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Effectiveness of a 5-Week Virtual Reality Telerehabilitation Program for Children With Duchenne and Becker Muscular Dystrophy: Prospective Quasi-Experimental Study. 一项为期5周的虚拟现实远程康复计划对杜氏和贝克尔肌营养不良儿童的有效性:前瞻性准实验研究。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-11-15 DOI: 10.2196/48022
María Rosa Baeza-Barragán, Maria Teresa Labajos Manzanares, Mercedes Cristina Amaya-Álvarez, Fabián Morales Vega, Judit Rodriguez Ruiz, Rocío Martín-Valero

Background: Duchenne muscular dystrophy (DMD) and Becker muscular dystrophy (BMD) are neuromuscular diseases. DMD is the most prevalent in children. It affects dystrophin production, reducing the patient's mobility and quality of life. New technologies have become a part of physical therapy in DMD and BMD. During the COVID-19 pandemic, conducting telerehabilitation through virtual reality-based games could help these children maintain their physical abilities.

Objective: This study examined if the use of a virtual platform in a multimodal intervention program changes the results of the 6-minute walk test (6MWT) in children with DMD and BMD. The main objective was to test whether children with DMD and BMD obtain different results on the 6MWT after completing 10 telerehabilitation treatment sessions. The secondary objective was to measure whether other specific motor scales also produce different results after the 10 defined sessions.

Methods: This was a descriptive, open, and quasi-experimental study with a prospective A-B (control-intervention) design. A sample of 12 participants who fulfilled the inclusion criteria followed the program for 5 weeks with 10 telerehabilitation sessions. During the sessions, the participants used virtual reality glasses to train for the treatment goals. All participants were assessed in person before and after the intervention. Analysis was performed using R software according to the different functional assessments performed for each test.

Results: The participants showed a 19.55-meter increase in the 6MWT. Motor function also remained stable according to other scales used to assess it. The North Start Ambulatory Assessment scores were stable in both treatment conditions (P=.20). Furthermore, the timed up and go test results were 0.1 seconds faster in the telerehabilitation condition, and the Motor Function Measure in all of the 3 dimensions showed no significant differences (P=.08). Finally, the Effort Perception Infant scale showed that during the training, fatigue increased in the middle and decreased by the end of the sessions, but the perception throughout the sessions was lower even as the exercise intensity increased.

Conclusions: There were no differences between conventional and telerehabilitation treatments, so the telerehabilitation tool could be used without harming children with DMD and BMD, facilitating their access to therapies and stimulating learning to maintain their functional capacity. Therefore, telerehabilitation in general may be helpful in maintaining motor function in children with DMD and BMD. The learning effect helped reduce the feeling of fatigue in the children during the program.

背景:杜氏肌营养不良症(DMD)和贝克尔肌营养不良症(BMD)是神经肌肉疾病。DMD在儿童中最为普遍。它会影响肌营养不良蛋白的产生,降低患者的活动能力和生活质量。新技术已成为DMD和BMD物理治疗的一部分。在2019冠状病毒病大流行期间,通过基于虚拟现实的游戏进行远程康复可以帮助这些儿童保持身体机能。目的:本研究探讨了在多模式干预方案中使用虚拟平台是否会改变患有DMD和BMD的儿童6分钟步行测试(6MWT)的结果。主要目的是测试DMD和BMD患儿在完成10次远程康复治疗后,在6MWT上是否有不同的结果。第二个目标是测量其他特定的运动量表是否也在10个定义的会话后产生不同的结果。方法:这是一项描述性、开放性、准实验性研究,采用前瞻性a - b(对照-干预)设计。12名符合入选标准的参与者接受了为期5周的10次远程康复治疗。在会议期间,参与者使用虚拟现实眼镜进行治疗目标的训练。所有参与者在干预前后都接受了当面评估。根据对每个测试进行的不同功能评估,使用R软件进行分析。结果:参与者的6MWT增加了19.55米。根据用于评估的其他量表,运动功能也保持稳定。两种治疗条件下,北起点门诊评估评分均稳定(P= 0.20)。此外,远程康复条件下的时间up和go测试结果快0.1秒,运动功能测试在三个维度上均无显著差异(P=.08)。最后,努力感知婴儿量表显示,在训练过程中,疲劳在训练中期增加,在训练结束时减少,但即使运动强度增加,整个训练过程中的感知也较低。结论:常规治疗与远程康复治疗无差异,远程康复工具的使用不会对DMD和BMD患儿造成伤害,有利于患儿获得治疗,促进学习,维持功能能力。因此,远程康复通常可能有助于维持DMD和BMD患儿的运动功能。这种学习效果有助于减少孩子们在节目期间的疲劳感。
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引用次数: 0
Global Scientific Trends in Virtual Reality for Pain Treatment From 2000 to 2022: Bibliometric Analysis. 从2000年到2022年,虚拟现实治疗疼痛的全球科学趋势:文献计量分析。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-11-14 DOI: 10.2196/48354
Xun Yang, Sen Zhong, Sheng Yang, Meng He, Xu Xu, Shisheng He, Guoxin Fan, Lijun Liu

Background: Virtual reality (VR) is a computer simulation technique that has been increasingly applied in pain management over the past 2 decades.

Objective: In this study, we used bibliometrics to explore the literature on VR and pain control, with the aim of identifying research progress and predicting future research hot spots.

Methods: We extracted literature on VR and pain control published between 2000 and 2022 from the Web of Science Core Collections and conducted bibliometric analyses. We analyzed the publication and citation trends in the past 2 decades, as well as publication and citation analyses of different countries, institutions, journals, and authors. For references, we conducted cocitation and burst analyses. For keywords, we conducted co-occurrence, clustering, timeline view, and citation burst analyses.

Results: Based on 1176 publications, we found that there was a continuous increase in publication and citation volumes, especially in the last 5 years. The United States was the most representative country, and the University of Washington was the most representative institution, with both having the most publications and citations. The most popular journal in this field was Burns, and Hoffman HG was the most productive author, leading many studies on patients with burn pain. The reference with the most citation burst was a study on the verification of new hardware in pain control. The keywords with the highest citation bursts related to various situations of pain such as "burn pain," "wound care," "low back pain," and "phantom limb."

Conclusions: VR has been applied in various clinical situations for pain management, among which burns and pediatric surgery have achieved satisfactory results. We infer that VR will be extended to more clinical pain situations in the future, such as pain control in wound care, low back pain, and phantom limb pain. New research hot spots will include the development of software and hardware to improve the immersive experience of VR for pain control. However, our work was based solely on English literature from the Web of Science database. For future studies, we recommend that researchers explore literature from multiple databases to enhance the scope of their research.

