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Is the Apple Vision Pro the Ultimate Display? A First Perspective and Survey on Entering the Wonderland of Precision Medicine. 苹果 Vision Pro 是终极显示器吗?进入精准医疗仙境的第一视角和调查。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-09-18 DOI: 10.2196/52785
Jan Egger, Christina Gsaxner, Gijs Luijten, Jianxu Chen, Xiaojun Chen, Jiang Bian, Jens Kleesiek, Behrus Puladi

At the Worldwide Developers Conference in June 2023, Apple introduced the Vision Pro. The Apple Vision Pro (AVP) is a mixed reality headset; more specifically, it is a virtual reality device with an additional video see-through capability. The video see-through capability turns the AVP into an augmented reality (AR) device. The AR feature is enabled by streaming the real world via cameras on the (virtual reality) screens in front of the user's eyes. This is, of course, not unique and is similar to other devices, such as the Varjo XR-3 (Varjo Technologies Oy). Nevertheless, the AVP has some interesting features, such as an inside-out screen that can show the headset wearer's eyes to "outsiders," and a button on the top, called the "digital crown," that allows a seamless blend of digital content with the user's physical space by turning it. In addition, it is untethered, except for the cable to the battery, which makes the headset more agile, compared to the Varjo XR-3. This could actually come closer to "The Ultimate Display," which Ivan Sutherland had already sketched in 1965. After a great response from the media and social networks to the release, we were able to test and review the new AVP ourselves in March 2024. Including an expert survey with 13 of our colleagues after testing the AVP in our institute, this Viewpoint explores whether the AVP can overcome clinical challenges that AR especially still faces in the medical domain; we also go beyond this and discuss whether the AVP could support clinicians in essential tasks to allow them to spend more time with their patients.

在 2023 年 6 月的全球开发者大会上,苹果公司推出了 Vision Pro。Apple Vision Pro(AVP)是一款混合现实头盔,更确切地说,它是一款具有额外视频透视功能的虚拟现实设备。视频透视功能使 AVP 成为一款增强现实(AR)设备。AR 功能是通过用户眼前的(虚拟现实)屏幕上的摄像头串流现实世界来实现的。当然,这并不是独一无二的,与其他设备类似,如 Varjo XR-3(Varjo Technologies Oy)。尽管如此,AVP 还是有一些有趣的功能,例如由内而外的屏幕可以让 "外人 "看到耳机佩戴者的眼睛,顶部还有一个名为 "数字皇冠 "的按钮,通过转动它可以将数字内容与用户的物理空间无缝融合。此外,与 Varjo XR-3 相比,除了连接电池的线缆外,它是不受限制的,这使得耳机更加灵活。这实际上更接近于伊万-萨瑟兰(Ivan Sutherland)在 1965 年勾画的 "终极显示器"。在媒体和社交网络对这款产品的发布反响热烈之后,我们得以在 2024 年 3 月亲自测试和评测新款 AVP。在我们的研究所测试 AVP 后,我们对 13 位同事进行了专家调查。本视点探讨了 AVP 能否克服 AR 在医疗领域仍然面临的临床挑战;此外,我们还讨论了 AVP 能否支持临床医生完成基本任务,让他们有更多时间与病人在一起。
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引用次数: 0
Electronic feedback alone vs. electronic feedback plus in-person debriefing, for a serious game designed to teach novice anesthesiology residents to perform general anesthesia for cesarean delivery: a randomized controlled trial. 针对麻醉学住院医师新手进行剖宫产全身麻醉教学的严肃游戏:一项随机对照试验。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-09-17 DOI: 10.2196/59047
Allison Lee, Stephanie Goodman, Chen Miao Chen, Ruth Landau, Madhabi Chatterji

Background: EmergenCSimTM, is a novel researcher-developed serious game (SG) with an embedded scoring and feedback tool that reproduces an obstetric operating room environment. The learner must perform general anesthesia (GA) for emergent cesarean delivery (CD) for umbilical cord prolapse. The game was developed as an alternative teaching tool because of diminishing real-world exposure of anesthesiology trainees to this clinical scenario. Traditional debriefing (facilitator-guided reflection) is considered to be integral to experiential learning but requires the participation of an instructor. The optimal debriefing methods for SGs have not been well-studied. Electronic feedback is commonly provided at the conclusion of SGs, so we aimed to compare the effectiveness of learning when an in-person debrief is added to electronic feedback compared to using electronic feedback alone.

Objective: We hypothesized that an in-person debriefing in addition to the SG-embedded electronic feedback will provide superior learning than electronic feedback alone.

Methods: Novice 1st year anesthesiology residents (CA-1) (n=51) (i) watched a recorded lecture on GA for emergent CD, (ii) took a 26-item multiple-choice question (MCQ) pre-test, and (iii) played EmergenCSimTM (maximum score 196.5). They were randomized to either the control group which experienced the electronic feedback alone (Group EF, n=26) or the intervention group, which experienced the SG-embedded electronic feedback and an in-person debriefing (Group IPD+EF, n=25). All subjects played the SG a 2nd time, with instructions to try to increase their score, then they took a 26-item MCQ post-test. Pre-and post-tests (maximum score of 26 points each), were validated parallel forms.

