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Efficacy of a Mobile Serious Game (SwaziYolo) for Increasing HIV Risk Perception: Randomized Controlled Trial. 手机严肃游戏(SwaziYolo)提高HIV风险认知的有效性:随机对照试验
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-11-24 DOI: 10.2196/70333
Bhekumusa Wellington Lukhele, Mac Delay, Fortunate Shabalala, Mfundi Motsa, Alexander Kay, Christina El Saaidi, Masako Kihara, Masahiro Kihara, Katia J Bruxvoort

Background: Eswatini has one of the highest HIV prevalence rates worldwide (24.8% among people aged ≥15 years), with unprotected heterosexual transmission accounting for more than 90% of new HIV infections in the country. Low HIV risk perception is known to influence risk behavior. Mobile phone technology is growing rapidly, offering opportunities for technology-driven interventions to improve HIV risk perception and prevention.

Objective: We aimed to design and test a serious game to increase HIV risk perception and intention to engage in protective HIV behaviors among young people in Eswatini.

Methods: Our team developed SwaziYolo, a smartphone-based, interactive, educational story game that places the player in the role of a young adult looking for love in Eswatini's capital city. We conducted the Serious Games HIV Prevention Trial (SGPrev-Trial), a 4-week, 2-arm, unblinded, 1:1 randomized controlled trial of SwaziYolo among people aged between 18 and 29 years in Eswatini. The primary outcome was HIV risk perception using a 10-item and subset 8-item Perceived Risk of HIV Infection Scale (PRHS). We used modified intention-to-treat and per-protocol difference-in-difference (DID) estimation to compare the change between groups in the mean PHRS scores before and after intervention.

Results: Of the 380 participants in the study, 122 (64.2%) in the control group and 119 (62.6%) in the intervention group completed the follow-up, and 95 (79.8%) played the game. In the modified intention-to-treat analyses, no significant differences between groups were observed for the 8-item PRHS (DID: mean 1.1, SD 0.72; P=.13) and the 10-item PRHS (DID: mean 1.3, SD 0.80; P=.12) scores. In the per-protocol analyses, HIV risk perception increased significantly among participants who played the game (8-item DID: mean 1.6, SD 0.74; P=.04 and 10-item DID: mean 1.8, SD 0.83; P=.03). Nearly all (94/95, 98.9%) participants strongly agreed or agreed that they would recommend SwaziYolo to their peers.

Conclusions: SwaziYolo was acceptable and increased HIV risk perception among young people in Eswatini who self-selected to play the game. More research is needed to improve and evaluate the SwaziYolo intervention.

Trial registration: UMIN Clinical Trial Registry UMIN000021781; https://center6.umin.ac.jp/cgi-open-bin/ctr_e/ctr_view.cgi?recptno=R000025103.

背景:斯威士兰是世界上艾滋病毒感染率最高的国家之一(在15岁以上人群中为24.8%),无保护的异性传播占该国新发艾滋病毒感染的90%以上。众所周知,低艾滋病毒风险认知会影响风险行为。移动电话技术正在迅速发展,为技术驱动的干预措施提供了机会,以改善对艾滋病毒风险的认识和预防。目的:我们旨在设计和测试一个严肃的游戏,以提高斯瓦蒂尼年轻人对艾滋病毒的风险认知和参与保护性艾滋病毒行为的意愿。方法:我们的团队开发了《斯威士兰约洛》,这是一款基于智能手机的互动式教育故事游戏,玩家将扮演一个在斯威士兰首都寻找爱情的年轻人。我们进行了Serious Games HIV预防试验(SGPrev-Trial),这是一项为期4周,两组,非盲,1:1随机对照试验,在斯威士兰18至29岁的人群中进行。主要结果是使用10项和8项艾滋病毒感染感知风险量表(PRHS)进行艾滋病毒风险感知。我们使用改进的意向治疗和每个方案的差异(DID)估计来比较干预前后各组平均PHRS评分的变化。结果:380名参与者中,对照组122人(64.2%)、干预组119人(62.6%)完成了随访,95人(79.8%)参与了游戏。在修改后的意向治疗分析中,8项PRHS (DID:平均1.1,SD 0.72; P= 0.13)和10项PRHS (DID:平均1.3,SD 0.80; P= 0.12)评分在组间无显著差异。在每个方案分析中,参与游戏的参与者的艾滋病毒风险感知显著增加(8项DID:平均1.6,SD 0.74; P= 0.04; 10项DID:平均1.8,SD 0.83; P= 0.03)。几乎所有(94/95,98.9%)的参与者都强烈同意或同意他们会向同龄人推荐斯威士兰。结论:SwaziYolo是可接受的,并且增加了自愿参加游戏的斯威士兰年轻人对艾滋病毒风险的认识。需要更多的研究来改进和评估斯威士兰的干预措施。试验注册:UMIN临床试验注册中心UMIN000021781;https://center6.umin.ac.jp/cgi-open-bin/ctr_e/ctr_view.cgi?recptno=R000025103。
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引用次数: 0
A Novel Eye Tracking-Based Gamified Assessment of Contrast Sensitivity Function in Children: Prospective Development and Reliability Study. 一种新的基于眼动追踪的儿童对比敏感度功能游戏化评估:前瞻性发展和可靠性研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-11-20 DOI: 10.2196/81082
Yunsi He, Yijing Zhuang, Lei Feng, Xuanyu Xu, Ying Deng, Moruomi Li, Yangfei Pang, Ying Yao, Wentong Yu, Zixuan Xu, Yusong Zhou, Yudan Zhong, Qiuying Li, Qingqing Ye, Junpeng Yuan, Yun Wen, Jinrong Li
<p><strong>Background: </strong>Reliable assessment of visual function in young children remains a challenge. Contrast sensitivity function (CSF) is a sensitive and fundamental index of visual performance, yet existing pediatric CSF assessments lack objectivity and adaptability. To bridge this methodological gap, we developed a novel eye tracking-based gamified contrast sensitivity function (ETGCSF) tool that integrates gaze-based detection with interactive gameplay to objectively quantify CSF in an engaging and child-centered manner.</p><p><strong>Objective: </strong>This study aimed to (1) establish the feasibility and test-retest reliability of the ETGCSF tool in preschool-aged children and (2) evaluate whether optimization using adaptive algorithms and enhanced gamification elements could improve test efficiency while maintaining reliability.</p><p><strong>Methods: </strong>This was a prospective study with 2 sequential cohorts. A total of 80 Chinese children aged 3 to 6 years were pragmatically recruited from Zhongshan Ophthalmic Center between May 2021 and July 2023. On the basis of timing of data collection, 35% (28/80) of the children were included in experiment 1 (mean age 5.24, SD 0.15 years), and 65% (52/80) were included in experiment 2 (mean age 4.76, SD 0.11 years). Children completed 2 runs of ETGCSF test. Experiment 1 used the baseline ETGCSF protocol, and experiment 2 used the optimized protocol. Primary outcomes were test-retest reliability of the area under the log contrast sensitivity function curve (AULCSF) and CSF acuity, reported as intraclass correlation coefficients (ICCs) with 95% CIs.</p><p><strong>Results: </strong>In experiment 1, the ETGCSF tool showed strong reliability, with ICCs of 0.890 (95% CI 0.741-0.951) for AULCSF and 0.890 (95% CI 0.763-0.949) for CSF acuity. The median test duration was 482 (IQR 451-569) seconds. In experiment 2, the optimized ETGCSF reduced median test duration to 241 (IQR 189-296) seconds (P<.001) while maintaining comparable reliability. AULCSF estimates varied by 0.03 log units across 2 runs (95% CI -0.51 to 0.57; t51=0.749; P=.46), with an ICC of 0.851 (95% CI 0.740-0.914; P<.001) that was not significantly different from that of experiment 1 (z=0.660; P=.51). Similarly, CSF acuity estimates varied by 0.004 log units (95% CI -0.33 to 0.32; t51=0.192; P=.85), with an ICC of 0.832 (95% CI 0.708-0.904; P<.001), also comparable to that of experiment 1 (z=-0.925; P=.36).</p><p><strong>Conclusions: </strong>This study introduces a paradigm shift in pediatric visual assessment by leveraging objective eye tracking and gamified engagement to transform contrast sensitivity testing into a scalable, child-friendly process. The ETGCSF tool demonstrated strong reliability and markedly improved efficiency in assessing CSF in preschool children aged 3 to 6 years. These findings support ETGCSF as a promising tool for real-world clinical practice, and its modular design holds potential for future adapta
背景:幼儿视觉功能的可靠评估仍然是一个挑战。对比敏感度函数(CSF)是一项敏感而基础的视觉表现指标,但现有的儿童CSF评估缺乏客观性和适应性。为了弥补这种方法上的差距,我们开发了一种新颖的基于眼动追踪的游戏化对比敏感度功能(ETGCSF)工具,该工具将基于凝视的检测与交互式游戏玩法相结合,以吸引人的、以儿童为中心的方式客观地量化CSF。目的:本研究旨在(1)建立ETGCSF工具在学龄前儿童中的可行性和重测信度;(2)评估使用自适应算法和增强游戏化元素进行优化是否可以在保持信度的同时提高测试效率。方法:这是一项前瞻性研究,有2个顺序队列。本研究于2021年5月至2023年7月从中山眼科中心实际招募了80名3 - 6岁的中国儿童。根据数据采集时间,35%(28/80)的患儿被纳入实验1,平均年龄5.24岁,SD 0.15岁;65%(52/80)的患儿被纳入实验2,平均年龄4.76岁,SD 0.11岁。儿童完成2次ETGCSF测试。实验1采用基线ETGCSF方案,实验2采用优化后的方案。主要结果是对数对比敏感度函数曲线下面积(AULCSF)和脑脊液敏锐度的重测信度,报告为类内相关系数(ICCs), ci为95%。结果:在实验1中,ETGCSF工具显示出较强的可靠性,AULCSF的ICCs为0.890 (95% CI 0.741-0.951), CSF敏锐度的ICCs为0.890 (95% CI 0.763-0.949)。中位测试持续时间为482秒(IQR 451-569)。在实验2中,优化后的ETGCSF将测试持续时间的中位数减少到241 (IQR 189-296)秒。结论:本研究通过利用客观眼动追踪和游戏化参与,将对比敏感度测试转变为一个可扩展的、儿童友好的过程,为儿童视觉评估带来了范式转变。ETGCSF工具在评估3 - 6岁学龄前儿童脑脊液方面表现出很强的可靠性和显著提高的效率。这些发现支持ETGCSF作为现实世界临床实践的一个有前途的工具,其模块化设计具有未来适应的潜力,从非常年幼的儿童的流线型快速筛查到研究的全CSF分析。
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引用次数: 0
Performance and Perceptions of Health Care Professionals Using an Immersive Virtual Reality Tool for Home Care Training: Observational Feasibility and Acceptability Study. 医疗保健专业人员使用沉浸式虚拟现实工具进行家庭护理培训的表现和看法:观察性可行性和可接受性研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-11-20 DOI: 10.2196/75104
José Mira, Javier Rios, Eva Gil-Hernández, Nida Abed, Vanesa Ribeiro-Neves, Clara Pérez-Esteve, Mercedes Guilabert-Mora, Almudena Arroyo, Maria Purificacion Ballester

