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Scrutinizing the Gateway Relationship Between Gaming and Gambling Disorder: Scoping Review With a Focus on the Southeast Asian Region. 审视游戏与赌博障碍之间的门户关系:以东南亚地区为重点的范围审查。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-01-15 DOI: 10.2196/59740
Kristiana Siste, Daniel L King, Enjeline Hanafi, Lee Thung Sen, Adrian Adrian, Belinda Julivia Murtani

Background: The gaming and gambling overlap has intensified with new evidence emerging. However, the relationship between gaming and gambling in the digital space is still inconclusive, especially in resource-limited Asian countries.

Objective: This study aims to review available evidence on the possible interaction and focuses specifically on the gateway interaction between gambling and gaming. Additionally, this review delves into the state of evidence from the Southeast Asian region, providing an in-depth analysis of this underexplored area.

Methods: We performed a scoping review by sifting through the publications in five databases. We focused on the gateway interaction and provided a possible pathway model, while two other convergence relationships were provided for comparison.

Results: The scoping review identified a total of 289 publications, with the majority being empirical (n=181), although only 12 studies used longitudinal designs. A significant proportion of the publications (n=152) concentrated on the correlation or comorbidity between gaming and gambling. Most of the evidence has originated from Global North countries, with very limited research emerging from Southeast Asia (n=8). The most commonly studied gambling-like element in video games was loot boxes (n=105). Other elements investigated included esports betting, skin betting, token wagering, gambling advertisements, and gambling-like features. Several longitudinal studies have highlighted the risk of the gateway effect associated with gamblification involvement. However, emerging evidence suggests more nuanced underlying mechanisms that drive the transition from gaming to gambling.

Conclusions: Overall, there is early evidence of linkage between gambling and gaming, through shared structural and biopsychosocial characteristics. This association possibly extends beyond disparate comorbidity, as such engagement in one activity might influence the risk of partaking in the other behavior. The field requires further longitudinal data to determine the directionality and significant precipitating factors of the gateway effect, particularly evidence from Asia.

背景:随着新证据的出现,游戏和赌博的重叠已经加剧。然而,在数字领域,游戏和赌博之间的关系仍然没有定论,特别是在资源有限的亚洲国家。目的:本研究旨在回顾有关赌博和游戏之间可能相互作用的现有证据,并特别关注赌博和游戏之间的门户相互作用。此外,本综述深入研究了东南亚地区的证据状况,对这一未被充分开发的地区进行了深入分析。方法:我们通过筛选5个数据库中的出版物进行了范围综述。我们将重点放在网关交互上,并提供了一个可能的路径模型,同时提供了另外两种收敛关系进行比较。结果:范围审查共确定了289篇出版物,其中大多数是经验性的(n=181),尽管只有12项研究使用了纵向设计。相当大比例的出版物(n=152)集中于游戏和赌博之间的相关性或共病。大多数证据来自全球北方国家,来自东南亚的研究非常有限(n=8)。电子游戏中最常被研究的赌博元素是战利品盒(n=105)。调查的其他因素包括电子竞技博彩、皮肤博彩、代币投注、赌博广告和类似赌博的功能。几项纵向研究强调了与参与赌博相关的门户效应的风险。然而,新出现的证据表明,推动游戏向赌博转变的更微妙的潜在机制。结论:总的来说,赌博和游戏之间有联系的早期证据,通过共享的结构和生物心理社会特征。这种联系可能超出了完全不同的共病,因为参与一种活动可能会影响参与另一种行为的风险。该领域需要进一步的纵向数据来确定门户效应的方向性和重要的促成因素,特别是来自亚洲的证据。
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引用次数: 0
Reciprocal Relationship Between Self-Control Belief and Gaming Disorder in Children and Adolescents: Longitudinal Survey Study.
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-01-15 DOI: 10.2196/59441
Shimin Zhu, Di Qi

Background: Children and adolescents are often at the crossroads of leisure gaming and excessive gaming. It is essential to identify the modifiable psychosocial factors influencing gaming disorder development. The lay theories of self-control (ie, the beliefs about whether self-control can be improved, also called self-control mindsets) may interplay with self-control and gaming disorder and serve as a promising influential factor for gaming disorder.

Objective: This study aims to answer the research questions "Does believing one's self-control is unchangeable predict more severe gaming disorder symptoms later?" and "Does the severity of gaming disorder symptoms prospectively predict self-control mindsets?" with a 1-year, 2-wave, school-based longitudinal survey.

Methods: A total of 3264 students (338 in grades 4-5 and 2926 in grades 7-10) from 15 schools in Hong Kong participated in the classroom surveys. We used cross-lagged panel models to examine the direction of the longitudinal association between self-control mindsets and gaming disorder.

Results: A bidirectional relationship was found between self-control mindsets and gaming disorder symptom severity (the cross-lagged path from mindsets to gaming disorder: regression coefficients [b] with 95% CI [0.070, 0.020-0.12o, P=.006]; and from gaming disorder to mindsets: b with 95% CI [0.11, 0.060-0.160, P<.001]). Subgroup analyses of boy and girl participants revealed that more growth mindsets regarding self-control predicted less severe gaming disorder symptoms in girls (b=0.12, 95% CI 0.053-0.190, P=.001) but not in boys (b=0.025, 95% CI -0.050 to 0.100, P=.51), while more severe gaming disorder symptoms predicted a more fixed mindset of self-control in both boys (b=0.15, 95% CI 0.069-0.230, P<.001) and girls (b=0.098, 95% CI 0.031-0.170, P=.004) after 1 year.

Conclusions: Our findings demonstrated the negative impact of gaming disorder on one's self-control malleability beliefs and implied that promoting a growth mindset regarding self-control might be a promising strategy for gaming disorder prevention and early intervention, especially for girls.

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引用次数: 0
Pervasive Games for Sexual Health Promotion: Scoping Literature Review. 促进性健康的普遍游戏:范围文献综述。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-01-15 DOI: 10.2196/58912
Claudio Rubio, Felipe Besoain

Background: Serious games play a fundamental role in promoting safe sexual behaviors. This medium has great potential for promoting healthy behaviors that prevent potential risk factors, such as sexually transmitted infections, and promote adherence to sexual health treatments, such as antiretroviral therapy. The ubiquity of mobile devices enhances access to such tools, increasing the effectiveness of video games as agents of change.

