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Health Care Professional-Supported Co-Design of a Mime Therapy-Based Serious Game for Facial Rehabilitation. 在医护人员的支持下,共同设计基于哑剧治疗的面部康复严肃游戏。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-01-24 DOI: 10.2196/52661
Daniel Lima Sousa, Silmar Teixeira, José Everton Fontenele, Renato Mendes Santos, Leynilson Pereira, Rodrigo Baluz, Victor Hugo Bastos, Ariel Soares Teles

This research letter presents the co-design process for RG4Face, a mime therapy-based serious game that uses computer vision for human facial movement recognition and estimation to help health care professionals and patients in the facial rehabilitation process.

本研究报告介绍了 RG4Face 的共同设计过程。RG4Face 是一款基于哑剧治疗的严肃游戏,它利用计算机视觉进行人类面部动作识别和估算,以帮助医护人员和患者进行面部康复治疗。
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引用次数: 0
Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study. 采用迭代设计方法设计用于上肢中风康复的虚拟现实游戏:可用性研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-01-11 DOI: 10.2196/48900
Julian Felipe Villada Castillo, Maria Fernanda Montoya Vega, John Edison Muñoz Cardona, David Lopez, Leonardo Quiñones, Oscar Alberto Henao Gallo, Jose Fernando Lopez
<p><strong>Background: </strong>Since the early 2000s, there has been a growing interest in using exercise video games (exergames) and virtual reality (VR)-based interventions as innovative methods to enhance physical rehabilitation for individuals with multiple disabilities. Over the past decade, researchers and exercise professionals have focused on developing specialized immersive exercise video games for various populations, including those who have experienced a stroke, revealing tangible benefits for upper limb rehabilitation. However, it is necessary to develop highly engaging, personalized games that can facilitate the creation of experiences aligned with the preferences, motivations, and challenges communicated by people who have had an episode of stroke.</p><p><strong>Objective: </strong>This study seeks to explore the customization potential of an exergame for individuals who have undergone a stroke, concurrently evaluating its usability as a technological tool in the realm of physical therapy and rehabilitation.</p><p><strong>Methods: </strong>We introduce a playtest methodology to enhance the design of a VR exergame developed using a user-centered approach for upper limb rehabilitation in stroke survivors. Over 4 playtesting sessions, stroke survivors interacted with initial game versions using VR headsets, providing essential feedback for refining game content and mechanics. Additionally, a pilot study involving 10 stroke survivors collected data through VR-related questionnaires to assess game design aspects such as mechanics, assistance, experience, motion sickness, and immersion.</p><p><strong>Results: </strong>The playtest methodology was beneficial for improving the exergame to align with user needs, consistently incorporating their perspectives and achieving noteworthy results. The pilot study revealed that users had a positive response. In the first scenario, a carpenter presents a game based on the flexion-extension movement of the elbow; the second scenario includes a tejo game (a traditional Colombian throwing game) designed around game mechanics related to the flexion-extension movement of the shoulder; and in the third scenario, a farmer challenges the player to perform a movement combining elbow flexion and extension with internal and external rotation of the shoulder. These findings suggest the potential of the studied exergame as a tool for the upper limb rehabilitation of individuals who have experienced a stroke.</p><p><strong>Conclusions: </strong>The inclusion of exergames in rehabilitation for stroke-induced hemiparesis has significantly benefited the recovery process by focusing on essential shoulder and elbow movements. These interactive games play a crucial role in helping users regain mobility and restore practical use of affected limbs. They also serve as valuable data sources for researchers, improving the system's responsiveness. This iterative approach enhances game design and markedly boosts user satisfa
背景:自 21 世纪初以来,人们对使用运动视频游戏(exergames)和基于虚拟现实(VR)的干预措施作为创新方法来增强多重残疾人士的身体康复越来越感兴趣。在过去的十年中,研究人员和运动专业人员专注于为不同人群开发专门的沉浸式运动视频游戏,包括那些经历过中风的人,并揭示了其对上肢康复的切实益处。然而,有必要开发高度吸引人的、个性化的游戏,以便根据中风患者的偏好、动机和所面临的挑战来创造体验:本研究旨在探索为中风患者定制外显游戏的潜力,同时评估其作为物理治疗和康复领域技术工具的可用性:方法:我们介绍了一种游戏测试方法,以加强采用以用户为中心的方法开发的 VR 外部游戏的设计,用于中风幸存者的上肢康复。在 4 次游戏测试中,中风幸存者使用 VR 头显与最初的游戏版本进行了互动,为完善游戏内容和机制提供了重要反馈。此外,一项涉及 10 名中风幸存者的试点研究通过与 VR 相关的问卷收集数据,以评估游戏设计的各个方面,如机械、辅助、体验、晕动病和沉浸感:结果:游戏测试方法有利于改进外部游戏,使其符合用户需求,并不断采纳他们的观点,取得了显著效果。试点研究表明,用户反应积极。在第一个场景中,一名木匠展示了一个基于肘部屈伸运动的游戏;第二个场景包括一个围绕与肩部屈伸运动相关的游戏机制设计的 Tejo 游戏(哥伦比亚的一种传统投掷游戏);在第三个场景中,一名农民挑战玩家完成一个将肘部屈伸与肩部内旋和外旋相结合的运动。这些研究结果表明,所研究的外部游戏有可能成为中风患者上肢康复的工具:结论:将外显子游戏纳入中风引起的偏瘫的康复训练中,通过重点训练肩部和肘部的基本动作,对康复过程大有裨益。这些互动游戏在帮助使用者恢复活动能力和实际使用患肢方面发挥了至关重要的作用。它们还为研究人员提供了宝贵的数据来源,提高了系统的响应速度。这种迭代方法增强了游戏设计,显著提高了用户满意度,表明外部游戏作为传统治疗方法的辅助元素具有广阔的发展前景。
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引用次数: 0
A Serious Game to Train Rhythmic Abilities in Children With Dyslexia: Feasibility and Usability Study. MILA Learn,一个训练阅读障碍儿童节奏能力的严肃游戏:可行性和可用性研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-01-11 DOI: 10.2196/42733
Francois Vonthron, Antoine Yuen, Hugues Pellerin, David Cohen, Charline Grossard

Background: Rhythm perception and production are related to phonological awareness and reading performance, and rhythmic deficits have been reported in dyslexia. In addition, rhythm-based interventions can improve cognitive function, and there is consistent evidence suggesting that they are an efficient tool for training reading skills in dyslexia.