Background: Informal caregivers play a crucial role in home care and many lack formal training, potentially compromising patient safety. Immersive virtual reality (VR) offers an innovative approach to training by simulating real-life caregiving scenarios in a risk-free environment. Prior to implementation, the environments and the technique's feasibility and acceptability must be assessed by the professionals who will use it to train caregivers, establishing a performance benchmark based on experienced health care professionals.

Objective: This study aims to test feasibility and develop exploratory benchmarks and acceptability of immersive VR training for home caregiving tasks, using experienced professionals to establish a reference standard for execution quality.

Methods: This observational study was conducted in health care centers in Andalusia, the Valencian Community, and Madrid (Spain). A structured process was followed, including the identification of key home care tasks, the development of best practice guidelines, creation of immersive VR training materials, and the design of a performance evaluation rubric. Health care professionals (n=75) were recruited using a convenience sampling approach. They performed caregiving tasks in VR, and their performance was recorded and assessed using a standardized rubric, which included 205 predefined errors. Participants also completed a posttraining survey evaluating usability, comprehension, and perceived applicability to real-world caregiving.

Results: A total of 75 professionals participated, completing 257 caregiving simulations in a fully immersive VR environment. A total of 417 errors were identified (417/3142, 13.3% of the maximum number of predefined errors), with a mean average of 5.6 (SD 6.8) errors per participant. The most frequent errors occurred in medication management, insulin administration, diaper changing, broncho aspiration prevention, blood pressure monitoring, and hand hygiene. The perceived usefulness of VR training was rated 8.1 out of 10 points (SD 1.9), with 98.7% (74/75) of the participants stating that the time spent in the simulation was worthwhile and 85.3% (64/75) agreeing that the tasks were appropriately represented.

Conclusions: Immersive VR training for informal caregivers is a feasible and well-accepted approach, demonstrating high perceived usefulness among health care professionals. The study establishes a preliminary benchmark for home caregiving task execution, providing a basis for future research evaluating informal caregivers' performance and targeted training interventions to enhance patient safety. Further studies are needed to explore the long-term impact of VR training on caregiver competence and home care quality.