Objective: In this scoping review, we aimed to (1) identify the extent to which pervasive games have been used in the field of sexual health, (2) determine the theories used in the design and evaluation of pervasive games for sexual health, (3) identify the methods used to evaluate pervasive games for sexual health, and (4) explore the reported benefits of using pervasive games for sexual health.

Methods: Following the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews) methodology, we conducted a comprehensive literature search in the Web of Science, Scopus, IEEE Xplore, and ACM databases for articles published between January 1, 2000, and August 4, 2024. Included articles were published in English between 2000 and 2024 and involved the design, implementation, or evaluation of a ubiquitous video game focused on promoting safe sexual behaviors, with qualitative and/or quantitative results based on theory-based techniques and ubiquitous technologies. Review articles, conference papers, or books without available data or quantitative or qualitative results were excluded.

Results: We screened 521 of 612 articles (85.1%) after removing duplicates. After the title and abstract review, 51 (9.8%) articles were assessed for eligibility, and 30 (5.8%) articles meeting the criteria were studied and evaluated in depth. The results suggested that the use of pervasive video games has a positive impact on promoting safe sexual behaviors. This is enhanced by the effectiveness of theory-based techniques and the use of mobile technologies as developmental factors that drive the gaming experience. The results indicated that this domain is a growing field that should not be ignored.

Conclusions: The literature showed that pervasive video games have been effective in promoting safe sexual behaviors. Substantial growth has been seen in scientific community interest in researching this domain; nevertheless, there is still much to work on. In this context, we advocate for the standardization of design, implementation, and experimentation as essential phases in creating video game experiences. These 3 fundamental aspects are critical in the development of video game-based studies to ensure the reproducibility of experiments.

