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FITLIGHT Training and Its Influence on Visual-Motor Reactions and Dribbling Speed in Female Basketball Players: Prospective Evaluation Study. FITLIGHT训练对女篮球运动员视觉运动反应和运球速度的影响:前瞻性评价研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-07-04 DOI: 10.2196/70519
Ahmad K Hassan
<p><strong>Background: </strong>Basketball exists as a team-based sport played on a court involving intense physical demands because players need continuous movement between offensive and defensive zones.</p><p><strong>Objective: </strong>The aim of the current research was to investigate the impact of a training program implementing FITLIGHT (FITLIGHT Corp) technology on female basketball players' visual-motor interactions and dribbling speed.</p><p><strong>Methods: </strong>The study included 28 female basketball players. Participants were divided into 2 groups, experimental group (EG; n=14, mean age 18.29, SD 0.99 y; mean height 174.50, SD 2.10 cm; mean weight 75.36, SD 2.10 kg; mean training 5.64, SD 0.50 y) and control group (CG; n=14, mean age 18.50, SD 0.65 y; mean height 175.64, SD 1.55 cm; mean weight 75.57, SD 1.79 kg; mean training 5.43, SD 0.51 y), in a random manner. Pre- and post-measurements were used, and FITLIGHT training was conducted for 10 weeks with 4 sessions per week. The FITLIGHT training program targeted the elements of visual-motor interactions and dribbling speed for the EG. The CG experienced the same training regimen, but did not participate in the FITLIGHT training. The tests that were adopted and administered were the reaction time in the right hand and left hand, the reactive time (t test), and the reactive time with dribbling (t test D) tests. Statistical analysis included the calculation of descriptive statistics for minimum and maximum values and mean and SD, which were used for paired t tests for within-group comparison alongside independent t tests for between-group differences. Effect sizes (Cohen d) measured small effects at less than 0.2, medium effects at 0.2-0.5, and large effects at greater than 0.8 at P<.05.</p><p><strong>Results: </strong>All the EG improvements were statistically significant (P<.001), with reaction time in the right hand improving by 0.04 ms more than that in CG (0.016 ms; effect sizes d=0.87 for the EG and d=0.79 for the CG). The reaction time in the left hand of the EG was 0.05 ms faster (d=0.97), compared with a difference of 0.019 ms in the CG (d=0.71). Participants in the EG had 1.90 seconds more reactive time (d=0.98) than those in the CG, who had 0.85 seconds (d=0.97). For dribbling in the EG, reactive time improved by 4.08 seconds (d=0.98), much better than the improvement seen in the CG of 1.71 seconds (d=0.93) when compared with using effect sizes. The analysis of the data is finished, showing that the EG had much larger effects than the CG. Study participants achieved large effect sizes during reaction time in the right hand (d=0.51), reaction time in the left hand (d=0.71), reactive time (d=0.84), and reactive time with dribbling (d=0.88).</p><p><strong>Conclusions: </strong>A pairwise comparison between the EG and the CG also revealed a statistically significant difference in the EG, which proved that the EG outperformed the CG. This study provides evidence for the enhanc
背景:篮球是一项以团队为基础的运动,在球场上进行,涉及强烈的身体要求,因为球员需要在进攻和防守区域之间不断移动。目的:探讨FITLIGHT (FITLIGHT Corp)技术对女子篮球运动员视觉-运动互动和运球速度的影响。方法:以28名女子篮球运动员为研究对象。参与者分为两组,实验组(EG;n=14,平均年龄18.29岁,SD 0.99 y;平均身高174.50,标准差2.10 cm;平均体重75.36,标准差2.10 kg;平均训练5.64,标准差0.50 y)和对照组(CG;n=14,平均年龄18.50岁,标准差0.65 y;平均身高175.64,标准差1.55 cm;平均体重75.57,标准差1.79 kg;平均训练5.43,标准差0.51 y),随机方式。使用前后测量,FITLIGHT训练进行10周,每周4次。FITLIGHT训练计划针对EG的视觉-运动相互作用和运球速度元素。CG经历了同样的训练方案,但没有参加FITLIGHT训练。采用和实施的测试是右手和左手反应时间、反应时间(t检验)和运球反应时间(t检验D)测试。统计分析包括计算最小值和最大值、平均值和标准差的描述性统计,用于组内比较的配对t检验和组间差异的独立t检验。效应量(Cohen d)测量了小于0.2时的小效应,0.2-0.5时的中效应,大于0.8时的大效应。结果:所有EG的改善均具有统计学意义(p)。结论:EG与CG的两两比较也显示EG的差异具有统计学意义,证明EG优于CG。本研究为接受FITLIGHT技术训练的女篮球运动员的视觉-运动互动和运球速度的增强提供了证据。
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引用次数: 0
Preliminary Efficacy of a Gamified Mobile App for Promoting Self-Health Management Among Nurses in the Post-COVID Era: Single-Group Pre-Post Study. 游戏化移动应用程序促进后covid时代护士自我健康管理的初步效果:单组前后研究
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-07-03 DOI: 10.2196/66262
Shao Huan Hsu, Li Jung Lu, Pei Chin Chou

Background: The COVID-19 pandemic has significantly affected health care professionals, especially nurses, who have experienced elevated levels of stress, burnout, and physical health challenges. In the postpandemic era, supporting their well-being is crucial. Gamification, which is the application of game design elements in nongame contexts, has emerged as a promising strategy to promote engagement in health behaviors. This study explores the use of a gamified mobile app to support self-health management among nurses recovering from the COVID-19 experience.

Objective: This study aimed to evaluate the preliminary efficacy of a gamified mobile app for promoting self-health management among nurses who experienced the COVID-19 pandemic. The study examined whether gamification could enhance engagement, improve physical health outcomes, and encourage sustainable behavior change.