背景:非正式护理人员在家庭护理中发挥着至关重要的作用,许多人缺乏正式培训,可能危及患者安全。沉浸式虚拟现实(VR)通过在无风险环境中模拟现实生活中的护理场景,提供了一种创新的培训方法。在实施之前,必须由专业人员评估环境和技术的可行性和可接受性,这些专业人员将使用它来培训护理人员,并根据经验丰富的卫生保健专业人员建立绩效基准。目的:本研究旨在测试沉浸式VR培训用于家庭护理任务的可行性,并制定探索性基准和可接受性,利用经验丰富的专业人员建立执行质量的参考标准。方法:本观察性研究在安达卢西亚、瓦伦西亚社区和马德里(西班牙)的卫生保健中心进行。遵循一个结构化的过程,包括确定关键的家庭护理任务,制定最佳实践指南,创建沉浸式VR培训材料,以及设计绩效评估指标。采用方便抽样方法招募卫生保健专业人员(n=75)。他们在虚拟现实中完成护理任务,他们的表现被记录下来,并使用标准化的标准进行评估,其中包括205个预定义的错误。参与者还完成了一项培训后调查,评估可用性、理解力和对现实世界护理的感知适用性。结果:共有75名专业人员参与,在完全沉浸式VR环境中完成了257次护理模拟。共发现417个错误(417/3142,占最大预定义错误数的13.3%),平均每个参与者有5.6个错误(SD 6.8)。最常见的错误发生在药物管理、胰岛素给药、换尿布、支气管误吸预防、血压监测和手卫生方面。VR训练的感知有用性评分为8.1分(SD 1.9), 98.7%(74/75)的参与者表示在模拟中花费的时间是值得的,85.3%(64/75)的参与者同意任务得到了适当的表示。结论:对非正式护理人员进行沉浸式VR培训是一种可行且被广泛接受的方法,在卫生保健专业人员中表现出很高的感知有用性。本研究初步建立了家庭照护任务执行的基准,为后续研究评估非正式照护者的绩效和有针对性的培训干预以提高患者安全提供依据。VR培训对护理人员能力和家庭护理质量的长期影响有待进一步研究。
{"title":"Performance and Perceptions of Health Care Professionals Using an Immersive Virtual Reality Tool for Home Care Training: Observational Feasibility and Acceptability Study.","authors":"José Mira, Javier Rios, Eva Gil-Hernández, Nida Abed, Vanesa Ribeiro-Neves, Clara Pérez-Esteve, Mercedes Guilabert-Mora, Almudena Arroyo, Maria Purificacion Ballester","doi":"10.2196/75104","DOIUrl":"10.2196/75104","url":null,"abstract":"<p><strong>Background: </strong>Informal caregivers play a crucial role in home care and many lack formal training, potentially compromising patient safety. Immersive virtual reality (VR) offers an innovative approach to training by simulating real-life caregiving scenarios in a risk-free environment. Prior to implementation, the environments and the technique's feasibility and acceptability must be assessed by the professionals who will use it to train caregivers, establishing a performance benchmark based on experienced health care professionals.</p><p><strong>Objective: </strong>This study aims to test feasibility and develop exploratory benchmarks and acceptability of immersive VR training for home caregiving tasks, using experienced professionals to establish a reference standard for execution quality.</p><p><strong>Methods: </strong>This observational study was conducted in health care centers in Andalusia, the Valencian Community, and Madrid (Spain). A structured process was followed, including the identification of key home care tasks, the development of best practice guidelines, creation of immersive VR training materials, and the design of a performance evaluation rubric. Health care professionals (n=75) were recruited using a convenience sampling approach. They performed caregiving tasks in VR, and their performance was recorded and assessed using a standardized rubric, which included 205 predefined errors. Participants also completed a posttraining survey evaluating usability, comprehension, and perceived applicability to real-world caregiving.</p><p><strong>Results: </strong>A total of 75 professionals participated, completing 257 caregiving simulations in a fully immersive VR environment. A total of 417 errors were identified (417/3142, 13.3% of the maximum number of predefined errors), with a mean average of 5.6 (SD 6.8) errors per participant. The most frequent errors occurred in medication management, insulin administration, diaper changing, broncho aspiration prevention, blood pressure monitoring, and hand hygiene. The perceived usefulness of VR training was rated 8.1 out of 10 points (SD 1.9), with 98.7% (74/75) of the participants stating that the time spent in the simulation was worthwhile and 85.3% (64/75) agreeing that the tasks were appropriately represented.</p><p><strong>Conclusions: </strong>Immersive VR training for informal caregivers is a feasible and well-accepted approach, demonstrating high perceived usefulness among health care professionals. The study establishes a preliminary benchmark for home caregiving task execution, providing a basis for future research evaluating informal caregivers' performance and targeted training interventions to enhance patient safety. Further studies are needed to explore the long-term impact of VR training on caregiver competence and home care quality.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e75104"},"PeriodicalIF":4.1,"publicationDate":"2025-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12679075/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145563945","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Effects of Balance-Based Exergame Training With Variable Difficulty on Balance and Spatiotemporal Gait Outcomes in Adults With Mild Cognitive Impairment: Randomized Controlled Trial. 基于平衡的可变难度运动训练对轻度认知障碍成人平衡和时空步态结果的影响:随机对照试验。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-11-18 DOI: 10.2196/74092
Aruba Saeed, Imran Amjad, Imran Khan Niazi, Abdullah Alzahrani, Muhammad Shafiq, Heidi Haavik
<p><strong>Background: </strong>Exergame balance training integrates cognitive and motor challenges, potentially enhancing neuroplasticity, postural control, and gait stability in mild cognitive impairment (MCI). However, whether modulating the task difficulty of a balance-based exergame training may influence posture- and gait-related outcomes remains unknown.</p><p><strong>Objective: </strong>We compared balance and gait improvements across exergame training groups performing exercise with different difficulty levels and a Wii Fit group in adults with MCI.</p><p><strong>Methods: </strong>This 4-armed, parallel design, double-blinded, randomized clinical trial included 97 participants with MCI (Montreal Cognitive Assessment score=18-25). Participants were convenience-sampled from the Railway General Hospital, Rawalpindi, Pakistan, and randomized to one of 4 intervention groups: low-difficulty, moderate-difficulty, high-difficulty exergame training or a Wii Fit training group. Each participant completed 24 sessions (40 min, 3/week) supervised by physical therapists. Gait and balance were assessed using time up and go (TUG), cognitive time up and go (C-TUG), and the Gait & Balance mobile app at baseline and after 4 and 8 weeks. Although the calculated sample size was 80, 97 were recruited to offset attrition. Eighty-seven participants completed the study (94% adherence) (attrition: low-difficulty 1, moderate 3, high 2, Wii Fit 2; 10% total). Data were analyzed using mixed-model analysis of covariance with baseline values as covariates to assess time×group interactions. Bonferroni-adjusted post hoc comparisons revealed between-group differences.</p><p><strong>Results: </strong>High-difficulty training showed the greatest TUG gains (-0.71, SD 0.32; P=.03, anteroposterior (AP) steadiness with eyes open (EO) on firm surface (0.04, SD 0.02; P=.04), step time variability head forward (HF; 0.06, SD 0.09; P=.02), walking speed HF (0.08, SD 0.04; P=.05), step time head turn (HT; -0.04, SD 0.02; P=.04), step time variability HT (-0.35, SD 0.09; P<.001), step length variability (-0.27, SD 0.13; P=.04), and walking speed HT (0.09, SD 0.04; P=.01) versus Wii Fit. Moderate-difficulty training improved AP steadiness EO firm (0.05, SD 0.02; P=.03) and reduced step time variability HT (-0.26, SD 0.09; P=.01). Low-difficulty training improved C-TUG (-1.61, SD 0.63; P=.01), AP steadiness EO firm (0.05, SD 0.02; P=.03), step time variability HF (-0.20, SD 0.09; P=.03), step time variability HT (-0.25, SD 0.09; P=.01), step length variability (-0.31, SD 0.12; P=.014), and walking speed HT (0.11, SD 0.04; P=.03). No significant differences observed between exergame difficulty groups (P>.05).</p><p><strong>Conclusions: </strong>Balance-based exergame training improves balance and gait in adults with MCI, with no significant differences across difficulty levels, while the high- and low-difficulty training outperformed Wii Fit in several outcomes. High-difficulty training
背景:运动平衡训练整合了认知和运动挑战,可能增强轻度认知障碍(MCI)患者的神经可塑性、姿势控制和步态稳定性。然而,调节以平衡为基础的运动训练的任务难度是否会影响姿势和步态相关的结果仍然未知。目的:我们比较了不同难度的运动训练组和Wii Fit组对MCI成人的平衡和步态的改善。方法:该四臂、平行设计、双盲、随机临床试验纳入97例MCI患者(蒙特利尔认知评估评分=18-25)。参与者从巴基斯坦拉瓦尔品第的铁路总医院方便地抽样,并随机分为4个干预组:低难度、中难度、高难度运动训练组或Wii Fit训练组。在物理治疗师的监督下,每位参与者完成了24个疗程(40分钟,每周3次)。在基线和4周和8周后,使用起止时间(TUG)、认知起止时间(C-TUG)和步态与平衡移动应用程序评估步态和平衡。虽然计算的样本量为80人,但为了弥补人员流失,我们招募了97人。87名参与者完成了这项研究(94%的坚持)(消耗:低难度1,中等难度3,高难度2,Wii Fit 2;总数10%)。数据分析采用混合模型协方差分析,以基线值为协变量评估time×group相互作用。经bonferroni校正的事后比较显示了组间差异。结果:高难度训练表现出最大的TUG增益(-0.71,SD 0.32; P= 0.03),坚实表面上的正前方(AP)睁眼稳定性(EO) (0.04, SD 0.02; P= 0.04),步速变异性(HF; 0.06, SD 0.09; P= 0.02),步速变异性(HF; 0.08, SD 0.04; P= 0.05),步速转头(HT; -0.04, SD 0.02; P= 0.04),步速变异性(HT; -0.35, SD 0.09; P= 0.05)。结论:基于平衡的运动训练可以改善MCI成人的平衡和步态,在不同难度水平上没有显著差异,而高难度和低难度训练在几个结果上优于Wii Fit。高难度训练在TUG、姿势稳定性、步态变异性和步行速度方面产生了最一致的改善。这些结果支持分级认知运动锻炼作为增强MCI患者姿势控制和行走稳定性的有效策略,可能有助于老年人预防跌倒和保持活动能力。试验注册:ClinicalTrials.gov NCT04959383;https://clinicaltrials.gov/study/NCT04959383。
{"title":"Effects of Balance-Based Exergame Training With Variable Difficulty on Balance and Spatiotemporal Gait Outcomes in Adults With Mild Cognitive Impairment: Randomized Controlled Trial.","authors":"Aruba Saeed, Imran Amjad, Imran Khan Niazi, Abdullah Alzahrani, Muhammad Shafiq, Heidi Haavik","doi":"10.2196/74092","DOIUrl":"10.2196/74092","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Exergame balance training integrates cognitive and motor challenges, potentially enhancing neuroplasticity, postural control, and gait stability in mild cognitive impairment (MCI). However, whether modulating the task difficulty of a balance-based exergame training may influence posture- and gait-related outcomes remains unknown.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;We compared balance and gait improvements across exergame training groups performing exercise with different difficulty levels and a Wii Fit group in adults with MCI.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;This 4-armed, parallel design, double-blinded, randomized clinical trial included 97 participants with MCI (Montreal Cognitive Assessment score=18-25). Participants were convenience-sampled from the Railway General Hospital, Rawalpindi, Pakistan, and randomized to one of 4 intervention groups: low-difficulty, moderate-difficulty, high-difficulty exergame training or a Wii Fit training group. Each participant completed 24 sessions (40 min, 3/week) supervised by physical therapists. Gait and balance were assessed using time up and go (TUG), cognitive time up and go (C-TUG), and the Gait & Balance mobile app at baseline and after 4 and 8 weeks. Although the calculated sample size was 80, 97 were recruited to offset attrition. Eighty-seven participants completed the study (94% adherence) (attrition: low-difficulty 1, moderate 3, high 2, Wii Fit 2; 10% total). Data were analyzed using mixed-model analysis of covariance with baseline values as covariates to assess time×group interactions. Bonferroni-adjusted post hoc comparisons revealed between-group differences.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;High-difficulty training showed the greatest TUG gains (-0.71, SD 0.32; P=.03, anteroposterior (AP) steadiness with eyes open (EO) on firm surface (0.04, SD 0.02; P=.04), step time variability head forward (HF; 0.06, SD 0.09; P=.02), walking speed HF (0.08, SD 0.04; P=.05), step time head turn (HT; -0.04, SD 0.02; P=.04), step time variability HT (-0.35, SD 0.09; P&lt;.001), step length variability (-0.27, SD 0.13; P=.04), and walking speed HT (0.09, SD 0.04; P=.01) versus Wii Fit. Moderate-difficulty training improved AP steadiness EO firm (0.05, SD 0.02; P=.03) and reduced step time variability HT (-0.26, SD 0.09; P=.01). Low-difficulty training improved C-TUG (-1.61, SD 0.63; P=.01), AP steadiness EO firm (0.05, SD 0.02; P=.03), step time variability HF (-0.20, SD 0.09; P=.03), step time variability HT (-0.25, SD 0.09; P=.01), step length variability (-0.31, SD 0.12; P=.014), and walking speed HT (0.11, SD 0.04; P=.03). No significant differences observed between exergame difficulty groups (P&gt;.05).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;Balance-based exergame training improves balance and gait in adults with MCI, with no significant differences across difficulty levels, while the high- and low-difficulty training outperformed Wii Fit in several outcomes. High-difficulty training","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e74092"},"PeriodicalIF":4.1,"publicationDate":"2025-11-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12673310/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145540728","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
Prevalence, Sex Differences, and Predictors of Internet Gaming Disorder Among Impoverished Rural Adolescents: Cross-Sectional and Prospective Cohort Study. 贫困农村青少年网络游戏障碍的患病率、性别差异和预测因素:横断面和前瞻性队列研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-11-17 DOI: 10.2196/83522
Chenhan Wang, Yifan Li, Shuhong Lin, Qiuping Huang, Yongyan Shi, Guangxian Yang, Erjia Huang, Xicheng Deng, Jinwen Luo

