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ADRENALINE, a Learning Game to Improve Prescribing Skills in Undergraduate Medical Students: Descriptive Study. 肾上腺素:一种提高医学生处方技能的学习游戏:描述性研究
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-09-11 DOI: 10.2196/66334
Cecile Marie Yelnik, Aurélie Daumas, Yanele Poteaux, Annie Standaert, Natacha Grimbert, Raphaël Favory, Pierre Ravaux, Marc Lambert, Katia Quelennec
<p><strong>Background: </strong>Junior doctors often demonstrate insufficient prescribing skills, highlighting the need to enhance undergraduate medical training in this area. Serious games (SGs) have proven effective in teaching knowledge and skills across various medical specialties including surgery and emergency care. To our knowledge, no SG specifically dedicated to prescribing has been developed to date. Our objective was to develop a new educational program, based on a learning game designed to enhance medical students' competencies in safe and effective prescribing.</p><p><strong>Objective: </strong>This study aimed to describe ADRENALINE, a learning game designed to promote safe and effective prescribing, and to report feedback from sixth-year undergraduate medical students at our medical school after the first year of its implementation in the therapeutics curriculum.</p><p><strong>Methods: </strong>This study implemented an interactive educational program based on Kolb experiential learning theory to enhance safe and effective prescribing skills among sixth-year medical students. The program followed 3 phases: a preliminary in-person lecture introducing the SG ADRENALINE, autonomous gameplay, and a final debriefing lecture. ADRENALINE, accessible via university platform Moodle (Andrews Lyons) on multiple devices, was developed using MOSAIC software (Katia Quelennec), a software program created to develop evolutive SG based on real-life professional situations, and includes 20 realistic clinical scenarios of varying difficulty, requiring students to make therapeutic decisions and receive immediate feedback. Players advance through levels based on performance, with ongoing support from professors via feedback and a dedicated forum. The program was integrated into the therapeutic curriculum of Lille University, and participation was voluntary. All 598 sixth-year students were invited to access the game via email and to participate in pre- and postintervention surveys assessing usage patterns, satisfaction, and learning outcomes.</p><p><strong>Results: </strong>Between November 2023 and March 2024, 272 sixth-year students accessed the ADRENALINE program. Of these, 201/272 (73.9%) students completed at least one scenario and obtained scores ranging from 16.5 to 100 out of 100. Pretest survey responses (n=99 answers) indicated that 92/99 (93%) students identified as gamers and believed that SGs could be relevant for their medical education. Posttest survey responses (n=50 answers) reflected a high level of satisfaction among participants. Most students reported that ADRENALINE helps them apply academic knowledge in real-world context, feel more confident with prescribing and managing adverse drug reactions, improve their prescribing skills, and better prepare for the national Objective Structured Clinical Examination.</p><p><strong>Conclusions: </strong>We developed a learning game focused on medical prescribing, designed to be easily shared
背景:初级医生往往表现出不足的处方技能,突出需要加强本科医学培训在这一领域。事实证明,严肃游戏(SGs)在教授包括外科和急救在内的各种医学专业的知识和技能方面是有效的。据我们所知,迄今为止还没有专门用于处方的SG。我们的目标是开发一个新的教育计划,基于一个学习游戏,旨在提高医学生在安全有效的处方方面的能力。目的:本研究旨在描述肾上腺素这一旨在促进安全有效处方的学习游戏,并报告在治疗学课程实施一年后,我校六年级医学生的反馈。方法:采用基于Kolb体验式学习理论的互动教学方案,提高医六年级学生安全有效的处方技能。该计划分为3个阶段:介绍SG ADRENALINE的初步现场讲座,自主游戏,以及最后的汇报讲座。ADRENALINE可以通过大学平台Moodle (Andrews Lyons)在多种设备上访问,使用MOSAIC软件(Katia Quelennec)开发,MOSAIC软件旨在根据现实生活中的专业情况开发进化的SG,包括20个不同难度的现实临床场景,要求学生做出治疗决定并获得即时反馈。玩家根据自己的表现晋级,并通过反馈和专门的论坛得到教授们的持续支持。该项目被纳入里尔大学的治疗课程,并且是自愿参与的。所有598名六年级学生都被邀请通过电子邮件访问游戏,并参与干预前和干预后的调查,评估使用模式、满意度和学习成果。结果:在2023年11月至2024年3月期间,272名六年级学生参加了ADRENALINE项目。其中,201/272(73.9%)的学生至少完成了一个场景,并获得了16.5到100分(满分100分)的分数。测试前调查回复(n=99个答案)表明,92/99(93%)的学生认为自己是游戏玩家,并认为SGs可能与他们的医学教育相关。测试后的调查回应(n=50个答案)反映了参与者的高满意度。大多数学生报告肾上腺素帮助他们将学术知识应用于现实环境,更自信地开处方和管理药物不良反应,提高他们的处方技能,更好地准备国家客观结构化临床考试。结论:我们开发了一款专注于医疗处方的学习游戏,旨在与其他讲法语的医学院轻松共享。虽然只有201/598(33.6%)的学生参与了这个初始版本,但收到的85%(42/50)的反馈是积极的,这表明学生对游戏有浓厚的兴趣,并支持以游戏为基础的方法提高本科医学学生的处方技能的教育价值。
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引用次数: 0
Utilizing Gamification, Artificial Intelligence, and mHealth for the Professional Development of Maternal Care Providers: Exploratory Pilot Cross-Sectional Study Assessing Providers' Satisfaction in Primary Health Care Centers in Lebanon. 利用游戏化、人工智能和移动医疗促进孕产妇保健提供者的专业发展:黎巴嫩初级卫生保健中心评估提供者满意度的探索性试点横断面研究
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-09-10 DOI: 10.2196/53735
Mohamad Alameddine, Nadine Sabra, Nour El Arnaout, Asmaa El Dakdouki, Mahmoud El Jaouni, Randa Hamadeh, Abed Shanaa, Shadi Saleh

Background: High maternal morbidity and mortality rates globally, especially in low-income and lower-middle-income countries, highlight the critical role of skilled health care providers (HCPs) in preventing pregnancy-related complications among disadvantaged populations. Lebanon, hosting over 1.5 million refugees, is no exception. HCPs face significant challenges, including resource constraints and limited professional development opportunities, underscoring the need for continuous learning and innovative educational interventions. Artificial intelligence (AI) and gamification show promise in enhancing clinical performance and evidence-based practice.

Objective: Considering the limited evidence on the effectiveness of integrating gamification and AI in a mobile app for professional development of HCPs providing maternal health services, this pilot study aims to assess the satisfaction and acceptability of HCPs with a novel mLearning tool, titled the "GAIN MHI" app (gamification, artificial intelligence, and mHealth network for maternal health improvement), at selected primary health care centers in Lebanon.