背景:严肃游戏在促进安全性行为方面发挥着重要作用。这种媒介在促进健康行为、预防潜在风险因素(如性传播感染)和促进坚持抗逆转录病毒疗法等性健康治疗方面具有巨大潜力。移动设备的普及增强了对这些工具的访问,提高了电子游戏作为变革推动者的有效性。目的:在这个范围审查中,我们的目的是(1)确定普及性游戏在性健康领域的使用程度,(2)确定用于性健康的普及性游戏的设计和评估的理论,(3)确定用于评估性健康的普及性游戏的方法,(4)探索报道的使用普及性游戏的好处。方法:采用PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and meta - analysis extension for Scoping Reviews)方法,对Web of Science、Scopus、IEEE Xplore和ACM数据库中2000年1月1日至2024年8月4日期间发表的文章进行了全面的文献检索。收录的文章发表于2000年至2024年之间,涉及设计、实施或评估一款无处不在的电子游戏,其重点是促进安全性行为,并基于基于理论的技术和无处不在的技术获得定性和/或定量结果。没有可用数据或定量或定性结果的综述文章、会议论文或书籍被排除在外。结果:剔除重复后,612篇文章中筛选出521篇(85.1%)。经过标题和摘要评审,对51篇(9.8%)文章进行了合格评定,对30篇(5.8%)符合标准的文章进行了深入研究和评价。研究结果表明,普遍使用电子游戏对促进安全性行为有积极影响。而基于理论的技术的有效性以及作为推动游戏体验的发展因素的移动技术的使用则进一步强化了这一点。结果表明,该领域是一个不可忽视的新兴领域。结论:文献表明,无处不在的电子游戏在促进安全的性行为方面是有效的。科学界对这一领域的研究兴趣大幅增长;尽管如此,仍有许多工作要做。在此背景下,我们主张将设计、执行和实验标准化作为创造电子游戏体验的基本阶段。这3个基本方面对于电子游戏研究的发展至关重要,可以确保实验的可重复性。
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引用次数: 0
Tongue Muscle Training App for Middle-Aged and Older Adults Incorporating Flow-Based Gameplay: Design and Feasibility Pilot Study. 结合心流玩法的中老年人舌肌训练应用:设计和可行性试点研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-01-09 DOI: 10.2196/53045
Kuan-Chu Su, Ko-Chiu Wu, Kuei-Ru Chou, Chia-Hsu Huang
<p><strong>Background: </strong>Complications due to dysphagia are increasingly prevalent among older adults; however, the tediousness and complexity of conventional tongue rehabilitation treatments affect their willingness to rehabilitate. It is unclear whether integrating gameplay into a tongue training app is a feasible approach to rehabilitation.</p><p><strong>Objective: </strong>Tongue training has been proven helpful for dysphagia treatment. Following the development of a tongue training app, a feasibility trial aimed to identify physiological and psychological factors that affect user and flow experience and explored whether training specialized muscles could produce a flow experience for optimal immersion. We aimed to provide a useful tool for medical rehabilitation so that older adults could retain tongue muscle flexibility.</p><p><strong>Methods: </strong>After consulting professional nurses, we developed a mobile gaming app for middle-aged and older adults to train their tongue muscles. This pilot study used an image recognition system to detect the tongue movements of 32 healthy middle-aged and older adults (7 males, 21.9%; 25 females, 78.1%) during 3 game training tasks, each requiring different reaction speeds. Their physiological and psychological signals, as well as the results of the Flow State Scale 2 (FSS2) questionnaire, were used for correlation analysis regarding relevant flow experiences to establish and evaluate the feasibility of our method.</p><p><strong>Results: </strong>Through exploratory factor analyses, a 2-factor (operation and immersion) structure was confirmed to have an adequate model fit (χ²36=448.478; P<.001; Kaiser-Meyer-Olkin=0.757) and internal consistency reliability (Cronbach α=0.802). The slow, medium, and fast levels all significantly affected the FSS2 score for operation (P=.001), the National Aeronautics and Space Administration Task Load Index (P<.001), and flow distance (P<.001). K-means clustering revealed that participants could be further categorized into 3 groups. Through the analysis of changes in the participants' physiological and psychological signals for each given task, Pearson correlation indicated that changes were primarily related to flow distance. For the 12 indicators measured in this study, the low, medium, and high operation groups showed significance in 58% (7/12), 50% (6/12), and 25% (3/12) of the indicators, respectively. Similarly, the low, medium, and high immersion groups had changes in 50% (6/12), 33% (4/12), and 17% (2/12) of indicators, respectively.</p><p><strong>Conclusions: </strong>Our research supports the further development of a gaming app to aid older adults with tongue muscle training and measure flow using physiological and psychological signals to enhance training accuracy and feasibility. Next, we aim to conduct a randomized pilot trial, improve app functions, offer alternative rehabilitation options, and encourage long-term participation. Future goals include
背景:吞咽困难引起的并发症在老年人中越来越普遍;然而,传统的舌头康复治疗的繁琐和复杂性影响了他们的康复意愿。目前尚不清楚将游戏玩法整合到舌头训练应用程序中是否是一种可行的康复方法。目的:舌训练已被证明对吞咽困难的治疗有帮助。在开发了一款舌头训练应用程序之后,我们进行了一项可行性试验,旨在确定影响用户和心流体验的生理和心理因素,并探索训练特定肌肉是否可以产生最佳沉浸体验。我们的目标是为医学康复提供一个有用的工具,使老年人可以保持舌肌的灵活性。方法:在咨询专业护士后,我们开发了一款中老年人锻炼舌肌的手机游戏app。本初步研究采用图像识别系统检测32例健康中老年成人(男性7例,占21.9%;25名女性(78.1%)在3个游戏训练任务中,每个任务要求不同的反应速度。利用他们的生理和心理信号,以及流动状态量表2 (FSS2)问卷的结果,对相关的流动体验进行相关性分析,以建立和评估我们方法的可行性。结果:通过探索性因素分析,确定了2因素(操作和浸泡)结构具有足够的模型拟合(χ 2 36=448.478;结论:我们的研究支持进一步开发一款游戏应用程序来帮助老年人进行舌肌训练,并通过生理和心理信号来测量流量,以提高训练的准确性和可行性。接下来,我们的目标是进行随机试点,完善应用程序功能,提供替代康复选择,并鼓励长期参与。未来的目标包括提高长期疗效,多样化的训练模式,并增加一个多用户互动选项,以增加挑战。
{"title":"Tongue Muscle Training App for Middle-Aged and Older Adults Incorporating Flow-Based Gameplay: Design and Feasibility Pilot Study.","authors":"Kuan-Chu Su, Ko-Chiu Wu, Kuei-Ru Chou, Chia-Hsu Huang","doi":"10.2196/53045","DOIUrl":"10.2196/53045","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Complications due to dysphagia are increasingly prevalent among older adults; however, the tediousness and complexity of conventional tongue rehabilitation treatments affect their willingness to rehabilitate. It is unclear whether integrating gameplay into a tongue training app is a feasible approach to rehabilitation.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;Tongue training has been proven helpful for dysphagia treatment. Following the development of a tongue training app, a feasibility trial aimed to identify physiological and psychological factors that affect user and flow experience and explored whether training specialized muscles could produce a flow experience for optimal immersion. We aimed to provide a useful tool for medical rehabilitation so that older adults could retain tongue muscle flexibility.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;After consulting professional nurses, we developed a mobile gaming app for middle-aged and older adults to train their tongue muscles. This pilot study used an image recognition system to detect the tongue movements of 32 healthy middle-aged and older adults (7 males, 21.9%; 25 females, 78.1%) during 3 game training tasks, each requiring different reaction speeds. Their physiological and psychological signals, as well as the results of the Flow State Scale 2 (FSS2) questionnaire, were used for correlation analysis regarding relevant flow experiences to establish and evaluate the feasibility of our method.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Through exploratory factor analyses, a 2-factor (operation and immersion) structure was confirmed to have an adequate model fit (χ²36=448.478; P&lt;.001; Kaiser-Meyer-Olkin=0.757) and internal consistency reliability (Cronbach α=0.802). The slow, medium, and fast levels all significantly affected the FSS2 score for operation (P=.001), the National Aeronautics and Space Administration Task Load Index (P&lt;.001), and flow distance (P&lt;.001). K-means clustering revealed that participants could be further categorized into 3 groups. Through the analysis of changes in the participants' physiological and psychological signals for each given task, Pearson correlation indicated that changes were primarily related to flow distance. For the 12 indicators measured in this study, the low, medium, and high operation groups showed significance in 58% (7/12), 50% (6/12), and 25% (3/12) of the indicators, respectively. Similarly, the low, medium, and high immersion groups had changes in 50% (6/12), 33% (4/12), and 17% (2/12) of indicators, respectively.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;Our research supports the further development of a gaming app to aid older adults with tongue muscle training and measure flow using physiological and psychological signals to enhance training accuracy and feasibility. Next, we aim to conduct a randomized pilot trial, improve app functions, offer alternative rehabilitation options, and encourage long-term participation. Future goals include ","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e53045"},"PeriodicalIF":3.8,"publicationDate":"2025-01-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11737528/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142949294","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
Effectiveness of a Virtual Reality Serious Video Game (The Secret Trail of Moon) for Emotional Regulation in Children With Attention-Deficit/Hyperactivity Disorder: Randomized Clinical Trial. 虚拟现实严肃视频游戏(月亮的秘密轨迹)对患有注意力缺陷/多动障碍儿童情绪调节的有效性:随机临床试验。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-01-08 DOI: 10.2196/59124
Marina Martin-Moratinos, Marcos Bella-Fernández, María Rodrigo-Yanguas, Carlos González-Tardón, Chao Li, Ping Wang, Ana Royuela, Pilar Lopez-Garcia, Hilario Blasco-Fontecilla

Background: Difficulties in emotional regulation are often observed in children and adolescents with attention-deficit/hyperactivity disorder (ADHD). Innovative complementary treatments, such as video games and virtual reality, have become increasingly appealing to patients. The Secret Trail of Moon (MOON) is a serious video game developed by a multidisciplinary team featuring cognitive training exercises. In this second randomized clinical trial, we evaluated the impact of a 20-session treatment with MOON on emotional regulation, as measured by the Strengths and Difficulties Questionnaire.

