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The Impact and Acceptance of Gamification by Learners in a Digital Literacy Course at the Undergraduate Level: Randomized Controlled Trial. 游戏化对本科生数字素养课程学习者的影响和接受程度:随机对照试验
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-08-23 DOI: 10.2196/52017
Abeer Alnuaim

Background: In recent years, the integration of technology in education has revolutionized traditional learning paradigms. Digital literacy, a crucial skill in the 21st century, has become a vital aspect of modern education, enabling students to navigate, critically assess, and effectively use digital tools. As educators strive to boost engagement and learning outcomes, gamification has appeared as an auspicious pedagogical approach. By applying game mechanics to nongame contexts, gamification seeks to create a more immersive and digital learning experience.

Objective: This research paper aims to investigate the impact and acceptance of gamification by learners in a digital literacy course at the undergraduate level.

Methods: In a pre-post intervention study, 168 undergraduate students were randomly assigned either to the experimental group (gamification based) or control group (conventional) learning condition. Both groups of participants learned the same topics in digital literacy.

Results: Empirical findings showed that participants from the experimental group had better academic performance in digital literacy than those who were not exposed to the game-based learning environment. The participants' prior experience with gamification was not found to be a significant predictor of their acceptance of gamification in a digital literacy course.

Conclusions: The study provides evidence supporting the potential benefits of gamification in enhancing digital literacy education and opens the door for further exploration and implementation of gamified learning approaches in higher education settings.

背景:近年来,技术与教育的融合彻底改变了传统的学习模式。数字素养作为 21 世纪的一项重要技能,已成为现代教育的一个重要方面,它使学生能够浏览、批判性地评估和有效使用数字工具。随着教育工作者努力提高学生的参与度和学习效果,游戏化作为一种吉祥的教学方法出现了。通过将游戏机制应用到非游戏情境中,游戏化旨在创造一种更加身临其境的数字化学习体验:本研究论文旨在调查游戏化对本科生数字扫盲课程学习者的影响和接受程度:在一项前后干预研究中,168 名本科生被随机分配到实验组(基于游戏化)或对照组(传统)学习条件下。结果:实证研究结果表明,实验组和对照组的学生在数字扫盲课程中学习了相同的内容:实证研究结果表明,实验组学生的数字素养学习成绩优于未接触游戏化学习环境的学生。参与者之前的游戏化经验并不能显著预测他们在数字扫盲课程中对游戏化的接受程度:这项研究为游戏化在加强数字扫盲教育方面的潜在益处提供了证据,并为在高等教育环境中进一步探索和实施游戏化学习方法打开了大门。
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引用次数: 0
The Rationale Behind the Design Decisions in an Augmented Reality Mobile eHealth Exergame to Increase Physical Activity for Inactive Older People With Heart Failure. 增强现实移动电子健康外设游戏设计决策背后的理论依据,该游戏旨在增加患有心力衰竭的不活跃老年人的体育锻炼。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-08-21 DOI: 10.2196/50066
Aseel Berglund, Leonie Klompstra, Helena Orädd, Johan Fallström, Anna Strömberg, Tiny Jaarsma, Erik Berglund

Unlabelled: Physical activity is important for everyone to maintain and improve health, especially for people with chronic diseases. Mobile exergaming has the potential to increase physical activity and to specifically reach people with poor activity levels. However, commercial mobile exergames are not specially designed for older people with chronic illnesses such as heart failure. The primary aim of this viewpoint is to describe the underlying reasoning guiding the design choices made in developing a mobile exergame, Heart Farming, tailored specifically for sedentary older people diagnosed with heart failure. The goal of the exergame is to increase physical activity levels by increasing the daily walking duration of patients with heart failure by at least 10 minutes. The rationale guiding the design decisions of the mobile exergame is grounded in the thoughtful integration of gamification strategies tailored for application in cardiovascular care. This integration is achieved through applying gamification components, gamification elements, and gamification principles. The Heart Farming mobile exergame is about helping a farmer take care of and expand a virtual farm, with these activities taking place while the patient walks in the real world. The exergame can be adapted to individual preferences and physical condition regarding where, how, when, and how much to play and walk. The exergame is developed using augmented reality so it can be played both indoors and outdoors. Augmented reality technology is used to track the patients' movement in the real world and to interpret that movement into events in the exergame rather than to augment the mobile user interface.

