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Design Requirements for Gamified Exercise Apps for Adults With Prehypertension Based on the Octalysis Framework and Self-Determination Theory: Qualitative Interview Study. 基于八轴分析框架和自我决定理论的高血压前期成人游戏化运动应用设计要求:定性访谈研究
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-02-25 DOI: 10.2196/86793
Sijia Li, Genying Liu, Li Qiao, Hong-Yu Yu, Yu-Yang Zhang, Runyuan Pei, Yue-Tao Lin, Hao-Ming Ma, Mei-Hua Piao
<p><strong>Background: </strong>Managing blood pressure (BP) in prehypertensive individuals is crucial to prevent the incidence of hypertension. While physical activity has proven effective in BP management, physical inactivity remains prevalent. Gamification has shown promise in addressing physical inactivity; however, its effectiveness is limited due to the suboptimal intervention design.</p><p><strong>Objective: </strong>This study aimed to develop a comprehensive understanding of prehypertensive individuals' needs, design preferences, and motivational drives for gamified exercise apps by integrating the Octalysis Gamification Framework with Self-Determination Theory (SDT) through a participatory qualitative methodology.</p><p><strong>Methods: </strong>The study adopted a cross-sectional qualitative interview study design and used semistructured interviews conducted from June to July 2025 across mainland China. Participants were recruited through online platforms using purposive sampling to select adults with prehypertension (systolic BP 120-139 mm Hg and/or diastolic BP 80-89 mm Hg). Interview guides were systematically structured around SDT constructs and the Octalysis Framework's 8 core gamification drives to explore participants' needs, design preferences, and motivational drives for gamified exercise apps. An inductive or deductive hybrid thematic analysis was used to identify key themes.</p><p><strong>Results: </strong>A total of 14 eligible prehypertensive individuals participated in the study. Their needs and preferences for exercise apps, including exercise guidance, data monitoring and feedback, and wearable device portability, were summarized. Eight core gamification motivational drives, such as epic meaning and social influence, according to the Octalysis Framework, were explored with interviewees, including their attitudes and creative design considerations. Moreover, the study examined how the satisfaction of basic psychological needs (eg, sense of volition, technical challenges, and social connections) influences the transformation of motivation.</p><p><strong>Conclusions: </strong>This theory-informed qualitative study is among the first to explore the needs and preferences of individuals with prehypertension for gamified exercise apps by integrating the Octalysis Gamification Framework with SDT. The findings suggest that successful gamified exercise apps for prehypertensive individuals may benefit from going beyond traditional game mechanics to address deeper psychological needs. Participants emphasized the importance of personalized exercise programming, robust health monitoring capabilities, and human-centered gamification designs that support autonomy, competence, and relatedness. Satisfaction of these basic psychological needs is critical for transforming extrinsic motivations, such as weight management and health values, into intrinsic enjoyment of exercise. By integrating a theoretical basis with user-centered perspectiv
背景:控制高血压前期个体的血压(BP)对于预防高血压的发生至关重要。虽然体力活动已被证明对血压管理有效,但缺乏体力活动仍然普遍存在。游戏化有望解决缺乏运动的问题;然而,由于次优干预设计,其有效性受到限制。目的:本研究旨在通过参与式定性方法,将Octalysis游戏化框架与自决理论(SDT)相结合,全面了解高血压前期个体对游戏化锻炼应用程序的需求、设计偏好和动机驱动。方法:本研究采用横断面定性访谈研究设计,采用半结构化访谈,于2025年6月至7月在中国大陆地区进行。参与者通过在线平台招募,使用有目的的抽样选择高血压前期(收缩压120- 139mmhg和/或舒张压80- 89mmhg)的成年人。访谈指南围绕SDT结构和Octalysis框架的8个核心游戏化驱动系统构建,以探索参与者对游戏化锻炼应用的需求、设计偏好和动机驱动。采用归纳或演绎混合主题分析来确定关键主题。结果:共有14名符合条件的高血压前期个体参与了这项研究。总结了他们对运动app的需求和偏好,包括运动指导、数据监测和反馈以及可穿戴设备的可移植性。根据Octalysis Framework,我们与受访者探讨了8个核心游戏化动机驱动因素,如史诗意义和社会影响,包括他们的态度和创意设计考虑。此外,本研究还考察了基本心理需求(如意志感、技术挑战和社会关系)的满足如何影响动机的转化。结论:这项基于理论的定性研究是首次通过将Octalysis游戏化框架与SDT相结合,探索高血压前期患者对游戏化锻炼应用程序的需求和偏好。研究结果表明,针对高血压前期人群的成功游戏化锻炼应用程序可能会受益于超越传统游戏机制,以满足更深层次的心理需求。参与者强调了个性化锻炼计划、强大的健康监测能力和以人为中心的游戏化设计的重要性,这些设计支持自主性、能力和相关性。满足这些基本的心理需求对于将外在动机(如体重管理和健康价值观)转化为运动的内在享受至关重要。通过将理论基础与以用户为中心的视角相结合,本研究为未来开发针对类似数字健康背景下的高血压前期人群量身定制的游戏化锻炼应用程序提供了特定情境的设计启示。
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引用次数: 0
Quantifying Slowness in Parkinson Disease Using a Serious Game: Cross-Sectional Study. 用严肃游戏量化帕金森病的慢度:横断面研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-02-25 DOI: 10.2196/79463
Luanne Cardoso Mendes, Ariana Moura Cabral, Camille Marques Alves, Isabela Alves Marques, Alberto López Delis, Yann Morère, Adriano de Oliveira Andrade
<p><strong>Background: </strong>Slowness in voluntary movements is a hallmark of Parkinson disease (PD); yet, objective measurement outside clinical settings is limited. Serious games represent a promising alternative to extract motor performance metrics during interactions. However, evidence on the effectiveness of these games in discriminating motor performance between individuals with and those without PD is still scarce.</p><p><strong>Objective: </strong>This study aimed to objectively assess slowness using the RehaBEElitation serious game, based on in-game estimated measurements.</p><p><strong>Methods: </strong>The study included 15 individuals with mild to moderate PD (Hoehn and Yahr I-III), assessed in both ON and OFF medication states, and 15 age- and gender-matched healthy controls (10 men and 5 women; mean 66.27, SD 9.13 years; range 45-82 years). All participants played each phase of the game on the easiest level. Slowness was evaluated by detecting the voluntary movement of the gyroscope signals using the singular spectrum analysis method. The response time (RT) and angular velocity (AV) of the participants while playing RehaBEElitation were estimated. Group-level comparisons were performed to investigate the presence of slowness patterns across conditions. The Kruskal-Wallis test and Wilcoxon signed rank test with Bonferroni correction were used to confirm the differences between groups, and the effect size was estimated using eta square (η2). Spearman correlation analyses were conducted to examine associations between the RT and AV and the Movement Disorder Society-Unified Parkinson's Disease Rating Scale (MDS-UPDRS) motor items.