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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.
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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。
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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
Extended Reality for Mental Health Evaluation: Scoping Review. 心理健康评估的扩展现实:范围审查。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-07-24 DOI: 10.2196/38413
Olatunji Mumini Omisore, Ifeanyi Odenigbo, Joseph Orji, Amelia Itzel Hernandez Beltran, Sandra Meier, Nilufar Baghaei, Rita Orji
<p><strong>Background: </strong>Mental health disorders are the leading cause of health-related problems worldwide. It is projected that mental health disorders will be the leading cause of morbidity among adults as the incidence rates of anxiety and depression grow worldwide. Recently, "extended reality" (XR), a general term covering virtual reality (VR), augmented reality (AR), and mixed reality (MR), is paving the way for the delivery of mental health care.</p><p><strong>Objective: </strong>We aimed to investigate the adoption and implementation of XR technology used in interventions for mental disorders and to provide statistical analyses of the design, usage, and effectiveness of XR technology for mental health interventions with a worldwide demographic focus.</p><p><strong>Methods: </strong>In this paper, we conducted a scoping review of the development and application of XR in the area of mental disorders. We performed a database search to identify relevant studies indexed in Google Scholar, PubMed, and the ACM Digital Library. A search period between August 2016 and December 2023 was defined to select papers related to the usage of VR, AR, and MR in a mental health context. The database search was performed with predefined queries, and a total of 831 papers were identified. Ten papers were identified through professional recommendation. Inclusion and exclusion criteria were designed and applied to ensure that only relevant studies were included in the literature review.</p><p><strong>Results: </strong>We identified a total of 85 studies from 27 countries worldwide that used different types of VR, AR, and MR techniques for managing 14 types of mental disorders. By performing data analysis, we found that most of the studies focused on high-income countries, such as the United States (n=14, 16.47%) and Germany (n=12, 14.12%). None of the studies were for African countries. The majority of papers reported that XR techniques lead to a significant reduction in symptoms of anxiety or depression. The majority of studies were published in 2021 (n=26, 30.59%). This could indicate that mental disorder intervention received higher attention when COVID-19 emerged. Most studies (n=65, 76.47%) focused on a population in the age range of 18-65 years, while few studies (n=2, 3.35%) focused on teenagers (ie, subjects in the age range of 10-19 years). In addition, more studies were conducted experimentally (n=67, 78.82%) rather than by using analytical and modeling approaches (n=8, 9.41%). This shows that there is a rapid development of XR technology for mental health care. Furthermore, these studies showed that XR technology can effectively be used for evaluating mental disorders in a similar or better way that conventional approaches.</p><p><strong>Conclusions: </strong>In this scoping review, we studied the adoption and implementation of XR technology for mental disorder care. Our review shows that XR treatment yields high patient satisfaction, and follo
背景:精神疾病是导致全球健康相关问题的主要原因。据预测,随着焦虑症和抑郁症发病率在全球范围内的增长,精神疾病将成为成年人发病的主要原因。最近,"扩展现实"(XR)--一个涵盖虚拟现实(VR)、增强现实(AR)和混合现实(MR)的统称--正在为提供心理健康护理铺平道路:我们旨在调查 XR 技术在精神障碍干预中的采用和实施情况,并以全球人口为重点,对 XR 技术在精神健康干预中的设计、使用和效果进行统计分析:在本文中,我们对 XR 在精神障碍领域的发展和应用进行了范围界定。我们进行了数据库检索,以确定谷歌学术、PubMed 和 ACM 数字图书馆中索引的相关研究。检索期为 2016 年 8 月至 2023 年 12 月,目的是筛选出与 VR、AR 和 MR 在精神健康领域的应用相关的论文。通过预定义查询进行数据库搜索,共确定了 831 篇论文。通过专业人士推荐,确定了 10 篇论文。我们设计并应用了纳入和排除标准,以确保只有相关研究才被纳入文献综述:我们在全球 27 个国家共发现了 85 项研究,这些研究使用了不同类型的虚拟现实、增强现实和磁共振技术来管理 14 种精神障碍。通过数据分析,我们发现大多数研究都集中在高收入国家,如美国(14 项,占 16.47%)和德国(12 项,占 14.12%)。没有一项研究是针对非洲国家的。大多数论文报告称,XR 技术可显著减轻焦虑或抑郁症状。大多数研究发表于 2021 年(n=26,30.59%)。这可能表明,当 COVID-19 出现时,精神障碍干预受到了更多关注。大多数研究(n=65,76.47%)的研究对象为 18-65 岁的人群,而少数研究(n=2,3.35%)的研究对象为青少年(即 10-19 岁的受试者)。此外,更多的研究是通过实验进行的(67 项,占 78.82%),而不是使用分析和建模方法(8 项,占 9.41%)。这表明,XR 技术在心理健康护理方面发展迅速。此外,这些研究还表明,XR 技术可以有效地用于评估精神障碍,其效果与传统方法相似,甚至更好:在这篇范围综述中,我们研究了 XR 技术在精神障碍治疗中的应用和实施情况。综述显示,XR 治疗的患者满意度很高,随访评估显示患者病情有明显改善,且疗效显著。此外,这些研究采用了独特的设计,旨在记录和分析参与者报告的症状。本综述可能有助于未来针对不同精神障碍程序的各种 XR 机制的研究和开发。
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引用次数: 0
Impact of Facilitation on Cognitive Flow in a Novel Diabetes Management Rehearsal Game for Health Professions Education: Mixed Methods, Open-Label, Superiority Randomized Controlled Trial. 健康专业教育中的新颖糖尿病管理排练游戏中的引导对认知流的影响:混合方法研究
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-07-17 DOI: 10.2196/54703
Jun Wen Tan, Gabriel Tan, Xia Lian, Darren Kai Siang Chong, Preman Rajalingam, Rinkoo Dalan, Sreenivasulu Reddy Mogali

