首页 > 最新文献

Games for Health Journal最新文献

英文 中文
Natural Course and Predictors of Sustained Exergaming in Young Adults. 青少年持续玩游戏的自然过程和预测因素
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-10-18 DOI: 10.1089/g4h.2024.0021
Erin K O'Loughlin, Catherine M Sabiston, Teodora Riglea, Mounia Naja, Mathieu Bélanger, Robert J Wellman, Marie-Pierre Sylvestre, Jennifer L O'Loughlin

Objective: To describe the natural course of exergaming among young adults and identify predictors of sustained exergaming. Methods: To describe the natural course, we retained 592 participants from an ongoing longitudinal study with complete data on exergaming at four time points over 12-13 years between 2010-12 and 2023 (i.e., T1-T4 at mean ages 24.0, 30.6, 33.6, and 35.2, respectively). To identify predictors of sustained exergaming, we retained 228 participants with data on 27 potential predictors at T2 and data on exergaming at T2 and T3. The association between each potential predictor and sustained exergaming was examined as an independent study using multivariable logistic regression controlling for age, sex, and educational attainment. Results: Of 592 participants, 41.3%, 34.1%, and 38.5% sustained exergaming from T1 to T2, from T2 to T3, and from T3 to T4, respectively. Only 3% of participants sustained exergaming from T1 to T4. Most participants reported light- or moderate-intensity exergaming at all time points. Higher levels of external pressure to engage in physical activity, encouragement from close friends to exercise, and taking breaks from sitting during a typical workday were each associated with lower odds of sustained exergaming. Conclusion: Although exergaming is a popular activity among young adults, long-term sustained exergaming was rare. This may link to time constraints related to life transitions, evolving interests, changes in social circles, and shifting fitness goals among young adults. Research is needed to inform strategies that promote sustained exergaming and maximize its potential for positive impact among young adults.

目的描述青少年外游戏的自然过程,并确定持续外游戏的预测因素。研究方法为了描述自然过程,我们从一项正在进行的纵向研究中保留了 592 名参与者,这些参与者在 2010-12 年至 2023 年的 12-13 年间的四个时间点(即 T1-T4,平均年龄分别为 24.0 岁、30.6 岁、33.6 岁和 35.2 岁)拥有关于外游戏的完整数据。为了确定持续外游戏的预测因素,我们保留了 228 名参与者,这些参与者在 T2 阶段有 27 个潜在预测因素的数据,在 T2 和 T3 阶段有外游戏的数据。作为一项独立研究,我们使用多变量逻辑回归法检验了每个潜在预测因素与持续外游戏之间的关系,并对年龄、性别和受教育程度进行了控制。研究结果在592名参与者中,从T1到T2、从T2到T3、从T3到T4,分别有41.3%、34.1%和38.5%的人持续进行游戏外活动。只有 3% 的参与者在 T1 至 T4 期间持续进行游戏外运动。大多数参与者表示在所有时间点都进行了轻度或中度的游戏。参与体育锻炼的外部压力越大、亲密朋友鼓励锻炼以及在典型工作日坐着休息都与较低的持续外游戏几率有关。结论虽然外联网游戏在年轻人中很流行,但长期持续的外联网游戏却很少见。这可能与青壮年的生活转变、兴趣发展、社交圈变化以及健身目标转变等相关的时间限制有关。我们需要开展研究,为促进青少年持续参与电子游戏并最大限度地发挥其积极影响的策略提供信息。
{"title":"Natural Course and Predictors of Sustained Exergaming in Young Adults.","authors":"Erin K O'Loughlin, Catherine M Sabiston, Teodora Riglea, Mounia Naja, Mathieu Bélanger, Robert J Wellman, Marie-Pierre Sylvestre, Jennifer L O'Loughlin","doi":"10.1089/g4h.2024.0021","DOIUrl":"10.1089/g4h.2024.0021","url":null,"abstract":"<p><p><b><i>Objective:</i></b> To describe the natural course of exergaming among young adults and identify predictors of sustained exergaming. <b><i>Methods:</i></b> To describe the natural course, we retained 592 participants from an ongoing longitudinal study with complete data on exergaming at four time points over 12-13 years between 2010-12 and 2023 (i.e., T1-T4 at mean ages 24.0, 30.6, 33.6, and 35.2, respectively). To identify predictors of sustained exergaming, we retained 228 participants with data on 27 potential predictors at T2 and data on exergaming at T2 and T3. The association between each potential predictor and sustained exergaming was examined as an independent study using multivariable logistic regression controlling for age, sex, and educational attainment. <b><i>Results:</i></b> Of 592 participants, 41.3%, 34.1%, and 38.5% sustained exergaming from T1 to T2, from T2 to T3, and from T3 to T4, respectively. Only 3% of participants sustained exergaming from T1 to T4. Most participants reported light- or moderate-intensity exergaming at all time points. Higher levels of external pressure to engage in physical activity, encouragement from close friends to exercise, and taking breaks from sitting during a typical workday were each associated with lower odds of sustained exergaming. <b><i>Conclusion:</i></b> Although exergaming is a popular activity among young adults, long-term sustained exergaming was rare. This may link to time constraints related to life transitions, evolving interests, changes in social circles, and shifting fitness goals among young adults. Research is needed to inform strategies that promote sustained exergaming and maximize its potential for positive impact among young adults.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2024-10-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142477540","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Empowering Unvaccinated Youth: Feasibility, Acceptability, and Efficacy of a COVID-19 Serious Game-Based Intervention. 增强未接种疫苗青少年的能力:基于 COVID-19 严重游戏的干预措施的可行性、可接受性和有效性。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-10-02 DOI: 10.1089/g4h.2024.0011
Lihong Ou, Angela Chia-Chen Chen, Elizabeth Reifsnider, Michael Todd, Ashish Amresh, Chung Jung Mun

