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Exploring the Design of Upper Limb Strength Training Through High-Intensity Interval Training Combined With Exergaming: Usability Study. 通过高强度间歇训练结合 Exergaming 探索上肢力量训练的设计:可用性研究。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-04-17 DOI: 10.2196/51730
Shu-Cheng Lin, Jing-Yu Lee, Yong Yang, Chu-Chun Fang, Hsiao-Lin Fang, Tien-Hung Hou
<p><strong>Background: </strong>High-intensity interval training (HIIT) has become a popular exercise strategy in modern society, with the Tabata training method being the most popular. In the past, these training methods were mostly done without equipment, but incorporating exergaming into the training may provide a new option for muscle training.</p><p><strong>Objectives: </strong>The aim of this study was to explore the differences in upper limb muscle activation using an HIIT program combined with exergaming.</p><p><strong>Methods: </strong>A total of 15 healthy male participants were recruited for the study, and the differences in muscle activation were compared between push-ups and exergaming (Nintendo Switch Ring Fit Adventure with the Ring-Con accessory) during HIIT. Prior to the tests, participants underwent pretests, including maximal voluntary contractions of various muscle groups, maximal push-up tests, and maximal movement tests using the exergaming device. The push-up and exergaming tests were conducted on separate days to avoid interference, with a warm-up period of 5 minutes on a treadmill before testing. Muscle activation in the lateral and anterior portions of the deltoid muscle, the sternal and clavicular heads of the pectoralis major muscle, and the latissimus dorsi muscle were measured during the maximal voluntary contractions and single-round tests for each exercise mode. A repeated measures ANOVA was used to assess the variations in muscle activation observed across the 2 distinct modes of exercise, specifically push-ups and exergaming.</p><p><strong>Results: </strong>In exergaming, the number of repetitions for push-ups was significantly fewer than for single-site exercises across both exhaustive (mean 23.13, SD 6.36 vs mean 55.67, SD 17.83; P=.001; effect size [ES]: 2.43) and single-round (mean 21.93, SD 7.67 vs mean 92.40, SD 20.47; P=.001; ES: 4.56) training. Heart rate differences were not significant (all P>.05), yet exergaming led to better muscle activation in specific muscle groups, particularly the right anterior deltoid (mean 48.00%, SD 7.66% vs mean 32.84%, SD 10.27%; P=.001; ES: 1.67) and right pectoralis major (sternal head: mean 38.99%, SD 9.98% vs mean 26.90%, SD 12.97%; P=.001; ES: 1.04; clavicular head: mean 43.54%, SD 9.59% vs mean 30.09%, SD 11.59%; P=.002; ES: 1.26) during exhaustive training. In single-round training, similar patterns were observed with the anterior deltoid (mean 51.37%, SD 11.76% vs mean 35.47%, SD 12.72%; P=.002; ES: 1.30) and pectoralis major (sternal head: mean 53.27%, SD 10.79% vs mean 31.56%, SD 16.92%; P=.001; ES: 1.53; clavicular head: mean 53.75%, SD 13.01% vs mean 37.95%, SD 14.67%; P=.006; ES: 1.14). These results suggest that exergaming may be more effective for targeted muscle activation.</p><p><strong>Conclusions: </strong>In conclusion, HIIT can increase muscle activation in the upper extremities and can be incorporated into exergaming strategies to provide a fun and eng
背景:高强度间歇训练(HIIT)已成为现代社会流行的锻炼策略,其中塔巴塔训练法最为流行。过去,这些训练方法大多是在没有器械的情况下进行的,但将外显子游戏融入训练中可能会为肌肉训练提供一种新的选择:本研究的目的是探讨结合外显子游戏的 HIIT 计划在上肢肌肉激活方面的差异:本研究共招募了15名健康男性参与者,比较了俯卧撑和外挂游戏(任天堂Switch环形健身器大冒险与Ring-Con配件)在HIIT过程中肌肉激活的差异。测试前,参与者进行了前测,包括各种肌群的最大自主收缩、最大俯卧撑测试和使用外游戏设备进行的最大运动测试。为避免干扰,俯卧撑测试和外部游戏测试在不同的日子进行,测试前在跑步机上进行 5 分钟的热身。在每种运动模式的最大自主收缩和单轮测试中,测量三角肌外侧和前部、胸大肌胸骨和锁骨头以及背阔肌的肌肉激活情况。采用重复测量方差分析来评估两种不同运动模式下肌肉激活的变化,特别是俯卧撑和发力游戏:结果:在外显子游戏中,俯卧撑的重复次数明显少于单点训练,无论是竭力训练(平均23.13次,标准差6.36次 vs 平均55.67次,标准差17.83次;P=.001;效应大小[ES]:2.43)还是单轮训练(平均21.93次,标准差7.67次 vs 平均92.40次,标准差20.47次;P=.001;ES:4.56)。心率差异不明显(均为 P>.05),但外显子游戏能更好地激活特定肌群的肌肉,尤其是右三角肌前部(平均 48.00%,SD 7.66% vs 平均 32.84%,SD 10.27%;P=.001;ES:1.67)和右胸大肌(胸骨头:平均 38.99%,SD 9.98% vs 平均 26.90%,SD 12.97%;P=.001;ES:1.04;锁骨头:平均 43.54%,SD 9.59% vs 平均 30.09%,SD 11.59%;P=.002;ES:1.26)。在单轮训练中,三角肌前肌(平均 51.37%,标定值 11.76% vs 平均 35.47%,标定值 12.72%;P=.002;ES:1.26)和胸大肌(平均 51.37%,标定值 11.76% vs 平均 35.47%,标定值 12.72%;P=.002;ES:1.26)也观察到类似的模式。30)和胸大肌(胸骨头:平均 53.27%,SD 10.79% vs 平均 31.56%,SD 16.92%;P=.001;ES:1.53;锁骨头:平均 53.75%,SD 13.01% vs 平均 37.95%,SD 14.67%;P=.006;ES:1.14)。这些结果表明,外部游戏可能对有针对性的肌肉激活更有效:总之,HIIT 可以提高上肢肌肉的活化程度,并可与外部游戏策略相结合,提供一种有趣且引人入胜的锻炼方式。
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引用次数: 0
Using Virtual Reality in a Rehabilitation Program for Patients With Breast Cancer: Phenomenological Study. 在乳腺癌患者康复计划中使用虚拟现实技术:现象学研究
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-04-16 DOI: 10.2196/44025
Shih-Chung Wu, Chia-Wen Chuang, Wen-Chun Liao, Chung-Fang Li, Hsin-Hsin Shih

