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Examining the Feasibility, Acceptability, and Preliminary Efficacy of an Immersive Virtual Reality-Assisted Lower Limb Strength Training for Knee Osteoarthritis: Mixed Methods Pilot Randomized Controlled Trial. 研究沉浸式虚拟现实辅助下肢力量训练治疗膝骨关节炎的可行性、可接受性和初步疗效:混合方法试点随机对照试验》。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-09-27 DOI: 10.2196/52563
Hermione Hin Man Lo, Marques Ng, Pak Yiu Hugo Fong, Harmony Hoi Ki Lai, Bo Wang, Samuel Yeung-Shan Wong, Regina Wing Shan Sit
<p><strong>Background: </strong>Knee osteoarthritis prevalently causes significant pain, activity limitations, psychological distress, and reduced quality of life. Despite lower limb strength training being a core treatment for knee osteoarthritis, adherence remains a challenge, prompting the exploration of virtual reality (VR) to improve exercise compliance. Recent research suggests the potential of VR in providing enhanced pain management and functional outcomes for knee osteoarthritis, necessitating further exploration of immersive VR technology.</p><p><strong>Objective: </strong>We aimed to study the feasibility, acceptability, and preliminary efficacy of an immersive VR-assisted lower limb strength training for knee osteoarthritis (VRiKnee).</p><p><strong>Methods: </strong>A convergent, parallel, mixed methods study was conducted in 30 participants with knee osteoarthritis. After 1:1 randomization, the VRiKnee group (n=15) was assigned to perform repetitive concentric quadriceps and isometric vastus medialis oblique exercise in an immersive environment using a head-mounted display for 12 weeks. The control group (n=15) completed the same exercises without VRiKnee. VRiKnee participants were interviewed at week 12 to study VRiKnee acceptability and user experience. Quantitative data included feasibility outcomes such as recruitment, dropout, and exercise adherence rates, and effectiveness outcomes such as the numeric rating scale, the Western Ontario and McMaster Universities Osteoarthritis Index (100 points) pain and function subscales, and objective physical activity measured by metabolic equivalents of task using an ActivPAL accelerometer. Qualitative data were analyzed by thematic analysis, followed by integration with quantitative data using joint displays.</p><p><strong>Results: </strong>The recruitment rate was 100% (N=30), with enrollment of 30 participants in 7.57 weeks. The median age was 63.5 (IQR 61.8-66.3) years, with 76% (n=23) being female. The response rates were 80% and 93% for the VRiKnee and control groups. Dropout rates were 13% for VRiKnee and 7% for the control group. Median exercise adherence was 77% (IQR 37-104%) for VRiKnee and 62% (IQR 40-166%) for the control group, respectively, with adherence reduction over this study's period and no significant intergroup differences (P=.82). No statistically significant differences were observed in primary and secondary outcomes, though positive trends were observed in pain and stiffness. Cybersickness was reported by 5 (33%) participants in the VRiKnee group. In the qualitative analysis, 4 themes, 11 subthemes, and 16 quotes were generated, identifying facilitators and barriers with practical suggestions to enhance the usability of VRiKnee.</p><p><strong>Conclusions: </strong>VRiKnee demonstrated feasibility, acceptability, and potential efficacy in managing knee osteoarthritis. Future trials of larger sample sizes and better VR designs will confirm its role in clinical practice
背景:膝关节骨性关节炎通常会导致严重疼痛、活动受限、心理困扰和生活质量下降。尽管下肢力量训练是膝关节骨关节炎的核心治疗方法,但坚持训练仍是一项挑战,这促使人们探索利用虚拟现实技术(VR)来提高锻炼的依从性。最近的研究表明,虚拟现实技术在改善膝关节骨性关节炎的疼痛管理和功能疗效方面具有潜力,因此有必要进一步探索身临其境的虚拟现实技术:我们旨在研究沉浸式 VR 辅助下肢力量训练治疗膝骨关节炎(VRiKnee)的可行性、可接受性和初步疗效:在 30 名膝关节骨关节炎患者中开展了一项融合、平行、混合方法研究。经过 1:1 随机分配后,VRiKnee 组(人数=15)被分配到使用头戴式显示器在沉浸式环境中进行重复同心股四头肌和等长阔中肌斜肌锻炼,为期 12 周。对照组(15 人)在没有 VRiKnee 的情况下完成同样的练习。VRiKnee 参与者在第 12 周时接受了访谈,以研究 VRiKnee 的可接受性和用户体验。定量数据包括可行性结果(如招募率、退出率和锻炼坚持率)和有效性结果(如数字评分量表、西安大略和麦克马斯特大学骨关节炎指数(100 分)疼痛和功能分量表,以及使用 ActivPAL 加速计通过代谢当量任务测量的客观体力活动)。通过主题分析对定性数据进行分析,然后使用联合显示与定量数据进行整合:招募率为 100%(N=30),在 7.57 周内招募了 30 名参与者。中位年龄为 63.5(IQR 61.8-66.3)岁,女性占 76%(n=23)。VRiKnee 组和对照组的回复率分别为 80% 和 93%。VRiKnee 组的辍学率为 13%,对照组为 7%。VRiKnee 运动坚持率中位数为 77%(IQR 37-104%),对照组为 62%(IQR 40-166%),坚持率在本研究期间有所下降,组间差异不显著(P=.82)。虽然在疼痛和僵硬方面观察到了积极的趋势,但在主要和次要结果方面没有观察到有统计学意义的差异。VRiKnee 组中有 5 名(33%)参与者报告了晕车症状。在定性分析中,共产生了 4 个主题、11 个次主题和 16 句引语,确定了 VRiKnee 的促进因素和障碍,并提出了提高 VRiKnee 可用性的实用建议:VRiKnee在治疗膝关节骨性关节炎方面具有可行性、可接受性和潜在疗效。未来,样本量更大、VR 设计更好的试验将证实其在临床实践中的作用。
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引用次数: 0
Using Games to Simulate Medication Adherence and Nonadherence: Laboratory Experiment in Gamified Behavioral Simulation. 利用游戏模拟服药依从性和不依从性:游戏化行为模拟实验室实验。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-09-24 DOI: 10.2196/47141
Umar Taj, Aikaterini Grimani, Daniel Read, Ivo Vlaev

Background: Medical nonadherence is a significant problem associated with worse clinical outcomes, higher downstream rehospitalization rates, and a higher use of resources. To improve medication adherence, it is vital for researchers and practitioners to have a solid theoretical understanding of what interventions are likely to work. To achieve this understanding, we propose that researchers should focus on creating small-scale laboratory analogs to the larger real-world setting and determine what interventions, such as nudges or incentives, work to change behavior in the laboratory. To do this, we took inspiration from the literature on serious games and gamification and experimental economics. We call our approach "gamified behavioral simulation." In this paper, we modeled everyday life as the state of being engaged in a simple but addictive game, illness as being interruptions to the functionality of that game, treatment as being a series of actions that can be taken to prevent or mitigate those interruptions, and adherence as sticking to a prescribed rule for the application of those actions.