Objective: To evaluate a serious game-based intervention's feasibility, acceptability, and efficacy in encouraging coronavirus disease (COVID-19) vaccination among 11-14-year-olds in the United States and assess participant experiences. Materials and Methods: The study, grounded in social cognitive theory and health belief model, recruited and engaged 32 English-speaking parent-child dyads with unvaccinated youths via snowball sampling and social media outreach. These dyads were randomly assigned to either the COVID-19 serious game-based intervention group (n = 16) or a usual care group (n = 16). The study measured beliefs, self-efficacy, and intentions regarding vaccination using surveys before and after the intervention, with follow-up at 2 months to evaluate vaccine uptake. Semistructured interviews provided insights into the gaming experience and study process. Results: All 32 eligible parent-youth dyads (16 in each group) completed the study with full participation. Most participants were Black or African American fathers, making up 75% and 81.3% of the intervention and control groups, respectively. The intervention impacted vaccine uptake, with 75% of the intervention group vaccinating their children compared with 37.5% of the control group [χ2(1, n = 32) = 4.57, P = 0.033]. Key factors for vaccine uptake included parents' motivation and youths' perceived susceptibility, with correlations of r(30) = 0.66, P = 0.006, and r(30) = 0.55, P = 0.029, respectively. The intervention reshaped youth perceptions about self and community protection. Participants expressed overall satisfaction with both the intervention and the study process. Conclusions: The intervention was found to be feasible and acceptable, with potential for integration into youth vaccination strategies to support COVID-19 vaccine decision-making.