Background: Surgery is an essential treatment for early-stage breast cancer. However, various side effects of breast cancer surgery, such as arm dysfunction and lymphedema, remain causes for concern. Rehabilitation exercises to prevent such side effects should be initiated within 24 hours after surgery. Virtual reality (VR) can assist the process of rehabilitation; however, the feasibility of applying VR for rehabilitation must be explored, in addition to experiences of this application.

Objective: This study explored patients' attitudes toward and experiences of using VR for their rehabilitation to determine the feasibility of such VR use and to identify potential barriers.

Methods: A phenomenological qualitative study was conducted from September to December 2021. A total of 18 patients with breast cancer who had undergone surgical treatment were interviewed using open-ended questions. The Colaizzi 7-step procedure for phenomenological analysis was used for data analysis. To ensure high study reliability, this study followed previously reported quality criteria for trustworthiness.

Results: Three themes were identified: (1) VR was powerful in facilitating rehabilitation, (2) early and repetitive upper limb movements were an advantage of VR rehabilitation, and (3) extensive VR use had challenges to be overcome. Most of the interviewed patients reported positive experiences of using VR for rehabilitation. Specifically, VR helped these patients identify appropriate motion and angle limits while exercising; in other words, knowledge gained through VR can play a key role in the rehabilitation process. In addition, the patients reported that the use of VR provided them company, similar to when a physiotherapist is present. Finally, the gamified nature of the VR system seemed to make VR-based rehabilitation more engaging than traditional rehabilitation, particularly with respect to early rehabilitation; however, the high cost of VR equipment made VR-based rehabilitation difficult to implement at home.

Conclusions: The interviewed patients with breast cancer had positive experiences in using VR for rehabilitation. The high cost of both VR equipment and software development presents a challenge for applying VR-based rehabilitation.

背景:手术是早期乳腺癌的重要治疗手段。然而,乳腺癌手术的各种副作用,如手臂功能障碍和淋巴水肿,仍然令人担忧。应在术后 24 小时内开始进行康复锻炼,以防止出现此类副作用。虚拟现实(VR)可协助康复过程,但除了应用经验外,还必须探讨将 VR 应用于康复的可行性:本研究探讨了患者对使用 VR 进行康复的态度和经验,以确定使用 VR 的可行性,并找出潜在的障碍:方法:2021 年 9 月至 12 月进行了一项现象学定性研究。共有 18 名接受过手术治疗的乳腺癌患者接受了开放式问题访谈。采用科莱兹现象学分析七步法进行数据分析。为确保研究的高度可靠性,本研究遵循了之前报告的可信度质量标准:研究确定了三个主题(1) 虚拟现实技术在促进康复方面具有强大的作用;(2) 早期和重复性上肢运动是虚拟现实康复的优势;(3) 广泛使用虚拟现实技术需要克服一些挑战。大多数受访患者都报告了使用 VR 进行康复的积极体验。具体而言,VR 帮助这些患者在运动时确定适当的动作和角度限制;换句话说,通过 VR 获得的知识在康复过程中可以发挥关键作用。此外,患者还表示,VR 的使用为他们提供了陪伴,就像理疗师在场时一样。最后,VR 系统的游戏化特性似乎使基于 VR 的康复比传统康复更有吸引力,特别是在早期康复方面;然而,VR 设备的高昂成本使基于 VR 的康复难以在家中实施:结论:受访的乳腺癌患者在使用 VR 进行康复治疗方面有着积极的体验。结论:受访的乳腺癌患者在使用 VR 进行康复治疗方面有着积极的体验,但 VR 设备和软件开发的高昂成本对基于 VR 的康复治疗的应用构成了挑战。
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引用次数: 0
Impact of Virtual Reality-Based Group Activities on Activity Level and Well-Being Among Older Adults in Nursing Homes: Longitudinal Exploratory Study. 基于虚拟现实的小组活动对养老院老年人活动水平和幸福感的影响:纵向探索性研究
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-03-29 DOI: 10.2196/50796
Yijun Li, Carlotta Wilke, Irina Shiyanov, Beate Muschalla

Background: In addition to illness, inactivity is a risk factor for high mortality in nursing homes. Using innovative technology, such as virtual reality (VR), for meaningful group activities could provide new opportunities for solving this problem. VR interventions have already been approved as a promising method for enhancing the health of older adults.

Objective: In this study, we examined whether VR-based group activities can have a positive impact on activity level and group interaction among older adults living in nursing homes.