Objective: We hypothesize that patients with ADHD using MOON will show improvements in (1) emotional regulation, (2) core ADHD symptoms, (3) cognitive functioning, and (4) academic performance, compared to a control group; additionally, we anticipate that (5) changing the platform (from face-to-face using virtual reality to the web) will not affect emotional regulation scores; and (6) the video game will not cause any clinically significant side effects.

Methods: This was a prospective, unicentric, randomized, unblinded, pre- and postintervention study with block-randomized sequence masking. Participants included individuals aged between 7 and 18 years who had a clinical diagnosis of ADHD and were receiving pharmacological treatment. They were randomized into 2 groups using an electronic case report form: the MOON group, receiving standard pharmacological treatment plus personalized cognitive training via a serious video game, and the control group, receiving standard pharmacological treatment. We provided both the groups with psychoeducational support on ADHD. Analysis was conducted using the Student 2-tailed t test and 2-factor ANOVA. An independent monitor supervised the study.

Results: A total of 76 patients with ADHD participated in the trial, with an equal randomization (MOON: n=38, 50% and control: n=38, 50%) and a total dropout rate of 7. The primary hypothesis, a 3- or 4-point reduction in the global Strengths and Difficulties Questionnaire score, was not met. However, significant improvements were observed in material organization (P=.03), working memory (P=.04), and inhibition (P=.05), particularly among patients more engaged with the MOON treatment.

Conclusions: Serious video games, when integrated into a multimodal treatment plan, can enhance outcomes for symptoms associated with ADHD.

Trial registration: ClinicalTrials.gov NCT06006871; https://clinicaltrials.gov/study/NCT06006871.

International registered report identifier (irrid): RR2-10.2196/53191.

背景:儿童和青少年注意缺陷多动障碍(ADHD)患者经常观察到情绪调节困难。创新的辅助疗法,如视频游戏和虚拟现实,对患者的吸引力越来越大。《月亮的秘密踪迹》是由一个多学科团队开发的一款严肃的电子游戏,以认知训练为特色。在第二项随机临床试验中,我们通过优势和困难问卷评估了20个疗程的MOON治疗对情绪调节的影响。目的:我们假设与对照组相比,使用MOON的ADHD患者将在(1)情绪调节、(2)核心ADHD症状、(3)认知功能和(4)学习成绩方面表现出改善;此外,我们预计(5)改变平台(从面对面使用虚拟现实到网络)不会影响情绪调节得分;(6)视频游戏不会造成任何临床显著的副作用。方法:这是一项前瞻性、单中心、随机、非盲、干预前和干预后的随机序列掩蔽研究。参与者包括年龄在7到18岁之间的个体,他们被临床诊断为多动症并正在接受药物治疗。他们使用电子病例报告表随机分为两组:MOON组,接受标准的药物治疗加上通过严肃的视频游戏进行的个性化认知训练,对照组,接受标准的药物治疗。我们为两组都提供了ADHD的心理教育支持。采用学生双尾t检验和双因素方差分析进行分析。一名独立监督员监督这项研究。结果:共有76例ADHD患者参加了试验,随机分组均等(实验组:n= 38.50%,对照组:n= 38.50%),总辍学率为7%。最初的假设,即全球优势和困难问卷得分降低3或4分,并未得到满足。然而,在物质组织(P=.03)、工作记忆(P=.04)和抑制(P=.05)方面观察到显著的改善,特别是在更多参与MOON治疗的患者中。结论:严肃的电子游戏,当整合到多模式治疗计划中时,可以提高ADHD相关症状的治疗效果。试验注册:ClinicalTrials.gov NCT06006871;https://clinicaltrials.gov/study/NCT06006871.International注册报告标识符(irrid): RR2-10.2196/53191。
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引用次数: 0
Virtual Reality High-Intensity Interval Training Exergaming Compared to Traditional High-Intensity Circuit Training Among Medical Students: Pilot Crossover Study. 医学生虚拟现实高强度间歇训练与传统高强度循环训练之比较:初步交叉研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-01-07 DOI: 10.2196/63461
Pietro Merola, Marcos Barros Cardoso, Gabriel Barreto, Matheus Carvalho Chagas, Luana Farias Oliveira Saunders, Bryan Saunders, Danilo Cortozi Berton

Background: This study evaluated the effectiveness of a virtual reality (VR) high-intensity interval training (HIIT) boxing protocol compared to traditional high-intensity circuit training (HICT) in improving exercise motivation, engagement, and physiological responses among 30 healthy medical students.

Objective: The purpose was to compare the VR HIIT protocol, which involved using an Oculus Quest 2 for a futuristic exoskeleton game experience, with a traditional 12-exercise HICT.

Methods: In total, 30 medical students engaged in both VR HIIT, using an Oculus Quest 2 for a futuristic exoskeleton game experience, and a traditional 12-exercise HICT. Metrics included heart rate (HR) and blood lactate levels before and after exercise alongside ratings of perceived exertion and the Situational Motivation Scale.

Results: VR HIIT showed significantly higher mean HR (mean 161, SD 15 vs mean 144, SD 11 bpm; d=1.5; P<.001), peak HR (mean 182, SD 15 vs mean 176, SD 11 bpm; d=0.8; P=.001), and ratings of perceived exertion (mean 16, SD 2 vs mean 15, SD 2; d=0.4; P=.03). Postexercise lactate levels were higher in HICT (mean 8.8, SD 4.5 vs mean 10.6, SD 3.0 mmol/L; d=0.6; P=.006). Intrinsic motivation and other psychological measures showed no significant differences, except for lower fatigue in HICT (d=0.5; P=.02).

Conclusions: VR HIIT significantly enhances physiological parameters while maintaining intrinsic motivation, making it a viable alternative to traditional HICT. However, the short-term nature of this study is a limitation, and future research should explore the long-term engagement and therapeutic impacts of VR exercise in diverse and clinical populations.