Methods: This is a cross-sectional study that presents data collected from 12 participating HCPs, primarily obstetricians and midwives who have been using the GAIN MHI mobile app for professional development and learning. The survey used included Likert scale questions to assess HCPs' satisfaction, engagement, and evaluation of the gamification and AI components of the app. Open-ended questions gathered qualitative feedback on app preferences and potential improvements. Statistical analysis was performed to derive insights from the quantitative data collected. Subsequently, a descriptive analysis was performed, presenting the frequencies and percentages of various participant characteristics, as well as responses to the survey across all sections.

Results: A total of 85% (n=10) of the HCPs, including midwives and doctors, were satisfied with the GAIN MHI mobile app, the user interface, and various content features. Engagement levels were robust (64.6%, SD 6.2%), notably impacting clinical routines and theoretical knowledge. The gamification and AI components garnered strong positive feedback, enhancing learning enjoyment (11/12, 92%). From a qualitative perspective, users expressed appreciation for the app's diverse content, user-friendliness, and motivation for continuous learning. Suggestions for expanding the content included a wide range of health topics, highlighting the app's potential applicability in various health care fields.

Conclusions: HCPs, especially those practicing in underserved areas, face challenges in accessing professional development opportunities, highlighting the need for innovative pedagogical approaches using mobile technologies. This pilot study underlines the potential of using AI-based digital solutions

背景:全球孕产妇发病率和死亡率高,特别是在低收入和中低收入国家,突出了熟练卫生保健提供者(HCPs)在预防弱势群体妊娠相关并发症方面的关键作用。黎巴嫩收容了150多万难民,也不例外。医护人员面临着重大挑战,包括资源限制和有限的专业发展机会,强调了持续学习和创新教育干预的必要性。人工智能(AI)和游戏化在提高临床表现和循证实践方面显示出希望。目的:考虑到将游戏化和人工智能整合到提供孕产妇保健服务的医护人员专业发展的移动应用程序中的有效性证据有限,本试点研究旨在评估医护人员对一种名为“GAIN MHI”应用程序(游戏化、人工智能和孕产妇健康改善移动健康网络)的新型移动学习工具的满意度和可接受性,在黎巴嫩选定的初级卫生保健中心。方法:这是一项横断面研究,收集了12名参与的HCPs的数据,主要是使用GAIN MHI移动应用程序进行专业发展和学习的产科医生和助产士。调查使用了李克特量表来评估hcp的满意度、参与度以及对应用的游戏化和人工智能组件的评估。开放式问题收集了关于应用偏好和潜在改进的定性反馈。进行统计分析,以从收集的定量数据中获得见解。随后,进行了描述性分析,展示了各种参与者特征的频率和百分比,以及对所有部分的调查的回应。结果:包括助产士和医生在内的85% (n=10)的HCPs对GAIN MHI移动应用程序、用户界面和各种内容功能感到满意。参与水平稳健(64.6%,SD 6.2%),显著影响临床常规和理论知识。游戏化和AI组件获得了强烈的积极反馈,提高了学习乐趣(11/12,92%)。从定性的角度来看,用户对应用程序的多样化内容,用户友好性和持续学习的动机表示赞赏。关于扩展内容的建议包括广泛的健康主题,突出了该应用程序在各种医疗保健领域的潜在适用性。结论:卫生保健专业人员,特别是那些在服务不足地区执业的卫生保健专业人员,在获得专业发展机会方面面临挑战,这突出了利用移动技术创新教学方法的必要性。这项试点研究强调了利用基于人工智能的数字解决方案促进专业发展的潜力,其目的是通过不断学习和更新最新的循证临床指南,提高保健服务(在本例中是孕产妇保健服务)的质量。未来的研究应调查在更大范围内应用类似解决方案的可行性,以覆盖更广泛的卫生保健服务,并涵盖其他卫生主题。还应探讨这些解决办法在不同情况和资源不足情况下的适用性。
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引用次数: 0
Effects of a Board Game on Tic Management and Psychosocial Functioning in Adolescents With Tourette Syndrome: Randomized Controlled Trial. 桌游对抽动管理和心理社会功能的影响:随机对照试验。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-09-09 DOI: 10.2196/76208
Mei Yin Lee, Huei Shyong Wang, Chung Yueh Lien, Zhi Hong Chen

Background: Tics and comorbidities significantly impact the social interactions and mental health of adolescents with Tourette syndrome (TS). Psychoeducation is an initial intervention for TS. Gamification is a common psychoeducational intervention for youths with chronic conditions. However, the effectiveness of board games in improving tic severity and mental health in adolescents with TS remains underexplored.

Objective: We developed a serious board game to investigate its effects on tic severity, mental health, social adjustment, and depression in adolescents with TS.

Methods: A single-blinded, 2-arm, parallel randomized controlled study was conducted. From September 2022 to July 2024, participants were recruited from a medical center in northern Taiwan. Seventy-nine adolescents with TS aged 12 to 18 years were randomly assigned to either a control group (n=39) or an intervention group (n=40). Both groups received care as usual (daily pyridoxine [50 mg] and psychoeducation), while the intervention group additionally participated in a weekly 60-minute board game session over a 4-week period. Outcome measures included the Yale Global Tic Severity Scale, Positive Mental Health Scale, Social Adjustment Scale for Adolescents with TS, and Beck Youth Inventory II - Depression scale.

Results: Generalized estimation equation results showed that, compared to the control group, the intervention group demonstrated significant improvements in positive mental health at the postintervention (β=5.19, 95% CI 0.36 to 10.02, P=.04) and follow-up (β=7.14, 95% CI 2.15 to 12.14, P=.005), with time-dependent effects. The intervention group also showed significant improvements in social adjustment (β=4.24, 95% CI 1.79 to 6.69, P<.001) and depression (β=-3.06, 95% CI -6.04 to -0.11, P=.04) at follow-up. No significant differences were observed between the 2 groups in tic severity.

Conclusions: The serious board game developed in this study significantly enhanced psychosocial functioning in adolescents with TS. As an alternative to verbal and written health communication, the board game serves as an innovative psychoeducational instrument for health care professionals to help adolescents with TS in tic management and mental health promotion. Future studies can develop and validate the feasibility of a digital version of the board game.

Trial registration: ClinicalTrials.gov NCT05566236; https://clinicaltrials.gov/study/NCT05566236.

