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A Gamified Assessment Tool for Antisocial Personality Traits (Antisocial Personality Traits Evidence-Centered Design Gamified): Randomized Controlled Trial. 反社会人格特征游戏化评估工具(反社会人格特征证据中心设计游戏化):随机对照试验
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-08-25 DOI: 10.2196/70453
Yaobin Tang, Yongze Xu, Qunli Zhou, Ran Bian
<p><strong>Background: </strong>The traditional self-report instruments (eg, scales) used to measure antisocial personality traits are characterized by social desirability bias and fail to capture multidimensional behaviors (eg, manipulation and deception).</p><p><strong>Objective: </strong>This study aimed to develop and validate an evidence-based design for a gamified assessment tool (Antisocial Personality Traits Evidence-Centered Design Gamified assessment tool; ASP-ECD-G) to measure 7 antisocial personality traits (manipulative, callous, deceptive, hostile, risk taking, impulsive, and irresponsible) as defined in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5).</p><p><strong>Methods: </strong>This research featured a 3-phase evidence-centered design framework. Ontology development (study 1): semistructured interviews were conducted with 9 workplace professionals to translate the DSM-5 criteria into 24 observable workplace behaviors, which were integrated into a text-based game featuring 10 subscenarios, 34 interactive questions, and logic rooted in logical jumps to simulate real-world decision-making. Model construction (study 2): 6 machine learning models were trained by reference to a set of Personality Inventory for DSM-5 Short Form scores (n=286). The gated recurrent unit model, which uses 1-hot encoding to address nominal response data, was evaluated in terms of the root mean square error (RMSE), mean absolute error, criterion correlation (r), and test-retest reliability. Retest reliability was assessed using intraclass correlation coefficients based on 10 participants (1-month interval). Empirical validation (study 3): a 2×2 mixed design (n=148) was used to compare the gamified assessment with questionnaires under conditions involving incentives (ie, situations in which "rational results" led to increased payments).</p><p><strong>Results: </strong>For model performance, the gated recurrent unit outperformed the alternatives, as indicated by the highest criterion correlation (r=0.850) and the lowest test RMSE (0.273); in particular, it excelled in moderate score ranges (1.5-3, RMSE≤0.377) and in resisting extreme value distortions (3.5-4, RMSE 0.854). Retest reliability was moderate to strong (intraclass correlation coefficients=0.776, P=.02). For validation findings, the gamified assessment was associated with higher levels of immersion (mean 7.628 vs 7.216; F147=14.259, P<.001) and interest (mean 7.095 vs 6.155; F147=47.940, P<.001), although it also elicited stronger negative emotions (mean 4.365 vs 2.473; F147=151.109, P<.001). Incentives reduced questionnaire scores (incentivized: 2.066 vs control: 2.201; F1=5.740, P=.02) but had no effect on gamified scores (P=.71), confirming resistance to manipulation.</p><p><strong>Conclusions: </strong>By integrating evidence-centered design with gamified workplace simulations, ASP-ECD-G can provide more objective and ecologically valid measurements of antisoci
背景:用于测量反社会人格特征的传统自我报告工具(如量表)存在社会可取性偏差,无法捕捉多维行为(如操纵和欺骗)。目的:本研究旨在开发并验证基于证据的游戏化评估工具(反社会人格特征以证据为中心的设计游戏化评估工具;ASP-ECD-G)的设计,以测量《精神疾病诊断与统计手册》第五版(DSM-5)中定义的7种反社会人格特征(操纵、冷酷、欺骗、敌对、冒险、冲动和不负责任)。方法:本研究采用以证据为中心的3阶段设计框架。本体开发(研究1):对9名职场专业人士进行半结构化访谈,将DSM-5标准转化为24种可观察的职场行为,并将其整合到一个基于文本的游戏中,该游戏包含10个子场景、34个互动问题和基于逻辑跳跃的逻辑,以模拟现实世界的决策。模型构建(研究2):参考DSM-5短表得分人格量表(n=286)训练6个机器学习模型。门控循环单元模型使用1-hot编码来处理标称响应数据,根据均方根误差(RMSE)、平均绝对误差、标准相关性(r)和重测信度进行评估。采用基于10名参与者(间隔1个月)的类内相关系数评估重测信度。实证验证(研究3):使用2×2混合设计(n=148)将游戏化评估与涉及激励条件(即“理性结果”导致支付增加的情况)的问卷进行比较。结果:对于模型性能,门控循环单元优于备选方案,最高标准相关性(r=0.850)和最低测试RMSE(0.273)表明;特别是在中等得分范围(1.5-3,RMSE≤0.377)和抵抗极端值扭曲(3.5-4,RMSE 0.854)方面表现突出。重测信度为中强(类内相关系数=0.776,P= 0.02)。对于验证结果,游戏化评估与更高水平的沉浸感相关(平均7.628 vs 7.216; F147=14.259)。结论:通过将以证据为中心的设计与游戏化工作场所模拟相结合,ASP-ECD-G可以提供更客观和生态有效的反社会人格特征测量,从而支持研究和组织实践。试验注册:开放科学框架(OSF)注册中心tvg6x;https://osf.io/tvg6x。
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引用次数: 0
Effectiveness of a Web-Based Virtual Simulation to Train Nursing Students in Suicide Risk Assessment: Randomized Controlled Investigation. 基于网络的虚拟模拟训练护生自杀风险评估的有效性:随机对照调查。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-08-01 DOI: 10.2196/69347
Paul Roux, Yujiro Okuya, Cristina Morel, Mariane Soulès, Hugo Bottemanne, Eric Brunet-Gouet, Solène Frileux, Christine Passerieux, Nadia Younes, Jean Claude Martin

Background: Suicide is a leading cause of preventable death worldwide. Nurses play a critical role in suicide prevention; yet, they face significant obstacles. Improving the evaluation and management of patients at risk of suicide requires innovative training techniques that safely and effectively enhance nursing students' skills, knowledge, and confidence. Virtual simulation (VS) based training can be particularly effective because it allows interaction with patients without the risk of causing harm.

Objective: The purpose of this study was to evaluate the pedagogical effectiveness of a novel VS tool featuring a fully automated and emotionally reactive virtual patient by assessing its ability to assist nursing students in learning suicide risk assessment. VS also included an online group debriefing, co-run by a nurse and a medical teacher.

Methods: A randomized controlled investigation was conducted with 68 first-year nursing students recruited from nursing schools offline and online. They were divided into a control group receiving teaching as usual (TAU) and an intervention group receiving TAU plus VS. The intervention was purely web-based and unblinded. Outcomes were self-assessed through questionnaires using Kirkpatrick Training Evaluation Model, which focuses on knowledge, skills, confidence, empathy, and satisfaction among students.

