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Development of a Serious Game App (Digimenz) for Patients With Dementia: Prospective Pilot Study for Usability Testing in Inpatient Treatment and Long-Term Care. 为痴呆症患者开发一款严肃游戏应用程序(Digimenz):住院治疗和长期护理可用性测试的前瞻性试点研究
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-10-27 DOI: 10.2196/69812
Sören Freerik Brähmer, Benjamin Iffland, Stefan Kreisel, Martin Driessen, Eva M Trompetter, Meret Schomburg, Max Toepper, Carolin Steuwe
<p><strong>Background: </strong>In the face of an increasing treatment need among people with dementia, effective and efficient interventions with a focus on quality of life need to be established. In this context, serious games have received increasing attention. However, there is a lack of apps specifically designed for people with dementia.</p><p><strong>Objective: </strong>In this prospective pilot study, we examined the usability of a newly developed serious game app ("Digimenz").</p><p><strong>Methods: </strong>A total of 43 people with cognitive impairment and mild to severe dementia completed the repeated-measures study procedure. Participants were recruited from an inpatient geriatric psychiatric ward and a long-term care facility. Participants were asked to complete 4 conditions in randomized order, including playing 3 different serious games (experimental conditions) and reading a newspaper (control condition). Each condition was completed once, and the total duration was 60 to 90 minutes per participant. Data on app usability were collected through self-ratings and observation after each condition. We tested for differences in usability among the conditions and the recruitment sites, and analyzed the relation of usability to cognitive capacity.</p><p><strong>Results: </strong>The serious games were accepted in both settings (long-term care: 30/30, 100% interested; psychiatric ward: 31/41, 76% interested), although study completion was lower in the psychiatric subsample (15/41, 37%) than in the long-term care subsample (28/30, 93%). Global usability was rated good (System Usability Scale global mean score: 79). More severely impaired patients had more pronounced difficulties in learning how to play the games (ρMMSE, Learnability=-0.61, 95% CI -0.78 to -0.36; P<.001) and playing them alone (ρMMSE, Support=-0.49, 95% CI -0.69 to -0.19; P<.001). Nevertheless, playing the games was associated with a more positive mood (likelihood ratio χ23=25.09; P<.001), independent of the level of cognitive functioning (likelihood ratio χ21=0.64; P=.42). All games were played with a moderate error rate (0.19-0.49).</p><p><strong>Conclusions: </strong>Our results indicated a positive association between serious game usage and well-being in patients with dementia, given adequate support. This is a valuable addition to the understanding of serious game usage in dementia care. Although challenging, user-centered development of serious games with people who are severely impaired by dementia is an important research target. Limitations like low data quality and a simplified design are inherent in this study population. Nevertheless, we demonstrated how usability testing in this target group is possible through careful definition and operationalization. The inclusion of different data sources, different recruitment sites, and different levels of cognitive impairment increased the generalizability of the findings. To accommodate severely impaired patients, futur
背景:面对痴呆症患者日益增长的治疗需求,需要建立以生活质量为重点的有效和高效干预措施。在这种背景下,严肃游戏受到了越来越多的关注。然而,目前还缺乏专门为痴呆症患者设计的应用程序。目的:在这项前瞻性先导研究中,我们检查了一款新开发的严肃游戏应用程序(“Digimenz”)的可用性。方法:共有43名认知障碍和轻度至重度痴呆患者完成了重复测量研究程序。参与者是从住院老年精神科病房和长期护理机构招募的。参与者被要求按随机顺序完成4个条件,包括玩3种不同的严肃游戏(实验条件)和阅读报纸(控制条件)。每个条件完成一次,每个参与者的总持续时间为60到90分钟。应用程序可用性的数据收集通过自评和观察每个条件后。我们测试了不同条件和招聘地点的可用性差异,并分析了可用性与认知能力的关系。结果:严肃游戏在两种环境中都被接受(长期护理:30/30,100%感兴趣;精神科病房:31/41,76%感兴趣),尽管精神科亚样本的研究完成率(15/41,37%)低于长期护理亚样本(28/30,93%)。全球可用性被评为良好(系统可用性量表全球平均得分:79)。更严重的受损患者在学习如何玩游戏方面有更明显的困难(ρMMSE, Learnability=-0.61, 95% CI = -0.78至-0.36)。结论:我们的研究结果表明,在给予充分支持的情况下,痴呆患者的严重游戏使用与幸福感之间存在正相关。这是对痴呆症护理中严肃游戏使用的理解的一个有价值的补充。尽管具有挑战性,但以用户为中心开发严重受痴呆症影响的严肃游戏是一个重要的研究目标。数据质量低和设计简化等局限性是本研究人群固有的。尽管如此,我们还是演示了如何通过仔细的定义和操作化在这个目标群体中进行可用性测试。纳入不同的数据来源、不同的招募地点和不同程度的认知障碍增加了研究结果的普遍性。为了适应严重受损的患者,未来的发展应该包括更广泛的困难和适应群体环境。
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引用次数: 0
Effect of Gamification on Task Engagement During an Eye-Tracking Test Battery in 5-Year-Old Children Born Preterm: Observational Study. 游戏化对5岁早产儿眼球追踪测试中任务投入的影响:观察性研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-10-27 DOI: 10.2196/77109
Andrea De Gobbis, Marta Malavolta, Nathalie De Beukelaer, Els Ortibus, Aleksander Sadikov, Vida Groznik

Background: Recent studies suggest that eye movements during tasks reflect cognitive processes and that analysis of eye movements using eye-tracking devices can identify developmental impairments in young children. Maintaining engagement during eye-tracking assessments in young children is challenging and often results in data loss due to distractions. This leads to incomplete recordings and repeated measurements, which can be taxing for young children. Gamification of eye-tracking procedures for cognitive diagnosis might increase engagement and help mitigate these problems, but its effects should be studied and quantified.

Objective: This study compares a standard eye-tracking test battery designed by us with a gamified cartoon version to evaluate the effectiveness of gamification in reducing data loss. The gamified test incorporated child-friendly visuals to provide context for the stimuli presented. The study has two objectives: (1) to compare the data quality between the two versions of the test and (2) to investigate whether, by applying a dynamic stopping criterion to both tests, the higher data quality of the gamified procedure allows earlier test termination.

Methods: Data were collected in a cohort of 25 children born preterm aged 5 years. We measured data quality using a metric derived from robustness, which we defined as the lost data index (LDI), along with task completion rates and feedback from participants. Data analyses were performed as follows: (1) direct comparison of the LDI for the two tests and (2) demonstrating that, although the base gamified test is longer, applying a stopping criterion results in comparable durations. The stopping criterion was based on the number of tasks with an LDI value below a predefined threshold.

Results: The gamified version demonstrated a significant reduction in average LDI compared with the standard version in the first (P<.001, Mann-Whitney U test) and second (P=.01, U test) quarters of the test. In addition, a lower rate of missing values, concentrated at the beginning of the tests, allowed the cartoon test to be stopped after fewer tasks. This, together with the longer tasks of the cartoon test, resulted in comparable test lengths for all thresholds measured by area under the curve (P=.50, U test) and at the chosen threshold of 0.2 LDI (P=.21, U test). Increased engagement was further supported by positive feedback, with 79% (11/14) of the participants who provided feedback preferring the gamified version.

