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Efficacy and Safety of a Video Game-Like Digital Therapy Intervention for Chinese Children With Attention-Deficit/Hyperactivity Disorder: Single-Arm, Open-Label Pre-Post Study. 电子游戏类数字治疗干预中国儿童注意缺陷/多动障碍的有效性和安全性:单组、开放标签的前后研究
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-01-05 DOI: 10.2196/76114
Mengyi Bao, Shang Feng, Jiaheng Wang, Jia Ye, Jiangping Wang, Wenyu Li, Kewen Jiang, Lin Yao
<p><strong>Background: </strong>The digital therapy of attention-deficit/hyperactivity disorder (ADHD) based on a "self-adaptive multitasking training paradigm" has been developed to improve the cognitive functional impairments and attention deficits of children with ADHD. However, the efficacy and safety of such treatment for Chinese patients remain untested.</p><p><strong>Objective: </strong>This study aimed to preliminarily evaluate the actual intervention effects of a video game-like training software (ADHD-DTx) for children with ADHD aged 6-12 years as the first nationally certified digital therapeutics medical device for ADHD in China. We performed a single-arm, open-label efficacy and safety study.</p><p><strong>Methods: </strong>This is a single-arm, open-label, pre-post efficacy and safety study. A total of 97 participants were included in the analysis. Participants received digital therapy (ADHD-DTx) and basic behavioral parent training for 4 weeks (25 min/day, ≥5 times/week) without medication. The efficacy outcomes included the Test of Variables of Attention (TOVA), Swanson, Nolan, and Pelham Questionnaire, version 4 (SNAP-IV), Weiss Functional Impairment Rating Scale (WFIRS), and Conner's Parent Symptom Questionnaire (PSQ). Safety-related events were monitored during and after the trial.</p><p><strong>Results: </strong>From day 0 (baseline) to day 28, the population TOVA Attention Performance Index exhibited statistically significant improvement (from mean -4.15, SE of the mean [SEM] 0.32 to mean -1.70, SEM 0.30; t<sub>94</sub>=-8.78; n=95; P<.001); the population total, inattention (AD), hyperactivity/impulsivity (HD), and oppositional defiant disorder (ODD) scores of SNAP-IV all significantly improved (total: from mean 1.33, SEM 0.05 to mean 1.09, SEM 0.05; t<sub>96</sub>=5.32; P<.001; AD: from mean 1.71, SEM 0.06 to mean 1.44, SEM 0.06; t<sub>96</sub>=4.44; P<.001; HD: from mean 1.38, SEM 0.07 to mean 1.05, SEM 0.06; t<sub>96</sub>=5.96; P<.001; ODD: mean 0.84, SEM 0.05 to mean 0.75, SEM 0.05; Z=2.47; P=.03; n=97); for WFIRS results, domains of "family" and "social activities" showed significant population improvement (family: from mean 0.75, SEM 0.05 to mean 0.65, SEM 0.04; Z=2.80; P=.01; social activities: from mean 0.56, SEM 0.05 to mean 0.45, SEM 0.05; Z=2.91; P=.01; n=97); for PSQ results, domains of "learning problem," "psychosomatic problem," "impulsivity-hyperactivity," and "hyperactivity index" showed significant improvement (learning problem: from mean 1.72, SEM 0.06 to mean 1.57, SEM 0.06; Z=2.42; P=.03; psychosomatic problem: from mean 0.40, SEM 0.03 to mean 0.32, SEM 0.03; Z=2.66; P=.02; impulsivity-hyperactivity: from mean 0.94, SEM 0.06 to mean 0.80, SEM 0.06; Z=2.49; P=.03; hyperactivity index: from mean 1.06, SEM 0.05 to mean 0.92, SEM 0.05; Z=2.90; P=.01; n=97). No device-related adverse event or severe adverse event was observed or reported during or after the intervention.</p><p><strong>Conclusions: </strong>Th