Methods: We conducted a longitudinal study and provided VR interventions as a group activity once a week for 4 consecutive weeks in nursing homes. Participants were recruited based on the experience of the nursing staff members and the natural decisions of the older adults. Within a virtual cottage, designed according to the needs of the target group, older adults were able to perform daily tasks that they were no longer able to do in real life, such as gardening and making pizza. Overall, 2 psychologists measured the psychosocial capacities, activities of daily life, and well-being before and after the interventions using standardized instruments.

Results: The results focus on a total of 84 older adults from 14 nursing homes who completed at least 3 VR interventions. The results indicate that several psychosocial capacities among the older adults improved, including adherence to regulations (P<.001; η²=0.122), flexibility (P<.001; η²=0.109), and group integration (P<.001; η²=0.141). Problems related to competence also showed a slight decrease (P=.04; η²=0.039). In addition, the VR intervention promoted their proactivity (P<.001; η²=0.104) and mobility (P=.04; η²=0.039). During the VR group intervention, older adults' well-being could be maintained at a high level. The results highlight the beneficial effects of VR intervention as a meaningful activity in nursing homes, showcasing the potential of VR applications in this setting.

Conclusions: This study provides a novel and naturalistic perspective, offering new insights into the use of VR in nursing homes. The VR intervention was well accepted and fulfilled the aim of enhancing capacity and well-being. It could be a meaningful group activity in nursing homes to improve social group interaction. To provide stronger evidence, randomized controlled trials are necessary.

背景:除了疾病之外,不活动也是养老院死亡率高的一个风险因素。利用虚拟现实(VR)等创新技术开展有意义的集体活动可以为解决这一问题提供新的机会。虚拟现实干预已被批准为一种很有前景的增强老年人健康的方法:在这项研究中,我们探讨了基于 VR 的团体活动是否能对居住在养老院的老年人的活动水平和团体互动产生积极影响:我们开展了一项纵向研究,在疗养院中连续 4 周每周提供一次 VR 干预小组活动。根据护理人员的经验和老年人的自然决定招募参与者。在根据目标群体需求设计的虚拟小屋中,老年人能够完成他们在现实生活中无法完成的日常任务,如园艺和制作披萨。总之,两名心理学家使用标准化工具测量了干预前后的社会心理能力、日常生活活动和幸福感:结果:14 家养老院的 84 名老年人至少完成了 3 次虚拟现实干预。结果表明,老年人的一些社会心理能力得到了提高,包括遵守规章制度(PC结论:这项研究提供了一种新颖的自然主义研究方法:这项研究提供了一个新颖、自然的视角,为在养老院使用虚拟现实技术提供了新的见解。虚拟现实干预措施得到了广泛接受,并达到了提高能力和幸福感的目的。它可以成为养老院中一项有意义的集体活动,改善社会群体互动。为了提供更有力的证据,有必要进行随机对照试验。
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引用次数: 0
Comparing Walking-Related Everyday Life Tasks of Children with Gait Disorders in a Virtual Reality Setup With a Physical Setup: Cross-Sectional Noninferiority Study. 比较步态障碍儿童在虚拟现实设置和物理设置中与步行相关的日常生活任务:横断面非劣效性研究。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-03-18 DOI: 10.2196/49550
Sophia Rhiel, Andrina Kläy, Urs Keller, Hubertus J A van Hedel, Corinne Ammann-Reiffer

Background: A frequent rehabilitation goal for children with gait disorders is to practice daily-life walking activities. Unfortunately, these are often difficult to practice in a conventional therapeutic setting. Virtual reality (VR) with head-mounted displays (HMDs) could be a promising approach in neurorehabilitation to train such activities in a safe environment. First, however, we must know whether obstacles in VR are indeed mastered as obstacles.

Objective: This study aimed to provide information on whether VR is feasible and motivating to induce and practice movements needed to master real obstacles in children and adolescents with gait disorders. Furthermore, this project aims to evaluate which kinds of everyday walking activities are appropriate to be practiced in VR.

Methods: In this cross-sectional study, participants stepped over a bar, crossed a gap, balanced over a beam, and circumvented stationary obstructions arranged in a course under real physical and virtual conditions wearing a VR HMD. We recorded the respective primary outcomes (step height, step length, step width, and minimal shoulder-obstacle distance) with motion capture. We then calculated the mean differences and 95% CI of the spatiotemporal parameters between the VR and physical setup and later compared them using noninferiority analysis with margins defined a priori by a clinical expert panel. Additionally, the participants responded to a standardized questionnaire while the therapists observed and evaluated their movement performance.

Results: We recruited 20 participants (mean age 12.0, range 6.6-17.8 years) with various diagnoses affecting their walking ability. At 3.77 (95% CI 1.28 to 6.26) cm, the mean difference in step height of the leading foot in the overstepping task did not exceed the predefined margin of -2 cm, thus signifying noninferiority of the VR condition compared to mastering the physical obstacles. The same was true for step length (-1.75, 95% CI -4.91 to 1.41 cm; margin -10 cm), step width (1.05, 95% CI 0.20 to -1.90 cm; margin 3 cm), and the minimal shoulder-obstacle distance (0.25, 95% CI -0.85 to 0.35 cm; margin -2 cm) in the other tasks. Only the trailing foot in the overstepping task yielded inconclusive results.

Conclusions: Children with gait disorders perform everyday walking tasks like overstepping, crossing, balancing, or circumventing similarly in physical and VR environments, suggesting that VR could be a feasible therapeutic tool to practice everyday walking tasks.