Background: Internet gaming disorder (IGD) is prevalent globally and linked to significant negative outcomes. Impoverished rural adolescents face unique risks due to limited supervision and unequal digital resources, with limited longitudinal research conducted in this population. Existing studies show sex differences in IGD prevalence, but their manifestations and mechanisms in rural populations remain unclear.

Objective: This is the first large-sample cross-sectional and prospective cohort study targeting impoverished adolescents in rural areas. It aimed to determine the prevalence of IGD among impoverished rural adolescents, identify sex-specific risk and protective factors, and evaluate the longitudinal predictors of IGD.

Methods: In this study, self-administered questionnaires were used to collect demographic characteristics, affective states, impulsivity, gaming time, and scores for IGD. First, the prevalence of IGD at baseline and follow-up, along with sex differences, was calculated. Correlation analysis was conducted to explore variables associated with IGD. Subsequently, multivariate logistic regression analysis was conducted to identify baseline and follow-up predictors of IGD.

Results: The cross-sectional analysis at baseline included 13,931 valid responses (IGD prevalence: n=725, 5.2%; males: 489/7304, 6.7%; females: 236/6627, 3.6%). A 1-year longitudinal follow-up showed IGD prevalence of 5% (692/13,931; males: 511/7304, 7.0%; females: 181/6627, 2.7%; after multiple imputations). Common baseline factors were gaming time (females: odds ratio [OR] 1.11, 95% CI 1.08-1.14, P<.001; males: OR 1.11, 95% CI 1.09-1.13, P<.001), self-esteem scores (females: OR 0.95, 95% CI 0.92-0.98, P=.002; males: OR 0.95, 95% CI 0.92-0.97, P<.001), depression scores (females: OR 1.14, 95% CI 1.11-1.16, P<.001; males: OR 1.11, 95% CI 1.09-1.13, P<.001), and impulsive behavior (females: OR 1.16, 95% CI 1.10-1.22, P<.001; males: OR 1.10, 95% CI 1.06-1.14, P<.001). Companionship (OR 0.71, 95% CI 0.52-0.97; P=.03) was a protective factor for females, while age (OR 1.08, 95% CI 1.02-1.15; P=.02) and poor self-regulation (OR 1.07, 95% CI 1.03-1.11; P=.001) posed extra risk for males at baseline. Longitudinal predictors were baseline gaming time (females: OR 1.06, 95% CI 1.03-1.09, P<.001; males: OR 1.02, 95% CI 1.00-1.05, P=.03) and impulsive behavior (females: OR 1.38, 95% CI 1.30-1.46, P<.001; males: OR 1.27, 95% CI 1.22-1.31, P<.001). Baseline companionship (OR 0.32, 95% CI 0.23-0.43; P<.001) was a protective factor for females, while baseline poor self-regulation (OR 1.32, 95% CI 1.27-1.37; P<.001) was a predictive factor for males after 1 year.

Conclusions: IGD prevalence was lower in rural than in urban populations and higher in males than in females. Impulsivity, gaming time, and guardian companionship showed sex differences: females relied more o