背景:基于“自适应多任务训练范式”的注意缺陷多动障碍(ADHD)数字治疗旨在改善ADHD儿童的认知功能障碍和注意缺陷。然而,这种治疗对中国患者的有效性和安全性仍有待检验。目的:本研究旨在初步评价视频游戏类训练软件(ADHD- dtx)作为国内首个国家认证的ADHD数字治疗医疗器械对6-12岁儿童ADHD的实际干预效果。我们进行了一项单臂、开放标签的疗效和安全性研究。方法:这是一项单臂、开放标签、前后疗效和安全性研究。共有97名参与者被纳入分析。参与者接受数字治疗(ADHD-DTx)和基本行为父母训练,为期4周(25分钟/天,≥5次/周),无药物治疗。疗效指标包括注意变量检验(TOVA)、Swanson、Nolan和Pelham问卷第4版(SNAP-IV)、Weiss功能障碍评定量表(WFIRS)和Conner父母症状问卷(PSQ)。在试验期间和之后监测与安全相关的事件。结果:从第0天(基线)到第28天,人群TOVA注意力表现指数有统计学意义的改善(从平均值-4.15,平均SE [SEM] 0.32到平均值-1.70,SEM 0.30; t94=-8.78; n=95; P96=5.32; P96=4.44; P96=5.96; p94)。结论:本研究初步提示ADHD- dtx数字治疗结合基本行为父母训练4周后,ADHD症状和注意功能有显著改善。
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引用次数: 0
Shadow-Induced Forgetting in a Game-Based Paradigm on Nonclinical Adults and Its Effects on Consciousness, Emotional Valence, and Temporal Dynamics: Crossover Study. 非临床成人基于游戏的阴影诱发遗忘及其对意识、情绪效价和时间动态的影响:交叉研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-12-30 DOI: 10.2196/76946
Yoon Jin Cho, Ka Hyun Kim, Da Won Suh, In Seong Baek, Jung Hun Phee, Jae Yong Yu, Kyung Min Kim, Yu Rang Park
<p><strong>Background: </strong>Memory suppression transiently disrupts hippocampal activity, leading to suppression-induced forgetting, especially for negative stimuli. However, traditional paradigms such as Think/No-Think rely on explicit control and lack ecological validity. This study introduces a game-based task that implicitly elicits suppression through reversed motor mappings, providing a naturalistic approach to studying memory inhibition.</p><p><strong>Objective: </strong>This study aims to examine how shadow-induced forgetting (ShIF) varies across short-term and long-term intervals (0 hours, 24 hours, and 72 hours), under conscious versus unconscious exposure, and between positive and negative emotional stimuli.</p><p><strong>Methods: </strong>This single-center, within-subjects experimental study involved 56 university students (mean age 23.37, SD 1.84 years) and was conducted between December 1, 2023, and March 1, 2024. Participants learned 36 cue-target image pairs varying in emotional valence (positive and negative). They underwent a game-based paradigm where habitual motor responses were disrupted through reversed key mappings to induce an amnesic shadow. During gameplay, selected cues were presented either consciously or unconsciously, while others served as controls. Memory performance was assessed using Metric for Evaluation of Translation with Explicit Ordering scores (semantic similarity) immediately after intervention (0 hour) and again at 24 hours and 72 hours. Electroencephalography was recorded in a subset of 40 participants to examine neural correlates of memory suppression.