背景:抽动症和合并症显著影响抽动秽语综合征(TS)青少年的社会交往和心理健康。心理教育是对TS的初步干预。游戏化是一种常见的青少年慢性疾病的心理教育干预。然而,桌游在改善青少年抽动严重程度和心理健康方面的有效性仍未得到充分探讨。目的:我们开发了一种严肃的棋盘游戏,以研究其对抽动严重程度、心理健康、社会适应和抑郁的影响。方法:进行单盲、双臂、平行随机对照研究。从2022年9月到2024年7月,参与者从台湾北部的一家医疗中心招募。79名12至18岁的TS青少年被随机分为对照组(n=39)和干预组(n=40)。两组照例接受治疗(每日吡哆醇[50毫克]和心理教育),而干预组在4周的时间内每周参加一次60分钟的棋盘游戏。结果测量包括耶鲁抽动严重程度量表、积极心理健康量表、青少年社会适应量表和贝克青少年抑郁量表。结果:广义估计方程结果显示,与对照组相比,干预组在干预后(β=5.19, 95% CI 0.36 ~ 10.02, P= 0.04)和随访(β=7.14, 95% CI 2.15 ~ 12.14, P= 0.005)均表现出显著的积极心理健康改善,且具有时间依赖效应。干预组在社会适应方面也有显著改善(β=4.24, 95% CI 1.79 ~ 6.69)。结论:本研究开发的严肃棋盘游戏显著提高了TS青少年的社会心理功能,作为口头和书面健康交流的替代,棋盘游戏可以作为一种创新的心理教育工具,帮助卫生保健专业人员帮助TS青少年进行抽动管理和心理健康促进。未来的研究可以开发和验证数字版棋盘游戏的可行性。试验注册:ClinicalTrials.gov NCT05566236;https://clinicaltrials.gov/study/NCT05566236。
{"title":"Effects of a Board Game on Tic Management and Psychosocial Functioning in Adolescents With Tourette Syndrome: Randomized Controlled Trial.","authors":"Mei Yin Lee, Huei Shyong Wang, Chung Yueh Lien, Zhi Hong Chen","doi":"10.2196/76208","DOIUrl":"10.2196/76208","url":null,"abstract":"<p><strong>Background: </strong>Tics and comorbidities significantly impact the social interactions and mental health of adolescents with Tourette syndrome (TS). Psychoeducation is an initial intervention for TS. Gamification is a common psychoeducational intervention for youths with chronic conditions. However, the effectiveness of board games in improving tic severity and mental health in adolescents with TS remains underexplored.</p><p><strong>Objective: </strong>We developed a serious board game to investigate its effects on tic severity, mental health, social adjustment, and depression in adolescents with TS.</p><p><strong>Methods: </strong>A single-blinded, 2-arm, parallel randomized controlled study was conducted. From September 2022 to July 2024, participants were recruited from a medical center in northern Taiwan. Seventy-nine adolescents with TS aged 12 to 18 years were randomly assigned to either a control group (n=39) or an intervention group (n=40). Both groups received care as usual (daily pyridoxine [50 mg] and psychoeducation), while the intervention group additionally participated in a weekly 60-minute board game session over a 4-week period. Outcome measures included the Yale Global Tic Severity Scale, Positive Mental Health Scale, Social Adjustment Scale for Adolescents with TS, and Beck Youth Inventory II - Depression scale.</p><p><strong>Results: </strong>Generalized estimation equation results showed that, compared to the control group, the intervention group demonstrated significant improvements in positive mental health at the postintervention (β=5.19, 95% CI 0.36 to 10.02, P=.04) and follow-up (β=7.14, 95% CI 2.15 to 12.14, P=.005), with time-dependent effects. The intervention group also showed significant improvements in social adjustment (β=4.24, 95% CI 1.79 to 6.69, P<.001) and depression (β=-3.06, 95% CI -6.04 to -0.11, P=.04) at follow-up. No significant differences were observed between the 2 groups in tic severity.</p><p><strong>Conclusions: </strong>The serious board game developed in this study significantly enhanced psychosocial functioning in adolescents with TS. As an alternative to verbal and written health communication, the board game serves as an innovative psychoeducational instrument for health care professionals to help adolescents with TS in tic management and mental health promotion. Future studies can develop and validate the feasibility of a digital version of the board game.</p><p><strong>Trial registration: </strong>ClinicalTrials.gov NCT05566236; https://clinicaltrials.gov/study/NCT05566236.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e76208"},"PeriodicalIF":4.1,"publicationDate":"2025-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12457861/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145029863","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
Virtual Reality for Analgesia During Intrauterine Device Insertion: Randomized Controlled Trial. 虚拟现实在宫内节育器插入过程中的镇痛:随机对照试验。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-09-08 DOI: 10.2196/72917
Chloe Higgins, Claudia Zecena Morales, Judi Hocking, Kate Tyson, Cheryl Leung, Luke Larmour, Paul Leong, Beverley Vollenhoven

Background: Intrauterine devices (IUDs) are safe and effective long-acting reversible contraceptive therapies that are also used as minimally invasive treatment for heavy menstrual bleeding, endometrial hyperplasia, and early-stage endometrial cancer. Despite many advantages, IUDs are underused predominantly due to patient discomfort. Although many techniques have been explored previously in the literature, there is currently little consensus on effective analgesic strategies. Virtual reality (VR) has demonstrated moderate benefits in acute pain management and has been explored for outpatient hysteroscopy.

Objective: This study aims to explore the effectiveness of VR in improving patient pain and anxiety during outpatient IUD insertion.

Methods: This randomized controlled trial compared the use of a VR headset to standard care during IUD insertion in the outpatient clinic setting. VR content was delivered via smartphone and headset, providing patients with a relaxing 3D video environment. Outcomes measured were patient-reported pain and anxiety, as well as satisfaction reported using a questionnaire. Secondary outcomes included clinician-reported ease of insertion and time required to complete the procedure.

Results: A total of 70 patients were recruited, with 34 randomized to the control group and 36 randomized to VR headset use. Patients with VR headsets reported a mean pain score of 5.5 (SD 3.2) during IUD insertion, which was not significantly different to 4.3 (SD 3.2) for the control group (P=.15). Mean anxiety scores during the procedure were 4 (SD 3) in the VR group, compared to 4.8 (SD 3.5) in the control group, which was also not significantly different (P=.37). Anxiety was the most significant predictor of pain, and this, in turn, significantly increased insertion time (P<.001). Among patients who responded to and benefitted from VR use, baseline anxiety was significantly lower than in those who did not (P<.001). Satisfaction with the use of VR headsets was overall high, and recommendation scores for the use of VR headsets were also high. There were no significant adverse effects experienced with the use of the intervention, with only 1 patient reporting nausea after IUD insertion.