Conclusions: These findings highlight the potential of serious games in eye-tracking-based cognitive assessments for 5-year-old children born preterm. Specifically, gamification might reduce missing values and increase participant engagement, leading to higher retention rates and more effective tests, without significantly lengthening testing procedures.

背景:最近的研究表明,任务中的眼球运动反映了认知过程,使用眼动追踪设备分析眼球运动可以识别幼儿的发育障碍。在幼儿的眼球追踪评估过程中保持参与是具有挑战性的,而且往往会因分心而导致数据丢失。这导致不完整的记录和重复的测量,这对年幼的孩子来说是一种负担。认知诊断的眼动追踪程序的游戏化可能会增加参与并帮助缓解这些问题,但其效果应该进行研究和量化。目的:本研究将我们设计的标准眼动追踪测试电池与游戏化的卡通版本进行比较,以评估游戏化在减少数据丢失方面的有效性。游戏化测试结合了儿童友好的视觉效果,为所呈现的刺激提供了背景。本研究有两个目的:(1)比较两个测试版本之间的数据质量;(2)通过对两个测试应用动态停止准则,调查游戏化程序的更高数据质量是否允许更早地终止测试。方法:收集25例5岁早产儿队列数据。我们使用鲁棒性衍生的度量来衡量数据质量,我们将其定义为丢失数据指数(LDI),以及任务完成率和参与者的反馈。数据分析如下:(1)直接比较两个测试的LDI,(2)证明,尽管基本游戏化测试更长,但应用停止标准的结果可比较持续时间。停止标准基于LDI值低于预定义阈值的任务数量。结果:与标准版本相比,游戏化版本的平均LDI显著降低(结论:这些发现突出了严肃游戏在5岁早产儿基于眼动追踪的认知评估中的潜力。具体来说,游戏化可能会减少缺失的价值,提高参与者的参与度,导致更高的留存率和更有效的测试,而不会显著延长测试过程。
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引用次数: 0
Becoming a Rapid Shooter in a Game Using Embodied Electrical Muscle Stimulation: Development and Usability Study. 使用具身肌肉电刺激成为游戏中的快速射手:开发和可用性研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-10-22 DOI: 10.2196/69330
Jihwan Kim, Mingyu Kang, Jejoong Kim, Kwanguk Kenny Kim
<p><strong>Background: </strong>Electrical muscle stimulation (EMS) systems enhance human capabilities, such as reaction time, by inducing preemptive muscle contractions. One of the key challenges for EMS applications is preserving the user's sense of agency, and it is defined as a subjective experience of initiating and controlling one's actions. Prior research highlights the importance of the "sweet spot"-a balance between sense of agency and preemptive gain-for effective EMS use. However, most prior studies have focused on simplistic tasks, leaving a gap in understanding how the sweet spot functions in complex and ecological game scenarios. Moreover, the potential benefits of a personalized approach were not explored.</p><p><strong>Objective: </strong>This study examines the effects of embodied EMS on performance and sense of agency in a serious-games-based pistol-shooting scenario. Additionally, we investigated the effects of personalization in the same game scenario.</p><p><strong>Methods: </strong>Two studies were conducted. Study 1 identified the optimal EMS timing ("sweet spot") to improve response time while preserving agency. A total of 13 participants completed a visual stimulus-response task after EMS calibration. Participants performed 150 right-button clicks on a target using an EMS-equipped mouse, with EMS timings ranging from -200 to +100 ms. An agency questionnaire followed each trial. Logistic regression was used to identify the sweet spot. Study 2 applied the findings of Study 1 to a pistol-shooting game. A total of 10 new participants were recruited. Before gameplay, individual sweet spots were measured for the individually embodied EMS condition. During the game, participants navigated to a target location, distinguished enemies from hostages, and shot enemies. After a practice session, participants completed the game under 4 counterbalanced conditions: averagely embodied EMS (used the average sweet spot value from Study 1), individually embodied EMS (used each participant's own sweet spot value), immediate EMS (stimulation at a target onset timing), and no EMS.</p><p><strong>Results: </strong>Study 1 identified a sweet spot that significantly improved reaction time while preserving agency. Logistic analysis showed an average sweet spot of 46.8 ms and individual variability across participants. Study 2 confirmed these findings in a pistol-shooting game. Both averagely and individually embodied EMS significantly reduced reaction times compared to no EMS (P=.03 and P=.001, respectively), without compromising agency. Individually embodied EMS yielded additional benefits. In the slower than average group, the sense of agency in the individually embodied EMS condition showed an additional benefit that was not observed in the averagely embodied EMS condition (P=.003 and P=.095, respectively).</p><p><strong>Conclusions: </strong>The findings indicate that embodied EMS enhances performance in complex game scenarios while maintaining
背景:肌肉电刺激(EMS)系统通过诱导先发制人的肌肉收缩来增强人的能力,如反应时间。EMS应用程序的主要挑战之一是保持用户的代理感,它被定义为发起和控制一个人的行为的主观体验。先前的研究强调了有效使用EMS的“最佳点”的重要性,即代理感和先发制人的收益之间的平衡。然而,大多数先前的研究都集中在简单的任务上,在理解甜点如何在复杂的生态游戏场景中发挥作用方面存在空白。此外,没有探讨个性化方法的潜在好处。目的:本研究考察了在一个基于严肃游戏的手枪射击场景中,具身EMS对行为表现和代理感的影响。此外,我们还调查了在同一游戏场景中个性化的影响。方法:进行两项研究。研究1确定了EMS的最佳时机(“最佳点”),以提高响应时间,同时保留代理。共有13名参与者在EMS校准后完成了视觉刺激反应任务。参与者使用配备EMS的鼠标在目标上进行150次右键点击,EMS时间从-200毫秒到+100毫秒不等。每次试验之后都有一份机构问卷。使用逻辑回归来确定最佳点。研究2将研究1的结果应用于手枪射击游戏。总共招募了10名新参与者。在游戏开始前,我们测量了个体嵌入的EMS条件下的个体甜蜜点。在游戏中,参与者导航到目标位置,区分敌人和人质,并射击敌人。经过一段练习后,参与者在4种平衡条件下完成了游戏:平均体现的EMS(使用研究1的平均甜点值)、单独体现的EMS(使用每个参与者自己的甜点值)、即时EMS(在目标开始时间刺激)和无EMS。结果:研究1确定了一个最佳点,在保留代理的同时显著改善了反应时间。逻辑分析显示,平均甜蜜点为46.8毫秒,参与者之间存在个体差异。研究2在一款手枪射击游戏中证实了这些发现。与不使用EMS相比,平均使用EMS和单独使用EMS显著缩短了反应时间(分别为P= 0.03和P= 0.001),而不影响作用。单独具体化的EMS产生了额外的好处。在慢于平均水平的组中,个体体现的代理感表现出了在平均体现的EMS条件下没有观察到的额外好处(P= 0.003和P= 0.095)。结论:研究结果表明,嵌入的EMS在维持用户代理感的同时,提高了复杂游戏场景中的表现,个性化带来了额外的好处。这些结果将先前的证据扩展到更复杂的游戏环境中,并为运动训练、康复和严肃游戏中EMS系统的个性化设计提供了有价值的启示。
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引用次数: 0
Serious Games for Preventing Musculoskeletal Disorders in Occupational Settings: Scoping Review. 职业环境中预防肌肉骨骼疾病的严肃游戏:范围审查。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-10-21 DOI: 10.2196/66913
Thomas Rivière, Thibaud Hulin, Farzan Sasangohar, Mohsen Zare

Background: Musculoskeletal disorders (MSDs) are a significant health concern in the workplace, and while ergonomic interventions are commonly used, their long-term effectiveness is often questioned. Serious games (SGs), designed to go beyond entertainment, have emerged as a promising tool that may address some of the limitations of traditional interventions, such as the need for sustained impact and greater worker engagement.

