂测试(ARAT)和盒块测试(BBT),用于评估运动恢复和功能表现。最小临床意义差异(MCID)用于比较临床结果措施,以检查临床意义改善。此外,评估肌电图数据与临床结果测量之间的相关性,以及运动表现的每周进展,以确定手部运动功能的改善。结果:干预后,FMA-UE、ARAT、BBT评分均有显著差异(均p)。结论:本研究结果显示,基于vr的手部游戏与增强的视觉训练反馈显著改善了亚急性卒中患者的手部运动功能。
{"title":"Evaluating the Effectiveness of Immersive Virtual Reality Rehabilitation Games With Enhanced Visual Training for Hand Motor Function Improvement Using Electromyography: Randomized Controlled Trial.","authors":"Faisal Amin, Asim Waris, Muhammad Jawad Khan, Muhammad Adeel Ijaz, Hammad Nazeer, Syed Omer Gilani, Fawwaz Hazzazi, Umer Hameed Shah","doi":"10.2196/74314","DOIUrl":"10.2196/74314","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Hand motor dysfunction greatly reduces the performance of stroke survivors. This affects their ability to perform hand motor tasks effectively. Patients receive slow interventions due to interventional limitations in stroke rehabilitation, which can pose challenges for sustaining enduring improvements. We developed immersive virtual reality (VR) games that used an innovative approach to cognitive engagement within visual training feedback for achieving long-lasting improvements.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to evaluate the effectiveness of fully immersive VR-based hand games compared with conventional physical therapy and to assess the correlations between electromyographic data and clinical outcome measures for improving hand motor function in patients with subacute stroke.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;A randomized controlled study was conducted among 52 patients with subacute stroke who met the inclusion criteria. These patients were equally allocated to an experimental group (n=26) and a control group (n=26). The experimental group received both fully immersive VR-based hand game therapy and conventional physical therapy, whereas the control group received only conventional physical therapy. Owing to the nature of the intervention, the study was unblinded, and both therapists and patients were aware of the intervention. Both groups participated in intervention sessions 4 days a week for 6 weeks (24 sessions in total). Moreover, both groups underwent 2 weeks of follow-up. Clinical outcome measures, including the Fugl-Meyer Assessment-upper extremity (FMA-UE), Action Research Arm Test (ARAT), and Box and Block Test (BBT), were used to assess motor recovery and functional performance. The minimal clinically meaningful difference (MCID) was used for comparing clinical outcome measures to examine clinically meaningful improvements. Furthermore, the correlation between electromyography data and clinical outcome measures, and the weekly progression in movement performance were evaluated to identify improvements in hand motor function.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;After the intervention, there were significant differences in FMA-UE, ARAT, and BBT scores (all P&lt;.001) between the experimental and control groups. The MCID findings illustrated that the experimental group had clinically meaningful improvements compared to the control group. There were significant correlations between electromyography signal features and clinical outcome measures (all P&lt;.05) in both groups after rehabilitation. However, the experimental group exhibited strong positive correlations, while the control group exhibited moderate positive correlations. At follow-up, the mean movement accuracy was notably higher in the experimental group than in the control group (mean 83.59%, SD 1.1% vs mean 79.20%, SD 0.8%), indicating that hand motor function was effectively sustained through the use of the VR-based intervention in the","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e74314"},"PeriodicalIF":4.1,"publicationDate":"2025-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12646558/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145604094","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
期刊
JMIR Serious Games
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1