Conclusions: The use of VR headsets did not significantly alter the pain or anxiety experienced by patients during IUD insertion; however, satisfaction and recommendation that others use VR were high, which may suggest other benefits to their use. In addition, preprocedural anxiety appears to have a significant adverse impact on pain scores and the ability of patients to benefit from the VR headsets. This is an important contribution to the previously ambiguous data regarding VR use for gynecological procedures and highlights a new avenue for improving the patient experience.

背景:宫内节育器(iud)是一种安全有效的长效可逆避孕疗法,也可用于大量月经出血、子宫内膜增生和早期子宫内膜癌的微创治疗。尽管宫内节育器有许多优点,但主要由于患者不适而未得到充分利用。虽然许多技术已经在以前的文献中进行了探索,但目前对有效的镇痛策略几乎没有共识。虚拟现实(VR)在急性疼痛管理中显示出适度的益处,并已探索用于门诊宫腔镜检查。目的:本研究旨在探讨VR在改善门诊宫内节育器插入患者疼痛和焦虑方面的效果。方法:本随机对照试验比较了门诊植入宫内节育器时使用VR耳机和标准护理。通过智能手机和耳机传送VR内容,为患者提供轻松的3D视频环境。测量的结果是患者报告的疼痛和焦虑,以及使用问卷调查报告的满意度。次要结果包括临床报告的插入难易程度和完成手术所需的时间。结果:共招募了70例患者,其中34例随机分为对照组,36例随机分为VR头显组。佩戴VR头戴设备的患者在宫内节育器插入期间的平均疼痛评分为5.5 (SD 3.2),与对照组的4.3 (SD 3.2)无显著差异(P= 0.15)。手术过程中,VR组的平均焦虑评分为4 (SD 3),而对照组的平均焦虑评分为4.8 (SD 3.5),两者也无显著差异(P= 0.37)。焦虑是最显著的疼痛预测因子,这反过来又显著增加了插入时间(p结论:使用VR耳机并没有显著改变患者在插入宫内节育器时经历的疼痛或焦虑;然而,其他人使用VR的满意度和推荐率很高,这可能表明他们使用VR有其他好处。此外,手术前焦虑似乎对疼痛评分和患者从VR耳机中获益的能力有显著的不利影响。这是对以前关于VR用于妇科手术的模糊数据的重要贡献,并强调了改善患者体验的新途径。
{"title":"Virtual Reality for Analgesia During Intrauterine Device Insertion: Randomized Controlled Trial.","authors":"Chloe Higgins, Claudia Zecena Morales, Judi Hocking, Kate Tyson, Cheryl Leung, Luke Larmour, Paul Leong, Beverley Vollenhoven","doi":"10.2196/72917","DOIUrl":"10.2196/72917","url":null,"abstract":"<p><strong>Background: </strong>Intrauterine devices (IUDs) are safe and effective long-acting reversible contraceptive therapies that are also used as minimally invasive treatment for heavy menstrual bleeding, endometrial hyperplasia, and early-stage endometrial cancer. Despite many advantages, IUDs are underused predominantly due to patient discomfort. Although many techniques have been explored previously in the literature, there is currently little consensus on effective analgesic strategies. Virtual reality (VR) has demonstrated moderate benefits in acute pain management and has been explored for outpatient hysteroscopy.</p><p><strong>Objective: </strong>This study aims to explore the effectiveness of VR in improving patient pain and anxiety during outpatient IUD insertion.</p><p><strong>Methods: </strong>This randomized controlled trial compared the use of a VR headset to standard care during IUD insertion in the outpatient clinic setting. VR content was delivered via smartphone and headset, providing patients with a relaxing 3D video environment. Outcomes measured were patient-reported pain and anxiety, as well as satisfaction reported using a questionnaire. Secondary outcomes included clinician-reported ease of insertion and time required to complete the procedure.</p><p><strong>Results: </strong>A total of 70 patients were recruited, with 34 randomized to the control group and 36 randomized to VR headset use. Patients with VR headsets reported a mean pain score of 5.5 (SD 3.2) during IUD insertion, which was not significantly different to 4.3 (SD 3.2) for the control group (P=.15). Mean anxiety scores during the procedure were 4 (SD 3) in the VR group, compared to 4.8 (SD 3.5) in the control group, which was also not significantly different (P=.37). Anxiety was the most significant predictor of pain, and this, in turn, significantly increased insertion time (P<.001). Among patients who responded to and benefitted from VR use, baseline anxiety was significantly lower than in those who did not (P<.001). Satisfaction with the use of VR headsets was overall high, and recommendation scores for the use of VR headsets were also high. There were no significant adverse effects experienced with the use of the intervention, with only 1 patient reporting nausea after IUD insertion.</p><p><strong>Conclusions: </strong>The use of VR headsets did not significantly alter the pain or anxiety experienced by patients during IUD insertion; however, satisfaction and recommendation that others use VR were high, which may suggest other benefits to their use. In addition, preprocedural anxiety appears to have a significant adverse impact on pain scores and the ability of patients to benefit from the VR headsets. This is an important contribution to the previously ambiguous data regarding VR use for gynecological procedures and highlights a new avenue for improving the patient experience.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e72917"},"PeriodicalIF":4.1,"publicationDate":"2025-09-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12416870/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145023328","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Exploring the Impact of Home-Based Serious Smartphone Resuscitation Gaming on Stress Among Nursing Students Practicing Simulated Adult Basic Life Support: Randomized Waitlist Controlled Trial. 探索基于家庭的严重智能手机复苏游戏对护理学生模拟成人基本生命支持压力的影响:随机候补对照试验
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-08-29 DOI: 10.2196/67623
Nino Fijačko, Benjamin S Abella, Špela Metličar, Leon Kopitar, Robert Greif, Gregor Štiglic, Pavel Skok, Matej Strnad

Background: Simulation-based training is widely used in resuscitation education, yet limited research exists on how serious smartphone games-especially when used independently at home-impact stress levels during simulated adult basic life support (BLS). Understanding this relationship may offer new approaches to preparing health care students for high-stress clinical situations.

Objective: This study aimed to evaluate the impact of a home-based serious resuscitation game, MOBICPR, on physiological stress markers among nursing students performing simulated adult BLS.