背景:步态障碍儿童经常面临的康复目标是练习日常生活中的行走活动。遗憾的是,这些活动通常很难在传统的治疗环境中进行。使用头戴式显示器(HMD)的虚拟现实(VR)可能是神经康复中一种很有前景的方法,可在安全的环境中训练此类活动。不过,首先我们必须知道,VR 中的障碍是否确实被当作障碍来掌握:本研究旨在提供相关信息,说明 VR 是否可行,是否能激励步态障碍儿童和青少年诱导和练习掌握真实障碍所需的动作。此外,该项目还旨在评估哪些日常行走活动适合在 VR 中进行练习:在这项横断面研究中,参与者佩戴 VR HMD,在真实物理和虚拟条件下跨过横杆、越过缝隙、在横梁上保持平衡,并绕过布置在赛道上的固定障碍物。我们通过动作捕捉记录了各自的主要结果(步高、步长、步宽和肩与障碍物的最小距离)。然后,我们计算了 VR 设置和物理设置之间时空参数的平均差异和 95% CI,随后使用非劣效性分析对它们进行了比较,并由临床专家小组预先确定了差值。此外,参与者还回答了一份标准化问卷,同时治疗师观察并评估了他们的运动表现:我们招募了 20 名参与者(平均年龄为 12.0 岁,年龄范围为 6.6-17.8 岁),他们的行走能力受到各种诊断的影响。在跨步任务中,前脚步高的平均差异为 3.77 厘米(95% CI 为 1.28 至 6.26 厘米),没有超过预先设定的-2 厘米的差值,这表明 VR 条件与掌握物理障碍相比没有劣势。其他任务中的步长(-1.75,95% CI -4.91至1.41厘米;边距-10厘米)、步宽(1.05,95% CI 0.20至-1.90厘米;边距3厘米)和肩与障碍物的最小距离(0.25,95% CI -0.85至0.35厘米;边距-2厘米)也是如此。结论:步态障碍儿童在日常行走中的障碍距离为0.25厘米(95% CI -0.85至0.35厘米),边缘为-2厘米:步态障碍儿童在物理环境和虚拟现实环境中完成日常行走任务(如越位、跨越、平衡或绕行)的情况相似,这表明虚拟现实可以成为练习日常行走任务的一种可行的治疗工具。
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引用次数: 0
An Escape Game on University Students' Mental Health During the COVID-19 Pandemic: Cocreation Study. 关于 COVID-19 大流行期间大学生心理健康的逃生游戏:共同创作研究。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-03-18 DOI: 10.2196/48545
David Labrosse, Clara Vié, Hana Hajjam, Clément Tisseron, Dimitri Thellier, Ilaria Montagni

Background: The COVID-19 pandemic has had a severe impact on students' mental health. Interventions are needed to promote their psychological well-being and prevent mental illnesses in the aftermath of this unprecedented situation. Digital escape games can be an effective tool to support students' mental health. A cocreation approach can improve the acceptability of these interventions by involving different stakeholders (eg, end users, game designers, and health professionals) to obtain audience-specific games.

Objective: This study aims to describe the process of testing and optimizing the game "EscapeCovid" on students' mental health, to serve as a model for the cocreation of future similar interventions.

Methods: The PRODUCES (Problem, Objective, Design, End Users, Cocreators, Evaluation, Scalability) framework was used. Cocreation steps (test and optimization) were detailed for replicability. A total of 45 students tested a pilot version of the game, with 10 undergoing a semistructured interview. Meetings with a group of stakeholders and brainwriting were organized to optimize the game.

Results: We produced a new version of the game incorporating the suggestions provided by student testers and following the stakeholders' guidelines. Improvements were made to both the content and the form of the new version of the pilot game. The storyline, including the protagonist and the scenes, was adapted to the student population.

Conclusions: Our results suggested that cocreation can contribute to the design of more widely accepted interventions aimed at promoting mental health and preventing psychological disorders. Results also suggest that an end user-centered approach can facilitate intervention tailoring. When conceiving a health-related escape game for students, we recommend using the cocreation approach to enhance players' experience, thus positively influencing their learning process and overall well-being.

背景:COVID-19 大流行严重影响了学生的心理健康。在这种前所未有的情况下,需要采取干预措施来促进他们的心理健康并预防心理疾病。数字逃生游戏可以成为支持学生心理健康的有效工具。通过让不同的利益相关者(如最终用户、游戏设计者和卫生专业人员)参与进来,共同创造的方法可以提高这些干预措施的可接受性,从而获得针对特定受众的游戏:本研究旨在描述 "EscapeCovid "游戏对学生心理健康的测试和优化过程,为今后类似干预措施的共同创造提供范例:方法:采用 PRODUCES(问题、目标、设计、最终用户、共同创作者、评估、可扩展性)框架。为实现可复制性,对共同创造步骤(测试和优化)进行了详细说明。共有 45 名学生测试了游戏的试验版本,其中 10 人接受了半结构化访谈。为了优化游戏,我们还组织了与利益相关者和智囊团的会议:结果:我们制作了一个新版本的游戏,采纳了学生测试者提供的建议,并遵循了利益相关者的指导方针。我们对新版试点游戏的内容和形式都进行了改进。故事情节,包括主角和场景,都根据学生群体进行了调整:我们的研究结果表明,共同创作有助于设计出更多广为接受的干预措施,以促进心理健康和预防心理障碍。结果还表明,以最终用户为中心的方法可以促进干预措施的定制。在为学生构思与健康相关的逃生游戏时,我们建议使用共同创造的方法来增强玩家的体验,从而对他们的学习过程和整体健康产生积极影响。
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引用次数: 0
Using a Virtual Reality Tool to Provide Primary Prevention Training in the Construction Field Following a Periodic Medical Visit: Cross-Sectional Study. 使用虚拟现实工具在建筑领域提供定期体检后的初级预防培训:横断面研究。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-03-15 DOI: 10.2196/49218
Sylvain Chamot, Isabelle Mahieu, Marion Delzard, Léa Leroy, Gwen Marhic, Maxime Gignon

Background: The construction field is highly concerned with the risk of work-related accidents, and training employees is difficult due to their small numbers in most companies.