Objective: This review aims to identify and analyze the key characteristics of SGs-including design, gameplay, and expected outcomes-that have been developed for the prevention or mitigation of work-related MSDs. Additionally, it explores the documented effects of SG implementation, assessing their potential contribution to MSD prevention and intervention strategies.

Methods: A scoping review was conducted across 6 scientific databases (APA PsycInfo, Web of Science, Science Direct, MEDLINE, IEEE Xplore, and Google Scholar) to identify relevant studies published up to 2025. The selection process involved a multistep screening, including title and abstract review, followed by full-text assessment by 2 independent reviewers. Studies included were original research articles in English addressing MSD prevention and mitigation. Exclusions applied to studies on nonwork-related MSDs, limited content, duplicates, or repurposed entertainment games or gamification solutions. Data extraction was performed using a standardized form to capture key study characteristics. A 2-level analysis was applied: descriptive analysis, categorizing studies based on study characteristics and primary focus (design, evaluation, or both), and content-based analysis, examining game design, gameplay, expected outcomes, and evaluation methods to provide a structured synthesis of findings.

Results: The initial search identified 2700 records, with 15 studies meeting the inclusion criteria. These studies explored diverse applications of SGs for MSD prevention, focusing either on game design and development or on educational impact assessment. Notably, only 2 studies comprehensively addressed both design methodology and educational evaluation. Findings revealed considerable variability in design approaches, technological platforms, gameplay mechanics, and expected outcomes. Additionally, the literature exhibited significant inconsistencies in evaluating SG effectiveness, with methodological limitations affecting comparability. While some studies targeted rehabilitation or occupational health and safety, only a few explicitly focused on MSD prevention, with a predominant emphasis on physical risk factors, whereas psychosocial and organizational aspects remained largely underexplored.

Conclusions: This review highlights the need for standardized protocols and criteria for the design and evaluation of SGs to enable further synthesis and impact measuremen

背景:肌肉骨骼疾病(MSDs)是工作场所的一个重要健康问题,虽然人体工程学干预措施被普遍使用,但其长期有效性经常受到质疑。旨在超越娱乐的严肃游戏(SGs)已经成为一种有前途的工具,可以解决传统干预措施的一些局限性,例如需要持续的影响和更高的员工参与度。目的:本综述旨在识别和分析sgs的关键特征,包括设计、可玩性和预期结果,这些特征已被开发用于预防或减轻与工作相关的msd。此外,它还探讨了已记录的SG实施效果,评估其对MSD预防和干预策略的潜在贡献。方法:对6个科学数据库(APA PsycInfo、Web of Science、Science Direct、MEDLINE、IEEE explore和谷歌Scholar)进行范围综述,以确定到2025年发表的相关研究。选择过程包括多步骤筛选,包括标题和摘要审查,然后由2名独立审稿人对全文进行评估。纳入的研究是英文原版研究文章,讨论MSD的预防和缓解。排除适用于与工作无关的msd、有限内容、重复或重新利用的娱乐游戏或游戏化解决方案的研究。使用标准化表格进行数据提取,以捕获关键研究特征。我们采用了两级分析:描述性分析,基于研究特征和主要焦点(设计、评估或两者)对研究进行分类;基于内容的分析,检查游戏设计、玩法、预期结果和评估方法,以提供结构化的综合研究结果。结果:最初的检索确定了2700条记录,其中15项研究符合纳入标准。这些研究探索了SGs在预防MSD方面的各种应用,重点是游戏设计和开发或教育影响评估。值得注意的是,只有2项研究全面地讨论了设计方法和教育评估。研究结果显示,设计方法、技术平台、玩法机制和预期结果存在很大差异。此外,由于方法学的局限性影响了可比性,在评估SG有效性方面,文献表现出显著的不一致性。虽然一些研究的目标是康复或职业健康和安全,但只有少数研究明确侧重于MSD的预防,主要强调身体风险因素,而社会心理和组织方面的研究在很大程度上仍未得到充分探讨。结论:本综述强调了设计和评估SGs的标准化方案和标准的必要性,以便进一步综合和影响测量。将MSD预防纳入SGs的工作仍然有限,通常通过工作场所安全或康复等相关主题间接进行。未来的研究应侧重于开发和验证更全面的基于生理盐水的干预措施,并探索其作为职业健康有效工具的潜力。研究结果表明,关于SGs预防MSD有效性的经验证据存在很大差距,这主要是由于实验方法的差异。
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引用次数: 0
Use of Gamified Digital Tools in Daily Tasks of Health Care Workers: Scoping Review. 在卫生保健工作者的日常任务中使用游戏化数字工具:范围审查。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-10-20 DOI: 10.2196/70480
Binita Paudel, Hussein Al-Shehabi, Rita Dörner, Charbel El Bcheraoui, Tessa Lennemann, Andrea Bernasconi

Background: The quality and effectiveness of health care service delivery are significantly influenced by the engagement and motivation of health care workers. Integrating gamified digital tools (GDTs) into health care workers' workflows presents a promising approach to enhancing them. However, there is currently a lack of evidence supporting the implementation of such interventions.

Objective: This scoping review aims to summarize existing evidence on the influence of GDTs on the daily tasks of health care workers.

Methods: A scoping review was conducted following the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews) guidelines for scoping reviews. We conducted a comprehensive search across different databases (PubMed, EMBASE, International Journal of Serious Games, Cochrane Library, and Google Scholar) for peer-reviewed studies and (OpenAlex, GreyNet, and IEEE Xplore) for gray literature published between January 2010 and January 2024. Eligibility criteria, developed using the SPIDER (Sample, Phenomenon of Interest, Design, Evaluation, and Research) framework, included qualitative, quantitative, and mixed methods studies involving health care workers using GDTs for daily tasks. Studies in English, French, Spanish, or Italian were eligible. Keywords and medical subject headings related to gamification and health care workers were used. The studies were screened, eligibility was assessed, and data were extracted. A narrative synthesis was used to summarize and interpret the findings.

Results: Of 5844 studies, 12 met the inclusion criteria and were included in the analysis. These studies exhibited considerable heterogeneity in the application of gamification. Feedback, competition, and dashboard features were the most common gamification elements identified. The implementation of these elements led to enhanced engagement, increased motivation, improved task completion, and promoted healthy competition among staff across various health care settings.

Conclusions: Integrating GDTs into health care workers' tasks holds significant potential to enhance engagement and motivation. However, empirical evidence is still lacking. Comparative studies are needed to gain comprehensive insights into the benefits and limitations of gamification in health care.