Results: For Groups EF and IPD+EF respectively, mean pre-test scores were18.6 (SD 2.5) and 19.4 (SD 2.3), and mean post-test scores were 22.6 (SD 2.2) and 22.1 (SD 1.6); F=1.8, P =.19. SG scores for Groups EF and IPD+EF respectively were - mean 1st play SG scores of 135 (SE 4.4) and 141 (SE 4.5), and mean 2nd play SG scores were 163.1 (SE 2.9) and 173.3 (SE 2.9); F= 137.7, P < .001.

Conclusions: Adding an in-person debriefing experience led to greater improvement in SG scores, emphasizing the learning benefits of this practice. Improved SG performance in both groups suggests that SGs have a role as independent, less resource-intensive educational tools.

Clinicaltrial: None.

背景:EmergenCSimTM 是一款由研究人员开发的新颖严肃游戏(SG),内嵌评分和反馈工具,再现了产科手术室的环境。学习者必须为脐带脱垂的紧急剖宫产(CD)实施全身麻醉(GA)。由于麻醉学受训者在现实世界中接触这种临床场景的机会越来越少,因此开发了这款游戏作为替代教学工具。传统的汇报(引导者指导下的反思)被认为是体验式学习不可或缺的一部分,但需要指导者的参与。对 SG 的最佳汇报方法尚未进行深入研究。电子反馈通常是在小组活动结束时提供的,因此,我们的目的是比较在电子反馈的基础上进行面对面汇报与单独使用电子反馈的学习效果:我们假设,除了 SG 嵌入式电子反馈外,当面汇报将比单独使用电子反馈提供更好的学习效果:麻醉科一年级新住院医师(CA-1)(n=51)(i) 观看了关于急诊 CD 的 GA 的录制讲座,(ii) 进行了 26 项选择题 (MCQ) 前测,(iii) 玩了 EmergenCSimTM(最高分 196.5)。受试者被随机分为对照组和干预组,对照组只体验电子反馈(EF 组,26 人),干预组则体验 SG 嵌入式电子反馈和面对面汇报(IPD+EF 组,25 人)。所有受试者都进行了第二次 SG 游戏,并在指导下努力提高分数,然后参加了 26 项 MCQ 后测。前测和后测(最高分各为 26 分)均为经过验证的平行形式:EF组和IPD+EF组的前测平均分分别为18.6分(标清2.5分)和19.4分(标清2.3分),后测平均分分别为22.6分(标清2.2分)和22.1分(标清1.6分);F=1.8,P=.19。EF 组和 IPD+EF 组的 SG 得分分别为 - 第 1 次游戏 SG 平均得分 135(SE 4.4)和 141(SE 4.5),第 2 次游戏 SG 平均得分 163.1(SE 2.9)和 173.3(SE 2.9);F= 137.7,P <.001:增加当面汇报的经历会使 SG 分数有更大的提高,强调了这种做法的学习益处。两组SG成绩的提高表明,SG可以作为独立的、资源消耗较少的教育工具发挥作用:临床试验:无。
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引用次数: 0
Effectiveness of Technological Interventions for Older Adults With Parkinson Disease: Systematic Review. 技术干预对帕金森病老年人的疗效:系统回顾。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-09-09 DOI: 10.2196/53431
Roberta Bevilacqua, Marco Benadduci, Federico Barbarossa, Giulio Amabili, Valentina Di Donna, Clotilda Martella, Giuseppe Pelliccioni, Giovanni Renato Riccardi, Elvira Maranesi

Background: Among the older population, Parkinson disease (PD) stands out as a leading contributor to disability. Clinically, the foremost objectives in managing PD involve proactively delaying and preventing disability. Understanding the pivotal role of gait and balance in daily functionality holds substantial clinical significance, signaling imminent disability and prompting a reevaluation of management approaches. A key priority lies in identifying novel and effective interventions for symptoms that substantially contribute to disability.

Objective: This paper presents a systematic review that critically examines the existing body of literature on the use of technology in the rehabilitation of older patients with PD. By synthesizing current evidence, we aim to provide insights into the state of the field, identify gaps in knowledge, and offer recommendations for future research and clinical practice.

Methods: A systematic review of the literature was conducted in September 2023 analyzing manuscripts and papers of the last 5 years from the PubMed, Scopus, Embase, Web of Science, and CINAHL databases following PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. A total of 14 papers were included. The inclusion criteria are as follows: (1) randomized controlled trial, (2) PD in people aged 65 years and older, and (3) use of technology in the rehabilitation training in the older population.

Results: A large portion of effective interventions relies on the incorporation of technology, particularly through virtual reality exergames. This technology appears to have effects not only on the cognitive aspect but also on the physical domain. The analysis of the results clearly indicates that, in terms of gait and balance performance, the technological intervention outperforms the traditional approach, irrespective of the specific technology employed.

Conclusions: This systematic review seeks to shed light on the evolving landscape of technology-assisted rehabilitation for older individuals with PD. As we delve into the available evidence, we will assess the extent to which technology can serve as a valuable adjunct to conventional therapy, offering new avenues for optimized care and improved outcomes in this growing patient demographic. As we sift through the existing evidence, our goal is to evaluate the potential of technology as a valuable supplement to traditional therapy, presenting fresh opportunities for enhanced care and better outcomes in this expanding patient demographic.