Objective: This study aimed to study the impact of a virtual reality (VR) training tool following a periodic occupational health medical visit on the feeling of personal effectiveness in preventing occupational risks related to co-activity on a construction site.

Methods: We conducted a cross-sectional study with employees who had a periodic medical visit between April 1, 2022, and October 13, 2022, in a French occupational health service specializing in the construction field (Services Médicaux Interentreprises Bâtiment Travaux Publics [SMIBTP]). The employees were divided into 2 groups according to the training received: a medical visit alone or coupled with a session with a VR tool. We compared the scores for a "feeling of self-efficacy in occupational risk prevention" using the Fisher exact test.

Results: Of the 588 employees included, 210 had a medical visit alone, and 378 had a medical visit coupled with VR training. Training with the VR tool was associated with an increased "feeling of self-efficacy in occupational risk prevention." The employees who benefited from the training reported a willingness to apply the advice given on prevention to a greater extent than those who did not, and they believed that risks on the worksite could be reduced using this tool.

Conclusions: Using VR training as a complement to periodic medical visits in an occupational health service improves the feeling of personal effectiveness in occupational risk prevention at the end of the training. If this trend is confirmed over a longer period of time, it could be an easily accessible prevention lever for employees in the future.

背景:建筑领域高度关注与工作相关的事故风险,由于大多数公司的员工人数较少,因此很难对员工进行培训:本研究旨在研究在定期职业健康体检后使用虚拟现实(VR)培训工具,对建筑工地上预防与共同活动相关的职业风险的个人有效性的影响:我们对 2022 年 4 月 1 日至 2022 年 10 月 13 日期间在法国一家专门从事建筑行业的职业健康服务机构(Services Médicaux Interentreprises Bâtiment Travaux Publics [SMIBTP])进行定期体检的员工进行了横断面研究。根据接受培训的情况,员工被分为两组:单独就诊组和结合使用 VR 工具组。我们用费雪精确检验法比较了 "职业风险预防自我效能感 "的得分:在 588 名员工中,210 人只接受了医疗检查,378 人在接受医疗检查的同时接受了 VR 培训。使用 VR 工具进行培训与 "职业风险预防自我效能感 "的提高有关。与未接受培训的员工相比,从培训中获益的员工表示更愿意应用所提供的预防建议,而且他们认为可以利用这一工具降低工作场所的风险:结论:将 VR 培训作为职业健康服务中定期医疗访问的补充,可在培训结束时提高个人在职业风险预防方面的有效性。如果这一趋势能在更长的时间内得到证实,那么在未来,它将成为员工易于使用的预防工具。
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引用次数: 0
Smartphone-Based Virtual and Augmented Reality Implicit Association Training (VARIAT) for Reducing Implicit Biases Toward Patients Among Health Care Providers: App Development and Pilot Testing. 基于智能手机的虚拟和增强现实内隐联想训练(VARIAT),用于减少医疗服务提供者对患者的内隐偏见:应用程序的开发和试点测试。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-03-07 DOI: 10.2196/51310
Jiabin Shen, Alex J Clinton, Jeffrey Penka, Megan E Gregory, Lindsey Sova, Sheryl Pfeil, Jeremy Patterson, Tensing Maa

Background: Implicit bias is as prevalent among health care professionals as among the wider population and is significantly associated with lower health care quality.

Objective: The study goal was to develop and evaluate the preliminary efficacy of an innovative mobile app, VARIAT (Virtual and Augmented Reality Implicit Association Training), to reduce implicit biases among Medicaid providers.

Methods: An interdisciplinary team developed 2 interactive case-based training modules for Medicaid providers focused on implicit bias related to race and socioeconomic status (SES) and sexual orientation and gender identity (SOGI), respectively. The simulations combine experiential learning, facilitated debriefing, and game-based educational strategies. Medicaid providers (n=18) participated in this pilot study. Outcomes were measured on 3 domains: training reactions, affective knowledge, and skill-based knowledge related to implicit biases in race/SES or SOGI.

Results: Participants reported high relevance of training to their job for both the race/SES module (mean score 4.75, SD 0.45) and SOGI module (mean score 4.67, SD 0.50). Significant improvement in skill-based knowledge for minimizing health disparities for lesbian, gay, bisexual, transgender, and queer patients was found after training (Cohen d=0.72; 95% CI -1.38 to -0.04).

Conclusions: This study developed an innovative smartphone-based implicit bias training program for Medicaid providers and conducted a pilot evaluation on the user experience and preliminary efficacy. Preliminary evidence showed positive satisfaction and preliminary efficacy of the intervention.