Results: The VS group exhibited significantly higher confidence (3 points of increase after TAU vs 10.6 points of increase after VS, B=7.2; SE 2.5; t111.5=2.8; P=.006) and a marginally enhanced ability to respond appropriately to suicidal thoughts (1.6 points of improvement after TAU vs 6.4 points of improvement after VS, B=-4.5; SE 2.5; t119.5=-1.8; P=.08) compared with the control group. However, there were no significant differences in knowledge acquisition or the general level of empathy. Satisfaction with VS was high, particularly regarding the authenticity of the virtual patient. Authenticity was perceived as greater when emotional prosody was included with facial emotions.

Conclusions: The use of VS demonstrated promising results in enhancing nursing students' confidence in detecting suicide risk and their skills in counseling individuals experiencing a suicide crisis, suggesting its incorporation into routine teaching methods. Further research is needed to explore its long-term benefits for students and its impact on patient outcomes.

背景:自杀是世界范围内可预防死亡的主要原因。护士在预防自杀方面发挥着关键作用;然而,他们面临着巨大的障碍。改善自杀风险患者的评估和管理需要创新的培训技术,安全有效地提高护理学生的技能,知识和信心。基于虚拟模拟(VS)的培训可能特别有效,因为它允许与患者互动而不会造成伤害的风险。目的:本研究的目的是通过评估其辅助护生学习自杀风险评估的能力,来评估一种具有全自动和情绪反应虚拟患者的新型VS工具的教学效果。VS还包括一个在线小组汇报,由一名护士和一名医学老师共同管理。方法:采用随机对照调查的方法,对线上和线下护理学校的68名护理一年级学生进行调查。他们被分为接受照常教学(TAU)的对照组和接受TAU + vs的干预组。干预纯粹是基于网络的,非盲法的。采用Kirkpatrick培训评估模型,对学生的知识、技能、信心、同理心和满意度进行问卷自评。结果:VS组置信度显著提高(TAU后增加3点VS VS VS增加10.6点,B=7.2;SE 2.5;t111.5 = 2.8;P=.006),对自杀念头的适当反应能力略有提高(TAU后改善1.6分vs vs vs改善6.4分,B=-4.5;SE 2.5;t119.5 = -1.8;P=.08)。然而,在知识获取或共情的一般水平上没有显著差异。对虚拟病人的满意度很高,特别是关于虚拟病人的真实性。当情绪韵律包含在面部情绪中时,真实性被认为更大。结论:VS的使用在提高护生发现自杀风险的信心和辅导自杀危机个体的技能方面显示出良好的效果,建议将其纳入日常教学方法。需要进一步的研究来探索其对学生的长期益处及其对患者预后的影响。
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引用次数: 0
Children's Improvement After Language and Rhythm Training With the Digital Medical Device Poppins for Dyslexia: Single-Arm Intervention Study. 使用数字医疗器械Poppins进行语言和节奏训练对儿童阅读障碍的改善:单臂干预研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-08-01 DOI: 10.2196/76435
Charline Grossard, Melanie Descamps, Hugues Pellerin, François Vonthron, David Cohen

Background: Specific learning disorder in reading (SLD reading), commonly named dyslexia, is a neurodevelopmental condition affecting reading. Current best practice recommendations for SLD reading emphasize the necessity of including graphophonological interventions. The serious game Mila-Learn, which is based on rhythm training, showed promising results in a prior randomized trial. However, it lacked a component of graphophonological training.

Objective: This study aimed to evaluate the effectiveness of Poppins, a new digital medical device that combines rhythm-based and graphophonological training for improving reading and phonological skills in children with SLD reading. We also explored its performance against Mila-Learn, the earlier version based on rhythm training only.

Methods: A single-arm study without an active control group was conducted with 38 children (aged 7-11 years) diagnosed with SLD reading. The participants completed an 8-week training program with Poppins (five 20-minute sessions per week). Pre- and posttraining assessments measured reading accuracy and speed, phoneme deletion, and phonological discrimination. Statistical analysis included pre- and postcomparisons (primary analysis) and comparisons with children's improvement from a previous randomized controlled trial of Mila-Learn, an earlier version of the device (exploratory analysis).

Results: The participants demonstrated significant improvements in reading accuracy (+11.46 words correctly read; P<.001), reading speed (+10.26 words read; P<.001), and phoneme deletion (+2.87 points; P<.001). No significant change was observed in reading comprehension for younger participants (grades 2-3; P=.09), although improvements were noted in older children (grades 4-5, P=.03). Exploratory analysis comparing children's improvements with Mila-Learn and Poppins revealed similar gains in reading accuracy and speed but revealed superior improvement in phonological skills for the Poppins group, with a moderate effect size according to the benchmarks by Cohen (Cohen d=0.48, P=.02).

Conclusions: Poppins is an effective and safe tool for enhancing reading and phonological skills in children with SLD reading. By integrating rhythm-based and graphophonological exercises, the device aligns with best practice recommendations for curative intervention. Future research should explore its long-term effects and medicoeconomic impact and compare outcomes with those of conventional therapy, as serious games provide an engaging, scalable method for delivering such interventions.

Trial registration: ClinicalTrials.gov NCT06596980; https://clinicaltrials.gov/study/NCT06596980.

背景:阅读中的特殊学习障碍(Specific learning disorder in reading,简称SLD),俗称失读症,是一种影响阅读的神经发育疾病。目前关于特殊语言障碍阅读的最佳实践建议强调了包括文字语音学干预的必要性。基于节奏训练的严肃游戏Mila-Learn在之前的随机试验中显示出令人鼓舞的结果。然而,它缺乏文字文字训练的组成部分。目的:本研究旨在评估一种结合节奏训练和文字语音训练的新型数字医疗设备Poppins在提高SLD儿童阅读和语音技能方面的效果。我们还研究了它与Mila-Learn(早期版本仅基于节奏训练)的表现。方法:对38名7-11岁的儿童进行单臂研究,不设积极对照组。参与者完成了为期8周的波平斯培训计划(每周5次,每次20分钟)。训练前和训练后的评估测量了阅读的准确性和速度、音素删除和音位辨别。统计分析包括前后比较(初步分析)以及与先前Mila-Learn(早期版本的设备)随机对照试验中儿童改善的比较(探索性分析)。结果:参与者在阅读准确性上有显著提高(+11.46个单词正确阅读;结论:Poppins是一种有效且安全的工具,可以提高SLD儿童阅读和语音技能。通过整合基于节奏和笔音学的练习,该设备符合治疗干预的最佳实践建议。未来的研究应该探索其长期效果和医学经济影响,并将结果与传统疗法进行比较,因为严肃游戏提供了一种引人入胜的、可扩展的方法来传递这种干预措施。试验注册:ClinicalTrials.gov NCT06596980;https://clinicaltrials.gov/study/NCT06596980。
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引用次数: 0
Effects of The Legend of Zelda: Breath of the Wild and Studio Ghibli Films on Young People's Sense of Exploration, Calm, Mastery and Skill, Purpose and Meaning, and Overall Happiness in Life: Exploratory Randomized Controlled Study. 《塞尔达传说:旷野之息》与吉卜力电影对青少年探索意识、冷静意识、精通与技巧意识、目的与意义意识、整体幸福感的影响:探索性随机对照研究
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-08-01 DOI: 10.2196/76522
Annisa Arigayota, Barbara Duffek, Congcong Hou, Andreas Benedikt Eisingerich