背景:在老年人口中,帕金森病(PD)是导致残疾的主要因素。临床上,帕金森病治疗的首要目标是积极延缓和预防残疾。了解步态和平衡在日常功能中的关键作用具有重要的临床意义,它预示着即将发生的残疾,并促使对管理方法进行重新评估。当务之急是针对严重导致残疾的症状确定新颖有效的干预措施:本文是一篇系统性综述,批判性地研究了有关在老年帕金森病患者康复中使用技术的现有文献。通过综合现有证据,我们旨在深入了解该领域的现状,找出知识差距,并为未来研究和临床实践提供建议:2023 年 9 月,我们按照 PRISMA(系统综述和元分析的首选报告项目)指南,对 PubMed、Scopus、Embase、Web of Science 和 CINAHL 数据库中过去 5 年的手稿和论文进行了系统综述分析。共纳入 14 篇论文。纳入标准如下(1) 随机对照试验;(2) 65 岁及以上人群的帕金森病;(3) 在老年人群康复训练中使用技术:结果:大部分有效的干预措施都依赖于技术的融入,特别是通过虚拟现实外部游戏。这种技术似乎不仅对认知方面有影响,而且对身体领域也有影响。对结果的分析清楚地表明,就步态和平衡表现而言,无论采用何种具体技术,技术干预都优于传统方法:本系统综述旨在揭示针对患有帕金森病的老年人的技术辅助康复的演变情况。随着对现有证据的深入研究,我们将评估技术在多大程度上可以作为传统疗法的重要辅助手段,为这一不断增长的患者群体提供优化护理和改善疗效的新途径。在筛选现有证据时,我们的目标是评估技术作为传统疗法宝贵补充的潜力,为这一不断扩大的患者群体提供加强护理和改善疗效的新机会。
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引用次数: 0
Gamification in Mobile Apps for Children With Disabilities: Scoping Review. 残疾儿童移动应用程序中的游戏化:范围审查。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-09-06 DOI: 10.2196/49029
Ebrahim Mahmoudi, Paul Yejong Yoo, Ananya Chandra, Roberta Cardoso, Carlos Denner Dos Santos, Annette Majnemer, Keiko Shikako
<p><strong>Background: </strong>Children with disabilities face numerous challenges in accessing health services. Mobile health is an emerging field that could significantly reduce health inequities by providing more accessible services. Many mobile apps incorporate gamification elements such as feedback, points, and stories to increase engagement and motivation; however, little is known about how gamification has been incorporated in mobile apps for children with disabilities.</p><p><strong>Objective: </strong>This scoping review aims to identify and synthesize the existing research evidence on the use of gamification in mobile apps for children with disabilities. Specifically, the objectives were to (1) identify the categories of these mobile apps (eg, treatment and educational) (2), describe the health-related outcomes they target, (3) assess the types and levels of gamification elements used within these apps, and (4) determine the reasons for incorporating gamification elements into mobile apps.</p><p><strong>Methods: </strong>We searched MEDLINE, PsycINFO, CINAHL, Embase, the ACM Digital Library, and IEEE Xplore databases to identify papers published between 2008 and 2023. Original empirical research studies reporting on gamified mobile apps for children with disabilities that implemented at least 1 gamification strategy or tactic were included. Studies investigating serious games or full-fledged games were excluded.</p><p><strong>Results: </strong>A total of 38 studies reporting on 32 unique gamified mobile apps were included. Findings showed that gamified apps focus on communication skills and oral health in children with autism spectrum disorder while also addressing self-management and academic skills for other disability groups. Gamified mobile apps have demonstrated potential benefits across different populations and conditions; however, there were mixed results regarding their impact. The gamification strategies included fun and playfulness (23/32, 72%), feedback on performance (17/32, 53%), and reinforcement (17/32, 53%) in more than half of apps, whereas social connectivity was used as a gamification strategy in only 4 (12%) mobile apps. There were 2 main reasons for integrating gamification elements into mobile apps described in 16 (42%) studies: increasing user engagement and motivation and enhancing intervention effects.</p><p><strong>Conclusions: </strong>This scoping review offers researchers a comprehensive review of the gamification elements currently used in mobile apps for the purposes of treatment, education, symptom management, and assessment for children with disabilities. In addition, it indicates that studies on certain disability groups and examinations of health-related outcomes have been neglected, highlighting the need for further investigations in these areas. Furthermore, research is needed to investigate the effectiveness of mobile-based gamification elements on health and health behavior outcomes, as well as t
背景:残疾儿童在获得医疗服务方面面临诸多挑战。移动医疗是一个新兴领域,通过提供更方便的服务,可以大大减少医疗不公平现象。许多移动应用程序都融入了游戏化元素,如反馈、积分和故事等,以提高参与度和积极性;然而,人们对残疾儿童移动应用程序如何融入游戏化却知之甚少:本范围综述旨在确定和综合有关在残疾儿童手机应用中使用游戏化的现有研究证据。具体而言,目标是:(1)确定这些移动应用程序的类别(如治疗和教育类);(2)描述它们所针对的健康相关结果;(3)评估这些应用程序中所使用的游戏化元素的类型和水平;以及(4)确定将游戏化元素纳入移动应用程序的原因:我们检索了 MEDLINE、PsycINFO、CINAHL、Embase、ACM Digital Library 和 IEEE Xplore 数据库,以确定 2008 年至 2023 年间发表的论文。其中包括针对残疾儿童的游戏化移动应用程序的原创性实证研究,这些应用程序至少实施了一种游戏化策略或战术。不包括调查严肃游戏或完整游戏的研究:结果:共纳入了 38 项研究,报告了 32 款独特的游戏化移动应用程序。研究结果表明,游戏化应用程序侧重于自闭症谱系障碍儿童的沟通技能和口腔健康,同时也涉及其他残疾群体的自我管理和学习技能。游戏化移动应用程序已在不同人群和不同情况下显示出潜在的益处;然而,关于其影响的结果却不尽相同。在超过一半的应用程序中,游戏化策略包括趣味性(23/32,72%)、表现反馈(17/32,53%)和强化(17/32,53%),而只有 4 个(12%)移动应用程序将社交连接作为游戏化策略。在16项(42%)研究中描述了将游戏化元素融入移动应用程序的两个主要原因:提高用户参与度和积极性以及增强干预效果:本范围界定综述为研究人员提供了一个全面的综述,介绍了目前用于残疾儿童治疗、教育、症状管理和评估的移动应用程序中的游戏化元素。此外,综述还指出,针对某些残疾群体的研究和对健康相关结果的检查被忽视了,这突出表明有必要在这些领域开展进一步的调查。此外,还需要研究基于手机的游戏化元素对健康和健康行为结果以及残疾儿童健康发展的有效性。