无标签:体育锻炼对每个人保持和改善健康都很重要,对慢性病患者尤其如此。手机电子游戏具有增加体育锻炼的潜力,特别适合活动量较少的人群。然而,商业移动电子游戏并不是专门为患有慢性疾病(如心力衰竭)的老年人设计的。本观点的主要目的是描述在开发移动外部游戏 "心农场 "时,专门为久坐不动、确诊患有心力衰竭的老年人量身定制的设计选择的基本指导思想。该外部游戏的目标是通过将心力衰竭患者的每日步行时间至少增加 10 分钟来提高他们的体育锻炼水平。指导移动外部游戏设计决策的基本原理是将游戏化策略与心血管护理应用相结合。这种整合是通过应用游戏化组件、游戏化元素和游戏化原则来实现的。心脏农场 "移动外部游戏的内容是帮助一个农场主照料和扩大一个虚拟农场,而这些活动都是在病人在现实世界中行走时进行的。该外部游戏可根据个人喜好和身体状况进行调整,包括游戏和行走的地点、方式、时间和程度。外显子游戏是利用增强现实技术开发的,因此可以在室内和室外进行。增强现实技术用于跟踪患者在现实世界中的运动,并将运动解释为外显子游戏中的事件,而不是增强移动用户界面。
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引用次数: 0
Feasibility and Acceptability of a Mobile Game to Support Smoking Cessation: Repeated Measures Study. 支持戒烟的手机游戏的可行性和可接受性:重复测量研究》。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-08-21 DOI: 10.2196/54684
Shelby Goodwin, Jessica A Nastasi, Schyler T Newman, Darion Rapoza, Bethany R Raiff
<p><strong>Background: </strong>Approximately half of smokers attempt to quit, but 90% of these attempts fail. Video game-based interventions have the potential to address common barriers to evidence-based smoking cessation treatment, including high cost, lack of health care access, and low engagement.</p><p><strong>Objective: </strong>The purpose of this study was to evaluate the feasibility and acceptability of a video game-based smoking cessation intervention called Inspired and its impact on the 7-day smoking point prevalence at the 30-day follow-up.</p><p><strong>Methods: </strong>US adults (n=48) were recruited via the web to use Inspired on their smartphones for 7 weeks. The object of the game was to defend a healing tree against attackers. Levels of the game were unlocked twice daily when participants self-reported the number of cigarettes they smoked since the previous entry. Completion of the levels awarded players in-game currency, which could strengthen in-game abilities. Participants received additional in-game rewards to aid gameplay by submitting either smoking self-reports only or self-reports indicating abstinence, determined through random assignment. In addition, participants completed a web-based survey at intake, week 4, week 7, and the 30-day follow-up.</p><p><strong>Results: </strong>Of the 48 participants, who had an average age of 39.8 (SD 10.7) years, 27 (56%) were female, 4 (8%) Hispanic, 37 (77%) White, and 27 (56%) employed; 26 (54%) earned <US $40,000 a year; and 14 (29%) lived in nonurban areas (eg, rural and suburban). There were no significant differences between the groups, so all outcome data were combined. Participants averaged 20.6 (SD 15.3) days of gameplay and reached a mean highest game level of 10.7 (SD 8.4), although there was a high degree of variability. Participants reported abstinence on 31.4% (SD 38.2%) of all cessation phase reports and averaged 5.4 (SD 9.8) consecutive abstinent smoke reports. For every 1 SD increase in the highest level achieved, there was a 27% increase in the percentage of abstinent samples and a 405% increase in longest continuous abstinence. At the 30-day follow-up, 23% (11/48) of the participants reported having not taken a cigarette puff in the prior 7 days and 31% (15/48) had spent at least 24 hours without smoking in the prior 14 days. On an 11-point scale, participants rated the intervention moderately favorably: if they had to do it again, they would use Inspired to help them quit (mean 6.4, SD 3.4), and Inspired was helpful in their current attempt to quit (mean 5.4, SD 3.6).</p><p><strong>Conclusions: </strong>These results support the acceptability of Inspired. Although high dropout rates prevent conclusions on feasibility, a subset of the participants responded favorably. Scalable and accessible video game-based smoking cessation interventions could be the key to addressing the foremost cause of preventable morbidity and mortality in the United States.</p><p><strong>
背景:约有一半吸烟者试图戒烟,但其中 90% 的尝试都以失败告终。基于视频游戏的干预措施有可能解决循证戒烟治疗的常见障碍,包括高成本、缺乏医疗途径和参与度低等:本研究旨在评估基于视频游戏的戒烟干预 "Inspired "的可行性和可接受性,以及其对 30 天随访的 7 天吸烟点流行率的影响:方法:通过网络招募美国成年人(48 人)使用智能手机上的 Inspired,为期 7 周。游戏的目的是保护一棵治愈树免受攻击。游戏的关卡每天解锁两次,参与者需自我报告自上次进入游戏以来吸烟的数量。完成关卡可获得游戏币,用于增强游戏能力。参与者只需提交吸烟自我报告或表明戒烟的自我报告,即可获得额外的游戏奖励,这些奖励是通过随机分配确定的。此外,参与者还在入门、第 4 周、第 7 周和 30 天随访时完成了一项网络调查:结果:48 名参与者的平均年龄为 39.8 岁(标准差 10.7),其中 27 人(56%)为女性,4 人(8%)为西班牙裔,37 人(77%)为白人,27 人(56%)有工作;26 人(54%)有收入:这些结果支持 Inspired 的可接受性。虽然辍学率较高,无法就可行性得出结论,但部分参与者的反应良好。以视频游戏为基础的可扩展、可获得的戒烟干预措施可能是解决美国可预防的发病率和死亡率的首要原因的关键:ClinicalTrials.gov NCT03929003; https://clinicaltrials.gov/ct2/show/NCT03929003.
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引用次数: 0
Correction: Efficacy of a Virtual 3D Simulation-Based Digital Training Module for Building Dental Technology Students' Long-Term Competency in Removable Partial Denture Design: Prospective Cohort Study. 改正:基于虚拟三维模拟的数字化培训模块对培养牙科技术专业学生在可摘局部义齿设计方面的长期能力的效果:前瞻性队列研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-08-19 DOI: 10.2196/63113
KeXin Liu, YaQian Xu, ChaoYi Ma, Na Yu, FaBing Tan, Yi Li, YaXin Bai, XiaoMing Fu, JiaWu Wan, DongQi Fan, HuBin Yin, MeiXi Chen, HongJi Chen, Lin Jiang, JinLin Song, Ping Ji, XiaoHan Zhao, MengWei Pang
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引用次数: 0
Correction: Effects of Electronic Serious Games on Older Adults With Alzheimer's Disease and Mild Cognitive Impairment: Systematic Review With Meta-Analysis of Randomized Controlled Trials. 更正:电子严肃游戏对老年痴呆症和轻度认知障碍老年人的影响:随机对照试验的系统回顾与元分析》。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-08-14 DOI: 10.2196/65184
Xinyi Zuo, Yong Tang, Yifang Chen, Zhimiao Zhou

[This corrects the article DOI: 10.2196/55785.].

[此处更正了文章 DOI:10.2196/55785]。
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引用次数: 0
Immersive Virtual Reality Use in Medical Intensive Care: Mixed Methods Feasibility Study. 沉浸式虚拟现实技术在重症医学护理中的应用:混合方法可行性研究》。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-08-09 DOI: 10.2196/62842
Brian W Locke, Te-Yi Tsai, C Mahony Reategui-Rivera, Aileen S Gabriel, Aref Smiley, Joseph Finkelstein

Background: Immersive virtual reality (VR) is a promising therapy to improve the experience of patients with critical illness and may help avoid postdischarge functional impairments. However, the determinants of interest and usability may vary locally and reports of uptake in the literature are variable.

Objective: The aim of this mixed methods feasibility study was to assess the acceptability and potential utility of immersive VR in critically ill patients at a single institution.

Methods: Adults without delirium who were admitted to 1 of 2 intensive care units were offered the opportunity to participate in 5-15 minutes of immersive VR delivered by a VR headset. Patient vital signs, heart rate variability, mood, and pain were assessed before and after the VR experience. Pre-post comparisons were performed using paired 2-sided t tests. A semistructured interview was administered after the VR experience. Patient descriptions of the experience, issues, and potential uses were summarized with thematic analysis.