Methods: In this single-center, randomized, waitlist controlled trial, 43 first-year nursing students were assigned to either an intervention group (IG) or a waitlist control group (WL-CG). Stress was measured at baseline and 2-week and 4-week follow-ups using electrodermal activity (EDA), blood volume pulse (BVP), heart rate (HR), and body temperature (BT) collected via the Empatica E4 wearable (Empatica Inc., USA). Each data collection point included 3 phases: mandala coloring before and after simulated adult BLS performance, and the adult BLS scenario itself. The MOBICPR game-a serious mobile game designed per the 2021 European Resuscitation Council adult BLS guidelines-was played at home over 2 weeks by IG (weeks 0-2) and WL-CG (weeks 2-4). A random forest classifier, trained on the AffectiveRoad dataset, predicted stress levels (none, moderate, and high) based on physiological signals.

Results: Of 124 students invited, 43 participated (22 in IG, 21 in WL-CG; 38/43, 88% female; mean age of 19, SD 0.6 years). EDA, BVP, and BT significantly changed across measurement phases in both groups (P<.05), while HR did not show consistent differences (P>.05). Stress classification showed a significant decrease in stress after simulated adult BLS in the IG at the 2-week follow-up (P=.04), but not in the WL-CG. After 2 weeks of gameplay, 12 of 22 participants in the IG had lower stress levels after performing simulated adult BLS compared to before, suggesting an adaptive stress response. No significant group-level stress reductions were observed over time.

Conclusions: Short-term, home-based gameplay using a serious resuscitation game modestly influenced physiological indicators of stress during simulated adult BLS among nursing students. While overall group stress levels remained stable, individualized responses suggested improved coping for some. Incorporating serious games into curricula could offer learners safe, gamified environments to rehearse stressful clinical scenarios. Future research should explore optimal game frequency and content depth to maximize educational and emotional resilience outcomes.