背景:虚拟现实(VR)是一种计算机模拟技术,在过去的20年里越来越多地应用于疼痛管理。目的:采用文献计量学方法对虚拟现实与疼痛控制相关文献进行梳理,了解研究进展,预测未来研究热点。方法:我们从Web of Science核心馆藏中提取2000 - 2022年间发表的关于VR和疼痛控制的文献,并进行文献计量分析。我们分析了过去20年的出版和被引趋势,以及不同国家、机构、期刊和作者的出版和被引分析。为供参考,我们进行了振荡和突发分析。对于关键词,我们进行了共现、聚类、时间线视图和引文爆发分析。结果:基于1176篇出版物,我们发现出版物和被引量持续增长,特别是近5年。美国是最具代表性的国家,华盛顿大学是最具代表性的机构,两者的出版物和引用量都是最多的。该领域最受欢迎的杂志是《烧伤》,Hoffman HG是最多产的作者,领导了许多关于烧伤疼痛患者的研究。被引频次最多的文献是一篇关于疼痛控制新硬件验证的研究。引用率最高的关键词与各种疼痛情况有关,如“烧伤痛”、“伤口护理”、“腰痛”和“幻肢”。结论:虚拟现实技术已应用于各种临床情况下的疼痛管理,其中烧伤和儿科手术取得了满意的效果。我们推测,未来VR将扩展到更多的临床疼痛情况,如伤口护理中的疼痛控制、腰痛和幻肢痛。新的研究热点将包括软件和硬件的开发,以改善VR的沉浸式体验,以控制疼痛。然而,我们的工作完全基于Web of Science数据库中的英文文献。对于未来的研究,我们建议研究人员从多个数据库中探索文献,以扩大他们的研究范围。
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引用次数: 0
The Relationship Between Cognitive Resource Consumption During Gameplay and Postgame Aggressive Behaviors: Between-Subjects Experiment. 游戏过程中认知资源消耗与游戏后攻击行为的关系:被试间实验
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-11-14 DOI: 10.2196/48317
Huina Teng, Lixin Zhu, Xuanyu Zhang, Boyu Qiu

Background: The question of how video games can shape aggressive behaviors has been a focus for many researchers. Previous research has focused on how violent video game content leads to postgame aggressive behaviors. However, video games not only convey violence or prosocial content to players but also require cognitive effort from individuals. Since human cognitive resources are limited, consuming more cognitive resources in a game leads to less cognitive resources to suppress aggressive impulses. Therefore, the depletion of cognitive resources from playing video games may also lead to changes in postgame aggressive behaviors.

Objective: This study aimed to examine the relationship between cognitive resources consumed in video games and postgame aggressive behaviors.

Methods: A total of 60 participants (age: mean 20.22; range 18-24 y) were randomly assigned to either the high-load group or the low-load group. Participants from both groups played a video game centered around college life. In the low-load group, participants followed the gameplay instructions to complete it. In the high-load group, participants were given an extra digital memory task to complete while playing the game. Participants in both groups played the video game for about 25 minutes. A maze selection task was then conducted to measure the participants' helping and hurting behaviors.

Results: The independent samples 2-tailed t tests showed that the high-load group had significantly higher hurting scores (mean 3.13, SD 2.47) than the low-load group (mean 1.90, SD 2.12; t58=-2.07, P=.04; Cohen d=-0.535), whereas helping behaviors were not significantly affected (t58=1.52, P=.13; Cohen d=0.393).

Conclusions: As more cognitive resources are consumed in a video game, more hurting behaviors are exhibited after the game. This finding proposes an alternative route by which video games impact aggressive behaviors, adding to previous theories and raising concerns about the popularity of cognitive training games.

背景:电子游戏如何塑造攻击性行为一直是许多研究人员关注的焦点。之前的研究集中在暴力视频游戏内容如何导致游戏后的攻击行为。然而,电子游戏不仅向玩家传达暴力或亲社会内容,还需要个体的认知努力。由于人类的认知资源是有限的,在游戏中消耗的认知资源越多,抑制攻击性冲动的认知资源就越少。因此,玩电子游戏的认知资源的消耗也可能导致游戏后攻击行为的改变。目的:探讨电子游戏中认知资源消耗与游戏后攻击行为的关系。方法:共60例受试者(平均年龄20.22岁;年龄在18-24岁之间),随机分为高负荷组和低负荷组。两组参与者都玩了一个以大学生活为主题的电子游戏。在低负荷组中,参与者按照游戏说明完成游戏。在高负荷组中,参与者被要求在玩游戏的同时完成额外的数字记忆任务。两组参与者都玩了大约25分钟的视频游戏。然后进行迷宫选择任务来衡量参与者的帮助和伤害行为。结果:独立样本双尾t检验显示,高负荷组的伤害评分(平均3.13,SD 2.47)显著高于低负荷组(平均1.90,SD 2.12;t58 = -2.07, P = .04点;Cohen d=-0.535),而帮助行为无显著影响(t58=1.52, P= 0.13;科恩d = 0.393)。结论:随着电子游戏中认知资源的消耗,游戏后会出现更多的伤害行为。这一发现提出了电子游戏影响攻击性行为的另一种途径,补充了之前的理论,并引起了人们对认知训练游戏流行程度的担忧。
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引用次数: 0
Case-Based Serious Gaming for Complication Management in Colorectal and Pancreatic Surgery: Prospective Observational Study. 结直肠癌和胰腺外科并发症管理中基于病例的严重博弈:前瞻性观察研究。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-11-09 DOI: 10.2196/44708
Sophie-Caroline Schwarzkopf, Marius Distler, Thilo Welsch, Grit Krause-Jüttler, Jürgen Weitz, Fiona R Kolbinger

Background: The potential risk and subsequent impact of serious complications after pancreatic and colorectal surgery can be significantly reduced through early recognition, correct assessment, and timely initiation of appropriate therapy. Serious gaming (SG) is an innovative teaching method that combines play with knowledge acquisition, increased concentration, and quick decision-making and could therefore be used for clinically oriented education.

Objective: This study aims to develop a case-based SG platform for complication management in pancreatic and colorectal surgery, validate the application by comparing game courses of various professional groups in the health care sector, and test the acceptance of the developed platform in the context of clinical education by measuring levels of usability and applicability within the framework of a validity and usefulness analysis.