Methods: A single-arm pre-post intervention study was conducted using a user-centered design. The app was developed based on the Octalysis framework and goal-setting theory, incorporating personalized exercise prescriptions and health monitoring features. Nurses from a regional hospital in Hsinchu, Taiwan, participated in the 8-week intervention. Data were collected through interviews, pre- and postintervention surveys, and app usage analytics. Key outcomes included changes in step counts, BMI, and user engagement.

Results: After the intervention, BMI classification improved significantly. The proportion of participants classified as obese decreased from 38.5% (90/234) to 13.7% (32/234), and the proportion of those classified as overweight increased from 24.8% (58/234) to 34.6% (81/234). Overall, the combined proportion of overweight or obese participants declined from 63.2% (148/234) to 48.3% (113/234), and that of participants with normal BMI increased from 18.4% (43/234) to 33.8% (79/234) (χ24=29.98; P<.001). Octalysis tool results showed strong motivational engagement, with the highest scores in development and accomplishment (mean 7.29), epic meaning and calling (mean 7.05), and empowerment of creativity and feedback (mean 6.55).

Conclusions: The gamified mobile app demonstrated promising efficacy in enhancing self-health management among nurses in the post-COVID era by increasing physical activity and improving BMI. Gamification elements, such as achievement, purpose, and feedback, were effective in sustaining engagement. Further studies are recommended to assess long-term outcomes and broader applicability.

背景:2019冠状病毒病大流行严重影响了卫生保健专业人员,特别是护士,他们经历了更高水平的压力、倦怠和身体健康挑战。在大流行后时代,支持他们的福祉至关重要。游戏化,即游戏设计元素在非游戏环境中的应用,已成为促进健康行为参与的一种有前景的策略。本研究探讨了使用游戏化移动应用程序来支持从COVID-19经历中恢复的护士的自我健康管理。目的:本研究旨在评估游戏化移动应用程序对经历COVID-19大流行的护士自我健康管理的初步效果。该研究调查了游戏化是否可以提高参与度,改善身体健康状况,并鼓励可持续的行为改变。方法:采用以用户为中心的设计进行单臂干预前后研究。该应用程序是基于Octalysis框架和目标设定理论开发的,结合了个性化运动处方和健康监测功能。来自台湾新竹地区医院的护士参与了为期8周的干预。通过访谈、干预前和干预后调查以及应用程序使用分析收集数据。主要结果包括步数、BMI和用户参与度的变化。结果:干预后BMI分级明显改善。肥胖的比例从38.5%(90/234)下降到13.7%(32/234),超重的比例从24.8%(58/234)上升到34.6%(81/234)。总体而言,超重或肥胖参与者的综合比例从63.2%(148/234)下降到48.3% (113/234),BMI正常参与者的综合比例从18.4%(43/234)上升到33.8% (79/234)(χ24=29.98;结论:游戏化移动应用程序通过增加身体活动和改善BMI,在增强后冠状病毒时代护士自我健康管理方面显示出良好的效果。成就、目标和反馈等游戏化元素能够有效地维持用户粘性。建议进一步研究以评估长期结果和更广泛的适用性。
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引用次数: 0
Influence of Virtual Reality Illusions on Balance Performance and Immersive User Experience in Young Adults: A Within-Subject Experimental Study. 虚拟现实幻觉对年轻人平衡表现和沉浸式用户体验的影响:一项受试者内实验研究。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-06-27 DOI: 10.2196/70376
R Achintha M Abayasiri, Antonio Padilha Lanari Bo, Taylor J M Dick, Nilufar Baghaei

Background: Rehabilitation interventions to improve standing balance are often tedious and complex, limiting user engagement and increasing the burden of the clinicians delivering them. Virtual reality (VR) has been incorporated into such practices as a solution and VR illusions have emerged as a method for perturbing balance within interventions. However, the influence of VR illusions on balance performance, such as center of pressure (CoP), and user experience metrics remain under explored.

Objective: This study aimed to evaluate the impact of the VR illusions on standing balance and immersive user experience in young adults.

Methods: Young healthy adults (N=15, aged 18-35 years) played a VR table tennis game while standing on a force plate and were provided with eight directional and magnitude-based VR illusions scaled according to participants' heights. VR illusions were generated by offsetting the position of the playing hand in VR and were provided through 8 trials for each participant. Each VR illusion was delivered throughout final 50 seconds of each 70-second trial. Absolute CoP displacements, directional tendency of CoP displacement, and game performance were analyzed to evaluate the impact of the VR illusions. Responses to the User Experience Questionnaire, Slater-Usoh-Steed Presence Questionnaire, NASA Task Load Index, and Virtual Reality Sickness Questionnaire were analyzed to assess the immersive user experience.

Results: Both the magnitude of VR illusion and changes in VR illusion direction led to significantly greater CoP displacements, with high illusion magnitudes, and anterior and posterior directional illusions associated with higher CoP displacements. Conversely, those illusion magnitudes and directions were associated with low game performance. The directional tendency of the CoP displacements varied across the illusion directions but showed a significant association with the illusion directions. Questionnaire responses showed that participants had moderate to high immersive user experience within the VR illusion paradigm.

Conclusions: This study provides a novel approach for the future development of more effective VR-based balance rehabilitation interventions. The results provide inspiration for the development of future VR-based exergames that can perturbate CoP direction and magnitude. By adjusting the difficulty level through directional and magnitude changes in VR illusions, exergames could provide a personalized rehabilitation experience.