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引用次数: 0
An Evidence-Based Serious Game App for Public Education on Antibiotic Use and Resistance: Randomized Controlled Trial. 基于证据的严肃游戏应用程序用于抗生素使用和耐药性的公众教育:随机对照试验
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-09-05 DOI: 10.2196/59848
Zhilian Huang, Jing Teng Ow, Wern Ee Tang, Angela Chow
<p><strong>Background: </strong>The misuse and overuse of antibiotics accelerate the development of antimicrobial resistance (AMR). Serious games, any form of games that serve a greater purpose other than entertainment, could augment public education above ongoing health promotion efforts. Hence, we developed an evidence-based educational serious game app-SteWARdS Antibiotic Defence-to educate players on good antibiotic use practices and AMR through a game quest comprising 3 minigames and interaction with the nonplayer characters.</p><p><strong>Objective: </strong>We aimed to evaluate the effectiveness of the SteWARdS Antibiotic Defence app in improving the knowledge of, attitude toward, and perceptions (KAP) of appropriate antibiotic use and AMR among the public in Singapore.</p><p><strong>Methods: </strong>We conducted a 2-arm parallel randomized controlled trial, recruiting visitors aged 18-65 years from 2 polyclinics in Singapore. Intervention group participants had to download the SteWARdS Antibiotic Defence app (available only in English and on the Android platform) on their smartphones and complete the quest in the app. Participants took half a day to 2 weeks to complete the quest. The control group received no intervention. Knowledge questions on antibiotic use and AMR (11 binary questions) were self-administered at baseline, immediately after the intervention, and 6-10 weeks post intervention, while attitudes and perception questions (14 three-point Likert-scale questions) were self-administered at baseline and 6-10 weeks post intervention. We also collected participants' feedback on app usage.</p><p><strong>Results: </strong>Participants (n=348; intervention: n=142, control: n=206) had a mean age of 36.9 years. Intervention group participants showed a statistically significant improvement in mean knowledge score (effect size: 0.58 [95% CI 0.28-0.87]) compared with controls after accounting for age, educational level, and exposure to advertisements on antibiotics and AMR. Intervention participants also showed a statistically significant improvement in mean attitude-perception scores (effect size: 0.98 (95% CI 0.44-1.52)) after adjusting for marital status and race. A majority of participants agreed that the "SteWARdS Antibiotic Defence" app improved their awareness on antibiotic use (135/142, 95.1%) and AMR (136/142, 95.8%). About 73.9% (105/142) of the participants agreed that the app is easy to use, 70.4% (100/142) agreed that the app was enjoyable, and 85.2% (121/142) would recommend the app to others.</p><p><strong>Conclusions: </strong>Our educational serious game app improves participants' KAP on appropriate antibiotic use and AMR. Public education apps should be engaging, educational, easy to use, and have an attractive user interface. Future research should assess the effectiveness of interventions in facilitating long-term knowledge retention and long-lasting behavioral change.</p><p><strong>Trial registration: </strong>Clinical
背景:抗生素的滥用和过度使用加速了抗菌素耐药性(AMR)的发展。严肃游戏(任何形式的游戏,除娱乐外还具有更大的目的)可以加强正在进行的健康促进工作之上的公共教育。因此,我们开发了一款循证教育严肃游戏应用程序--SteWARdS《抗生素防御》,通过由 3 个迷你游戏组成的游戏任务以及与非玩家角色的互动,向玩家传授良好的抗生素使用方法和 AMR 知识:我们旨在评估 SteWARdS Antibiotic Defence 应用程序在提高新加坡公众对适当使用抗生素和 AMR 的知识、态度和看法 (KAP) 方面的有效性:我们进行了一项两臂平行随机对照试验,从新加坡的两家综合诊所招募了 18-65 岁的访客。干预组参与者必须在智能手机上下载 SteWARdS 抗生素防护应用程序(仅有英文版,在安卓平台上提供),并完成应用程序中的任务。参与者需要半天到两周的时间来完成任务。对照组不接受任何干预。关于抗生素使用和 AMR 的知识问题(11 个二进制问题)在基线期、干预结束后和干预后 6-10 周进行自我填写,而态度和认知问题(14 个三点李克特量表问题)则在基线期和干预后 6-10 周进行自我填写。我们还收集了参与者对应用程序使用情况的反馈:参与者(n=348;干预组:n=142;对照组:n=206)的平均年龄为 36.9 岁。与对照组相比,干预组参与者的平均知识得分有了统计学意义上的显著提高(效应大小:0.58 [95% CI 0.28-0.87]),这是在考虑了年龄、受教育程度以及抗生素和 AMR 相关广告的影响后得出的结果。在对婚姻状况和种族进行调整后,干预参与者的态度-认知平均得分也有显著改善(效应大小:0.98(95% CI 0.44-1.52))。大多数参与者认为,"SteWARdS 抗生素防御 "应用程序提高了他们对抗生素使用(135/142,95.1%)和 AMR(136/142,95.8%)的认识。约 73.9%(105/142)的参与者认为该应用程序易于使用,70.4%(100/142)的参与者认为该应用程序令人愉快,85.2%(121/142)的参与者会向他人推荐该应用程序:我们的教育性严肃游戏应用程序提高了参与者对合理使用抗生素和 AMR 的 KAP。公众教育应用程序应具有吸引力、教育性、易用性和吸引人的用户界面。未来的研究应评估干预措施在促进长期知识保留和持久行为改变方面的有效性:ClinicalTrials.gov NCT05445414;https://clinicaltrials.gov/ct2/show/NCT05445414.International 注册报告标识符 (irrid):RR2-10.2196/45833。
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引用次数: 0
Perceived Barriers and Facilitators Regarding the Implementation of Gamification to Promote Physical Activity in the Neighborhood: Interview Study Among Intermediaries. 实施游戏化促进邻里体育锻炼的障碍和促进因素:中介访谈研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-08-28 DOI: 10.2196/52991
Ayla Schwarz, Kirsten Verkooijen, Emely de Vet, Monique Simons