Objective: This paper describes a rhythmic training protocol for children with dyslexia provided through a serious game (SG) called Mila-Learn and the methodology used to test its usability.

Methods: We computed Mila-Learn, an SG that makes training remotely accessible and consistently reproducible and follows an educative agenda using Unity (Unity Technologies). The SG's development was informed by 2 studies conducted during the French COVID-19 lockdowns. Study 1 was a feasibility study evaluating the autonomous use of Mila-Learn with 2500 children with reading deficits. Data were analyzed from a subsample of 525 children who spontaneously played at least 15 (median 42) games. Study 2, following the same real-life setting as study 1, evaluated the usability of an enhanced version of Mila-Learn over 6 months in a sample of 3337 children. The analysis was carried out in 98 children with available diagnoses.

Results: Benefiting from study 1 feedback, we improved Mila-Learn to enhance motivation and learning by adding specific features, including customization, storylines, humor, and increasing difficulty. Linear mixed models showed that performance improved over time. The scores were better for older children (P<.001), children with attention-deficit/hyperactivity disorder (P<.001), and children with dyslexia (P<.001). Performance improved significantly faster in children with attention-deficit/hyperactivity disorder (β=.06; t3754=3.91; P<.001) and slower in children with dyslexia (β=-.06; t3816=-5.08; P<.001).

Conclusions: Given these encouraging results, future work will focus on the clinical evaluation of Mila-Learn through a large double-blind randomized controlled trial comparing Mila-Learn and a placebo game.