Background: Though the prevalence of diabetes is set to increase, most serious game solutions typically target patient self-management and education. Few games target health care professions education, and even fewer consider the factors that may increase their efficacies. The impact of facilitation, a prominent feature of health professions education, is examined in the context of a rehearsal-based diabetes management serious game.

Objective: In this mixed methods, open-label, superiority randomized controlled trial, we compare student performance, attitudes, and perceptions of a rehearsal-based diabetes management game for health care professionals.

Methods: Student participants were randomized into 2 groups to play a diabetes management game. The control group played the game alone, and the intervention group played the same game alongside a facilitator tasked to moderate overall challenge levels and address queries. Both groups were administered the Flow Short Scale, a 13-item measure rated on a 7-point Likert scale ranging from 1 ("not at all") to 7 ("very much") immediately after the game. Students were then invited to voluntary focus group discussions to elicit their attitudes and perceptions of the game. Findings were subject to between-group comparisons and inductive thematic analysis respectively.

Results: A total of 48 (26 control, 22 intervention) clinical-year undergraduates from the Lee Kong Chian School of Medicine in Singapore participated in this study, with 18 continuing to the focus group discussions. Flow Short Scale results indicated the superiority of the intervention group for overall flow (t46=-2.17, P=.04) and the absorption subdomain (t46=-2.6, P=.01). Qualitative results indicated students viewed facilitation as helpful and appropriate, and were able to identify improvable elements of the game's theoretical foundations and overall design.

Conclusions: While serious games are efficacious means of rehearsing previously learned knowledge, facilitation allows for their efficiency to be greatly increased. Such increases are likely crucial in the coming years with the increased digitization of health care professions education and the prevalence of diabetes.

Trial registration: ClinicalTrials.gov NCT05637749; https://www.clinicaltrials.gov/study/NCT05637749.

