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RedMan-GreenMan: Co-Designed Pedestrian Safety Game Prototype for Children With Autism. RedMan-GreenMan:合作设计自闭症儿童行人安全游戏原型
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-01-15 DOI: 10.2196/69260
Jason Carter Stanton, Nicole L Peel, Caroline J Mills, Paul P Breen

Unlabelled: This letter presents the conceptualization, design, and technical evaluation of the RedMan-GreenMan game co-designed with carers, aimed to help children with autism spectrum disorder (hereafter autism) acquire pedestrian safety skills. While the system has been implemented and is in active use, no empirical evaluation of learning outcomes or behavioral impact has been conducted to date, and the focus of this work is on system development, functionality, and technical evaluation.

未标记:这封信介绍了RedMan-GreenMan游戏的概念、设计和技术评估,该游戏是与护理人员共同设计的,旨在帮助患有自闭症谱系障碍(以下简称自闭症)的儿童获得行人安全技能。虽然该系统已经实现并处于积极使用中,但迄今为止还没有对学习结果或行为影响进行经验评估,并且该工作的重点是系统开发、功能和技术评估。
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引用次数: 0
Usability Study of Augmented Reality Visualization Modalities on Localization Accuracy in the Head and Neck: Randomized Crossover Trial. 增强现实可视化方式对头颈部定位精度的可用性研究:随机交叉试验。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-01-13 DOI: 10.2196/75962
Yao Li, Gijs Luijten, Christina Gsaxner, Kim Grunert, Alexis Bader, Frank Hölzle, Rainer Röhrig, Matías de la Fuente, Jan Egger, Kunpeng Xie, Behrus Hinrichs-Puladi

Background: Augmented reality head-mounted displays could overcome the spatial dissociation between medical imaging and the surgical field, which may be particularly important in anatomically dense regions, such as the head and neck. Although many head-mounted displays offer markerless inside-out tracking at a fraction of the cost of navigation systems, their overlay accuracy with superimposition (SI) modality onto the surgical field remains limited. The virtual twin (VT), displaying holography adjacent to the surgical field, may offer a viable alternative. However, its performance is still unclear.

Objective: This study aimed to compare the accuracy and efficiency of the two visualization modalities, SI and VT, for anatomical localization in the head and neck region.

Methods: In a randomized crossover trial to compare two augmented reality visualization modalities (SI and VT), 38 participants used a HoloLens 2 to localize point, line-based, and volume-based anatomical structures on head phantoms. Their performance was evaluated with respect to accuracy, workload, time, and user experience.

Results: SI achieved significantly better point localization accuracy than VT both in absolute (mean 14.4, SD 4.2 mm vs mean 15.8, SD 5.5 mm; P=.003) and relative accuracy (mean 3.4, SD 2.2 mm vs mean 6.0, SD 5.0 mm; P<.001). In line-based structures, accuracy was comparable between SI (average surface distance [ASD], mean 23.4, SD 4.1 mm; Hausdorff distance [HD], mean 31.5, SD 7.8 mm) and VT (ASD=mean 23.0, SD 4.5 mm; P=.51; HD=mean 31.0, SD 7.5 mm; P=.57). However, SI showed significantly higher deviation than VT in volume-based structure (ASD=mean 37.1, SD 13.8 mm vs mean 34.1, SD 14.2 mm; P=.01; HD=mean 52.0, SD 16.8 mm vs mean 49.1, SD 15.8 mm; P=.03). Participants were faster with SI (P=.02), while workload NASA-TLX (National Aeronautics and Space Administration Task Load Index) scores did not demonstrate a significant difference (P=.79).

Conclusions: Given that SI did not clearly outperform VT under overlaid soft tissue and viewing challenges, VT remains a viable alternative in certain surgical scenarios where high accuracy is not required. Future research should focus on optimizing viewing angle guidance and the linkage between the anatomical target and the skin surface.