背景:节奏感知和产生与语音意识和阅读表现有关,据报道,阅读障碍患者存在节奏缺陷。此外,基于节奏的干预措施可以改善认知功能,一致的证据表明,它们是训练阅读障碍患者阅读技能的有效工具。目的:本文描述了一个名为MILA Learn的严肃游戏(SG)为阅读障碍儿童提供的节奏训练方案,以及用于测试其可用性的方法。方法:我们计算了MILA-Learn,这是一种SG,它使培训(i)可远程访问,(ii)始终可重复,(iii)使用Unity遵循教育议程。SG的发展是根据法国新冠肺炎封锁期间进行的两项研究得出的。研究1是一项可行性研究,评估了2500名阅读缺陷儿童自主使用MILA Learn的情况。数据来自525名儿童的子样本,他们自发地玩了至少15场游戏(中位数=42场游戏)。研究2在与研究1相同的现实生活环境下,对3337名儿童进行了为期六个月的MILA学习增强版的可用性评估。对98名已有诊断的儿童进行了分析。结果:受益于研究1的反馈,我们改进了MILA-Learn,通过添加特定功能来增强动机和学习,包括定制、故事情节、幽默和增加难度。线性混合模型表明,性能随着时间的推移而提高。年龄较大的儿童的得分更好(结论:鉴于令人鼓舞的结果,未来的工作将集中在通过一项大型双盲随机对照试验对MILA-Learn和安慰剂游戏进行临床评估。临床试验:
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引用次数: 0
Digital Interventions for Stress Among Frontline Health Care Workers: Results From a Pilot Feasibility Cohort Trial. 针对一线医护人员压力的数字化干预措施:试点可行性队列试验的结果。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-01-09 DOI: 10.2196/42813
Caroline W Espinola, Binh Nguyen, Andrei Torres, Walter Sim, Alice Rueda, Lindsay Beavers, Douglas M Campbell, Hyejung Jung, Wendy Lou, Bill Kapralos, Elizabeth Peter, Adam Dubrowski, Sridhar Krishnan, Venkat Bhat
<p><strong>Background: </strong>The COVID-19 pandemic has challenged the mental health of health care workers, increasing the rates of stress, moral distress (MD), and moral injury (MI). Virtual reality (VR) is a useful tool for studying MD and MI because it can effectively elicit psychophysiological responses, is customizable, and permits the controlled study of participants in real time.</p><p><strong>Objective: </strong>This study aims to investigate the feasibility of using an intervention comprising a VR scenario and an educational video to examine MD among health care workers during the COVID-19 pandemic and to use our mobile app for longitudinal monitoring of stress, MD, and MI after the intervention.</p><p><strong>Methods: </strong>We recruited 15 participants for a compound intervention consisting of a VR scenario followed by an educational video and a repetition of the VR scenario. The scenario portrayed a morally challenging situation related to a shortage of life-saving equipment. Physiological signals and scores of the Moral Injury Outcome Scale (MIOS) and Perceived Stress Scale (PSS) were collected. Participants underwent a debriefing session to provide their impressions of the intervention, and content analysis was performed on the sessions. Participants were also instructed to use a mobile app for 8 weeks after the intervention to monitor stress, MD, and mental health symptoms. We conducted Wilcoxon signed rank tests on the PSS and MIOS scores to investigate whether the VR scenario could induce stress and MD. We also evaluated user experience and the sense of presence after the intervention through semi-open-ended feedback and the Igroup Presence Questionnaire, respectively. Qualitative feedback was summarized and categorized to offer an experiential perspective.</p><p><strong>Results: </strong>All participants completed the intervention. Mean pre- and postintervention scores were respectively 10.4 (SD 9.9) and 13.5 (SD 9.1) for the MIOS and 17.3 (SD 7.5) and 19.1 (SD 8.1) for the PSS. Statistical analyses revealed no significant pre- to postintervention difference in the MIOS and PSS scores (P=.11 and P=.22, respectively), suggesting that the experiment did not acutely induce significant levels of stress or MD. However, content analysis revealed feelings of guilt, shame, and betrayal, which relate to the experience of MD. On the basis of the Igroup Presence Questionnaire results, the VR scenario achieved an above-average degree of overall presence, spatial presence, and involvement, and slightly below-average realism. Of the 15 participants, 8 (53%) did not answer symptom surveys on the mobile app.</p><p><strong>Conclusions: </strong>Our study demonstrated VR to be a feasible method to simulate morally challenging situations and elicit genuine responses associated with MD with high acceptability and tolerability. Future research could better define the efficacy of VR in examining stress, MD, and MI both acutely and in the longer
背景:COVID-19 大流行对医护人员的心理健康提出了挑战,增加了压力、精神压力(MD)和精神伤害(MI)的发生率。虚拟现实(VR)是研究精神痛苦和精神伤害的有用工具,因为它能有效激发心理生理反应,可定制,并允许对参与者进行实时控制研究:本研究旨在调查在 COVID-19 大流行期间使用由 VR 场景和教育视频组成的干预措施来研究医护人员 MD 的可行性,并在干预措施后使用我们的移动应用程序对压力、MD 和 MI 进行纵向监测:我们招募了 15 名参与者进行复合干预,其中包括一个 VR 场景,随后是教育视频和 VR 场景的重复。该情景描绘了与救生设备短缺有关的道德挑战情境。研究人员收集了生理信号以及道德伤害结果量表(MIOS)和感知压力量表(PSS)的评分。参与者在汇报环节中提供了他们对干预措施的印象,并对这些环节进行了内容分析。此外,我们还指导参与者在干预结束后的 8 周内使用一款移动应用程序来监测压力、MD 和心理健康症状。我们对 PSS 和 MIOS 分数进行了 Wilcoxon 符号秩检验,以调查 VR 场景是否会诱发压力和 MD。我们还通过半开放式反馈和 Igroup 临场感问卷分别评估了干预后的用户体验和临场感。我们对定性反馈进行了总结和分类,以提供一种体验视角:所有参与者都完成了干预。干预前和干预后的平均得分分别为:MIOS 10.4(标准差 9.9)和 13.5(标准差 9.1);PSS 17.3(标准差 7.5)和 19.1(标准差 8.1)。统计分析表明,干预前与干预后的 MIOS 和 PSS 分数没有明显差异(P=.11 和 P=.22),这表明实验并没有引起明显的压力或 MD。然而,内容分析显示了与 MD 体验相关的内疚、羞愧和背叛感。根据 Igroup 临场感问卷调查结果,VR 场景的整体临场感、空间临场感和参与度均高于平均水平,而逼真度略低于平均水平。在 15 名参与者中,有 8 人(53%)没有回答移动应用程序上的症状调查:我们的研究表明,VR 是一种可行的方法,可以模拟具有道德挑战性的情境,并诱发与 MD 相关的真实反应,具有较高的可接受性和耐受性。未来的研究可以更好地确定 VR 在检查压力、MD 和 MI 方面的急性和长期疗效。未来的研究需要改进移动数据采集的参与者策略:ClinicalTrails.gov NCT05001542;https://clinicaltrials.gov/study/NCT05001542.International 注册报告标识符(irrid):RR2-10.2196/32240。