Background: Young people feel increasingly anxious and sad nowadays. Engaging with works of art and entertainment, such as playing open-world games or watching Studio Ghibli films, can be more than just a pastime. However, the extent to which, if at all, open-world games and feelings of nostalgia affect overall happiness in life remains unclear.

Objective: This study aimed to examine the extent to which open-world games, such as The Legend of Zelda: Breath of the Wild, and nostalgia evoked by Studio Ghibli films, such as Hayao Miyazaki's My Neighbor Totoro or Kiki's Delivery Service, affect postgraduate students' sense of exploration, calm, mastery and skill, purpose and meaning, and, ultimately, happiness in life.

Methods: A controlled laboratory experiment was conducted using a 2 (playing an open-world game vs no open-world game) × 2 (nostalgia vs no nostalgia) between-subject design. Study participants (N=518) were randomly assigned to the study's 4 conditions and answered a brief questionnaire, examining their sense of exploration, calm, mastery and skill, purpose and meaning, and, ultimately, happiness in life. As part of the study, we conducted univariate analysis and bootstrapping-based moderated mediation analysis with 5000 resamples.

Results: The results showed a significant and positive impact of playing an open-world game on overall life happiness (mean [M]playedgame 4.563, SD 0.072, vs Mnotplayedgame 3.170, SD 0.072; F(1, 517)=117.246, P<.001). Furthermore, the positive impact of open-world games on overall life happiness was significantly enhanced by nostalgia evoked by watching Studio Ghibli films (Mnostalgia 5.45, SD 0.102, vs Mnonostalgia 3.58, SD 0.102; SE 0.144, 95% CI 1.332-1.900; P<.001). Moreover, exploratory moderated mediation with bootstrapped-based analyses and 5000 resamples demonstrated that the effect of playing open-world games on happiness is mediated by a sense of exploration (effect=0.11; SE 0.05, 95% CI 0.04-0.21), sense of calm (effect=0.32; SE 0.09, 95% CI 0.15-0.51), sense of skill and mastery (effect=0.08; SE 0.05, 95% CI 0.01-0.18), and sense of purpose and meaning (effect=0.32; SE 0.14, 95% CI 0.06-0.60).

Conclusions: This study shows that playing an open-world game, such as The The Legend of Zelda: Breath of the Wild, and nostalgia evoked by Studio Ghibli films significantly foster a sense of exploration and calm in life, as well as a feeling of mastery and skill, and purpose and meaning, hence ultimately contributing positively to one's overall happiness in life.

Trial registration: ISRCTN ISRCTN14757739; https://www.isrctn.com/ISRCTN14757739.

背景:现在的年轻人越来越焦虑和悲伤。参与艺术和娱乐作品,如玩开放世界游戏或观看吉卜力工作室的电影,不仅仅是一种消遣。然而,开放世界游戏和怀旧情绪对生活整体幸福感的影响程度(如果有的话)仍不清楚。目的:本研究旨在检验开放世界游戏(如《塞尔达传说:荒野之息》)和吉卜力工作室电影(如宫崎骏的《龙猫》或《魔女宅》)所唤起的怀旧情绪在多大程度上影响研究生的探索感、平静感、精通感和技巧感、目的感和意义感,以及最终的幸福感。方法:采用2(玩开放世界游戏vs不玩开放世界游戏)× 2(怀旧vs不怀旧)被试间对照实验设计。研究参与者(N=518)被随机分配到研究的4个条件中,并回答了一份简短的问卷,调查他们的探索感、冷静感、掌握感和技能感、目的感和意义感,以及最终的生活幸福感。作为研究的一部分,我们对5000个样本进行了单变量分析和基于bootstrapping的有调节中介分析。结果显示,玩开放世界游戏对整体生活幸福感有显著的积极影响(平均[M]playedgame 4.563, SD 0.072, vs . Mnotplayedgame 3.170, SD 0.072;F(1,517)=117.246, Pnostalgia = 5.45, SD = 0.102, vs . nonostalgia = 3.58, SD = 0.102;Se 0.144, 95% ci 1.332-1.900;结论:本研究表明,玩《塞尔达传说:旷野之息》这样的开放世界游戏,以及吉卜力工作室电影所唤起的怀旧情绪,可以显著培养人们对生活的探索感和平静感,以及掌握感和技巧感,目的感和意义感,从而最终对人们的整体生活幸福感产生积极的影响。试验注册:ISRCTN ISRCTN14757739;https://www.isrctn.com/ISRCTN14757739。
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引用次数: 0
Mixed Reality-Based Physical Therapy in Older Adults With Sarcopenia: Preliminary Randomized Controlled Trial. 基于混合现实的老年肌肉减少症物理治疗:初步随机对照试验。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-08-01 DOI: 10.2196/76357
Yeongsang An, Seunghwa Min, Chanhee Park

Background: Sarcopenia in older adults is associated with reduced muscle mass and function, leading to frailty, increased fall risk, and decreased quality of life (QOL). Mixed reality (MR)-based interventions have emerged as promising tools to enhance physical therapy engagement and effectiveness through immersive, interactive environments.

Objective: This study aimed to investigate the effects of a Mixed Reality-Based Physical Therapy (Mr.PT) platform on quadricep muscle thickness, balance confidence, activities of daily living, and QOL in older adults with sarcopenia.