Objective: This study carries out a behavioral diagnosis of the medication adherence problem through a theoretically informed framework and then develops the gamified behavioral modeling approach to simulate medication nonadherence.

Methods: A laboratory experiment was conducted using a modified popular and addictive open-source video game called "2048," which created an abstract model for the medication adherence behavior observed in real life. In total, 509 participants were assigned to the control and 4 intervention groups ("incentive" group, "reminder" group, "commitment device" group, and "elongated duration for symptoms" group).

Results: The results of the modeling experiment showed that having theoretically informed interventions can increase the likelihood for them to be successful. In particular, there is evidence that the use of reminders improves the medication adherence rates for patients, and the same result was found in the modeling experiment, as they improved adherence significantly by 23% (95% CI -33.97% to -11.72%; P<.001). However, providing an incentive did not improve the adherence rate. We also tested the use of commitment devices, which, in line with real-world evidence, did not improve adherence rates. The fourth treatment tested elongated duration for symptoms, which attempted to show the power of modeling experiments where we test a what-if scenario that is extremely difficult to test in a real setting. The results indicated that if symptoms last longer, people did not adhere more to their medication regimen.

Conclusions: Gamified behavioral simulation is a useful tool to explain real health behaviors and help in identifying which interventions are most likely to work in a randomized trial.

背景:不遵医嘱用药是一个严重的问题,它与更差的临床结果、更高的下游再住院率和更多的资源使用有关。要改善服药依从性,研究人员和从业人员必须从理论上充分了解哪些干预措施可能有效。为了实现这种理解,我们建议研究人员应专注于创建小规模的实验室,以模拟更大的真实世界环境,并确定哪些干预措施(如劝导或激励措施)能在实验室中改变行为。为此,我们从有关严肃游戏、游戏化和实验经济学的文献中汲取了灵感。我们将这种方法称为 "游戏化行为模拟"。在本文中,我们将日常生活模拟为参与一款简单但令人上瘾的游戏的状态,将疾病模拟为该游戏功能的中断,将治疗模拟为可以采取的一系列行动,以防止或减轻这些中断,将坚持模拟为应用这些行动的规定规则:本研究通过一个有理论依据的框架对服药依从性问题进行行为诊断,然后开发游戏化行为建模方法来模拟服药不依从性:方法: 我们使用一款名为 "2048 "的流行且易上瘾的开源视频游戏进行了实验室实验,该游戏为现实生活中的服药行为创建了一个抽象模型。共有 509 名参与者被分配到对照组和 4 个干预组("激励 "组、"提醒 "组、"承诺装置 "组和 "延长症状持续时间 "组):建模实验的结果表明,有理论依据的干预措施可以提高干预成功的可能性。特别是,有证据表明,使用提醒器可以提高患者的服药依从率,建模实验中也发现了同样的结果,提醒器显著提高了患者的服药依从率 23% (95% CI -33.97% 至 -11.72%;PC 结论:游戏化行为模拟是一种有效的干预方法,可以提高患者的服药依从率:游戏化行为模拟是解释真实健康行为的有用工具,有助于确定哪些干预措施最有可能在随机试验中发挥作用。
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引用次数: 0
Acceptability of a Serious Game About Proton Radiotherapy Designed for Children Aged 5 to 14 Years and Its Potential Impact on Perceived Anxiety: Feasibility and Randomized Controlled Pilot Trial. 为 5-14 岁儿童设计的质子放疗严肃游戏的可接受性及其对感知焦虑的潜在影响:可行性和随机对照试验。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-09-23 DOI: 10.2196/54082
Catarina Cederved, Gustaf Ljungman, Jon Back, Charlotte Ångström-Brännström, Gunn Engvall

Background: Children who are going to undergo radiotherapy have displayed fear and anxiety. Therefore, a web-based serious game was developed as a psychological preparation to investigate if it could affect anxiety levels. In an earlier stage, children with experience of radiotherapy had been part of the developmental process.

Objective: The study aimed to investigate the feasibility in terms of reach, usability, and acceptability of a serious game about proton radiotherapy and to pilot that it did not increase anxiety levels in children aged 5 to 14 years undergoing radiotherapy.

Methods: The design was a randomized controlled pilot trial with predefined feasibility criteria. In total, 28 children were assessed for eligibility, and 23 met the inclusion criteria. They were consecutively randomized into 1 of 2 study arms. One child was excluded after randomization. If randomized into arm 1, the children received the intervention before treatment started. Children in arm 2 were treated as controls. Questionnaires with fixed answers were used to assess anxiety levels (an adapted version of the State-Trait Anxiety Inventory for Children) and experiences of gameplay (an adapted version of Player Experience of Need Satisfaction [PENS]). The children were asked to answer questionnaires at 5 different measurement occasions during their radiotherapy treatment.

Results: In arm 1, age ranged from 5 to 13 (mean 8.4, SD 2.4) years. In arm 2, age ranged from 5 to 11 (mean 7.6, SD 2.3) years. The sample consisted of 15 girls and 7 boys. The feasibility criterion that the children should play the game for 20 minutes or more was not met. Mean playtime for children in arm 1 was 32.1 (SD 23.8) minutes, where 18 children had played for at least 15 minutes. The criterion that 70% (n=16) or more of the participants should return all of the questionnaires was not met; however, more than 73% (n=16) returned the PENS questionnaires. The State-Trait Anxiety Inventory for Children was returned by 73% (n=16) on day 0, 77% (n=17) on day 1, 82% (n=18) on day 3, 82% (n=18) on day 6, and 86% (n=19) on day 15.

Conclusions: All feasibility criteria set for the study were not met, suggesting that adaptions need to be made if a future study is to be undertaken. Further, the analysis revealed that there was no indication that playing increased the children's self-reported anxiety. The PENS questionnaire adapted for children showed promising results regarding player satisfaction when using the serious game. When studying children with severe conditions and young age, 5 measurement occasions seemed to be too many. Measuring both player satisfaction or experience and knowledge transfer would be preferable in future studies.