背景:尽管糖尿病的发病率将不断上升,但大多数严肃游戏解决方案通常以患者的自我管理和教育为目标。以医疗保健专业教育为目标的游戏很少,考虑到可能提高其效率的因素的游戏就更少了。在基于排练的糖尿病管理严肃游戏中,我们研究了促进因素的影响,这是医疗专业教育的一个显著特点:在这项混合方法的开放标签优越性随机对照试验中,我们比较了学生的表现、态度以及对医护人员基于排练的糖尿病管理游戏的看法:学生被随机分为两组,分别参与糖尿病管理游戏。对照组单独玩游戏,而干预组则与主持人一起玩同样的游戏,主持人的任务是调节总体挑战水平并解决疑问。游戏结束后,两组学生都立即接受了 "流动简易量表"(Flow Short Scale,FSS)的测试,该量表由 13 个项目组成,采用李克特 7 点量表,从 1("完全没有")到 7("非常有")不等。然后,邀请学生自愿参加焦点小组讨论,以了解他们对游戏的态度和看法。调查结果分别进行了组间比较和归纳主题分析:共有 48 名(26 名对照组,22 名干预组)来自新加坡李光前医学院的临床年级本科生参加了研究,其中 18 人继续参加了焦点小组讨论。FSS 结果表明,干预组在整体流程(t = -2.17,P = .04)和吸收子域(t = -2.6,P = .01)方面更胜一筹。定性结果表明,学生们认为引导是有帮助的、适当的,并且能够识别游戏理论基础和整体设计中可改进的元素:虽然严肃游戏是演练先前所学知识的有效手段,但引导可以大大提高其效率。随着医疗保健专业教育数字化程度的提高和糖尿病患病率的上升,这种效率的提高在未来几年可能至关重要:临床试验:ClinicalTrials.gov NCT05637749;https://www.clinicaltrials.gov/study/NCT05637749。
{"title":"Impact of Facilitation on Cognitive Flow in a Novel Diabetes Management Rehearsal Game for Health Professions Education: Mixed Methods, Open-Label, Superiority Randomized Controlled Trial.","authors":"Jun Wen Tan, Gabriel Tan, Xia Lian, Darren Kai Siang Chong, Preman Rajalingam, Rinkoo Dalan, Sreenivasulu Reddy Mogali","doi":"10.2196/54703","DOIUrl":"10.2196/54703","url":null,"abstract":"<p><strong>Background: </strong>Though the prevalence of diabetes is set to increase, most serious game solutions typically target patient self-management and education. Few games target health care professions education, and even fewer consider the factors that may increase their efficacies. The impact of facilitation, a prominent feature of health professions education, is examined in the context of a rehearsal-based diabetes management serious game.</p><p><strong>Objective: </strong>In this mixed methods, open-label, superiority randomized controlled trial, we compare student performance, attitudes, and perceptions of a rehearsal-based diabetes management game for health care professionals.</p><p><strong>Methods: </strong>Student participants were randomized into 2 groups to play a diabetes management game. The control group played the game alone, and the intervention group played the same game alongside a facilitator tasked to moderate overall challenge levels and address queries. Both groups were administered the Flow Short Scale, a 13-item measure rated on a 7-point Likert scale ranging from 1 (\"not at all\") to 7 (\"very much\") immediately after the game. Students were then invited to voluntary focus group discussions to elicit their attitudes and perceptions of the game. Findings were subject to between-group comparisons and inductive thematic analysis respectively.</p><p><strong>Results: </strong>A total of 48 (26 control, 22 intervention) clinical-year undergraduates from the Lee Kong Chian School of Medicine in Singapore participated in this study, with 18 continuing to the focus group discussions. Flow Short Scale results indicated the superiority of the intervention group for overall flow (t<sub>46</sub>=-2.17, P=.04) and the absorption subdomain (t<sub>46</sub>=-2.6, P=.01). Qualitative results indicated students viewed facilitation as helpful and appropriate, and were able to identify improvable elements of the game's theoretical foundations and overall design.</p><p><strong>Conclusions: </strong>While serious games are efficacious means of rehearsing previously learned knowledge, facilitation allows for their efficiency to be greatly increased. Such increases are likely crucial in the coming years with the increased digitization of health care professions education and the prevalence of diabetes.</p><p><strong>Trial registration: </strong>ClinicalTrials.gov NCT05637749; https://www.clinicaltrials.gov/study/NCT05637749.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":" ","pages":"e54703"},"PeriodicalIF":3.8,"publicationDate":"2024-07-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11292155/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141432035","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
Effect of Elastic Resistance on Exercise Intensity and User Satisfaction While Playing the Active Video Game BoxVR in Immersive Virtual Reality: Empirical Study. 在沉浸式虚拟现实中玩游戏 BoxVR 时,弹性阻力对运动强度和用户满意度的影响:实证研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-07-16 DOI: 10.2196/58411
Jacek Polechoński, Alan Przepiórzyński, Piotr Polechoński, Rajmund Tomik