背景:基于模拟的训练广泛应用于复苏教育中,但关于严肃的智能手机游戏(尤其是在家中独立使用时)如何影响模拟成人基本生命支持(BLS)期间的压力水平的研究有限。了解这种关系可以提供新的方法来准备卫生保健学生的高压力的临床情况。目的:本研究旨在评估基于家庭的严重复苏游戏MOBICPR对护理学生进行模拟成人BLS时生理应激指标的影响。方法:在单中心、随机、候补对照试验中,43名一年级护生被分为干预组(IG)和候补对照组(WL-CG)。通过Empatica E4可穿戴设备(Empatica Inc., USA)收集的皮肤电活动(EDA)、血容量脉搏(BVP)、心率(HR)和体温(BT),在基线和2周和4周随访时测量应激。​MOBICPR游戏是根据2021年欧洲复苏委员会成人BLS指南设计的一款严肃的手机游戏,IG(0-2周)和WL-CG(2-4周)在家中玩了2周。在affectiverload数据集上训练的随机森林分类器根据生理信号预测压力水平(无、中等和高)。结果:124名被邀请的学生中,有43名参加了研究,其中IG组22名,WL-CG组21名,38/43,88%为女性,平均年龄19岁,SD 0.6岁。两组患者EDA、BVP、BT在各测量阶段均有显著差异(p < 0.05)。应激分类显示,模拟成人BLS后大鼠IG组应激水平显著降低(P= 0.04),但WL-CG组无明显差异。经过两周的游戏后,22名IG参与者中有12人在模拟成人BLS后的压力水平比之前有所降低,这表明他们有适应性压力反应。随着时间的推移,没有观察到明显的组水平压力减轻。结论:在模拟成人BLS期间,短期的、基于家庭的严肃复苏游戏适度地影响了护理学生的生理压力指标。虽然整体群体压力水平保持稳定,但个别反应表明,一些人的应对能力有所提高。将严肃的游戏融入课程可以为学习者提供安全的、游戏化的环境来演练有压力的临床场景。未来的研究应探索最佳的游戏频率和内容深度,以最大限度地提高教育和情绪弹性的结果。
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引用次数: 0
Use of an Immersive Virtual Reality Application to Educate Medical Students in Patient Handover: Pilot Study. 使用沉浸式虚拟现实应用来教育医学生病人交接:试点研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-08-27 DOI: 10.2196/73907
Laura Isabel Hanke, Patrick Schwoerer, Florentine Huettl, Lukas Vradelis, Kai-Uwe Strelow, Christian Boedecker, Patrick Saalfeld, Vuthea Chheang, Holger Buggenhagen, Hauke Lang, Christian Hansen, Tobias Huber
<p><strong>Background: </strong>Patient handover is a daily task for doctors and nurses, and structured handovers have been proven to positively impact patient outcomes. To teach the handover procedure, different communication tools have been applied, such as the ISBAR (introduction and identification, situation, background, assessment and actions, and recommendation) method.</p><p><strong>Objective: </strong>This study aimed to assess the effectiveness and user engagement of the first-time use of supplementary handover training in virtual reality (VR) for medical students as an addition to an existing curriculum. Furthermore, the VR program was tested for its usability, immersion, visually induced motion sickness (VIMS), and eye strain. Participants were evaluated for their motivation, time spent studying, and experience in VR, as well as their impressions of the use of VR in medical education.</p><p><strong>Methods: </strong>Handover training using the ISBAR method and patient actors is part of the curriculum in surgery of the eighth semester of human medicine studies in Mainz. Knowledge is tested via an Objective Structured Clinical Examination (OSCE) using patient actors. We developed an immersive VR application using 360° video surroundings with structured patient cases. This application was offered as an optional supplementary training in groups of three with a peer tutor. Parameters evaluated included participants' characteristics, usability, and VIMS. Furthermore, a survey of the entire semester was conducted regarding their experience using VR and their enjoyment of studying. Finally, OSCE scores were collected and compared between the groups.</p><p><strong>Results: </strong>The study was conducted over two semesters, and 92 of 385 (23.9%) volunteering students were recruited. The median age was 25 (IQR 23-25) years, and the majority were female (n=61, 68.5%). There were few to no issues regarding VIMS and eye strain (median eye strain 1, IQR 1-2; median VIMS 1, IQR 1-2). There was no significant difference in students' motivation (mid rank participant 107.84; mid rank nonparticipant 122.61; P=.11) and the amount studied for the subject (mid rank participant 113.88; mid rank nonparticipants 119.42; P=.54). Students felt significantly more confident in patient handover after the additional training (7-point Likert scale; mean pretraining 3.96, SD 1.39; mean post-training 3.17, SD 1.41; P<.01) and reported significantly more fun studying than their peers who did not participate in the additional training (mean participants 2.8, SD 1.54; mean nonparticipant 3.69, SD 1.73; P<.01). OSCE scores did not differ between the groups (median score 17 in both groups, IQR participants 16-19; IQR nonparticipants 16-18; P=.62).</p><p><strong>Conclusions: </strong>This study shows that applications in VR, if implemented in a structured curriculum, can be a helpful and safe addition to the teaching of communication skills. VR applications should be consid
背景:病人移交是医生和护士的日常任务,有组织的移交已被证明对病人的预后有积极影响。为了教授交接程序,我们使用了不同的沟通工具,例如ISBAR(介绍和识别、情况、背景、评估和行动、建议)方法。目的:本研究旨在评估医学生首次使用虚拟现实(VR)辅助交接训练作为现有课程的补充的有效性和用户参与度。此外,还测试了VR程序的可用性、沉浸感、视觉感应晕动病(VIMS)和眼睛疲劳。评估参与者的动机、学习时间、VR体验,以及他们对VR在医学教育中使用的印象。方法:使用ISBAR方法和患者角色的交接培训是美因茨大学人类医学研究第八学期外科课程的一部分。知识测试通过客观结构化临床检查(OSCE)使用患者演员。我们开发了一个沉浸式VR应用程序,使用360°视频环境和结构化的患者病例。这个应用程序是作为一个可选的补充培训提供的,三人一组,有一个同伴导师。评估的参数包括参与者的特征、可用性和VIMS。此外,我们还对他们整个学期的VR使用体验和学习享受情况进行了调查。最后,收集欧安组织评分并在各组之间进行比较。结果:研究进行了两个学期,385名志愿者中有92名(23.9%)被招募。中位年龄25 (IQR 23 ~ 25)岁,以女性居多(n=61, 68.5%)。VIMS和眼疲劳方面几乎没有问题(眼疲劳中位数为1,IQR 1-2; VIMS中位数为1,IQR 1-2)。学生的动机(中等等级被试107.84;中等等级非被试122.61;P= 0.11)和被试的学习量(中等等级被试113.88;中等等级非被试119.42;P= 0.54)无显著差异。(7点李克特量表;平均训练前3.96,标准差1.39;平均训练后3.17,标准差1.41)结论:本研究表明,如果在结构化课程中实施虚拟现实应用,可以成为沟通技巧教学的有益和安全的补充。虚拟现实应用应该被视为一种时间灵活、安全、有趣和激励的教育工具,作为课程教学的补充。
{"title":"Use of an Immersive Virtual Reality Application to Educate Medical Students in Patient Handover: Pilot Study.","authors":"Laura Isabel Hanke, Patrick Schwoerer, Florentine Huettl, Lukas Vradelis, Kai-Uwe Strelow, Christian Boedecker, Patrick Saalfeld, Vuthea Chheang, Holger Buggenhagen, Hauke Lang, Christian Hansen, Tobias Huber","doi":"10.2196/73907","DOIUrl":"10.2196/73907","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Patient handover is a daily task for doctors and nurses, and structured handovers have been proven to positively impact patient outcomes. To teach the handover procedure, different communication tools have been applied, such as the ISBAR (introduction and identification, situation, background, assessment and actions, and recommendation) method.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to assess the effectiveness and user engagement of the first-time use of supplementary handover training in virtual reality (VR) for medical students as an addition to an existing curriculum. Furthermore, the VR program was tested for its usability, immersion, visually induced motion sickness (VIMS), and eye strain. Participants were evaluated for their motivation, time spent studying, and experience in VR, as well as their impressions of the use of VR in medical education.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;Handover training using the ISBAR method and patient actors is part of the curriculum in surgery of the eighth semester of human medicine studies in Mainz. Knowledge is tested via an Objective Structured Clinical Examination (OSCE) using patient actors. We developed an immersive VR application using 360° video surroundings with structured patient cases. This application was offered as an optional supplementary training in groups of three with a peer tutor. Parameters evaluated included participants' characteristics, usability, and VIMS. Furthermore, a survey of the entire semester was conducted regarding their experience using VR and their enjoyment of studying. Finally, OSCE scores were collected and compared between the groups.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;The study was conducted over two semesters, and 92 of 385 (23.9%) volunteering students were recruited. The median age was 25 (IQR 23-25) years, and the majority were female (n=61, 68.5%). There were few to no issues regarding VIMS and eye strain (median eye strain 1, IQR 1-2; median VIMS 1, IQR 1-2). There was no significant difference in students' motivation (mid rank participant 107.84; mid rank nonparticipant 122.61; P=.11) and the amount studied for the subject (mid rank participant 113.88; mid rank nonparticipants 119.42; P=.54). Students felt significantly more confident in patient handover after the additional training (7-point Likert scale; mean pretraining 3.96, SD 1.39; mean post-training 3.17, SD 1.41; P&lt;.01) and reported significantly more fun studying than their peers who did not participate in the additional training (mean participants 2.8, SD 1.54; mean nonparticipant 3.69, SD 1.73; P&lt;.01). OSCE scores did not differ between the groups (median score 17 in both groups, IQR participants 16-19; IQR nonparticipants 16-18; P=.62).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;This study shows that applications in VR, if implemented in a structured curriculum, can be a helpful and safe addition to the teaching of communication skills. VR applications should be consid","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e73907"},"PeriodicalIF":4.1,"publicationDate":"2025-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12384679/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144954887","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