背景介绍即将接受放射治疗的儿童会表现出恐惧和焦虑。因此,我们开发了一款基于网络的严肃游戏,作为心理准备,以研究它是否能影响焦虑水平。在早期阶段,曾接受过放射治疗的儿童也参与了开发过程:本研究旨在调查有关质子放疗的严肃游戏在覆盖范围、可用性和可接受性方面的可行性,并试验该游戏不会增加接受放疗的 5 至 14 岁儿童的焦虑水平:方法:设计了一项随机对照试验,并预先确定了可行性标准。共有 28 名儿童接受了资格评估,其中 23 名符合纳入标准。他们被连续随机分配到两个研究组中的一个。随机分组后,一名儿童被排除在外。如果被随机分入第 1 组,则在治疗开始前接受干预。第 2 组的儿童作为对照组。采用固定答案的问卷来评估焦虑水平(改编版《儿童状态-特质焦虑量表》)和游戏体验(改编版《玩家需求满足体验》[PENS])。要求儿童在接受放疗期间的 5 个不同测量场合回答问卷:在第一组中,儿童的年龄从 5 岁到 13 岁(平均 8.4 岁,标准差 2.4 岁)不等。第 2 组的年龄为 5 至 11 岁(平均 7.6 岁,标准差 2.3 岁)。样本中包括 15 名女孩和 7 名男孩。儿童游戏时间应达到或超过 20 分钟这一可行性标准未得到满足。第一组儿童的平均游戏时间为 32.1 分钟(标准差 23.8 分钟),其中 18 名儿童至少玩了 15 分钟。70%(n=16)或更多的参与者应交回所有问卷的标准没有达到;不过,超过 73%(n=16)的参与者交回了 PENS 问卷。儿童状态-特质焦虑量表在第 0 天的回收率为 73%(16 人),第 1 天为 77%(17 人),第 3 天为 82%(18 人),第 6 天为 82%(18 人),第 15 天为 86%(19 人):该研究的所有可行性标准均未达到,这表明如果今后要开展研究,需要进行调整。此外,分析表明,没有迹象表明游戏会增加儿童自我报告的焦虑。针对儿童改编的 PENS 问卷显示,在使用严肃游戏时,玩家的满意度很高。在研究病情严重、年龄较小的儿童时,5 次测量似乎太多了。在今后的研究中,最好同时测量玩家满意度或体验和知识转移。
{"title":"Acceptability of a Serious Game About Proton Radiotherapy Designed for Children Aged 5 to 14 Years and Its Potential Impact on Perceived Anxiety: Feasibility and Randomized Controlled Pilot Trial.","authors":"Catarina Cederved, Gustaf Ljungman, Jon Back, Charlotte Ångström-Brännström, Gunn Engvall","doi":"10.2196/54082","DOIUrl":"10.2196/54082","url":null,"abstract":"<p><strong>Background: </strong>Children who are going to undergo radiotherapy have displayed fear and anxiety. Therefore, a web-based serious game was developed as a psychological preparation to investigate if it could affect anxiety levels. In an earlier stage, children with experience of radiotherapy had been part of the developmental process.</p><p><strong>Objective: </strong>The study aimed to investigate the feasibility in terms of reach, usability, and acceptability of a serious game about proton radiotherapy and to pilot that it did not increase anxiety levels in children aged 5 to 14 years undergoing radiotherapy.</p><p><strong>Methods: </strong>The design was a randomized controlled pilot trial with predefined feasibility criteria. In total, 28 children were assessed for eligibility, and 23 met the inclusion criteria. They were consecutively randomized into 1 of 2 study arms. One child was excluded after randomization. If randomized into arm 1, the children received the intervention before treatment started. Children in arm 2 were treated as controls. Questionnaires with fixed answers were used to assess anxiety levels (an adapted version of the State-Trait Anxiety Inventory for Children) and experiences of gameplay (an adapted version of Player Experience of Need Satisfaction [PENS]). The children were asked to answer questionnaires at 5 different measurement occasions during their radiotherapy treatment.</p><p><strong>Results: </strong>In arm 1, age ranged from 5 to 13 (mean 8.4, SD 2.4) years. In arm 2, age ranged from 5 to 11 (mean 7.6, SD 2.3) years. The sample consisted of 15 girls and 7 boys. The feasibility criterion that the children should play the game for 20 minutes or more was not met. Mean playtime for children in arm 1 was 32.1 (SD 23.8) minutes, where 18 children had played for at least 15 minutes. The criterion that 70% (n=16) or more of the participants should return all of the questionnaires was not met; however, more than 73% (n=16) returned the PENS questionnaires. The State-Trait Anxiety Inventory for Children was returned by 73% (n=16) on day 0, 77% (n=17) on day 1, 82% (n=18) on day 3, 82% (n=18) on day 6, and 86% (n=19) on day 15.</p><p><strong>Conclusions: </strong>All feasibility criteria set for the study were not met, suggesting that adaptions need to be made if a future study is to be undertaken. Further, the analysis revealed that there was no indication that playing increased the children's self-reported anxiety. The PENS questionnaire adapted for children showed promising results regarding player satisfaction when using the serious game. When studying children with severe conditions and young age, 5 measurement occasions seemed to be too many. Measuring both player satisfaction or experience and knowledge transfer would be preferable in future studies.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"12 ","pages":"e54082"},"PeriodicalIF":3.8,"publicationDate":"2024-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11441341/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142287711","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
The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study. 网络游戏障碍与网络赌博障碍之间 "掠夺箱 "问题性使用的中介作用:横断面分析研究
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-09-20 DOI: 10.2196/57304
Joaquín González-Cabrera, Vanessa Caba-Machado, Adoración Díaz-López, Susana Jiménez-Murcia, Gemma Mestre-Bach, Juan M Machimbarrena

Background: The video game industry has introduced a new form of monetization through microtransactions. A controversial example has been the so-called "loot boxes" (LBs) as virtual objects, which are randomized and bought with legal money. In recent years, LBs have come to connect 2 distinct problem behaviors, namely internet gaming disorder (IGD) and online gambling disorder (OGD). Many association studies have been conducted on the 3 constructs, but few have delved into the relationship of problematic use of LBs (PU-LB) with IGD and OGD.

Objective: This study aims to explore the mediating role of the PU-LB between IGD and OGD.

Methods: This cross-sectional and analytical study used incidental sampling in 24 Spanish schools. The final sample consisted of 542 participants (male: n=523, 96.5%; age: range 11-30 y) who played video games, bought LBs, and had gambled online in the last 12 months. Participants then completed the Spanish versions of the Internet Gaming Disorder Scale-Short Form, Online Gambling Disorder Questionnaire, and PU-LB scale.

Results: IGD scores were found to be significantly associated with both PU-LB (r=0.473, P<.001) and OGD (r=0.209, P<.001). Moreover, PU-LB was significantly associated with OGD (r=0.351, P<.001). The structural equation model results indicated that IGD had no significant direct effect on OGD (P=.903). However, the indirect effect of IGD on OGD through PU-LB was significant (P<.001). Therefore, PU-LB fully mediated the relationship between IGD and OGD. Furthermore, these results were found in the subsamples of both minors (<18 y) and young adults (≥18 y).