Background: In the Netherlands, neighborhood sport coaches (NSCs) play an important role as intermediaries in promoting physical activity (PA) in the neighborhood. Gamification is the use of game elements in nongame contexts; it can be implemented with or without technology and holds promise for promoting PA. NSCs infrequently make use of this option.

Objective: This study aims to understand barriers to, and facilitators of, using gamification to promote PA, as perceived by NSCs.

Methods: A total of 25 semistructured interviews were conducted with NSCs in the Netherlands. The interviews were audiotaped, transcribed, and analyzed by means of thematic analysis using ATLAS.ti (version 22; ATLAS.ti Scientific Software Development GmbH) software. The deductive coding was informed by the capability, opportunity, motivation, behavior model and the theoretical domains framework, complemented by inductive coding.

Results: Barriers and facilitators identified as factors influencing the implementation of gamification were related to 7 themes. NSCs required technical, creative, and promotion skills; knowledge about existing gamification tools; and social support from their employer and professional network. Financial costs were identified as a barrier to the successful implementation of gamification. Lack of clarity regarding stakeholders' responsibility to implement gamification could further hamper implementation. In general, NSCs were positive about investing time in implementing gamification and expected positive effects from implementing it.

Conclusions: To overcome identified barriers, a clear overview of tools, best practices, and available subsidies must be created, a gamification network must be established, the responsibility of NSCs must be clarified, and guidance must be offered on the promotion of gamification.

背景:在荷兰,邻里体育教练(NSCs)在促进邻里体育活动(PA)方面发挥着重要的中介作用。游戏化是指在非游戏环境中使用游戏元素;它可以在有技术或无技术的情况下实施,并有望促进体育锻炼。非营利性社区服务中心很少使用这种方法:本研究旨在了解非营利性服务中心在使用游戏化促进个体锻炼方面所遇到的障碍和促进因素:方法:对荷兰的国家体育中心进行了 25 次半结构式访谈。对访谈进行了录音、转录,并使用 ATLAS.ti(22 版;ATLAS.ti Scientific Software Development GmbH)软件进行了主题分析。演绎编码以能力、机会、动机、行为模型和理论领域框架为基础,并辅以归纳编码:结果:影响游戏化实施的障碍和促进因素涉及 7 个主题。非营利组织需要技术、创意和推广技能;对现有游戏化工具的了解;以及来自雇主和专业网络的社会支持。财务成本被认为是成功实施游戏化的一个障碍。利益相关者实施游戏化的责任不明确,也会进一步阻碍游戏化的实施。总体而言,非营利组织对投入时间实施游戏化持积极态度,并期待实施游戏化能带来积极效果:为克服已发现的障碍,必须对工具、最佳实践和可用补贴进行清晰的概述,必须建立游戏化网络,必须明确国家公务员制度委员会的责任,必须为游戏化的推广提供指导。
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引用次数: 0
A Virtual Reality Serious Game for the Rehabilitation of Hand and Finger Function: Iterative Development and Suitability Study. 用于手部和手指功能康复的虚拟现实严肃游戏:迭代开发和适用性研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-08-27 DOI: 10.2196/54193
Michael Bressler, Joachim Merk, Tanja Gohlke, Fares Kayali, Adrien Daigeler, Jonas Kolbenschlag, Cosima Prahm

Background: Restoring hand and finger function after a traumatic hand injury necessitates a regimen of consistent and conscientious exercise. However, motivation frequently wanes due to unchallenging repetitive tasks or discomfort, causing exercises to be performed carelessly or avoided completely. Introducing gamification to these repetitive tasks can make them more appealing to patients, ultimately increasing their motivation to exercise consistently.