</p><p><strong>Results: </strong>ShIF effects were short-term, conscious-dependent, and selective for negative memories. A significant interaction between exposure condition and time (F₃.₆₂,₁₉₉.₃₃=2.7, P=.04, η²p=0.05, 95% CI 0.00-1.00) indicated that the effect varied across time points. Specifically, a significant ShIF effect emerged immediately after the intervention (0 hour) in the conscious condition (t₅₅=-2.86, P=.02, d=0.38) but was absent in the unconscious condition and dissipated by 72 hours. Robust main effects of time (F₂,₁₀₉.₉₉=102.91, P<.001, η²p=0.65, 95% CI 0.57-1.00) and emotional valence (F₁,₅₅=42.43, P<.001, η²p=0.44, 95% CI 0.27-1.00) showed that overall recall declined over time and was consistently lower for negative images. Electroencephalography analyses revealed enhanced right frontal beta (FC6, F4, and F8: P<.001) and posterior gamma (O1: P<.001, O2: P<.001, and P8: P=.002) activity during suppression of negative cues, reflecting neural inhibition processes underlying ShIF.</p><p><strong>Conclusions: </strong>ShIF occurs primarily for consciously processed negative memories and diminishes over several days, highlighting the temporal and emotional boundaries of intentional forgetting. This study introduces a game-based approach that extends traditional suppression paradigms and offers an ecologically valid framework for invest
背景:记忆抑制会短暂地扰乱海马体活动,导致抑制性遗忘,尤其是对负面刺激。然而,思考/不思考等传统范式依赖于显性控制,缺乏生态有效性。本研究引入了一个基于游戏的任务,该任务通过反向运动映射隐含地引发抑制,为研究记忆抑制提供了一种自然的方法。目的:本研究旨在探讨阴影诱发遗忘(ShIF)在短期和长期(0小时、24小时和72小时)、有意识和无意识暴露以及积极和消极情绪刺激下的变化。方法:这项单中心、受试者内实验研究涉及56名大学生(平均年龄23.37岁,标准差1.84岁),于2023年12月1日至2024年3月1日进行。参与者学习了36对不同情绪效价(积极和消极)的线索目标图像。他们经历了一个基于游戏的范例,在这个范例中,习惯性运动反应被打乱,通过反向键映射来诱发健忘症阴影。在游戏过程中,选择的线索有意无意地呈现出来,而其他线索则作为控制。在干预后(0小时)立即,在24小时和72小时再次使用具有显式排序分数(语义相似性)的翻译评价指标评估记忆性能。对40名参与者进行脑电图记录,以检查记忆抑制的神经相关性。结果:shift效应是短期的、意识依赖的、选择性的负面记忆。暴露条件和时间之间的显著交互作用(F₃.₆₂,₁₉₉₃₃=2.7,P= 0.04, η²P= 0.05, 95% CI 0.00-1.00)表明,影响在不同的时间点上有所不同。具体来说,在有意识状态下(t₅₅=-2.86,P= 0.02, d=0.38)干预后(0小时)立即出现了显著的shift效应,但在无意识状态下不存在,并在72小时内消散。时间的强大主要影响(F₂,₁₀₉.₉=102.91,p)结论:shift主要发生在有意识处理的负面记忆中,并在几天内减弱,突出了故意遗忘的时间和情感界限。这项研究引入了一种基于游戏的方法,扩展了传统的抑制范式,并为研究记忆控制提供了一个生态有效的框架。重要的是,我们证明了抑制可以通过基于游戏的范式诱导。通过检查情绪效价、暴露条件和时间动态,我们扩展了之前只关注短暂效应的工作,并阐明了在创伤后应激障碍治疗等数字治疗应用中实际实施的潜力。
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引用次数: 0
Correction: A Novel Approach Using Serious Game Data to Predict the WISC-V Processing Speed Index in Children With Attention-Deficit/Hyperactivity Disorder: Machine Learning Study. 更正:一种使用严肃游戏数据预测注意缺陷/多动障碍儿童WISC-V处理速度指数的新方法:机器学习研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-12-22 DOI: 10.2196/88500
Jun-Su Kim, Yoo Joo Jeong, Seung-Jae Kim, Su Jin Jun, Jin-Yeop Park, Hyang-Sook Hoe, Jeong-Heon Song
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引用次数: 0
Super Mario Bros. and Yoshi Games' Affordance of Childlike Wonder and Reduced Burnout Risk in Young Adults: In-Depth Mixed Methods Cross-Sectional Study. 《超级马里奥兄弟》和《耀西》游戏对青少年好奇心的激发和职业倦怠风险的降低:深度混合方法横断面研究
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-12-19 DOI: 10.2196/84219
Winze Tam, Congcong Hou, Andreas Benedikt Eisingerich