背景:卫生保健服务的质量和有效性受到卫生保健工作者的参与和动机的显著影响。将游戏化的数字工具(GDTs)集成到卫生保健工作者的工作流程中,是一种有希望的增强工作流程的方法。然而,目前缺乏支持实施此类干预措施的证据。目的:本综述旨在总结GDTs对医护人员日常工作影响的现有证据。方法:根据PRISMA-ScR(系统评价和荟萃分析扩展范围评价的首选报告项目)指南进行范围评价。我们在不同的数据库(PubMed、EMBASE、International Journal of Serious Games、Cochrane Library和b谷歌Scholar)中进行了全面的搜索,查找同行评议的研究,并在2010年1月至2024年1月期间发表的灰色文献(OpenAlex、GreyNet和IEEE Xplore)。使用SPIDER(样本、感兴趣的现象、设计、评估和研究)框架制定的资格标准包括定性、定量和混合方法研究,涉及使用GDTs完成日常任务的卫生保健工作者。学习英语、法语、西班牙语或意大利语均符合条件。使用与游戏化和卫生保健工作者相关的关键词和医学主题标题。对研究进行筛选,评估其合格性,并提取数据。采用叙事综合法对研究结果进行总结和解释。结果:5844项研究中,12项符合纳入标准,纳入分析。这些研究在游戏化的应用中显示出相当大的异质性。反馈、竞争和仪表盘功能是最常见的游戏化元素。这些要素的实施提高了参与程度,提高了积极性,改善了任务完成情况,并促进了各个卫生保健机构工作人员之间的良性竞争。结论:将GDTs纳入卫生保健工作者的任务具有显著的潜力,以提高参与和动机。然而,经验证据仍然缺乏。需要进行比较研究,以全面了解游戏化在医疗保健中的好处和局限性。
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引用次数: 0
Empowering Children With Down Syndrome by Enhancing Emergency Preparedness Through Serious Games: Quasi-Experimental Study With a Between-Group Design. 通过严肃游戏增强唐氏综合症儿童的应急准备能力:组间设计的准实验研究
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-10-17 DOI: 10.2196/73690
Samaa M Shohieb, Suzan Hassan Bakhit, Ensaf Mohammed, Abdelghafar M Elhady

Background: Children with Down syndrome (DS) often experience cognitive and adaptive challenges that affect their ability to acquire and retain critical life skills, including those needed for effective response during emergencies. Traditional training methods used to prepare children for crises are frequently static, noninteractive, and insufficiently tailored to the unique learning profiles of children with DS. These limitations contribute to reduced engagement, poor knowledge retention, and inadequate real-world preparedness. Recent advancements in game-based learning, particularly serious games, have demonstrated potential for enhancing education and skill development among individuals with cognitive impairments.

Objective: This study aimed to design, implement, and evaluate Risk Resist, an adaptive serious game developed to improve emergency preparedness in children with DS. The game incorporates a dynamic difficulty adjustment algorithm that personalizes the learning experience by dynamically modifying game difficulty based on real-time behavioral performance metrics. The study also assessed whether this adaptive game-based learning approach leads to superior learning gains and engagement compared to conventional teacher-led training.

Methods: A quasi-experimental, between-group design was used with 18 children diagnosed with DS, aged 8 to 12 years. Participants were randomly assigned to either an experimental group (n=9), which played Risk Resist, or a control group (n=9), which received traditional instruction on emergency scenarios. Learning outcomes were assessed using pre- and postintervention knowledge tests composed of 5 emergency-related questions. Engagement levels were measured through a structured 5-point Likert scale questionnaire completed by observing teachers. The game used a machine learning-driven dynamic difficulty adjustment model, specifically a Random Forest Regressor, which adjusted difficulty in response to individual performance indicators such as success rate, response time, and behavioral patterns during gameplay.

Results: The experimental group achieved significantly higher learning gains (mean 3.6, SD 0.5) than the control group (mean 2.0, SD 0.5; P<.001). Engagement levels were also significantly greater in the game-based group (mean 4.54, SD 0.4) compared to the control group (mean 4.01, SD 0.32; P=.002). A strong positive correlation was identified between engagement and learning gain (r=0.85; P<.001), indicating that higher engagement contributed directly to improved knowledge acquisition.

Conclusions: The results support the effectiveness of Risk Resist in enhancing both engagement and learning outcomes for children with DS. The integration of adaptive difficulty algorithms provides a personalized, responsive learning experience, positioning serious games as a viable and impactful tool for emergenc

背景:患有唐氏综合症(DS)的儿童经常会遇到认知和适应性挑战,影响他们获得和保留关键生活技能的能力,包括在紧急情况下有效应对所需的技能。用于帮助儿童应对危机的传统培训方法往往是静态的、非互动的,而且不足以针对残疾儿童的独特学习情况进行量身定制。这些限制导致参与度降低、知识留存率低以及现实准备不足。基于游戏的学习,特别是严肃游戏的最新进展,已经证明了在认知障碍患者中加强教育和技能发展的潜力。目的:本研究旨在设计、实施和评估风险抵抗,这是一个自适应严肃游戏,旨在提高DS儿童的应急准备能力。这款游戏结合了一个动态难度调整算法,通过基于实时行为表现指标动态修改游戏难度来个性化学习体验。该研究还评估了与传统的教师主导的培训相比,这种基于游戏的适应性学习方法是否能带来更好的学习收益和参与度。方法:采用准实验、组间设计对18例8 ~ 12岁诊断为退行性椎体滑移的儿童进行研究。参与者被随机分配到实验组(n=9)和对照组(n=9),实验组玩抗风险游戏,对照组接受传统的紧急情况指导。使用干预前和干预后的知识测试评估学习结果,该测试由5个与紧急情况相关的问题组成。参与水平是通过一个结构化的5分李克特量表问卷来测量的,问卷由观察教师完成。这款游戏使用了机器学习驱动的动态难度调整模型,特别是随机森林回归模型,该模型根据成功率、响应时间和游戏过程中的行为模式等个人表现指标调整难度。结果:实验组获得的学习收益(平均3.6,标准差0.5)显著高于对照组(平均2.0,标准差0.5)。结论:结果支持风险抵抗在提高退行性障碍儿童的参与度和学习成果方面的有效性。自适应难度算法的整合提供了个性化、响应性的学习体验,将严肃游戏定位为特殊教育环境中应急准备培训的可行和有效工具。
{"title":"Empowering Children With Down Syndrome by Enhancing Emergency Preparedness Through Serious Games: Quasi-Experimental Study With a Between-Group Design.","authors":"Samaa M Shohieb, Suzan Hassan Bakhit, Ensaf Mohammed, Abdelghafar M Elhady","doi":"10.2196/73690","DOIUrl":"10.2196/73690","url":null,"abstract":"<p><strong>Background: </strong>Children with Down syndrome (DS) often experience cognitive and adaptive challenges that affect their ability to acquire and retain critical life skills, including those needed for effective response during emergencies. Traditional training methods used to prepare children for crises are frequently static, noninteractive, and insufficiently tailored to the unique learning profiles of children with DS. These limitations contribute to reduced engagement, poor knowledge retention, and inadequate real-world preparedness. Recent advancements in game-based learning, particularly serious games, have demonstrated potential for enhancing education and skill development among individuals with cognitive impairments.</p><p><strong>Objective: </strong>This study aimed to design, implement, and evaluate Risk Resist, an adaptive serious game developed to improve emergency preparedness in children with DS. The game incorporates a dynamic difficulty adjustment algorithm that personalizes the learning experience by dynamically modifying game difficulty based on real-time behavioral performance metrics. The study also assessed whether this adaptive game-based learning approach leads to superior learning gains and engagement compared to conventional teacher-led training.</p><p><strong>Methods: </strong>A quasi-experimental, between-group design was used with 18 children diagnosed with DS, aged 8 to 12 years. Participants were randomly assigned to either an experimental group (n=9), which played Risk Resist, or a control group (n=9), which received traditional instruction on emergency scenarios. Learning outcomes were assessed using pre- and postintervention knowledge tests composed of 5 emergency-related questions. Engagement levels were measured through a structured 5-point Likert scale questionnaire completed by observing teachers. The game used a machine learning-driven dynamic difficulty adjustment model, specifically a Random Forest Regressor, which adjusted difficulty in response to individual performance indicators such as success rate, response time, and behavioral patterns during gameplay.</p><p><strong>Results: </strong>The experimental group achieved significantly higher learning gains (mean 3.6, SD 0.5) than the control group (mean 2.0, SD 0.5; P<.001). Engagement levels were also significantly greater in the game-based group (mean 4.54, SD 0.4) compared to the control group (mean 4.01, SD 0.32; P=.002). A strong positive correlation was identified between engagement and learning gain (r=0.85; P<.001), indicating that higher engagement contributed directly to improved knowledge acquisition.</p><p><strong>Conclusions: </strong>The results support the effectiveness of Risk Resist in enhancing both engagement and learning outcomes for children with DS. The integration of adaptive difficulty algorithms provides a personalized, responsive learning experience, positioning serious games as a viable and impactful tool for emergenc","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e73690"},"PeriodicalIF":4.1,"publicationDate":"2025-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12579303/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145312898","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
A Novel Approach Using Serious Game Data to Predict the WISC-V Processing Speed Index in Children With Attention-Deficit/Hyperactivity Disorder: Machine Learning Study. 使用严肃游戏数据预测注意缺陷/多动障碍儿童WISC-V处理速度指数的新方法:机器学习研究
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-10-14 DOI: 10.2196/73408
Jun-Su Kim, Yoo Joo Jeong, Seung-Jae Kim, Su Jin Jun, Jin-Yeop Park, Hyang-Sook Hoe, Jeong-Heon Song