{"title":"Digital Interventions for Stress Among Frontline Health Care Workers: Results From a Pilot Feasibility Cohort Trial.","authors":"Caroline W Espinola, Binh Nguyen, Andrei Torres, Walter Sim, Alice Rueda, Lindsay Beavers, Douglas M Campbell, Hyejung Jung, Wendy Lou, Bill Kapralos, Elizabeth Peter, Adam Dubrowski, Sridhar Krishnan, Venkat Bhat","doi":"10.2196/42813","DOIUrl":"10.2196/42813","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;The COVID-19 pandemic has challenged the mental health of health care workers, increasing the rates of stress, moral distress (MD), and moral injury (MI). Virtual reality (VR) is a useful tool for studying MD and MI because it can effectively elicit psychophysiological responses, is customizable, and permits the controlled study of participants in real time.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aims to investigate the feasibility of using an intervention comprising a VR scenario and an educational video to examine MD among health care workers during the COVID-19 pandemic and to use our mobile app for longitudinal monitoring of stress, MD, and MI after the intervention.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;We recruited 15 participants for a compound intervention consisting of a VR scenario followed by an educational video and a repetition of the VR scenario. The scenario portrayed a morally challenging situation related to a shortage of life-saving equipment. Physiological signals and scores of the Moral Injury Outcome Scale (MIOS) and Perceived Stress Scale (PSS) were collected. Participants underwent a debriefing session to provide their impressions of the intervention, and content analysis was performed on the sessions. Participants were also instructed to use a mobile app for 8 weeks after the intervention to monitor stress, MD, and mental health symptoms. We conducted Wilcoxon signed rank tests on the PSS and MIOS scores to investigate whether the VR scenario could induce stress and MD. We also evaluated user experience and the sense of presence after the intervention through semi-open-ended feedback and the Igroup Presence Questionnaire, respectively. Qualitative feedback was summarized and categorized to offer an experiential perspective.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;All participants completed the intervention. Mean pre- and postintervention scores were respectively 10.4 (SD 9.9) and 13.5 (SD 9.1) for the MIOS and 17.3 (SD 7.5) and 19.1 (SD 8.1) for the PSS. Statistical analyses revealed no significant pre- to postintervention difference in the MIOS and PSS scores (P=.11 and P=.22, respectively), suggesting that the experiment did not acutely induce significant levels of stress or MD. However, content analysis revealed feelings of guilt, shame, and betrayal, which relate to the experience of MD. On the basis of the Igroup Presence Questionnaire results, the VR scenario achieved an above-average degree of overall presence, spatial presence, and involvement, and slightly below-average realism. Of the 15 participants, 8 (53%) did not answer symptom surveys on the mobile app.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;Our study demonstrated VR to be a feasible method to simulate morally challenging situations and elicit genuine responses associated with MD with high acceptability and tolerability. Future research could better define the efficacy of VR in examining stress, MD, and MI both acutely and in the longer ","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"12 ","pages":"e42813"},"PeriodicalIF":4.0,"publicationDate":"2024-01-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10783335/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139402952","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
Effects of a Virtual Reality Cycling Platform on Lower Limb Rehabilitation in Patients With Ataxia and Hemiparesis: Pilot Randomized Controlled Trial. 虚拟现实自行车平台对共济失调和偏瘫患者下肢康复的影响:试点随机对照试验。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-01-04 DOI: 10.2196/39286
Ana Rojo, Arantxa Castrillo Calvillo, Cristina López, Rafael Raya, Juan C Moreno

Background: New interventions based on motor learning principles and neural plasticity have been tested among patients with ataxia and hemiparesis. Therapies of pedaling exercises have also shown their potential to induce improvements in muscle activity, strength, and balance. Virtual reality (VR) has been demonstrated as an effective tool for improving the adherence to physical therapy, but it is still undetermined if it promotes greater improvements than conventional therapy.