背景:改善站立平衡的康复干预通常是繁琐和复杂的,限制了用户的参与,增加了临床医生提供这些干预的负担。虚拟现实(VR)作为一种解决方案已被纳入此类实践,VR幻觉已成为一种干扰干预内平衡的方法。然而,VR幻觉对平衡性能(如压力中心(CoP))和用户体验指标)的影响仍有待研究。目的:本研究旨在评估虚拟现实幻觉对年轻人站立平衡和沉浸式用户体验的影响。方法:15名年龄在18-35岁的年轻健康成年人站在测力板上进行VR乒乓球游戏,并根据参与者的身高进行8个方向和大小的VR错觉。虚拟现实幻觉是通过在虚拟现实中抵消手的位置产生的,每个参与者通过8次试验提供。每个虚拟现实幻觉在每70秒试验的最后50秒内呈现。通过对绝对CoP位移、CoP位移方向趋势和游戏性能的分析,评价了虚拟现实错觉的影响。对用户体验问卷、slutter - usoh - steed在场问卷、NASA任务负荷指数和虚拟现实疾病问卷的反馈进行分析,以评估沉浸式用户体验。结果:虚拟现实错觉的大小和虚拟现实错觉方向的变化均导致CoP位移显著增大,错觉大小较高,前后方向错觉与CoP位移较高相关。相反,这些幻觉的大小和方向与较低的游戏表现有关。在不同的错觉方向上,CoP位移的方向倾向不同,但与错觉方向有显著的相关性。问卷调查结果显示,参与者在虚拟现实幻觉范式中具有中等到高度的沉浸式用户体验。结论:本研究为未来发展更有效的基于vr的平衡康复干预提供了新的途径。这些结果为未来基于vr的游戏的开发提供了灵感,这些游戏可以干扰CoP的方向和大小。通过VR幻觉的方向和大小变化来调整难度等级,exergames可以提供个性化的康复体验。
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引用次数: 0
Adolescents' and Parents' Perspectives on Using the MedSMARxT Families Intervention in Emergency Departments for Opioid Medication Safety Education: Mixed Methods Study. 青少年和家长对急诊使用MedSMARxT家庭干预进行阿片类药物安全教育的看法:混合方法研究
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-06-27 DOI: 10.2196/68814
Olufunmilola Abraham, Sara Nadi, Irene Hurst

Background: The opioid crisis has significantly impacted adolescents and their families. This is attributed in part to increased opioid prescriptions in pediatric emergency departments (EDs) due to acute pain conditions and injuries. Although EDs frequently prescribe opioids, no effective preventative interventions have been implemented to educate adolescents and their families on safe opioid use. This study evaluates the MedSMA℞T Families intervention, which consists of an engaging serious game, Adventures in PharmaCity, and a personalized Family Medication Safety Plan (FMSP) with the aim of reducing opioid misuse and promoting opioid medication safety. The MedSMA℞T Families intervention was developed to educate adolescents and adults prescribed opioids on safe practices such as opioid storage and disposal.

Objective: This study aimed to explore and characterize adolescents' and parents' experiences and perspectives on implementing the MedSMA℞T Families intervention in the ED to improve opioid education and safety among adolescents.

Methods: A total of 93 participants, including 16 children and 77 parents, were recruited from the pediatric ED at a tertiary academic hospital to play the MedSMA℞T game in the ED. A total of 16 participants, including 8 children and 8 parents, were followed up with interviews to gather qualitative feedback. Participants engaged with the MedSMA℞T game-Adventures in PharmaCity-and the FMSP. Data were collected through gameplay observation and 75-minute semistructured interviews via Zoom. Quantitative in-game data were analyzed using descriptive analysis and qualitative data were analyzed using thematic analysis with NVivo (version 14; Lumivero).

Results: Parents spent an average of 22.16 (SD 4.97) minutes playing the game, while children spent an average of 21.99 (SD 8.06) minutes. Families appreciated the game's design and noted usability challenges and suggested enhancements for clearer gameplay instructions. Participants reported increased knowledge of opioid safety, highlighted the importance of communication with health care providers, and a desire for a mobile app to assist with medication management. The FMSP was perceived as valuable for promoting awareness of safe practices and connected well to the knowledge gained from the game.

Conclusions: The MedSMA℞T Families intervention was well received as a beneficial educational tool to educate adolescents and their families on safe opioid use. Additionally, it highlights a clear need for more accessible digital tools to increase opioid education. This feedback indicates a strong interest in improving educational resources to ensure safe opioid management within families.