Methods: A preliminary randomized controlled trial was conducted involving 30 older women (mean age 75.3, SD 9.9 y) diagnosed with sarcopenia based on the Asian Working Group for Sarcopenia criteria. Participants were randomly assigned to either the Mr.PT group or a conventional physical activity (CPA) group. Both groups participated in 30-minute exercise sessions, 3 times per week, over 4 weeks. The Mr.PT program used head-mounted MR devices with gamified, interactive training, while the CPA group received standard therapist-led exercises using resistance bands. Outcome measures included ultrasound imaging of quadricep muscle thickness, the Korean version of the Activities of Daily Living scale (Katz Index of Independence in Activities of Daily Living), the Activities-Specific Balance Confidence (ABC) scale, and the 12-Item Short-Form Health Survey. Statistical analysis was performed using repeated-measures ANOVA and Tukey post hoc tests.

Results: The Mr.PT group showed significantly greater improvement in quadricep muscle thickness than the CPA group (P=.001). Within-group improvements in balance confidence (ABC scale) and daily functioning (Katz Index of Independence in Activities of Daily Living) were observed in both groups (P<.05), though between-group differences were not statistically significant. However, the Mr.PT group demonstrated significantly greater gains in QOL as measured by 12-Item Short-Form Health Survey (P=.02). All participants completed the intervention without dropouts or adverse events.

Conclusions: MR-based exercise using the Mr.PT platform appears effective in increasing muscle mass and enhancing QOL among older adults with sarcopenia. Its interactive and adaptive features may improve engagement and motivation, suggesting potential advantages over traditional programs. Further research with larger cohorts and longer follow-up is recommended to confirm these preliminary findings and explore long-term outcomes.

背景:老年人肌肉减少症与肌肉质量和功能减少有关,导致虚弱、跌倒风险增加和生活质量下降。基于混合现实(MR)的干预措施已经成为有前途的工具,通过沉浸式互动环境来增强物理治疗的参与度和有效性。目的:本研究旨在探讨基于混合现实的物理治疗(Mr.PT)平台对老年肌肉减少症患者股四头肌厚度、平衡信心、日常生活活动和生活质量的影响。方法:一项初步随机对照试验,纳入30名老年妇女(平均年龄75.3岁,SD 9.9岁),根据亚洲肌肉减少症工作组的标准诊断为肌肉减少症。参与者被随机分配到Mr.PT组或常规体育活动组。两组都参加了30分钟的锻炼,每周3次,持续4周。MR . pt项目使用头戴式磁共振设备进行游戏化的互动训练,而CPA组则接受标准的治疗师引导的阻力带训练。结果测量包括股四头肌厚度的超声成像、韩国版日常生活活动量表(Katz日常生活活动独立性指数)、特定活动平衡信心量表(ABC)和12项简短健康调查。采用重复测量方差分析和Tukey事后检验进行统计分析。结果:Mr.PT组肱四头肌厚度较CPA组有明显改善(P= 0.001)。两组均观察到平衡信心(ABC量表)和日常功能(日常生活活动独立的Katz指数)的组内改善(p结论:使用Mr.PT平台的MR-based运动对增加肌肉量和提高老年肌肉减少症患者的生活质量有效。它的互动性和适应性可能会提高参与度和积极性,这表明它比传统课程有潜在的优势。建议采用更大的队列和更长时间的随访进行进一步研究,以证实这些初步发现并探索长期结果。
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引用次数: 0
Home-Based Virtual Reality Training for Enhanced Balance, Strength, and Mobility Among Older Adults With Frailty: Systematic Review and Meta-Analysis. 基于家庭的虚拟现实训练增强老年人的平衡、力量和活动能力:系统回顾和荟萃分析。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-07-18 DOI: 10.2196/67146
Hammad Alhasan, Elaf Alandijani, Lara Bahamdan, Ghofran Khudary, Yara Aburaya, Abdulaziz Awali, Mansour Abdullah Alshehri

Background: Frailty is a geriatric syndrome associated with increased risk of falls, hospitalization, and reduced quality of life. Traditional exercises may be unsuitable for older adults with frailty due to mobility issues and accessibility barriers. Virtual reality (VR) offers an engaging, home-based alternative by providing interactive training with real-time feedback. VR interventions have shown potential benefits for improving balance, strength, and mobility.

Objective: This systematic review and meta-analysis aimed to evaluate the effectiveness of VR-based home training programs in improving balance, strength, and mobility among older adults with frailty and prefrailty.

Methods: A systematic search was conducted in PubMed, Scopus, and Web of Science from inception to November 1, 2023, using terms related to older adults, frailty, virtual reality, balance, mobility, and strength. Eligible studies included randomized and nonrandomized trials involving adults with frailty or prefrailty aged ≥65 years who received home-based VR interventions aimed at improving balance, strength, or functional mobility. Comparator groups included no intervention, traditional exercise, or standard care. Studies involving participants with neurological or cognitive disorders were excluded. Study quality was assessed using the Physiotherapy Evidence Database scale. A random-effects meta-analysis was performed to calculate pooled mean differences (MD) and 95% CIs for 3 primary outcomes: Berg Balance Scale, Timed Up and Go, and Chair Stand.

Results: A total of 1063 records were identified, with 1023 screened after duplicate removal. Six studies met the inclusion criteria, involving 407 participants (mean age 75.2, SD 6.4 y), of whom 198 were allocated to VR interventions and 159 to control groups. VR interventions lasted a mean of 13.3 (SD 7.7) weeks, with an average of 39.6 (SD 5.2) sessions lasting 25.3 (SD 5) minutes. Methodological quality was high in 5 studies (mean Physiotherapy Evidence Database score=5.6, SD 1.3). Four studies were included in the meta-analysis. Significant improvements were observed in balance, as measured by the Berg Balance Scale (MD=3.62; 95% CI 2.29-4.95; P<.001; I²=0%). No significant effects were found for mobility (Timed Up and Go: MD=-0.37; 95% CI -1.16 to 0.41; P=.35; I²=0%) or strength (Chair Stand: MD=-0.20; 95% CI -1.70 to 1.29; P=.79; I²=21%).

Conclusions: VR-based home exercise interventions show promise in improving balance among older adults with frailty and prefrailty. However, their effects on strength and functional mobility remain unclear. Variability in study designs and outcome measures limits the generalizability of current findings. Further high-quality research is needed to determine optimal VR training protocols and assess long-term adherence and clinical effectiveness.