Objective: Our objective was to compare the effect on lower limb range of motion (ROM) when using VR technology for cycling exercise versus not using VR technology.

Methods: A randomized controlled trial with 20 patients with ataxia and hemiparesis was carried out. The participants were divided into 2 groups: the experimental group (n=10, 50%) performed pedaling exercises using the VR system and the control group (n=10, 50%) performed pedaling exercises without using VR. Measurements of the active and passive ROM of the hip and knee joint were taken before and after a cycling intervention, which consisted of 3 sessions of the same duration but with progressively increasing speeds (4, 5, and 6 km/h). Repeated measures ANOVAs were conducted to compare the preintervention (Ti) and postintervention (Te) assessments within each group. Additionally, the improvement effect of using the VR system was analyzed by comparing the variation coefficient (Δ = 1 - [Te / Ti]) between the preintervention and postintervention assessments for each group. Group comparisons were made using independent 1-tailed t tests.

Results: Significant improvements were shown in active left hip flexion (P=.03) over time, but there was no group-time interaction effect (P=.67). Passive left hip flexion (P=.93) did not show significant improvements, and similar results were observed for active and passive right hip flexion (P=.39 and P=.83, respectively). Neither assessments of knee flexion (active left: P=.06; passive left: P=.76; active right: P=.34; passive right: P=.06) nor knee extension showed significant changes (active left: P=.66; passive left: P=.92; active right: P=.12; passive right: P=.38). However, passive right knee extension (P=.04) showed a significant improvement over time. Overall, although active and passive ROM of the knee and hip joints showed a general improvement, no statistically significant differences were found between the groups.

Conclusions: In this study, participants who underwent the cycling intervention using the VR system showed similar improvement in lower limb ROM to the participants who underwent conventional training. Ultimately, the VR system can be used to engage participants in physical activity.

背景:基于运动学习原理和神经可塑性的新干预措施已在共济失调和偏瘫患者中进行了测试。蹬车练习疗法也显示出其在改善肌肉活动、力量和平衡方面的潜力。虚拟现实(VR)已被证明是提高物理治疗依从性的有效工具,但它是否能比传统疗法带来更大的改善仍未确定:我们的目的是比较使用 VR 技术进行自行车运动与不使用 VR 技术进行自行车运动对下肢运动范围(ROM)的影响:我们对 20 名共济失调和偏瘫患者进行了随机对照试验。参与者分为两组:实验组(10 人,50%)使用 VR 系统进行踩踏练习,对照组(10 人,50%)不使用 VR 进行踩踏练习。在进行自行车运动干预之前和之后,对髋关节和膝关节的主动和被动 ROM 进行了测量,干预包括 3 次持续时间相同但速度逐渐增加的训练(4、5 和 6 公里/小时)。通过重复测量方差分析,比较了各组干预前(Ti)和干预后(Te)的评估结果。此外,通过比较各组干预前和干预后评估之间的变异系数(Δ = 1 - [Te / Ti]),分析了使用 VR 系统的改进效果。组间比较采用独立的单尾 t 检验:结果:随着时间的推移,左髋关节主动屈曲有明显改善(P=.03),但没有组间交互效应(P=.67)。被动左侧屈髋(P=.93)没有明显改善,主动和被动右侧屈髋的结果类似(P=.39 和 P=.83)。膝关节屈曲的评估结果(主动左膝关节屈曲:P=.06;被动左膝关节屈曲:P=.83P=.06;被动左P=.76;主动右侧:P=.34;被动右侧:P=.83):P=.34;被动右侧:P=.06)和膝关节伸展的评估结果均不理想:P=.06)和膝关节伸展评估均未显示出显著变化(主动左侧:P=.66;被动左侧:P=.66;主动右侧:P=.34;被动右侧:P=.83):P=.66;被动左P=.92;主动右膝:P=.12;被动右膝:P=.06主动右膝:P=.12;被动右膝:P=.38):P=.38).不过,右膝被动伸展(P=.04)随着时间的推移有了明显改善。总体而言,虽然膝关节和髋关节的主动和被动ROM总体上有所改善,但各组之间没有发现统计学上的显著差异:在这项研究中,使用 VR 系统进行自行车运动干预的参与者与接受传统训练的参与者在下肢 ROM 方面的改善情况相似。最终,VR 系统可用于让参与者参与体育锻炼。
{"title":"Effects of a Virtual Reality Cycling Platform on Lower Limb Rehabilitation in Patients With Ataxia and Hemiparesis: Pilot Randomized Controlled Trial.","authors":"Ana Rojo, Arantxa Castrillo Calvillo, Cristina López, Rafael Raya, Juan C Moreno","doi":"10.2196/39286","DOIUrl":"10.2196/39286","url":null,"abstract":"<p><strong>Background: </strong>New interventions based on motor learning principles and neural plasticity have been tested among patients with ataxia and hemiparesis. Therapies of pedaling exercises have also shown their potential to induce improvements in muscle activity, strength, and balance. Virtual reality (VR) has been demonstrated as an effective tool for improving the adherence to physical therapy, but it is still undetermined if it promotes greater improvements than conventional therapy.</p><p><strong>Objective: </strong>Our objective was to compare the effect on lower limb range of motion (ROM) when using VR technology for cycling exercise versus not using VR technology.</p><p><strong>Methods: </strong>A randomized controlled trial with 20 patients with ataxia and hemiparesis was carried out. The participants were divided into 2 groups: the experimental group (n=10, 50%) performed pedaling exercises using the VR system and the control group (n=10, 50%) performed pedaling exercises without using VR. Measurements of the active and passive ROM of the hip and knee joint were taken before and after a cycling intervention, which consisted of 3 sessions of the same duration but with progressively increasing speeds (4, 5, and 6 km/h). Repeated measures ANOVAs were conducted to compare the preintervention (Ti) and postintervention (Te) assessments within each group. Additionally, the improvement effect of using the VR system was analyzed by comparing the variation coefficient (Δ = 1 - [Te / Ti]) between the preintervention and postintervention assessments for each group. Group comparisons were made using independent 1-tailed t tests.</p><p><strong>Results: </strong>Significant improvements were shown in active left hip flexion (P=.03) over time, but there was no group-time interaction effect (P=.67). Passive left hip flexion (P=.93) did not show significant improvements, and similar results were observed for active and passive right hip flexion (P=.39 and P=.83, respectively). Neither assessments of knee flexion (active left: P=.06; passive left: P=.76; active right: P=.34; passive right: P=.06) nor knee extension showed significant changes (active left: P=.66; passive left: P=.92; active right: P=.12; passive right: P=.38). However, passive right knee extension (P=.04) showed a significant improvement over time. Overall, although active and passive ROM of the knee and hip joints showed a general improvement, no statistically significant differences were found between the groups.</p><p><strong>Conclusions: </strong>In this study, participants who underwent the cycling intervention using the VR system showed similar improvement in lower limb ROM to the participants who underwent conventional training. Ultimately, the VR system can be used to engage participants in physical activity.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"12 ","pages":"e39286"},"PeriodicalIF":4.0,"publicationDate":"2024-01-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10786335/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139106178","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
Correction: Effects of Commercial Exergames and Conventional Exercises on Improving Executive Functions in Children and Adolescents: Meta-Analysis of Randomized Controlled Trials. 更正:商业电子游戏和传统练习对改善儿童和青少年执行功能的影响:随机对照试验的元分析》。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-12-28 DOI: 10.2196/55167
Jinlong Wu, Zhuang Xu, Haowei Liu, Xiaoke Chen, Li Huang, Qiuqiong Shi, Linman Weng, Yemeng Ji, Hao Zeng, Li Peng