</p><p><strong>Results: </strong>Groups were age-homogeneous (P>.05). Participants with PD had significantly higher scores on MDS-UPDRS Part III in the OFF state compared to the ON state of medication (mean difference 2.86, 95% CI 2-12; P<.05). RT was generally shorter and AV higher in controls than in participants with PD. In the PD group, RT decreased and AV increased from OFF to ON states, reflecting an improvement in motor performance. Significant differences in RT were observed between groups in all phases of the game, with effect sizes ranging from small to moderate (η2=0.0239-0.0650). AV differed markedly between groups in phase 4, with a large effect size (η2=0.404). Correlation analyses revealed weak positive associations between RT and MDS-UPDRS items, while AV showed strong negative correlations with each motor item and the summary score for bradykinesia.</p><p><strong>Conclusions: </strong>This study proposes a new method to assess slowness in PD by using inertial sensor data to extract objective motor measures (RT and AV) during a serious game, allowing continuous and quantitative evaluation beyond traditional clinical scales and tests. The findings demonstrate that RT and AV extracted from gameplay can detect slowness-related motor differences, supporting the RehaBEElitation serious game as an
背景:自主运动缓慢是帕金森病(PD)的标志;然而,临床之外的客观测量是有限的。严肃游戏代表了在互动过程中提取运动性能指标的一个很有前途的选择。然而,关于这些游戏在区分PD患者和非PD患者的运动表现方面的有效性的证据仍然很少。目的:本研究旨在使用RehaBEElitation严肃游戏,基于游戏内的估计测量,客观地评估慢速。方法:研究纳入了15例轻中度PD患者(Hoehn和Yahr I-III),在ON和OFF药物状态下进行评估,以及15例年龄和性别匹配的健康对照(10名男性和5名女性,平均66.27岁,SD 9.13岁,范围45-82岁)。所有的参与者都在最简单的关卡上玩游戏的每个阶段。利用奇异谱分析方法检测陀螺仪信号的自主运动来评估其慢度。评估了受试者在玩康复训练时的反应时间(RT)和角速度(AV)。进行组水平比较,以调查不同条件下存在的慢速模式。采用Kruskal-Wallis检验和带Bonferroni校正的Wilcoxon符号秩检验确认组间差异,效应量采用平方(η2)估计。采用Spearman相关分析检验RT和AV与运动障碍学会统一帕金森病评定量表(MDS-UPDRS)运动项目之间的关联。结果:各组年龄均匀(P < 0.05)。PD患者在关闭状态下的MDS-UPDRS第三部分得分明显高于药物开启状态(平均差2.86,95% CI 2-12)。结论:本研究提出了一种评估PD慢度的新方法,通过使用惯性传感器数据提取严重游戏中的客观运动测量(RT和AV),可以超越传统的临床量表和测试进行连续和定量评估。研究结果表明,从游戏中提取的RT和AV可以检测与慢速相关的运动差异,支持RehaBEElitation严肃游戏作为替代和客观的数字生物标志物,在临床和家庭症状进展监测中具有潜在的应用前景。
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引用次数: 0
Gamified Versus Nongamified Metaverse Learning for Breast Health Knowledge in Women: Randomized Controlled Trial. 女性乳房健康知识的游戏化与非游戏化的虚拟学习:随机对照试验
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-02-13 DOI: 10.2196/75318
Rui Li, Sabzali Musa Kahn, Bingyu Duan, Seng Yue Wong
<p><strong>Background: </strong>The metaverse provides an immersive, interactive medium for health education, but most studies evaluate immersion and gamification together. Randomized evidence disentangling their separate effects on immediate learning and short-term retention in breast health education is lacking.</p><p><strong>Objective: </strong>This study aimed to isolate the effects of gamification, over and above an identical immersive metaverse environment, on immediate gains and 4-week retention of women's breast health knowledge.</p><p><strong>Methods: </strong>This 2-arm, parallel, individually randomized controlled trial was conducted in Hangzhou, China. Eligible participants were women aged ≥18 years who were interested in breast health and able to use a personal computer with internet access. A total of 80 women were recruited via the Xiaohongshu social media platform; 8 withdrew before randomization or did not complete the baseline assessment, and the remaining 72 women were randomized to a gamified metaverse (GM) group or a nongamified metaverse (NGM) group using a computer-generated 1:1 sequence. Both groups used the Mammoverse platform with identical educational content and exposure time. Breast health knowledge was assessed at baseline (T1), immediately postintervention (T2), and 4-week follow-up (T3) using the same questionnaire. The primary outcome was a change in knowledge score. Linear mixed-effects models were used, with age, education, family history of breast cancer, prior training, and baseline knowledge as covariates. Participants and investigators were not blinded.</p><p><strong>Results: </strong>All randomized participants completed follow-up and were included in the analysis (GM group: n=36; NGM group: n=36), with no loss to follow-up. Knowledge scores improved in both groups, but gains from T1 to T2 were larger in the GM group than in the NGM group (Hedges g=0.65, 95% CI 0.18-1.12; P=.007). From T2 to T3, there was no between-group difference in change scores (P=.91). However, at 4 weeks, the GM group retained higher absolute knowledge than the NGM group (estimated marginal means 15.7 vs 13.0). No intervention-related adverse events were reported.</p><p><strong>Conclusions: </strong>This study marks the first application of gamification in breast self-examination education for ordinary Chinese women within a 3D desktop metaverse. By comparing gamified and nongamified versions under identical metaverse platform conditions, it expands the application boundaries of the GM group in breast health education. Gamification significantly enhanced immediate acquisition of breast health knowledge but did not provide additional advantages for short-term retention. However, the gamified group maintained higher absolute knowledge levels at the 4-week follow-up. Overall, in the 3D desktop metaverse, immersive experiences provide foundational effects, while gamification delivers immediate gains. To further optimize long-term retenti
背景:虚拟世界为健康教育提供了一种沉浸式的互动媒介,但大多数研究将沉浸和游戏化结合在一起进行评估。缺乏随机证据来证明它们对乳房健康教育中即时学习和短期保留的单独影响。目的:本研究旨在分离游戏化的影响,在相同的沉浸式虚拟环境之外,对妇女乳房健康知识的直接收益和4周的保留。方法:这项在中国杭州进行的双组、平行、随机对照试验。符合条件的参与者是年龄≥18岁、对乳房健康感兴趣且能够使用可上网的个人电脑的女性。通过社交媒体平台“小红书”共招募了80名女性;8名妇女在随机化前退出或未完成基线评估,其余72名妇女按照计算机生成的1:1顺序随机分为游戏化元宇宙(GM)组和非游戏化元宇宙(NGM)组。两组都使用了具有相同教育内容和曝光时间的乳房宇宙平台。使用相同的问卷,在基线(T1)、干预后立即(T2)和4周随访(T3)对乳房健康知识进行评估。主要结果是知识得分的变化。采用线性混合效应模型,以年龄、教育程度、乳腺癌家族史、既往培训和基线知识为协变量。参与者和调查人员没有被蒙蔽。结果:所有随机受试者均完成随访并纳入分析(GM组:n=36; NGM组:n=36),无随访损失。两组的知识得分均有提高,但GM组从T1到T2的收益大于NGM组(Hedges g=0.65, 95% CI 0.18-1.12; P=.007)。从T2到T3,变化评分组间无差异(P= 0.91)。然而,在4周时,GM组比NGM组保留了更高的绝对知识(估计边际平均值为15.7 vs 13.0)。无干预相关不良事件报告。结论:本研究标志着游戏化在三维桌面虚拟世界中首次应用于中国普通女性乳房自检教育。通过在相同的元宇宙平台条件下比较游戏化和非游戏化版本,拓展了GM群体在乳腺健康教育中的应用边界。游戏化显著提高了乳房健康知识的即时获取,但没有提供短期保留的额外优势。然而,游戏化组在4周的随访中保持了更高的绝对知识水平。总体而言,在3D桌面虚拟世界中,沉浸式体验提供了基础效果,而游戏化提供了即时收益。为了进一步优化长期记忆,记忆巩固策略应整合到游戏化框架中。