背景:网络游戏障碍(IGD)在全球范围内普遍存在,并与显著的负面结果有关。贫困农村青少年由于监管有限和数字资源不平等,面临着独特的风险,对这一人群的纵向研究有限。现有研究显示IGD患病率存在性别差异,但其在农村人群中的表现和机制尚不清楚。目的:这是第一个针对农村贫困青少年的大样本横断面和前瞻性队列研究。该研究旨在确定贫困农村青少年IGD的患病率,确定性别特异性的危险因素和保护因素,并评估IGD的纵向预测因素。方法:在本研究中,采用自填问卷收集人口统计学特征、情感状态、冲动性、游戏时间和IGD得分。首先,计算了基线和随访时IGD的患病率以及性别差异。进行相关分析,探讨与IGD相关的变量。随后,进行多变量logistic回归分析,以确定IGD的基线和随访预测因素。结果:基线横断面分析包括13931份有效应答(IGD患病率:n=725, 5.2%;男性:489/7304,6.7%;女性:236/6627,3.6%)。1年的纵向随访显示,IGD患病率为5%(692/ 13931;男性:511/7304,7.0%;女性:181/6627,2.7%,经多次计算)。常见的基线因素是游戏时间(女性:比值比[OR] 1.11, 95% CI 1.08-1.14, p)。结论:农村IGD患病率低于城市人口,男性高于女性。冲动、游戏时间和监护人陪伴表现出性别差异:女性更依赖伴侣,而男性更容易出现自我调节能力差的情况。干预措施应处理这些差异,加强家庭支持和心理调整。本研究为农村地区IGD的性别特异性途径提供了新的见解,并为制定有针对性的预防策略提供了经验证据,突出了其对公共卫生的现实意义。
{"title":"Prevalence, Sex Differences, and Predictors of Internet Gaming Disorder Among Impoverished Rural Adolescents: Cross-Sectional and Prospective Cohort Study.","authors":"Chenhan Wang, Yifan Li, Shuhong Lin, Qiuping Huang, Yongyan Shi, Guangxian Yang, Erjia Huang, Xicheng Deng, Jinwen Luo","doi":"10.2196/83522","DOIUrl":"10.2196/83522","url":null,"abstract":"<p><strong>Background: </strong>Internet gaming disorder (IGD) is prevalent globally and linked to significant negative outcomes. Impoverished rural adolescents face unique risks due to limited supervision and unequal digital resources, with limited longitudinal research conducted in this population. Existing studies show sex differences in IGD prevalence, but their manifestations and mechanisms in rural populations remain unclear.</p><p><strong>Objective: </strong>This is the first large-sample cross-sectional and prospective cohort study targeting impoverished adolescents in rural areas. It aimed to determine the prevalence of IGD among impoverished rural adolescents, identify sex-specific risk and protective factors, and evaluate the longitudinal predictors of IGD.</p><p><strong>Methods: </strong>In this study, self-administered questionnaires were used to collect demographic characteristics, affective states, impulsivity, gaming time, and scores for IGD. First, the prevalence of IGD at baseline and follow-up, along with sex differences, was calculated. Correlation analysis was conducted to explore variables associated with IGD. Subsequently, multivariate logistic regression analysis was conducted to identify baseline and follow-up predictors of IGD.</p><p><strong>Results: </strong>The cross-sectional analysis at baseline included 13,931 valid responses (IGD prevalence: n=725, 5.2%; males: 489/7304, 6.7%; females: 236/6627, 3.6%). A 1-year longitudinal follow-up showed IGD prevalence of 5% (692/13,931; males: 511/7304, 7.0%; females: 181/6627, 2.7%; after multiple imputations). Common baseline factors were gaming time (females: odds ratio [OR] 1.11, 95% CI 1.08-1.14, P<.001; males: OR 1.11, 95% CI 1.09-1.13, P<.001), self-esteem scores (females: OR 0.95, 95% CI 0.92-0.98, P=.002; males: OR 0.95, 95% CI 0.92-0.97, P<.001), depression scores (females: OR 1.14, 95% CI 1.11-1.16, P<.001; males: OR 1.11, 95% CI 1.09-1.13, P<.001), and impulsive behavior (females: OR 1.16, 95% CI 1.10-1.22, P<.001; males: OR 1.10, 95% CI 1.06-1.14, P<.001). Companionship (OR 0.71, 95% CI 0.52-0.97; P=.03) was a protective factor for females, while age (OR 1.08, 95% CI 1.02-1.15; P=.02) and poor self-regulation (OR 1.07, 95% CI 1.03-1.11; P=.001) posed extra risk for males at baseline. Longitudinal predictors were baseline gaming time (females: OR 1.06, 95% CI 1.03-1.09, P<.001; males: OR 1.02, 95% CI 1.00-1.05, P=.03) and impulsive behavior (females: OR 1.38, 95% CI 1.30-1.46, P<.001; males: OR 1.27, 95% CI 1.22-1.31, P<.001). Baseline companionship (OR 0.32, 95% CI 0.23-0.43; P<.001) was a protective factor for females, while baseline poor self-regulation (OR 1.32, 95% CI 1.27-1.37; P<.001) was a predictive factor for males after 1 year.</p><p><strong>Conclusions: </strong>IGD prevalence was lower in rural than in urban populations and higher in males than in females. Impulsivity, gaming time, and guardian companionship showed sex differences: females relied more o","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e83522"},"PeriodicalIF":4.1,"publicationDate":"2025-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12622857/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145540790","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
Achieving Gameplay Independence in Virtual Reality Exergames for Individuals With Mild Intellectual Disabilities: Pilot Study. 在轻度智障人士的虚拟现实游戏中实现游戏独立性:试点研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-11-14 DOI: 10.2196/71823
Julia Ciążyńska, Janusz Maciaszek

Background: Individuals with mild intellectual disabilities (ID) often face cognitive and functional challenges, which can lead to low physical activity (PA) and a higher risk of obesity. While virtual reality (VR) exergames show promise for promoting PA in typically developing children, a key barrier for individuals with ID is the lack of a structured teaching methodology. This study argues that a tailored approach is essential to help children with mild ID gain independence in gameplay. By learning specific patterns, they can achieve greater autonomy, which not only facilitates increased PA but also improves motor competence, physical fitness, functional abilities, and overall well-being.

Objective: This study aims to evaluate the effectiveness of the WISH (Warm-up, Imitation, Settings, Half-hour exergame session) and WON (Warm-up, Objective evaluation, No problem!) training protocols in improving participant independence, exergame performance, and overall gameplay experience in VR.

Methods: We used a multisession, single-group research design involving 16 training sessions in this pilot study. The 16 sessions were conducted during scheduled physical education classes at a special school in Poland from October 2023 to May 2024. The intervention comprised two main protocols: the WISH protocol (sessions 1-4), an introductory phase focused on familiarization with VR technology and gameplay mechanics, and the WON protocol (sessions 5-16), designed for gradual reduction of trainer assistance to promote gameplay independence.

Results: The statistical analysis confirmed the effectiveness of both the WISH and WON protocols. A Wilcoxon signed-rank test on the WISH protocol revealed a statistically significant improvement in understanding instructions for the warm-up (r=0.87; P=.009), the projector imitation (r=0.91; P=.007), and participant exergame performance (r=0.90; P=.03). Within the WON protocol, the Wilcoxon test also showed a significant increase in participant exergame performance (r=0.89; P=.008). Further analysis using Spearman rank-order correlation indicated a very strong association between increased independence and better exergame performance (ρ=0.91; P=.002) and overall gameplay experience (ρ=0.63; P<.05).

Conclusions: This pilot study suggests that the structured WISH and WON training protocols may have the potential to enhance functional autonomy, exergame performance, and overall gameplay experience in individuals with mild ID. The observed improvements indicate that such structured pedagogical approaches could be beneficial for this population. These preliminary findings warrant further investigation through larger-scale, controlled studies to confirm efficacy and explore the transferability of these benefits to broader contexts and other VR exergames.