Results: Of the 35 patients offered the chance to participate, 20 (57%) agreed to partake in the immersive VR experience, with no difference in participation rate by age. Improvements were observed in overall mood (mean difference 1.8 points, 95% CI 0.6-3.0; P=.002), anxiety (difference of 1.7 points, 95% CI 0.8-2.7; P=.001), and pain (difference of 1.3 points, 95% CI 0.5-2.1; P=.003) assessed on 1-10 scales. The heart rate changed by a mean of -1.1 (95% CI -0.3 to -1.9; P=.008) beats per minute (bpm) from a baseline of 86.1 (SD 11.8) bpm and heart rate variability, assessed by the stress index (SI), changed by a mean of -5.0 (95% CI -1.5 to -8.5; P=.004) seconds-2 from a baseline SI of 40.0 (SD 23) seconds-2. Patients commented on the potential for the therapy to address pain, lessen anxiety, and facilitate calmness. Technical challenges were minimal and there were no adverse effects observed.

Conclusions: Patient acceptance of immersive VR was high in a mostly medical intensive care population with little prior VR experience. Patients commented on the potential of immersive VR to ameliorate cognitive and emotional symptoms. Investigators can consider integrating minimally modified commercial VR headsets into the existing intensive care unit workflow to further assess VR's efficacy for a variety of endpoints.