[This corrects the article DOI: .].

[此处更正了文章 DOI:.]。
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引用次数: 0
The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review. 游戏化在慢性病患者自我管理中的应用:范围综述。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-12-22 DOI: 10.2196/39019
Xiting Huang, Xinyue Xiang, Yang Liu, Zhiqian Wang, Zhili Jiang, Lihua Huang
<p><strong>Background: </strong>Chronic disease self-management is a public health issue of worldwide concern, and gamification is an emerging strategy to improve patients' participation in chronic disease self-management. Some studies have summarized designs for the gamification of chronic disease self-management from the perspective of eHealth technology, but they have not mentioned differences in design methods, functions, and evaluation methods of gamified designs for self-management in different chronic diseases.</p><p><strong>Objective: </strong>This scoping review aims to synthesize the characteristics of realization forms, functions, and evaluation methods in chronic disease self-management gamification to improve self-management among the chronic disease population.</p><p><strong>Methods: </strong>We applied a methodological framework for scoping reviews and the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews) checklist. As of January 7, 2023, we systematically searched 9 databases for relevant studies from January 2012 to December 2022. Related data were extracted based on the research questions. We calculated the frequencies, charted the quantitative data, and coded the extracted material for qualitative content analysis.</p><p><strong>Results: </strong>We retrieved 16,221 records, of which 70 (0.43%) met the eligibility criteria. In the included research, the target populations for gamified designs for self-management of chronic diseases included patients with stroke, cancer, diabetes, chronic obstructive pulmonary disease, coronary heart disease, obesity, and hypertension. Almost all studies mentioned technical support for gamification (68/70, 97%), mainly in the form of active video games (58/70, 83%); however, less than half of the studies mentioned the theoretical basis for gamification (31/70, 44%). There were 37 concepts or theories relevant to gamification design, most of which were in the field of psychology or were cross-disciplinary (n=33, 89%). Gamification for the self-management of chronic diseases has been widely recognized, including for promoting physical exercise and rehabilitation training (48/99, 48%), increasing initiative for symptom management (18/99, 18%), providing psychological support (14/99, 14%), improving cognitive function (12/99, 12%), and improving medication adherence (7/99, 7%). A total of 39 studies mentioned the gamification effect; however, we did not find a unified evaluation standard.</p><p><strong>Conclusions: </strong>This scoping review focuses on gamification designs for chronic disease self-management and summarizes the realization forms and functions of gamification in self-management for different patient populations. With practice in a gamified internet-based environment, patients can not only master the knowledge and skills of self-management in fascinating scenarios but also benefit from gaming experience and make better healt
背景:慢性病自我管理是全世界关注的公共卫生问题,游戏化是提高患者参与慢性病自我管理的一种新兴策略。一些研究从电子健康技术的角度总结了慢性病自我管理游戏化的设计,但并未提及不同慢性病自我管理游戏化设计在设计方法、功能和评估方法上的差异:本综述旨在总结慢性病自我管理游戏化的实现形式、功能和评价方法的特点,以提高慢性病人群的自我管理水平:我们采用了范围界定综述的方法框架和 PRISMA-ScR(系统综述和 Meta 分析首选报告项目扩展范围界定综述)清单。截至 2023 年 1 月 7 日,我们在 9 个数据库中系统检索了 2012 年 1 月至 2022 年 12 月期间的相关研究。根据研究问题提取了相关数据。我们计算了频率,绘制了定量数据图表,并对提取的材料进行了编码,以便进行定性内容分析:我们检索了 16221 条记录,其中 70 条(0.43%)符合资格标准。在纳入的研究中,慢性病自我管理游戏化设计的目标人群包括中风、癌症、糖尿病、慢性阻塞性肺病、冠心病、肥胖症和高血压患者。几乎所有的研究都提到了游戏化的技术支持(68/70,97%),主要是以主动视频游戏的形式(58/70,83%);然而,只有不到一半的研究提到了游戏化的理论基础(31/70,44%)。与游戏化设计相关的概念或理论有 37 个,其中大部分属于心理学领域或跨学科领域(n=33,89%)。游戏化用于慢性病的自我管理已得到广泛认可,包括促进体育锻炼和康复训练(48/99,48%)、提高症状管理的主动性(18/99,18%)、提供心理支持(14/99,14%)、改善认知功能(12/99,12%)和改善服药依从性(7/99,7%)。共有 39 项研究提到了游戏化效应,但我们没有找到统一的评估标准:本范围综述主要关注慢性病自我管理中的游戏化设计,总结了不同患者群体自我管理中游戏化的实现形式和功能。通过在游戏化网络环境中的实践,患者不仅能在引人入胜的场景中掌握自我管理的知识和技能,还能从游戏体验中获益,在现实生活中做出更好的健康相关决策。值得注意的是,在游戏化之前,应对用户进行全面评估,并制定个性化和有针对性的干预措施。
{"title":"The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review.","authors":"Xiting Huang, Xinyue Xiang, Yang Liu, Zhiqian Wang, Zhili Jiang, Lihua Huang","doi":"10.2196/39019","DOIUrl":"10.2196/39019","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Chronic disease self-management is a public health issue of worldwide concern, and gamification is an emerging strategy to improve patients' participation in chronic disease self-management. Some studies have summarized designs for the gamification of chronic disease self-management from the perspective of eHealth technology, but they have not mentioned differences in design methods, functions, and evaluation methods of gamified designs for self-management in different chronic diseases.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This scoping review aims to synthesize the characteristics of realization forms, functions, and evaluation methods in chronic disease self-management gamification to improve self-management among the chronic disease population.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;We applied a methodological framework for scoping reviews and the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews) checklist. As of January 7, 2023, we systematically searched 9 databases for relevant studies from January 2012 to December 2022. Related data were extracted based on the research questions. We calculated the frequencies, charted the quantitative data, and coded the extracted material for qualitative content analysis.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;We retrieved 16,221 records, of which 70 (0.43%) met the eligibility criteria. In the included research, the target populations for gamified designs for self-management of chronic diseases included patients with stroke, cancer, diabetes, chronic obstructive pulmonary disease, coronary heart disease, obesity, and hypertension. Almost all studies mentioned technical support for gamification (68/70, 97%), mainly in the form of active video games (58/70, 83%); however, less than half of the studies mentioned the theoretical basis for gamification (31/70, 44%). There were 37 concepts or theories relevant to gamification design, most of which were in the field of psychology or were cross-disciplinary (n=33, 89%). Gamification for the self-management of chronic diseases has been widely recognized, including for promoting physical exercise and rehabilitation training (48/99, 48%), increasing initiative for symptom management (18/99, 18%), providing psychological support (14/99, 14%), improving cognitive function (12/99, 12%), and improving medication adherence (7/99, 7%). A total of 39 studies mentioned the gamification effect; however, we did not find a unified evaluation standard.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;This scoping review focuses on gamification designs for chronic disease self-management and summarizes the realization forms and functions of gamification in self-management for different patient populations. With practice in a gamified internet-based environment, patients can not only master the knowledge and skills of self-management in fascinating scenarios but also benefit from gaming experience and make better healt","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"11 ","pages":"e39019"},"PeriodicalIF":4.0,"publicationDate":"2023-12-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10770795/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138829830","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
TACTICS VR Stroke Telehealth Virtual Reality Training for Health Care Professionals Involved in Stroke Management at Telestroke Spoke Hospitals: Module Design and Implementation Study. 针对远程卒中医院卒中管理医护人员的VR卒中远程医疗虚拟现实培训:模块设计与实现研究
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-12-07 DOI: 10.2196/43416
Steven Maltby, Carlos Garcia-Esperon, Kate Jackson, Ken Butcher, James W Evans, William O'Brien, Courtney Dixon, Skye Russell, Natalie Wilson, Murielle G Kluge, Annika Ryan, Christine L Paul, Neil J Spratt, Christopher R Levi, Frederick Rohan Walker