背景:增强现实头戴式显示器可以克服医学成像和手术领域之间的空间分离,这在解剖学上密集的区域,如头部和颈部,可能特别重要。虽然许多头戴式显示器以导航系统的一小部分成本提供无标记的由内到外跟踪,但它们在手术领域的叠加精度仍然有限。虚拟双胞胎(VT),在手术野附近显示全息图,可能提供一个可行的替代方案。然而,其表现仍不明朗。目的:本研究旨在比较SI和VT两种可视化方式在头颈部区域解剖定位中的准确性和效率。方法:在一项比较两种增强现实可视化模式(SI和VT)的随机交叉试验中,38名参与者使用HoloLens 2来定位头部幻影上的点、线和体解剖结构。它们的性能是根据准确性、工作量、时间和用户体验来评估的。结果:在绝对精度(平均14.4,SD 4.2 mm vs平均15.8,SD 5.5 mm; P= 0.003)和相对精度(平均3.4,SD 2.2 mm vs平均6.0,SD 5.0 mm)上,SI的点定位精度明显优于VT。结论:在软组织覆盖和视觉挑战下,SI并没有明显优于VT,在某些不需要高精度的手术场景中,VT仍然是一种可行的选择。未来的研究重点应放在优化视角引导和解剖目标与皮肤表面的联系上。
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引用次数: 0
Gamified Versus Non-gamified 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 : 2026-01-06 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>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 two-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) or a Non-Gamified 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 post-intervention (T2), and 4-week follow-up (T3) using the same questionnaire, the primary outcome was change in knowledge score. Using linear mixed-effects models, 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 GM than NGM (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 GM retained higher absolute knowledge than NGM (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 BSE education for ordinary Chinese women within a 3D desktop metaverse. By comparing gamified and non-gamified versions under identical metaverse platform conditions, it expands the application boundaries of gamified metaverses 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 retention, memory consolidation strategies must be integrated into the gamified framework.</
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:在相同的沉浸式虚拟环境之外,分离游戏化对妇女乳房健康知识的直接收益和4周保留的影响。方法:在中国杭州进行两臂平行、个体随机对照试验。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世界(GM)组和非游戏化元世界(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。采用相同的问卷,分别在基线(T1)、干预后立即(T2)和随访4周(T3)对乳房健康知识进行评估,主要结果为知识得分的变化。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,但从T1到T2, GM组的知识得分高于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比NGM保留了更高的绝对知识(估计边际平均值为15.7比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3D桌面虚拟世界中对普通中国女性进行疯牛病教育的首次应用。通过对相同元域平台条件下游戏化与非游戏化版本的比较,拓展游戏化元域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,记忆巩固策略必须整合到游戏化框架中。临床试验:该试验回顾性注册于ClinicalTrials.gov(标识符:NCT06930898, URL: https://clinicaltrials.gov/study/NCT06930898,注册于2025年4月8日)。
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引用次数: 0
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。
{"title":"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.","authors":"Mengyi Bao, Shang Feng, Jiaheng Wang, Jia Ye, Jiangping Wang, Wenyu Li, Kewen Jiang, Lin Yao","doi":"10.2196/76114","DOIUrl":"10.2196/76114","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;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.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;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.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;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.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;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&lt;sub&gt;94&lt;/sub&gt;=-8.78; n=95; P&lt;.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&lt;sub&gt;96&lt;/sub&gt;=5.32; P&lt;.001; AD: from mean 1.71, SEM 0.06 to mean 1.44, SEM 0.06; t&lt;sub&gt;96&lt;/sub&gt;=4.44; P&lt;.001; HD: from mean 1.38, SEM 0.07 to mean 1.05, SEM 0.06; t&lt;sub&gt;96&lt;/sub&gt;=5.96; P&lt;.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.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;Th","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"14 ","pages":"e76114"},"PeriodicalIF":4.1,"publicationDate":"2026-01-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12817042/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145906044","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
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]。