目的评估基于严肃游戏的干预措施在鼓励美国 11-14 岁青少年接种冠状病毒病 (COVID-19) 疫苗方面的可行性、可接受性和有效性,并评估参与者的体验。材料与方法:该研究以社会认知理论和健康信念模型为基础,通过滚雪球式抽样和社交媒体宣传,招募并参与了 32 个讲英语的亲子二人组和未接种疫苗的青少年。这些组合被随机分配到 COVID-19 严肃游戏干预组(16 人)或常规护理组(16 人)。该研究通过在干预前后进行问卷调查的方式测量了有关疫苗接种的信念、自我效能和意向,并在 2 个月后进行了跟踪调查,以评估疫苗接种情况。通过半结构式访谈了解了游戏体验和研究过程。结果:所有 32 个符合条件的家长-青少年二人组(每组 16 人)都完成了研究,并全员参与。大多数参与者的父亲是黑人或非裔美国人,分别占干预组和对照组的 75% 和 81.3%。干预措施影响了疫苗接种率,干预组中有 75% 的人给孩子接种了疫苗,而对照组中只有 37.5% 的人[χ2(1, n = 32) = 4.57, P = 0.033]。接种疫苗的关键因素包括家长的积极性和青少年的易感性,相关系数分别为 r(30) = 0.66,P = 0.006 和 r(30) = 0.55,P = 0.029。干预重塑了青少年对自我和社区保护的认识。参与者对干预措施和研究过程总体表示满意。结论:该干预措施是可行的、可接受的,有可能被纳入青少年疫苗接种策略,以支持 COVID-19 疫苗决策。
{"title":"Empowering Unvaccinated Youth: Feasibility, Acceptability, and Efficacy of a COVID-19 Serious Game-Based Intervention.","authors":"Lihong Ou, Angela Chia-Chen Chen, Elizabeth Reifsnider, Michael Todd, Ashish Amresh, Chung Jung Mun","doi":"10.1089/g4h.2024.0011","DOIUrl":"10.1089/g4h.2024.0011","url":null,"abstract":"<p><p><b><i>Objective:</i></b> To evaluate a serious game-based intervention's feasibility, acceptability, and efficacy in encouraging coronavirus disease (COVID-19) vaccination among 11-14-year-olds in the United States and assess participant experiences. <b><i>Materials and Methods:</i></b> The study, grounded in social cognitive theory and health belief model, recruited and engaged 32 English-speaking parent-child dyads with unvaccinated youths via snowball sampling and social media outreach. These dyads were randomly assigned to either the COVID-19 serious game-based intervention group (<i>n</i> = 16) or a usual care group (<i>n</i> = 16). The study measured beliefs, self-efficacy, and intentions regarding vaccination using surveys before and after the intervention, with follow-up at 2 months to evaluate vaccine uptake. Semistructured interviews provided insights into the gaming experience and study process. <b><i>Results:</i></b> All 32 eligible parent-youth dyads (16 in each group) completed the study with full participation. Most participants were Black or African American fathers, making up 75% and 81.3% of the intervention and control groups, respectively. The intervention impacted vaccine uptake, with 75% of the intervention group vaccinating their children compared with 37.5% of the control group [χ<sup>2</sup>(1, <i>n</i> = 32) = 4.57, <i>P</i> = 0.033]. Key factors for vaccine uptake included parents' motivation and youths' perceived susceptibility, with correlations of <i>r</i>(30) = 0.66, <i>P</i> = 0.006, and <i>r</i>(30) = 0.55, <i>P</i> = 0.029, respectively. The intervention reshaped youth perceptions about self and community protection. Participants expressed overall satisfaction with both the intervention and the study process. <b><i>Conclusions:</i></b> The intervention was found to be feasible and acceptable, with potential for integration into youth vaccination strategies to support COVID-19 vaccine decision-making.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2024-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142366934","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Executive Functions Rehabilitation in Premature Children Using an Adaptive Motion-Interaction Videogame Platform: A Randomized Controlled Trial. 使用自适应运动交互视频游戏平台对早产儿进行执行功能康复训练:随机对照试验
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-10-01 Epub Date: 2024-05-03 DOI: 10.1089/g4h.2023.0078
Gianni Cutillo, Valeria Brazzoduro, Giorgio Bedogni, Caterina Colombo, Stefania Zambrano, Samantha Rossi, Gian Vincenzo Zuccotti, Irene Daniele, Gianluca Lista, Barbara Scelsa