Conclusions: It is suggested that there is a mediation effect of problematic LB use between internet gambling and online gambling problems in both minors and young adults. This has potential practical implications by providing more evidence on how LBs have become a hinge feature between 2 clinically relevant and independent issues. In this regard, adequate industry self-regulation is needed, and effective legislation for the protection of minors is necessary.

背景:电子游戏业通过微交易引入了一种新的货币化形式。一个备受争议的例子是所谓的 "战利品箱"(LBs),即用合法货币随机购买的虚拟物品。近年来,"战利品 "已经与两种截然不同的问题行为联系在一起,即网络游戏障碍(IGD)和网络赌博障碍(OGD)。关于这3个问题的关联研究很多,但很少有人深入研究问题性使用LB(PU-LB)与IGD和OGD的关系:本研究旨在探讨 PU-LB 在 IGD 和 OGD 之间的中介作用:这项横断面分析研究在 24 所西班牙学校进行了偶然抽样。最终样本包括542名参与者(男性:523人,占96.5%;年龄:11-30岁),他们在过去12个月中玩过电子游戏、购买过LB,并在网上进行过赌博。参与者随后填写了西班牙文版的网络游戏障碍量表-简表、网络赌博障碍问卷和PU-LB量表:结果发现,IGD得分与PU-LB均有显著相关性(r=0.473,PC结论:研究表明,在未成年人和年轻人中,问题LB的使用在网络赌博和网络赌博问题之间存在中介效应。这具有潜在的现实意义,因为它提供了更多的证据,说明不良嗜好是如何成为两个临床相关的独立问题之间的关键特征的。在这方面,需要充分的行业自律和有效的未成年人保护立法。
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引用次数: 0
Association Between Internet Gaming Disorder and Suicidal Ideation Mediated by Psychosocial Resources and Psychosocial Problems Among Adolescent Internet Gamers in China: Cross-Sectional Study. 中国青少年网络游戏玩家的社会心理资源和社会心理问题介导的网络游戏障碍与自杀意念之间的关系:横断面研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-09-19 DOI: 10.2196/48439
Yanqiu Yu, Anise M S Wu, Vivian W I Fong, Jianxin Zhang, Ji-Bin Li, Joseph T F Lau
<p><strong>Background: </strong>Adolescent internet gaming disorder (IGD) was associated with severe harm, including suicidal ideation. While suicidal ideation was predictive of completed suicides, further research is required to clarify the association between IGD and suicidal ideation among adolescents, as well as the mechanisms involved.</p><p><strong>Objective: </strong>This study aimed to investigate the understudied association between IGD and suicidal ideation, as well as novel mechanisms associated with it, among Chinese adolescent internet gamers through psychosocial coping resources and psychosocial problems.</p><p><strong>Methods: </strong>An anonymous, self-administered, cross-sectional survey was conducted among secondary school students who had played internet games in the past year in Guangzhou and Chengdu, China (from October 2019 to January 2020). In total, 1693 adolescent internet gamers were included in this study; the mean age was 13.48 (SD 0.80) years, and 60% (n=1016) were males. IGD was assessed by the 9-item Internet Gaming Disorder Checklist of the DSM-5 (Diagnostic and Statistical Manual of Mental Disorders [Fifth Edition]), while a single item assessed suicidal ideation: "Have you ever considered committing suicide in the past 12 months?" Univariate and multivariate logistic regression associations were conducted to test the significance and directions of the potential factors for suicidal ideation. The mediation mechanism was examined by structural equation modeling.</p><p><strong>Results: </strong>Among all participants, the prevalence of IGD and suicidal ideation was 16.95% (287/1693) and 43.06% (729/1693), respectively. IGD cases were 2.42 times more likely than non-IGD cases to report suicidal ideation (adjusted odds ratio [OR] 2.42, 95% CI 1.73-3.37). Other significant factors of suicidal ideation included psychosocial coping resources (resilience and social support, both adjusted OR 0.97, 95% CI 0.96-0.98) and psychosocial problems (social anxiety: adjusted OR 1.07, 95% CI 1.05-1.09; loneliness, adjusted OR 1.13, 95% CI 1.10-1.16). The association between IGD and suicidal ideation was partially mediated by 3 indirect paths, including (1) the 2-step path that IGD reduced psychosocial coping resources, which in turn increased suicidal ideation; (2) the 2-step path that IGD increased psychosocial problems, which in turn increased suicidal ideation; and (3) the 3-step path that IGD reduced psychosocial coping resources which then increased psychosocial problems, which in turn increased suicidal ideation, with effect sizes of 10.7% (indirect effect/total effect: 0.016/0.15), 30.0% (0.05/0.15), and 13.3% (0.02/0.15), respectively. The direct path remained statistically significant.</p><p><strong>Conclusions: </strong>IGD and suicidal ideation were alarmingly prevalent. Evidently and importantly, IGD was a significant risk factor for suicidal ideation. The association was partially explained by psychosocial coping resou