背景:沉浸式虚拟现实(VR)是一种很有前景的疗法,可改善危重病人的体验,并有助于避免出院后的功能障碍。然而,兴趣和可用性的决定因素可能因地而异,文献中关于使用情况的报道也不尽相同:这项混合方法的可行性研究旨在评估一家机构的重症患者对身临其境的 VR 的接受度和潜在效用:方法:两家重症监护室中的一家为无谵妄的成人患者提供了参与 5-15 分钟身临其境 VR 体验的机会,体验由 VR 头显提供。体验前后对患者的生命体征、心率变异性、情绪和疼痛进行评估。体验前后的比较采用配对双侧 t 检验。VR 体验后进行了半结构化访谈。通过主题分析总结了患者对体验、问题和潜在用途的描述:在 35 名有机会参与体验的患者中,20 人(57%)同意参加沉浸式 VR 体验,不同年龄段的参与率没有差异。在 1-10 级评分中,观察到总体情绪(平均 1.8 分[95% 置信区间 0.6-3.0],P=.002)、焦虑(1.7 分[0.8-2.7],P=.001)和疼痛(1.3 分[0.5-2.1],P=.003)有所改善。平均心率从基线的 86.1 (SD 11.8) bpm 下降了 -1.1 (-0.3 to -1.9; P = .008) bpm,心率变异性从基线的压力指数 40.0 (SD 23) sec-2 下降了 -5.0 (-1.5 to -8.5; P = .004) sec-2。患者对该疗法在解决疼痛、减轻焦虑和促进平静方面的潜力给予了高度评价。技术难度很小,也没有观察到不良反应:结论:患者对身临其境疗法的接受度很高,他们大多是医疗重症监护人员,以前几乎没有虚拟现实体验。患者对其改善认知和情绪症状的潜力给予了高度评价。.研究人员可以考虑在重症监护室现有的工作流程中整合经过最小改动的商用虚拟现实头显,以评估虚拟现实对各种终点的疗效:
{"title":"Immersive Virtual Reality Use in Medical Intensive Care: Mixed Methods Feasibility Study.","authors":"Brian W Locke, Te-Yi Tsai, C Mahony Reategui-Rivera, Aileen S Gabriel, Aref Smiley, Joseph Finkelstein","doi":"10.2196/62842","DOIUrl":"10.2196/62842","url":null,"abstract":"<p><strong>Background: </strong>Immersive virtual reality (VR) is a promising therapy to improve the experience of patients with critical illness and may help avoid postdischarge functional impairments. However, the determinants of interest and usability may vary locally and reports of uptake in the literature are variable.</p><p><strong>Objective: </strong>The aim of this mixed methods feasibility study was to assess the acceptability and potential utility of immersive VR in critically ill patients at a single institution.</p><p><strong>Methods: </strong>Adults without delirium who were admitted to 1 of 2 intensive care units were offered the opportunity to participate in 5-15 minutes of immersive VR delivered by a VR headset. Patient vital signs, heart rate variability, mood, and pain were assessed before and after the VR experience. Pre-post comparisons were performed using paired 2-sided t tests. A semistructured interview was administered after the VR experience. Patient descriptions of the experience, issues, and potential uses were summarized with thematic analysis.</p><p><strong>Results: </strong>Of the 35 patients offered the chance to participate, 20 (57%) agreed to partake in the immersive VR experience, with no difference in participation rate by age. Improvements were observed in overall mood (mean difference 1.8 points, 95% CI 0.6-3.0; P=.002), anxiety (difference of 1.7 points, 95% CI 0.8-2.7; P=.001), and pain (difference of 1.3 points, 95% CI 0.5-2.1; P=.003) assessed on 1-10 scales. The heart rate changed by a mean of -1.1 (95% CI -0.3 to -1.9; P=.008) beats per minute (bpm) from a baseline of 86.1 (SD 11.8) bpm and heart rate variability, assessed by the stress index (SI), changed by a mean of -5.0 (95% CI -1.5 to -8.5; P=.004) seconds<sup>-2</sup> from a baseline SI of 40.0 (SD 23) seconds<sup>-2</sup>. Patients commented on the potential for the therapy to address pain, lessen anxiety, and facilitate calmness. Technical challenges were minimal and there were no adverse effects observed.</p><p><strong>Conclusions: </strong>Patient acceptance of immersive VR was high in a mostly medical intensive care population with little prior VR experience. Patients commented on the potential of immersive VR to ameliorate cognitive and emotional symptoms. Investigators can consider integrating minimally modified commercial VR headsets into the existing intensive care unit workflow to further assess VR's efficacy for a variety of endpoints.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":" ","pages":"e62842"},"PeriodicalIF":3.8,"publicationDate":"2024-08-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11344185/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141758768","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
Exploring the Impact of a Persuasive Serious Video Game (Farmily) on Promoting Home Gardening Among Novices: Design and Randomized Controlled Trial. 探索劝说性严肃视频游戏(Farmily)对促进新手家庭园艺的影响:设计与随机对照试验。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-08-08 DOI: 10.2196/60771
Carlos Alberto García de Alba-Chávez, Ismael Edrein Espinosa-Curiel, Rosa María Michel-Nava
<p><strong>Background: </strong>Home gardens worldwide provide sustenance, economic support, and access to fresh produce and promote household well-being, health, self-sufficiency, and food security. However, they face significant challenges worldwide and necessitate innovative promotion approaches. Serious video games have proven effective in promoting agricultural knowledge. However, more research is needed on the persuasive potential of agriculture games to influence players' thoughts, attitudes, and behaviors. This provides an opportunity to examine the impact of persuasive games on promoting home gardening among novices.</p><p><strong>Objective: </strong>This study aims to describe the design and development of Farmily, a persuasive video game promoting home gardening among novices. In addition, it evaluated the effectiveness of Farmily and compared its impact with that of a traditional home gardening workshop. Furthermore, the study explored how game enjoyment relates to the game's outcomes.</p><p><strong>Methods: </strong>A randomized controlled trial with 50 novice gardening participants aged 20 to 50 years was carried out. Participants were randomly assigned to a control group (1.5-hour workshop) or an experimental group (1.5-hour Farmily session). Pre- and postintervention assessments were conducted. We evaluated Farmily's impact on knowledge, attitudes, perceived self-efficacy, and intentions regarding initiating home gardens. In addition, we investigated the user enjoyment and its relationship with the game's effect outcomes.</p><p><strong>Results: </strong>The experimental group significantly improved their knowledge (t<sub>24</sub>=4.26; P<.001), attitude (z<sub>24</sub>=2.98; P=.003), self-efficacy (t<sub>24</sub>=2.6; P=.02), and intention to initiate home gardens (z<sub>24</sub>=4.15; P<.001). The experimental group showed similar effectiveness in knowledge transfer (t<sub>24</sub>=-1.71; P=.09) and a more significant impact on attitude (z<sub>24</sub>=2.73; P=.006), self-efficacy (t<sub>24</sub>=2.21; P=.03), and intention to start a home garden (t<sub>24</sub>=-5.33; P<.001) than the control group. Farmily was well received by the intervention group, generating high enjoyment. Furthermore, user enjoyment substantially correlated with user attitudes (r<sub>23</sub>=0.72; P<.001) and self-efficacy (r<sub>23</sub>=0.67; P<.001), yet no discernible association was observed among user enjoyment, knowledge (r<sub>23</sub>=0.26; P=.20), and intention (r<sub>23</sub>=0.06; P=.77).</p><p><strong>Conclusions: </strong>Evidence indicates that Farmily appears to be a viable tool for promoting home gardening among novices in the short term. Farmily demonstrated similar effects in knowledge improvement to those of a traditional workshop and had a more significant impact on the other variables. In addition, we found that the player's gaming experience positively relates to the player's attitudes and self-efficacy. A well-powered randomized co