<p><strong>Background: </strong>One of the main contemporary forms of physical activity (PA) involves exercises and games in an immersive virtual reality (VR) environment, which allows the user to practice various forms of PA in a small space. Unfortunately, most of the currently available VR games and workout applications are mostly based on upper body movements, especially the arms, which do not guarantee sufficiently high exercise intensity and health benefits. Therefore, it is worth seeking solutions to help increase the exercise load during PA in VR.</p><p><strong>Objective: </strong>The main aim of this study was to evaluate the effect of elastic arm resistance in the form of latex resistance bands of different elasticity levels on the intensity of students' PA while playing the BoxVR game. We further assessed the satisfaction of this form of exercise and its associations with PA intensity.</p><p><strong>Methods: </strong>A total of 21 healthy and physically fit men (mean age 22.5, SD 2.0 years) were included in the study. The tests consisted of 3 10-minute games. One game was run with no load and the other two were run with 1.5-meter latex resistance bands (low and high resistance). The order of the tests was randomized and the participants rested for 20 minutes after each exercise. Exercise intensity was estimated using objective (heart rate monitoring) and subjective (Borg scale) methods. The Physical Activity Enjoyment Scale was used to assess satisfaction with the PA. The effect of elastic resistance on exercise intensity and user enjoyment was estimated using ANOVA for repeated measures.</p><p><strong>Results: </strong>The ANOVA results indicated that incorporation of elastic resistance caused a significant change (F2,40=20.235, P<.001; η²p=0.503) in the intensity of PA in VR, which was low while playing without resistance and then increased to a moderate level with additional resistance. The use of elastic bands also changed participants' perceptions of the enjoyment of exercise in VR (F2,40=9.259, P<.001; η²p=0.316). The students rated their satisfaction with PA in VR on a 7-point scale highly and similarly when exercising without an upper limb load (mean 6.19, SD 0.61) and with slight elastic resistance (mean 6.17, SD 0.66), whereas their satisfaction declined significantly (mean 5.66, SD 0.94) when incorporating a higher load.</p><p><strong>Conclusions: </strong>The intensity of PA among students playing the BoxVR game is at a relatively low level. With the added resistance of elastic bands attached to the upper limbs, the intensity of the exercise increased to a moderate level, as recommended for obtaining health benefits. Participants rated the enjoyment of PA in VR highly. The use of slight elastic resistance did not negatively affect satisfaction with the BoxVR game, although user satisfaction declined with a higher load. Further research should be undertaken to increase the effectiveness of exercise in VR so that regular user
背景:当代体育活动(PA)的主要形式之一是在身临其境的虚拟现实(VR)环境中进行锻炼和游戏,这样用户就可以在狭小的空间内练习各种形式的体育活动。遗憾的是,目前大多数可用的虚拟现实游戏和锻炼应用程序大多基于上半身运动,尤其是手臂,这并不能保证足够高的运动强度和对健康的益处。因此,在 VR 中增加 PA 的运动负荷值得寻求解决方案:本研究的主要目的是评估不同松紧度的乳胶阻力带形式的弹性手臂阻力对学生在玩 BoxVR 游戏时 PA 运动强度的影响。我们还进一步评估了这种运动形式的满意度及其与 PA 强度的关联:研究共纳入了 21 名身体健康、体能良好的男性(平均年龄 22.5 岁,标准差 2.0 岁)。测试包括 3 个 10 分钟的游戏。其中一个游戏是空载进行的,另外两个游戏是用 1.5 米长的乳胶阻力带(低阻力和高阻力)进行的。测试的顺序是随机的,参与者在每次运动后休息 20 分钟。运动强度采用客观(心率监测)和主观(博格量表)方法进行估算。体力活动享受量表用于评估参与者对体力活动的满意度。采用方差分析重复测量法估算了弹性阻力对运动强度和用户满意度的影响:方差分析结果表明,加入弹性阻力会引起显著变化(F2,40=20.235, PC结论:玩 BoxVR 游戏的学生的 PA 强度相对较低。在上肢加入弹力带阻力后,运动强度增加到中等水平,这也是获得健康益处的建议。参与者对在 VR 中进行 PA 的乐趣评价很高。使用轻微的弹性阻力并没有对 BoxVR 游戏的满意度产生负面影响,尽管用户的满意度随着负荷的增加而下降。应进一步开展研究,提高在 VR 中锻炼的有效性,使普通用户也能享受到对健康的益处。
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引用次数: 0
Design and rationale of an interactive serious game to teach Basic Life Support among schoolchildren in Brazil. 设计互动严肃游戏,向巴西学童传授基本生命支持知识及其原理。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-07-12 DOI: 10.2196/55333
Uri Adrian Prync Flato, Emilio José Beffa Dos Santos, Isabella Bispo Diaz Toledo Martini, Vinicius Rossignoli, Thais Dias Midega, Lucas Kallas-Silva, Ricardo Ferreira Mendes de Oliveira, Adriana do Socorro Lima Figueiredo, Mario Vicente Guimarães, Hélio Penna Guimarães