Methods: In this observational trial, a novel SG for management of postoperative complications was developed and prospectively validated in a cohort of 131 human caregivers with varying experience in abdominal surgery. A total of 6 realistic patient cases were implemented, representing common complications after pancreatic and colorectal surgery. Cases were developed and illustrated using anonymized images, data, and histories of postoperative patients. In the prospective section of this study, following a brief case presentation, participants were asked to triage the virtual patient, make an initial suspected diagnosis, and design a 3-step management plan, throughout which the results of selected diagnostic and therapeutic actions were presented. Participants' proposed case management was compared to ideal case management according to clinical guidelines. Usability, applicability, validity, and acceptance of the application were assessed using the Trier Teaching Evaluation Inventory as part of a noncomparative analysis. In addition, a comparative analysis of conventional teaching and learning formats was carried out.

Results: A total of 131 cases were answered. Physicians selected more appropriate therapeutic measures than nonphysicians. In the Trier Teaching Evaluation Inventory, design, structure, relevance, timeliness, and interest promotion were predominantly rated positively. Most participants perceived the application to be superior to conventional lecture-based formats (training courses, lectures, and seminars) in terms of problem-solving skills (102/131, 77.9%), self-reflection (102/131, 77.9%), and usability and applicability (104/131, 79.4%).

Conclusions: Case-based SG has educational potential for complication management in surgery and could thereby contribute to improvements in postoperative patient care.

背景:胰腺和结直肠手术后严重并发症的潜在风险和后续影响可以通过早期识别、正确评估和及时开始适当的治疗来显著降低。严肃游戏(SG)是一种创新的教学方法,它将游戏与知识获取、提高注意力和快速决策相结合,因此可以用于临床导向教育。目的:本研究旨在开发一个用于胰腺和结直肠手术并发症管理的基于案例的SG平台,通过比较卫生保健部门不同专业群体的游戏课程来验证其应用,并通过在有效性和有用性分析的框架内测量可用性和适用性水平,测试开发平台在临床教育背景下的接受度。方法:在这项观察性试验中,开发了一种用于治疗术后并发症的新型SG,并在131名具有不同腹部手术经验的护理人员的队列中进行了前瞻性验证。共实施了6例真实的患者病例,代表了胰腺和结肠直肠手术后的常见并发症。使用匿名图像、数据和术后患者的病史来开发和说明病例。在本研究的前瞻性部分,在简短的病例介绍后,参与者被要求对虚拟患者进行分诊,做出初步疑似诊断,并设计一个三步管理计划,在整个计划中介绍选定的诊断和治疗行动的结果。根据临床指南,将参与者提出的病例管理与理想的病例管理进行比较。作为非对比分析的一部分,使用Trier教学评估量表对申请的可用性、适用性、有效性和可接受性进行了评估。此外,还对传统教学模式和学习模式进行了比较分析。结果:共回答131例。医生比非医生选择了更合适的治疗措施。在Trier教学评估量表中,设计、结构、相关性、及时性和兴趣提升主要得到正面评价。大多数参与者认为,在解决问题的技能(102/131,77.9%)、自我反思(102/131,77.9%)方面,该应用程序优于传统的基于讲座的形式(培训课程、讲座和研讨会),以及可用性和适用性(104/131,79.4%)。结论:基于病例的SG在外科并发症管理方面具有教育潜力,从而有助于改善术后患者护理。
{"title":"Case-Based Serious Gaming for Complication Management in Colorectal and Pancreatic Surgery: Prospective Observational Study.","authors":"Sophie-Caroline Schwarzkopf, Marius Distler, Thilo Welsch, Grit Krause-Jüttler, Jürgen Weitz, Fiona R Kolbinger","doi":"10.2196/44708","DOIUrl":"10.2196/44708","url":null,"abstract":"<p><strong>Background: </strong>The potential risk and subsequent impact of serious complications after pancreatic and colorectal surgery can be significantly reduced through early recognition, correct assessment, and timely initiation of appropriate therapy. Serious gaming (SG) is an innovative teaching method that combines play with knowledge acquisition, increased concentration, and quick decision-making and could therefore be used for clinically oriented education.</p><p><strong>Objective: </strong>This study aims to develop a case-based SG platform for complication management in pancreatic and colorectal surgery, validate the application by comparing game courses of various professional groups in the health care sector, and test the acceptance of the developed platform in the context of clinical education by measuring levels of usability and applicability within the framework of a validity and usefulness analysis.</p><p><strong>Methods: </strong>In this observational trial, a novel SG for management of postoperative complications was developed and prospectively validated in a cohort of 131 human caregivers with varying experience in abdominal surgery. A total of 6 realistic patient cases were implemented, representing common complications after pancreatic and colorectal surgery. Cases were developed and illustrated using anonymized images, data, and histories of postoperative patients. In the prospective section of this study, following a brief case presentation, participants were asked to triage the virtual patient, make an initial suspected diagnosis, and design a 3-step management plan, throughout which the results of selected diagnostic and therapeutic actions were presented. Participants' proposed case management was compared to ideal case management according to clinical guidelines. Usability, applicability, validity, and acceptance of the application were assessed using the Trier Teaching Evaluation Inventory as part of a noncomparative analysis. In addition, a comparative analysis of conventional teaching and learning formats was carried out.</p><p><strong>Results: </strong>A total of 131 cases were answered. Physicians selected more appropriate therapeutic measures than nonphysicians. In the Trier Teaching Evaluation Inventory, design, structure, relevance, timeliness, and interest promotion were predominantly rated positively. Most participants perceived the application to be superior to conventional lecture-based formats (training courses, lectures, and seminars) in terms of problem-solving skills (102/131, 77.9%), self-reflection (102/131, 77.9%), and usability and applicability (104/131, 79.4%).</p><p><strong>Conclusions: </strong>Case-based SG has educational potential for complication management in surgery and could thereby contribute to improvements in postoperative patient care.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"11 ","pages":"e44708"},"PeriodicalIF":4.0,"publicationDate":"2023-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10667978/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"71521552","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 Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study. 预防老年青少年阿片类药物滥用的电子游戏干预:开发和实施前研究。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-11-03 DOI: 10.2196/46912
Kammarauche Aneni, Claudia-Santi F Fernandes, Lily A Hoerner, Claire Szapary, Tyra M Pendergrass Boomer, Lynn E Fiellin

Background: Opioid misuse and mental disorders are highly comorbid conditions. The ongoing substance misuse and mental health crises among adolescents in the United States underscores the importance of widely scalable substance misuse preventive interventions that also address mental health risks. Serious video games offer an engaging, widely scalable method for delivering and implementing preventive interventions. However, there are no video game interventions that focus on preventing opioid misuse among older adolescents, and there are limited existing video game interventions that address mental health.