Objective: This study aims to iteratively develop a serious virtual reality game for hand and finger rehabilitation within an appealing and engaging digital environment, encouraging patient motivation for at least 2 weeks of continuous therapy.

Methods: The development process comprised 3 distinct stages, each of which was subject to evaluation. Initially, a prototype was created to encompass the game's core functionalities, which was assessed by 18 healthy participants and 7 patients with impaired hand function. Subsequently, version 1 of the game was developed and evaluated with 20 patients who were divided into an investigation group and a control group. On the basis of these findings, version 2 was developed and evaluated with 20 patients who were divided into an investigation group and a control group. Motivation was assessed using the Intrinsic Motivation Inventory (IMI), while the application's quality was rated using the Mobile Application Rating Scale and the System Usability Scale. User feedback was gathered using semistructured interviews.

Results: The prototype evaluation confirmed the acceptance and feasibility of the game design. Version 1 significantly increased motivation in 2 IMI subscales, effort (P<.001) and usefulness (P=.02). In version 2, a significant increase in daily performed exercises was achieved (P=.008) compared to version 1, with significantly higher motivation in the IMI subscale effort (P=.02). High Mobile Application Rating Scale scores were obtained for both versions 1 and 2, with version 2 scoring 86.9 on the System Usability Scale, indicating excellent acceptability. User feedback provided by the semistructured interviews was instrumental in the iterative development regarding improvements and the expansion of the playable content.

Conclusions: This study presented a virtual reality serious game designed for hand and finger rehabilitation. The game was well received and provided an environment that effectively motivated the users. The iterative development process incorporated user feedback, confirming the game's ease of use and feasibility even for patients with severely limited hand function.

背景:手部外伤后,要恢复手部和手指的功能,就必须坚持不懈地进行锻炼。然而,由于缺乏挑战性的重复性任务或不适感,患者的运动积极性经常会减弱,从而导致他们漫不经心地进行运动或完全避免运动。将游戏化引入这些重复性任务可以使它们对患者更具吸引力,最终提高他们坚持锻炼的积极性:本研究旨在迭代开发一款严肃的虚拟现实游戏,在吸引人的数字环境中进行手部和手指康复训练,鼓励患者进行至少 2 周的持续治疗:开发过程包括三个不同的阶段,每个阶段都要进行评估。首先,创建了一个包含游戏核心功能的原型,由 18 名健康参与者和 7 名手部功能受损的患者进行评估。随后,开发了游戏的第一版,并对 20 名患者进行了评估,这些患者被分为调查组和对照组。在此基础上,又开发了第二版游戏,并将 20 名患者分为调查组和对照组进行了评估。使用内在动机量表(IMI)对动机进行评估,同时使用移动应用评分量表和系统可用性量表对应用质量进行评分。通过半结构式访谈收集了用户反馈:原型评估证实了游戏设计的可接受性和可行性。结果:原型评估证实了游戏设计的可接受性和可行性。第 1 版在两个 IMI 分量表中明显提高了学习动机,即努力程度(PC):本研究介绍了一款专为手部和手指康复设计的虚拟现实严肃游戏。该游戏广受好评,并提供了一个能有效激励用户的环境。迭代开发过程采纳了用户的反馈意见,证实了游戏的易用性和可行性,即使对手部功能严重受限的患者也是如此。
{"title":"A Virtual Reality Serious Game for the Rehabilitation of Hand and Finger Function: Iterative Development and Suitability Study.","authors":"Michael Bressler, Joachim Merk, Tanja Gohlke, Fares Kayali, Adrien Daigeler, Jonas Kolbenschlag, Cosima Prahm","doi":"10.2196/54193","DOIUrl":"10.2196/54193","url":null,"abstract":"<p><strong>Background: </strong>Restoring hand and finger function after a traumatic hand injury necessitates a regimen of consistent and conscientious exercise. However, motivation frequently wanes due to unchallenging repetitive tasks or discomfort, causing exercises to be performed carelessly or avoided completely. Introducing gamification to these repetitive tasks can make them more appealing to patients, ultimately increasing their motivation to exercise consistently.</p><p><strong>Objective: </strong>This study aims to iteratively develop a serious virtual reality game for hand and finger rehabilitation within an appealing and engaging digital environment, encouraging patient motivation for at least 2 weeks of continuous therapy.</p><p><strong>Methods: </strong>The development process comprised 3 distinct stages, each of which was subject to evaluation. Initially, a prototype was created to encompass the game's core functionalities, which was assessed by 18 healthy participants and 7 patients with impaired hand function. Subsequently, version 1 of the game was developed and evaluated with 20 patients who were divided into an investigation group and a control group. On the basis of these findings, version 2 was developed and evaluated with 20 patients who were divided into an investigation group and a control group. Motivation was assessed using the Intrinsic Motivation Inventory (IMI), while the application's quality was rated using the Mobile Application Rating Scale and the System Usability Scale. User feedback was gathered using semistructured interviews.</p><p><strong>Results: </strong>The prototype evaluation confirmed the acceptance and feasibility of the game design. Version 1 significantly increased motivation in 2 IMI subscales, effort (P<.001) and usefulness (P=.02). In version 2, a significant increase in daily performed exercises was achieved (P=.008) compared to version 1, with significantly higher motivation in the IMI subscale effort (P=.02). High Mobile Application Rating Scale scores were obtained for both versions 1 and 2, with version 2 scoring 86.9 on the System Usability Scale, indicating excellent acceptability. User feedback provided by the semistructured interviews was instrumental in the iterative development regarding improvements and the expansion of the playable content.</p><p><strong>Conclusions: </strong>This study presented a virtual reality serious game designed for hand and finger rehabilitation. The game was well received and provided an environment that effectively motivated the users. The iterative development process incorporated user feedback, confirming the game's ease of use and feasibility even for patients with severely limited hand function.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"12 ","pages":"e54193"},"PeriodicalIF":3.8,"publicationDate":"2024-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11387912/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142072876","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 Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental Study. 探索在促进积极微休息的休闲益智游戏中使用不同运动互动的心理效应和体力消耗:准实验研究
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-08-26 DOI: 10.2196/55905
Aseel Berglund, Helena Orädd