背景:轻度智力残疾(ID)的个体经常面临认知和功能方面的挑战,这可能导致低体力活动(PA)和更高的肥胖风险。虽然虚拟现实(VR)游戏有望在正常发育的儿童中促进PA的发展,但对于患有ID的个人来说,一个关键障碍是缺乏结构化的教学方法。这项研究认为,量身定制的方法对于帮助轻度ID儿童在游戏中获得独立性至关重要。通过学习特定的模式,他们可以获得更大的自主权,这不仅有助于增加PA,还可以提高运动能力、身体健康、功能能力和整体幸福感。目的:本研究旨在评估WISH (Warm-up, Imitation, Settings,半小时练习会话)和WON (Warm-up, Objective evaluation, No problem!)训练方案在提高VR中参与者独立性、练习表现和整体游戏体验方面的有效性。方法:我们采用多期、单组研究设计,包括16期培训。从2023年10月到2024年5月,在波兰一所特殊学校的体育课上进行了16次训练。干预包括两个主要协议:WISH协议(第1-4节),一个专注于熟悉VR技术和游戏机制的入门阶段,以及WON协议(第5-16节),旨在逐步减少培训师的帮助,以促进游戏独立性。结果:统计分析证实了WISH和WON方案的有效性。WISH方案的Wilcoxon签名秩检验显示,在理解热身指令(r=0.87; P= 0.009)、投影仪模仿(r=0.91; P= 0.007)和参与者游戏表现(r=0.90; P= 0.03)方面有统计学意义上的显著改善。在WON协议中,Wilcoxon测试也显示参与者的游戏表现显著提高(r=0.89; P= 0.008)。进一步的Spearman秩序相关性分析表明,增强的独立性和更好的游戏表现(ρ=0.91; P= 0.002)与整体游戏体验(ρ=0.63; P)之间存在非常强的关联。结论:本初步研究表明,结构化的WISH和WON训练方案可能具有增强轻度ID个体的功能自主性、游戏表现和整体游戏体验的潜力。观察到的改进表明,这种结构化的教学方法可能对这一人群有益。这些初步发现值得通过更大规模的对照研究进行进一步调查,以确认有效性,并探索这些益处在更广泛的环境和其他VR游戏中的可转移性。
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引用次数: 0
In-Game Need Satisfaction, Frustration, and Gaming Addiction Patterns Across Subgroups of Adolescents Through Structural Equation Modeling: Cross-Sectional and Instrument Validation Study of the Youth Gaming Experience Scales. 基于结构方程模型的青少年游戏需求满意度、挫败感和游戏成瘾模式:青少年游戏体验量表的横截面和工具验证研究
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-11-12 DOI: 10.2196/63612
Amparo Luján-Barrera, Lydia Cervera-Ortiz, Mariano Chóliz
<p><strong>Background: </strong>Gaming is a prevalent activity during adolescence, a developmental stage characterized by vulnerability to gaming disorder (GD). According to the self-determination theory, gaming environments can satisfy and frustrate basic psychological needs-autonomy, competence, and relatedness-processes linked to GD. However, existing research has primarily focused on adult populations, and validated instruments assessing both in-game need satisfaction (NS) and in-game need frustration (NF) in adolescents are lacking.</p><p><strong>Objective: </strong>This study aimed to address this gap by validating the Spanish version of the Basic Psychological Need Satisfaction and Frustration Scale for Gaming (BPNSFS-G) in adolescents. We examined its psychometric properties, its relationship with GD and gaming behavior, and differences in NS and NF across subgroups defined by risk factors for GD (sex, the developmental stage, and the gaming modality).</p><p><strong>Methods: </strong>A total of 1174 adolescents (mean 12.07, SD 1.23; middle adolescents: 815/1174, 69.4%; male: 637/1037, 61.4%; online gamers: 388/511, 76.3%) participated in a school-based GD prevention program and completed a self-report battery, which included the adapted BPNSFS-G, a validated GD scale, and ad hoc items (daily gaming time and weekly frequency). The Spanish adaptation of the BPNSFS-G was developed using the back-translation method to ensure its content validity. A structural equation modeling approach was used to test its structural, construct, convergent, and discriminant validity, as well as measurement invariance. Reliability at both the item and factor levels, along with criterion validity, was also assessed.</p><p><strong>Results: </strong>Through exploratory and confirmatory factor analyses, the scale structure was confirmed, validating 2 separate measures: a 3-factor second-order model for NS and a unidimensional model for NF, both with adequate internal consistency (NS: Cronbach α=0.75; NF: Cronbach α=0.77). The results also supported its validity, with NF more strongly associated with GD (r=0.49), and NS more closely related to gaming time (r=0.25-0.36). The scales functioned similarly across sex and developmental stage groups, but not across gaming modalities. Notably, NS showed significant differences across all subgroups, especially between boys and girls (t<sub>759.31</sub>=8.28; P<.001; g=0.55) and between online and offline gaming modes (t<sub>178.47</sub>=5.13; P<.001; g=0.58), with no meaningful differences found for NF.</p><p><strong>Conclusions: </strong>This study provides initial evidence for the validity and reliability of the Spanish version of the BPNSFS-G for adolescents. The resulting Youth Gaming Experience Scales (Youth Satisfying Gaming Experience Scale and Youth Frustrating Gaming Experience Scale) are brief, theoretically grounded, and empirically supported instruments for assessing in-game psychological need satisfaction and f
背景:游戏是青少年时期的一种普遍活动,这是一个以易患游戏障碍(GD)为特征的发育阶段。根据自我决定理论,游戏环境可以满足或挫败与GD相关的基本心理需求——自主性、能力和关联过程。然而,现有的研究主要集中在成人群体上,缺乏评估青少年游戏内需求满意度(NS)和游戏内需求挫败感(NF)的有效工具。目的:本研究旨在通过验证西班牙语版青少年游戏基本心理需求满足和挫败感量表(BPNSFS-G)来解决这一空白。我们研究了它的心理测量特性,它与GD和游戏行为的关系,以及由GD的危险因素(性别、发育阶段和游戏方式)定义的亚组间NS和NF的差异。方法:共有1174名青少年(平均12.07人,标准差1.23;中等青少年:815/1174人,69.4%;男性:637/1037人,61.4%;网络游戏玩家:388/511人,76.3%)参加了以学校为基础的焦虑预防项目,并完成了一套自我报告,包括改编的BPNSFS-G、经验证的焦虑量表和特设项目(每日游戏时间和每周频率)。为保证内容的有效性,采用反翻译的方法对BPNSFS-G进行了西班牙语改编。采用结构方程建模方法检验了该方法的结构效度、构造效度、收敛效度和判别效度以及测量不变性。在项目和因素水平的信度,以及标准效度,也进行了评估。结果:通过探索性和验证性因子分析,确定了量表结构,验证了两种独立的测量方法:NS的三因素二阶模型和NF的一维模型,两者都具有足够的内部一致性(NS: Cronbach α=0.75; NF: Cronbach α=0.77)。结果也支持了它的有效性,NF与GD的相关性更强(r=0.49),而NS与游戏时间的相关性更强(r=0.25-0.36)。这些量表在不同性别和不同发展阶段的人群中发挥着相似的作用,但在不同的游戏模式中却不同。结论:本研究为青少年BPNSFS-G西班牙语版的效度和信度提供了初步证据。由此产生的青少年游戏体验量表(青少年满意游戏体验量表和青少年沮丧游戏体验量表)是简短的、有理论基础的、有经验支持的工具,用于评估游戏中的心理需求满意度和挫败感。考虑到焦虑作为一种潜在的风险因素,这些量表有很大的潜力来探索焦虑动机病因背后基于自我决定理论的机制,并在青少年人群中推进焦虑的评估和预防。
{"title":"In-Game Need Satisfaction, Frustration, and Gaming Addiction Patterns Across Subgroups of Adolescents Through Structural Equation Modeling: Cross-Sectional and Instrument Validation Study of the Youth Gaming Experience Scales.","authors":"Amparo Luján-Barrera, Lydia Cervera-Ortiz, Mariano Chóliz","doi":"10.2196/63612","DOIUrl":"10.2196/63612","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Gaming is a prevalent activity during adolescence, a developmental stage characterized by vulnerability to gaming disorder (GD). According to the self-determination theory, gaming environments can satisfy and frustrate basic psychological needs-autonomy, competence, and relatedness-processes linked to GD. However, existing research has primarily focused on adult populations, and validated instruments assessing both in-game need satisfaction (NS) and in-game need frustration (NF) in adolescents are lacking.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to address this gap by validating the Spanish version of the Basic Psychological Need Satisfaction and Frustration Scale for Gaming (BPNSFS-G) in adolescents. We examined its psychometric properties, its relationship with GD and gaming behavior, and differences in NS and NF across subgroups defined by risk factors for GD (sex, the developmental stage, and the gaming modality).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;A total of 1174 adolescents (mean 12.07, SD 1.23; middle adolescents: 815/1174, 69.4%; male: 637/1037, 61.4%; online gamers: 388/511, 76.3%) participated in a school-based GD prevention program and completed a self-report battery, which included the adapted BPNSFS-G, a validated GD scale, and ad hoc items (daily gaming time and weekly frequency). The Spanish adaptation of the BPNSFS-G was developed using the back-translation method to ensure its content validity. A structural equation modeling approach was used to test its structural, construct, convergent, and discriminant validity, as well as measurement invariance. Reliability at both the item and factor levels, along with criterion validity, was also assessed.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Through exploratory and confirmatory factor analyses, the scale structure was confirmed, validating 2 separate measures: a 3-factor second-order model for NS and a unidimensional model for NF, both with adequate internal consistency (NS: Cronbach α=0.75; NF: Cronbach α=0.77). The results also supported its validity, with NF more strongly associated with GD (r=0.49), and NS more closely related to gaming time (r=0.25-0.36). The scales functioned similarly across sex and developmental stage groups, but not across gaming modalities. Notably, NS showed significant differences across all subgroups, especially between boys and girls (t&lt;sub&gt;759.31&lt;/sub&gt;=8.28; P&lt;.001; g=0.55) and between online and offline gaming modes (t&lt;sub&gt;178.47&lt;/sub&gt;=5.13; P&lt;.001; g=0.58), with no meaningful differences found for NF.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;This study provides initial evidence for the validity and reliability of the Spanish version of the BPNSFS-G for adolescents. The resulting Youth Gaming Experience Scales (Youth Satisfying Gaming Experience Scale and Youth Frustrating Gaming Experience Scale) are brief, theoretically grounded, and empirically supported instruments for assessing in-game psychological need satisfaction and f","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e63612"},"PeriodicalIF":4.1,"publicationDate":"2025-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12658397/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145504380","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