Development and Evaluation of a Case-Based Serious Game for Diagnosis and Treatment Planning in Orthodontic Education: Quasi-Experimental Study. 基于案例的正畸教育诊疗计划严肃游戏的开发与评价:准实验研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-08-27 DOI: 10.2196/73956
Rochaya Chintavalakorn, Chayuth Chanwanichkulchai, Napat Buranasing, Napatsaporn Parivisutt, Naruchol Patchasri, Kawin Sipiyaruk
<p><strong>Background: </strong>Orthodontic education requires effective training in diagnosis and treatment planning, but traditional teaching methods may lack engagement and opportunities in offering a safe learning environment. Serious games are gaining momentum in dental education due to their positive educational impact in enhancing learner knowledge and motivation. However, their application in orthodontic diagnosis and treatment planning training remains unexplored.</p><p><strong>Objective: </strong>The aim of this study was to develop and evaluate a simulation-based serious game for training orthodontic diagnosis and treatment planning in virtual patients (OrthoVirt), examining its impact on student knowledge and satisfaction. This study also explored whether prior gaming experience influenced learning outcomes.</p><p><strong>Methods: </strong>A quasi-experimental study was conducted with 32 fourth-year dental students, who were requested to complete a preknowledge assessment, 3 simulated patients within OrthoVirt, a postknowledge assessment, and a satisfaction survey. Participants were categorized as gamers (n=16) or nongamers (n=16) based on self-reported weekly gaming time. The primary outcome was knowledge improvement, analyzed using 2-tailed paired t tests (Cohen dz). Group comparisons were conducted using 2-tailed independent t tests (Cohen d). User satisfaction was measured using a validated questionnaire based on the technology acceptance model. A stricter significance threshold (P<.01) and effect size metrics (Cohen d and Cohen dz) were used to account for the small sample size, multiple comparisons, and exploratory nature of the study.</p><p><strong>Results: </strong>Both gamer and nongamer groups showed significant knowledge improvement after using OrthoVirt (mean score increased from 10.75 (SD 2.75) to 14.75 (SD 1.81) out of 20; P<.001). The mean scores of the gamer group increased from 10.31 (SD 3.07) to 15.19 (SD 1.83) while those of the nongamer group rose from 11.19 (SD 2.40) to 14.31 (SD 1.74). No statistically significant differences were found between groups in pre- and postknowledge assessments as well as improvement scores (P>.01), suggesting that the educational benefit was consistent regardless of gaming background. Participants from both groups rated OrthoVirt positively, particularly for "perceived ease of use." However, "perceived enjoyment" was rated slightly lower than other aspects, with nongamers scoring it 3.60 (SD 0.81) and gamers 3.45 (SD 0.73) out of 5, indicating a potential area for design enhancement. Overall satisfaction ratings were similar between the 2 groups (P>.01).</p><p><strong>Conclusions: </strong>OrthoVirt demonstrated potential as a supplementary tool for diagnosis and treatment planning in orthodontic education, with statistically significant improvements observed in learner knowledge. While feedback was generally positive, these findings should be interpreted with caution due to the quasi
背景:正畸教育需要在诊断和治疗计划方面进行有效的培训,但传统的教学方法可能缺乏参与和提供安全学习环境的机会。严肃游戏在牙科教育中越来越受欢迎,因为它们在提高学习者的知识和动机方面具有积极的教育作用。然而,它们在正畸诊断和治疗计划培训中的应用仍未得到探索。目的:本研究的目的是开发和评估一个基于模拟的严肃游戏,用于训练虚拟患者的正畸诊断和治疗计划(OrthoVirt),研究其对学生知识和满意度的影响。本研究还探讨了之前的游戏体验是否会影响学习结果。方法:对32名四年级牙科学生进行准实验研究,要求他们完成预知评估、3名在OrthoVirt内模拟的患者、后知评估和满意度调查。根据自我报告的每周游戏时间,参与者被分为游戏玩家(n=16)和非游戏玩家(n=16)。主要结局是知识改善,使用双尾配对t检验(Cohen dz)进行分析。采用双尾独立t检验进行组间比较(Cohen d)。使用基于技术接受模型的有效问卷来测量用户满意度。结果:游戏玩家组和非游戏玩家组在使用OrthoVirt后均表现出显著的知识改善(平均得分从10.75 (SD 2.75)增加到14.75 (SD 1.81),满分20分;P.01),这表明无论游戏背景如何,教育效益都是一致的。两组参与者对OrthoVirt的评价都是积极的,尤其是在“易用性”方面。然而,“感知乐趣”的评分略低于其他方面,非游戏玩家的得分为3.60分(SD 0.81),游戏玩家的得分为3.45分(SD 0.73),满分为5分,这表明游戏设计还有改进的空间。两组患者总体满意度比较,差异无统计学意义(P < 0.01)。结论:在正畸教育中,OrthoVirt作为诊断和治疗计划的辅助工具具有潜力,在学习者知识方面有统计学意义的改善。虽然反馈通常是积极的,但由于准实验设计和小样本量,这些发现应该谨慎解释。未来的发展应侧重于通过娱乐性的设计元素来提高用户的享受和参与度。进一步的研究应该探索如何将OrthoVirt作为案例讨论工具与讲座结合起来,不仅可以提高正畸教育的学习能力,还可以提高其他牙科培训领域的学习能力。
{"title":"Development and Evaluation of a Case-Based Serious Game for Diagnosis and Treatment Planning in Orthodontic Education: Quasi-Experimental Study.","authors":"Rochaya Chintavalakorn, Chayuth Chanwanichkulchai, Napat Buranasing, Napatsaporn Parivisutt, Naruchol Patchasri, Kawin Sipiyaruk","doi":"10.2196/73956","DOIUrl":"10.2196/73956","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Orthodontic education requires effective training in diagnosis and treatment planning, but traditional teaching methods may lack engagement and opportunities in offering a safe learning environment. Serious games are gaining momentum in dental education due to their positive educational impact in enhancing learner knowledge and motivation. However, their application in orthodontic diagnosis and treatment planning training remains unexplored.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;The aim of this study was to develop and evaluate a simulation-based serious game for training orthodontic diagnosis and treatment planning in virtual patients (OrthoVirt), examining its impact on student knowledge and satisfaction. This study also explored whether prior gaming experience influenced learning outcomes.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;A quasi-experimental study was conducted with 32 fourth-year dental students, who were requested to complete a preknowledge assessment, 3 simulated patients within OrthoVirt, a postknowledge assessment, and a satisfaction survey. Participants were categorized as gamers (n=16) or nongamers (n=16) based on self-reported weekly gaming time. The primary outcome was knowledge improvement, analyzed using 2-tailed paired t tests (Cohen dz). Group comparisons were conducted using 2-tailed independent t tests (Cohen d). User satisfaction was measured using a validated questionnaire based on the technology acceptance model. A stricter significance threshold (P&lt;.01) and effect size metrics (Cohen d and Cohen dz) were used to account for the small sample size, multiple comparisons, and exploratory nature of the study.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Both gamer and nongamer groups showed significant knowledge improvement after using OrthoVirt (mean score increased from 10.75 (SD 2.75) to 14.75 (SD 1.81) out of 20; P&lt;.001). The mean scores of the gamer group increased from 10.31 (SD 3.07) to 15.19 (SD 1.83) while those of the nongamer group rose from 11.19 (SD 2.40) to 14.31 (SD 1.74). No statistically significant differences were found between groups in pre- and postknowledge assessments as well as improvement scores (P&gt;.01), suggesting that the educational benefit was consistent regardless of gaming background. Participants from both groups rated OrthoVirt positively, particularly for \"perceived ease of use.\" However, \"perceived enjoyment\" was rated slightly lower than other aspects, with nongamers scoring it 3.60 (SD 0.81) and gamers 3.45 (SD 0.73) out of 5, indicating a potential area for design enhancement. Overall satisfaction ratings were similar between the 2 groups (P&gt;.01).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;OrthoVirt demonstrated potential as a supplementary tool for diagnosis and treatment planning in orthodontic education, with statistically significant improvements observed in learner knowledge. While feedback was generally positive, these findings should be interpreted with caution due to the quasi","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e73956"},"PeriodicalIF":4.1,"publicationDate":"2025-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12384673/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144954911","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
Digital Catalysts for Noncommunicable Disease Prevention Serious Games and Gamified Applications: Framework Design Study. 非传染性疾病预防的数字催化剂严肃游戏和游戏化应用:框架设计研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-08-27 DOI: 10.2196/69246
Christoph Aigner, René Baranyi, Thomas Grechenig