Background: Unrelenting pressure and an "always-on" culture can leave no time for genuine rest among young adults. While playing video games has been noted to afford cognitive escapism and relaxation, critical questions remain about the influence of popular video games, such as Super Mario Bros., and their potential effects on young adults' burnout risk.

Objective: This study examined the extent to which, if at all, popular video games such as Super Mario Bros. and Yoshi could foster childlike wonder. It also investigated the potential of these games to reduce burnout risk among young adults.

Methods: We used a mixed methods approach. First, qualitative data were collected through 41 exploratory, in-depth interviews (women: n=19, 46.3%; men: n=21, 51.2%; prefer not to disclose sex: n=1, 2.4%; mean age 22.51, SD 1.52 years) with university students who had experience playing Super Mario Bros. or Yoshi. Second, quantitative data were collected in a cross-sectional survey (N=336) of players of Super Mario Bros. and Yoshi to examine the games' affordance of childlike wonder, overall happiness in life, and burnout risk.

Results: Insights from in-depth interviews showed that players appreciated the ability of Super Mario Bros. and Yoshi games to instill childlike wonder, enhance happiness in life, and reduce burnout risk. Quantitative analyses showed that the games' affordance of childlike wonder positively affected young adults' happiness (b=0.30, SE=0.04, t=6.80, 95% CI 0.21-0.38; P<.001). In turn, overall happiness significantly reduced the risk of burnout (b=-0.48, SE=0.05, t=-9.55, 95% CI -0.572 to -0.377). Results showed that happiness fully mediated the impact of childlike wonder on burnout, as the direct effect of childlike wonder on burnout risk became insignificant (b=-0.08, SE=0.04, t=-1.88, 95% CI -0.16 to 0.01; P=.06), while the indirect effect of childlike wonder on burnout risk was significant (b=-0.14, bootstrapped SE=0.03, 95% CI -0.20 to -0.09).

Conclusions: The findings showed the significant positive effect of popular video games such as Super Mario Bros. and Yoshi on fostering players' childlike wonder, increasing happiness, and reducing burnout risk. This study was among the first to identify childlike wonder as an emotional pathway through which mainstream video games could enhance well-being and reduce burnout. By moving beyond escapism and nostalgia, it offers a new perspective on how well-designed, globally familiar games can function as accessible, resilience-building digital microenvironments. These findings contributed to research bridging gaming and mental health and have practical implications for game designers, educators, and health professionals interested in promoting mental wellness through everyday play.