Enhancing Equity in Schoolchildren's Basic Life Support Education in Brazil Through Serious Games: Cohort Study. 通过严肃游戏提高巴西学童基本生命支持教育的公平性:队列研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-11-10 DOI: 10.2196/69252
Uri Adrian Prync Flato, Adriana Flato, Isabella Bispo Diaz T Martins, Giuliana Simoes Nakano, Julia Caroline Romao, Manuela Simões Nakano, Emilio José Beffa Dos Santos, Yuuki Daniel Tahara Villas Boas, Leonardo Escobar Medeiros, Vinicius Gazin Rossignoli, Gabriel Zanatta Cunha, Rafael Carreira Batista, Pedro Gazotto Rodrigues da Silva, Miguel Florentino, Amanda Rabelo, Thais Dias Midega, Rogerio Passos, Helio Guimaraes, Karl Kern
<p><strong>Background: </strong>Out-of-hospital cardiac arrests (OHCAs) predominantly occur in residential settings, often witnessed by children who could act as first responders. The World Health Organization (WHO) supports the Kids Save Lives (KSL) initiative, recommending basic life support (BLS) training for children aged ≥11 years. However, disparities in BLS education persist globally, particularly in low-resource regions where socioeconomic barriers, such as school type, malnutrition, and limited infrastructure, hinder implementation. Younger children (aged <11 years) face additional challenges due to physical limitations (eg, height, weight, and grip strength), which may compromise their ability to achieve adequate chest compression depth. While gamified learning has shown promise in improving BLS engagement and skill acquisition, its efficacy across diverse socioeconomic groups remains understudied.</p><p><strong>Objective: </strong>This study aimed to compare cardiopulmonary resuscitation (CPR) performance (compression depth, rate, and recoil) between public and private school students following a game-based BLS intervention and evaluate the feasibility of a serious game (Kids Save Hearts) in improving BLS knowledge and irrespective of socioeconomic background.</p><p><strong>Methods: </strong>We conducted an observational cohort study with 336 students aged 7-17 years from 10 public and 10 private schools in Brazil (April to November 2022). Participants received 40 minutes of video-based CPR training (American Heart Association CPR in Schools) followed by 10 minutes of gamified training using the Children Save Hearts serious game (SG). CPR quality was assessed via quality of cardiopulmonary resuscitation (QCPR) scores (Laerdal QCPR manikin), measuring compression depth (mm), compression rate (per minute), and chest recoil. Anthropometric data (height, weight, and grip strength) and socioeconomic indicators (school type) were collected. Nonparametric tests (Mann-Whitney U and chi-square tests) and multivariate regression (SPSS v27.0; IBM Corp) were used to analyze associations between demographics, physical characteristics, and CPR performance.</p><p><strong>Results: </strong>Older students (11-17 years) outperformed younger peers (7-10 years) in median compression depth (48 mm vs 37 mm; P<.001) and overall QCPR scores (84 vs 42, P<.001). Private school students had higher grip strength (24.92 vs 21.48 g/cm²; P=.001), but school type did not significantly affect CPR quality. Postintervention SG scores improved universally (P<.001), with no age or socioeconomic disparities. Multivariate analysis identified age (P<.001), height (P<.001), and grip strength (P<.001) as independent predictors of high QCPR scores (≥70).</p><p><strong>Conclusions: </strong>Age and physical development were stronger determinants of CPR quality than socioeconomic factors. The game-based intervention effectively improved BLS knowledge and skills across all partici
院外心脏骤停(ohca)主要发生在住宅环境中,通常由可以作为第一响应者的儿童目睹。世界卫生组织(世卫组织)支持儿童拯救生命(KSL)倡议,建议对≥11岁的儿童进行基本生命支持(BLS)培训。然而,在全球范围内,劳工统计局教育的差异仍然存在,特别是在低资源地区,那里的社会经济障碍(如学校类型、营养不良和有限的基础设施)阻碍了实施。目的:本研究旨在比较公立和私立学校学生在基于游戏的BLS干预后的心肺复苏(CPR)表现(按压深度、速率和后坐力),并评估严肃游戏(Kids Save Hearts)在提高BLS知识方面的可行性,而不考虑社会经济背景。方法:我们对来自巴西10所公立和10所私立学校的336名7-17岁的学生进行了一项观察性队列研究(2022年4月至11月)。参与者接受了40分钟基于视频的心肺复苏术培训(美国心脏协会学校心肺复苏术),然后使用儿童拯救心脏严肃游戏(SG)进行10分钟的游戏化培训。通过心肺复苏(QCPR)质量评分(Laerdal QCPR假人)、测量按压深度(mm)、按压率(每分钟)和胸部后坐力来评估心肺复苏质量。收集了人体测量数据(身高、体重和握力)和社会经济指标(学校类型)。采用非参数检验(Mann-Whitney U检验和卡方检验)和多元回归(SPSS v27.0; IBM Corp)分析人口统计学、身体特征和心肺复苏术表现之间的关系。结果:年龄较大的学生(11-17岁)在中位按压深度(48 mm vs 37 mm)上优于年龄较小的学生(7-10岁);结论:年龄和身体发育比社会经济因素更能决定心肺复苏术的质量。基于游戏的干预有效地提高了所有参与者的劳工统计局知识和技能,显示了其作为公平培训工具的潜力。这些发现支持了游戏化劳工统计局项目在资源有限环境下的可扩展性。
{"title":"Enhancing Equity in Schoolchildren's Basic Life Support Education in Brazil Through Serious Games: Cohort Study.","authors":"Uri Adrian Prync Flato, Adriana Flato, Isabella Bispo Diaz T Martins, Giuliana Simoes Nakano, Julia Caroline Romao, Manuela Simões Nakano, Emilio José Beffa Dos Santos, Yuuki Daniel Tahara Villas Boas, Leonardo Escobar Medeiros, Vinicius Gazin Rossignoli, Gabriel Zanatta Cunha, Rafael Carreira Batista, Pedro Gazotto Rodrigues da Silva, Miguel Florentino, Amanda Rabelo, Thais Dias Midega, Rogerio Passos, Helio Guimaraes, Karl Kern","doi":"10.2196/69252","DOIUrl":"10.2196/69252","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Out-of-hospital cardiac arrests (OHCAs) predominantly occur in residential settings, often witnessed by children who could act as first responders. The World Health Organization (WHO) supports the Kids Save Lives (KSL) initiative, recommending basic life support (BLS) training for children aged ≥11 years. However, disparities in BLS education persist globally, particularly in low-resource regions where socioeconomic barriers, such as school type, malnutrition, and limited infrastructure, hinder implementation. Younger children (aged &lt;11 years) face additional challenges due to physical limitations (eg, height, weight, and grip strength), which may compromise their ability to achieve adequate chest compression depth. While gamified learning has shown promise in improving BLS engagement and skill acquisition, its efficacy across diverse socioeconomic groups remains understudied.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to compare cardiopulmonary resuscitation (CPR) performance (compression depth, rate, and recoil) between public and private school students following a game-based BLS intervention and evaluate the feasibility of a serious game (Kids Save Hearts) in improving BLS knowledge and irrespective of socioeconomic background.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;We conducted an observational cohort study with 336 students aged 7-17 years from 10 public and 10 private schools in Brazil (April to November 2022). Participants received 40 minutes of video-based CPR training (American Heart Association CPR in Schools) followed by 10 minutes of gamified training using the Children Save Hearts serious game (SG). CPR quality was assessed via quality of cardiopulmonary resuscitation (QCPR) scores (Laerdal QCPR manikin), measuring compression depth (mm), compression rate (per minute), and chest recoil. Anthropometric data (height, weight, and grip strength) and socioeconomic indicators (school type) were collected. Nonparametric tests (Mann-Whitney U and chi-square tests) and multivariate regression (SPSS v27.0; IBM Corp) were used to analyze associations between demographics, physical characteristics, and CPR performance.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Older students (11-17 years) outperformed younger peers (7-10 years) in median compression depth (48 mm vs 37 mm; P&lt;.001) and overall QCPR scores (84 vs 42, P&lt;.001). Private school students had higher grip strength (24.92 vs 21.48 g/cm²; P=.001), but school type did not significantly affect CPR quality. Postintervention SG scores improved universally (P&lt;.001), with no age or socioeconomic disparities. Multivariate analysis identified age (P&lt;.001), height (P&lt;.001), and grip strength (P&lt;.001) as independent predictors of high QCPR scores (≥70).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;Age and physical development were stronger determinants of CPR quality than socioeconomic factors. The game-based intervention effectively improved BLS knowledge and skills across all partici","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e69252"},"PeriodicalIF":4.1,"publicationDate":"2025-11-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12599981/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145488810","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
Correction: Effects and Acceptability of a 1-Week Home-Based Virtual Reality Training for Supporting the Management of Stress and Anxiety: Randomized Pilot Trial. 纠正:1周家庭虚拟现实培训支持压力和焦虑管理的效果和可接受性:随机试点试验。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-11-10 DOI: 10.2196/77791
Federica Pallavicini, Eleonora Orena, Lisa Arnoldi, Federica Achille, Stefano Stefanini, Maddalena Cassa, Alessandro Pepe, Guido Veronese, Luca Bernardelli, Francesca Sforza, Sara Fascendini, Carlo Alberto Defanti, Marco Gemma, Massimo Clerici, Giuseppe Riva, Fabrizia Mantovani