背景:青少年网络游戏障碍(IGD)与包括自杀意念在内的严重伤害有关。虽然自杀意念可预测已完成的自杀,但仍需进一步研究,以阐明青少年网络游戏障碍与自杀意念之间的关联以及相关机制:本研究旨在通过社会心理应对资源和社会心理问题,调查中国青少年网游玩家中未被充分研究的IGD与自杀意念之间的关联,以及与之相关的新机制:在中国广州和成都对过去一年玩过网络游戏的中学生进行匿名、自填、横断面调查(时间为2019年10月至2020年1月)。本研究共纳入了1693名青少年网络游戏玩家,平均年龄为13.48岁(SD 0.80),60%(n=1016)为男性。IGD通过DSM-5(《精神疾病诊断与统计手册》[第五版])中的9个项目的网络游戏障碍检查表进行评估,同时有一个项目评估自杀意念:"在过去 12 个月中,您是否曾考虑过自杀?为了检验自杀意念潜在因素的意义和方向,我们进行了单变量和多变量逻辑回归分析。通过结构方程模型检验了中介机制:在所有参与者中,IGD 和自杀意念的发生率分别为 16.95%(287/1693)和 43.06%(729/1693)。IGD病例报告有自杀倾向的几率是非IGD病例的2.42倍(调整后的几率比 [OR] 2.42,95% CI 1.73-3.37)。自杀意念的其他重要因素包括社会心理应对资源(复原力和社会支持,调整后 OR 均为 0.97,95% CI 为 0.96-0.98)和社会心理问题(社会焦虑:调整后 OR 为 1.07,95% CI 为 1.05-1.09;孤独感,调整后 OR 为 1.13,95% CI 为 1.10-1.16)。IGD与自杀意念之间的关联部分由3条间接路径介导,包括(1)IGD减少社会心理应对资源,进而增加自杀意念的2步路径;(2)IGD增加社会心理问题,进而增加自杀意念的2步路径;以及(3)IGD减少社会心理应对资源,进而增加社会心理问题,进而增加自杀意念的3步路径,其效应大小为10.7%(间接效应/总效应)。其效应大小分别为 10.7%(间接效应/总效应:0.016/0.15)、30.0%(0.05/0.15)和 13.3%(0.02/0.15)。直接路径仍具有统计学意义:结论:IGD 和自杀意念的流行程度令人震惊。结论:IGD 和自杀意念的发生率令人震惊。社会心理应对资源(复原力和社会支持)和社会心理问题(社交焦虑和孤独感)可以部分解释这种关联。需要进行纵向研究来证实这些发现。建议进行试点随机对照试验,以评估本研究中调查的通过减少IGD、改善社会心理应对资源和减少社会心理问题来减少自杀意念的干预措施的有效性。
{"title":"Association Between Internet Gaming Disorder and Suicidal Ideation Mediated by Psychosocial Resources and Psychosocial Problems Among Adolescent Internet Gamers in China: Cross-Sectional Study.","authors":"Yanqiu Yu, Anise M S Wu, Vivian W I Fong, Jianxin Zhang, Ji-Bin Li, Joseph T F Lau","doi":"10.2196/48439","DOIUrl":"10.2196/48439","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Adolescent internet gaming disorder (IGD) was associated with severe harm, including suicidal ideation. While suicidal ideation was predictive of completed suicides, further research is required to clarify the association between IGD and suicidal ideation among adolescents, as well as the mechanisms involved.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to investigate the understudied association between IGD and suicidal ideation, as well as novel mechanisms associated with it, among Chinese adolescent internet gamers through psychosocial coping resources and psychosocial problems.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;An anonymous, self-administered, cross-sectional survey was conducted among secondary school students who had played internet games in the past year in Guangzhou and Chengdu, China (from October 2019 to January 2020). In total, 1693 adolescent internet gamers were included in this study; the mean age was 13.48 (SD 0.80) years, and 60% (n=1016) were males. IGD was assessed by the 9-item Internet Gaming Disorder Checklist of the DSM-5 (Diagnostic and Statistical Manual of Mental Disorders [Fifth Edition]), while a single item assessed suicidal ideation: \"Have you ever considered committing suicide in the past 12 months?\" Univariate and multivariate logistic regression associations were conducted to test the significance and directions of the potential factors for suicidal ideation. The mediation mechanism was examined by structural equation modeling.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Among all participants, the prevalence of IGD and suicidal ideation was 16.95% (287/1693) and 43.06% (729/1693), respectively. IGD cases were 2.42 times more likely than non-IGD cases to report suicidal ideation (adjusted odds ratio [OR] 2.42, 95% CI 1.73-3.37). Other significant factors of suicidal ideation included psychosocial coping resources (resilience and social support, both adjusted OR 0.97, 95% CI 0.96-0.98) and psychosocial problems (social anxiety: adjusted OR 1.07, 95% CI 1.05-1.09; loneliness, adjusted OR 1.13, 95% CI 1.10-1.16). The association between IGD and suicidal ideation was partially mediated by 3 indirect paths, including (1) the 2-step path that IGD reduced psychosocial coping resources, which in turn increased suicidal ideation; (2) the 2-step path that IGD increased psychosocial problems, which in turn increased suicidal ideation; and (3) the 3-step path that IGD reduced psychosocial coping resources which then increased psychosocial problems, which in turn increased suicidal ideation, with effect sizes of 10.7% (indirect effect/total effect: 0.016/0.15), 30.0% (0.05/0.15), and 13.3% (0.02/0.15), respectively. The direct path remained statistically significant.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;IGD and suicidal ideation were alarmingly prevalent. Evidently and importantly, IGD was a significant risk factor for suicidal ideation. The association was partially explained by psychosocial coping resou","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"12 ","pages":"e48439"},"PeriodicalIF":3.8,"publicationDate":"2024-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11450365/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142287712","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
Is the Apple Vision Pro the Ultimate Display? A First Perspective and Survey on Entering the Wonderland of Precision Medicine. 苹果 Vision Pro 是终极显示器吗?进入精准医疗仙境的第一视角和调查。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-09-18 DOI: 10.2196/52785
Jan Egger, Christina Gsaxner, Gijs Luijten, Jianxu Chen, Xiaojun Chen, Jiang Bian, Jens Kleesiek, Behrus Puladi