背景:本研究评估了虚拟现实(VR)高强度间歇训练(HIIT)拳击方案与传统高强度循环训练(HICT)在改善30名健康医学生运动动机、参与度和生理反应方面的有效性。目的:目的是比较VR HIIT协议,该协议涉及使用Oculus Quest 2进行未来的外骨骼游戏体验,与传统的12次HICT。方法:总共有30名医学生参与VR HIIT,使用Oculus Quest 2进行未来的外骨骼游戏体验,以及传统的12项HICT。测量指标包括运动前后的心率(HR)和血乳酸水平,以及感知运动和情境动机量表的评分。结果:VR HIIT表现出较高的平均HR(平均161,SD 15 vs平均144,SD 11 bpm;d = 1.5;结论:VR HIIT在保持内在动力的同时显著提高了生理参数,是传统hicit的可行替代方案。然而,这项研究的短期性质是一个局限性,未来的研究应该探索VR运动在不同临床人群中的长期参与和治疗影响。
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引用次数: 0
User Experience of a Semi-Immersive Musical Serious Game to Stimulate Cognitive Functions in Hospitalized Older Patients: Questionnaire Study. 半沉浸式音乐严肃游戏刺激老年住院患者认知功能的用户体验:问卷研究
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-01-06 DOI: 10.2196/57030
Laurent Samson, Lena Carcreff, Frédéric Noublanche, Sophie Noublanche, Hélène Vermersch-Leiber, Cédric Annweiler

Background: Reminiscence therapy through music is a psychosocial intervention with benefits for older patients with neurocognitive disorders. Therapies using virtual or augmented reality are efficient in ecologically assessing, and eventually training, episodic memory in older populations. We designed a semi-immersive musical game called "A Life in Songs," which invites patients to immerse themselves in a past era through visuals and songs from that time period. The game aspires to become a playful, easy-to-use, and complete tool for the assessment, rehabilitation, and prevention of neurocognitive decline associated with aging.

Objective: This study aimed to assess the user experience (UX) associated with the newly designed serious game.

Methods: After one or several sessions of the game guided by the therapist, patients of the geriatric wards were asked to answer questions selected from 2 widely known UX scales (AttrakDiff and meCUE [modular evaluation of the components of user experience]) with the therapist's help. The internal consistency of the UX dimensions was assessed through Cronbach α to verify the validity of the dimensions. The level of engagement of the patient throughout the experimental session was also assessed following an internally developed scale, which included 5 levels (interactive, constructive, active, passive, and disengaged behaviors). UX mean scores were computed and presented graphically. Verbal feedbacks were reported to support the quantitative results.

Results: Overall, 60 inpatients with a mean age of 84.2 (SD 5.5) years, the majority of whom were women (41/60, 68%), were included. Their score on the Mini-Mental State Examination (MMSE) ranged between 12 and 29. A majority of patients (27/56, 48%) had no major neurocognitive disorder (MNCD), 22/56 (39%) had mild MNCD, and 7/56 (13%) had moderate MNCD. The results revealed very positive UX with mean values beyond the neutral values for every UX dimension of both scales. The overall mean (SD) judgment was rated 3.92 (SD 0.87) (on a scale of -5 to 5). Internal consistency was acceptable to good for the emotional dimensions of the meCUE. Questionable to unacceptable consistency was found for the other UX dimensions. Participants were mostly active (23/60, 38%) and constructive (21/60, 35%).

Conclusions: These findings demonstrated a very good appreciation of the game by geriatric inpatients. Participants' and health care professionals' verbal comments strongly aligned with the quantitative results. The poor internal consistency in the UX dimensions reflected the high heterogeneity among the included patients. Further studies are needed to evaluate the potential benefits of clinical factors such as neurocognitive functions, mood, depression, or quality of life.

背景:音乐怀旧疗法是一种对老年神经认知障碍患者有益的社会心理干预。使用虚拟或增强现实的疗法在生态评估和最终训练老年人情景记忆方面是有效的。我们设计了一款半沉浸式音乐游戏,名为“歌曲中的生活”,它邀请患者通过那个时代的视觉效果和歌曲沉浸在过去的时代。该游戏旨在成为一个有趣的、易于使用的、完整的工具,用于评估、康复和预防与衰老相关的神经认知能力下降。目的:本研究旨在评估与新设计的严肃游戏相关的用户体验(UX)。方法:在治疗师的指导下进行一次或几次游戏后,让老年病房的患者在治疗师的帮助下回答从两种广为人知的用户体验量表(AttrakDiff和meCUE[用户体验组件的模块化评估])中选择的问题。通过Cronbach α评估用户体验维度的内部一致性,以验证维度的有效性。在整个实验过程中,患者的参与水平也根据内部开发的量表进行评估,该量表包括5个级别(互动,建设性,主动,被动和脱离行为)。计算UX平均分数并以图形显示。口头反馈报告支持定量结果。结果:共纳入60例住院患者,平均年龄84.2 (SD 5.5)岁,其中大多数为女性(41/60,68%)。他们在简易精神状态检查(MMSE)中的得分在12到29之间。大多数患者(27/56,48%)无严重神经认知障碍(MNCD), 22/56(39%)有轻度神经认知障碍,7/56(13%)有中度神经认知障碍。结果显示,两个尺度的每个UX维度的平均值都超过了中性值,这是非常积极的UX。总体平均(SD)判断评分为3.92 (SD 0.87)(在-5到5的范围内)。meCUE情绪维度的内部一致性为可接受至良好。其他用户体验维度的一致性存在问题,甚至无法接受。参与者大多是积极的(23/ 60,38%)和建设性的(21/ 60,35%)。结论:这些发现表明老年住院患者对游戏有很好的欣赏。参与者和卫生保健专业人员的口头评论与定量结果强烈一致。UX维度的内部一致性较差反映了纳入患者之间的高度异质性。需要进一步的研究来评估临床因素如神经认知功能、情绪、抑郁或生活质量的潜在益处。
{"title":"User Experience of a Semi-Immersive Musical Serious Game to Stimulate Cognitive Functions in Hospitalized Older Patients: Questionnaire Study.","authors":"Laurent Samson, Lena Carcreff, Frédéric Noublanche, Sophie Noublanche, Hélène Vermersch-Leiber, Cédric Annweiler","doi":"10.2196/57030","DOIUrl":"10.2196/57030","url":null,"abstract":"<p><strong>Background: </strong>Reminiscence therapy through music is a psychosocial intervention with benefits for older patients with neurocognitive disorders. Therapies using virtual or augmented reality are efficient in ecologically assessing, and eventually training, episodic memory in older populations. We designed a semi-immersive musical game called \"A Life in Songs,\" which invites patients to immerse themselves in a past era through visuals and songs from that time period. The game aspires to become a playful, easy-to-use, and complete tool for the assessment, rehabilitation, and prevention of neurocognitive decline associated with aging.</p><p><strong>Objective: </strong>This study aimed to assess the user experience (UX) associated with the newly designed serious game.</p><p><strong>Methods: </strong>After one or several sessions of the game guided by the therapist, patients of the geriatric wards were asked to answer questions selected from 2 widely known UX scales (AttrakDiff and meCUE [modular evaluation of the components of user experience]) with the therapist's help. The internal consistency of the UX dimensions was assessed through Cronbach α to verify the validity of the dimensions. The level of engagement of the patient throughout the experimental session was also assessed following an internally developed scale, which included 5 levels (interactive, constructive, active, passive, and disengaged behaviors). UX mean scores were computed and presented graphically. Verbal feedbacks were reported to support the quantitative results.</p><p><strong>Results: </strong>Overall, 60 inpatients with a mean age of 84.2 (SD 5.5) years, the majority of whom were women (41/60, 68%), were included. Their score on the Mini-Mental State Examination (MMSE) ranged between 12 and 29. A majority of patients (27/56, 48%) had no major neurocognitive disorder (MNCD), 22/56 (39%) had mild MNCD, and 7/56 (13%) had moderate MNCD. The results revealed very positive UX with mean values beyond the neutral values for every UX dimension of both scales. The overall mean (SD) judgment was rated 3.92 (SD 0.87) (on a scale of -5 to 5). Internal consistency was acceptable to good for the emotional dimensions of the meCUE. Questionable to unacceptable consistency was found for the other UX dimensions. Participants were mostly active (23/60, 38%) and constructive (21/60, 35%).</p><p><strong>Conclusions: </strong>These findings demonstrated a very good appreciation of the game by geriatric inpatients. Participants' and health care professionals' verbal comments strongly aligned with the quantitative results. The poor internal consistency in the UX dimensions reflected the high heterogeneity among the included patients. Further studies are needed to evaluate the potential benefits of clinical factors such as neurocognitive functions, mood, depression, or quality of life.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e57030"},"PeriodicalIF":3.8,"publicationDate":"2025-01-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11728198/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142978518","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
Perceptions of Patients With Stroke Regarding an Immersive Virtual Reality-Based Exercise System for Upper Limb Rehabilitation: Questionnaire and Interview Study. 脑卒中患者对基于沉浸式虚拟现实的上肢康复运动系统的认知:问卷和访谈研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-01-01 DOI: 10.2196/49847
Jiayin Chen, Calvin Kalun Or, Zhixian Li, Eric Hiu Kwong Yeung, Tianrong Chen