Background: Prolonged sedentary behavior, such as sitting or reclining, has consistently been identified as a stand-alone risk factor for heightened cardiometabolic risk and overall mortality. Conversely, interrupting sedentary periods by incorporating short, active microbreaks has been shown to mitigate the negative effects of sedentary behavior. Casual exergames, which mix elements of casual gaming with physical activity, are one prospective intervention to reduce sedentary behavior because they require physical exertion. Casual exergames have shown promise in fostering emotional and physical advantages when played in specific circumstances. However, little research exists on how different types of movement interactions impact the psychological effects as well as the physical exertion of playing casual exergames.

Objective: The primary aim of this work was to explore the psychological effects and physical exertion of playing casual exergames lasting 2 minutes. More precisely, the investigation focused on comparing upper body and full body movement interactions. In addition, the work examined variations in body positions, considering both standing and seated positions during upper body movement interactions.

Methods: Two casual exergames were developed and investigated through 2 quasi-experimental studies. In study 1, we investigated how players' perceptions of control, exertion, and immersion were affected by using upper body as opposed to full body exergame controllers when playing casual exergames. In study 2, we investigated differences in positive affect, performance, enjoyment, and exertion when playing casual exergames with upper body movement interactions in seated and standing positions.

Results: Study 1 showed that perceived control was significantly higher for upper body movement interactions than for full body movement interactions (P=.04), but there were no significant differences regarding perceived exertion (P=.15) or immersion (P=.66). Study 2 showed that positive affect increased significantly for both standing (P=.003) and seated (P=.001) gameplay. The participants in the standing gameplay group showed slightly higher actual exertion; however, there were no differences between the groups in terms of positive affect, perceived exertion, enjoyment, or performance.

Conclusions: Casual exergames controlled by upper body movement interactions in seated gameplay can produce similar psychological effects and physical exertion as upper body movement interactions in standing gameplay and full body movement interactions. Therefore, upper body and seated casual exergames should not be overlooked as a suitable microbreak activity.

背景:久坐或躺卧等久坐行为一直被认为是增加心脏代谢风险和整体死亡率的独立风险因素。与此相反,通过加入短时、积极的微休息来中断久坐时间,已被证明可以减轻久坐行为的负面影响。休闲电子游戏将休闲游戏元素与体育活动相结合,是减少久坐行为的一种前瞻性干预措施,因为它们需要消耗体力。休闲电子游戏已经显示出在特定情况下进行游戏时促进情绪和身体优势的前景。然而,关于不同类型的运动互动如何影响玩休闲电子游戏的心理效应和体力消耗的研究却很少:这项研究的主要目的是探讨玩两分钟休闲电子游戏的心理影响和体力消耗。更确切地说,调查的重点是比较上半身和全身运动的相互作用。此外,这项工作还研究了身体姿势的变化,考虑了上半身运动互动过程中的站立和坐姿:方法:我们开发了两款休闲电子游戏,并通过两项准实验研究进行了调查。在研究 1 中,我们调查了玩家在玩休闲电子游戏时,使用上半身而非全身电子游戏控制器对其控制感、消耗感和沉浸感有何影响。在研究 2 中,我们调查了在坐姿和站姿下使用上半身运动互动玩休闲电子游戏时,玩家在积极情绪、表现、乐趣和消耗方面的差异:研究 1 显示,上半身运动互动的感知控制能力明显高于全身运动互动(P=.04),但在感知消耗(P=.15)或沉浸感(P=.66)方面没有明显差异。研究 2 显示,站立游戏(P=.003)和坐姿游戏(P=.001)的积极情绪都有明显增加。站立游戏组的参与者的实际消耗量略高于坐姿游戏组,但在积极情绪、感知消耗量、乐趣或表现方面,两组之间没有差异:结论:坐姿游戏中由上半身运动互动控制的休闲电子游戏与站立游戏中的上半身运动互动和全身运动互动能产生类似的心理效应和体力消耗。因此,上半身和坐姿休闲电子游戏作为一种合适的微休息活动不应被忽视。
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引用次数: 0
The Impact and Acceptance of Gamification by Learners in a Digital Literacy Course at the Undergraduate Level: Randomized Controlled Trial. 游戏化对本科生数字素养课程学习者的影响和接受程度:随机对照试验
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-08-23 DOI: 10.2196/52017
Abeer Alnuaim

Background: In recent years, the integration of technology in education has revolutionized traditional learning paradigms. Digital literacy, a crucial skill in the 21st century, has become a vital aspect of modern education, enabling students to navigate, critically assess, and effectively use digital tools. As educators strive to boost engagement and learning outcomes, gamification has appeared as an auspicious pedagogical approach. By applying game mechanics to nongame contexts, gamification seeks to create a more immersive and digital learning experience.