At the Worldwide Developers Conference in June 2023, Apple introduced the Vision Pro. The Apple Vision Pro (AVP) is a mixed reality headset; more specifically, it is a virtual reality device with an additional video see-through capability. The video see-through capability turns the AVP into an augmented reality (AR) device. The AR feature is enabled by streaming the real world via cameras on the (virtual reality) screens in front of the user's eyes. This is, of course, not unique and is similar to other devices, such as the Varjo XR-3 (Varjo Technologies Oy). Nevertheless, the AVP has some interesting features, such as an inside-out screen that can show the headset wearer's eyes to "outsiders," and a button on the top, called the "digital crown," that allows a seamless blend of digital content with the user's physical space by turning it. In addition, it is untethered, except for the cable to the battery, which makes the headset more agile, compared to the Varjo XR-3. This could actually come closer to "The Ultimate Display," which Ivan Sutherland had already sketched in 1965. After a great response from the media and social networks to the release, we were able to test and review the new AVP ourselves in March 2024. Including an expert survey with 13 of our colleagues after testing the AVP in our institute, this Viewpoint explores whether the AVP can overcome clinical challenges that AR especially still faces in the medical domain; we also go beyond this and discuss whether the AVP could support clinicians in essential tasks to allow them to spend more time with their patients.

在 2023 年 6 月的全球开发者大会上,苹果公司推出了 Vision Pro。Apple Vision Pro(AVP)是一款混合现实头盔,更确切地说,它是一款具有额外视频透视功能的虚拟现实设备。视频透视功能使 AVP 成为一款增强现实(AR)设备。AR 功能是通过用户眼前的(虚拟现实)屏幕上的摄像头串流现实世界来实现的。当然,这并不是独一无二的,与其他设备类似,如 Varjo XR-3(Varjo Technologies Oy)。尽管如此,AVP 还是有一些有趣的功能,例如由内而外的屏幕可以让 "外人 "看到耳机佩戴者的眼睛,顶部还有一个名为 "数字皇冠 "的按钮,通过转动它可以将数字内容与用户的物理空间无缝融合。此外,与 Varjo XR-3 相比,除了连接电池的线缆外,它是不受限制的,这使得耳机更加灵活。这实际上更接近于伊万-萨瑟兰(Ivan Sutherland)在 1965 年勾画的 "终极显示器"。在媒体和社交网络对这款产品的发布反响热烈之后,我们得以在 2024 年 3 月亲自测试和评测新款 AVP。在我们的研究所测试 AVP 后,我们对 13 位同事进行了专家调查。本视点探讨了 AVP 能否克服 AR 在医疗领域仍然面临的临床挑战;此外,我们还讨论了 AVP 能否支持临床医生完成基本任务,让他们有更多时间与病人在一起。
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引用次数: 0
Electronic feedback alone vs. electronic feedback plus in-person debriefing, for a serious game designed to teach novice anesthesiology residents to perform general anesthesia for cesarean delivery: a randomized controlled trial. 针对麻醉学住院医师新手进行剖宫产全身麻醉教学的严肃游戏:一项随机对照试验。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-09-17 DOI: 10.2196/59047
Allison Lee, Stephanie Goodman, Chen Miao Chen, Ruth Landau, Madhabi Chatterji

Background: EmergenCSimTM, is a novel researcher-developed serious game (SG) with an embedded scoring and feedback tool that reproduces an obstetric operating room environment. The learner must perform general anesthesia (GA) for emergent cesarean delivery (CD) for umbilical cord prolapse. The game was developed as an alternative teaching tool because of diminishing real-world exposure of anesthesiology trainees to this clinical scenario. Traditional debriefing (facilitator-guided reflection) is considered to be integral to experiential learning but requires the participation of an instructor. The optimal debriefing methods for SGs have not been well-studied. Electronic feedback is commonly provided at the conclusion of SGs, so we aimed to compare the effectiveness of learning when an in-person debrief is added to electronic feedback compared to using electronic feedback alone.

Objective: We hypothesized that an in-person debriefing in addition to the SG-embedded electronic feedback will provide superior learning than electronic feedback alone.

Methods: Novice 1st year anesthesiology residents (CA-1) (n=51) (i) watched a recorded lecture on GA for emergent CD, (ii) took a 26-item multiple-choice question (MCQ) pre-test, and (iii) played EmergenCSimTM (maximum score 196.5). They were randomized to either the control group which experienced the electronic feedback alone (Group EF, n=26) or the intervention group, which experienced the SG-embedded electronic feedback and an in-person debriefing (Group IPD+EF, n=25). All subjects played the SG a 2nd time, with instructions to try to increase their score, then they took a 26-item MCQ post-test. Pre-and post-tests (maximum score of 26 points each), were validated parallel forms.

Results: For Groups EF and IPD+EF respectively, mean pre-test scores were18.6 (SD 2.5) and 19.4 (SD 2.3), and mean post-test scores were 22.6 (SD 2.2) and 22.1 (SD 1.6); F=1.8, P =.19. SG scores for Groups EF and IPD+EF respectively were - mean 1st play SG scores of 135 (SE 4.4) and 141 (SE 4.5), and mean 2nd play SG scores were 163.1 (SE 2.9) and 173.3 (SE 2.9); F= 137.7, P < .001.

Conclusions: Adding an in-person debriefing experience led to greater improvement in SG scores, emphasizing the learning benefits of this practice. Improved SG performance in both groups suggests that SGs have a role as independent, less resource-intensive educational tools.

Clinicaltrial: None.

背景:EmergenCSimTM 是一款由研究人员开发的新颖严肃游戏(SG),内嵌评分和反馈工具,再现了产科手术室的环境。学习者必须为脐带脱垂的紧急剖宫产(CD)实施全身麻醉(GA)。由于麻醉学受训者在现实世界中接触这种临床场景的机会越来越少,因此开发了这款游戏作为替代教学工具。传统的汇报(引导者指导下的反思)被认为是体验式学习不可或缺的一部分,但需要指导者的参与。对 SG 的最佳汇报方法尚未进行深入研究。电子反馈通常是在小组活动结束时提供的,因此,我们的目的是比较在电子反馈的基础上进行面对面汇报与单独使用电子反馈的学习效果:我们假设,除了 SG 嵌入式电子反馈外,当面汇报将比单独使用电子反馈提供更好的学习效果:麻醉科一年级新住院医师(CA-1)(n=51)(i) 观看了关于急诊 CD 的 GA 的录制讲座,(ii) 进行了 26 项选择题 (MCQ) 前测,(iii) 玩了 EmergenCSimTM(最高分 196.5)。受试者被随机分为对照组和干预组,对照组只体验电子反馈(EF 组,26 人),干预组则体验 SG 嵌入式电子反馈和面对面汇报(IPD+EF 组,25 人)。所有受试者都进行了第二次 SG 游戏,并在指导下努力提高分数,然后参加了 26 项 MCQ 后测。前测和后测(最高分各为 26 分)均为经过验证的平行形式:EF组和IPD+EF组的前测平均分分别为18.6分(标清2.5分)和19.4分(标清2.3分),后测平均分分别为22.6分(标清2.2分)和22.1分(标清1.6分);F=1.8,P=.19。EF 组和 IPD+EF 组的 SG 得分分别为 - 第 1 次游戏 SG 平均得分 135(SE 4.4)和 141(SE 4.5),第 2 次游戏 SG 平均得分 163.1(SE 2.9)和 173.3(SE 2.9);F= 137.7,P <.001:增加当面汇报的经历会使 SG 分数有更大的提高,强调了这种做法的学习益处。两组SG成绩的提高表明,SG可以作为独立的、资源消耗较少的教育工具发挥作用:临床试验:无。
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引用次数: 0
Effectiveness of Technological Interventions for Older Adults With Parkinson Disease: Systematic Review. 技术干预对帕金森病老年人的疗效:系统回顾。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-09-09 DOI: 10.2196/53431
Roberta Bevilacqua, Marco Benadduci, Federico Barbarossa, Giulio Amabili, Valentina Di Donna, Clotilda Martella, Giuseppe Pelliccioni, Giovanni Renato Riccardi, Elvira Maranesi

Background: Among the older population, Parkinson disease (PD) stands out as a leading contributor to disability. Clinically, the foremost objectives in managing PD involve proactively delaying and preventing disability. Understanding the pivotal role of gait and balance in daily functionality holds substantial clinical significance, signaling imminent disability and prompting a reevaluation of management approaches. A key priority lies in identifying novel and effective interventions for symptoms that substantially contribute to disability.

Objective: This paper presents a systematic review that critically examines the existing body of literature on the use of technology in the rehabilitation of older patients with PD. By synthesizing current evidence, we aim to provide insights into the state of the field, identify gaps in knowledge, and offer recommendations for future research and clinical practice.