Background: The processing speed index (PSI) of the Korean Wechsler Intelligence Scale for Children-Fifth Edition (K-WISC-V) is highly correlated with symptoms of attention-deficit/hyperactivity disorder (ADHD) and is an important indicator of cognitive function. However, restrictions on the frequency of testing prevent short-term PSI assessments. An accessible, objective technique for predicting PSI scores would enable better short-term monitoring and intervention for children with ADHD.

Objective: To enable objective and accessible monitoring of cognitive function beyond traditional clinical assessments, this study aimed to develop a machine learning model that predicts the PSI scores of children with ADHD using behavioral data from serious games.

Methods: Sixty-eight children (6-13 y of age) with ADHD were recruited, and after excluding incomplete data, 59 participants were included in the final analysis. The participants completed an initial PSI assessment using the K-WISC-V followed by 25 minutes of engagement with serious game content. Data from the game sessions were used to train machine learning models, and the models' performance in predicting PSI scores was evaluated using the root mean squared error (RMSE), mean absolute error (MAE), and mean absolute percent error (MAPE), with K-fold cross-validation (k=4) applied to ensure robustness.

Results: Among the individual machine learning models, support vector regression (SVR) had the best performance, with the lowest RMSE of 11.288, MAE of 7.874, and MAPE of 7.375%. The best overall performance was achieved by the ensemble integrating AdaBoost, Elastic Net, and SVR, which recorded the lowest RMSE of 10.072, MAE of 6.798, and MAPE of 6.611%. The predictive accuracy of this ensemble model was highest for PSI scores near the mean value of 100, demonstrating its reliability for clinical applications.

Conclusions: The developed PSI prediction model has the potential to serve as an objective and accessible tool for monitoring cognitive function in children with ADHD. As a complement to traditional assessments, this approach allows continuous tracking of symptom changes and can support more personalized treatment planning in both clinical and everyday settings, which may improve accessibility and adherence. However, the findings need to be validated in larger, more diverse populations, and the long-term feasibility of using serious games in clinical and educational settings must be further examined.