Objective: This study aims to develop and conduct a formative evaluation of a video game intervention to prevent opioid misuse and promote mental health among adolescents aged 16-19 years (PlaySmart). We conducted formative work in preparation for a subsequent randomized controlled trial.

Methods: We conducted development and formative evaluation of PlaySmart in 3 phases (development, playtesting, and preimplementation) through individual interviews and focus groups with multiple stakeholders (adolescents: n=103; school-based health care providers: n=51; and addiction treatment providers: n=6). PlaySmart content development was informed by the health belief model, the theory of planned behavior, and social cognitive theory. User-centered design principles informed the approach to development and play testing. The Exploration, Preparation, Implementation, and Sustainability framework informed preimplementation activities. Thematic analysis was used to identify themes from interviews and focus groups that informed PlaySmart game content and approaches to future implementation of PlaySmart.

Results: We developed a novel video game PlaySmart for older adolescents that addresses the risk and protective factors for opioid misuse and mental health. Nine themes emerged from the focus groups that provided information regarding game content. Playtesting revealed areas of the game that required improvement, which were modified for the final game. Preimplementation focus groups identified potential barriers and facilitators for implementing PlaySmart in school settings.

Conclusions: PlaySmart offers a promising digital intervention to address the current opioid and mental health crises among adolescents in a scalable manner.

背景:阿片类药物滥用和精神障碍是高度共病的情况。美国青少年中持续存在的药物滥用和心理健康危机凸显了广泛推广的药物滥用预防干预措施的重要性,这些干预措施也解决了心理健康风险。严肃的电子游戏为提供和实施预防性干预措施提供了一种引人入胜、可广泛扩展的方法。然而,目前还没有专门针对预防老年青少年滥用阿片类药物的电子游戏干预措施,现有的针对心理健康的电子游戏介入措施也有限。目的:本研究旨在对视频游戏干预进行形成性评估,以防止16-19岁青少年滥用阿片类药物并促进心理健康(PlaySmart)。我们进行了形成性工作,为随后的随机对照试验做准备。方法:我们通过与多个利益相关者(青少年:n=103;学校医疗服务提供者:n=51;成瘾治疗提供者:n=6)的个人访谈和焦点小组,在3个阶段(开发、游戏测试和预实施)对PlaySmart进行了开发和形成性评估。PlaySmart的内容开发受到健康信念模型、计划行为理论和社会认知理论的影响。以用户为中心的设计原则为开发和游戏测试提供了依据。勘探、准备、实施和可持续性框架为实施前活动提供了信息。主题分析用于确定采访和焦点小组的主题,这些主题为PlaySmart游戏内容和未来实施PlaySmart的方法提供了信息。结果:我们为年龄较大的青少年开发了一款新的视频游戏PlaySmart,该游戏解决了阿片类药物滥用和心理健康的风险和保护因素。提供有关游戏内容信息的焦点小组提出了九个主题。游戏测试揭示了游戏中需要改进的地方,并为最终游戏进行了修改。实施前重点小组确定了在学校环境中实施PlaySmart的潜在障碍和促进因素。结论:PlaySmart提供了一种很有前景的数字干预,以可扩展的方式解决当前青少年中的阿片类药物和心理健康危机。
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引用次数: 0
Effects of Virtual Reality Pilates Training on Duration of Posture Maintenance and Flow in Young, Healthy Individuals: Randomized Crossover Trial. 虚拟现实普拉提训练对年轻健康个体姿势维持和流畅持续时间的影响:随机交叉试验。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-10-19 DOI: 10.2196/49080
Sung Je Park, Jea Woog Lee

Background: This study explored the use of virtual reality (VR) technology to enhance the effectiveness and duration of low-intensity movements and postures in Pilates-derived exercises. We postulate that by leveraging the flow state in VR, individuals can engage in these exercises for longer periods while maintaining a high level of flow.

Objective: The purpose of this study was to compare differences in posture maintenance and flow between VR Pilates training and conventional Pilates training, and the correlation between the 2 factors.

Methods: The 18 participants in each group received either VR training or conventional training and were switched to the other training type after a 2-day wash-out period. Each group performed Pilates movements in a VR environment and a conventional environment, divided into 4 types. After training sessions, participants were evaluated for flow using a self-report questionnaire. In addition, a sports video analysis program was used to measure the duration of posture maintenance in 2 video-recorded sessions. Repeated-measures ANOVA and correlation analysis were performed on the measured duration of posture maintenance and flow scores. In all cases, the statistical significance level was set at P<.05.

Results: Results for the duration of posture maintenance verification by type showed that simple behavior (F1,16=17.631; P<.001), upper body-arm coordination behavior (F1,16=6.083; P=.04), upper body-leg coordination behavior (F1,16=8.359; P<.001), and whole-body coordination behavior (F1,16=8.426; P<.001) all showed an interaction effect at P<.05. Flow (F1,16=15.250; P<.001) also showed an interaction effect. In addition, significant correlations were determined between duration of all types of posture maintenance and flow in the VR training group at P<.05.

Conclusions: Our results indicate that VR Pilates training may be more useful than conventional Pilates training in improving the duration of posture maintenance and that it promotes a significantly higher degree of flow when compared with conventional Pilates training.