{"title":"Gamified Versus Nongamified Metaverse Learning for Breast Health Knowledge in Women: Randomized Controlled Trial.","authors":"Rui Li, Sabzali Musa Kahn, Bingyu Duan, Seng Yue Wong","doi":"10.2196/75318","DOIUrl":"10.2196/75318","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;The metaverse provides an immersive, interactive medium for health education, but most studies evaluate immersion and gamification together. Randomized evidence disentangling their separate effects on immediate learning and short-term retention in breast health education is lacking.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to isolate the effects of gamification, over and above an identical immersive metaverse environment, on immediate gains and 4-week retention of women's breast health knowledge.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;This 2-arm, parallel, individually randomized controlled trial was conducted in Hangzhou, China. Eligible participants were women aged ≥18 years who were interested in breast health and able to use a personal computer with internet access. A total of 80 women were recruited via the Xiaohongshu social media platform; 8 withdrew before randomization or did not complete the baseline assessment, and the remaining 72 women were randomized to a gamified metaverse (GM) group or a nongamified metaverse (NGM) group using a computer-generated 1:1 sequence. Both groups used the Mammoverse platform with identical educational content and exposure time. Breast health knowledge was assessed at baseline (T1), immediately postintervention (T2), and 4-week follow-up (T3) using the same questionnaire. The primary outcome was a change in knowledge score. Linear mixed-effects models were used, with age, education, family history of breast cancer, prior training, and baseline knowledge as covariates. Participants and investigators were not blinded.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;All randomized participants completed follow-up and were included in the analysis (GM group: n=36; NGM group: n=36), with no loss to follow-up. Knowledge scores improved in both groups, but gains from T1 to T2 were larger in the GM group than in the NGM group (Hedges g=0.65, 95% CI 0.18-1.12; P=.007). From T2 to T3, there was no between-group difference in change scores (P=.91). However, at 4 weeks, the GM group retained higher absolute knowledge than the NGM group (estimated marginal means 15.7 vs 13.0). No intervention-related adverse events were reported.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;This study marks the first application of gamification in breast self-examination education for ordinary Chinese women within a 3D desktop metaverse. By comparing gamified and nongamified versions under identical metaverse platform conditions, it expands the application boundaries of the GM group in breast health education. Gamification significantly enhanced immediate acquisition of breast health knowledge but did not provide additional advantages for short-term retention. However, the gamified group maintained higher absolute knowledge levels at the 4-week follow-up. Overall, in the 3D desktop metaverse, immersive experiences provide foundational effects, while gamification delivers immediate gains. To further optimize long-term retenti","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"14 ","pages":"e75318"},"PeriodicalIF":4.1,"publicationDate":"2026-02-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12904354/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146194696","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 Exergaming Tennis on Players' Tennis Skills and Mental State Compared to Regular Tennis in Adult Players: Quasi-Experimental Study. 与普通网球运动员相比,运动网球对运动员网球技术和心理状态的影响:准实验研究
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-02-02 DOI: 10.2196/73732
Jia Sheng Ngo, See Ziau Hoe, Maziah Mat Rosly
<p><strong>Background: </strong>Exergaming, which combines physical activity with interactive gaming, has been shown to improve motor skills and fitness. However, exergaming's potential in complex, open-skill sports such as tennis, which require real-time coordination, decision-making, and technical precision, remains underexplored. Furthermore, only a few studies have evaluated the impact of exergaming on both technical skill development and psychological outcomes such as motivation and confidence, especially among novice players. This study addresses these gaps by comparing the combination of exergame-based tennis training and on-court tennis training (EBTT+OCTT) with on-court tennis training alone (OCTT×2) in improving technical skills, grip strength, confidence, and motivation.</p><p><strong>Objective: </strong>This study aims to assess the effect of exergaming tennis in developing tennis technical skills, grip strength, confidence level, and motivation level.</p><p><strong>Methods: </strong>In a 12-week quasi-experimental trial, 66 novices were randomized to either the EBTT+OCTT or the OCTT×2 group. Participants consisted of 22 males and 44 females, with the mean BMI and age of approximately 22 (SD 2.9) kg/m<sup>2</sup> and 26 (SD 7) years, respectively. The EBTT+OCTT group had 1 weekly session of OCTT and 1 session of exergaming training using Virtual Tennis (PlayStation 3 Move), while the OCTT×2 group completed 2 weekly on-court sessions. Outcomes included tennis technical skills such as groundstroke technique, service speed, and service accuracy (assessed using the Hewitt tennis test), grip strength (using a handheld dynamometer), confidence (using the Sports Confidence Inventory), and motivation (using the Sport Motivation Scale). Mean differences (MDs) between pre- and postintervention were collected and analyzed using repeated-measures ANOVA (α=.05) and Pearson correlation analysis. Effect sizes were calculated using partial eta squared (ηp²), where values ≥0.14 indicated large effects.