背景:韩国韦氏儿童智力量表第五版(K-WISC-V)的加工速度指数(PSI)与注意缺陷多动障碍(ADHD)症状高度相关,是认知功能的重要指标。然而,对测试频率的限制阻碍了短期PSI评估。一种可获得的、客观的预测PSI分数的技术将使患有多动症的儿童能够更好地进行短期监测和干预。目的:为了在传统的临床评估之外实现对认知功能的客观和可访问的监测,本研究旨在开发一种机器学习模型,利用严肃游戏中的行为数据来预测ADHD儿童的PSI分数。方法:招募68名ADHD儿童(6-13岁),剔除不完整数据后,最终纳入59名参与者。参与者使用K-WISC-V完成了最初的PSI评估,然后参与了25分钟的严肃游戏内容。来自游戏会话的数据用于训练机器学习模型,并使用均方根误差(RMSE),平均绝对误差(MAE)和平均绝对百分比误差(MAPE)来评估模型预测PSI分数的性能,并使用k -fold交叉验证(k=4)来确保稳健性。结果:在单个机器学习模型中,支持向量回归(SVR)表现最好,RMSE最低为11.288,MAE最低为7.874,MAPE最低为7.375%。结合AdaBoost、Elastic Net和SVR的集合效果最好,RMSE为10.072,MAE为6.798,MAPE为6.611%。在PSI分数接近100的平均值时,该集成模型的预测准确性最高,证明了其临床应用的可靠性。结论:开发的PSI预测模型有可能作为监测ADHD儿童认知功能的客观和可访问的工具。作为传统评估的补充,这种方法可以持续跟踪症状变化,并可以在临床和日常环境中支持更个性化的治疗计划,这可能提高可及性和依从性。然而,这些发现需要在更大、更多样化的人群中得到验证,并且必须进一步研究在临床和教育环境中使用严肃游戏的长期可行性。
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引用次数: 0
Effects of Computerized Cognitive Training on Vesicular Acetylcholine Transporter Levels using [18F]Fluoroethoxybenzovesamicol Positron Emission Tomography in Healthy Older Adults: Results from the Improving Neurological Health in Aging via Neuroplasticity-based Computerized Exercise (INHANCE) Randomized Clinical Trial. 计算机认知训练对健康老年人水囊乙酰胆碱转运蛋白水平的影响[18F]氟乙氧基苯唑维胺醇正电子发射断层扫描:通过基于神经可塑性的计算机化锻炼(增强)随机临床试验改善老年人神经系统健康的结果。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-10-13 DOI: 10.2196/75161
Mouna Attarha, Ana de Figueiredo Pelegrino, Lydia Ouellet, Paule-Joanne Toussaint, Sarah-Jane Grant, Thomas Van Vleet, Etienne de Villers-Sidani
<p><strong>Background: </strong>The cholinergic system mediates essential aspects of cognitive function, yet its structure and function decline progressively with age, by an estimated 2.5% per decade across the lifespan. Cognitive training may help counteract age-related declines in cholinergic functioning and slow associated deficits in cognitive performance.</p><p><strong>Objective: </strong>This study aims to evaluate whether cognitive training modifies cholinergic binding in older adults.</p><p><strong>Methods: </strong>The Improving Neurological Health in Aging via Neuroplasticity-based Computerized Exercise (INHANCE) trial is a double-blind randomized controlled trial assessing whether 2 computerized cognitive training programs modify cholinergic expression. The intent-to-treat (ITT) population included 92 community-dwelling healthy older adults aged 65 and above (enrolled July 2021-December 2023; final follow-up June 2024). Participants were randomized at McGill University to either an intervention of speed-based cognitive training exercises designed to improve the speed and accuracy of information processing or an active control of nonspeeded games designed for entertainment (eg, similar in design to Solitaire). Participants completed 35 hours of training on their assigned program at home over a 10-week period using a loaned or personal internet-connected device. Cholinergic binding was measured with the vesicular acetylcholine transporter ligand [<sup>18</sup>F]fluoroethoxybenzovesamicol (FEOBV) and positron emission tomography (PET). The primary outcome was mean FEOBV binding (standard uptake value ratios [SUVRs]) within the anterior cingulate cortex from baseline to posttest in the ITT population. All other end points were exploratory.</p><p><strong>Results: </strong>Among the 92 participants in the ITT population (mean age 71.9 years; mean education 16.5 years; 61/92, 66%, women; 88/92, 96%, White), 82 (89%) completed all study activities. The speed-based intervention showed a significant within-group increase in FEOBV binding in the primary region of interest, the anterior cingulate cortex (SUVR change mean +0.044, 95% CI 0.006-0.082, P=.03, medium effect size, ω²=0.09). The p24c subregion demonstrated a significant between-groups effect favoring speed training (speeded vs nonspeeded SUVR change difference +0.058, 95% CI 0.007-0.110, P=.03, small effect size, ω²=0.05). Prespecified exploratory analyses revealed significant within-group effects for speed training in the hippocampus (P=.02) and parahippocampal gyrus (P=.04). No effects on FEOBV binding were observed in the active control group.</p><p><strong>Conclusions: </strong>INHANCE is the largest FEOBV-PET trial to date and demonstrates, for the first time in humans, that speed training can reverse losses in cholinergic terminal densities in brain regions vulnerable to age-related cognitive decline. The 2.3% gain in FEOBV binding in the anterior cingulate achieved over a 10-week
背景:胆碱能系统调节认知功能的基本方面,但其结构和功能随着年龄的增长而逐渐下降,在整个生命周期中,估计每十年下降2.5%。认知训练可能有助于抵消与年龄相关的胆碱能功能下降和减缓与认知表现相关的缺陷。目的:本研究旨在评估认知训练是否能改变老年人的胆碱能结合。方法:通过基于神经可塑性的计算机化训练改善老年人神经系统健康(enhance)试验是一项双盲随机对照试验,评估2种计算机化认知训练方案是否改变胆碱能表达。意向治疗(ITT)人群包括92名65岁及以上的社区健康老年人(2021年7月至2023年12月入组,2024年6月最终随访)。在麦吉尔大学,参与者被随机分为两组,一组是基于速度的认知训练,旨在提高信息处理的速度和准确性,另一组是主动控制为娱乐而设计的非速度游戏(例如,类似于纸牌游戏的设计)。在为期10周的时间里,参与者在家中使用借来的或个人联网设备完成了35小时的指定项目培训。采用囊状乙酰胆碱转运体[18F]氟乙氧基苯并维酰胺(FEOBV)和正电子发射断层扫描(PET)测量胆碱能结合。主要结果是ITT人群从基线到测试后前扣带皮层内FEOBV结合(标准摄取值比[SUVRs])的平均值。所有其他终点都是探索性的。结果:ITT人群中92名参与者(平均年龄71.9岁,平均受教育程度16.5年,女性为61/ 92,66%,白人为88/ 92,96%)中82名(89%)完成了所有研究活动。基于速度的干预显示,FEOBV在主要感兴趣区域,即前扣带皮层的结合在组内显著增加(SUVR变化平均值+0.044,95% CI 0.006-0.082, P= 0.03,中等效应大小,ω²=0.09)。p24c亚区表现出显著的组间效应,有利于速度训练(加速vs非加速SUVR变化差+0.058,95% CI 0.007-0.110, P= 0.03,效应量小,ω²=0.05)。预先设定的探索性分析显示,海马(P= 0.02)和海马旁回(P= 0.04)的速度训练具有显著的组内效应。活性对照组未观察到对FEOBV结合的影响。结论:enhance是迄今为止最大的FEOBV-PET试验,并首次在人类中证明,速度训练可以逆转易受年龄相关认知衰退影响的大脑区域胆碱能末端密度的损失。在10周的干预中,前扣带的FEOBV结合增加了2.3%,这可能抵消了10年自然衰老中通常观察到的2.5%的下降。这些发现阐明了认知训练益处的神经化学基础,表明速度训练上调了支持注意力、记忆和执行功能的网络的结合。试验注册:ClinicalTrials.gov NCT04149457;https://clinicaltrials.gov/study/NCT04149457.International注册报告标识符(irrid): RR2-10.2196/59705。
{"title":"Effects of Computerized Cognitive Training on Vesicular Acetylcholine Transporter Levels using [18F]Fluoroethoxybenzovesamicol Positron Emission Tomography in Healthy Older Adults: Results from the Improving Neurological Health in Aging via Neuroplasticity-based Computerized Exercise (INHANCE) Randomized Clinical Trial.","authors":"Mouna Attarha, Ana de Figueiredo Pelegrino, Lydia Ouellet, Paule-Joanne Toussaint, Sarah-Jane Grant, Thomas Van Vleet, Etienne de Villers-Sidani","doi":"10.2196/75161","DOIUrl":"10.2196/75161","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;The cholinergic system mediates essential aspects of cognitive function, yet its structure and function decline progressively with age, by an estimated 2.5% per decade across the lifespan. Cognitive training may help counteract age-related declines in cholinergic functioning and slow associated deficits in cognitive performance.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aims to evaluate whether cognitive training modifies cholinergic binding in older adults.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;The Improving Neurological Health in Aging via Neuroplasticity-based Computerized Exercise (INHANCE) trial is a double-blind randomized controlled trial assessing whether 2 computerized cognitive training programs modify cholinergic expression. The intent-to-treat (ITT) population included 92 community-dwelling healthy older adults aged 65 and above (enrolled July 2021-December 2023; final follow-up June 2024). Participants were randomized at McGill University to either an intervention of speed-based cognitive training exercises designed to improve the speed and accuracy of information processing or an active control of nonspeeded games designed for entertainment (eg, similar in design to Solitaire). Participants completed 35 hours of training on their assigned program at home over a 10-week period using a loaned or personal internet-connected device. Cholinergic binding was measured with the vesicular acetylcholine transporter ligand [&lt;sup&gt;18&lt;/sup&gt;F]fluoroethoxybenzovesamicol (FEOBV) and positron emission tomography (PET). The primary outcome was mean FEOBV binding (standard uptake value ratios [SUVRs]) within the anterior cingulate cortex from baseline to posttest in the ITT population. All other end points were exploratory.