Background: Unhealthy behaviors can cause so-called noncommunicable diseases (NCDs), which are on the rise. Notable examples include chronic respiratory diseases, diabetes, cardiovascular diseases, and various types of cancer. They are responsible for approximately 41 million deaths annually, which accounts for a staggering 74% of all global deaths. Major risk factors include physical inactivity, the use of tobacco, unhealthy diets, the harmful use of alcohol, and poor mental health, which can be classified as modifiable behavioral risk factors. Other factors include metabolic and environmental risk factors, such as air pollution. Many individuals struggle to make informed decisions about their health, which contributes to the risk factors mentioned earlier and, ultimately, can lead to the development of one or more NCD.

Objective: This research presents design and standardization considerations to enable the exchange of medical and game data to maximize their impact and usefulness. Serious games and gamified applications that strategically use behavior change techniques and educational content can help users change their behavior on a lasting basis, thereby reducing the aforementioned NCD risk factors. Still, each of them is currently independently designed and cannot interact with other applications.

Methods: We previously developed serious games and gamified applications to prevent NCDs. These served as the foundation of an interoperable framework for NCD prevention games and applications. On the basis of a comprehensive analysis, 6 key areas were identified, ultimately leading to a framework definition that was then evaluated against the already-developed games and applications.

Results: This paper presented a novel interoperable framework to support the design and development of serious games and gamified applications that enable individuals to achieve sustainable behavior change and improve their overall health and well-being by defining 6 key areas, emphasizing interoperability, and exchanging meaningful medical and game data.

Conclusions: The framework presented in this study covers the major design and implementation aspects of NCD prevention games and applications in 6 key areas. Therefore, researchers should consider these guidelines when creating novel serious games and applications in those areas. The framework also intensively encourages the use of standards in the domain of medical informatics to ensure the semantic interoperability of patients' data produced. Thus, it promotes the exchange of meaningful data to improve patient care and anonymous data use for research.

背景:不健康的行为会导致所谓的非传染性疾病(NCDs),这种疾病正在上升。值得注意的例子包括慢性呼吸道疾病、糖尿病、心血管疾病和各种类型的癌症。它们每年造成约4100万人死亡,占全球死亡总数的74%,令人震惊。主要风险因素包括缺乏身体活动、使用烟草、不健康饮食、有害使用酒精和精神健康状况不佳,这些可归类为可改变的行为风险因素。其他因素包括代谢和环境风险因素,如空气污染。许多人难以对自己的健康做出知情决定,这助长了上文提到的风险因素,并最终可能导致一种或多种非传染性疾病的发展。目的:本研究提出了设计和标准化考虑,使医疗和游戏数据的交换能够最大限度地发挥其影响和用途。策略性地使用行为改变技术和教育内容的严肃游戏和游戏化应用程序可以帮助用户持久地改变他们的行为,从而减少上述非传染性疾病的风险因素。不过,它们目前都是独立设计的,不能与其他应用程序交互。方法:我们之前开发了严肃游戏和游戏化应用程序来预防非传染性疾病。这些作为非传染性疾病预防游戏和应用程序的可互操作框架的基础。在综合分析的基础上,我们确定了6个关键领域,最终形成了一个框架定义,然后根据已经开发的游戏和应用进行评估。结果:本文提出了一个新的可互操作框架,以支持严肃游戏和游戏化应用程序的设计和开发,通过定义6个关键领域,强调互操作性,以及交换有意义的医疗和游戏数据,使个人能够实现可持续的行为改变,改善他们的整体健康和福祉。结论:本研究提出的框架涵盖了非传染性疾病预防游戏的主要设计和实施方面以及6个关键领域的应用。因此,当研究人员在这些领域创造新颖的严肃游戏和应用时,应该考虑这些指导原则。该框架还大力鼓励使用医学信息学领域的标准,以确保所产生的患者数据的语义互操作性。因此,它促进了有意义数据的交换,以改善患者护理和匿名数据用于研究。
{"title":"Digital Catalysts for Noncommunicable Disease Prevention Serious Games and Gamified Applications: Framework Design Study.","authors":"Christoph Aigner, René Baranyi, Thomas Grechenig","doi":"10.2196/69246","DOIUrl":"10.2196/69246","url":null,"abstract":"<p><strong>Background: </strong>Unhealthy behaviors can cause so-called noncommunicable diseases (NCDs), which are on the rise. Notable examples include chronic respiratory diseases, diabetes, cardiovascular diseases, and various types of cancer. They are responsible for approximately 41 million deaths annually, which accounts for a staggering 74% of all global deaths. Major risk factors include physical inactivity, the use of tobacco, unhealthy diets, the harmful use of alcohol, and poor mental health, which can be classified as modifiable behavioral risk factors. Other factors include metabolic and environmental risk factors, such as air pollution. Many individuals struggle to make informed decisions about their health, which contributes to the risk factors mentioned earlier and, ultimately, can lead to the development of one or more NCD.</p><p><strong>Objective: </strong>This research presents design and standardization considerations to enable the exchange of medical and game data to maximize their impact and usefulness. Serious games and gamified applications that strategically use behavior change techniques and educational content can help users change their behavior on a lasting basis, thereby reducing the aforementioned NCD risk factors. Still, each of them is currently independently designed and cannot interact with other applications.</p><p><strong>Methods: </strong>We previously developed serious games and gamified applications to prevent NCDs. These served as the foundation of an interoperable framework for NCD prevention games and applications. On the basis of a comprehensive analysis, 6 key areas were identified, ultimately leading to a framework definition that was then evaluated against the already-developed games and applications.</p><p><strong>Results: </strong>This paper presented a novel interoperable framework to support the design and development of serious games and gamified applications that enable individuals to achieve sustainable behavior change and improve their overall health and well-being by defining 6 key areas, emphasizing interoperability, and exchanging meaningful medical and game data.</p><p><strong>Conclusions: </strong>The framework presented in this study covers the major design and implementation aspects of NCD prevention games and applications in 6 key areas. Therefore, researchers should consider these guidelines when creating novel serious games and applications in those areas. The framework also intensively encourages the use of standards in the domain of medical informatics to ensure the semantic interoperability of patients' data produced. Thus, it promotes the exchange of meaningful data to improve patient care and anonymous data use for research.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e69246"},"PeriodicalIF":4.1,"publicationDate":"2025-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12423606/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144954915","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 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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