Unstructured: Cardiovascular diseases are leading causes of death and morbidity worldwide. CPR and early defibrillation significantly enhance survival rates. Serious Games (SG) improve learning through entertainment. Current strategies target Cardiopulmonary resuscitation for communities and schoolchildren, but none have been validated for children in low-to-middle-income settings. The SG Children Save Hearts, developed in Brazil, teaches the five resuscitation steps according to International Liaison Committee on Resuscitation 2020 guidelines and requires formal usability assessment. The study aimed to evaluate the usability of SG Children Save Hearts among IT and healthcare professionals using the System Usability Scale (SUS). The usability test was conducted in August 2022 in the university's IT department. The game was developed targeting schoolchildren aged 7 to 17. Categorical variables as absolute and relative frequencies, while continuous variables were presented as median with interquartile range (IQR). Normality was assessed using the Shapiro-Wilk test. Comparisons between IT and healthcare professionals were made using the independent t-test for normal distributions or the Mann-Whitney U test for non-normal distributions. We included 17 volunteers with a mean age of 22 years (IQR 20-26). All participants played the game and completed a 10-question survey on its usability using a Likert-type scale. The final grade was converted to a 0 to 100 scale, with a grade above 70 considered acceptable for a minimum viable product. The mean SUS score was 75 (IQR 72.5-87.5). Healthcare professionals gave higher grades to all five domains compared to IT professionals. The average time spent playing the game was 3.2 minutes. Novel technologies have shown promising results for CPR teaching using active teaching methods, but face challenges in developing countries, such as language barriers, device acquisition, cultural differences, and technical support. To our knowledge, this is the first SG developed in portuguese for brazilian schoolchidren. Despite some usability issues, the SG Children Save Hearts is considered adequate for teaching CPR to schoolchildren in Brazil.