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Among the 92 participants in the ITT population (mean age 71.9 years; mean education 16.5 years; 61/92, 66%, women; 88/92, 96%, White), 82 (89%) completed all study activities. The speed-based intervention showed a significant within-group increase in FEOBV binding in the primary region of interest, the anterior cingulate cortex (SUVR change mean +0.044, 95% CI 0.006-0.082, P=.03, medium effect size, ω²=0.09). The p24c subregion demonstrated a significant between-groups effect favoring speed training (speeded vs nonspeeded SUVR change difference +0.058, 95% CI 0.007-0.110, P=.03, small effect size, ω²=0.05). Prespecified exploratory analyses revealed significant within-group effects for speed training in the hippocampus (P=.02) and parahippocampal gyrus (P=.04). No effects on FEOBV binding were observed in the active control group.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;INHANCE is the largest FEOBV-PET trial to date and demonstrates, for the first time in humans, that speed training can reverse losses in cholinergic terminal densities in brain regions vulnerable to age-related cognitive decline. The 2.3% gain in FEOBV binding in the anterior cingulate achieved over a 10-week ","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e75161"},"PeriodicalIF":4.1,"publicationDate":"2025-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12559824/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145286219","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
Feasibility, Usability, and Effects of Leisure-Based Cognitive Training Using a Fully Immersive Virtual Reality System in Older Adults: Single-Arm Pretest-Posttest Pilot Study. 在老年人中使用完全沉浸式虚拟现实系统进行休闲认知训练的可行性、可用性和效果:单臂前测后测先导研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-10-09 DOI: 10.2196/66673
I-Ching Chuang, Xiao-Ting Huang, I-Chen Chen, Yih-Ru Wu, Ching-Yi Wu
<p><strong>Background: </strong>Cognitive training is an effective approach to support cognitive function in older adults. Incorporating meaningful leisure activities, such as gardening, may enhance both engagement and training outcomes. While fully immersive virtual reality (VR) offers ecologically valid and engaging environments that can further boost motivation, limited research has explored the combination of VR-based cognitive training and leisure activities for older adults.</p><p><strong>Objective: </strong>This study aims to assess the feasibility, usability, and preliminary effectiveness of leisure-based VR cognitive training for community-dwelling older adults.</p><p><strong>Methods: </strong>A fully immersive VR cognitive training system, controlled via a head-mounted display, was developed, incorporating gardening-themed activities such as planting, fertilizing, watering, and harvesting. These tasks were designed to engage multiple cognitive domains, including memory, attention, executive function, processing speed, and visuospatial abilities. The program consisted of 16 sessions delivered over 8 weeks (twice weekly, 1 hour per session). Cognitive outcomes were assessed before and after training using the Montreal Cognitive Assessment, the digit symbol substitution test, word list immediate and delayed recall, spatial span, and the Stroop Color and Word Test. Feasibility, acceptance, and usability were evaluated using the System Usability Scale and a posttraining questionnaire. Licensed occupational therapists from both community and institutional settings assessed the training system's usability.</p><p><strong>Results: </strong>All 41 participants (mean age 69.79, SD 5.05 y) completed the training with 100% adherence and no serious adverse events. Feasibility ratings-particularly for perceived usefulness, intention to use, and subjective norms-reflected strong acceptance. Usability ratings from older adults indicated high ease of use, enjoyment, and positive experience, while professionals rated the system as moderately usable (mean System Usability Scale score 68.01, SD 8.38). Statistically significant improvements were observed in general cognition (P=.004), processing speed (P=.049), immediate and delayed memory (P<.001), and executive function (P=.002). No significant changes were found in visuospatial memory (P=.29).</p><p><strong>Conclusions: </strong>This study provides preliminary evidence supporting the feasibility and usability of a gardening-based VR cognitive training program for older adults. Feasibility was demonstrated through full adherence, absence of major adverse events, and high participant acceptance. Usability feedback was favorable from both older adults and professionals across community and long term care settings. Additionally, improvements in multiple cognitive domains, including general cognition, processing speed, memory, and executive function, suggest potential cognitive benefits. Future randomized cont
背景:认知训练是支持老年人认知功能的有效方法。加入有意义的休闲活动,如园艺,可以提高参与度和培训效果。虽然完全沉浸式虚拟现实(VR)提供了生态有效且引人入胜的环境,可以进一步提高动机,但有限的研究探索了基于VR的认知训练和老年人休闲活动的结合。目的:本研究旨在评估基于休闲的VR认知训练在社区老年人中的可行性、可用性和初步效果。方法:开发一套通过头戴式显示器控制的全沉浸式VR认知训练系统,将种植、施肥、浇水、收获等园艺主题活动融入其中。这些任务被设计成涉及多个认知领域,包括记忆、注意力、执行功能、处理速度和视觉空间能力。该计划包括16个课程,为期8周(每周两次,每次1小时)。认知结果在训练前后通过蒙特利尔认知评估、数字符号替代测试、单词列表即时和延迟回忆、空间广度和Stroop颜色和单词测试进行评估。使用系统可用性量表和培训后问卷对可行性、可接受性和可用性进行评估。来自社区和机构的持牌职业治疗师评估了培训系统的可用性。结果:所有41名参与者(平均年龄69.79,SD 5.05 y)完成了100%的依从性训练,无严重不良事件。可行性评级——特别是感知有用性、使用意图和主观规范——反映了强烈的接受度。来自老年人的可用性评分表明易用性,享受性和积极的体验,而专业人士认为系统可用性中等(平均系统可用性量表得分68.01,标准差8.38)。在一般认知(P= 0.004)、处理速度(P= 0.049)、即时记忆和延迟记忆方面均有统计学意义的改善。结论:本研究为基于园艺的老年人VR认知训练计划的可行性和可用性提供了初步证据。通过完全依从性、无主要不良事件和高参与者接受度证明了可行性。来自社区和长期护理机构的老年人和专业人士的可用性反馈都是有利的。此外,多个认知领域的改善,包括一般认知,处理速度,记忆和执行功能,表明潜在的认知益处。未来的随机对照试验需要更多样化的样本和更长期的随访来证实和扩展这些发现。