背景:世界各地的家庭菜园为人们提供生计、经济支持和获取新鲜农产品的机会,并促进家庭幸福、健康、自给自足和粮食安全。然而,世界各地的家庭菜园都面临着巨大的挑战,因此有必要采取创新的推广方法。事实证明,严肃视频游戏能有效推广农业知识。然而,对于农业游戏影响玩家思想、态度和行为的说服潜力,还需要进行更多的研究。这为研究说服性游戏对促进新手家庭园艺的影响提供了机会:本研究旨在介绍《Farmily》的设计和开发过程,这是一款向新手推广家庭园艺的劝说性视频游戏。此外,研究还对 Farmily 的效果进行了评估,并将其与传统的家庭园艺工作坊的效果进行了比较。此外,该研究还探讨了游戏乐趣与游戏成果之间的关系:方法:对 50 名年龄在 20 至 50 岁之间的园艺新手进行了随机对照试验。参与者被随机分配到对照组(1.5 小时的工作坊)或实验组(1.5 小时的 Farmily 课程)。我们进行了干预前和干预后的评估。我们评估了 Farmily 对知识、态度、自我效能感和家庭菜园启动意向的影响。此外,我们还调查了用户的乐趣及其与游戏效果之间的关系:结果:实验组的知识(t24=4.26;P24=2.98;P=.003)、自我效能感(t24=2.6;P=.02)和启动家庭菜园的意向(z24=4.15;P24=-1.71;P=.09)以及对态度(z24=2.73;P=.006)、自我效能感(t24=2.21;P=.03)、开始家庭菜园的意向(t24=-5.33;P23=0.72;P23=0.67;P23=0.26;P=.20)和意向(r23=0.06;P=.77)的影响更为显著:有证据表明,在短期内,Farmily 似乎是向新手推广家庭园艺的可行工具。Farmily 在提高知识方面的效果与传统研讨会相似,但对其他变量的影响更为显著。此外,我们还发现,玩家的游戏体验与玩家的态度和自我效能感有积极关系。为了确定 Farmily 的长期疗效,并更深入地了解乐趣对游戏结果的影响,我们将开展一项具有更多样化样本和更长跟踪期的有力随机对照试验。
{"title":"Exploring the Impact of a Persuasive Serious Video Game (Farmily) on Promoting Home Gardening Among Novices: Design and Randomized Controlled Trial.","authors":"Carlos Alberto García de Alba-Chávez, Ismael Edrein Espinosa-Curiel, Rosa María Michel-Nava","doi":"10.2196/60771","DOIUrl":"10.2196/60771","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Home gardens worldwide provide sustenance, economic support, and access to fresh produce and promote household well-being, health, self-sufficiency, and food security. However, they face significant challenges worldwide and necessitate innovative promotion approaches. Serious video games have proven effective in promoting agricultural knowledge. However, more research is needed on the persuasive potential of agriculture games to influence players' thoughts, attitudes, and behaviors. This provides an opportunity to examine the impact of persuasive games on promoting home gardening among novices.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aims to describe the design and development of Farmily, a persuasive video game promoting home gardening among novices. In addition, it evaluated the effectiveness of Farmily and compared its impact with that of a traditional home gardening workshop. Furthermore, the study explored how game enjoyment relates to the game's outcomes.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;A randomized controlled trial with 50 novice gardening participants aged 20 to 50 years was carried out. Participants were randomly assigned to a control group (1.5-hour workshop) or an experimental group (1.5-hour Farmily session). Pre- and postintervention assessments were conducted. We evaluated Farmily's impact on knowledge, attitudes, perceived self-efficacy, and intentions regarding initiating home gardens. In addition, we investigated the user enjoyment and its relationship with the game's effect outcomes.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;The experimental group significantly improved their knowledge (t&lt;sub&gt;24&lt;/sub&gt;=4.26; P&lt;.001), attitude (z&lt;sub&gt;24&lt;/sub&gt;=2.98; P=.003), self-efficacy (t&lt;sub&gt;24&lt;/sub&gt;=2.6; P=.02), and intention to initiate home gardens (z&lt;sub&gt;24&lt;/sub&gt;=4.15; P&lt;.001). The experimental group showed similar effectiveness in knowledge transfer (t&lt;sub&gt;24&lt;/sub&gt;=-1.71; P=.09) and a more significant impact on attitude (z&lt;sub&gt;24&lt;/sub&gt;=2.73; P=.006), self-efficacy (t&lt;sub&gt;24&lt;/sub&gt;=2.21; P=.03), and intention to start a home garden (t&lt;sub&gt;24&lt;/sub&gt;=-5.33; P&lt;.001) than the control group. Farmily was well received by the intervention group, generating high enjoyment. Furthermore, user enjoyment substantially correlated with user attitudes (r&lt;sub&gt;23&lt;/sub&gt;=0.72; P&lt;.001) and self-efficacy (r&lt;sub&gt;23&lt;/sub&gt;=0.67; P&lt;.001), yet no discernible association was observed among user enjoyment, knowledge (r&lt;sub&gt;23&lt;/sub&gt;=0.26; P=.20), and intention (r&lt;sub&gt;23&lt;/sub&gt;=0.06; P=.77).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;Evidence indicates that Farmily appears to be a viable tool for promoting home gardening among novices in the short term. Farmily demonstrated similar effects in knowledge improvement to those of a traditional workshop and had a more significant impact on the other variables. In addition, we found that the player's gaming experience positively relates to the player's attitudes and self-efficacy. A well-powered randomized co","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"12 ","pages":"e60771"},"PeriodicalIF":3.8,"publicationDate":"2024-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11346082/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141906688","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
Comparing Learning Outcomes of Machine-Guided Virtual Reality-Based Training With Educator-Guided Training in a Metaverse Environment: Randomized Controlled Trial. 比较基于机器引导的虚拟现实培训与基于教育者引导的元环境培训的学习效果:随机对照试验。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-08-07 DOI: 10.2196/58654
Dilek Kitapcioglu, Mehmet Emin Aksoy, Arun Ekin Ozkan, Tuba Usseli
<p><strong>Background: </strong>Virtual reality (VR) modules are commonly used for health care training, such as adult advanced cardiac life support (ACLS), due to immersion and engagement. The metaverse differs from current VR serious gaming by enabling shared social connections, while current VR modules focus on computer-based content without social interaction. Educators in the metaverse can foster communication and collaboration during training sessions.</p><p><strong>Objective: </strong>This study aimed to compare learning outcomes of VR-based, machine-guided training with educator-guided, VR-based training in the metaverse environment.</p><p><strong>Methods: </strong>A total of 62 volunteered students from Acibadem Mehmet Ali Aydinlar University Vocational School for Anesthesiology were randomly divided into 2 groups of 31 participants each: one group received VR-based training with machine guidance (MG), and the other received VR-based training with educator guidance (EG) in the metaverse. The members of both groups undertook VR-based basic training for ACLS. Afterward, the MG group was trained with a VR-based advanced training module, which provides training with full MG, whereas the EG group attended the VR-based, educator-guided training in the metaverse. The primary outcome of the study was determined by the exam score of the VR-based training module. Descriptive statistics defined continuous variables such as VR exam scores and time spent on machine- or educator-guided training. The correlation between training time and VR exam scores was assessed with the Spearman rank correlation, and nonnormally distributed variables were compared using the Mann-Whitney U test. Statistical significance was set at P<.05, with analyses executed by MedCalc Statistical Software (version 12.7.7).