Background: With substantial resources allocated to develop virtual reality (VR)-based rehabilitation exercise programs for poststroke motor rehabilitation, it is important to understand how patients with stroke perceive these technology-driven approaches, as their perceptions can determine acceptance and adherence.

Objective: This study aimed to examine the perceptions of patients with stroke regarding an immersive VR-based exercise system developed to deliver shoulder, elbow, forearm, wrist, and reaching exercises.

Methods: A questionnaire was used to assess the perceptions of 21 inpatients who had experienced stroke (mean time from stroke onset: 37.2, SD 25.9 days; Brunnstrom stage of stroke recovery for the arm: 3-5) regarding the perceived usefulness of, ease of use of, attitude toward, intrinsic motivation for, and intention to use the exercise system. The measurement items were rated on a 7-point Likert scale ranging from 1 (very strongly disagree) to 7 (very strongly agree), with higher values indicating more positive perceptions. Descriptive statistics were used to summarize the responses. Moreover, we conducted semistructured interviews that were audio recorded, transcribed, and subjected to content analysis to identify thematic patterns.

Results: The questionnaire results revealed that the patients' perceptions of the exercise system were positive (mean ratings >6). The content analysis revealed 6 positive themes from 73 statements about the exercise system: ease of use, usefulness, enjoyment, motivation, accessibility, and game design. Conversely, 15 statements reflected negative perceptions, which were clustered into 3 themes: difficulty in handling VR devices, uncomfortable experiences when using VR devices, and monotony.

Conclusions: Integrating VR technology into poststroke functional exercises holds significant promise based on patient interests. However, patient preferences and adaptability must be considered to promote the technology's success. VR-guided exercises should be user-friendly, health-promoting, engaging, and well-designed. Furthermore, addressing challenges, such as bulkiness, motion sickness, discomfort, and exercise monotony, is crucial for the widespread adoption and diffusion of this technology.