{"title":"Feasibility, Usability, and Effects of Leisure-Based Cognitive Training Using a Fully Immersive Virtual Reality System in Older Adults: Single-Arm Pretest-Posttest Pilot Study.","authors":"I-Ching Chuang, Xiao-Ting Huang, I-Chen Chen, Yih-Ru Wu, Ching-Yi Wu","doi":"10.2196/66673","DOIUrl":"10.2196/66673","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Cognitive training is an effective approach to support cognitive function in older adults. Incorporating meaningful leisure activities, such as gardening, may enhance both engagement and training outcomes. While fully immersive virtual reality (VR) offers ecologically valid and engaging environments that can further boost motivation, limited research has explored the combination of VR-based cognitive training and leisure activities for older adults.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aims to assess the feasibility, usability, and preliminary effectiveness of leisure-based VR cognitive training for community-dwelling older adults.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;A fully immersive VR cognitive training system, controlled via a head-mounted display, was developed, incorporating gardening-themed activities such as planting, fertilizing, watering, and harvesting. These tasks were designed to engage multiple cognitive domains, including memory, attention, executive function, processing speed, and visuospatial abilities. The program consisted of 16 sessions delivered over 8 weeks (twice weekly, 1 hour per session). Cognitive outcomes were assessed before and after training using the Montreal Cognitive Assessment, the digit symbol substitution test, word list immediate and delayed recall, spatial span, and the Stroop Color and Word Test. Feasibility, acceptance, and usability were evaluated using the System Usability Scale and a posttraining questionnaire. Licensed occupational therapists from both community and institutional settings assessed the training system's usability.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;All 41 participants (mean age 69.79, SD 5.05 y) completed the training with 100% adherence and no serious adverse events. Feasibility ratings-particularly for perceived usefulness, intention to use, and subjective norms-reflected strong acceptance. Usability ratings from older adults indicated high ease of use, enjoyment, and positive experience, while professionals rated the system as moderately usable (mean System Usability Scale score 68.01, SD 8.38). Statistically significant improvements were observed in general cognition (P=.004), processing speed (P=.049), immediate and delayed memory (P&lt;.001), and executive function (P=.002). No significant changes were found in visuospatial memory (P=.29).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;This study provides preliminary evidence supporting the feasibility and usability of a gardening-based VR cognitive training program for older adults. Feasibility was demonstrated through full adherence, absence of major adverse events, and high participant acceptance. Usability feedback was favorable from both older adults and professionals across community and long term care settings. Additionally, improvements in multiple cognitive domains, including general cognition, processing speed, memory, and executive function, suggest potential cognitive benefits. Future randomized cont","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e66673"},"PeriodicalIF":4.1,"publicationDate":"2025-10-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12510613/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145258370","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
Usability Evaluation of a Virtual Reality Multisensory Sham-Feeding Device for Patients Undergoing Fasting Periods for Colorectal Cancer Surgery: Mixed Methods Study. 结直肠癌手术禁食期虚拟现实多感官假喂养装置的可用性评估:混合方法研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-10-08 DOI: 10.2196/75641
Xingzhu Yuan, Peiling Ye, Xinyue Liu, Yuehan Hu, Qin Xu, Wenyi Zhao, Ka Li
<p><strong>Background: </strong>Colorectal cancer surgery requires perioperative fasting to ensure safety, but this can cause physiological and psychological discomfort, such as impaired intestinal motility, bloating, immune suppression, anxiety, and appetite loss. To address this challenge, we developed the virtual reality (VR) multisensory sham-feeding device (VRMS-SFD), based on Pavlov conditioned reflex mechanism, where vagal stimulation triggered by seeing, smelling, or thinking about food activates cephalic-phase responses, promoting digestive secretion and intestinal motility. The device integrates multisensory stimulation-visual (food presentation), auditory (eating sounds and relaxing music), and olfactory (food-specific scents)-to create a VR dining experience. It features three VR scenes (Chinese restaurant, fruit shop, and dessert shop) with 23 food options, offering immersive interaction through a head-mounted display and synchronized scent release.</p><p><strong>Objective: </strong>This study aimed to evaluate the usability, acceptability, and safety of the VRMS-SFD in patients with colorectal cancer during postoperative fasting, assessing its potential to alleviate discomfort, stimulate appetite, and enhance emotional well-being.</p><p><strong>Methods: </strong>A mixed methods design was used. Participants used VRMS-SFD for 20 minutes during each meal time over 3 postoperative days. Quantitative data included the System Usability Scale (SUS) and demographic or clinical variables. Qualitative data were obtained from 15- to 30-minute semistructured interviews, transcribed verbatim, and thematically analyzed using NVivo (version 15.0; QSR International). When no new themes emerged, the sample size was considered sufficient, and data saturation was achieved. Two researchers independently coded transcripts, with discrepancies resolved by a third reviewer. The study was ethically approved (1087) and clinically registered.</p><p><strong>Results: </strong>A total of 37 patients were included. The mean SUS score was 77.78 (SD 7.90; range 62.5-97.5), indicating high usability. Participants rated ease of use (mean 4.46, SD 0.56), learnability (mean 4.27, SD 0.69), and confidence (mean 4.27, SD 0.61) positively. There was no correlation between SUS score and age (r=0.05). Thematic analysis revealed four themes: (1) immersive and enjoyable experience, with patients describing the device as "novel" and "engaging"; (2) reduced fasting-related discomfort, including less bloating, improved mood, and reported peristalsis; (3) appetite stimulation, with many noting increased hunger; and (4) improvement suggestions, such as enhancing scent authenticity, simplifying controls, and diversifying music. One participant experienced transient dizziness, resolving within 5 minutes post-device removal, with no other adverse events. Quantitative and qualitative findings converged, confirming robust usability and clinical benefits.</p><p><strong>Conclusions: </s
背景:结直肠癌手术需要围手术期禁食以确保安全,但这可能引起生理和心理上的不适,如肠动力受损、腹胀、免疫抑制、焦虑和食欲下降。为了应对这一挑战,我们开发了基于巴甫洛夫条件反射机制的虚拟现实(VR)多感官假喂养装置(VRMS-SFD),其中由看到、闻到或想到食物引发的迷走神经刺激激活了头期反应,促进了消化分泌和肠道运动。该设备集成了多感官刺激——视觉(食物展示)、听觉(吃饭的声音和放松的音乐)和嗅觉(特定食物的气味)——来创造VR用餐体验。它有三个VR场景(中餐厅、水果店和甜品店),有23种食物选择,通过头戴式显示器和同步气味释放提供沉浸式互动。目的:本研究旨在评估VRMS-SFD在结直肠癌患者术后禁食期间的可用性、可接受性和安全性,评估其缓解不适、刺激食欲和增强情绪幸福感的潜力。方法:采用混合方法设计。术后3天,参与者在每次用餐时间使用VRMS-SFD 20分钟。定量数据包括系统可用性量表(SUS)和人口统计学或临床变量。定性数据从15到30分钟的半结构化访谈中获得,逐字转录,并使用NVivo (version 15.0; QSR International)进行主题分析。当没有出现新的主题时,认为样本量足够,并且达到数据饱和。两名研究人员分别对转录本进行编码,差异由第三位审稿人解决。该研究获得了伦理批准(1087)并进行了临床注册。结果:共纳入37例患者。平均SUS评分77.78 (SD 7.90,范围62.5-97.5),可用性较高。参与者积极评价易用性(平均4.46,SD 0.56),易学性(平均4.27,SD 0.69)和置信度(平均4.27,SD 0.61)。SUS评分与年龄无相关性(r=0.05)。主题分析揭示了四个主题:(1)沉浸式和愉快的体验,患者对设备的描述是“新颖”和“吸引人”;(2)减少与禁食相关的不适,包括减少腹胀,改善情绪,并报告蠕动;(3)食欲刺激,许多人注意到饥饿感增加;(4)提高气味真实性、简化控制、音乐多样化等改进建议。一名参与者出现短暂性头晕,在器械移除后5分钟内消退,无其他不良事件。定量和定性研究结果一致,证实了强大的可用性和临床效益。结论:VRMS-SFD可能是一种可行的、被广泛接受的工具,可以减轻结直肠癌手术患者的禁食相关不适,增强食欲,改善情绪健康。未来的迭代应该改进气味校准和用户界面。需要更大规模的客观测量试验(如胃肠运动和激素水平)来验证疗效并探索在其他条件下的应用。试验注册:中国临床试验注册中心(ChiCTR), ChiCTR2100051419;https://www.chictr.org.cn/showprojEN.html?proj=134263。
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引用次数: 0
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JMIR Serious Games
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