</p><p><strong>Results: </strong>Comparing the VR test scores between the MG and EG groups revealed no statistically significant difference. The VR test scores for the EG group had a median of 86 (range 11-100). In contrast, the MG group scores had a median of 66 (range 13-100; P=.08). Regarding the correlation between the duration of machine-guided or educator-guided training and VR-based exam scores, for the MG group, =0.569 and P=.005 were obtained. For the EG group, this correlation was found to be =0.298 and P=.10. While this correlation is statistically significant for the MG group, it is not significant for the EG group. The post hoc power analysis (80%), considering the correlation between the time spent on training and exam scores, supported this finding.</p><p><strong>Conclusions: </strong>The results of this study suggest that a well-designed, VR-based serious gaming module with MG could provide comparable learning outcomes to VR training in the metaverse with EG for adult ACLS training. Future research with a larger sample size could explore whether social interaction with educators in a metaverse environment offers added benefits for learners.</p><p
背景:虚拟现实(VR)模块因其沉浸感和参与性,常用于医疗保健培训,如成人高级心脏生命支持(ACLS)。元宇宙(metaverse)与当前的虚拟现实严肃游戏不同,它实现了共享的社交联系,而当前的虚拟现实模块侧重于基于计算机的内容,没有社交互动。元宇宙中的教育者可以在培训课程中促进交流与合作:本研究旨在比较基于 VR 的机器引导式培训与基于 VR 的元宇宙环境下教育者引导式培训的学习效果:方法:Acibadem Mehmet Ali Aydinlar 大学麻醉学职业学校的 62 名志愿学生被随机分为两组,每组 31 人:一组接受基于 VR 的机器引导式培训(MG),另一组接受基于 VR 的元虚拟环境培训(EG)。两组成员都接受了基于 VR 的 ACLS 基础培训。之后,MG 组接受了基于 VR 的高级培训模块的培训,该模块提供完整的 MG 培训,而 EG 组则参加了基于 VR 的、由教育者指导的元虚拟培训。研究的主要结果由基于 VR 的培训模块的考试成绩决定。描述性统计定义了连续变量,如 VR 考试分数和机器或教育者指导培训所花费的时间。培训时间与 VR 考试成绩之间的相关性采用斯皮尔曼等级相关性进行评估,非正态分布变量采用 Mann-Whitney U 检验进行比较。统计显著性设定为 PResults:比较 MG 组和 EG 组的 VR 测试得分,发现没有显著的统计学差异。EG 组的 VR 测试得分中位数为 86(范围为 11-100)。相比之下,MG 组得分的中位数为 66(范围为 13-100;P=.08)。关于机器指导或教育者指导培训的持续时间与基于虚拟现实的考试成绩之间的相关性,MG 组的相关性为 =0.569,P=.005。EG 组的相关性为 =0.298,P=.10。虽然这一相关性对 MG 组具有显著的统计学意义,但对 EG 组并不显著。考虑到培训时间与考试成绩之间的相关性,事后功率分析(80%)支持这一结论:本研究的结果表明,在成人 ACLS 培训中,设计良好、基于 VR 的严肃游戏模块(MG)可提供与元宇宙中的 VR 培训(EG)相当的学习效果。未来的研究如果样本量更大,可以探索在元宇宙环境中与教育者的社交互动是否能为学习者带来更多益处:ClinicalTrials.gov NCT06288087; https://clinicaltrials.gov/study/NCT06288087.
{"title":"Comparing Learning Outcomes of Machine-Guided Virtual Reality-Based Training With Educator-Guided Training in a Metaverse Environment: Randomized Controlled Trial.","authors":"Dilek Kitapcioglu, Mehmet Emin Aksoy, Arun Ekin Ozkan, Tuba Usseli","doi":"10.2196/58654","DOIUrl":"10.2196/58654","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Virtual reality (VR) modules are commonly used for health care training, such as adult advanced cardiac life support (ACLS), due to immersion and engagement. The metaverse differs from current VR serious gaming by enabling shared social connections, while current VR modules focus on computer-based content without social interaction. Educators in the metaverse can foster communication and collaboration during training sessions.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to compare learning outcomes of VR-based, machine-guided training with educator-guided, VR-based training in the metaverse environment.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;A total of 62 volunteered students from Acibadem Mehmet Ali Aydinlar University Vocational School for Anesthesiology were randomly divided into 2 groups of 31 participants each: one group received VR-based training with machine guidance (MG), and the other received VR-based training with educator guidance (EG) in the metaverse. The members of both groups undertook VR-based basic training for ACLS. Afterward, the MG group was trained with a VR-based advanced training module, which provides training with full MG, whereas the EG group attended the VR-based, educator-guided training in the metaverse. The primary outcome of the study was determined by the exam score of the VR-based training module. Descriptive statistics defined continuous variables such as VR exam scores and time spent on machine- or educator-guided training. The correlation between training time and VR exam scores was assessed with the Spearman rank correlation, and nonnormally distributed variables were compared using the Mann-Whitney U test. Statistical significance was set at P&lt;.05, with analyses executed by MedCalc Statistical Software (version 12.7.7).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Comparing the VR test scores between the MG and EG groups revealed no statistically significant difference. The VR test scores for the EG group had a median of 86 (range 11-100). In contrast, the MG group scores had a median of 66 (range 13-100; P=.08). Regarding the correlation between the duration of machine-guided or educator-guided training and VR-based exam scores, for the MG group, =0.569 and P=.005 were obtained. For the EG group, this correlation was found to be =0.298 and P=.10. While this correlation is statistically significant for the MG group, it is not significant for the EG group. The post hoc power analysis (80%), considering the correlation between the time spent on training and exam scores, supported this finding.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;The results of this study suggest that a well-designed, VR-based serious gaming module with MG could provide comparable learning outcomes to VR training in the metaverse with EG for adult ACLS training. Future research with a larger sample size could explore whether social interaction with educators in a metaverse environment offers added benefits for learners.&lt;/p&gt;&lt;p","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"12 ","pages":"e58654"},"PeriodicalIF":3.8,"publicationDate":"2024-08-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11339586/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141897466","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
Developing an Automated Virtual Reality Therapy for Improving Positive Self-Beliefs and Psychological Well-Being (Phoenix VR Self-Confidence Therapy): Tutorial. 开发自动虚拟现实疗法,改善积极的自我信念和心理健康(凤凰 VR 自信疗法):教程。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-08-07 DOI: 10.2196/51512
Laina Rosebrock, Jason Freeman, Aitor Rovira, Andre Lages Miguel, Rupert Ward, Matthew Bousfield, Ludovic Riffiod, Roya Kamvar, Thomas Kabir, Felicity Waite, Daniel Freeman