背景:虚弱是一种老年综合征,与跌倒、住院和生活质量下降的风险增加有关。由于行动不便和无障碍障碍,传统运动可能不适合身体虚弱的老年人。虚拟现实(VR)通过提供实时反馈的交互式培训,提供了一种引人入胜的、基于家庭的替代方案。VR干预已显示出改善平衡、力量和活动能力的潜在益处。目的:本系统综述和荟萃分析旨在评估基于vr的家庭训练项目在改善老年人的平衡、力量和活动能力方面的有效性。方法:系统检索PubMed、Scopus和Web of Science,检索时间为2023年11月1日至2023年11月1日,检索词包括老年人、虚弱、虚拟现实、平衡、行动能力和力量。符合条件的研究包括随机和非随机试验,涉及年龄≥65岁的虚弱或虚弱的成年人,接受以家庭为基础的VR干预,旨在改善平衡、力量或功能活动能力。比较组包括无干预、传统运动或标准护理。排除了涉及神经或认知障碍受试者的研究。使用物理治疗证据数据库量表评估研究质量。进行随机效应荟萃分析,计算Berg平衡量表、Timed Up and Go和Chair Stand 3个主要结局的汇总平均差异(MD)和95% ci。结果:共筛选出1063条记录,剔除重复后筛选出1023条。6项研究符合纳入标准,涉及407名参与者(平均年龄75.2岁,标准差6.4 y),其中198人被分配到VR干预组,159人被分配到对照组。VR干预平均持续13.3 (SD 7.7)周,平均39.6 (SD 5.2)次持续25.3 (SD 5)分钟。5项研究的方法学质量较高(物理治疗证据数据库平均评分为5.6,标准差为1.3)。荟萃分析包括四项研究。通过Berg平衡量表(MD=3.62;95% ci 2.29-4.95;结论:基于vr的家庭运动干预有望改善虚弱和脆弱的老年人的平衡。然而,它们对力量和功能活动的影响尚不清楚。研究设计和结果测量的可变性限制了当前研究结果的普遍性。需要进一步的高质量研究来确定最佳的VR训练方案,并评估长期依从性和临床有效性。
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引用次数: 0
Exploring the Immediate and Long-Term Effects of Immersive Virtual Reality on Behavioral and Psychological Symptoms of Dementia and Caregiver Burden: Longitudinal Observational Study. 探索沉浸式虚拟现实对痴呆行为和心理症状以及照顾者负担的即时和长期影响:纵向观察研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-07-16 DOI: 10.2196/73044
Ling-Chun Huang, Ching-Fang Chien, Yuan-Han Yang

Background: Virtual reality (VR) interventions are emerging as promising nonpharmacological strategies for people with dementia, aiming to prevent cognitive decline, reduce behavioral and psychological symptoms of dementia (BPSD), and alleviate caregiver burden. Although some studies have reported beneficial effects, findings remain inconsistent, and little is known about the duration and sustainability of these effects, particularly in real-world care settings.

Objective: This study aimed to examine both the immediate and long-term effects of an immersive VR reminiscence intervention on BPSD and caregiver burden in people with dementia attending day care centers.

Methods: This longitudinal observational study was conducted in 10 dementia day care centers in Kaohsiung, Taiwan. A total of 82 participants with dementia were enrolled. The VR intervention consisted of twice-weekly sessions over one month, featuring culturally familiar live-action 360° scenes filmed in well-known Taiwanese locations. Each session lasted approximately 10-12 minutes and included interactive elements. Neuropsychiatric symptoms were assessed using the Neuropsychiatric Inventory Questionnaire, and caregiver burden was assessed using the Zarit Caregiver Burden Interview. Measurements were taken at 3 time points: preintervention, immediately postintervention, and 2 months after the intervention ended. The Wilcoxon signed-rank test was used for statistical comparisons, and rank-biserial correlation was calculated as the effect size.

Results: Significant improvements were observed after 1 month of VR intervention in both caregiver burden (Z=-3.095, P=.002, r=0.34) and neuropsychiatric symptoms (Z=-2.929, P=.003, r=0.32). At the two-month follow-up, neuropsychiatric symptoms remained significantly improved (Z=-4.327, P<.001, r=0.48), although caregiver burden returned to preintervention levels. Regarding specific neuropsychiatric symptoms, significant improvements were observed immediately after the intervention in dysphoria or depression, anxiety, and sleep or nighttime behaviors. These effects were sustained over time, with additional long-term improvements noted in euphoria or elation, apathy or indifference, irritability or lability, aberrant motor behavior, and appetite or eating behaviors.

Conclusions: A 1-month immersive VR reminiscence intervention appears to improve neuropsychiatric symptoms and temporarily reduce caregiver burden in people with dementia, with some symptom improvements lasting up to 2 months. These findings suggest that VR may offer a meaningful therapeutic option in day care settings. Future studies with control groups, including nonimmersive 2D conditions, and comparisons to traditional reminiscence therapy are needed to validate and expand upon these findings.