背景:内隐偏见在医疗保健专业人员中与在更广泛的人群中一样普遍,并且与医疗保健质量的降低有很大关系:隐性偏见在医疗保健专业人员中与在更广泛的人群中一样普遍,并且与医疗保健质量的降低有很大关系:研究目标:开发并评估创新移动应用程序 VARIAT(虚拟和增强现实隐性关联培训)的初步效果,以减少医疗补助提供者的隐性偏见:一个跨学科团队为医疗补助提供者开发了两个基于案例的互动培训模块,分别侧重于与种族和社会经济地位(SES)以及性取向和性别认同(SOGI)相关的隐性偏见。模拟训练结合了体验式学习、协助汇报和基于游戏的教育策略。医疗补助提供者(18 人)参与了这项试点研究。研究结果在 3 个方面进行了衡量:培训反应、情感知识以及与种族/社会经济地位或性别、种族和性别平等方面的隐性偏见相关的技能知识:结果:参加者表示,种族/社会经济地位模块(平均分 4.75,标准差 0.45)和性别平等模块(平均分 4.67,标准差 0.50)的培训与他们的工作高度相关。培训后发现,在尽量减少女同性恋、男同性恋、双性恋、跨性别者和同性恋患者的健康差异方面,基于技能的知识有了显著提高(Cohen d=0.72; 95% CI -1.38 to -0.04):本研究为医疗补助提供者开发了一个基于智能手机的创新性隐性偏见培训项目,并对用户体验和初步效果进行了试点评估。初步证据表明,该干预措施具有积极的满意度和初步功效。
{"title":"Smartphone-Based Virtual and Augmented Reality Implicit Association Training (VARIAT) for Reducing Implicit Biases Toward Patients Among Health Care Providers: App Development and Pilot Testing.","authors":"Jiabin Shen, Alex J Clinton, Jeffrey Penka, Megan E Gregory, Lindsey Sova, Sheryl Pfeil, Jeremy Patterson, Tensing Maa","doi":"10.2196/51310","DOIUrl":"10.2196/51310","url":null,"abstract":"<p><strong>Background: </strong>Implicit bias is as prevalent among health care professionals as among the wider population and is significantly associated with lower health care quality.</p><p><strong>Objective: </strong>The study goal was to develop and evaluate the preliminary efficacy of an innovative mobile app, VARIAT (Virtual and Augmented Reality Implicit Association Training), to reduce implicit biases among Medicaid providers.</p><p><strong>Methods: </strong>An interdisciplinary team developed 2 interactive case-based training modules for Medicaid providers focused on implicit bias related to race and socioeconomic status (SES) and sexual orientation and gender identity (SOGI), respectively. The simulations combine experiential learning, facilitated debriefing, and game-based educational strategies. Medicaid providers (n=18) participated in this pilot study. Outcomes were measured on 3 domains: training reactions, affective knowledge, and skill-based knowledge related to implicit biases in race/SES or SOGI.</p><p><strong>Results: </strong>Participants reported high relevance of training to their job for both the race/SES module (mean score 4.75, SD 0.45) and SOGI module (mean score 4.67, SD 0.50). Significant improvement in skill-based knowledge for minimizing health disparities for lesbian, gay, bisexual, transgender, and queer patients was found after training (Cohen d=0.72; 95% CI -1.38 to -0.04).</p><p><strong>Conclusions: </strong>This study developed an innovative smartphone-based implicit bias training program for Medicaid providers and conducted a pilot evaluation on the user experience and preliminary efficacy. Preliminary evidence showed positive satisfaction and preliminary efficacy of the intervention.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"12 ","pages":"e51310"},"PeriodicalIF":4.0,"publicationDate":"2024-03-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11004623/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140131473","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 Smartphone-Gamified Virtual Reality Exposure Therapy Augmented With Biofeedback for Ailurophobia: Development and Evaluation Study. 针对恐艾症的生物反馈增强型智能手机游戏化虚拟现实暴露疗法:开发与评估研究》(A Smartphone-Gamified Virtual Reality Exposure Therapy Augmented With Biofeedback for Ailurophobia: Development and Evaluation Study)。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-03-06 DOI: 10.2196/34535
Ali Khaleghi, Abbas Narimani, Zahra Aghaei, Anahita Khorrami Banaraki, Peyman Hassani-Abharian
<p><strong>Background: </strong>To the best of our knowledge, no specialized research has been conducted to address ailurophobia (fear of cats) in Iran or globally. This has driven our project, along with the prevalence of ailurophobia and the absence of a gamified virtual reality exposure therapy (VRET) that incorporates affordable and easily accessible biofeedback (BF) tools. We hypothesize that a gamified VRET augmented with BF will yield more positive effects than a similar device lacking BF.</p><p><strong>Objective: </strong>This study primarily focuses on the development and preliminary evaluation of a smartphone-gamified VRET integrated with BF, targeting animal phobia, with a specific case study on ailurophobia. The secondary objectives are using affordable and readily available BF found in devices such as smart bands and smartwatches and creating a mobile virtual reality gamified app to improve patients' adherence to treatments while simultaneously enhancing the app's accessibility, scalability, and outreach.</p><p><strong>Methods: </strong>Evaluations encompassed 3 methods. First, we identified the tool's potential positive effects on phobia interventions, exploring 4 effects: intrinsic motivation, simulation of fearful situations, management of stressful circumstances without therapists' presence and mitigation of catastrophic thoughts, and preliminary effects on ailurophobia treatment. Participants were divided into BF and non-BF groups. Second, we gathered user preferences and opinions about the treatment. Third, we conducted heuristic evaluations using 44 heuristics from existing system usability scales assessing user interfaces, virtual reality platforms, and video games' playability. To interpret the data, mean scores; ANOVA, single factor; and ANOVA, 2-factor with replication were used. A total of 29 individuals were identified, of which 10 met the eligibility criteria or were accessible.</p><p><strong>Results: </strong>The smartphone-gamified VRET augmented with BF exhibited better results on the identified effects compared with the non-BF version and contributed to normalizing encounters with cats. Moreover, 41 of the 44 heuristics achieved a percentage above 62%, indicating its potential as a therapeutic product and its ability to enhance patient adherence to treatments. Patient preferences on the treatment and its strengths and weaknesses were provided for further improvement.</p><p><strong>Conclusions: </strong>The tool has the potential to evolve into a comprehensive solution by incorporating various types of cats and their behaviors, simulating environments in which they are commonly found, and enhancing its appeal through an increased sense of adventure without inducing unrealistic fears. By adapting fear elements, the game can be tailored to treat various animal phobias. Phobia-focused games should avoid action and combat scenarios to prevent reinforcement of fear responses. After rigorous evaluation, further exploration