Unlabelled: Virtual reality (VR) is an immersive technology in which delivery of psychological therapy techniques can be automated. Techniques can be implemented similarly to real-world delivery or in ways that are not possible in the real world to enhance efficacy. The potential is for greater access for patients to effective therapy. Despite an increase in the use of VR for mental health, there are few descriptions of how to build and design automated VR therapies. We describe the development of Phoenix VR Self-Confidence Therapy, designed to increase positive self-beliefs in young patients diagnosed with psychosis in order to improve psychological well-being. A double-diamond, user-centered design process conducted over the course of 18 months was used, involving stakeholders from multiple areas: individuals with lived experience of psychosis, clinical psychologists, treatment designers, and VR software developers. Thirteen meetings were held with young patients diagnosed with psychosis to increase the understanding and improve the assessment of positive self-beliefs, help design the scenarios for implementing therapeutic techniques, and conduct user testing. The resulting Phoenix therapy is a class I United Kingdom Conformity Assessed (UKCA)-certified medical device designed to be used on the standalone Meta Quest 2 (Meta Platforms) headset. Phoenix aims to build up 3 types of positive self-beliefs that are connected to psychological well-being. In a community farm area, tasks are designed to increase a sense of mastery and achievement ("I can make a difference"); in a TV studio, users complete an activity with graded levels of difficulty to promote success in the face of a challenge ("I can do this"); and in a forest by a lake, activities are designed to encourage feelings of pleasure and enjoyment ("I can enjoy things"). Phoenix is delivered over the course of approximately 6 weekly sessions supported by a mental health provider. Patients can take the headsets home to use in between sessions. Usability testing with individuals with lived experience of psychosis, as well as patients in the National Health Service (aged 16-26 years), demonstrated that Phoenix is engaging, easy to use, and has high levels of satisfaction.