Methods: A systematic review of the literature was conducted in September 2023 analyzing manuscripts and papers of the last 5 years from the PubMed, Scopus, Embase, Web of Science, and CINAHL databases following PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. A total of 14 papers were included. The inclusion criteria are as follows: (1) randomized controlled trial, (2) PD in people aged 65 years and older, and (3) use of technology in the rehabilitation training in the older population.

Results: A large portion of effective interventions relies on the incorporation of technology, particularly through virtual reality exergames. This technology appears to have effects not only on the cognitive aspect but also on the physical domain. The analysis of the results clearly indicates that, in terms of gait and balance performance, the technological intervention outperforms the traditional approach, irrespective of the specific technology employed.

Conclusions: This systematic review seeks to shed light on the evolving landscape of technology-assisted rehabilitation for older individuals with PD. As we delve into the available evidence, we will assess the extent to which technology can serve as a valuable adjunct to conventional therapy, offering new avenues for optimized care and improved outcomes in this growing patient demographic. As we sift through the existing evidence, our goal is to evaluate the potential of technology as a valuable supplement to traditional therapy, presenting fresh opportunities for enhanced care and better outcomes in this expanding patient demographic.

背景:在老年人口中,帕金森病(PD)是导致残疾的主要因素。临床上,帕金森病治疗的首要目标是积极延缓和预防残疾。了解步态和平衡在日常功能中的关键作用具有重要的临床意义,它预示着即将发生的残疾,并促使对管理方法进行重新评估。当务之急是针对严重导致残疾的症状确定新颖有效的干预措施:本文是一篇系统性综述,批判性地研究了有关在老年帕金森病患者康复中使用技术的现有文献。通过综合现有证据,我们旨在深入了解该领域的现状,找出知识差距,并为未来研究和临床实践提供建议:2023 年 9 月,我们按照 PRISMA(系统综述和元分析的首选报告项目)指南,对 PubMed、Scopus、Embase、Web of Science 和 CINAHL 数据库中过去 5 年的手稿和论文进行了系统综述分析。共纳入 14 篇论文。纳入标准如下(1) 随机对照试验;(2) 65 岁及以上人群的帕金森病;(3) 在老年人群康复训练中使用技术:结果:大部分有效的干预措施都依赖于技术的融入,特别是通过虚拟现实外部游戏。这种技术似乎不仅对认知方面有影响,而且对身体领域也有影响。对结果的分析清楚地表明,就步态和平衡表现而言,无论采用何种具体技术,技术干预都优于传统方法:本系统综述旨在揭示针对患有帕金森病的老年人的技术辅助康复的演变情况。随着对现有证据的深入研究,我们将评估技术在多大程度上可以作为传统疗法的重要辅助手段,为这一不断增长的患者群体提供优化护理和改善疗效的新途径。在筛选现有证据时,我们的目标是评估技术作为传统疗法宝贵补充的潜力,为这一不断扩大的患者群体提供加强护理和改善疗效的新机会。
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引用次数: 0
Gamification in Mobile Apps for Children With Disabilities: Scoping Review. 残疾儿童移动应用程序中的游戏化:范围审查。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-09-06 DOI: 10.2196/49029
Ebrahim Mahmoudi, Paul Yejong Yoo, Ananya Chandra, Roberta Cardoso, Carlos Denner Dos Santos, Annette Majnemer, Keiko Shikako
<p><strong>Background: </strong>Children with disabilities face numerous challenges in accessing health services. Mobile health is an emerging field that could significantly reduce health inequities by providing more accessible services. Many mobile apps incorporate gamification elements such as feedback, points, and stories to increase engagement and motivation; however, little is known about how gamification has been incorporated in mobile apps for children with disabilities.</p><p><strong>Objective: </strong>This scoping review aims to identify and synthesize the existing research evidence on the use of gamification in mobile apps for children with disabilities. Specifically, the objectives were to (1) identify the categories of these mobile apps (eg, treatment and educational) (2), describe the health-related outcomes they target, (3) assess the types and levels of gamification elements used within these apps, and (4) determine the reasons for incorporating gamification elements into mobile apps.</p><p><strong>Methods: </strong>We searched MEDLINE, PsycINFO, CINAHL, Embase, the ACM Digital Library, and IEEE Xplore databases to identify papers published between 2008 and 2023. Original empirical research studies reporting on gamified mobile apps for children with disabilities that implemented at least 1 gamification strategy or tactic were included. Studies investigating serious games or full-fledged games were excluded.</p><p><strong>Results: </strong>A total of 38 studies reporting on 32 unique gamified mobile apps were included. Findings showed that gamified apps focus on communication skills and oral health in children with autism spectrum disorder while also addressing self-management and academic skills for other disability groups. Gamified mobile apps have demonstrated potential benefits across different populations and conditions; however, there were mixed results regarding their impact. The gamification strategies included fun and playfulness (23/32, 72%), feedback on performance (17/32, 53%), and reinforcement (17/32, 53%) in more than half of apps, whereas social connectivity was used as a gamification strategy in only 4 (12%) mobile apps. There were 2 main reasons for integrating gamification elements into mobile apps described in 16 (42%) studies: increasing user engagement and motivation and enhancing intervention effects.</p><p><strong>Conclusions: </strong>This scoping review offers researchers a comprehensive review of the gamification elements currently used in mobile apps for the purposes of treatment, education, symptom management, and assessment for children with disabilities. In addition, it indicates that studies on certain disability groups and examinations of health-related outcomes have been neglected, highlighting the need for further investigations in these areas. Furthermore, research is needed to investigate the effectiveness of mobile-based gamification elements on health and health behavior outcomes, as well as t