<p><strong>Background: </strong>Stroke management in rural areas is more variable and there is less access to reperfusion therapies, when compared with metropolitan areas. Delays in treatment contribute to worse patient outcomes. To improve stroke management in rural areas, health districts are implementing telestroke networks. The New South Wales Telestroke Service provides neurologist-led telehealth to 23 rural spoke hospitals aiming to improve treatment delivery and patient outcomes. The training of clinical staff was identified as a critical aspect for the successful implementation of this service. Virtual reality (VR) training has not previously been used in this context.</p><p><strong>Objective: </strong>We sought to develop an evidence-based VR training module specifically tailored for stroke telehealth. During implementation, we aimed to assess the feasibility of workplace deployment and collected feedback from spoke hospital staff involved in stroke management on training acceptability and usability as well as perceived training impact.</p><p><strong>Methods: </strong>The TACTICS VR Stroke Telehealth application was developed with subject matter experts. During implementation, both quantitative and qualitative data were documented, including VR use and survey feedback. VR hardware was deployed to 23 rural hospitals, and use data were captured via automated Wi-Fi transfer. At 7 hospitals in a single local health district, staff using TACTICS VR were invited to complete surveys before and after training.</p><p><strong>Results: </strong>TACTICS VR Stroke Telehealth was deployed to rural New South Wales hospitals starting on April 14, 2021. Through August 20, 2023, a total of 177 VR sessions were completed. Survey respondents (n=20) indicated a high level of acceptability, usability, and perceived training impact (eg, accuracy and knowledge transfer; mean scores 3.8-4.4; 5=strongly agree). Furthermore, respondents agreed that TACTICS VR increased confidence (13/18, 72%), improved understanding (16/18, 89%), and improved awareness (17/18, 94%) regarding stroke telehealth. A comparison of matched pre- and posttraining responses revealed that training improved the understanding of telehealth workflow practices (after training: mean 4.2, SD 0.6; before training: mean 3.2, SD 0.9; P<.001), knowledge on accessing stroke telehealth (mean 4.1, SD 0.6 vs mean 3.1, SD 1.0; P=.001), the awareness of stroke telehealth (mean 4.1, SD 0.6 vs mean 3.4, SD 0.9; P=.03), ability to optimally communicate with colleagues (mean 4.2, SD 0.6 vs mean 3.7, SD 0.9; P=.02), and ability to make improvements (mean 4.0, SD 0.6 vs mean 3.5, SD 0.9; P=.03). Remote training and deployment were feasible, and limited issues were identified, although uptake varied widely (0-66 sessions/site).</p><p><strong>Conclusions: </strong>TACTICS VR Stroke Telehealth is a new VR application specifically tailored for stroke telehealth workflow training at spoke hospitals. Training was cons
背景:与大城市相比,农村地区的脑卒中管理变化更大,获得再灌注治疗的机会更少。治疗延误会导致患者预后恶化。为了改善农村地区的中风管理,卫生区正在实施中风网络。新南威尔士州远程中风服务为23家农村医院提供由神经科医生领导的远程医疗服务,旨在改善治疗服务和患者的治疗效果。临床工作人员的培训被认为是成功实施这项服务的一个关键方面。虚拟现实(VR)培训以前从未在这种情况下使用过。目的:我们试图开发一个专门为中风远程医疗量身定制的循证VR培训模块。在实施过程中,我们旨在评估工作场所部署的可行性,并收集参与卒中管理的医院工作人员对培训可接受性和可用性以及感知培训影响的反馈。方法:联合学科专家开发TACTICS VR脑卒中远程医疗应用程序。在实施过程中,记录了定量和定性数据,包括VR使用和调查反馈。将虚拟现实硬件部署到23家农村医院,并通过自动Wi-Fi传输捕获使用数据。在一个地方卫生区的7家医院,邀请使用TACTICS VR的工作人员在培训前后完成调查。结果:战术VR中风远程医疗于2021年4月14日开始在新南威尔士州农村医院部署。截至2023年8月20日,共完成了177次VR会话。调查受访者(n=20)表示高水平的可接受性、可用性和感知的培训影响(例如,准确性和知识转移;平均得分3.8 ~ 4.4分;5 =非常同意)。此外,受访者同意战术VR增加了对中风远程医疗的信心(13/18,72%),提高了理解(16/18,89%),提高了意识(17/18,94%)。培训前和培训后的匹配反应的比较显示,培训提高了对远程医疗工作流程实践的理解(培训后:平均4.2,标准差0.6;训练前:均值3.2,标准差0.9;结论:TACTICS VR卒中远程医疗是一款专为spoke医院卒中远程医疗工作流程培训量身定制的新型VR应用程序。培训被认为是可接受的、可用的和有用的,并且在现实世界的临床实施环境中具有积极的感知培训影响。需要做更多的工作来优化培训的吸收,并将培训纳入现有的教育途径。
{"title":"TACTICS VR Stroke Telehealth Virtual Reality Training for Health Care Professionals Involved in Stroke Management at Telestroke Spoke Hospitals: Module Design and Implementation Study.","authors":"Steven Maltby, Carlos Garcia-Esperon, Kate Jackson, Ken Butcher, James W Evans, William O'Brien, Courtney Dixon, Skye Russell, Natalie Wilson, Murielle G Kluge, Annika Ryan, Christine L Paul, Neil J Spratt, Christopher R Levi, Frederick Rohan Walker","doi":"10.2196/43416","DOIUrl":"10.2196/43416","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Stroke management in rural areas is more variable and there is less access to reperfusion therapies, when compared with metropolitan areas. Delays in treatment contribute to worse patient outcomes. To improve stroke management in rural areas, health districts are implementing telestroke networks. The New South Wales Telestroke Service provides neurologist-led telehealth to 23 rural spoke hospitals aiming to improve treatment delivery and patient outcomes. The training of clinical staff was identified as a critical aspect for the successful implementation of this service. Virtual reality (VR) training has not previously been used in this context.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;We sought to develop an evidence-based VR training module specifically tailored for stroke telehealth. During implementation, we aimed to assess the feasibility of workplace deployment and collected feedback from spoke hospital staff involved in stroke management on training acceptability and usability as well as perceived training impact.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;The TACTICS VR Stroke Telehealth application was developed with subject matter experts. During implementation, both quantitative and qualitative data were documented, including VR use and survey feedback. VR hardware was deployed to 23 rural hospitals, and use data were captured via automated Wi-Fi transfer. At 7 hospitals in a single local health district, staff using TACTICS VR were invited to complete surveys before and after training.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;TACTICS VR Stroke Telehealth was deployed to rural New South Wales hospitals starting on April 14, 2021. Through August 20, 2023, a total of 177 VR sessions were completed. Survey respondents (n=20) indicated a high level of acceptability, usability, and perceived training impact (eg, accuracy and knowledge transfer; mean scores 3.8-4.4; 5=strongly agree). Furthermore, respondents agreed that TACTICS VR increased confidence (13/18, 72%), improved understanding (16/18, 89%), and improved awareness (17/18, 94%) regarding stroke telehealth. A comparison of matched pre- and posttraining responses revealed that training improved the understanding of telehealth workflow practices (after training: mean 4.2, SD 0.6; before training: mean 3.2, SD 0.9; P&lt;.001), knowledge on accessing stroke telehealth (mean 4.1, SD 0.6 vs mean 3.1, SD 1.0; P=.001), the awareness of stroke telehealth (mean 4.1, SD 0.6 vs mean 3.4, SD 0.9; P=.03), ability to optimally communicate with colleagues (mean 4.2, SD 0.6 vs mean 3.7, SD 0.9; P=.02), and ability to make improvements (mean 4.0, SD 0.6 vs mean 3.5, SD 0.9; P=.03). Remote training and deployment were feasible, and limited issues were identified, although uptake varied widely (0-66 sessions/site).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;TACTICS VR Stroke Telehealth is a new VR application specifically tailored for stroke telehealth workflow training at spoke hospitals. Training was cons","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"11 ","pages":"e43416"},"PeriodicalIF":4.0,"publicationDate":"2023-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10739245/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138498453","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
Effectiveness of a Game-Based Mobile App for Educating Intensive Critical Care Specialist Nurses in Extracorporeal Membrane Oxygenation Pipeline Preflushing: Quasi-Experimental Trial. 基于游戏的移动应用程序对重症监护专科护士进行体外膜氧合管道预冲洗教育的效果:准实验性试验。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-12-07 DOI: 10.2196/43181
Zihan Wang, Ruting Gu, Jingyuan Wang, Yubiao Gai, Hui Lin, Yan Zhang, Qianqian Li, Tong Sun, Lili Wei