</p><p><strong>Results: </strong>After 12 weeks of training, both EBTT+OCTT and OCTT×2 groups showed significant improvements (P<.001) in tennis technical skills (MD=17.06-22.62), grip strength (MD=9.59-11.04 kg), and confidence levels (MD=23.29-26.28). These outcome measures have large effect sizes (ηp²=0.84-0.92); however, they did not significantly differ (P>.05) across the groups when compared, with P<sub>grip strength</sub>=.24, P<sub>hit</sub>=.97, P<sub>accuracy</sub>=.86, P<sub>speed=</sub>.72, and P<sub>confidence</sub>=.31. In terms of motivation, EBTT+OCTT retained intrinsic motivation (IM) better than OCTT×2, with significant reductions in IM, mainly IM-to-know (MD=7, SD 2.95) and IM-to-accomplish (MD=5, SD 3.77) observed in the OCTT×2 group (P<.001). Grip strength, confidence, and motivation levels (except amotivation) showed positive correlations with tennis technical skills (r=0.39-0.80).</p><p><strong>Conclusions: </strong>EBTT+OCTT and O
背景:运动游戏,结合了身体活动和互动游戏,已经被证明可以提高运动技能和健康。然而,在网球等需要实时协调、决策和技术精度的复杂、开放技能运动中,游戏的潜力仍未得到充分发掘。此外,只有少数研究评估了练习对技术技能发展和心理结果(如动机和信心)的影响,特别是在新手球员中。本研究通过比较基于运动的网球训练和场内网球训练(EBTT+OCTT)与单独的场内网球训练(OCTT×2)在提高技术技能、握力、信心和动力方面的差异来解决这些差距。摘要目的:探讨运动网球对网球技术、握力、自信水平和动机水平的影响。方法:在为期12周的准实验试验中,66名新手随机分为EBTT+OCTT组和OCTT×2组。参与者包括22名男性和44名女性,平均BMI和年龄分别约为22 (SD 2.9) kg/m2和26 (SD 7)岁。EBTT+OCTT组每周进行1次OCTT和1次使用虚拟网球(PlayStation 3 Move)的练习训练,而OCTT×2组每周进行2次场上训练。结果包括网球技术技能,如落地球技术、发球速度和发球准确性(使用休伊特网球测试评估)、握力(使用手持测力仪评估)、信心(使用运动信心量表)和动机(使用运动动机量表)。收集干预前后的平均差异(MDs),采用重复测量方差分析(α= 0.05)和Pearson相关分析。效应量使用偏eta平方(ηp²)计算,其中值≥0.14表示效应大。结果:经过12周的训练,EBTT+OCTT组和OCTT×2组在组间比较均有显著改善(p < 0.05),握力= 0.24,Phit= 0.97, Paccuracy= 0.86, Pspeed= 0.72, Pconfidence= 0.31。在动机方面,EBTT+OCTT比OCTT×2保留了更好的内在动机(IM),并在OCTT×2组显著降低了IM,主要是IM-to-know (MD=7, SD 2.95)和IM-to-accomplish (MD=5, SD 3.77)。结论:EBTT+OCTT和OCTT×2组显著提高了新手网球运动员的技术水平和信心水平,但两者之间没有显著差异。然而,EBTT+OCTT似乎能更好地维持IM。因此,EBTT+OCTT可以作为新手更好地学习网球的辅助工具。
{"title":"Effects of Exergaming Tennis on Players' Tennis Skills and Mental State Compared to Regular Tennis in Adult Players: Quasi-Experimental Study.","authors":"Jia Sheng Ngo, See Ziau Hoe, Maziah Mat Rosly","doi":"10.2196/73732","DOIUrl":"10.2196/73732","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Exergaming, which combines physical activity with interactive gaming, has been shown to improve motor skills and fitness. However, exergaming's potential in complex, open-skill sports such as tennis, which require real-time coordination, decision-making, and technical precision, remains underexplored. Furthermore, only a few studies have evaluated the impact of exergaming on both technical skill development and psychological outcomes such as motivation and confidence, especially among novice players. This study addresses these gaps by comparing the combination of exergame-based tennis training and on-court tennis training (EBTT+OCTT) with on-court tennis training alone (OCTT×2) in improving technical skills, grip strength, confidence, and motivation.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aims to assess the effect of exergaming tennis in developing tennis technical skills, grip strength, confidence level, and motivation level.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;In a 12-week quasi-experimental trial, 66 novices were randomized to either the EBTT+OCTT or the OCTT×2 group. Participants consisted of 22 males and 44 females, with the mean BMI and age of approximately 22 (SD 2.9) kg/m&lt;sup&gt;2&lt;/sup&gt; and 26 (SD 7) years, respectively. The EBTT+OCTT group had 1 weekly session of OCTT and 1 session of exergaming training using Virtual Tennis (PlayStation 3 Move), while the OCTT×2 group completed 2 weekly on-court sessions. Outcomes included tennis technical skills such as groundstroke technique, service speed, and service accuracy (assessed using the Hewitt tennis test), grip strength (using a handheld dynamometer), confidence (using the Sports Confidence Inventory), and motivation (using the Sport Motivation Scale). Mean differences (MDs) between pre- and postintervention were collected and analyzed using repeated-measures ANOVA (α=.05) and Pearson correlation analysis. Effect sizes were calculated using partial eta squared (ηp²), where values ≥0.14 indicated large effects.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;After 12 weeks of training, both EBTT+OCTT and OCTT×2 groups showed significant improvements (P&lt;.001) in tennis technical skills (MD=17.06-22.62), grip strength (MD=9.59-11.04 kg), and confidence levels (MD=23.29-26.28). These outcome measures have large effect sizes (ηp²=0.84-0.92); however, they did not significantly differ (P&gt;.05) across the groups when compared, with P&lt;sub&gt;grip strength&lt;/sub&gt;=.24, P&lt;sub&gt;hit&lt;/sub&gt;=.97, P&lt;sub&gt;accuracy&lt;/sub&gt;=.86, P&lt;sub&gt;speed=&lt;/sub&gt;.72, and P&lt;sub&gt;confidence&lt;/sub&gt;=.31. In terms of motivation, EBTT+OCTT retained intrinsic motivation (IM) better than OCTT×2, with significant reductions in IM, mainly IM-to-know (MD=7, SD 2.95) and IM-to-accomplish (MD=5, SD 3.77) observed in the OCTT×2 group (P&lt;.001). Grip strength, confidence, and motivation levels (except amotivation) showed positive correlations with tennis technical skills (r=0.39-0.80).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;EBTT+OCTT and O","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"14 ","pages":"e73732"},"PeriodicalIF":4.1,"publicationDate":"2026-02-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12910271/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146105530","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
Gamified Physical Education and Cognitive Performance Among Chinese Secondary School Students: Cross-Sectional Moderation Mediation Study. 中国中学生游戏化体育与认知表现:横断面调节中介研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-02-02 DOI: 10.2196/81086
Jingtong Zhang, Sae-Sook Oh, Yaru Xu