背景:随着大量资源被用于开发基于虚拟现实(VR)的卒中后运动康复康复训练项目,了解卒中患者如何看待这些技术驱动的方法是很重要的,因为他们的看法可以决定接受和坚持。目的:本研究旨在研究卒中患者对一种基于沉浸式vr的运动系统的感知,该系统可提供肩部、肘部、前臂、手腕和伸展运动。方法:采用问卷法对21例脑卒中住院患者(平均距脑卒中发生时间37.2天,SD 25.9天;手臂中风恢复的Brunnstrom阶段:3-5)关于使用运动系统的感知有用性、易用性、态度、内在动机和意图。测量项目以7分的李克特量表评分,从1(非常不同意)到7(非常同意),越高的值表示越积极的看法。采用描述性统计对调查结果进行总结。此外,我们进行了半结构化的访谈,录音,转录,并进行内容分析,以确定主题模式。结果:问卷调查结果显示,患者对运动系统的认知是积极的(平均评分bb60)。内容分析从73个关于锻炼系统的陈述中揭示了6个积极的主题:易用性、实用性、乐趣、动机、易用性和游戏设计。相反,有15个陈述反映了负面看法,这些看法分为3个主题:操作VR设备困难,使用VR设备时不舒服的体验,以及单调。结论:基于患者的兴趣,将VR技术整合到卒中后功能锻炼中具有重要的前景。然而,为了促进这项技术的成功,必须考虑患者的偏好和适应性。vr指导的练习应该是用户友好的、促进健康的、吸引人的和精心设计的。此外,解决诸如笨重、晕动病、不适和运动单调等挑战,对于这项技术的广泛采用和传播至关重要。
{"title":"Perceptions of Patients With Stroke Regarding an Immersive Virtual Reality-Based Exercise System for Upper Limb Rehabilitation: Questionnaire and Interview Study.","authors":"Jiayin Chen, Calvin Kalun Or, Zhixian Li, Eric Hiu Kwong Yeung, Tianrong Chen","doi":"10.2196/49847","DOIUrl":"10.2196/49847","url":null,"abstract":"<p><strong>Background: </strong>With substantial resources allocated to develop virtual reality (VR)-based rehabilitation exercise programs for poststroke motor rehabilitation, it is important to understand how patients with stroke perceive these technology-driven approaches, as their perceptions can determine acceptance and adherence.</p><p><strong>Objective: </strong>This study aimed to examine the perceptions of patients with stroke regarding an immersive VR-based exercise system developed to deliver shoulder, elbow, forearm, wrist, and reaching exercises.</p><p><strong>Methods: </strong>A questionnaire was used to assess the perceptions of 21 inpatients who had experienced stroke (mean time from stroke onset: 37.2, SD 25.9 days; Brunnstrom stage of stroke recovery for the arm: 3-5) regarding the perceived usefulness of, ease of use of, attitude toward, intrinsic motivation for, and intention to use the exercise system. The measurement items were rated on a 7-point Likert scale ranging from 1 (very strongly disagree) to 7 (very strongly agree), with higher values indicating more positive perceptions. Descriptive statistics were used to summarize the responses. Moreover, we conducted semistructured interviews that were audio recorded, transcribed, and subjected to content analysis to identify thematic patterns.</p><p><strong>Results: </strong>The questionnaire results revealed that the patients' perceptions of the exercise system were positive (mean ratings >6). The content analysis revealed 6 positive themes from 73 statements about the exercise system: ease of use, usefulness, enjoyment, motivation, accessibility, and game design. Conversely, 15 statements reflected negative perceptions, which were clustered into 3 themes: difficulty in handling VR devices, uncomfortable experiences when using VR devices, and monotony.</p><p><strong>Conclusions: </strong>Integrating VR technology into poststroke functional exercises holds significant promise based on patient interests. However, patient preferences and adaptability must be considered to promote the technology's success. VR-guided exercises should be user-friendly, health-promoting, engaging, and well-designed. Furthermore, addressing challenges, such as bulkiness, motion sickness, discomfort, and exercise monotony, is crucial for the widespread adoption and diffusion of this technology.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e49847"},"PeriodicalIF":3.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11736226/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142914804","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
Use of 4 Open-Ended Text Responses to Help Identify People at Risk of Gaming Disorder: Preregistered Development and Usability Study Using Natural Language Processing. 使用4个开放式文本回复来帮助识别有游戏障碍风险的人:使用自然语言处理的预注册开发和可用性研究
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-12-31 DOI: 10.2196/56663
Paweł Strojny, Ksawery Kapela, Natalia Lipp, Sverker Sikström
<p><strong>Background: </strong>Words are a natural way to describe mental states in humans, while numerical values are a convenient and effective way to carry out quantitative psychological research. With the growing interest of researchers in gaming disorder, the number of screening tools is growing. However, they all require self-quantification of mental states. The rapid development of natural language processing creates an opportunity to supplement traditional rating scales with a question-based computational language assessment approach that gives a deeper understanding of the studied phenomenon without losing the rigor of quantitative data analysis.</p><p><strong>Objective: </strong>The aim of the study was to investigate whether transformer-based language model analysis of text responses from active gamers is a potential supplement to traditional rating scales. We compared a tool consisting of 4 open-ended questions formulated based on the clinician's intuition (not directly related to any existing rating scales for measuring gaming disorders) with the results of one of the commonly used rating scales.</p><p><strong>Methods: </strong>Participants recruited using an online panel were asked to answer the Word-Based Gaming Disorder Test, consisting of 4 open-ended questions about gaming. Subsequently, they completed a closed-ended Gaming Disorders Test based on a numerical scale. Of the initial 522 responses collected, we removed a total of 105 due to 1 of 3 criteria (suspiciously low survey completion time, providing nonrelevant or incomplete responses). Final analyses were conducted on the responses of 417 participants. The responses to the open-ended questions were vectorized using HerBERT, a large language model based on Google's Bidirectional Encoder Representations from Transformers (BERT). Last, a machine learning model, specifically ridge regression, was used to predict the scores of the Gaming Disorder Test based on the features of the vectorized open-ended responses.</p><p><strong>Results: </strong>The Pearson correlation between the observable scores from the Gaming Disorder test and the predictions made by the model was 0.476 when using the answers of the 4 respondents as features. When using only 1 of the 4 text responses, the correlation ranged from 0.274 to 0.406.</p><p><strong>Conclusions: </strong>Short open responses analyzed using natural language processing can contribute to a deeper understanding of gaming disorder at no additional cost in time. The obtained results confirmed 2 of 3 preregistered hypotheses. The written statements analyzed using the results of the model correlated with the rating scale. Furthermore, the inclusion in the model of data from more responses that take into account different perspectives on gaming improved the performance of the model. However, there is room for improvement, especially in terms of supplementing the questions with content that corresponds more directly to the definition of gami
背景:文字是描述人类心理状态的一种自然方式,而数值是进行定量心理学研究的一种方便有效的方式。随着研究人员对游戏障碍的兴趣日益浓厚,筛查工具的数量也在不断增加。然而,它们都需要对心理状态进行自我量化。自然语言处理的快速发展创造了一个机会,用基于问题的计算语言评估方法来补充传统的评分量表,这种方法可以更深入地理解所研究的现象,同时又不会失去定量数据分析的严谨性。目的:本研究的目的是调查基于转换的语言模型分析是否可以作为传统评分量表的潜在补充。我们比较了一个由4个开放式问题组成的工具,这些问题是基于临床医生的直觉(与任何现有的衡量游戏障碍的评级量表没有直接关系)与一个常用评级量表的结果。方法:使用在线小组招募的参与者被要求回答基于文字的游戏障碍测试,包括4个关于游戏的开放式问题。随后,他们完成了一个基于数字量表的封闭式游戏障碍测试。在最初收集的522份回复中,我们根据3个标准中的1个标准(可疑的低调查完成时间,提供不相关或不完整的回复)总共删除了105份。最后对417名参与者的回答进行了分析。对开放式问题的回答使用HerBERT进行矢量化,HerBERT是一个基于谷歌的变形金刚双向编码器表示(BERT)的大型语言模型。最后,基于向量化开放式回答的特征,使用机器学习模型,特别是脊回归来预测游戏障碍测试的分数。结果:当以4名被调查者的回答为特征时,游戏障碍测试的观察得分与模型预测的Pearson相关系数为0.476。当仅使用4个文本回复中的1个时,相关性范围从0.274到0.406。结论:使用自然语言处理分析简短的开放性回答能够在不增加额外时间成本的情况下帮助我们更深入地理解游戏障碍。所得结果证实了3个预先登记的假设中的2个。使用与评分量表相关的模型结果对书面陈述进行分析。此外,在模型中包含更多考虑到不同游戏视角的反馈数据,可以提高模型的性能。然而,还有改进的空间,特别是在用更直接符合游戏障碍定义的内容补充问题方面。试验注册:OSF登记处OSF .io/957nz;https://osf.io/957nz。
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引用次数: 0
Game-Based Promotion of Assertiveness to Mitigate the Effects of Bullying in High School Students: Development and Evaluation Study. 基于游戏的自信增强对高中生欺凌影响的缓解:发展与评价研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-12-24 DOI: 10.2196/58452
Francisco Lepe-Salazar, Fernando Mejía-Romero, Dámaso Benicio-Rodríguez, Aylin Hernández-Reyes, Tatsuo Nakajima, Sarita Salgado-Torres