Background: Premature children are at increased risk of executive functions (EF) deficits and these difficulties persist into adolescence and adulthood, potentially undermining their development and academic achievements. The aim of the present randomized controlled trial (RCT) is to evaluate the efficacy of the Intendu trainer, an adaptive virtual reality platform, at ameliorating EF in preterm children. Methods: A single-center, RCT was conducted. The intervention group was exposed to game session with the Intendu software in addition to the standard of care in use in our center. The main outcome was the proportion of children with a 10-point increase in the processing speed quotient as measured by WPPSI-III after 4 weeks from the baseline assessment. Results: Forty-seven children born before 36 + 5 weeks were randomized to the experimental (n = 24) or control arm (n = 23). Five children were lost to follow-up. Thirteen of 23 children (56%) reached the main outcome in the experimental group and 5 of 19 (26%) in the control group (P = 0.049, per-protocol analysis) with an absolute benefit increase (ABI) of 30% reconfirmed by the intention-to-treat analysis (P = 0.022, ABI of 32%). Conclusion: Intendu brain-trainer showed promising short-term results on EF in pre-term children, however, larger studies with longer periods of follow-up are warranted to better investigate the role of this or similar technology in promoting better EF in preterm children.

背景:早产儿出现执行功能(EF)缺陷的风险增加,这些困难会持续到青春期和成年期,可能会影响他们的发展和学业成绩。本随机对照试验(RCT)旨在评估自适应虚拟现实平台 Intendu 训练器在改善早产儿执行功能方面的效果。研究方法进行单中心 RCT 研究。干预组除接受本中心采用的标准护理外,还接受了 Intendu 软件的游戏训练。主要结果是在基线评估的基础上,经过 4 周的 WPPSI-III 测定,处理速度商数提高 10 分的儿童比例。结果:47 名在 36+5 周前出生的儿童被随机分配到实验组(24 人)或对照组(23 人)。有 5 名儿童失去了随访机会。实验组 23 名患儿中有 13 名(56%)达到了主要结果,对照组 19 名患儿中有 5 名(26%)达到了主要结果(P = 0.049,按协议分析),经意向治疗分析(P = 0.022,ABI 为 32%)再次证实,绝对收益增加了 30%。结论Intendu大脑训练器对早产儿EF的短期效果很好,但是,为了更好地研究该技术或类似技术在改善早产儿EF方面的作用,还需要进行更大规模、更长时间的随访研究。
{"title":"Executive Functions Rehabilitation in Premature Children Using an Adaptive Motion-Interaction Videogame Platform: A Randomized Controlled Trial.","authors":"Gianni Cutillo, Valeria Brazzoduro, Giorgio Bedogni, Caterina Colombo, Stefania Zambrano, Samantha Rossi, Gian Vincenzo Zuccotti, Irene Daniele, Gianluca Lista, Barbara Scelsa","doi":"10.1089/g4h.2023.0078","DOIUrl":"10.1089/g4h.2023.0078","url":null,"abstract":"<p><p><b><i>Background:</i></b> Premature children are at increased risk of executive functions (EF) deficits and these difficulties persist into adolescence and adulthood, potentially undermining their development and academic achievements. The aim of the present randomized controlled trial (RCT) is to evaluate the efficacy of the Intendu trainer, an adaptive virtual reality platform, at ameliorating EF in preterm children. <b><i>Methods:</i></b> A single-center, RCT was conducted. The intervention group was exposed to game session with the Intendu software in addition to the standard of care in use in our center. The main outcome was the proportion of children with a 10-point increase in the processing speed quotient as measured by WPPSI-III after 4 weeks from the baseline assessment. <b><i>Results:</i></b> Forty-seven children born before 36 + 5 weeks were randomized to the experimental (<i>n</i> = 24) or control arm (<i>n</i> = 23). Five children were lost to follow-up. Thirteen of 23 children (56%) reached the main outcome in the experimental group and 5 of 19 (26%) in the control group (<i>P</i> = 0.049, per-protocol analysis) with an absolute benefit increase (ABI) of 30% reconfirmed by the intention-to-treat analysis (<i>P</i> = 0.022, ABI of 32%). <b><i>Conclusion:</i></b> Intendu brain-trainer showed promising short-term results on EF in pre-term children, however, larger studies with longer periods of follow-up are warranted to better investigate the role of this or similar technology in promoting better EF in preterm children.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"346-353"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140872923","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Developing a Motion Sensor-Based Game to Support Frozen Shoulder Rehabilitation in Older Adults through a Participatory Design Approach. 通过参与式设计方法开发基于运动传感器的游戏,支持老年人肩周炎康复。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-10-01 Epub Date: 2024-06-27 DOI: 10.1089/g4h.2023.0097
Kun-Lin Wu, Yu-Han Wang, Yung-Chun Hsu, Yen-Che Shu, Chung-Hua Chu, Chun-An Lin