背景:阿片类药物危机对青少年及其家庭产生了重大影响。这部分归因于儿科急诊科(ed)因急性疼痛状况和损伤而增加的阿片类药物处方。虽然急诊科经常开阿片类药物,但没有实施有效的预防干预措施来教育青少年及其家人安全使用阿片类药物。本研究评估了MedSMA的家庭干预措施,包括一个引人入胜的严肃游戏,药房冒险和个性化的家庭用药安全计划(FMSP),旨在减少阿片类药物滥用和促进阿片类药物用药安全。制定MedSMA例T家庭干预措施是为了教育开具阿片类药物处方的青少年和成人安全操作,如阿片类药物的储存和处置。目的:本研究旨在探讨和描述青少年和家长在急诊科实施MedSMA例T家庭干预以改善青少年阿片类药物教育和安全方面的经验和观点。方法:从某三级专科医院儿科急诊科招募93名参与者(16名儿童和77名家长)在急诊科玩MedSMA例T游戏。对16名参与者(8名儿童和8名家长)进行随访访谈,收集定性反馈。参与者参与了MedSMA例T游戏——药物冒险——和FMSP。通过游戏玩法观察和75分钟的半结构化访谈收集数据。定量游戏数据使用描述性分析进行分析,定性数据使用专题分析与NVivo(版本14;Lumivero)。结果:家长平均花22.16分钟(SD 4.97)玩游戏,而孩子平均花21.99分钟(SD 8.06)玩游戏。家庭欣赏游戏的设计,注意到易用性的挑战,并建议加强更清晰的游戏说明。与会者报告了阿片类药物安全知识的增加,强调了与卫生保健提供者沟通的重要性,并希望有一个移动应用程序来协助药物管理。FMSP被认为对提高安全实践意识有价值,并与从游戏中获得的知识很好地联系在一起。结论:MedSMA例T家庭干预作为一种有益的教育工具,对青少年及其家人进行阿片类药物安全使用的教育,受到了广泛的欢迎。此外,报告强调,显然需要更容易获得的数字工具来增加阿片类药物教育。这一反馈表明对改善教育资源以确保家庭内阿片类药物安全管理的强烈兴趣。
{"title":"Adolescents' and Parents' Perspectives on Using the MedSMARxT Families Intervention in Emergency Departments for Opioid Medication Safety Education: Mixed Methods Study.","authors":"Olufunmilola Abraham, Sara Nadi, Irene Hurst","doi":"10.2196/68814","DOIUrl":"10.2196/68814","url":null,"abstract":"<p><strong>Background: </strong>The opioid crisis has significantly impacted adolescents and their families. This is attributed in part to increased opioid prescriptions in pediatric emergency departments (EDs) due to acute pain conditions and injuries. Although EDs frequently prescribe opioids, no effective preventative interventions have been implemented to educate adolescents and their families on safe opioid use. This study evaluates the MedSMA℞T Families intervention, which consists of an engaging serious game, Adventures in PharmaCity, and a personalized Family Medication Safety Plan (FMSP) with the aim of reducing opioid misuse and promoting opioid medication safety. The MedSMA℞T Families intervention was developed to educate adolescents and adults prescribed opioids on safe practices such as opioid storage and disposal.</p><p><strong>Objective: </strong>This study aimed to explore and characterize adolescents' and parents' experiences and perspectives on implementing the MedSMA℞T Families intervention in the ED to improve opioid education and safety among adolescents.</p><p><strong>Methods: </strong>A total of 93 participants, including 16 children and 77 parents, were recruited from the pediatric ED at a tertiary academic hospital to play the MedSMA℞T game in the ED. A total of 16 participants, including 8 children and 8 parents, were followed up with interviews to gather qualitative feedback. Participants engaged with the MedSMA℞T game-Adventures in PharmaCity-and the FMSP. Data were collected through gameplay observation and 75-minute semistructured interviews via Zoom. Quantitative in-game data were analyzed using descriptive analysis and qualitative data were analyzed using thematic analysis with NVivo (version 14; Lumivero).</p><p><strong>Results: </strong>Parents spent an average of 22.16 (SD 4.97) minutes playing the game, while children spent an average of 21.99 (SD 8.06) minutes. Families appreciated the game's design and noted usability challenges and suggested enhancements for clearer gameplay instructions. Participants reported increased knowledge of opioid safety, highlighted the importance of communication with health care providers, and a desire for a mobile app to assist with medication management. The FMSP was perceived as valuable for promoting awareness of safe practices and connected well to the knowledge gained from the game.</p><p><strong>Conclusions: </strong>The MedSMA℞T Families intervention was well received as a beneficial educational tool to educate adolescents and their families on safe opioid use. Additionally, it highlights a clear need for more accessible digital tools to increase opioid education. This feedback indicates a strong interest in improving educational resources to ensure safe opioid management within families.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e68814"},"PeriodicalIF":3.8,"publicationDate":"2025-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12226961/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144505716","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 Experience of and Needs for Exergames in Older Adults With Mild Cognitive Impairment: Qualitative Interview Study. 老年轻度认知障碍患者运动游戏的体验与需求:质性访谈研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-06-17 DOI: 10.2196/53631
Xi Chen, Dian Jiang, Hongting Ning, Lina Wu, Yifei Chen, Chi Zhang, Ruotong Peng, Yishu Zhu, Hui Feng

Background: As a novel intervention method that combines exercise and games, exergames have demonstrated a positive impact on enhancing the cognitive and physical functions of older adults with mild cognitive impairment (MCI). However, there remains a dearth of knowledge and evidence regarding the experiences and needs of the older adult population in China with MCI about exergames.

Objective: This qualitative study aimed to investigate the experience of and needs for exergames among older adults with MCI.

Methods: We adopted a phenomenological methodology for this study, and conducted it at a community and nursing home in Changsha, Hunan Province, from June to August 2023. We used the purpose sampling method to conduct semistructured interviews with 21 older people with MCI. Older people with MCI were allowed to experience exergames using our preselected exergame device, the Nintendo Switch, and they were interviewed to understand their experience and needs for exergames. The interviews were recorded and transcribed verbatim, and the data were uploaded to NVivo 12 software for encoding. The corresponding text was then reviewed for data analysis. Data analysis was guided by the methodology proposed by Giorgi and was carried out simultaneously with data collection. This study's trustworthiness was evaluated according to credibility, dependability, confirmability, and transferability criteria.

Results: Overall, 21 participants (mean age 70.2, SD 7.6 y; n=17, 81% women; mean Montreal Cognitive Assessment score 18.8, SD 3.6) were interviewed. Moreover, 21 interviews were conducted. By the 18th interview, the data were saturated, and to make sure no new topics came up, we conducted 3 more interviews. The experience of older people with MCI with exergames includes five parts: their attitudes toward exergames vary, they are both entertaining and interesting, they promote physical activity and exercise, they pass the time and relieve loneliness, and their conditions of use are not restricted. The needs of older people with MCI for exergames include the desire to design older people-friendly exergames, ensure scientific validity and safety in the process of sports, provide a good gaming experience, exercise physical and cognitive function, and provide support and training.