Background: For years, Mexico has reported the highest global incidence of school bullying, with approximately 19% of students going through some form of hostile peer interactions. Despite numerous interventions, these harmful conducts remain deeply entrenched in educational environments.

Objective: To address this issue, we developed Bernstein, a serious game that promotes assertiveness-an essential protective factor that reduces the negative effects of bullying.

Methods: Bernstein was designed using multiple composite scenarios, a methodology grounded in cognitive behavioral therapy. To evaluate the game's effectiveness, we conducted an exploratory trial using the Rathus Assertiveness Schedule to assess assertiveness levels before and after the intervention. Participants were high school students who met the inclusion criteria of being open to playing a serious game (with no prior gaming experience required) and having access to a computer with internet connectivity for remote participation. A total of 100 students (65 boys and 35 girls) enrolled in the intervention; however, only 46 participants in the treatment group and 46 in the control group completed the study, resulting in a dropout rate of 8% (8/100). A paired 1-tailed t test was used to compare pre- and postintervention scores within each group, and a one-way ANOVA was conducted to compare the average score improvements between the 2 groups.

Results: The treatment group showed a pretest mean Rathus Assertiveness Schedule score of -2.78 (SD 25.93) and a posttest mean of 1.69 (SD 29.48), with a paired 1-tailed t test yielding a P value of .01. The control group had a pretest mean of 2.07 (SD 25.69) and a posttest mean of -2.39 (SD 32.98), with a paired 1-tailed t test yielding a P value of .04. The one-way ANOVA (between groups) yielded a P value of .006, indicating a statistically significant difference, favoring Bernstein over the alternative protocol. Participant feedback highlighted the game's engaging narrative and character design, although usability issues, such as navigation challenges, were noted as areas for improvement.

Conclusions: The results suggest that Bernstein is a promising tool for promoting assertiveness in high school students, providing a potential strategy for addressing bullying-related issues. The study underscores the value of integrating Bernstein into educational programs, offering students a safe and interactive environment to develop resilience. As an exploratory trial, this study faced limitations affecting the generalizability of findings, including the remote format's impact on facilitator guidance and a relatively small sample size. Further trials with larger, more diverse groups are recommended to validate these early results and enhance Bernstein's scalability as part of a comprehensive antibullying strategy.

背景:多年来,墨西哥一直是全球校园欺凌发生率最高的国家,大约19%的学生经历过某种形式的敌对同伴互动。尽管有许多干预措施,这些有害行为仍然在教育环境中根深蒂固。目的:为了解决这个问题,我们开发了Bernstein,这是一款严肃的游戏,可以促进自信,这是一种重要的保护因素,可以减少欺凌的负面影响。方法:Bernstein采用多种复合场景设计,这是一种基于认知行为疗法的方法。为了评估游戏的有效性,我们进行了一项探索性试验,使用Rathus自信量表来评估干预前后的自信水平。参与者是高中生,他们符合开放玩严肃游戏的标准(不需要之前的游戏经验),并且可以访问具有互联网连接的计算机进行远程参与。总共有100名学生(65名男生和35名女生)参加了干预;然而,治疗组只有46名参与者完成了研究,对照组只有46名参与者完成了研究,导致了8%(8/100)的辍学率。采用配对单尾t检验比较各组干预前和干预后的得分,采用单因素方差分析比较两组之间的平均得分改善。结果:治疗组Rathus Assertiveness Schedule前测均值为-2.78 (SD 25.93),后测均值为1.69 (SD 29.48),配对单尾t检验P值为0.01。对照组前测均值为2.07 (SD 25.69),后测均值为-2.39 (SD 32.98),配对单尾t检验P值为0.04。单因素方差分析(组间)得出的P值为0.006,表明统计学上有显著差异,伯恩斯坦优于替代方案。参与者的反馈强调了游戏引人入胜的叙述和角色设计,尽管易用性问题,如导航挑战,被认为是有待改进的领域。结论:结果表明,伯恩斯坦是一个很有前途的工具,以促进高中生的自信,提供了一个潜在的策略,以解决欺凌相关的问题。这项研究强调了将伯恩斯坦融入教育项目的价值,为学生提供一个安全、互动的环境来培养韧性。作为一项探索性试验,本研究面临着影响研究结果普遍性的局限性,包括远程模式对辅导员指导的影响以及相对较小的样本量。建议对更大、更多样化的群体进行进一步的试验,以验证这些早期结果,并提高伯恩斯坦的可扩展性,作为全面反欺凌战略的一部分。
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JMIR Serious Games
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