背景:虚拟现实(VR)干预正在成为治疗痴呆症患者的一种有前景的非药物策略,旨在预防认知能力下降,减少痴呆症的行为和心理症状,减轻照顾者的负担。尽管一些研究报告了有益的效果,但结果仍然不一致,而且对这些效果的持续时间和可持续性知之甚少,特别是在现实世界的护理环境中。目的:本研究旨在研究沉浸式VR回忆干预对日托中心痴呆患者的BPSD和照顾者负担的即时和长期影响。方法:在台湾高雄市10所老年痴呆日托中心进行纵向观察研究。共有82名痴呆患者被纳入研究。VR干预包括一周两次的会议,持续一个月,在著名的台湾地点拍摄了熟悉文化的360°真人场景。每次会议持续约10-12分钟,并包括互动元素。使用神经精神量表评估神经精神症状,使用Zarit照顾者负担访谈评估照顾者负担。在3个时间点进行测量:干预前、干预后立即和干预结束后2个月。采用Wilcoxon符号秩检验进行统计比较,并计算秩-双列相关作为效应量。结果:VR干预1个月后,两组护理人员负担均有显著改善(Z=-3.095, P=。002, r=0.34)和神经精神症状(Z=-2.929, P=。003年,r = 0.32)。在2个月的随访中,神经精神症状仍有显著改善(Z=-4.327, p)。结论:1个月的沉浸式VR回忆干预似乎改善了痴呆患者的神经精神症状,并暂时减轻了照顾者的负担,一些症状改善持续了2个月。这些发现表明,VR可能在日托环境中提供有意义的治疗选择。未来需要对对照组进行研究,包括非沉浸式二维条件,并与传统的回忆疗法进行比较,以验证和扩展这些发现。
{"title":"Exploring the Immediate and Long-Term Effects of Immersive Virtual Reality on Behavioral and Psychological Symptoms of Dementia and Caregiver Burden: Longitudinal Observational Study.","authors":"Ling-Chun Huang, Ching-Fang Chien, Yuan-Han Yang","doi":"10.2196/73044","DOIUrl":"10.2196/73044","url":null,"abstract":"<p><strong>Background: </strong>Virtual reality (VR) interventions are emerging as promising nonpharmacological strategies for people with dementia, aiming to prevent cognitive decline, reduce behavioral and psychological symptoms of dementia (BPSD), and alleviate caregiver burden. Although some studies have reported beneficial effects, findings remain inconsistent, and little is known about the duration and sustainability of these effects, particularly in real-world care settings.</p><p><strong>Objective: </strong>This study aimed to examine both the immediate and long-term effects of an immersive VR reminiscence intervention on BPSD and caregiver burden in people with dementia attending day care centers.</p><p><strong>Methods: </strong>This longitudinal observational study was conducted in 10 dementia day care centers in Kaohsiung, Taiwan. A total of 82 participants with dementia were enrolled. The VR intervention consisted of twice-weekly sessions over one month, featuring culturally familiar live-action 360° scenes filmed in well-known Taiwanese locations. Each session lasted approximately 10-12 minutes and included interactive elements. Neuropsychiatric symptoms were assessed using the Neuropsychiatric Inventory Questionnaire, and caregiver burden was assessed using the Zarit Caregiver Burden Interview. Measurements were taken at 3 time points: preintervention, immediately postintervention, and 2 months after the intervention ended. The Wilcoxon signed-rank test was used for statistical comparisons, and rank-biserial correlation was calculated as the effect size.</p><p><strong>Results: </strong>Significant improvements were observed after 1 month of VR intervention in both caregiver burden (Z=-3.095, P=.002, r=0.34) and neuropsychiatric symptoms (Z=-2.929, P=.003, r=0.32). At the two-month follow-up, neuropsychiatric symptoms remained significantly improved (Z=-4.327, P<.001, r=0.48), although caregiver burden returned to preintervention levels. Regarding specific neuropsychiatric symptoms, significant improvements were observed immediately after the intervention in dysphoria or depression, anxiety, and sleep or nighttime behaviors. These effects were sustained over time, with additional long-term improvements noted in euphoria or elation, apathy or indifference, irritability or lability, aberrant motor behavior, and appetite or eating behaviors.</p><p><strong>Conclusions: </strong>A 1-month immersive VR reminiscence intervention appears to improve neuropsychiatric symptoms and temporarily reduce caregiver burden in people with dementia, with some symptom improvements lasting up to 2 months. These findings suggest that VR may offer a meaningful therapeutic option in day care settings. Future studies with control groups, including nonimmersive 2D conditions, and comparisons to traditional reminiscence therapy are needed to validate and expand upon these findings.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e73044"},"PeriodicalIF":3.8,"publicationDate":"2025-07-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12286566/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144649491","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
Exergaming System for Exercise-Based Cardiac Rehabilitation in Patients With Heart Failure: Development and Usability Assessment Study of a Device Prototype. 心力衰竭患者基于运动的心脏康复锻炼系统:设备原型的开发和可用性评估研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-07-16 DOI: 10.2196/71385
Carles Blasco-Peris, Juan Pedro Alcolea Garrido, Barbara Seguí, Rocio Zaragoza, Vicente Climent-Paya, Laura Fuertes-Kenneally, Agustín Manresa-Rocamora, Ana Sanz-Rocher, Sabina Baladzhaeva, José M Sarabia
<p><strong>Background: </strong>Heart failure (HF) is a growing global health concern, and adherence to early cardiac rehabilitation (CR) remains suboptimal. Exergaming is a promising alternative to conventional exercise programs for patients with HF. However, existing research has limitations, and the integration of exergaming into clinical practice remains challenging. Most notably, current studies often rely on commercially available systems that are not tailored to needs specific to patients with HF, lack long-term adherence strategies, and have limited evaluation in the initial phases of cardiac rehabilitation.</p><p><strong>Objective: </strong>This study aimed to design, develop, and assess the usability of a novel exergaming prototype (ie, HEFMOB), integrating immersive virtual reality (VR), real-time biometric monitoring, and autonomous session management to support early-phase, exercise-based CR in patients with HF.</p><p><strong>Methods: </strong>A multidisciplinary team developed HEFMOB through iterative prototyping. The final system included a pedal-based VR cycling game and an upper-limb mobilization minigame, with real-time monitoring of heart rate, blood pressure, and peripheral capillary oxygen saturation. Usability was assessed in two phases: (1) an expert evaluation and refinement phase and (2) a single-session usability phase involving 10 patients with HF (4 female). The sessions were recorded and individually evaluated by 2 researchers using the Serious Game Usability Evaluator tool. After each session, the participants completed the System Usability Scale (SUS) and a subscale of Intrinsic Motivation Inventory (IMI) to rate the usability of the exergaming prototype and enjoyment, respectively. Descriptive statistics were reported.</p><p><strong>Results: </strong>The participants had a mean age of 64.8 (SD 8.4) years, BMI of 26.7 (SD 4.6) kg/m2, and left ventricular ejection fraction of 40.5% (SD 7.4%). All participants completed the session without adverse events. The SUS score averaged 71.5, SD 17.8 (indicating good usability) and IMI scores indicated very high enjoyment (mean 25.1, SD 3.5). A total of 136 gameplay-related events were recorded: negative (n=76, mostly confusion), neutral (n=49), and positive (n=11). Interface-related issues (n=61) were most common, followed by design (n=52) and hardware (n=23).</p><p><strong>Conclusions: </strong>HEFMOB appears to be a promising, engaging, and well-tolerated tool for delivering tailored exergaming interventions in patients with HF. High usability and enjoyment ratings support its acceptability, while structured user experience analysis provided valuable insights for system refinement. This study marks a critical step toward integrating personalized, gamified exercise in inpatient settings, especially where early mobilization is lacking. Building on these findings, future research will assess long-term usability and clinical impact through a multicenter randomized controlled tr
背景:心力衰竭(HF)是一个日益严重的全球健康问题,坚持早期心脏康复(CR)仍然是不理想的。对于心衰患者来说,运动是一种很有希望的替代传统运动计划的方法。然而,现有的研究存在局限性,并且将锻炼融入临床实践仍然具有挑战性。最值得注意的是,目前的研究通常依赖于商业上可获得的系统,这些系统不是针对心力衰竭患者的特定需求量身定制的,缺乏长期依从性策略,并且在心脏康复的初始阶段评估有限。目的:本研究旨在设计、开发和评估一种新型运动游戏原型(即HEFMOB)的可用性,该原型集成了沉浸式虚拟现实(VR)、实时生物识别监测和自主会话管理,以支持心衰患者早期基于运动的CR。方法:多学科团队通过迭代原型开发HEFMOB。最终的系统包括一个基于踏板的VR骑行游戏和一个上肢活动小游戏,并实时监测心率、血压和外周毛细血管血氧饱和度。可用性评估分为两个阶段:(1)专家评估和细化阶段;(2)10例HF患者(4例女性)的单次可用性阶段。2名研究人员使用Serious Game Usability Evaluator工具记录和单独评估这些会话。每个环节结束后,参与者分别完成系统可用性量表(SUS)和内在动机量表(IMI)的子量表,对游戏原型的可用性和乐趣进行评分。进行描述性统计。结果:参与者的平均年龄为64.8 (SD 8.4)岁,BMI为26.7 (SD 4.6) kg/m2,左室射血分数为40.5% (SD 7.4%)。所有参与者均无不良事件发生。SUS得分平均为71.5,SD 17.8(表明可用性良好),IMI得分表明非常高的享受(平均值25.1, SD 3.5)。总共记录了136个与游戏玩法相关的事件:消极的(n=76,主要是困惑),中性的(n=49)和积极的(n=11)。与界面相关的问题(n=61)最为常见,其次是设计(n=52)和硬件(n=23)。结论:HEFMOB似乎是一种有前途的、有吸引力的、耐受性良好的工具,可为心衰患者提供量身定制的运动干预措施。高可用性和享受评级支持其可接受性,而结构化的用户体验分析为系统改进提供了有价值的见解。这项研究标志着在住院患者环境中整合个性化、游戏化锻炼的关键一步,特别是在缺乏早期动员的情况下。在这些发现的基础上,未来的研究将通过多中心随机对照试验评估长期可用性和临床影响。
{"title":"Exergaming System for Exercise-Based Cardiac Rehabilitation in Patients With Heart Failure: Development and Usability Assessment Study of a Device Prototype.","authors":"Carles Blasco-Peris, Juan Pedro Alcolea Garrido, Barbara Seguí, Rocio Zaragoza, Vicente Climent-Paya, Laura Fuertes-Kenneally, Agustín Manresa-Rocamora, Ana Sanz-Rocher, Sabina Baladzhaeva, José M Sarabia","doi":"10.2196/71385","DOIUrl":"10.2196/71385","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Heart failure (HF) is a growing global health concern, and adherence to early cardiac rehabilitation (CR) remains suboptimal. Exergaming is a promising alternative to conventional exercise programs for patients with HF. However, existing research has limitations, and the integration of exergaming into clinical practice remains challenging. Most notably, current studies often rely on commercially available systems that are not tailored to needs specific to patients with HF, lack long-term adherence strategies, and have limited evaluation in the initial phases of cardiac rehabilitation.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to design, develop, and assess the usability of a novel exergaming prototype (ie, HEFMOB), integrating immersive virtual reality (VR), real-time biometric monitoring, and autonomous session management to support early-phase, exercise-based CR in patients with HF.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;A multidisciplinary team developed HEFMOB through iterative prototyping. The final system included a pedal-based VR cycling game and an upper-limb mobilization minigame, with real-time monitoring of heart rate, blood pressure, and peripheral capillary oxygen saturation. Usability was assessed in two phases: (1) an expert evaluation and refinement phase and (2) a single-session usability phase involving 10 patients with HF (4 female). The sessions were recorded and individually evaluated by 2 researchers using the Serious Game Usability Evaluator tool. After each session, the participants completed the System Usability Scale (SUS) and a subscale of Intrinsic Motivation Inventory (IMI) to rate the usability of the exergaming prototype and enjoyment, respectively. Descriptive statistics were reported.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;The participants had a mean age of 64.8 (SD 8.4) years, BMI of 26.7 (SD 4.6) kg/m2, and left ventricular ejection fraction of 40.5% (SD 7.4%). All participants completed the session without adverse events. The SUS score averaged 71.5, SD 17.8 (indicating good usability) and IMI scores indicated very high enjoyment (mean 25.1, SD 3.5). A total of 136 gameplay-related events were recorded: negative (n=76, mostly confusion), neutral (n=49), and positive (n=11). Interface-related issues (n=61) were most common, followed by design (n=52) and hardware (n=23).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;HEFMOB appears to be a promising, engaging, and well-tolerated tool for delivering tailored exergaming interventions in patients with HF. High usability and enjoyment ratings support its acceptability, while structured user experience analysis provided valuable insights for system refinement. This study marks a critical step toward integrating personalized, gamified exercise in inpatient settings, especially where early mobilization is lacking. Building on these findings, future research will assess long-term usability and clinical impact through a multicenter randomized controlled tr","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e71385"},"PeriodicalIF":3.8,"publicationDate":"2025-07-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12286565/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144649490","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 Virtual Reality Force Control Training System on Brain Activation: Functional Near-Infrared Spectroscopy (fNIRS) Study. 脑激活虚拟现实力控训练系统:功能近红外光谱(fNIRS)研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-07-14 DOI: 10.2196/63874
Luigi Gan, Chien-Ju Lin, Hsiao-Feng Chieh, Kai-Nan An, Fong-Chin Su