<p><strong>Background: </strong>Educators are exploring new methods to educate beyond the classroom as global concerns about students' cognitive, emotional, and social well-being grow. Physical education (PE) has been demonstrated to boost cognitive and psychological outcomes in several studies. Most research has neglected the benefits of gamification and artificial intelligence (AI)-based feedback in PE, focusing instead on conventional PE formats. The impacts of technologically enhanced PE settings on students' cognitive performance through feedback and reward mechanisms remain understudied.</p><p><strong>Objective: </strong>This study aimed to investigate how intrinsic motivation and AI-based feedback moderated the effects of gamified PE on students' cognitive performance.</p><p><strong>Methods: </strong>The study used a cross-sectional design. In Beijing, Shanghai, Chengdu, and Guangzhou, a total of 1029 public high school students completed a standardized questionnaire. Students in secondary school (male: n=490, 47.6% and female: n=539, 52.4%) aged 10-18 years, were recruited from urban, suburban, and rural locales. Participants were sourced from public, private, and semigovernment schools, reflecting a range of academic achievement levels and access to technology. Students participating in standard PE sessions were included, whereas those with medical conditions that restricted physical exercise were excluded. Data were gathered via standardized questionnaires during designated PE sessions. Gamified PE, cognitive performance, intrinsic motivation, teacher support, collaboration, and AI feedback were examined using standardized instruments. Trained facilitators helped younger participants understand and follow ethical norms. The study used maximum likelihood estimation for structural equation modeling. Bootstrapping was used to analyze mediation and moderation effects at a 5% significance level (α=.05).</p><p><strong>Results: </strong>According to structural equation modeling, gamified PE highly predicts cognitive performance (β=.34; P<.001). Other significant factors were teacher support (β=.31; P<.001), physical exercise enjoyment (β=.28; P<.001), and teamwork (β=.26; P<.001). AI-based feedback strengthened the link between gamified PE and cognitive performance under moderation analysis (β=.18; P<.001). Mediation analysis indicated that intrinsic motivation partially mediated the relationship, resulting in a significant indirect effect (β=.21, 95% CI 0.12-0.31; SE=0.05).</p><p><strong>Conclusions: </strong>This research integrates gamified PE with AI-based feedback mechanisms to evaluate students' cognitive outcomes, a domain that has been rarely investigated experimentally. This study highlights the combined effect of intrinsic motivation and AI-generated feedback in a technology-enhanced PE context, in contrast to previous research that primarily focuses on traditional PE methods or isolated gamification elements. The findings enhance th
背景:随着全球对学生认知、情感和社会福祉的关注日益增长,教育工作者正在探索课堂之外的新教育方法。在一些研究中,体育教育(PE)已被证明可以促进认知和心理结果。大多数研究都忽视了游戏化和基于人工智能(AI)的反馈在体育教学中的好处,而是关注传统的体育教学形式。技术增强的体育环境通过反馈和奖励机制对学生认知表现的影响仍未得到充分研究。目的:本研究旨在探讨内在动机和基于人工智能的反馈如何调节游戏化体育对学生认知表现的影响。方法:采用横断面设计。在北京、上海、成都和广州,共有1029名公立高中学生完成了一份标准化问卷。年龄10-18岁的中学生(男490人,占47.6%;女539人,占52.4%),分别来自城市、郊区和农村地区。参与者来自公立、私立和半公立学校,反映了不同的学术成就水平和获得技术的机会。参加标准体育课程的学生被包括在内,而那些有身体状况限制体育锻炼的学生被排除在外。在指定的体育课程中,通过标准化问卷收集数据。游戏化体育、认知表现、内在动机、教师支持、协作和人工智能反馈使用标准化工具进行了检查。训练有素的辅导员帮助年轻的参与者理解和遵守道德规范。本研究采用极大似然估计进行结构方程建模。在5%显著性水平(α= 0.05)下,采用Bootstrapping分析中介和调节效应。结论:本研究将游戏化体育与基于人工智能的反馈机制相结合,以评估学生的认知结果,这是一个很少有实验研究的领域。与以往主要关注传统体育方法或孤立的游戏化元素的研究不同,本研究强调了在技术增强的体育环境中,内在动机和人工智能生成的反馈的综合影响。研究结果表明,以学生为中心、反馈丰富的体育环境可以通过社会互动、享受和教师支持来提高认知能力,从而加强了这一领域。人工智能辅助的游戏化体育课程可以提高中学生的学习成果和学习成绩。
{"title":"Gamified Physical Education and Cognitive Performance Among Chinese Secondary School Students: Cross-Sectional Moderation Mediation Study.","authors":"Jingtong Zhang, Sae-Sook Oh, Yaru Xu","doi":"10.2196/81086","DOIUrl":"10.2196/81086","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Educators are exploring new methods to educate beyond the classroom as global concerns about students' cognitive, emotional, and social well-being grow. Physical education (PE) has been demonstrated to boost cognitive and psychological outcomes in several studies. Most research has neglected the benefits of gamification and artificial intelligence (AI)-based feedback in PE, focusing instead on conventional PE formats. The impacts of technologically enhanced PE settings on students' cognitive performance through feedback and reward mechanisms remain understudied.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to investigate how intrinsic motivation and AI-based feedback moderated the effects of gamified PE on students' cognitive performance.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;The study used a cross-sectional design. In Beijing, Shanghai, Chengdu, and Guangzhou, a total of 1029 public high school students completed a standardized questionnaire. Students in secondary school (male: n=490, 47.6% and female: n=539, 52.4%) aged 10-18 years, were recruited from urban, suburban, and rural locales. Participants were sourced from public, private, and semigovernment schools, reflecting a range of academic achievement levels and access to technology. Students participating in standard PE sessions were included, whereas those with medical conditions that restricted physical exercise were excluded. Data were gathered via standardized questionnaires during designated PE sessions. Gamified PE, cognitive performance, intrinsic motivation, teacher support, collaboration, and AI feedback were examined using standardized instruments. Trained facilitators helped younger participants understand and follow ethical norms. The study used maximum likelihood estimation for structural equation modeling. Bootstrapping was used to analyze mediation and moderation effects at a 5% significance level (α=.05).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;According to structural equation modeling, gamified PE highly predicts cognitive performance (β=.34; P&lt;.001). Other significant factors were teacher support (β=.31; P&lt;.001), physical exercise enjoyment (β=.28; P&lt;.001), and teamwork (β=.26; P&lt;.001). AI-based feedback strengthened the link between gamified PE and cognitive performance under moderation analysis (β=.18; P&lt;.001). Mediation analysis indicated that intrinsic motivation partially mediated the relationship, resulting in a significant indirect effect (β=.21, 95% CI 0.12-0.31; SE=0.05).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;This research integrates gamified PE with AI-based feedback mechanisms to evaluate students' cognitive outcomes, a domain that has been rarely investigated experimentally. This study highlights the combined effect of intrinsic motivation and AI-generated feedback in a technology-enhanced PE context, in contrast to previous research that primarily focuses on traditional PE methods or isolated gamification elements. The findings enhance th","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"14 ","pages":"e81086"},"PeriodicalIF":4.1,"publicationDate":"2026-02-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12910268/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146105486","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