[This corrects the article DOI: 10.2196/50326.].

[这更正了文章DOI: 10.2196/50326]。
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引用次数: 0
A Serious Game (Health Unit in Focus) for Enhancing Undergraduate Education on Older Adults' Health: Design and Validation Study. 加强老年人健康本科教育的严肃游戏(健康单元为重点):设计与验证研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-11-04 DOI: 10.2196/66289
Yuri Gustavo de Sousa Barbalho, Calliandra Maria de Souza Silva, Carla Sílvia Neves da Nora Fernandes, Raíza Rana de Souza Lima Trombini, Patrícia Littig Melo, Aline Farias de Oliveira, Alayne Larissa Martins Pereira, Alessandro de Oliveira Silva, Luciano Ramos de Lima, Marina Morato Stival, Diana Lúcia Moura Pinho, Silvana Schwerz Funghetto

Background: Population aging underlines the critical need to improve health professional training to adequately care for adults aged >60 years. Developing educational resources to support academics and professionals presents a valuable opportunity to enhance understanding of health conditions and improve clinical management. Serious games are designed to develop teaching, training, and learning skills. Their use in the educational setting is warranted, as they integrate digital aspects and gamification to create a playful experience for content acquisition. Deepening this theme in nursing education will improve assistance to the older adult population, leading to more qualified care based on gerontological practices and comprehensive health care for older adults.

Objective: This study aims to develop and validate a serious game on older adult health for undergraduate nursing students.

Methods: This quantitative and descriptive methodological study, conducted between February 2023 and December 2023 at a public university in the Federal District of Brazil, involved the active participation of 27 undergraduate nursing students in their eighth to tenth semesters. The game, Health Unit in Focus (HUF), was developed and validated with their input. It features 75 clinical cases distributed across 3 themes: pharmacology, metabolic syndrome, and semiology. Of the 40 students initially enrolled, 27 completed the study. The app was validated using the System Usability Scale and student feedback, and the results were reported following the Game-Based Intervention Reporting Guidelines (GAMING).

Results: The participants had a mean age of 22.67 (SD 1.44) years, were mostly female (20/27, 74%), and were in their eighth semester (26/27, 96%). The game received an average System Usability Scale score of 85.75 (median 86.57), classified as excellent, as all evaluated items scored >75. Participants considered the game easy to use; accessible; practical; and rich in well-founded, useful content. This high usability score, coupled with the overwhelmingly positive feedback from the students, instills confidence in the game's effectiveness. Furthermore, 100% (27/27) of students agreed that learning through games is effective and expressed interest in incorporating more interactive games into their training. The serious game HUF showed good usability, as its overall score was "excellent," with its highest score in the odd-numbered items that addressed the positive aspects identified in the analysis.

Conclusions: The serious game HUF is not just a valid and reliable tool for training nursing students but also an engaging and interactive approach to learning. Its ability to captivate and involve students in the learning process is a testament to its potential to revolutionize nursing education. It is essential that the development of new methodological resources

背景:人口老龄化突出了改善卫生专业培训的迫切需要,以充分照顾50至60岁的成年人。发展教育资源以支持学者和专业人员,为增进对健康状况的了解和改善临床管理提供了宝贵的机会。严肃游戏是为了培养教学、培训和学习技能而设计的。它们在教育环境中的使用是合理的,因为它们整合了数字方面和游戏化,为内容获取创造了有趣的体验。在护理教育中深化这一主题将改善对老年人口的援助,从而在老年学实践和老年人综合保健的基础上提供更合格的护理。目的:本研究旨在为护理本科学生开发并验证一种老年人健康严肃游戏。方法:这项定量和描述性方法学研究于2023年2月至2023年12月在巴西联邦区的一所公立大学进行,涉及27名8至10学期的本科护理专业学生的积极参与。这款名为《Health Unit in Focus》(HUF)的游戏便是基于玩家的输入而开发并验证的。它包括75个临床病例,分布在3个主题:药理学、代谢综合征和符号学。在最初登记的40名学生中,有27人完成了这项研究。该应用程序使用系统可用性量表和学生反馈进行验证,并根据基于游戏的干预报告指南(游戏)报告结果。结果:参与者平均年龄为22.67岁(SD 1.44),以女性居多(20/ 27,74%),为第八学期(26/ 27,96%)。游戏的系统可用性量表得分平均为85.75分(中位数为86.57分),被评为优秀,因为所有评估项目得分均为bbb75分。参与者认为该游戏易于使用;访问;实用的;并且有丰富的有根据的、有用的内容。如此高的可用性分数,再加上来自学生的积极反馈,让他们对游戏的有效性充满信心。此外,100%(27/27)的学生同意通过游戏学习是有效的,并表示有兴趣在他们的培训中加入更多互动游戏。严肃游戏《HUF》表现出了良好的可用性,因为它的总体得分是“优秀”,其中得分最高的是奇数项,这些项反映了分析中确定的积极方面。结论:严肃游戏HUF不仅是一种有效可靠的护理学生培训工具,而且是一种引人入胜的互动学习方法。它的能力,吸引和参与学生在学习过程中是一个证明,其潜在的革命性护理教育。开发新的方法资源,例如严肃游戏,必须以科学证据为基础,以保证更可靠和成功地实现其既定目标。
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引用次数: 0
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JMIR Serious Games
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