背景:据我们所知,在伊朗或全球范围内,还没有针对恐猫症(猫恐惧症)的专门研究。这促使我们开展了这一项目,因为恐猫症很普遍,而且缺乏结合了经济实惠、易于使用的生物反馈(BF)工具的游戏化虚拟现实暴露疗法(VRET)。我们假设,与缺乏生物反馈的类似设备相比,游戏化虚拟现实暴露疗法与生物反馈的结合将产生更积极的效果:本研究的主要重点是针对动物恐惧症开发和初步评估一款集成了生物反馈工具的智能手机游戏化 VRET,并对动物恐惧症进行了具体的案例研究。次要目标是利用智能手环和智能手表等设备中价格低廉、随时可用的生物放大技术,创建一个移动虚拟现实游戏化应用程序,以提高患者的治疗依从性,同时增强应用程序的可访问性、可扩展性和推广性:评估包括三种方法。首先,我们确定了该工具对恐惧症干预的潜在积极作用,探索了4种作用:内在动力、模拟恐惧情境、在没有治疗师在场的情况下管理压力环境和减轻灾难性想法,以及对恐艾症治疗的初步效果。参与者被分为BF组和非BF组。其次,我们收集了用户对治疗的偏好和意见。第三,我们使用现有系统可用性量表中的44个启发式评估方法进行了启发式评估,这些量表评估了用户界面、虚拟现实平台和视频游戏的可玩性。为了解释数据,我们使用了平均分、单因素方差分析和双因素方差分析。共确定了 29 人,其中 10 人符合资格标准或可以访问:结果:与非 BF 版本相比,用 BF 增强的智能手机游戏化 VRET 在已识别效应方面表现出更好的效果,并有助于使与猫的接触正常化。此外,在 44 项启发式疗法中,有 41 项的百分比超过了 62%,这表明它具有作为治疗产品的潜力,并能提高患者对治疗的依从性。患者对治疗方法的偏好以及治疗方法的优缺点可供进一步改进:该工具有可能发展成为一种综合解决方案,它可以纳入各种类型的猫及其行为,模拟猫经常出现的环境,并在不诱发不切实际的恐惧的情况下通过增加冒险感来增强吸引力。通过调整恐惧元素,游戏可以量身定制,以治疗各种动物恐惧症。以恐惧症为重点的游戏应避免动作和战斗场景,以防止强化恐惧反应。经过严格评估后,还需要进一步探索,以便在临床环境之外提供远程使用。
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引用次数: 0
Digital Gamification Tools to Enhance Vaccine Uptake: Scoping Review. 提高疫苗接种率的数字游戏化工具:范围审查。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-02-29 DOI: 10.2196/47257
Hina Hakim, S Michelle Driedger, Dominique Gagnon, Julien Chevrier, Geneviève Roch, Eve Dubé, Holly O Witteman
<p><strong>Background: </strong>Gamification has been used successfully to promote various desired health behaviors. Previous studies have used gamification to achieve desired health behaviors or facilitate their learning about health.</p><p><strong>Objective: </strong>In this scoping review, we aimed to describe digital gamified tools that have been implemented or evaluated across various populations to encourage vaccination, as well as any reported effects of identified tools.</p><p><strong>Methods: </strong>We searched Medline, Embase, CINAHL, the Web of Science Core Collection, the Cochrane Database of Systematic Reviews, the Cochrane Central Register of Controlled Trials, Academic Search Premier, PsycInfo, Global Health, and ERIC for peer-reviewed papers describing digital gamified tools with or without evaluations. We also conducted web searches with Google to identify digital gamified tools lacking associated publications. We consulted 12 experts in the field of gamification and health behavior to identify any papers or tools we might have missed. We extracted data about the target population of the tools, the interventions themselves (eg, type of digital gamified tool platform, type of disease/vaccine, type and design of study), and any effects of evaluated tools, and we synthesized data narratively.</p><p><strong>Results: </strong>Of 1402 records, we included 28 (2%) peer-reviewed papers and 10 digital gamified tools lacking associated publications. The experts added 1 digital gamified tool that met the inclusion criteria. Our final data set therefore included 28 peer-reviewed papers and 11 digital gamified tools. Of the 28 peer-reviewed papers, 7 (25%) explained the development of the tool, 16 (57%) described evaluation, and 2 (7%) reported both development and evaluation of the tool. The 28 peer-reviewed papers reported on 25 different tools. Of these 25 digital gamified tools, 11 (44%) were web-based tools, 8 (32%) mobile (native mobile or mobile-enabled web) apps, and 6 (24%) virtual reality tools. Overall, tools that were evaluated showed increases in knowledge and intentions to receive vaccines, mixed effects on attitudes, and positive effects on beliefs. We did not observe discernible advantages of one type of digital gamified tool (web based, mobile, virtual reality) over the others. However, a few studies were randomized controlled trials, and publication bias may have led to such positive effects having a higher likelihood of appearing in the peer-reviewed literature.</p><p><strong>Conclusions: </strong>Digital gamified tools appear to have potential for improving vaccine uptake by fostering positive beliefs and increasing vaccine-related knowledge and intentions. Encouraging comparative studies of different features or different types of digital gamified tools could advance the field by identifying features or types of tools that yield more positive effects across populations and contexts. Further work in this area should seek
背景:游戏化已成功用于促进各种理想的健康行为。以往的研究利用游戏化来实现理想的健康行为或促进他们学习健康知识:在这篇范围综述中,我们旨在描述为鼓励疫苗接种而在不同人群中实施或评估的数字游戏化工具,以及所发现的工具的效果报告:我们检索了 Medline、Embase、CINAHL、Web of Science Core Collection、Cochrane Systematic Reviews Database、Cochrane Central Register of Controlled Trials、Academic Search Premier、PsycInfo、Global Health 和 ERIC,以查找描述数字游戏化工具的同行评审论文(无论是否进行了评估)。我们还通过谷歌进行了网络搜索,以查找缺乏相关出版物的数字游戏化工具。我们咨询了游戏化和健康行为领域的 12 位专家,以确定我们可能遗漏的论文或工具。我们提取了有关工具的目标人群、干预措施本身(例如,数字游戏化工具平台的类型、疾病/疫苗的类型、研究的类型和设计)以及所评估工具的任何效果的数据,并对数据进行了叙述性综合:在1402条记录中,我们收录了28篇(2%)经同行评审的论文和10个缺乏相关出版物的数字游戏化工具。专家们补充了 1 款符合纳入标准的数字游戏化工具。因此,我们的最终数据集包括 28 篇同行评议论文和 11 款数字游戏化工具。在 28 篇同行评议论文中,7 篇(25%)阐述了工具的开发,16 篇(57%)介绍了评估,2 篇(7%)同时报告了工具的开发和评估。28 篇同行评审论文报告了 25 种不同的工具。在这 25 种数字游戏化工具中,11 种(44%)是基于网络的工具,8 种(32%)是移动应用程序(本地移动或移动网络),6 种(24%)是虚拟现实工具。总体而言,接受评估的工具显示了知识和接种疫苗意愿的增加,对态度的影响参差不齐,而对信念的影响则是积极的。我们没有观察到某一类型的数字游戏化工具(基于网络、手机、虚拟现实)比其他工具有明显的优势。不过,有几项研究是随机对照试验,出版偏差可能导致这些积极效果更有可能出现在同行评审文献中:数字游戏化工具似乎有潜力通过培养积极的信念、增加疫苗相关知识和意向来提高疫苗接种率。鼓励对数字游戏化工具的不同特征或不同类型进行比较研究,可以确定在不同人群和环境中产生更积极效果的工具特征或类型,从而推动该领域的发展。该领域的进一步工作应力求为实施游戏化以促进疫苗接受提供信息,并促进有效的健康传播,从而产生有意义的健康和社会影响。
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引用次数: 0
Assessing the Importance of Content Versus Design for Successful Crowdfunding of Health Education Games: Online Survey Study. 评估内容与设计对成功众筹健康教育游戏的重要性:在线调查研究。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-02-27 DOI: 10.2196/39587
Hong Huang, Han Yu, Wanwan Li