Conclusions: This study provides an interpretative understanding of the experiences and needs associated with exergames in older people with MCI, which could inform exergame development appropriate for this population and guide the implementation of exergame interventions in this population. Most older people with MCI expressed a positive attitude toward exergames, but not all were interested in them. Older people with MCI viewed exergames as both entertaining and fun, promoting physical activity and exercise, passing the time, relieving loneliness, and the conditions of use w

背景:运动游戏作为一种运动与游戏相结合的新型干预手段,对增强老年人轻度认知障碍(MCI)的认知功能和身体功能具有积极作用。然而,关于中国老年MCI患者在游戏方面的经验和需求的知识和证据仍然缺乏。目的:本定性研究旨在探讨老年轻度认知障碍患者对运动游戏的体验和需求。方法:本研究采用现象学方法,于2023年6 - 8月在湖南省长沙市某社区及养老院进行。我们采用目的抽样方法对21名老年轻度认知障碍患者进行半结构化访谈。我们允许患有轻度认知障碍的老年人使用我们预先选择的游戏设备任天堂Switch体验游戏,并采访他们以了解他们对游戏的体验和需求。对访谈进行逐字记录和转录,并将数据上传到NVivo 12软件进行编码。然后审查相应的文本以进行数据分析。数据分析以Giorgi提出的方法为指导,与数据收集同时进行。本研究的可信度依据可信性、可靠性、可确认性和可转移性标准进行评估。结果:总共有21名参与者(平均年龄70.2岁,SD 7.6 y;N =17, 81%为女性;平均蒙特利尔认知评估得分18.8分,SD 3.6)。此外,还进行了21次访谈。到第18次采访时,数据已经饱和,为了确保没有新的话题出现,我们又进行了3次采访。MCI老年人玩运动游戏的体验包括五个部分:他们对运动游戏的态度不同,运动游戏既娱乐又有趣,促进身体活动和锻炼,打发时间和缓解孤独感,使用条件不受限制。MCI老年人对运动游戏的需求包括设计适合老年人的运动游戏,保证运动过程中的科学有效性和安全性,提供良好的游戏体验,锻炼身体和认知功能,提供支持和训练。结论:本研究提供了对MCI老年人与游戏相关的经验和需求的解释性理解,可以为适合该人群的游戏开发提供信息,并指导该人群实施游戏干预措施。大多数患有轻度认知障碍的老年人对游戏表现出积极的态度,但并不是所有人都对游戏感兴趣。患有轻度认知障碍的老年人认为游戏既有趣又有趣,可以促进身体活动和锻炼,打发时间,缓解孤独感,而且游戏的使用条件没有限制。针对轻度认知障碍老年人的游戏应该是老年人友好的、科学的、安全的,提供良好的游戏体验,锻炼身体和认知功能,并提供训练和支持。在未来,游戏应该量身定制,以满足患有轻度认知障碍的老年人的独特需求,这对改善他们的健康至关重要。
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引用次数: 0
Applying Augmented Reality to Convey Medical Knowledge on Osteoclasts to Users of a Serious Game: Vignette Experiment. 应用增强现实向严肃游戏的用户传达破骨细胞的医学知识:小插图实验。
IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-06-16 DOI: 10.2196/64751
Jascha Grübel, Julia Chatain, Claudio Schmid, Violaine Fayolle, Fabio Zünd, Reinhard Gruber, Bernd Stadlinger
<p><strong>Background: </strong>Visualization technology is enhancing interactive learning by merging digital content with real-world environments, offering immersive experiences through augmented reality (AR) in fields like medical education. AR is being increasingly used in medicine and dental education to improve student learning, particularly in understanding complex concepts such as bone remodeling. Active learning strategies, supported by AR, boost student autonomy, reduce cognitive load, and improve learning outcomes across various disciplines. AR is gaining popularity in higher education as it enhances active learning, reduces cognitive load, and improves cognitive, meta-cognitive, and affective outcomes, particularly in medical and nursing education. The effectiveness of immersive AR in enhancing understanding of complex physiological processes is still unclear, with a lack of rigorous studies on its impact and how to effectively convert academic content into AR.</p><p><strong>Objective: </strong>We assess the capacity of AR-enhanced content for learning medical knowledge with a state-of-the-art AR game published along with a modern cell atlas of the oral cavity. To assess AR-enhanced content for learning, we formulated hypotheses on the general impact on learning (H1), specific improvements in learning (H2), and long-term retention (H3).</p><p><strong>Methods: </strong>An AR serious game was developed to represent current knowledge on osteoclasts for classroom use. The game was evaluated in an unblinded face-to-face vignette experiment (39 participants). Learning outcomes on "Osteoclasts" were compared between the AR game (17 participants) and a textbook-only option (20 participants) conveying the same content. Participants were randomly assigned and learning success was measured at three time-points, immediately after the experiment session, 1 week later, and 1 month later, via web-based surveys.</p><p><strong>Results: </strong>The AR serious game elicited strong interest in the topic (perceived relevance in Attention, Relevance, Confidence, and Satisfaction [ARCS], W=10,417; P<.001) and motivated students by increasing self-efficacy (confidence in ARCS, W=11,882.5; P=.02) and satisfaction (in ARCS, W=4561; P<.001). The learning outcomes were comparable to text-based self-learning (t=2.0103; PBonferroni=.095). Furthermore, curious students benefited more from interactive learning methods compared with text-only methods and had higher learning success (t=-2.518; P=.02).</p><p><strong>Conclusions: </strong>Introducing new technology such as AR into teaching requires technological investment, updated curricula, and careful application of learning paradigms. We found support for improved motivation (H1) and some evidence of AR's baseline effectiveness (H2a). While we could not confirm AR's impact on visual tasks overall (H2b), we noted an interesting interaction between curiosity and visual task outcomes (H2c), as well as how game design i
背景:可视化技术通过将数字内容与现实环境相结合来增强交互式学习,通过增强现实(AR)在医学教育等领域提供身临其境的体验。增强现实技术越来越多地用于医学和牙科教育,以提高学生的学习能力,特别是在理解骨重塑等复杂概念方面。在AR的支持下,主动学习策略可以提高学生的自主性,减少认知负荷,并改善各学科的学习成果。AR在高等教育中越来越受欢迎,因为它增强了主动学习,减少了认知负荷,改善了认知、元认知和情感结果,特别是在医学和护理教育中。沉浸式AR在增强对复杂生理过程的理解方面的有效性尚不清楚,缺乏对其影响以及如何有效地将学术内容转化为AR的严格研究。目的:我们通过最先进的AR游戏和现代口腔细胞图谱来评估AR增强内容学习医学知识的能力。为了评估ar增强内容对学习的影响,我们制定了对学习的一般影响(H1)、学习的具体改善(H2)和长期保留(H3)的假设。方法:开发了一个AR严肃游戏,以代表课堂上使用的破骨细胞的最新知识。这个游戏是在一个无盲的面对面小插图实验(39名参与者)中进行评估的。在AR游戏(17名参与者)和教科书选项(20名参与者)之间比较了“破骨细胞”的学习结果。参与者被随机分配,并通过网络调查在三个时间点测量学习成功,即实验结束后,1周后和1个月后。结果:AR严肃游戏引起了对话题的强烈兴趣(注意、相关性、信心和满意度的感知相关性[ARCS], W=10,417;结论:将AR等新技术引入教学需要技术投资、更新课程和仔细应用学习范式。我们发现支持改进的动机(H1)和AR的基线有效性的一些证据(H2a)。虽然我们无法证实AR对视觉任务的总体影响(H2b),但我们注意到好奇心和视觉任务结果(H2c)之间有趣的相互作用,以及游戏设计如何影响学生对材料的感知(H2d)。由于磨耗,长期学习成果(H3)无法评估。基于ar的学习可能特别有利于好奇的学生,他们经常在大量文本的方法中挣扎。随着学生越来越习惯于简短、引人入胜的内容,教学方法也必须适应。
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引用次数: 0
Nature Engagement Outcomes of Viewing Nature Through a 360° Video or a Tablet Screen: Randomized Trial. 通过360°视频或平板电脑屏幕观看自然的自然参与结果:随机试验。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-06-16 DOI: 10.2196/63424
Elena Brambilla, Karen Stendal, Vibeke Sundling, Giovanna Calogiuri