背景:无情的压力和“永远在线”的文化让年轻人没有时间真正休息。虽然玩电子游戏被认为是一种认知逃避和放松的方式,但关于流行电子游戏(如超级马里奥兄弟)的影响及其对年轻人倦怠风险的潜在影响的关键问题仍然存在。目的:本研究考察了《超级马里奥兄弟》和《Yoshi》等流行电子游戏在多大程度上能够培养孩子的好奇心。它还调查了这些游戏在降低年轻人倦怠风险方面的潜力。方法:采用混合方法。首先,通过41个探索性深度访谈(女性:n=19, 46.3%;男性:n=21, 51.2%;不愿透露性别:n=11, 2.4%;平均年龄22.51,SD 1.52岁)收集了定性数据,访谈对象为玩过《超级马里奥兄弟》或《Yoshi》的大学生。其次,通过对《超级马里奥兄弟》和《耀西》玩家的横断面调查(N=336)收集定量数据,以检验游戏对孩子般的好奇心、总体生活幸福感和倦怠风险的提供性。结果:深度访谈显示,玩家很欣赏《超级马里奥兄弟》和《耀西》这两款游戏,它们能够培养孩子般的好奇心,提升生活幸福感,降低倦怠风险。定量分析结果显示,游戏对青少年幸福感有正向影响(b=0.30, SE=0.04, t=6.80, 95% CI 0.21-0.38);结论:《超级马里奥兄弟》、《耀西》等流行电子游戏对培养青少年好奇心、增加幸福感、降低倦怠风险具有显著的正向作用。这项研究是第一个将孩子般的好奇作为一种情感途径的研究之一,通过这种情感途径,主流电子游戏可以增强幸福感,减少倦怠。通过超越逃避现实和怀旧,它提供了一个全新的视角,即设计良好的,全球熟悉的游戏如何能够作为可访问的,具有弹性的数字微环境。这些发现有助于将游戏和心理健康联系起来的研究,并对游戏设计师、教育工作者和对通过日常游戏促进心理健康感兴趣的健康专家具有实际意义。
{"title":"Super Mario Bros. and Yoshi Games' Affordance of Childlike Wonder and Reduced Burnout Risk in Young Adults: In-Depth Mixed Methods Cross-Sectional Study.","authors":"Winze Tam, Congcong Hou, Andreas Benedikt Eisingerich","doi":"10.2196/84219","DOIUrl":"10.2196/84219","url":null,"abstract":"<p><strong>Background: </strong>Unrelenting pressure and an \"always-on\" culture can leave no time for genuine rest among young adults. While playing video games has been noted to afford cognitive escapism and relaxation, critical questions remain about the influence of popular video games, such as Super Mario Bros., and their potential effects on young adults' burnout risk.</p><p><strong>Objective: </strong>This study examined the extent to which, if at all, popular video games such as Super Mario Bros. and Yoshi could foster childlike wonder. It also investigated the potential of these games to reduce burnout risk among young adults.</p><p><strong>Methods: </strong>We used a mixed methods approach. First, qualitative data were collected through 41 exploratory, in-depth interviews (women: n=19, 46.3%; men: n=21, 51.2%; prefer not to disclose sex: n=1, 2.4%; mean age 22.51, SD 1.52 years) with university students who had experience playing Super Mario Bros. or Yoshi. Second, quantitative data were collected in a cross-sectional survey (N=336) of players of Super Mario Bros. and Yoshi to examine the games' affordance of childlike wonder, overall happiness in life, and burnout risk.</p><p><strong>Results: </strong>Insights from in-depth interviews showed that players appreciated the ability of Super Mario Bros. and Yoshi games to instill childlike wonder, enhance happiness in life, and reduce burnout risk. Quantitative analyses showed that the games' affordance of childlike wonder positively affected young adults' happiness (b=0.30, SE=0.04, t=6.80, 95% CI 0.21-0.38; P<.001). In turn, overall happiness significantly reduced the risk of burnout (b=-0.48, SE=0.05, t=-9.55, 95% CI -0.572 to -0.377). Results showed that happiness fully mediated the impact of childlike wonder on burnout, as the direct effect of childlike wonder on burnout risk became insignificant (b=-0.08, SE=0.04, t=-1.88, 95% CI -0.16 to 0.01; P=.06), while the indirect effect of childlike wonder on burnout risk was significant (b=-0.14, bootstrapped SE=0.03, 95% CI -0.20 to -0.09).</p><p><strong>Conclusions: </strong>The findings showed the significant positive effect of popular video games such as Super Mario Bros. and Yoshi on fostering players' childlike wonder, increasing happiness, and reducing burnout risk. This study was among the first to identify childlike wonder as an emotional pathway through which mainstream video games could enhance well-being and reduce burnout. By moving beyond escapism and nostalgia, it offers a new perspective on how well-designed, globally familiar games can function as accessible, resilience-building digital microenvironments. These findings contributed to research bridging gaming and mental health and have practical implications for game designers, educators, and health professionals interested in promoting mental wellness through everyday play.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e84219"},"PeriodicalIF":4.1,"publicationDate":"2025-12-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12759301/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145793953","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
Serious Games Integrating Perceptual Learning and Stereopsis Training in Children With Amblyopia: Single-Arm Pre-Post Feasibility Study. 在弱视儿童中整合知觉学习和立体视觉训练的严肃游戏:单臂前后可行性研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-12-17 DOI: 10.2196/77402
Yiwei Mo, Peng Chen, Manting Hou, Fang Cui, Chao Luo, Chao Deng, Jinkang Lin, Qi Wu

Background: Amblyopia, a leading cause of preventable childhood blindness, often remains inadequately addressed by traditional treatment methods such as refractive correction and occlusion therapy, which can be noninteractive and lead to poor adherence.