Background: In the context of training specialist nurses and nursing education, a game-based mobile app was used as a simulation to teach intensive critical care specialist nurses the knowledge and skills of extracorporeal membrane oxygenation (ECMO) pipeline preflushing.

Objective: This study aimed to evaluate the impact of a game-based mobile app on improving ECMO pipeline preflushing skills in intensive critical care specialist nurses.

Methods: A total of 86 intensive critical care specialist nurses who were learning ECMO for the first time were included in this study. The nurses were divided into 2 groups: a control group (n=43) and an experimental group (n=43). Participants in the experimental group used a game-based mobile app for simulation exercises; the control group received no additional intervention. All participants took a theoretical test and a skill operation test at the beginning of the study and 1 week later. The differences in scores between the 2 groups were compared, and the learning curve of the experimental group was observed.

Results: The final theoretical test scores (88.44 and 85.02) and skill operation test scores (89.42 and 86.33) of the experimental group and control group, respectively, were significantly higher than those of the initial tests (theoretical test scores: 75.88 and 74.42; skill operation test scores: 75.44 and 75.93; all P<.001). The scores of the final theoretical test (88.44) and the final skill operation test (89.42) in the experimental group were higher than the scores of the control group (85.02; P<.001 and 86.33; P<.001, respectively). Learning curve analysis showed that the experimental group needed an average of 17 operations to master the skill.

Conclusions: This study suggests that a game-based mobile app may be more effective for intensive critical care specialist nurses in ECMO pipeline preflushing education than traditional Chinese lecture-practice education.

背景:在培训专科护士和护理教育的背景下,一项基于游戏的移动应用程序被用来模拟教授重症监护专科护士体外膜肺氧合(ECMO)管道预冲洗的知识和技能:本研究旨在评估基于游戏的移动应用程序对提高重症监护专科护士 ECMO 管道预冲洗技能的影响:本研究共纳入了 86 名首次学习 ECMO 的重症监护专科护士。这些护士被分为两组:对照组(43 人)和实验组(43 人)。实验组的参与者使用基于游戏的移动应用程序进行模拟练习;对照组没有接受额外的干预。所有参与者都在研究开始时和一周后参加了理论测试和技能操作测试。比较了两组的得分差异,并观察了实验组的学习曲线:结果:实验组和对照组的最终理论测试成绩(88.44 分和 85.02 分)和技能操作测试成绩(89.42 分和 86.33 分)分别显著高于初始测试成绩(理论测试成绩:75.88 分和 74.42 分;技能操作测试成绩:89.42 分和 86.33 分):75.88 和 74.42;技能操作测试得分:75.44 和 75.93;理论测试得分:75.88 和 74.42:75.44 和 75.93;所有 PC 结论:本研究表明,对于重症监护专科护士进行ECMO管道预冲洗教育而言,基于游戏的手机应用可能比传统的中文讲授-实践教育更有效。
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引用次数: 0
Effects of a Gamified Agent-Based System for Personalized Elderly Care: Pilot Usability Study. 基于游戏化代理的个性化养老系统的效果:一项试点可用性研究(预印本)
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-11-23 DOI: 10.2196/48063
Diogo Martinho, Vítor Crista, João Carneiro, Kenji Matsui, Juan Manuel Corchado, Goreti Marreiros

Background: The global percentage of older people has increased significantly over the last decades. Information and communication technologies have become essential to develop and motivate them to pursue healthier ways of living. This paper examines a personalized coaching health care service designed to maintain living conditions and active aging among older people. Among the technologies the service includes, we highlight the use of both gamification and cognitive assistant technologies designed to support older people and an application combining a cognitive virtual assistant to directly interact with the older person and provide feedback on their current health condition and several gamification techniques to motivate the older person to stay engaged with the application and pursuit of healthier daily habits.

Objective: This pilot study aimed to investigate the feasibility and usability of a gamified agent-based system for older people and obtain preliminary results on the effectiveness of the intervention regarding physical activity health outcomes.

Methods: The study was designed as an intervention study comparing pre- and posttest results. The proposed gamified agent-based system was used by 12 participants over 7 days (1 week), and step count data were collected with access to the Google Fit application programming interface. Step count data after the intervention were compared with average step count data before the intervention (average daily values over a period of 4 weeks before the intervention). A 1-tailed Student t test was used to determine the relationship between the dependent and independent variables. Usability was measured using the System Usability Scale questionnaire, which was answered by 8 of the 12 participants in the study.

Results: The posttest results showed significant pre- to posttest changes (P=.30; 1-tailed Student t test) with a moderate effect size (Cohen d=0.65). The application obtained an average usability score of 78.

Conclusions: The presented pilot was validated, showing the positive health effects of using gamification techniques and a virtual cognitive assistant. Additionally, usability metrics considered for this study confirmed high adherence and interest from most participants in the pilot.

背景:在过去几十年中,全球老年人的百分比显著增加。信息和通信技术已成为发展和激励他们追求更健康生活方式的必要条件。本文研究了一种个性化的教练保健服务,旨在维持老年人的生活条件和积极老龄化。在这项服务包括的技术中,我们强调了游戏化和认知辅助技术的使用,这些技术旨在支持老年人,并结合了一个认知虚拟助理的应用程序,可以直接与老年人互动,并就他们当前的健康状况提供反馈,以及几种游戏化技术,以激励老年人继续参与应用程序并追求更健康的日常习惯。目的:本试点研究旨在探讨老年人基于游戏化agent的系统的可行性和可用性,并获得有关身体活动健康结果干预有效性的初步结果。方法:本研究设计为干预研究,比较前测和后测结果。12名参与者在7天(1周)的时间内使用了该基于游戏化代理的系统,并通过访问Google Fit应用程序编程接口收集了步数数据。将干预后的步数数据与干预前的平均步数数据(干预前4周内的日均步数)进行比较。采用单尾Student t检验来确定因变量和自变量之间的关系。可用性是用系统可用性量表问卷来测量的,12个参与者中有8个回答了这个问卷。结果:后测结果与前测结果比较差异有统计学意义(P=.30;单尾学生t检验),效应量适中(Cohen d=0.65)。该应用程序的可用性平均得分为78分。结论:提出的试点是有效的,显示积极的健康影响使用游戏化技术和虚拟认知助手。此外,本研究考虑的可用性指标证实了大多数参与者对试点的高依从性和兴趣。
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JMIR Serious Games
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