{"title":"Correction: Serious Game for the Nursing Assessment of Home-Dwelling Older Adults: Development and Validation Study.","authors":"Erica Busca, Silvia Caristia, Sara Palmira Bidone, Alessia Bolamperti, Sara Campagna, Arianna Cattaneo, Rosaria Lea, Doriana Montani, Antonio Scalogna, Francesca Piovesan, Erika Bassi, Alberto Dal Molin","doi":"10.2196/81884","DOIUrl":"10.2196/81884","url":null,"abstract":"<p><p>[This corrects the article DOI: 10.2196/52644.].</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e81884"},"PeriodicalIF":4.1,"publicationDate":"2025-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12756655/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145774640","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Long-Term Usage of Breeze, a Gamified Breathing Training App, and Its Effect on Momentary Relaxation in People With Cancer: Cohort Study. 长期使用Breeze(游戏化呼吸训练应用程序)及其对癌症患者瞬间放松的影响:队列研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-12-16 DOI: 10.2196/70297
Anja Yvonne Bischof, Tobias Budig, Sonja Schläpfer, Yanick Xavier Lukic, Fabian Schneider, Prabhakaran Santhanam, Jürgen Barth, Claudia M Witt, Tobias Kowatsch
<p><strong>Background: </strong>People with cancer often experience stress. Digital health interventions can help individuals increase momentary relaxation. Breeze is a gamified breathing training that can be embedded into digital health interventions. Its effectiveness in controlled cross-sectional studies has been demonstrated. However, adherence to Breeze and its effect on momentary relaxation in longitudinal interventional studies has yet to be investigated.</p><p><strong>Objective: </strong>This study aimed to assess Breeze across 3 key dimensions: (1) its usage over time compared to other intervention components; (2) the accuracy with which users adhered to the guiding breathing pattern provided by Breeze; and (3) its effect on momentary relaxation, including the impact of the duration of the breathing session delivered by Breeze.</p><p><strong>Methods: </strong>Breeze was 1 of 7 relaxation techniques included in the CanRelax 2.0 app, designed specifically for individuals diagnosed with cancer. Participants could select any of the 7 techniques to promote momentary relaxation. The intervention was designed to last 10 weeks. However, participants were allowed to use the CanRelax 2.0 app after that period. Participants were adults diagnosed with cancer in the last 5 years recruited across Switzerland, Germany, and Austria. Adherence to the intended breathing pattern was measured using a Pearson correlation coefficient. Momentary relaxation was measured pre- and post-exercise using an 11-point visual analog scale. Statistical analyses included linear mixed effects models and calculations of effect sizes. We further analyzed the relationship between session duration and the magnitude of momentary relaxation and compared Breeze's efficacy and time efficiency to the other available techniques.</p><p><strong>Results: </strong>Of 279 participants, 118 (42.3%) used Breeze at least once. The 118 participants engaged in 754 breathing sessions with Breeze. Momentary relaxation was assessed and calculated for 249 (33.0%) Breeze sessions. The use of Breeze declined initially but remained stable even after 10 weeks. Participants followed the predefined breathing rates of Breeze (r=0.9). On average, a small effect (-0.42; P<.001; d=0.19) on momentary relaxation was observed, with 2-minute breathing sessions (-0.30; P=.02; d=0.13) showing a small effect, whereas a large effect (-1.53; P=.03; d=0.74) was observed for breathing sessions of 4 minutes or longer.</p><p><strong>Conclusions: </strong>This study demonstrates the potential of Breeze to alleviate acute stress in individuals with chronic conditions, such as cancer. By combining gamification with evidence-based breathing techniques, Breeze fosters sustained user engagement and momentary relaxation. Participants adhered well to the guided breathing. While even short breathing sessions of 2 minutes provided modest momentary relaxation, longer durations (≥4 min) were considerably more effective. Future res