Background: Nature engagement, including affective and physical interactions with nature, is linked to a multitude of health and well-being benefits. Unfortunately, opportunities for engaging with nature are decreasing worldwide. University students, especially, are a demographic group that tends to engage little with nature. Immersive virtual nature (IVN; ie, digital nature content delivered through immersive devices, such as head-mounted displays) has been proposed as a medium to facilitate nature experiences and engagement. In recent years, 360° nature videos have emerged as an accessible way to create IVN content, although it is still unclear whether they can elicit presence and increase nature engagement to a greater extent than nature videos delivered through nonimmersive media.

Objective: We aimed to investigate the effectiveness of nature videos as a medium to promote nature engagement among university students, comparing devices with different levels of immersion. Specifically, 2 experimental conditions were tested: a 360° nature video delivered through a head-mounted display (IVN) and a matching video displayed on a tablet screen (nonimmersive virtual nature).

Methods: In total, 38 students were recruited at the library of a university campus and invited to participate in an organized hiking tour at the location displayed during the virtual nature experience. They were then randomized, using a random number generator, to either the IVN (n=20, 53%) or the nonimmersive virtual nature condition (n=18, 47%). Pre- and postexposure assessments of nature connectedness, intention to perform green exercise, intention to visit the hiking location, and intention to participate in the organized hiking tour were collected. Presence, cybersickness, and actual attendance on the tour were also assessed.

Results: A mixed ANOVA showed statistically significant pre- to postexposure assessment increases in nature connectedness (F1,36=33.49; P<.001; ηp2=0.48); intention to perform green exercise (F1,36=5.55; P=.02); intention to visit the hiking location (F1,36=15.34; P<.001; ηp2=0.26); and intention to participate in the hiking tour (F1,36=12.45; P=.001; ηp2=0.30). Both conditions were associated with medium to high ratings of "being there" and "sense of reality" but low ratings of "realism." The cybersickness levels were generally low. Of the 38 students, 6 (16%) participated in the organized tour. The mixed ANOVA found no statistical differences between the two conditions for any of the outcomes. The participants' changes in nature connectedness (ρ=0.35; P=.03) and attendance on the hiking tour (ρ=.37; P=.02) correlated with the presence item "being there."