背景:本研究探讨了使用虚拟现实(VR)技术来提高普拉提运动中低强度动作和姿势的有效性和持续时间。我们假设,通过利用虚拟现实中的流动状态,个人可以在保持高水平流动的同时进行更长时间的这些练习。目的:比较VR普拉提训练与传统普拉提训练在姿势维持和流量方面的差异,以及这两个因素之间的相关性。方法:每组18名参与者接受VR训练或常规训练,并在2天的退出期后切换到另一种训练类型。每组在VR环境和传统环境中进行普拉提运动,分为4种类型。培训课程结束后,使用自我报告问卷对参与者的流量进行评估。此外,还使用了一个体育视频分析程序来测量两个视频录制会话中姿势保持的持续时间。对测量的姿势维持持续时间和流量得分进行重复测量ANOVA和相关性分析。在所有情况下,统计显著性水平均设置为PR。结果:按类型划分的姿势维持验证持续时间的结果显示,简单行为(F1,16=17.631;P1,16=6.083;P=0.04),上半身-腿部协调行为(F1,16=8.359;P1,16=8.426;P1,12=15.250;P结论:我们的研究结果表明,VR普拉提训练在改善姿势维持的持续时间方面可能比传统普拉提训练更有用,并且与传统普拉提训练相比,它能显著提高流畅度。
{"title":"Effects of Virtual Reality Pilates Training on Duration of Posture Maintenance and Flow in Young, Healthy Individuals: Randomized Crossover Trial.","authors":"Sung Je Park,&nbsp;Jea Woog Lee","doi":"10.2196/49080","DOIUrl":"10.2196/49080","url":null,"abstract":"<p><strong>Background: </strong>This study explored the use of virtual reality (VR) technology to enhance the effectiveness and duration of low-intensity movements and postures in Pilates-derived exercises. We postulate that by leveraging the flow state in VR, individuals can engage in these exercises for longer periods while maintaining a high level of flow.</p><p><strong>Objective: </strong>The purpose of this study was to compare differences in posture maintenance and flow between VR Pilates training and conventional Pilates training, and the correlation between the 2 factors.</p><p><strong>Methods: </strong>The 18 participants in each group received either VR training or conventional training and were switched to the other training type after a 2-day wash-out period. Each group performed Pilates movements in a VR environment and a conventional environment, divided into 4 types. After training sessions, participants were evaluated for flow using a self-report questionnaire. In addition, a sports video analysis program was used to measure the duration of posture maintenance in 2 video-recorded sessions. Repeated-measures ANOVA and correlation analysis were performed on the measured duration of posture maintenance and flow scores. In all cases, the statistical significance level was set at P<.05.</p><p><strong>Results: </strong>Results for the duration of posture maintenance verification by type showed that simple behavior (F<sub>1,16</sub>=17.631; P<.001), upper body-arm coordination behavior (F<sub>1,16</sub>=6.083; P=.04), upper body-leg coordination behavior (F<sub>1,16</sub>=8.359; P<.001), and whole-body coordination behavior (F<sub>1,16</sub>=8.426; P<.001) all showed an interaction effect at P<.05. Flow (F<sub>1,16</sub>=15.250; P<.001) also showed an interaction effect. In addition, significant correlations were determined between duration of all types of posture maintenance and flow in the VR training group at P<.05.</p><p><strong>Conclusions: </strong>Our results indicate that VR Pilates training may be more useful than conventional Pilates training in improving the duration of posture maintenance and that it promotes a significantly higher degree of flow when compared with conventional Pilates training.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"11 ","pages":"e49080"},"PeriodicalIF":4.0,"publicationDate":"2023-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10623234/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49677555","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
An Exposure-Based Video Game (Dr. Zoo) to Reduce Needle Phobia in Children Aged 3 to 6 Years: Development and Mixed Methods Pilot Study. 一个基于暴露的电子游戏(动物园博士),以减少3-6岁儿童的针头恐惧症:开发和混合方法试点研究。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-10-16 DOI: 10.2196/42025
Pat Healy, Celine Lu, Jennifer S Silk, Oliver Lindhiem, Reagan Harper, Abhishek Viswanathan, Dmitriy Babichenko

Background: Needle phobia, which affects 19% of children aged 4 to 6 years, prevents many children from receiving necessary or preventive medical treatments. Digital interventions have been made to target needle phobia but currently rely on distraction rather than evidence-based exposure.

Objective: We designed and evaluated a serious exposure-based mobile game called Dr. Zoo to reduce the fear of needles in children aged 3 to 6 years, where players administered shots to cartoon animals.

Methods: We conducted a mixed methods study with 30 parents (mean age 35.87, SD 4.39 years) and their 36 children (mean age 4.44, SD 1.11 years) who played the game for 5 days leading to a scheduled appointment that included an injection (eg, influenza vaccination). After the study, parents completed exit surveys and participated in semistructured interviews to evaluate ease of use, acceptability, and preliminary effectiveness of the game and to provide insights on their experience with the game to inform future developments. Interview transcripts were analyzed by 3 independent coders following an open coding process and subsequently coded and discussed to reach consensus.

Results: Parents rated their child's difficulty in completing the game as very low on average (scale 1-5; mean 1.76, SD 0.82) and were highly likely to recommend Dr. Zoo to other parents (scale 1-5; mean 4.41, SD 0.87), suggesting Dr. Zoo's strong ease of use and high acceptability. In the exit survey, parents rated their child's fear as significantly lower after participating in the study (scale 1-5; mean 3.09, SD 1.17) compared with that before participating (scale 1-5; mean 4.37, SD 0.81; z score=-4.638; P<.001). Furthermore, 74% (26/35) of the parents reported that the game had a positive impact on their child's fear or perception of needles (only 2 parents reported a negative impact). Qualitative analysis of the interview transcripts revealed potentially important features of the game in this positive impact, such as the game's interactive design, as observed in 69% (24/35) of our participants.

Conclusions: The results suggest that an evidence-based serious mobile game can be an easy-to-use, acceptable, and potentially effective intervention for changing young children's fear and perceptions of needles. Leveraging digital interventions may be a potential solution to needle anxiety as a public health concern.