Objective: Although some serious games have been developed for physical therapy, little work has been conducted through a participatory design approach. Therefore, a game prototype was developed, which involved related stakeholders in the design process. Materials and Methods: The iterative participatory design process was adopted with the input of 18 patients with frozen shoulder symptoms, 4 health professionals, 2 game designers, and 5 researchers in an iterative process to design, test, and evaluate the game prototype. In total, 17 patients participated in the interviews to explore their needs and desires for a serious game. The health professionals participated in the interviews to understand the medical requirement and experience pertaining to frozen shoulder and were included in the workshop to give feedback on the game prototype. At the conclusion of the iterative design process, a Kinect-based prototype game with three levels was used for a case study with one patient who was diagnosed with frozen shoulder and has been receiving medical treatment in the hospital. Results: Based on the outcomes derived from data collected among diverse stakeholders, the prototype game underwent iterative development by the team and was assessed by a participant with frozen shoulder symptoms. Findings revealed that the participant demonstrated enhanced shoulder mobility and a reduction in pain intensity, despite the lack of significant improvement for health-related quality of life. Nevertheless, the participant reported a positive experience with the prototype game. Conclusion: This study underscores the importance of involving diverse stakeholders in the development process to create more effective and user-centric serious games for rehabilitation. The participatory approach, exemplified by the prototype game, demonstrates potential improvements in both user experience and overall effectiveness during the rehabilitation process.

目的:虽然已经开发了一些用于物理治疗的严肃游戏,但很少有工作是通过参与式设计方法进行的。因此,我们开发了一个游戏原型,让相关利益方参与到设计过程中。材料与方法:采用迭代参与式设计流程,由 18 名肩周炎患者、4 名医疗专业人员、2 名游戏设计师和 5 名研究人员共同参与游戏原型的设计、测试和评估。共有 17 名患者参与了访谈,以了解他们对严肃游戏的需求和愿望。医护人员参与了访谈,以了解肩周炎的医疗要求和经验,并参加了研讨会,对游戏原型提出反馈意见。在迭代设计过程的最后,一个基于 Kinect 的三关卡游戏原型被用于对一名被诊断为肩周炎并一直在医院接受治疗的患者进行案例研究。研究结果根据从不同利益相关方收集的数据中得出的结果,团队对原型游戏进行了反复开发,并由一名有肩周炎症状的参与者进行了评估。研究结果表明,尽管与健康相关的生活质量没有得到明显改善,但该受试者的肩部活动能力得到了增强,疼痛强度也有所降低。不过,该受试者对原型游戏的体验表示满意。结论本研究强调了让不同利益相关者参与开发过程的重要性,以便开发出更有效的、以用户为中心的严肃康复游戏。原型游戏所体现的参与式方法表明,在康复过程中,用户体验和整体效果都有可能得到改善。
{"title":"Developing a Motion Sensor-Based Game to Support Frozen Shoulder Rehabilitation in Older Adults through a Participatory Design Approach.","authors":"Kun-Lin Wu, Yu-Han Wang, Yung-Chun Hsu, Yen-Che Shu, Chung-Hua Chu, Chun-An Lin","doi":"10.1089/g4h.2023.0097","DOIUrl":"10.1089/g4h.2023.0097","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Although some serious games have been developed for physical therapy, little work has been conducted through a participatory design approach. Therefore, a game prototype was developed, which involved related stakeholders in the design process. <b><i>Materials and Methods:</i></b> The iterative participatory design process was adopted with the input of 18 patients with frozen shoulder symptoms, 4 health professionals, 2 game designers, and 5 researchers in an iterative process to design, test, and evaluate the game prototype. In total, 17 patients participated in the interviews to explore their needs and desires for a serious game. The health professionals participated in the interviews to understand the medical requirement and experience pertaining to frozen shoulder and were included in the workshop to give feedback on the game prototype. At the conclusion of the iterative design process, a Kinect-based prototype game with three levels was used for a case study with one patient who was diagnosed with frozen shoulder and has been receiving medical treatment in the hospital. <b><i>Results:</i></b> Based on the outcomes derived from data collected among diverse stakeholders, the prototype game underwent iterative development by the team and was assessed by a participant with frozen shoulder symptoms. Findings revealed that the participant demonstrated enhanced shoulder mobility and a reduction in pain intensity, despite the lack of significant improvement for health-related quality of life. Nevertheless, the participant reported a positive experience with the prototype game. <b><i>Conclusion:</i></b> This study underscores the importance of involving diverse stakeholders in the development process to create more effective and user-centric serious games for rehabilitation. The participatory approach, exemplified by the prototype game, demonstrates potential improvements in both user experience and overall effectiveness during the rehabilitation process.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"335-345"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141459852","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Impact of Gamified Auditory-Verbal Training for Hearing-Challenged Children at Intermediate and Advanced Rehabilitation Stages. 游戏化听力语言训练对处于中高级康复阶段的听障儿童的影响
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-10-01 Epub Date: 2024-05-29 DOI: 10.1089/g4h.2023.0213
Yan Xiang, Zhen Zhang, Danni Chang, Lei Tu