非结构化:心血管疾病是全球死亡和发病的主要原因。心肺复苏术和早期除颤能显著提高存活率。严肃游戏(SG)通过娱乐提高了学习效果。当前的策略以社区和学龄儿童的心肺复苏术为目标,但还没有针对中低收入环境中的儿童进行过验证。巴西开发的 "儿童救心 "SG 按照国际复苏联络委员会 2020 年指南教授五个复苏步骤,并要求进行正式的可用性评估。本研究旨在使用系统可用性量表(SUS)评估 SG "儿童救心 "在信息技术和医疗保健专业人员中的可用性。可用性测试于 2022 年 8 月在大学信息技术系进行。游戏的开发对象是 7 至 17 岁的在校学生。分类变量以绝对频率和相对频率表示,连续变量以中位数和四分位距(IQR)表示。正态性采用 Shapiro-Wilk 检验进行评估。对于正态分布,采用独立 t 检验;对于非正态分布,采用 Mann-Whitney U 检验。我们纳入了 17 名志愿者,他们的平均年龄为 22 岁(IQR 20-26)。所有参与者都玩了游戏,并使用李克特量表完成了一份包含 10 个问题的可用性调查。最后的分数被转换成 0 到 100 分,70 分以上被认为是最小可行产品的可接受分数。SUS 的平均得分为 75(IQR 72.5-87.5)。与信息技术专业人员相比,医疗保健专业人员对所有五个领域的评分都较高。玩游戏的平均时间为 3.2 分钟。新技术在使用主动教学法进行心肺复苏教学方面取得了可喜的成果,但在发展中国家还面临语言障碍、设备购置、文化差异和技术支持等挑战。据我们所知,这是首个为巴西学校儿童开发的葡萄牙语 SG。尽管存在一些可用性问题,但 "儿童救心 "SG 仍被认为足以向巴西学龄儿童教授心肺复苏术。
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引用次数: 0
Investigating the Use of Serious Games for Cancer Control Among Children and Adolescents: Scoping Review. 调查在儿童和青少年中使用严肃游戏控制癌症的情况:范围审查。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-07-10 DOI: 10.2196/58724
Sunghak Kim, Paije Wilson, Olufunmilola Abraham
<p><strong>Background: </strong>Effective health care services that meet the diverse needs of children and adolescents with cancer are required to alleviate their physical, psychological, and social challenges and improve their quality of life. Previous studies showed that serious games help promote people's health. However, the potential for serious games to be used for successful cancer control for children and adolescents has received less attention.</p><p><strong>Objective: </strong>This scoping review aimed to map the use of serious games in cancer prevention and cancer care for children and adolescents, and provide future directions for serious games' development and implementation within the context of cancer control for children and adolescents.</p><p><strong>Methods: </strong>This study followed a combination of the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews) and the JBI (Joanna Briggs Institute) framework for the conduct of scoping reviews. PubMed, CINAHL Plus Full Text, Scopus, Web of Science Core Collection, and American Psychological Association (APA) PsycINFO databases were used for the search.</p><p><strong>Results: </strong>From the initial 2750 search results, 63 papers were included in the review, with 28 quantitative, 14 qualitative, and 21 mixed method studies. Most of the studies were cancer care serious game papers (55/63, 87%) and a small number of studies were cancer prevention serious game papers (8/63, 13%). The majority of the included studies were published between 2019 and 2023 (cancer prevention: 5/8, 63%; cancer care: 35/55, 64%). The majority of the studies were conducted in Europe (cancer prevention: 3/8, 38%; cancer care: 24/55, 44%) and North America (cancer prevention: 4/8, 50%; cancer care: 17/55, 31%). Adolescents were the most represented age group in the studies' participants (cancer prevention: 8/8, 100%; cancer care: 46/55, 84%). All (8/8, 100%) cancer prevention serious game papers included healthy people as participants, and 45 out of 55 (82%) cancer care serious game papers included patients with cancer. The majority of cancer prevention serious game papers addressed game preference as a target outcome (4/8, 50%). The majority of cancer care serious game papers addressed symptom management as a target outcome (28/55, 51%). Of the cancer care studies examining serious games for symptom management, the majority of the studies were conducted to treat psychological (13/55, 24%) and physical symptoms (10/55, 18%).</p><p><strong>Conclusions: </strong>This review shows both the growth of interest in the use of serious games for cancer control among children and adolescents and the potential for bias in the relevant literature. The diverse characteristics of the included papers suggest that serious games can be used in various ways for cancer control among children and adolescents while highlighting the need to develop and implement serious game
背景:需要提供有效的医疗保健服务来满足癌症儿童和青少年的不同需求,以减轻他们在生理、心理和社会方面所面临的挑战,提高他们的生活质量。以往的研究表明,严肃游戏有助于促进人们的健康。然而,严肃游戏用于成功控制儿童和青少年癌症的潜力却较少受到关注:本综述旨在了解严肃游戏在儿童和青少年癌症预防和癌症护理中的应用,并为严肃游戏在儿童和青少年癌症控制中的发展和实施提供未来方向:本研究结合了 PRISMA-ScR(系统综述和荟萃分析的首选报告项目)和 JBI(乔安娜-布里格斯研究所)框架来进行范围界定综述。检索使用了 PubMed、CINAHL Plus Full Text、Scopus、Web of Science Core Collection 和美国心理学会 (APA) PsycINFO 数据库:从最初的 2750 条搜索结果中,有 63 篇论文被纳入综述,其中包括 28 项定量研究、14 项定性研究和 21 项混合方法研究。大多数研究为癌症护理严肃游戏论文(55/63,87%),少数研究为癌症预防严肃游戏论文(8/63,13%)。大部分纳入的研究发表于 2019 年至 2023 年之间(癌症预防:5/8,63%;癌症护理:35/55,64%)。大部分研究在欧洲(癌症预防:3/8,38%;癌症护理:24/55,44%)和北美(癌症预防:4/8,50%;癌症护理:17/55,31%)进行。青少年是参与研究人数最多的年龄组(癌症预防:8/8,100%;癌症护理:46/55,84%)。所有(8/8,100%)癌症预防严肃游戏论文的参与者都是健康人,55 篇癌症护理严肃游戏论文中有 45 篇(82%)的参与者是癌症患者。大多数癌症预防严肃游戏论文将游戏偏好作为目标结果(4/8,50%)。大多数癌症护理严肃游戏论文将症状管理作为目标结果(28/55,51%)。在癌症护理研究中,大多数研究都将严肃游戏用于症状管理,以治疗心理症状(13/55,24%)和身体症状(10/55,18%):本综述既表明了儿童和青少年对利用严肃游戏控制癌症的兴趣日益浓厚,也表明了相关文献可能存在偏差。所收录论文的不同特点表明,严肃游戏可以以各种方式用于儿童和青少年的癌症控制,同时也强调了在代表性不足的地区开发和实施严肃游戏的必要性。