Background: Aging can bring upon several effects that can hinder one's quality of life. One of the effects is the decline in one's ability to perform activities of daily living, which is caused by the loss of hand function due to aging. To mitigate this, several virtual reality (VR)-based training or rehabilitation systems that use hand tracking were developed. Although these systems are effective, immersive, and can promote motivation, they are mostly limited to providing range of motion exercises. The addition of a force control component to the hand tracking of these systems could make them even more effective at improving or restoring hand function, as the majority of activities of daily living require a degree of force control.

Objective: This study aimed to compare the effects of 2 VR input systems: regular hand tracking and the novel VR input system in this study, which incorporate force control to regular hand tracking on the brain activity of younger and older adults. The degree of cortical activity during a training or rehabilitation task is linked to better functional outcomes and improvements of neuroplasticity.

Methods: Twelve younger adults (mean age 25.00, SD 4.50 years) and 12 older adults (mean age 73.00, SD 3.6 years) were recruited to play a game specifically developed for this study using 2 VR input systems. Brain activity during gameplay was recorded using functional near-infrared spectroscopy over the following cortical regions: prefrontal cortex (PFC), premotor cortex (PMC), supplementary motor area (SMA), and primary motor cortex (M1).

Results: Compared with the regular hand-tracking system, adding a force control component increased average oxygenated hemoglobin (HbO) concentrations and decreased deoxygenated hemoglobin (HbR) concentrations in key brain regions. In young adults, these changes were observed in the right PMC and right M1. In older adults, higher HbO and lower HbR concentrations appeared in the right PFC, bilateral M1, and right SMA (HbR only). The force control component also led to more widespread activity across all ROIs.