A Haptic-Driven Serious Game for Cognitive Stimulation and Visual Impairment Mitigation in Older Adults Based on the Design-Play-Experience Framework: Cross-Sectional Mixed Methods Pilot Study. 基于设计-游戏-体验框架的触觉驱动严肃游戏对老年人认知刺激和视觉损害缓解作用:横断面混合方法先导研究
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-01-30 DOI: 10.2196/86290
Xin Huang, Nazlena Mohamad Ali, Shafrida Sahrani, Yue Zhang
<p><strong>Background: </strong>In the context of global aging, cognitive decline among older adults has become a prevalent issue, significantly impacting their daily lives. Serious games have demonstrated potential in enhancing cognitive abilities in this population. However, most existing serious games designed for older adults rely heavily on visual interfaces, which are often potentially detrimental for those with pre-existing visual impairments.</p><p><strong>Objective: </strong>This study had two primary objectives: (1) to design a theoretical prototype for a haptic-driven serious game for older adults based on the Design-Play-Experience (DPE) framework, aiming to enhance cognitive abilities, including attention, logical reasoning, and decision-making while simultaneously mitigating challenges associated with visual impairment, and (2) to conduct a pilot study evaluating the prototype's usability, accessibility, and user experience within the target population.</p><p><strong>Methods: </strong>We used a cross-sectional, mixed methods pilot study with a single-group observational design, comprising a theoretical design and a pilot user study. First, the DPE framework was systematically applied to develop a game prototype by integrating haptic feedback technology (using built-in smartphone vibration motors) across its 3 core dimensions: design (haptic symbol system, accessible interface), play (dynamic difficulty adjustment), and experience (emotional engagement). Subsequently, a pilot study was conducted with 10 older adults recruited via convenience sampling (mean age 62.9, SD 3.35 years; 5 male, 5 female; all with self-reported mild visual impairments, such as presbyopia). Following interaction with the prototype, data were collected remotely using the System Usability Scale (SUS) and semistructured interviews administered via videoconferencing. Quantitative data from the SUS were analyzed using descriptive statistics, while qualitative data from the interviews were processed using thematic analysis.</p><p><strong>Results: </strong>Pilot user studies showed that the game prototype had good usability, with an average SUS score of 89.5 (SD 2.72; 95% CI 87.6-91.4), which is considered "excellent." Thematic analysis of the interviews revealed three significant themes. The first theme was intuitive haptic feedback, which reflected that participants were able to quickly grasp and value the vibrational cues used to identify cards. The second theme was based on reduced eye strain, in which the combination of large fonts, high-contrast interfaces, and haptic feedback was praised for its effectiveness in relieving eye strain. The third theme was simplicity, where the simplified card game mechanics were considered both fun and challenging.</p><p><strong>Conclusions: </strong>This study developed and validated a haptic, serious game for older adults. Its innovation lies in the systematic application of the DPE framework to achieve "haptic substitution
背景:在全球老龄化的背景下,老年人的认知能力下降已经成为一个普遍问题,严重影响了他们的日常生活。严肃游戏在提高这一人群的认知能力方面具有潜力。然而,大多数为老年人设计的严肃游戏都严重依赖视觉界面,这对那些已有视觉障碍的人来说往往是有害的。目的:本研究有两个主要目的:(1)基于设计-游戏-体验(design - play - experience, DPE)框架为老年人设计触觉驱动的严肃游戏理论原型,旨在提高老年人的认知能力,包括注意力、逻辑推理和决策能力,同时减轻与视觉障碍相关的挑战;(2)在目标人群中开展试点研究,评估原型的可用性、可访问性和用户体验。方法:我们采用一项横断面、混合方法的先导研究,采用单组观察设计,包括理论设计和先导用户研究。首先,通过将触觉反馈技术(使用内置智能手机振动马达)整合到3个核心维度上,系统地应用DPE框架开发游戏原型:设计(触觉符号系统、可访问界面)、游戏(动态难度调整)和体验(情感参与)。随后,通过方便抽样招募了10名老年人(平均年龄62.9岁,SD 3.35岁,男5名,女5名,均自述有轻度视力障碍,如老花眼),进行了一项试点研究。在与原型交互之后,使用系统可用性量表(SUS)和通过视频会议管理的半结构化访谈远程收集数据。来自SUS的定量数据使用描述性统计进行分析,而来自访谈的定性数据则使用专题分析进行处理。结果:试点用户研究表明,游戏原型具有良好的可用性,平均SUS得分为89.5 (SD 2.72; 95% CI 87.6-91.4),被认为是“优秀”。对访谈的专题分析揭示了三个重要主题。第一个主题是直观的触觉反馈,这反映了参与者能够快速掌握和重视用于识别卡片的振动线索。第二个主题是基于减少眼睛疲劳,其中大字体、高对比度界面和触觉反馈的组合在缓解眼睛疲劳方面的有效性得到了赞扬。第三个主题是简单性,即简化的卡牌游戏机制既有趣又具有挑战性。结论:该研究开发并验证了一款针对老年人的触觉严肃游戏。它的创新之处在于系统地应用DPE框架,实现“触觉替代视觉”,这与以往专注于一般沉浸式体验的研究不同。本研究的主要贡献是为创建易于使用的认知训练工具提供了一个可重用的设计蓝图。这些发现在现实世界中具有实际意义,为在社区和护理机构中部署低视觉负荷干预提供了可行的方法。
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引用次数: 0
Co-Designing Mobile Serious Games to Support Patients With Psoriatic Arthritis and Chronic Pain: Mixed Methods Study. 联合设计手机严肃游戏以支持银屑病关节炎和慢性疼痛患者:混合方法研究
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-01-30 DOI: 10.2196/75072
Bárbara Ramalho, Samuel Gomes, Marta Silva Vicente, Filipa Magalhães, Rodolfo Gonçalves Costa, Sandra Gama, Vasileios Charisis, Leontios Hadjileontiadis, Sofia B Dias