无标签:虚拟现实(VR)是一种身临其境的技术,可以自动提供心理治疗技术。可以采用与现实世界类似的方式或现实世界不可能采用的方式实施技术,以提高疗效。其潜力在于为患者提供更多获得有效治疗的机会。尽管 VR 在心理健康方面的应用越来越多,但关于如何构建和设计自动化 VR 治疗方法的描述却很少。我们介绍了 "凤凰VR自信疗法 "的开发过程,该疗法旨在提高被诊断为精神病的年轻患者的积极自信心,从而改善他们的心理健康。我们在 18 个月的时间里采用了以用户为中心的双钻设计流程,涉及多个领域的利益相关者:有精神病生活经历的人、临床心理学家、治疗设计者和 VR 软件开发人员。我们与被诊断患有精神病的年轻患者举行了 13 次会议,以加深对积极自我信念的理解并改进对其的评估,帮助设计实施治疗技术的场景,并进行用户测试。最终形成的凤凰疗法是经英国合格评定(UKCA)认证的一级医疗设备,设计用于独立的 Meta Quest 2(Meta Platforms)耳机。凤凰疗法旨在建立与心理健康相关的 3 种积极的自我信念。在社区农场,任务的设计旨在增强主人翁意识和成就感("我能有所作为");在电视演播室,用户完成难度分级的活动,以促进面对挑战时的成功感("我能做到");在湖边的森林中,活动的设计旨在鼓励愉悦和享受的感觉("我能享受生活")。凤凰城 "项目由心理健康服务提供者提供支持,每周进行约 6 次治疗。患者可以在疗程间隙将耳机带回家使用。对有过精神病生活经历的个人以及国民健康服务机构的患者(16-26 岁)进行的可用性测试表明,凤凰城很有吸引力,易于使用,满意度很高。
{"title":"Developing an Automated Virtual Reality Therapy for Improving Positive Self-Beliefs and Psychological Well-Being (Phoenix VR Self-Confidence Therapy): Tutorial.","authors":"Laina Rosebrock, Jason Freeman, Aitor Rovira, Andre Lages Miguel, Rupert Ward, Matthew Bousfield, Ludovic Riffiod, Roya Kamvar, Thomas Kabir, Felicity Waite, Daniel Freeman","doi":"10.2196/51512","DOIUrl":"10.2196/51512","url":null,"abstract":"<p><strong>Unlabelled: </strong>Virtual reality (VR) is an immersive technology in which delivery of psychological therapy techniques can be automated. Techniques can be implemented similarly to real-world delivery or in ways that are not possible in the real world to enhance efficacy. The potential is for greater access for patients to effective therapy. Despite an increase in the use of VR for mental health, there are few descriptions of how to build and design automated VR therapies. We describe the development of Phoenix VR Self-Confidence Therapy, designed to increase positive self-beliefs in young patients diagnosed with psychosis in order to improve psychological well-being. A double-diamond, user-centered design process conducted over the course of 18 months was used, involving stakeholders from multiple areas: individuals with lived experience of psychosis, clinical psychologists, treatment designers, and VR software developers. Thirteen meetings were held with young patients diagnosed with psychosis to increase the understanding and improve the assessment of positive self-beliefs, help design the scenarios for implementing therapeutic techniques, and conduct user testing. The resulting Phoenix therapy is a class I United Kingdom Conformity Assessed (UKCA)-certified medical device designed to be used on the standalone Meta Quest 2 (Meta Platforms) headset. Phoenix aims to build up 3 types of positive self-beliefs that are connected to psychological well-being. In a community farm area, tasks are designed to increase a sense of mastery and achievement (\"I can make a difference\"); in a TV studio, users complete an activity with graded levels of difficulty to promote success in the face of a challenge (\"I can do this\"); and in a forest by a lake, activities are designed to encourage feelings of pleasure and enjoyment (\"I can enjoy things\"). Phoenix is delivered over the course of approximately 6 weekly sessions supported by a mental health provider. Patients can take the headsets home to use in between sessions. Usability testing with individuals with lived experience of psychosis, as well as patients in the National Health Service (aged 16-26 years), demonstrated that Phoenix is engaging, easy to use, and has high levels of satisfaction.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"12 ","pages":"e51512"},"PeriodicalIF":3.8,"publicationDate":"2024-08-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11322795/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141901840","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 Electronic Serious Games on Older Adults With Alzheimer's Disease and Mild Cognitive Impairment: Systematic Review With Meta-Analysis of Randomized Controlled Trials. 电子严肃游戏对老年痴呆症和轻度认知障碍老年人的影响:随机对照试验的系统回顾与元分析》。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-07-31 DOI: 10.2196/55785
Xinyi Zuo, Yong Tang, Yifang Chen, Zhimiao Zhou
<p><strong>Background: </strong>Serious games (SGs) are nonpharmacological interventions that are widely applied among older adults. To date, no evidence has been published regarding the effect of digital SGs on cognitive ability, daily behavioral capacity, or depression in older adults with Alzheimer's disease (AD) and mild cognitive impairment (MCI).</p><p><strong>Objective: </strong>This study aimed to assess the effect of SGs on older adults with AD and MCI by summarizing and pooling the results of previous studies.</p><p><strong>Methods: </strong>This meta-analysis examined the effectiveness of digital SGs in improving cognitive ability, enhancing daily behavioral capacity, and alleviating depression in older adults with AD and MCI. We searched the following databases up to December 31, 2023, to identify relevant high-quality randomized controlled trials (RCTs): PubMed, Embase, Web of Science, Scopus, and Cochrane Library. Stata 15.1 and Review Manager 5.3 were used to screen the 14 studies, extract data, code the data, and perform meta-analysis. Mean differences and standardized mean differences (SMDs) with 95% CIs were used to calculate continuous variables. The Cochrane risk-of-bias assessment tool was used to evaluate the risk of bias. Eligibility criteria were developed in accordance with the Population, Intervention, Comparison, Outcomes, and Study Design framework: (1) population (older adults with AD and MCI), (2) intervention (digital SG intervention), (3) comparison (digital SG intervention vs routine health care), (4) outcomes (cognitive ability, daily behavioral capacity, and depression), and (5) study or research design (RCT). Sensitivity analysis was performed, and a funnel plot was constructed.</p><p><strong>Results: </strong>From January 2017 to December 2023, we enrolled 714 individuals across 14 RCTs, with 374 (52.4%) in the severe game group using digital SGs and 340 (47.6%) in the control group using traditional methods. The results of our meta-analysis indicated that using digital SGs in older adults with AD and MCI is more effective than traditional training methods in several key areas. Specifically, digital SG therapy significantly increased cognitive ability, as found in the Mini-Mental State Examination (SMD 2.11, 95% CI 1.42-2.80; P<.001) and the Montreal Cognitive Assessment (SMD 2.75, 95% CI 1.98-3.51; P<.001), significantly increased daily behavioral capacity (SMD 0.53, 95% CI 0.06-0.99; P=.03), and significantly reduced depression (SMD -2.08, 95% CI -2.94 to -1.22; P<.001) in older adults with AD and MCI. No publication bias was detected based on the results of Begg and Egger tests.</p><p><strong>Conclusions: </strong>Digital SGs offer a viable and effective nonpharmacological approach for older adults with AD and MCI, yielding better results compared to traditional formats. However, caution is warranted in interpreting these findings due to limited RCTs, small sample sizes, and low-quality meta-analyzed evidenc
背景:严肃游戏(SGs)是广泛应用于老年人的非药物干预措施。迄今为止,尚未有证据表明数字 SG 对患有阿尔茨海默病(AD)和轻度认知障碍(MCI)的老年人的认知能力、日常行为能力或抑郁症有影响:本研究旨在通过总结和汇集以往的研究结果,评估电子信息传感技术对患有老年痴呆症(AD)和轻度认知障碍(MCI)的老年人的影响:本荟萃分析研究了数字 SG 在改善 AD 和 MCI 老年人认知能力、提高日常行为能力以及缓解抑郁方面的效果。截至 2023 年 12 月 31 日,我们检索了以下数据库,以确定相关的高质量随机对照试验 (RCT):PubMed、Embase、Web of Science、Scopus 和 Cochrane Library。研究人员使用 Stata 15.1 和 Review Manager 5.3 筛选了 14 项研究,提取了数据,对数据进行了编码,并进行了荟萃分析。平均差和标准化平均差 (SMD) 与 95% CIs 用于计算连续变量。Cochrane 偏倚风险评估工具用于评估偏倚风险。根据 "人群、干预、比较、结果和研究设计 "框架制定了资格标准:(1)人群(患有 AD 和 MCI 的老年人);(2)干预(数字 SG 干预);(3)比较(数字 SG 干预与常规医疗保健);(4)结果(认知能力、日常行为能力和抑郁);(5)研究或研究设计(RCT)。进行了敏感性分析,并绘制了漏斗图:从 2017 年 1 月到 2023 年 12 月,我们在 14 项 RCT 中招募了 714 人,其中严重游戏组中有 374 人(52.4%)使用数字 SG,对照组中有 340 人(47.6%)使用传统方法。我们的荟萃分析结果表明,在几个关键领域,对患有注意力缺失症和注意力缺失症的老年人使用数字 SG 比传统训练方法更有效。具体来说,数字 SG 治疗显著提高了认知能力,如在迷你精神状态检查(SMD 2.11,95% CI 1.42-2.80;PC 结论:数字 SG 为患有注意力缺失症(AD)和注意力缺失症(MCI)的老年人提供了一种可行且有效的非药物疗法,与传统疗法相比效果更好。然而,由于RCT有限、样本量小、荟萃分析证据质量低,在解释这些发现时需要谨慎:试验注册:PROSPERO 国际系统综述前瞻性注册:CRCDR42023486090; https://www.crd.york.ac.uk/PROSPERO/display_record.php?RecordID=486090.
{"title":"Effects of Electronic Serious Games on Older Adults With Alzheimer's Disease and Mild Cognitive Impairment: Systematic Review With Meta-Analysis of Randomized Controlled Trials.","authors":"Xinyi Zuo, Yong Tang, Yifang Chen, Zhimiao Zhou","doi":"10.2196/55785","DOIUrl":"10.2196/55785","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Serious games (SGs) are nonpharmacological interventions that are widely applied among older adults. To date, no evidence has been published regarding the effect of digital SGs on cognitive ability, daily behavioral capacity, or depression in older adults with Alzheimer's disease (AD) and mild cognitive impairment (MCI).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to assess the effect of SGs on older adults with AD and MCI by summarizing and pooling the results of previous studies.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;This meta-analysis examined the effectiveness of digital SGs in improving cognitive ability, enhancing daily behavioral capacity, and alleviating depression in older adults with AD and MCI. We searched the following databases up to December 31, 2023, to identify relevant high-quality randomized controlled trials (RCTs): PubMed, Embase, Web of Science, Scopus, and Cochrane Library. Stata 15.1 and Review Manager 5.3 were used to screen the 14 studies, extract data, code the data, and perform meta-analysis. Mean differences and standardized mean differences (SMDs) with 95% CIs were used to calculate continuous variables. The Cochrane risk-of-bias assessment tool was used to evaluate the risk of bias. Eligibility criteria were developed in accordance with the Population, Intervention, Comparison, Outcomes, and Study Design framework: (1) population (older adults with AD and MCI), (2) intervention (digital SG intervention), (3) comparison (digital SG intervention vs routine health care), (4) outcomes (cognitive ability, daily behavioral capacity, and depression), and (5) study or research design (RCT). Sensitivity analysis was performed, and a funnel plot was constructed.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;From January 2017 to December 2023, we enrolled 714 individuals across 14 RCTs, with 374 (52.4%) in the severe game group using digital SGs and 340 (47.6%) in the control group using traditional methods. The results of our meta-analysis indicated that using digital SGs in older adults with AD and MCI is more effective than traditional training methods in several key areas. Specifically, digital SG therapy significantly increased cognitive ability, as found in the Mini-Mental State Examination (SMD 2.11, 95% CI 1.42-2.80; P&lt;.001) and the Montreal Cognitive Assessment (SMD 2.75, 95% CI 1.98-3.51; P&lt;.001), significantly increased daily behavioral capacity (SMD 0.53, 95% CI 0.06-0.99; P=.03), and significantly reduced depression (SMD -2.08, 95% CI -2.94 to -1.22; P&lt;.001) in older adults with AD and MCI. No publication bias was detected based on the results of Begg and Egger tests.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;Digital SGs offer a viable and effective nonpharmacological approach for older adults with AD and MCI, yielding better results compared to traditional formats. However, caution is warranted in interpreting these findings due to limited RCTs, small sample sizes, and low-quality meta-analyzed evidenc","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"12 ","pages":"e55785"},"PeriodicalIF":3.8,"publicationDate":"2024-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11324188/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141859756","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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JMIR Serious Games
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