背景:针头恐惧症影响了19%的4至6岁儿童,使许多儿童无法接受必要的或预防性的医疗治疗。针对针头恐惧症已经进行了数字干预,但目前依赖于分散注意力,而不是循证暴露。目的:我们设计并评估了一款名为《动物园博士》的基于严重暴露的手机游戏,以减少3至6岁儿童对针头的恐惧,玩家在游戏中给卡通动物注射针头。方法:我们对30名父母(平均年龄35.87,标准差4.39岁)和他们的36个孩子(平均年龄4.44,标准差1.11岁)进行了一项混合方法研究,他们玩了5天游戏,然后进行了包括注射(如流感疫苗接种)在内的预定预约。研究结束后,家长们完成了退出调查,并参加了半结构化访谈,以评估游戏的易用性、可接受性和初步有效性,并提供他们对游戏体验的见解,为未来的发展提供信息。访谈记录由3名独立的编码员按照开放的编码过程进行分析,随后进行编码和讨论以达成共识。结果:家长们认为孩子完成游戏的难度平均很低(1-5级;平均1.76,SD 0.82),并且很可能向其他家长推荐Zoo博士(1-5级,平均4.41,SD 0.87),这表明Zoo博士的易用性很强,可接受性很高。在出口调查中,父母认为,与参与研究前相比,参与研究后孩子的恐惧感显著降低(量表1-5;平均3.09,标准差1.17)(量表1-5;平均4.37,SD 0.81;z分数=-4.638;结论:研究结果表明,基于证据的严肃手机游戏是一种易于使用、可接受且潜在有效的干预措施,可以改变幼儿对针头的恐惧和看法。利用数字干预可能是解决针头焦虑这一公共卫生问题的潜在方法。
{"title":"An Exposure-Based Video Game (Dr. Zoo) to Reduce Needle Phobia in Children Aged 3 to 6 Years: Development and Mixed Methods Pilot Study.","authors":"Pat Healy,&nbsp;Celine Lu,&nbsp;Jennifer S Silk,&nbsp;Oliver Lindhiem,&nbsp;Reagan Harper,&nbsp;Abhishek Viswanathan,&nbsp;Dmitriy Babichenko","doi":"10.2196/42025","DOIUrl":"10.2196/42025","url":null,"abstract":"<p><strong>Background: </strong>Needle phobia, which affects 19% of children aged 4 to 6 years, prevents many children from receiving necessary or preventive medical treatments. Digital interventions have been made to target needle phobia but currently rely on distraction rather than evidence-based exposure.</p><p><strong>Objective: </strong>We designed and evaluated a serious exposure-based mobile game called Dr. Zoo to reduce the fear of needles in children aged 3 to 6 years, where players administered shots to cartoon animals.</p><p><strong>Methods: </strong>We conducted a mixed methods study with 30 parents (mean age 35.87, SD 4.39 years) and their 36 children (mean age 4.44, SD 1.11 years) who played the game for 5 days leading to a scheduled appointment that included an injection (eg, influenza vaccination). After the study, parents completed exit surveys and participated in semistructured interviews to evaluate ease of use, acceptability, and preliminary effectiveness of the game and to provide insights on their experience with the game to inform future developments. Interview transcripts were analyzed by 3 independent coders following an open coding process and subsequently coded and discussed to reach consensus.</p><p><strong>Results: </strong>Parents rated their child's difficulty in completing the game as very low on average (scale 1-5; mean 1.76, SD 0.82) and were highly likely to recommend Dr. Zoo to other parents (scale 1-5; mean 4.41, SD 0.87), suggesting Dr. Zoo's strong ease of use and high acceptability. In the exit survey, parents rated their child's fear as significantly lower after participating in the study (scale 1-5; mean 3.09, SD 1.17) compared with that before participating (scale 1-5; mean 4.37, SD 0.81; z score=-4.638; P<.001). Furthermore, 74% (26/35) of the parents reported that the game had a positive impact on their child's fear or perception of needles (only 2 parents reported a negative impact). Qualitative analysis of the interview transcripts revealed potentially important features of the game in this positive impact, such as the game's interactive design, as observed in 69% (24/35) of our participants.</p><p><strong>Conclusions: </strong>The results suggest that an evidence-based serious mobile game can be an easy-to-use, acceptable, and potentially effective intervention for changing young children's fear and perceptions of needles. Leveraging digital interventions may be a potential solution to needle anxiety as a public health concern.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"11 ","pages":"e42025"},"PeriodicalIF":4.0,"publicationDate":"2023-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10624234/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41235448","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
Playfulness and New Technologies in Hand Therapy for Children With Cerebral Palsy: Scoping Review. 儿童脑瘫手部治疗中的游戏性和新技术:范围界定综述。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-10-16 DOI: 10.2196/44904
Tamara Veronica Pinos Cisneros, Annette Brons, Ben Kröse, Ben Schouten, Geke Ludden

Background: Innovative technologies such as game consoles and smart toys used with games or playful approaches have proven to be successful and attractive in providing effective and motivating hand therapy for children with cerebral palsy (CP). Thus, there is an increased interest in designing and implementing interventions that can improve the well-being of these children. However, to understand how and why these interventions are motivating children, we need a better understanding of the playful elements of technology-supported hand therapy.

Objective: This scoping review aims to identify the playful elements and the innovative technologies currently used in hand therapy for children with CP.

Methods: We included studies that design or evaluate interventions for children with CP that use innovative technologies with game or play strategies. Data were extracted and analyzed based on the type of technology, description of the system, and playful elements according to the Lenses of Play, a play design toolkit. A total of 31 studies were included in the analysis.

Results: Overall, 54 papers were included in the analysis. The results showed high use of consumer technologies in hand therapy for children with CP. Although several studies have used a combination of consumer technologies with therapeutic-specific technologies, only a few studies focused on the exclusive use of therapeutic-specific technologies. To analyze the playfulness of these interventions that make use of innovative technologies, we focused our review on 3 lenses of play: Open-ended Play, where it was found that the characteristics of ludus, such as a structured form of play and defined goals and rules, were the most common, whereas strategies that relate to paidia were less common. The most commonly used Forms of Play were physical or active form and games with rules. Finally, the most popular Playful experiences were control, challenge, and competition.

Conclusions: The inventory and analysis of innovative technology and playful elements provided in this study can be a starting point for new developments of fun and engaging tools to assist hand therapy for children with CP.