背景:残疾儿童在获得医疗服务方面面临诸多挑战。移动医疗是一个新兴领域,通过提供更方便的服务,可以大大减少医疗不公平现象。许多移动应用程序都融入了游戏化元素,如反馈、积分和故事等,以提高参与度和积极性;然而,人们对残疾儿童移动应用程序如何融入游戏化却知之甚少:本范围综述旨在确定和综合有关在残疾儿童手机应用中使用游戏化的现有研究证据。具体而言,目标是:(1)确定这些移动应用程序的类别(如治疗和教育类);(2)描述它们所针对的健康相关结果;(3)评估这些应用程序中所使用的游戏化元素的类型和水平;以及(4)确定将游戏化元素纳入移动应用程序的原因:我们检索了 MEDLINE、PsycINFO、CINAHL、Embase、ACM Digital Library 和 IEEE Xplore 数据库,以确定 2008 年至 2023 年间发表的论文。其中包括针对残疾儿童的游戏化移动应用程序的原创性实证研究,这些应用程序至少实施了一种游戏化策略或战术。不包括调查严肃游戏或完整游戏的研究:结果:共纳入了 38 项研究,报告了 32 款独特的游戏化移动应用程序。研究结果表明,游戏化应用程序侧重于自闭症谱系障碍儿童的沟通技能和口腔健康,同时也涉及其他残疾群体的自我管理和学习技能。游戏化移动应用程序已在不同人群和不同情况下显示出潜在的益处;然而,关于其影响的结果却不尽相同。在超过一半的应用程序中,游戏化策略包括趣味性(23/32,72%)、表现反馈(17/32,53%)和强化(17/32,53%),而只有 4 个(12%)移动应用程序将社交连接作为游戏化策略。在16项(42%)研究中描述了将游戏化元素融入移动应用程序的两个主要原因:提高用户参与度和积极性以及增强干预效果:本范围界定综述为研究人员提供了一个全面的综述,介绍了目前用于残疾儿童治疗、教育、症状管理和评估的移动应用程序中的游戏化元素。此外,综述还指出,针对某些残疾群体的研究和对健康相关结果的检查被忽视了,这突出表明有必要在这些领域开展进一步的调查。此外,还需要研究基于手机的游戏化元素对健康和健康行为结果以及残疾儿童健康发展的有效性。
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引用次数: 0
An Evidence-Based Serious Game App for Public Education on Antibiotic Use and Resistance: Randomized Controlled Trial. 基于证据的严肃游戏应用程序用于抗生素使用和耐药性的公众教育:随机对照试验
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-09-05 DOI: 10.2196/59848
Zhilian Huang, Jing Teng Ow, Wern Ee Tang, Angela Chow
<p><strong>Background: </strong>The misuse and overuse of antibiotics accelerate the development of antimicrobial resistance (AMR). Serious games, any form of games that serve a greater purpose other than entertainment, could augment public education above ongoing health promotion efforts. Hence, we developed an evidence-based educational serious game app-SteWARdS Antibiotic Defence-to educate players on good antibiotic use practices and AMR through a game quest comprising 3 minigames and interaction with the nonplayer characters.</p><p><strong>Objective: </strong>We aimed to evaluate the effectiveness of the SteWARdS Antibiotic Defence app in improving the knowledge of, attitude toward, and perceptions (KAP) of appropriate antibiotic use and AMR among the public in Singapore.</p><p><strong>Methods: </strong>We conducted a 2-arm parallel randomized controlled trial, recruiting visitors aged 18-65 years from 2 polyclinics in Singapore. Intervention group participants had to download the SteWARdS Antibiotic Defence app (available only in English and on the Android platform) on their smartphones and complete the quest in the app. Participants took half a day to 2 weeks to complete the quest. The control group received no intervention. Knowledge questions on antibiotic use and AMR (11 binary questions) were self-administered at baseline, immediately after the intervention, and 6-10 weeks post intervention, while attitudes and perception questions (14 three-point Likert-scale questions) were self-administered at baseline and 6-10 weeks post intervention. We also collected participants' feedback on app usage.</p><p><strong>Results: </strong>Participants (n=348; intervention: n=142, control: n=206) had a mean age of 36.9 years. Intervention group participants showed a statistically significant improvement in mean knowledge score (effect size: 0.58 [95% CI 0.28-0.87]) compared with controls after accounting for age, educational level, and exposure to advertisements on antibiotics and AMR. Intervention participants also showed a statistically significant improvement in mean attitude-perception scores (effect size: 0.98 (95% CI 0.44-1.52)) after adjusting for marital status and race. A majority of participants agreed that the "SteWARdS Antibiotic Defence" app improved their awareness on antibiotic use (135/142, 95.1%) and AMR (136/142, 95.8%). About 73.9% (105/142) of the participants agreed that the app is easy to use, 70.4% (100/142) agreed that the app was enjoyable, and 85.2% (121/142) would recommend the app to others.</p><p><strong>Conclusions: </strong>Our educational serious game app improves participants' KAP on appropriate antibiotic use and AMR. Public education apps should be engaging, educational, easy to use, and have an attractive user interface. Future research should assess the effectiveness of interventions in facilitating long-term knowledge retention and long-lasting behavioral change.</p><p><strong>Trial registration: </strong>Clinical
背景:抗生素的滥用和过度使用加速了抗菌素耐药性(AMR)的发展。严肃游戏(任何形式的游戏,除娱乐外还具有更大的目的)可以加强正在进行的健康促进工作之上的公共教育。因此,我们开发了一款循证教育严肃游戏应用程序--SteWARdS《抗生素防御》,通过由 3 个迷你游戏组成的游戏任务以及与非玩家角色的互动,向玩家传授良好的抗生素使用方法和 AMR 知识:我们旨在评估 SteWARdS Antibiotic Defence 应用程序在提高新加坡公众对适当使用抗生素和 AMR 的知识、态度和看法 (KAP) 方面的有效性:我们进行了一项两臂平行随机对照试验,从新加坡的两家综合诊所招募了 18-65 岁的访客。干预组参与者必须在智能手机上下载 SteWARdS 抗生素防护应用程序(仅有英文版,在安卓平台上提供),并完成应用程序中的任务。参与者需要半天到两周的时间来完成任务。对照组不接受任何干预。关于抗生素使用和 AMR 的知识问题(11 个二进制问题)在基线期、干预结束后和干预后 6-10 周进行自我填写,而态度和认知问题(14 个三点李克特量表问题)则在基线期和干预后 6-10 周进行自我填写。我们还收集了参与者对应用程序使用情况的反馈:参与者(n=348;干预组:n=142;对照组:n=206)的平均年龄为 36.9 岁。与对照组相比,干预组参与者的平均知识得分有了统计学意义上的显著提高(效应大小:0.58 [95% CI 0.28-0.87]),这是在考虑了年龄、受教育程度以及抗生素和 AMR 相关广告的影响后得出的结果。在对婚姻状况和种族进行调整后,干预参与者的态度-认知平均得分也有显著改善(效应大小:0.98(95% CI 0.44-1.52))。大多数参与者认为,"SteWARdS 抗生素防御 "应用程序提高了他们对抗生素使用(135/142,95.1%)和 AMR(136/142,95.8%)的认识。约 73.9%(105/142)的参与者认为该应用程序易于使用,70.4%(100/142)的参与者认为该应用程序令人愉快,85.2%(121/142)的参与者会向他人推荐该应用程序:我们的教育性严肃游戏应用程序提高了参与者对合理使用抗生素和 AMR 的 KAP。公众教育应用程序应具有吸引力、教育性、易用性和吸引人的用户界面。未来的研究应评估干预措施在促进长期知识保留和持久行为改变方面的有效性:ClinicalTrials.gov NCT05445414;https://clinicaltrials.gov/ct2/show/NCT05445414.International 注册报告标识符 (irrid):RR2-10.2196/45833。
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引用次数: 0
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JMIR Serious Games
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