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引用次数: 0
Use and Design of Virtual Reality-Supported Learning Scenarios in the Vocational Qualification of Nursing Professionals: Scoping Review. 在护理专业人员职业资格认证中使用和设计虚拟现实支持的学习场景:范围审查。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-07-08 DOI: 10.2196/53356
Jenny-Victoria Steindorff, Lisa-Marie Redlich, Denny Paulicke, Patrick Jahn
<p><strong>Background: </strong>Numerous reviews advocate using virtual reality (VR) in educational contexts. This medium allows learners to test experiences in realistic environments. Virtually supported scenarios offer a safe and motivating way to explore, practice, and consolidate nursing skills in rare and critical nursing tasks. This is also cited as one of the reasons why VR can significantly increase the knowledge acquisition of nursing students. Nevertheless, studies are limited in their significance owing to the chosen design. Despite great interest, this results in a low level of confidence in VR as a curricular teaching method for nursing education. Therefore, defining concrete design and didactic-methodological parameters that support teachers in the use and implementation of VR is more relevant.</p><p><strong>Objective: </strong>This scoping review aims to provide an overview of significant design aspects for VR scenario conception and its transfer to generalist nursing education to generate value for the development of teaching scenarios and their sustainable implementation in teaching.</p><p><strong>Methods: </strong>A comprehensive literature search was performed using the MEDLINE (via PubMed) and CINAHL databases, and the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews) checklist was applied. The search was conducted from May to July 2022, using a specific search principle corresponding to the focus and the growing study corpus. A previously defined "population, concept, and context" scheme was employed as the basis for the double-blind review of all relevant international German and English publications released up to May 1, 2022.</p><p><strong>Results: </strong>In accordance with the predefined selection procedure, 22 publications were identified. The identified aspects aided in the development of design, didactic, and research recommendations. The intuitive operation of realistically designed VR scenarios, which are standardized, reliable, and modifiable, as well as clear instructions and specific multimodal feedback functions were described positively. The same applied to the linear structure of the sequences with graduated demands and high image quality for increased immersion with low sensory overload. Changes in perspectives, multiuser options, dialogs, and recording functions can contribute to an interactive care practice. On the research side, it is advisable to define VR terminologies. In addition to considering larger samples, varying settings, and financial issues, it is recommended to conduct long-term studies on knowledge acquisition or improved patient outcomes.</p><p><strong>Conclusions: </strong>VR scenarios offer high potential in the context of nursing education if teachers and learners develop them co-creatively according to design features and implement them by means of a well-conceived concept. VR enables trainees to develop practical skills contin
背景:许多评论主张在教育环境中使用虚拟现实(VR)。这种媒介可以让学习者在逼真的环境中测试体验。虚拟支持的场景为探索、练习和巩固稀有和关键护理任务中的护理技能提供了一种安全和激励的方式。这也是虚拟现实技术能显著提高护理专业学生知识获取能力的原因之一。然而,由于所选设计的原因,研究的意义有限。尽管兴趣浓厚,但这导致人们对将虚拟现实作为护理教育课程教学方法的信心不足。因此,确定具体的设计和教学方法参数以支持教师使用和实施虚拟现实技术更具现实意义:本综述旨在概述 VR 情景构思的重要设计方面,并将其应用于全科护理教育,从而为教学情景的开发及其在教学中的可持续实施创造价值:方法:使用 MEDLINE(通过 PubMed)和 CINAHL 数据库进行了全面的文献检索,并采用了 PRISMA-ScR(系统性综述和 Meta 分析扩展的首选报告项目)核对表。检索时间为 2022 年 5 月至 7 月,采用了与研究重点和不断增长的研究语料库相对应的特定检索原则。在对截至 2022 年 5 月 1 日发布的所有相关德语和英语国际出版物进行双盲审查时,采用了之前定义的 "人群、概念和背景 "方案:根据预先确定的选择程序,共确定了 22 篇出版物。所确定的内容有助于制定设计、教学和研究建议。对设计逼真的 VR 场景的直观操作、标准化、可靠性和可修改性,以及清晰的说明和特定的多模态反馈功能都给予了积极的评价。同样,序列的线性结构具有渐进的要求和较高的图像质量,可在减轻感官负担的同时提高沉浸感。视角的变化、多用户选项、对话和记录功能都有助于互动式护理实践。在研究方面,最好对 VR 术语进行定义。除了考虑更多的样本、不同的环境和资金问题外,还建议对知识获取或改善患者预后进行长期研究:如果教师和学员根据设计特点共同创造性地开发 VR 场景,并通过精心构思的概念加以实施,那么 VR 场景在护理教育中将大有可为。VR 使学员能够以标准化的方式持续发展实践技能。此外,VR 的应用还有助于提高学员对数字护理技术的敏感度,并在实际环境中拓展他们的数字技能。此外,它还能解决可持续性问题。
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引用次数: 0
Attentional Bias, Pupillometry, and Spontaneous Blink Rate: Eye Characteristic Assessment Within a Translatable Nicotine Cue Virtual Reality Paradigm. 注意偏差、瞳孔测量和自发眨眼率:可转化尼古丁线索虚拟现实范例中的眼部特征评估。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-06-27 DOI: 10.2196/54220
Kelly Elizabeth Courtney, Weichen Liu, Gianna Andrade, Jurgen Schulze, Neal Doran