Background: Health education games make health-related tasks enjoyable and interactive, thereby encouraging user participation. Entrepreneurs and health educators can leverage online crowdfunding platforms, such as Kickstarter, to transform their innovative ideas into funded projects.

Objective: This research focuses on health education game initiatives on Kickstarter. Through an online user survey, it aims to understand user perceptions and evaluate the significance of 8 distinct components that may influence the success of such crowdfunding initiatives.

Methods: A total of 75 participants evaluated games using 8 dimensions: game rules, learning objectives, narrative, content organization, motivation, interactivity, skill building, and assessment and feedback. The survey data were analyzed using descriptive statistical analysis, exploratory factor analysis, the Wilcoxon-Mann-Whitney test, and multivariate analysis.

Results: Exploratory data analysis showed that, among the 8 dimensions, skill building, content organization, and interactivity were the top-ranking dimensions most closely associated with crowdfunding health education game. The 8 dimensions can be grouped into 3 categories from the exploratory factor analysis: game content-, instruction-, and game design-related components. Further statistical analysis confirmed the correlation between these dimensions with the successful crowdfunding of health education games.

Conclusions: This empirical analysis identified critical factors for game proposal design that can increase the likelihood of securing crowdfunding support.

背景:健康教育游戏使与健康有关的任务变得有趣且具有互动性,从而鼓励用户参与。企业家和健康教育工作者可以利用 Kickstarter 等在线众筹平台,将他们的创新想法转化为获得资助的项目:本研究重点关注 Kickstarter 上的健康教育游戏项目。通过在线用户调查,本研究旨在了解用户的看法,并评估可能影响此类众筹项目成功的 8 个不同组成部分的重要性:共有 75 名参与者从 8 个方面对游戏进行了评估:游戏规则、学习目标、叙事、内容组织、激励、互动性、技能培养以及评估和反馈。调查数据采用描述性统计分析、探索性因素分析、Wilcoxon-Mann-Whitney 检验和多元分析等方法进行分析:探索性数据分析显示,在 8 个维度中,技能培养、内容组织和互动性是与众筹健康教育游戏关系最密切的维度。通过探索性因子分析,8 个维度可分为 3 类:游戏内容、教学和游戏设计相关成分。进一步的统计分析证实了这些维度与成功众筹健康教育游戏之间的相关性:这项实证分析确定了游戏提案设计的关键因素,这些因素可以提高获得众筹支持的可能性。
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JMIR Serious Games
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