背景:游戏机和智能玩具等创新技术已被证明在为脑瘫儿童提供有效和激励性的手部治疗方面是成功和有吸引力的。因此,人们对设计和实施能够改善这些儿童福祉的干预措施越来越感兴趣。然而,为了理解这些干预措施是如何以及为什么激励儿童的,我们需要更好地了解技术支持的手部治疗的有趣元素。目的:本范围综述旨在确定目前用于CP儿童手部治疗的游戏元素和创新技术。方法:我们纳入了设计或评估针对CP儿童的干预措施的研究,这些干预措施将创新技术与游戏或游戏策略相结合。根据游戏设计工具包Lenses of Play,根据技术类型、系统描述和游戏元素提取和分析数据。共有31项研究被纳入分析。结果:共有54篇论文被纳入分析。研究结果显示,消费者技术在儿童脑瘫手部治疗中的使用率很高。尽管有几项研究将消费者技术与特定治疗技术相结合,但只有少数研究专注于特定治疗技术的独家使用。为了分析这些利用创新技术的干预措施的游戏性,我们将重点放在了游戏的三个镜头上:开放式游戏,在这三个镜头中,发现ludus的特征,如结构化的游戏形式、明确的目标和规则,是最常见的,而与paidia相关的策略则不太常见。最常用的游戏形式是身体或活动形式以及有规则的游戏。最后,最受欢迎的娱乐体验是控制、挑战和竞争。结论:本研究提供的创新技术和好玩元素的清单和分析可以作为开发有趣和吸引人的工具的起点,以帮助儿童脑瘫的手部治疗。
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引用次数: 0
Effect of Voice and Articulation Parameters of a Home-Based Serious Game for Speech Therapy in Children With Articulation Disorder: Prospective Single-Arm Clinical Trial. 家庭严肃游戏对儿童发音障碍言语治疗的语音和发音参数影响:前瞻性单臂临床试验。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-10-11 DOI: 10.2196/49216
Seong-Yeol Kim, Minji Song, Yunju Jo, Youngjae Jung, Heecheon You, Myoung-Hwan Ko, Gi-Wook Kim
<p><strong>Background: </strong>Articulation disorder decreases the clarity of language and causes a decrease in children's learning and social ability. The demand for non-face-to-face treatment is increasing owing to the limited number of therapists and geographical or economic constraints. Non-face-to-face speech therapy programs using serious games have been proposed as an alternative.</p><p><strong>Objective: </strong>The aim of this study is to investigate the efficacy of home therapy on logopedic and phoniatric abilities in children with articulation disorder using the Smart Speech game interface.</p><p><strong>Methods: </strong>This study is a prospective single-arm clinical trial. Children with articulation disorders, whose Urimal Test of Articulation and Phonology (U-TAP) was -2 SDs or less and the Receptive and Expressive Vocabulary Test score was -1 SD or more, were enrolled. A preliminary evaluation (E0) was conducted to check whether the children had articulation disorders, and for the next 4 weeks, they lived their usual lifestyle without other treatments. Prior to the beginning of the training, a pre-evaluation (E1) was performed, and the children trained at home for ≥30 minutes per day, ≥5 times a week, over 4 weeks (a total of 20 sessions). The Smart Speech program comprised oral exercise training, breathing training, and speech training; the difficulty and type of the training were configured differently according to the participants' articulation error, exercise, and vocal ability. After the training, postevaluation (E2) was performed using the same method. Finally, 8 weeks later, postevaluation (E3) was performed as a follow-up. A voice evaluation included parameters such as maximum phonation time (MPT), fundamental frequency (F<sub>0</sub>), jitter, peak air pressure (relative average perturbation), pitch, intensity, and voice onset time. Articulation parameters included a percentage of correct consonants (PCC; U-TAP word-unit PCC, U-TAP sentence-unit PCC, and three-position articulation test) and alternate motion evaluation (diadochokinesis, DDK). Data obtained during each evaluation (E1-E2-E3) were compared.</p><p><strong>Results: </strong>A total of 13 children with articulation disorders aged 4-10 years were enrolled in the study. In voice parameters, MPT, jitter, and pitch showed significant changes in repeated-measures ANOVA. However, only MPT showed significant changes during E1-E2 (P=.007) and E1-E3 (P=.004) in post hoc tests. Other voice parameters did not show significant changes. In articulation parameters, U-TAP, three-position articulation test (TA), and DDK showed significant changes in repeated-measures ANOVA. In post hoc tests, U-TAP (word, sentence) and TA showed significant changes during E1-E2 (P=.003, .04, and .01) and E1-E3 (P=.001, .03, and .003), and DDK showed significant changes during E1-E2 only (P=.03).</p><p><strong>Conclusions: </strong>Home-based serious games can be considered an alternative tre
背景:发音障碍降低了语言的清晰度,导致儿童的学习和社交能力下降。由于治疗师人数有限以及地理或经济限制,对非面对面治疗的需求正在增加。使用严肃游戏的非面对面言语治疗项目已被提议作为一种替代方案。目的:本研究的目的是使用智能语音游戏界面研究家庭治疗对发音障碍儿童的发音和发音能力的疗效。方法:本研究为前瞻性单臂临床试验。患有发音障碍的儿童被纳入研究,他们的发音和语音尿液测试(U-TAP)为-2 SD或更低,接受和表达词汇测试得分为-1 SD或更高。进行了初步评估(E0),以检查儿童是否患有发音障碍,在接下来的4周里,他们在没有其他治疗的情况下过着正常的生活方式。在训练开始前,进行了预评估(E1),孩子们每天在家训练≥30分钟,每周训练≥5次,为期4周(共20次)。智能语音计划包括口语锻炼训练、呼吸训练和语音训练;训练的难度和类型根据参与者的发音错误、锻炼和发声能力而有所不同。训练结束后,使用相同的方法进行后评估(E2)。最后,8周后,进行后评估(E3)作为随访。语音评估包括参数,如最大发声时间(MPT)、基频(F0)、抖动、峰值气压(相对平均扰动)、音高、强度和语音开始时间。发音参数包括正确辅音的百分比(PCC;U-TAP单词单元PCC、U-TAP句子单元PCC和三位置发音测试)和交替动作评估(diadochokinesis,DDK)。比较在每次评估(E1-E2-E3)期间获得的数据。结果:共有13名4-10岁的发音障碍儿童参与了这项研究。在语音参数方面,MPT、抖动和音高在重复测量ANOVA中显示出显著变化。然而,在事后测试中,只有MPT在E1-E2(P=0.007)和E1-E3(P=0.004)期间显示出显著变化。其他语音参数没有显示出显著变化。在关节参数方面,U-TAP、三位关节测试(TA)和DDK在重复测量ANOVA中显示出显著变化。在事后测试中,U-TAP(单词、句子)和TA在E1-E2(P=0.003、.04和.01)和E1-E3(P=0.001、.03和.003)期间表现出显著变化,而DDK仅在E1-E2中表现出显著改变(P=0.03)。结论:家庭严肃游戏可被视为改善语言功能的替代治疗方法。试验注册:临床研究信息服务KCT0006448;https://cris.nih.go.kr/cris/search/detailSearch.do/20119.
{"title":"Effect of Voice and Articulation Parameters of a Home-Based Serious Game for Speech Therapy in Children With Articulation Disorder: Prospective Single-Arm Clinical Trial.","authors":"Seong-Yeol Kim,&nbsp;Minji Song,&nbsp;Yunju Jo,&nbsp;Youngjae Jung,&nbsp;Heecheon You,&nbsp;Myoung-Hwan Ko,&nbsp;Gi-Wook Kim","doi":"10.2196/49216","DOIUrl":"10.2196/49216","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Articulation disorder decreases the clarity of language and causes a decrease in children's learning and social ability. The demand for non-face-to-face treatment is increasing owing to the limited number of therapists and geographical or economic constraints. Non-face-to-face speech therapy programs using serious games have been proposed as an alternative.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;The aim of this study is to investigate the efficacy of home therapy on logopedic and phoniatric abilities in children with articulation disorder using the Smart Speech game interface.