Background: Incentive salience processes are important for the development and maintenance of addiction. Eye characteristics such as gaze fixation time, pupil diameter, and spontaneous eyeblink rate (EBR) are theorized to reflect incentive salience and may serve as useful biomarkers. However, conventional cue exposure paradigms have limitations that may impede accurate assessment of these markers.

Objective: This study sought to evaluate the validity of these eye-tracking metrics as indicators of incentive salience within a virtual reality (VR) environment replicating real-world situations of nicotine and tobacco product (NTP) use.

Methods: NTP users from the community were recruited and grouped by NTP use patterns: nondaily (n=33) and daily (n=75) use. Participants underwent the NTP cue VR paradigm and completed measures of nicotine craving, NTP use history, and VR-related assessments. Eye-gaze fixation time (attentional bias) and pupillometry in response to NTP versus control cues and EBR during the active and neutral VR scenes were recorded and analyzed using ANOVA and analysis of covariance models.

Results: Greater subjective craving, as measured by the Tobacco Craving Questionnaire-Short Form, following active versus neutral scenes was observed (F1,106=47.95; P<.001). Greater mean eye-gaze fixation time (F1,106=48.34; P<.001) and pupil diameter (F1,102=5.99; P=.02) in response to NTP versus control cues were also detected. Evidence of NTP use group effects was observed in fixation time and pupillometry analyses, as well as correlations between these metrics, NTP use history, and nicotine craving. No significant associations were observed with EBR.

Conclusions: This study provides additional evidence for attentional bias, as measured via eye-gaze fixation time, and pupillometry as useful biomarkers of incentive salience, and partially supports theories suggesting that incentive salience diminishes as nicotine dependence severity increases.

背景:激励显著性过程对成瘾的发展和维持非常重要。据推测,凝视固定时间、瞳孔直径和自发眼动率(EBR)等眼部特征可反映刺激显著性,并可作为有用的生物标志物。然而,传统的线索暴露范式有其局限性,可能会妨碍对这些标记物的准确评估:本研究旨在评估在虚拟现实(VR)环境中将这些眼动追踪指标作为激励显著性指标的有效性,该环境再现了尼古丁和烟草制品(NTP)使用的真实情况:方法: 从社区招募 NTP 使用者,并按 NTP 使用模式分组:非日常使用(33 人)和日常使用(75 人)。参与者接受了 NTP 提示 VR 范式,并完成了尼古丁渴求、NTP 使用史和 VR 相关评估的测量。在活跃和中性的 VR 场景中,记录并使用方差分析和协方差分析模型分析了对 NTP 与对照线索和 EBR 的反应的凝视固定时间(注意偏差)和瞳孔测量:结果:根据烟草渴求问卷-简表的测量,在活跃场景和中性场景下观察到更大的主观渴求(F1,106=47.95;PC结论:这项研究提供了更多证据,证明通过注视固定时间测量的注意偏差和瞳孔测量法是激励显著性的有用生物标记,并部分支持了激励显著性随尼古丁依赖严重程度增加而减弱的理论。
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