Conclusions: This study provides novel evidence on the potential of virtual natu

背景:参与自然,包括与自然的情感和身体互动,与许多健康和福祉有关。不幸的是,在世界范围内,与大自然接触的机会正在减少。尤其是大学生,是一个倾向于很少接触自然的群体。沉浸式虚拟自然(IVN;例如,通过沉浸式设备(如头戴式显示器)提供的数字自然内容已被提议作为促进自然体验和参与的媒介。近年来,360°自然视频已成为创建IVN内容的一种可访问的方式,尽管目前尚不清楚它们是否能比通过非沉浸式媒体传播的自然视频更能吸引人们的存在,并在更大程度上增加自然参与度。目的:通过比较不同沉浸程度的设备,探讨自然视频作为促进大学生自然参与的媒介的有效性。具体来说,我们测试了两种实验条件:通过头戴式显示器(IVN)传输的360°自然视频和在平板电脑屏幕上显示的匹配视频(非沉浸式虚拟自然)。方法:在一所大学校园的图书馆招募了38名学生,邀请他们在虚拟自然体验中展示的地点参加有组织的徒步旅行。然后,使用随机数生成器将他们随机分配到IVN (n= 20,53%)或非沉浸式虚拟自然条件(n= 18,47%)。收集了暴露前和暴露后对自然连通性、进行绿色运动的意愿、访问徒步地点的意愿和参加有组织的徒步旅行的意愿的评估。此外,还对参观现场、晕机和实际出勤率进行了评估。结果:混合方差分析显示,接触前与接触后的自然连接性评估有统计学意义的增加(F1,36=33.49;Pp2 = 0.48);绿色运动意愿(F1,36=5.55;P = .02点);远足地点访问意向(F1,36=15.34;Pp2 = 0.26);和参加徒步旅行的意愿(F1,36=12.45;P =措施;ηp = 0.30)。这两种情况都与“在那里”和“现实感”的中高评分有关,但与“现实主义”的低评分有关。晕屏的程度普遍较低。38名学生中,有6名(16%)参加了有组织的旅游。混合方差分析发现两种情况下的任何结果都没有统计学差异。参与者自然连通性的变化(ρ=0.35;P=.03)和徒步旅行出勤率(ρ=.37;P=.02)与存在项“在那里”相关。结论:这项研究为虚拟自然作为一种媒介的潜力提供了新的证据,以提高大学生对自然的参与,增加了当前关于360°视频有效性的争论。这些发现可以为未来的研究以及寻求促进自然参与的举措提供信息。
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引用次数: 0
Correction: A Mixed Reality-Based Telesupervised Ultrasound Education Platform on 5G Network Compared to Direct Supervision: Prospective Randomized Pilot Trial. 更正:5G网络上基于混合现实的远程监督超声教育平台与直接监督的比较:前瞻性随机试点试验。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-06-12 DOI: 10.2196/77586
Minha Kim, Meong Hi Son, Suhyeon Moon, Won Chul Cha, Ik Joon Jo, Hee Yoon
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引用次数: 0
Insights on the User Experience and Feasibility of an Electromyography-Driven Exergame Combined With Blood Flow Restriction for Strength Training in Hospitalized Older Adults: Mixed Methods Randomized Controlled Feasibility Study. 对住院老年人肌电驱动运动游戏结合血流限制进行力量训练的用户体验和可行性的见解:混合方法随机对照可行性研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-06-10 DOI: 10.2196/69400
Ruben Debeuf, Reinhard Claeys, Margo Berlanger, Myrthe Bunt, Aziz Debain, Daan De Vlieger, Matthias Eggermont, Mahyar Firouzi, Stefania Guida, Katarína Kostková, Siddhartha Lieten, Lubos Omelina, Silvia Zaccardi, Bart Jansen, Eva Swinnen, David Beckwée

Background: Hospitalized older adults often spend prolonged periods of time bedridden, leading to decreased muscle strength and function. To tackle this, rehabilitation aims to keep patients active and train affected muscles. Exergames have proven to be effective in the rehabilitation of different patient populations and offer a motivating solution to combat inactivity associated with hospitalization. Furthermore, blood flow restriction (BFR) is effective in therapy for weakened patients, so combining BFR and exergames might be promising.

Objective: As part of an iterative process of user-centered development, this mixed method study investigates the acceptability and feasibility of the Ghostly game as a stand-alone added therapy or combined with BFR in strength training of hospitalized older adults.

Methods: A mixed methods study was conducted on 15 hospitalized older adults. Participants were randomized into 3 groups and received daily interventions from the moment they were included in the geriatric ward, until discharge from the hospital. The Ghostly group received daily conventional therapy with the Ghostly game as added therapy, the Ghostly + BFR group received daily conventional therapy with Ghostly in combination with BFR as added therapy and last, the control group received daily conventional therapy with dose-matched isometric exercises as added therapy. The primary outcome, user experience, was assessed before discharge from the hospital using the Usefulness, Satisfaction, and Ease of Use questionnaire and through expert observations. Clinical outcomes such as muscle strength, muscle architecture, and segmental body composition were assessed at baseline and before discharge from the hospital to test the feasibility of the research protocol in preparation for future randomized controlled trials.

Results: A total of 15 hospitalized older adults (11 female participants, 73.33%) were included in this study with an average age of 84.53 (range: 78-94) years. Participants received an average of 3.47 (range: 3-5) intervention sessions after transferring to the geriatric ward of the hospital. Results on user experience revealed high scores on all subcategories of the Usefulness, Satisfaction, and Ease of Use questionnaire (usefulness: 78.93%, ease of use: 82.99%, ease of learning: 85.36%, and satisfaction: 87.55%). Furthermore, expert observations identified issues with color contrast, reaction time speed, and the need to tailor the game to accommodate the diverse requirements of different patient populations. All outcomes and procedures were found feasible for a future randomized controlled trial.

Conclusions: This mixed methods study combines the innovative aspects of an electromyography-driven exergame with strength training principles of BFR and reveals the acceptability and feasibility of the Ghostly game as a stand-alone added t