Objective: This research paper aims to investigate the impact and acceptance of gamification by learners in a digital literacy course at the undergraduate level.

Methods: In a pre-post intervention study, 168 undergraduate students were randomly assigned either to the experimental group (gamification based) or control group (conventional) learning condition. Both groups of participants learned the same topics in digital literacy.

Results: Empirical findings showed that participants from the experimental group had better academic performance in digital literacy than those who were not exposed to the game-based learning environment. The participants' prior experience with gamification was not found to be a significant predictor of their acceptance of gamification in a digital literacy course.

Conclusions: The study provides evidence supporting the potential benefits of gamification in enhancing digital literacy education and opens the door for further exploration and implementation of gamified learning approaches in higher education settings.

背景:近年来,技术与教育的融合彻底改变了传统的学习模式。数字素养作为 21 世纪的一项重要技能,已成为现代教育的一个重要方面,它使学生能够浏览、批判性地评估和有效使用数字工具。随着教育工作者努力提高学生的参与度和学习效果,游戏化作为一种吉祥的教学方法出现了。通过将游戏机制应用到非游戏情境中,游戏化旨在创造一种更加身临其境的数字化学习体验:本研究论文旨在调查游戏化对本科生数字扫盲课程学习者的影响和接受程度:在一项前后干预研究中,168 名本科生被随机分配到实验组(基于游戏化)或对照组(传统)学习条件下。结果:实证研究结果表明,实验组和对照组的学生在数字扫盲课程中学习了相同的内容:实证研究结果表明,实验组学生的数字素养学习成绩优于未接触游戏化学习环境的学生。参与者之前的游戏化经验并不能显著预测他们在数字扫盲课程中对游戏化的接受程度:这项研究为游戏化在加强数字扫盲教育方面的潜在益处提供了证据,并为在高等教育环境中进一步探索和实施游戏化学习方法打开了大门。
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引用次数: 0
The Rationale Behind the Design Decisions in an Augmented Reality Mobile eHealth Exergame to Increase Physical Activity for Inactive Older People With Heart Failure. 增强现实移动电子健康外设游戏设计决策背后的理论依据,该游戏旨在增加患有心力衰竭的不活跃老年人的体育锻炼。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-08-21 DOI: 10.2196/50066
Aseel Berglund, Leonie Klompstra, Helena Orädd, Johan Fallström, Anna Strömberg, Tiny Jaarsma, Erik Berglund

Unlabelled: Physical activity is important for everyone to maintain and improve health, especially for people with chronic diseases. Mobile exergaming has the potential to increase physical activity and to specifically reach people with poor activity levels. However, commercial mobile exergames are not specially designed for older people with chronic illnesses such as heart failure. The primary aim of this viewpoint is to describe the underlying reasoning guiding the design choices made in developing a mobile exergame, Heart Farming, tailored specifically for sedentary older people diagnosed with heart failure. The goal of the exergame is to increase physical activity levels by increasing the daily walking duration of patients with heart failure by at least 10 minutes. The rationale guiding the design decisions of the mobile exergame is grounded in the thoughtful integration of gamification strategies tailored for application in cardiovascular care. This integration is achieved through applying gamification components, gamification elements, and gamification principles. The Heart Farming mobile exergame is about helping a farmer take care of and expand a virtual farm, with these activities taking place while the patient walks in the real world. The exergame can be adapted to individual preferences and physical condition regarding where, how, when, and how much to play and walk. The exergame is developed using augmented reality so it can be played both indoors and outdoors. Augmented reality technology is used to track the patients' movement in the real world and to interpret that movement into events in the exergame rather than to augment the mobile user interface.

无标签:体育锻炼对每个人保持和改善健康都很重要,对慢性病患者尤其如此。手机电子游戏具有增加体育锻炼的潜力,特别适合活动量较少的人群。然而,商业移动电子游戏并不是专门为患有慢性疾病(如心力衰竭)的老年人设计的。本观点的主要目的是描述在开发移动外部游戏 "心农场 "时,专门为久坐不动、确诊患有心力衰竭的老年人量身定制的设计选择的基本指导思想。该外部游戏的目标是通过将心力衰竭患者的每日步行时间至少增加 10 分钟来提高他们的体育锻炼水平。指导移动外部游戏设计决策的基本原理是将游戏化策略与心血管护理应用相结合。这种整合是通过应用游戏化组件、游戏化元素和游戏化原则来实现的。心脏农场 "移动外部游戏的内容是帮助一个农场主照料和扩大一个虚拟农场,而这些活动都是在病人在现实世界中行走时进行的。该外部游戏可根据个人喜好和身体状况进行调整,包括游戏和行走的地点、方式、时间和程度。外显子游戏是利用增强现实技术开发的,因此可以在室内和室外进行。增强现实技术用于跟踪患者在现实世界中的运动,并将运动解释为外显子游戏中的事件,而不是增强移动用户界面。
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引用次数: 0
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