<p><strong>Background: </strong>Serious games offer promising avenues for clinical care by enhancing patient engagement and delivering therapeutic benefits. In psoriatic arthritis (PsA), chronic pain contributes to emotional distress, functional limitations, and reduced well-being. While symptom-tracking apps exist, few digital interventions directly address chronic pain through engaging, therapeutic experiences tailored to patients' cognitive and physical needs.</p><p><strong>Objective: </strong>This study aimed to co-design mobile serious games-NoPain Games-to support patients with PsA in managing chronic pain. Conducted within the iPROLEPSIS Horizon Europe project, the study involved a multidisciplinary cocreation session with rheumatologists, researchers, and technical experts, followed by a usability feedback session with patients with PsA. The goal was to identify therapeutic priorities, refine game mechanics, and assess usability to inform the development of personalized, accessible digital interventions.</p><p><strong>Methods: </strong>A sequential mixed methods design was used. First, a 90-minute remote cocreation session was held with 14 experts (6 rheumatologists, 4 technical experts, and 4 researchers) from 3 European countries. Participants reviewed game storyboards and discussed therapeutic and design priorities. Thematic analysis of transcribed discussions identified key insights. Next, a 60-minute remote usability feedback session was conducted with 5 patients with PsA (aged 25-64 y), who interacted with 2 high-fidelity game prototypes (Space Oddity and Four Seasons). Usability was assessed using the System Usability Scale (SUS), and qualitative feedback was collected through moderated discussion. Item-level analysis using item characteristic curves provided deeper insight into usability perceptions and item sensitivity. All ethics requirements were met for both study phases.</p><p><strong>Results: </strong>Thematic analysis of the transcribed dialogs of the cocreation session revealed three core themes: (1) therapeutic benefits (pain distraction, memory enhancement, cognitive stimulation, stress reduction, and creative engagement); (2) game difficulty (balancing duration and complexity to sustain engagement without fatigue); and (3) accessibility and interaction (addressing physical limitations, optimizing touchscreen usability, and ensuring inclusive design). These insights informed the development of 2 NoPain Game prototypes, which received a SUS score of 79 (SD 10.4; 95% CI 69.89-88.11), indicating good usability. Item characteristic curve analysis showed strong discrimination for learnability, while ease of use and confidence exhibited ceiling effects. Items like support needs and inconsistency showed minimal variability, and the learning curve demonstrated delayed but meaningful responsiveness at higher usability levels. Qualitative feedback reinforced the relevance of difficulty adjustment, technical refinements, and game m
背景:严肃游戏通过提高患者参与度和提供治疗益处,为临床护理提供了有希望的途径。在银屑病关节炎(PsA)中,慢性疼痛会导致情绪困扰、功能限制和幸福感降低。虽然存在症状追踪应用程序,但很少有数字干预措施能够根据患者的认知和身体需求,通过引人入胜的治疗体验来直接解决慢性疼痛问题。目的:本研究旨在共同设计手机严肃游戏- nopain游戏-以支持PsA患者管理慢性疼痛。该研究在iPROLEPSIS Horizon Europe项目中进行,包括风湿病学家、研究人员和技术专家的多学科共同创造会议,随后是PsA患者的可用性反馈会议。目标是确定治疗优先级,完善游戏机制,评估可用性,为个性化、可访问的数字干预措施的开发提供信息。方法:采用顺序混合方法设计。首先,来自3个欧洲国家的14名专家(6名风湿病专家、4名技术专家和4名研究人员)进行了90分钟的远程共同创造会议。参与者回顾了游戏故事板,讨论了治疗和设计的优先级。讨论记录的专题分析确定了关键的见解。接下来,研究人员对5名PsA患者(年龄在25-64岁之间)进行了60分钟的远程可用性反馈,他们与2个高保真游戏原型(《Space Oddity》和《Four Seasons》)进行了互动。使用系统可用性量表(SUS)评估可用性,并通过适度的讨论收集定性反馈。使用项目特征曲线的项目水平分析提供了对可用性感知和项目敏感性的更深入的了解。两个研究阶段的所有伦理要求都得到了满足。结果:对共同创造会话转录的主题分析揭示了三个核心主题:(1)治疗益处(分散疼痛、增强记忆、刺激认知、减轻压力和创造性参与);(2)游戏难度(平衡持续时间和复杂性以维持用户粘性而不感到疲劳);(3)可访问性和交互性(解决物理限制,优化触摸屏可用性,并确保包容性设计)。这些见解启发了2款NoPain Game原型的开发,该原型获得了79分(SD 10.4; 95% CI 69.89-88.11),表明具有良好的可用性。项目特征曲线分析显示,易学性具有较强的区分性,而易用性和自信心具有天花板效应。像支持需求和不一致性这样的项目显示了最小的可变性,并且学习曲线显示了在更高可用性级别上延迟但有意义的响应。定性反馈强化了难度调整、技术改进和游戏机制的相关性,为未来的迭代和更广泛的执行提供了可操作的见解。结论:该研究通过专门为PsA患者设计手机严肃游戏,整合专家和患者的输入,通过可访问的、认知参与的数字干预来解决慢性疼痛,这是一种以前未在该人群中探索过的方法,为该领域做出了独特的贡献。未来的工作将完善游戏机制,整合自适应难度,并进行临床试验以评估治疗效果。NoPain Games可以作为数字医疗生态系统中的补充工具,为PsA患者的治疗需求和身体限制提供量身定制的支持。
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引用次数: 0
Immersive Tai Chi for Home-Based Exercise in Older Adults: Usability and Feasibility Study. 沉浸式太极拳在老年人家庭运动中的应用:可用性和可行性研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-01-28 DOI: 10.2196/79453
XiaCheng Song, Nazlena Mohamad Ali, Mohamad Hidir Mhd Salim, Muhammad Yudhi Rezaldi
<p><strong>Background: </strong>Longer life expectancy makes physical exercise crucial for active aging. However, adherence to traditional exercise among community-dwelling older adults is generally low. Virtual reality (VR) and mixed reality (MR) Tai Chi exergames, as novel health promotion tools, show significant potential, particularly for older adults exercising in a home setting.</p><p><strong>Objective: </strong>This study aimed to evaluate the usability and feasibility of a VR and MR Tai Chi exergame for community-dwelling older adults, focusing on subjective experience, physiological comfort, and objective interaction performance. The study also explored the relationships between key usability factors and sought to quantify links between objective accuracy and subjective experience (the Game Experience Questionnaire or Virtual Reality Sickness Questionnaire [VRSQ]) to inform choices of display mode, feedback strength, and session length.</p><p><strong>Methods: </strong>Of the 86 community-dwelling older adults recruited for this study, data from 70 participants were considered valid after an initial screening, during which 16 (18.6%) were excluded due to issues with VR adaptation. Participants were sequentially assigned in a rotating order to 1 of 4 variants (VR/MR×soothing/intense) to balance exposure; however, primary analyses were preplanned to be collapsed across variants, focusing on whole-sample usability and feasibility rather than confirmatory between-group hypotheses. The primary outcome measures included the Game Experience Questionnaire, VRSQ, and objective gameplay logs.</p><p><strong>Results: </strong>The VR/MR Tai Chi game demonstrated good overall usability and acceptability among the screened participants. Subjective experience was highly positive, with median scores for "positive affect" (median 4.0) and "competence" (median 3.8) being significantly high, whereas the median for "Challenge" (median 1.4) was significantly low (P<.001 for all). Physiological comfort in the postscreening sample was acceptable, with the most common mild symptoms being dizziness with eyes closed (20.0%) and vertigo (18.6%), both of low severity; however, the initial exclusion of 18.6% of participants due to VR discomfort is noteworthy. Therefore, generalizability is limited because the analyzed sample overrepresents older adults who tolerate immersive displays. Accuracy showed significant positive correlations with flow (ρ=0.342) and competence (ρ=0.322), whereas the VRSQ total score was significantly negatively correlated with positive affect (ρ=-0.334, P=.005).</p><p><strong>Conclusions: </strong>Tai Chi exergames based on immersive technologies offer a feasible and attractive pathway for promoting physical exercise among community-dwelling older adults, particularly within the home environment, supporting the goal of aging in place. As a single, laboratory-based session, the reported satisfaction may partly reflect a novelty effect; therefor