背景:住院的老年人经常长时间卧床,导致肌肉力量和功能下降。为了解决这个问题,康复的目的是让病人保持活跃,训练受影响的肌肉。Exergames已被证明在不同患者群体的康复中是有效的,并提供了一种激励解决方案,以对抗与住院相关的不活动。此外,血流量限制(BFR)在虚弱患者的治疗中是有效的,因此将BFR和exergames结合可能是有希望的。目的:作为以用户为中心的迭代开发过程的一部分,本混合方法研究调查了ghost游戏作为单独添加治疗或与BFR联合用于住院老年人力量训练的可接受性和可行性。方法:采用混合方法对15例住院老年人进行研究。参与者被随机分为3组,从他们被纳入老年病房的那一刻起,每天接受干预,直到出院。ghost组接受每日常规治疗,并辅以ghost游戏;ghost + BFR组接受每日常规治疗,并结合鬼怪与BFR作为补充治疗;最后,对照组接受每日常规治疗,并辅以剂量匹配的等长运动。主要结果,用户体验,在出院前通过有用性、满意度和易用性问卷调查和专家观察进行评估。在基线和出院前评估临床结果,如肌肉力量、肌肉结构和节段体组成,以测试研究方案的可行性,为未来的随机对照试验做准备。结果:本研究共纳入住院老年人15例(女性11例,占73.33%),平均年龄84.53岁(78 ~ 94岁)。在转移到医院的老年病房后,参与者平均接受了3.47(范围:3-5)次干预。用户体验的结果显示,在有用性、满意度和易用性问卷的所有子类别上都获得高分(有用性:78.93%,易用性:82.99%,易学性:85.36%,满意度:87.55%)。此外,专家的观察还发现了颜色对比、反应时间速度以及调整游戏以适应不同患者群体不同需求的必要性等问题。所有结果和程序对于未来的随机对照试验都是可行的。结论:这项混合方法的研究将肌电图驱动的运动游戏的创新方面与BFR的力量训练原则相结合,揭示了ghost游戏作为住院老年人力量训练的独立附加治疗方式的可接受性和可行性,并与BFR结合。exergame的未来改进可以集中在解决专家确定的问题上,包括优化颜色对比度,调整反应时间速度,以及定制游戏以满足不同患者群体的需求。
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引用次数: 0
Technology-Assisted Motor-Cognitive Training Among Older Adults: Rapid Systematic Review of Randomized Controlled Trials. 技术辅助的老年人运动认知训练:随机对照试验的快速系统回顾。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2025-06-03 DOI: 10.2196/67250
Yaqin Li, Yaqian Liu, Angela Ym Leung, Jed Montayre
<p><strong>Background: </strong>Age-related physiological changes in older adults involve a rapid decline in motor exercise ability; some older adults may also experience difficulties in maintaining focus, memory loss, and a decline in reaction time, which consequently impair their ability to perform dual tasks. Motor-cognitive training (MCT) refers to a blend of motor activity and cognitive training that occurs simultaneously and can assist older adults in enhancing their physical function, cognitive abilities, and dual-task performance. In recent years, the use of technology for delivering MCT has become increasingly popular in research. This has been achieved through various technologies that simplify MCT for older adults.</p><p><strong>Objective: </strong>This study aimed to systematically examine the feasibility and effectiveness studies on technology-assisted MCT among older adults.</p><p><strong>Methods: </strong>This rapid review was conducted following the updated PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) 2020 standards, and the Synthesis Without Meta-analysis (SWiM) in systematic reviews reporting guideline. Four databases were searched, including CINAHL, Embase, PubMed, and Scopus, from January 2013 to March 2025. Search strategies were constructed based on three main topics: (1) older adults, (2) MCT, and (3) technology. Inclusion criteria followed the population, intervention, comparator, outcome, and study design framework as follows: older adults (population); technology-assisted MCT (intervention); standard treatment control, active control, partial intervention control, placebo control, and dose-response control (comparator); various measures of physical, cognitive, and dual-task performance (outcome); and randomized controlled trials (RCTs) and pilot RCTs (study design). The Cochrane Risk of Bias Tool was applied for quality appraisal of the included studies. The feasibility of the included studies was assessed using completion rates and attrition rates. Descriptive statistics were used to describe the demographic and clinical characteristics of the groups, while narrative methods were used to categorize and synthesize their effectiveness.</p><p><strong>Results: </strong>In total, 20 studies were included, comprising 16 RCTs and 4 pilot RCTs, most of which were conducted within a 6-week period. Each session typically lasted between 10 and 30 minutes and was held 2 to 3 times per week. Feasibility analysis showed that technology-assisted MCT was generally feasible. While the workload was high, the perceived usability was also high, with a considerable amount of positive feedback and very few reported adverse events. The types of MCT varied in terms of components, duration, and frequency. The majority of studies (18/20, 90%) demonstrated statistically significant improvements in physical, cognitive, and dual-task performance because of technology-assisted MCT.</p><p><strong>Conclusions: </strong>T
背景:老年人与年龄相关的生理变化包括运动能力的快速下降;一些老年人可能还会出现注意力不集中、记忆力减退和反应时间下降的问题,从而影响他们执行双重任务的能力。运动-认知训练(MCT)是指同时进行的运动活动和认知训练的混合,可以帮助老年人增强他们的身体机能、认知能力和双任务表现。近年来,利用技术提供MCT在研究中越来越受欢迎。这是通过各种简化老年人MCT的技术实现的。目的:本研究旨在系统地探讨技术辅助MCT在老年人中的可行性和有效性。方法:本快速综述遵循更新后的PRISMA(系统评价和荟萃分析首选报告项目)2020标准和系统评价报告指南中无荟萃分析的综合(SWiM)进行。检索了4个数据库,包括2013年1月至2025年3月的CINAHL、Embase、PubMed和Scopus。搜索策略基于三个主要主题:(1)老年人,(2)MCT和(3)技术。纳入标准遵循人群、干预措施、比较物、结果和研究设计框架如下:老年人(人群);技术辅助MCT(干预);标准治疗控制、主动控制、部分干预控制、安慰剂控制和剂量反应控制(比较对照);身体、认知和双任务表现的各种测量(结果);随机对照试验(rct)和试点rct(研究设计)。应用Cochrane偏倚风险工具对纳入的研究进行质量评价。采用完成率和流失率评估纳入研究的可行性。采用描述性统计方法描述各组的人口学和临床特征,采用叙事方法对其有效性进行分类和综合。结果:共纳入20项研究,包括16项随机对照试验和4项试点随机对照试验,其中大部分在6周内进行。每次会议通常持续10至30分钟,每周举行2至3次。可行性分析表明,技术辅助MCT总体上是可行的。虽然工作量很高,但感知到的可用性也很高,有相当数量的积极反馈和很少报告的不良事件。MCT的类型在成分、持续时间和频率方面各不相同。大多数研究(18/ 20,90 %)表明,由于技术辅助MCT,在身体、认知和双任务表现方面有统计学上显著的改善。结论:技术辅助MCT在老年人中的可行性很高,无论其感知到的高工作量如何,大多数研究显示在改善身体、认知和双任务表现方面的统计有效性。试验注册:开放科学基金会(OSF)注册中心10.17605/OSF. io /5SRCQ;https://osf.io/5srcq。
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