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;This study is a prospective single-arm clinical trial. Children with articulation disorders, whose Urimal Test of Articulation and Phonology (U-TAP) was -2 SDs or less and the Receptive and Expressive Vocabulary Test score was -1 SD or more, were enrolled. A preliminary evaluation (E0) was conducted to check whether the children had articulation disorders, and for the next 4 weeks, they lived their usual lifestyle without other treatments. Prior to the beginning of the training, a pre-evaluation (E1) was performed, and the children trained at home for ≥30 minutes per day, ≥5 times a week, over 4 weeks (a total of 20 sessions). The Smart Speech program comprised oral exercise training, breathing training, and speech training; the difficulty and type of the training were configured differently according to the participants' articulation error, exercise, and vocal ability. After the training, postevaluation (E2) was performed using the same method. Finally, 8 weeks later, postevaluation (E3) was performed as a follow-up. A voice evaluation included parameters such as maximum phonation time (MPT), fundamental frequency (F&lt;sub&gt;0&lt;/sub&gt;), jitter, peak air pressure (relative average perturbation), pitch, intensity, and voice onset time. Articulation parameters included a percentage of correct consonants (PCC; U-TAP word-unit PCC, U-TAP sentence-unit PCC, and three-position articulation test) and alternate motion evaluation (diadochokinesis, DDK). Data obtained during each evaluation (E1-E2-E3) were compared.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;A total of 13 children with articulation disorders aged 4-10 years were enrolled in the study. In voice parameters, MPT, jitter, and pitch showed significant changes in repeated-measures ANOVA. However, only MPT showed significant changes during E1-E2 (P=.007) and E1-E3 (P=.004) in post hoc tests. Other voice parameters did not show significant changes. In articulation parameters, U-TAP, three-position articulation test (TA), and DDK showed significant changes in repeated-measures ANOVA. In post hoc tests, U-TAP (word, sentence) and TA showed significant changes during E1-E2 (P=.003, .04, and .01) and E1-E3 (P=.001, .03, and .003), and DDK showed significant changes during E1-E2 only (P=.03).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;Home-based serious games can be considered an alternative tre","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"11 ","pages":"e49216"},"PeriodicalIF":4.0,"publicationDate":"2023-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10600646/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41201581","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
The Application of Fully Immersive Virtual Reality on Reminiscence Interventions for Older Adults: Scoping Review. 全沉浸式虚拟现实在老年人回忆干预中的应用:范围界定综述。
IF 4 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2023-10-06 DOI: 10.2196/45539
Zhipeng Lu, Wenjin Wang, Wei Yan, Chung Lin Kew, Jinsil Hwaryoung Seo, Marcia Ory
<p><strong>Background: </strong>The increasing number of older adults with mental, behavioral, and memory challenges presents significant public health concerns. Reminiscence is one type of nonpharmacological intervention that can effectively evoke memories, stimulate mental activities, and improve psychological well-being in older adults through a series of discussions on previous experiences. Fully immersive virtual reality (FIVR) may be a useful tool for reminiscence interventions because it uses realistic virtual environments connected to a person's significant past stories.</p><p><strong>Objective: </strong>This review aims to examine empirical evidence regarding the application of FIVR in reminiscence interventions, its usability and acceptability, and its effectiveness in assisting the intervention to achieve optimal outcomes.</p><p><strong>Methods: </strong>We followed the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) approach for scoping reviews. The PubMed, PsycINFO, Embase, CINAHL, Web of Science, ACM, and IEEE Xplore electronic databases were used for the search. We included peer-reviewed studies that used FIVR as an assistive tool for reminiscence interventions; were published between January 1, 2000, and August 1, 2022; reported empirical research; involved older adults as participants; and addressed health- and behavior-related outcomes or the feasibility and usability of FIVR. We used Endnote X9 to organize the search results and Microsoft Excel for data extraction and synthesis.</p><p><strong>Results: </strong>Of the 806 articles collected from the databases and other resources, 11 were identified. Most of the studies involved participants aged between 70 and 90 years. Only 1 study did not involve those with cognitive impairments, whereas 3 specifically targeted people living with dementia. The results indicated that FIVR reminiscence interventions enhanced engagement and reduced fatigue. Although some studies have observed positive effects on anxiety, apathy, depression, cognitive functions, and caregiver burden reduction, these findings were inconsistent across other research. In addition, FIVR showed overall usability and acceptability with manageable side effects among older adults across various health conditions during reminiscence sessions. However, 1 study reported adverse feelings among participants, triggered by unpleasant memories evoked by the virtual reality content.</p><p><strong>Conclusions: </strong>The role of FIVR in reminiscence interventions remains nascent, with limited studies evaluating its impacts on older adults. Many of the reviewed studies had notable limitations: small sample sizes, absence of rigorous research design, limited assessment of long-term effects, lack of measures for health and behavior outcomes, and quality of life. Beyond these limitations, this review identified a list of future research directions in 6 categories. On the basis of the review findings, we pr
背景:越来越多的老年人有心理、行为和记忆方面的挑战,这引起了人们对公共卫生的严重关注。回忆是一种非药物干预,可以通过对以往经历的一系列讨论,有效唤起记忆,刺激心理活动,改善老年人的心理健康。完全沉浸式虚拟现实(FIVR)可能是一种有用的回忆干预工具,因为它使用了与一个人重要的过去故事相关的现实虚拟环境。目的:本综述旨在检验FIVR在回忆干预中的应用、其可用性和可接受性,以及其在帮助干预实现最佳结果方面的有效性的经验证据。方法:我们采用PRISMA(系统评价和荟萃分析的首选报告项目)方法进行范围审查。PubMed、PsycINFO、Embase、CINAHL、Web of Science、ACM和IEEE Xplore电子数据库用于搜索。我们纳入了使用FIVR作为回忆干预辅助工具的同行评审研究;于2000年1月1日至2022年8月1日期间发表;报告的实证研究;让老年人参与;并讨论了与健康和行为相关的结果或FIVR的可行性和可用性。我们使用Endnote X9来组织搜索结果,并使用Microsoft Excel进行数据提取和合成。结果:在从数据库和其他资源收集的806篇文章中,11篇被识别。大多数研究涉及年龄在70至90岁之间的参与者。只有1项研究没有涉及认知障碍患者,而3项研究专门针对痴呆症患者。结果表明,FIVR回忆干预提高了参与度,减少了疲劳。尽管一些研究观察到了对焦虑、冷漠、抑郁、认知功能和减轻照顾者负担的积极影响,但这些发现在其他研究中并不一致。此外,在回忆过程中,FIVR在各种健康状况下的老年人中显示出总体可用性和可接受性,副作用可控。然而,有一项研究报告称,虚拟现实内容引发的不愉快记忆引发了参与者的不良情绪。结论:FIVR在回忆干预中的作用尚处于萌芽阶段,评估其对老年人影响的研究有限。许多被审查的研究都有显著的局限性:样本量小,缺乏严格的研究设计,对长期影响的评估有限,缺乏对健康和行为结果以及生活质量的衡量标准。除了这些限制之外,这篇综述还列出了6个类别的未来研究方向。根据审查结果,我们提供了加强FIVR回忆干预的实用建议,涵盖虚拟现实内容、设备选择、干预类型以及促进者的角色和责任等主题。
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JMIR Serious Games
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