背景:预期寿命的延长使得体育锻炼对积极衰老至关重要。然而,在社区居住的老年人中,坚持传统锻炼的比例普遍较低。虚拟现实(VR)和混合现实(MR)太极拳运动作为一种新型的健康促进工具,显示出巨大的潜力,特别是对于在家中锻炼的老年人。目的:从主观体验、生理舒适度和客观互动表现三个方面评价一种面向社区老年人的VR和MR太极游戏的可用性和可行性。该研究还探讨了关键可用性因素之间的关系,并试图量化客观准确性和主观体验之间的联系(游戏体验问卷或虚拟现实疾病问卷[VRSQ]),以告知显示模式、反馈强度和会话长度的选择。方法:在本研究招募的86名社区居住老年人中,70名参与者的数据在初步筛选后被认为有效,其中16名(18.6%)因VR适应问题被排除在外。参与者被依次分配到4种变体(VR/MR×soothing/ intensity)中的1种,以平衡暴露;然而,最初的分析是预先计划在不同的变量之间崩溃的,重点是整个样本的可用性和可行性,而不是验证组间假设。主要测量结果包括游戏体验问卷、VRSQ和客观游戏玩法日志。结果:VR/MR太极游戏在筛选的参与者中表现出良好的整体可用性和可接受性。主观体验是高度积极的,“积极影响”的中位数得分(中位数4.0)和“能力”的中位数得分(中位数3.8)显着较高,而“挑战”的中位数得分(中位数1.4)显着较低。结论:基于沉浸式技术的太极拳运动游戏为促进社区老年人的体育锻炼提供了一种可行和有吸引力的途径,特别是在家庭环境中,支持老年人的目标。作为一个单一的,基于实验室的会话,报告的满意度可能部分反映了新奇效应;因此,需要进行长期的、以家庭为基础的随访来评估持久性。对关键可用性因素的分析为具体的设计选择提供了指导,同时也为未来的研究指明了方向,例如纵向评估,扩展到更多样化的人群,以及在现实家庭环境中的应用。
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引用次数: 0
Effects of Game-Based Learning on Piano Music Knowledge Among Elementary School Pupils: Pretest-Posttest Quasi-Experimental Study. 游戏学习对小学生钢琴音乐知识的影响:前测后测准实验研究
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-01-19 DOI: 10.2196/80766
Yun Wang, Wee Hoe Tan, Qiaoling Ye, Tingting Gu
<p><strong>Background: </strong>Music education is central to holistic child development; yet, traditional piano instruction in China often emphasizes rote memorization at the expense of meaningful understanding. Elementary school pupils, particularly novices, frequently struggle with rhythm, melody, and music theory. Game-based learning (GBL), which applies game elements to teaching, may address these challenges by enhancing engagement, providing immediate feedback, and fostering long-term learning.</p><p><strong>Objective: </strong>This study aimed to examine the effects of a GBL module for piano education on elementary school pupils' music knowledge in Anhui Province, China, compared to traditional instruction.</p><p><strong>Methods: </strong>A quasi-experimental, nonequivalent control group pretest-posttest design was used. Participants were allocated nonrandomly to experimental and control groups based on scheduling feasibility and teacher availability. A total of 60 novice piano learners (mean age 8.8 years, SD 1.16 years; 16 boys and 44 girls) from 3 elementary schools were assigned to either the GBL group (n=30) or the control group (n=30). Music knowledge was measured using the standardized Level 1 Basic Music Written Test before and after an 8-week intervention. Nonparametric analyses were applied, including Mann-Whitney U, Wilcoxon signed-rank, and McNemar item-level analyses. Rank-based effect sizes (r) and 95% CIs were reported where applicable.</p><p><strong>Results: </strong>Baseline differences were present, with the control group scoring higher at pretest (median 52, IQR 24-76) than the GBL group (median 28, IQR 16-64; Mann-Whitney U=265.50; r=-0.35; 95% CI -0.39 to -0.32; P=.006). After the intervention, the GBL group significantly outperformed controls (median 100, IQR 88-100 vs median 60, IQR 40-92; Mann-Whitney U=4.0; r=-0.87; 95% CI -0.90 to -0.83; P<.001). Within-group analyses confirmed significant pre-post improvements for both groups (control Z=-3.24; r=-0.59; P=.001; and GBL Z=-4.81; r=-0.88; P<.001). Item-level McNemar tests showed significant improvements (P<.05) in 5 of 25 items for the GBL group. Missing data were negligible (<2%) and handled via listwise deletion after Little's missing completely at random (MCAR) confirmation (P=.08).</p><p><strong>Conclusions: </strong>The GBL module significantly improved pupils' music knowledge, overcoming baseline disparities and producing posttest score gains with consistent mastery. The innovation of the study lies in the systematic integration of gamification with Orff and Dalcroze pedagogy through the Sidek Module Development Model, which distinguishes it from previous music education studies that examine gamification in isolation. By providing a validated, cost-effective, and scalable instructional module, the study contributes empirical evidence to the field of game-based music education and other practical implications for improving piano instruction in resource-constrai
背景:音乐教育是儿童全面发展的核心;然而,中国传统的钢琴教学往往强调死记硬背,而牺牲了有意义的理解。小学生,尤其是初学的,经常在节奏、旋律和乐理方面遇到困难。基于游戏的学习(GBL)将游戏元素应用到教学中,可以通过提高参与度、提供即时反馈和促进长期学习来解决这些挑战。目的:本研究旨在探讨GBL模块钢琴教育对安徽省小学生音乐知识的影响,并与传统教学进行比较。方法:采用准实验、非等效对照组前测后测设计。根据时间安排的可行性和教师的可用性,将参与者非随机地分为实验组和对照组。来自3所小学的60名钢琴初学者(平均年龄8.8岁,标准差1.16岁,男16名,女44名)被分为GBL组(n=30)和对照组(n=30)。在8周干预之前和之后,使用标准化的一级基础音乐笔试来测量音乐知识。采用非参数分析,包括Mann-Whitney U、Wilcoxon符号秩和McNemar项目水平分析。在适用的情况下,报告了基于秩的效应量(r)和95% ci。结果:存在基线差异,对照组在前测评分(中位数52,IQR 24-76)高于GBL组(中位数28,IQR 16-64; Mann-Whitney U=265.50; r=-0.35; 95% CI -0.39至-0.32;P= 0.006)。干预后,GBL组显著优于对照组(中位数100,IQR 88-100 vs中位数60,IQR 40-92; Mann-Whitney U=4.0; r=-0.87; 95% CI -0.90至-0.83;结论:GBL模块显著提高了学生的音乐知识,克服了基线差异,并产生了持续掌握的测试后分数提高。本研究的创新之处在于通过Sidek模块开发模型将游戏化与Orff和Dalcroze教学法系统地结合起来,区别于以往的音乐教育研究孤立地考察游戏化。通过提供一个有效的、具有成本效益的、可扩展的教学模块,本研究为基于游戏的音乐教育领域提供了经验证据,并为改善资源有限的小学钢琴教学提供了其他实际意义。
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引用次数: 0
Correction: Tongue Muscle Training App for Middle-Aged and Older Adults Incorporating Flow-Based Gameplay: Design and Feasibility Pilot Study. 修正:针对中老年人的舌肌训练应用程序,包含基于流的游戏玩法:设计和可行性试点研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-01-16 DOI: 10.2196/90410
Kuan-Chu Su, Ko-Chiu Wu, Kuei-Ru Chou, Chia-Hsu Huang
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引用次数: 0
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JMIR Serious Games
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