背景:癌症患者经常感到压力。数字健康干预可以帮助个人增加短暂的放松。Breeze是一种游戏化的呼吸训练,可以嵌入到数字健康干预中。其在对照横断面研究中的有效性已得到证实。然而,在纵向介入研究中,坚持使用Breeze及其对瞬时松弛的影响尚未被调查。目的:本研究旨在从三个关键维度评估Breeze:(1)与其他干预组件相比,它的使用时间;(2)用户对Breeze提供的指导性呼吸模式的坚持度;(3)它对瞬间放松的影响,包括微风带来的呼吸持续时间的影响。方法:微风是CanRelax 2.0应用程序中包含的7种放松技巧之一,专门为癌症患者设计。参与者可以选择7种方法中的任何一种来促进瞬间放松。干预计划持续10周。然而,在此之后,参与者被允许使用CanRelax 2.0应用程序。参与者是来自瑞士、德国和奥地利的近5年内被诊断为癌症的成年人。使用Pearson相关系数测量对预期呼吸模式的依从性。用11分视觉模拟量表测量运动前后的瞬时松弛。统计分析包括线性混合效应模型和效应量的计算。我们进一步分析了会话持续时间和瞬间放松程度之间的关系,并将Breeze的有效性和时间效率与其他可用技术进行了比较。结果:279名参与者中,118人(42.3%)至少使用过一次Breeze。118名参与者使用Breeze进行了754次呼吸练习。评估和计算了249次(33.0%)Breeze会话的瞬时松弛。Breeze的使用一开始有所下降,但在10周后仍保持稳定。参与者遵循预先设定的Breeze呼吸频率(r=0.9)。结论:这项研究证明了Breeze在缓解慢性疾病(如癌症)患者的急性压力方面的潜力。通过将游戏化与基于证据的呼吸技术相结合,Breeze促进了持续的用户粘性和短暂的放松。参与者很好地坚持引导呼吸。即使是2分钟的短呼吸也能提供适度的瞬间放松,但更长时间(≥4分钟)的呼吸更有效。未来的研究旨在评估微风对其他人群和慢性病的影响。
{"title":"Long-Term Usage of Breeze, a Gamified Breathing Training App, and Its Effect on Momentary Relaxation in People With Cancer: Cohort Study.","authors":"Anja Yvonne Bischof, Tobias Budig, Sonja Schläpfer, Yanick Xavier Lukic, Fabian Schneider, Prabhakaran Santhanam, Jürgen Barth, Claudia M Witt, Tobias Kowatsch","doi":"10.2196/70297","DOIUrl":"10.2196/70297","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;People with cancer often experience stress. Digital health interventions can help individuals increase momentary relaxation. Breeze is a gamified breathing training that can be embedded into digital health interventions. Its effectiveness in controlled cross-sectional studies has been demonstrated. However, adherence to Breeze and its effect on momentary relaxation in longitudinal interventional studies has yet to be investigated.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to assess Breeze across 3 key dimensions: (1) its usage over time compared to other intervention components; (2) the accuracy with which users adhered to the guiding breathing pattern provided by Breeze; and (3) its effect on momentary relaxation, including the impact of the duration of the breathing session delivered by Breeze.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;Breeze was 1 of 7 relaxation techniques included in the CanRelax 2.0 app, designed specifically for individuals diagnosed with cancer. Participants could select any of the 7 techniques to promote momentary relaxation. The intervention was designed to last 10 weeks. However, participants were allowed to use the CanRelax 2.0 app after that period. Participants were adults diagnosed with cancer in the last 5 years recruited across Switzerland, Germany, and Austria. Adherence to the intended breathing pattern was measured using a Pearson correlation coefficient. Momentary relaxation was measured pre- and post-exercise using an 11-point visual analog scale. Statistical analyses included linear mixed effects models and calculations of effect sizes. We further analyzed the relationship between session duration and the magnitude of momentary relaxation and compared Breeze's efficacy and time efficiency to the other available techniques.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Of 279 participants, 118 (42.3%) used Breeze at least once. The 118 participants engaged in 754 breathing sessions with Breeze. Momentary relaxation was assessed and calculated for 249 (33.0%) Breeze sessions. The use of Breeze declined initially but remained stable even after 10 weeks. Participants followed the predefined breathing rates of Breeze (r=0.9). On average, a small effect (-0.42; P&lt;.001; d=0.19) on momentary relaxation was observed, with 2-minute breathing sessions (-0.30; P=.02; d=0.13) showing a small effect, whereas a large effect (-1.53; P=.03; d=0.74) was observed for breathing sessions of 4 minutes or longer.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;This study demonstrates the potential of Breeze to alleviate acute stress in individuals with chronic conditions, such as cancer. By combining gamification with evidence-based breathing techniques, Breeze fosters sustained user engagement and momentary relaxation. Participants adhered well to the guided breathing. While even short breathing sessions of 2 minutes provided modest momentary relaxation, longer durations (≥4 min) were considerably more effective. Future res","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e70297"},"PeriodicalIF":4.1,"publicationDate":"2025-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12707441/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145768028","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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JMIR Serious Games
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