Objective: This study aimed to design and evaluate the feasibility and preliminary efficacy of a serious game intervention that integrates perceptual learning and stereoscopic vision training for pediatric amblyopia and to explore its potential as a complementary or alternative approach to conventional treatments such as occlusion or atropine therapy.

Methods: We evaluated visual acuity, accommodative sensitivity, binocular accommodation, stereopsis, and compliance-related data in a cohort of children with amblyopia aged 7 to 12 years before and after a 3-month intervention. Participants engaged in visual training via a serious game, attending sessions 4 times weekly for 30 minutes each.

Results: Best-corrected visual acuity improved significantly from 0.42 (SD 0.16) to 0.37 (SD 0.18) logMAR, yielding a mean difference of 0.05 (95% CI 0.03-0.08; t24=4.82; Cohen d=0.96; P<.001). Accommodative sensitivity showed marked enhancement following the intervention. In the amblyopic eye, mean values increased from 1.44 (SD 2.18) to 4.96 (SD 2.91) cycles per minute, corresponding to a mean change of -3.52 (95% CI -4.59 to -2.45; t24=-6.81; Cohen d=-1.36; P<.001). Under binocular viewing, accommodative sensitivity improved from 1.52 (SD 2.49) to 5.08 (SD 2.71) cycles per minute (Δ=-3.56, representing the mean paired difference (baseline minus post), 95% CI -4.88 to -2.24; t24=-5.56; Cohen d=-1.11; P<.001). Stereoacuity also improved significantly, decreasing from 780.0 (SD 613.6) to 448.8 (SD 472.2) arc sec (Δ=331.20, 95% CI 134.20-528.20; t24=3.47; Cohen d=0.69; P=.002). The proportion of participants with normal Worth 4 dot responses increased from 76% (19/25) at baseline to 96% (24/25) after the intervention, and treatment adherence was high under supervised clinical conditions.

Conclusions: The integration of gamified elements into amblyopia treatment was associated with high adherence under supervised clinical conditions and with significant short-term improvements in visual function, suggesting a promising complementary approach to conventional therapies. This interactive approach effectively combines perceptual learning with stereopsis training, presenting a potential alternative to conventional therapies.

背景:弱视是儿童可预防失明的主要原因,传统的治疗方法,如屈光矫正和遮挡治疗,往往仍然不能充分解决,这可能是非互动性的,并导致较差的依从性。目的:本研究旨在设计和评估一种结合知觉学习和立体视觉训练的严重游戏干预儿童弱视的可行性和初步疗效,并探讨其作为闭塞或阿托品治疗等常规治疗方法的补充或替代方法的潜力。方法:我们评估了一组7 - 12岁弱视儿童在3个月干预前后的视力、调节灵敏度、双眼调节、立体视和依从性相关数据。参与者通过严肃的游戏进行视觉训练,每周参加4次,每次30分钟。结果:最佳矫正视力从0.42 (SD 0.16)显著提高到0.37 (SD 0.18) logMAR,平均差异为0.05 (95% CI 0.03-0.08; t24=4.82; Cohen d=0.96; p)。结论:在有监督的临床条件下,将游戏化元素整合到弱视治疗中,具有较高的依从性,并能在短期内显著改善视觉功能,这是一种有希望的常规治疗补充方法。这种互动方法有效地将感知学习与立体视觉训练相结合,为传统疗法提供了一种潜在的替代方案。
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引用次数: 0
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]。
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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。
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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。
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JMIR Serious Games
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