Conclusions: The novel input system in this study can be used for improving or restoring hand function. The results of this study can be used as a reference for the development of better VR-based training or rehabilitation systems.

背景:衰老会带来一些影响,这些影响会影响一个人的生活质量。其中一种影响是一个人进行日常生活活动的能力下降,这是由于手部功能的丧失而引起的。为了缓解这种情况,开发了几种基于虚拟现实(VR)的训练或康复系统,这些系统使用手部跟踪。虽然这些系统是有效的,沉浸式的,并且可以促进动机,但它们大多局限于提供运动范围的练习。在这些系统的手部跟踪中增加一个力控制组件可以使它们更有效地改善或恢复手部功能,因为大多数日常生活活动都需要一定程度的力控制。目的:本研究旨在比较两种虚拟现实输入系统:常规手部追踪和本研究的新型虚拟现实输入系统,将力控制与常规手部追踪结合在一起对年轻人和老年人的大脑活动的影响。在训练或康复任务中,皮质活动的程度与更好的功能结果和神经可塑性的改善有关。方法:招募了12名年轻人(平均年龄25.00岁,标准差4.50岁)和12名老年人(平均年龄73.00岁,标准差3.6岁),使用2种VR输入系统玩专门为本研究开发的游戏。在游戏过程中,使用功能近红外光谱记录了以下皮层区域的大脑活动:前额叶皮层(PFC)、前运动皮层(PMC)、辅助运动区(SMA)和初级运动皮层(M1)。结果:与常规手控系统相比,加入力控组件后,脑关键区域平均氧合血红蛋白(HbO)浓度升高,脱氧血红蛋白(HbR)浓度降低。在年轻人中,这些变化在右侧PMC和右侧M1中观察到。在老年人中,右侧PFC、双侧M1和右侧SMA(仅HbR)出现较高的HbO和较低的HbR浓度。部队控制部分也导致了在所有roi中更广泛的活动。结论:本研究的新型输入系统可用于改善或恢复手部功能。本研究结果可作为开发更好的基于vr的训练或康复系统的参考。
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引用次数: 0
A Resource-Efficient, High-Dose, Gamified Neurorehabilitation Program for Chronic Stroke at Home: Retrospective Real-World Analysis. 一种资源高效、高剂量、游戏化的家庭慢性中风神经康复方案:回顾性现实世界分析。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-07-10 DOI: 10.2196/69335
Spencer A Arbuckle, Anna Sophie Knill, Michelle H Chan-Cortés, Gabriela Rozanski, Anastasia Elena Ford, Louis T Derungs, John W Krakauer, Naveed Ejaz, David Putrino, Jenna Tosto-Mancuso, Meret Branscheidt

Background: Accumulating evidence and medical guidelines recommend high-dose neurorehabilitation for recovery after stroke. The reality, however, is that most patients receive a fraction of this dose, with therapist availability and costs of delivery being major implementational barriers.

Objective: This study aimed to explore a potential solution by conducting a retrospective analysis of a real-world enhanced clinical service that used gamified self-training technologies at home under remote therapist supervision.

Methods: Data from 17 patients who completed a 12-18 week full-body, high-dose neurorehabilitation program entirely at home were analyzed. Program delivery relied primarily on patients training independently (asynchronously) with the MindMotion GO (MindMaze) gamified-therapy solution. Accompanying telerehabilitation training sessions with a therapist occurred weekly while therapists used a web application to continuously monitor and manage the program remotely. Effectiveness of the program was assessed through measured active training time, a measure that more closely reflects delivered dosage as opposed to scheduled dose. Patient recovery was evaluated with standardized impairment and functional clinical measures and patient self-reported outcome measures. Finally, a cost model was computed to evaluate the resource efficiency of the program.

Results: Patients maintained high training adherence throughout the program and reached an average total active training time of 39.7 (SD 21.4) hours, with the majority delivered asynchronously (mean 82.2%, SD 10.8%). Patients improved in both upper-limb (Fugl-Meyer Upper Extremity, mean 6.4, SD 5.1; P<.001) and gait and balance measures (Functional Gait Assessment, mean 3.1, SD 2.6; P<.001; Berg Balance Scale, mean 6.1, SD 4.4; P<.001). Overall, the program was viewed very favorably among patients who completed a post-program survey, with 73.7% (14/19) of respondents being satisfied or very satisfied, while 63.2% (12/19) of respondents reported subjective improvements in physical abilities. Per-patient therapist costs approximated US $338, representing a resource-efficient alternative to delivering the same dose via one-on-one in-person training sessions (US $1903).

Conclusions: This work demonstrates effective high-dose neurorehabilitation delivery via gamified therapy technologies at home. The approach shows that training time can be successfully decoupled from therapist-presence without compromising adherence, outcomes, or patient satisfaction over an extended program period. Given growing concerns over therapist availability and increasing health care costs, this resource-efficient approach can help achieve medical guidelines and complement existing clinic-based approaches.

背景:越来越多的证据和医学指南推荐大剂量神经康复治疗脑卒中后的恢复。然而,现实情况是,大多数患者接受的剂量只是这个剂量的一小部分,治疗师的可用性和交付成本是实施的主要障碍。目的:本研究旨在通过对现实世界中在远程治疗师监督下使用游戏化自我训练技术的增强临床服务进行回顾性分析,探索一种潜在的解决方案。方法:对17例完全在家完成12-18周全身高剂量神经康复计划的患者的数据进行分析。项目交付主要依赖于患者独立(异步)训练,使用MindMotion GO (MindMaze)游戏化治疗解决方案。与治疗师一起进行的远程康复培训课程每周进行一次,治疗师使用网络应用程序持续监控和远程管理该计划。该计划的有效性是通过测量的主动训练时间来评估的,这一测量更接近地反映了交付剂量而不是计划剂量。通过标准化的损伤和功能临床测量以及患者自我报告的结果测量来评估患者的恢复情况。最后,通过计算成本模型来评价该方案的资源效率。结果:患者在整个项目中保持了很高的训练依从性,平均总积极训练时间达到39.7 (SD 21.4)小时,其中大多数是异步进行的(平均82.2%,SD 10.8%)。患者双上肢均改善(Fugl-Meyer上肢,平均6.4,SD 5.1;结论:这项工作证明了通过游戏化治疗技术在家庭中有效的大剂量神经康复治疗。该方法表明,培训时间可以成功地与治疗师在场分离,而不会影响延长项目期间的依从性、结果或患者满意度。鉴于对治疗师可用性和不断增加的医疗保健成本的日益关注,这种资源高效的方法可以帮助实现医疗指南并补充现有的基于临床的方法。
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