Background: Auditory-verbal training is essential for children with hearing challenges, and the gamification approach has become a promising direction for improving the rehabilitation experience and effect. However, the specific influence of the gamified training approach on participants at different rehabilitation stages has not been empirically studied, especially in the practical training effect caused by gamified interventions and the varying influence on children with different rehabilitation status. Objective: This article is thus intended to investigate the following research questions: (1) do the training performances of children at advanced rehabilitation stage differ before and after using the gamified training system? (2) Do the training performances of children at intermediate rehabilitation stage differ before and after using the gamified training system? (3) Do children enjoy the gamified training approach? Methods: For the purpose, a digital gamified auditory-verbal training system was originally developed, and a series of user experiments were organized. The training performance of 31 hearing-challenged children was assessed, and interviews with six professional therapists were conducted.  Results: It can be found that generally the gamified training approach can effectively facilitate the training experience and help with the basic auditory memory and expression capabilities. Moreover, it is feasible to be applied in practical training due to the high customization of digital training contents, multimodal interactive training means, and highly enjoyable training experience. Conclusions: Regarding the specific influence, the gamified way can better improve the basic auditory-verbal performance of children at the intermediate stage since the focus is more on the ease of learning and adaption to the training system. While for children at the advanced rehabilitation stage, the precise training and professional training contents are more in demand, it is not easy to achieve quick improvements. These findings and conclusions can provide insights for further explorations and applications of the gamification approach in children's auditory-verbal rehabilitation. This study was approved by the Institutional Review Board (IRB) of Shanghai Jiao Tong University with the approval number H2022213P.

背景:听觉言语训练对于听障儿童来说是必不可少的,而游戏化的训练方法已经成为改善康复体验和效果的一个很有前景的方向。然而,游戏化训练方法对不同康复阶段参与者的具体影响尚未得到实证研究,尤其是游戏化干预所带来的实际训练效果,以及对不同康复状况儿童的不同影响。本文的目的就在于此:因此,本文旨在探究以下研究问题:(1)处于康复晚期的儿童在使用游戏化训练系统前后的训练表现是否存在差异?(2)中级康复阶段的儿童在使用游戏化训练系统前后的训练表现是否有差异?(3) 儿童是否喜欢游戏化训练方法?研究方法:为此,最初开发了一套数字游戏化听力语言训练系统,并组织了一系列用户实验。对 31 名听障儿童的训练表现进行了评估,并对 6 名专业治疗师进行了访谈。 实验结果可以发现,一般来说,游戏化的训练方法可以有效地促进训练体验,并对基本的听觉记忆和表达能力有所帮助。此外,由于数字训练内容的高度定制化、多模态互动训练手段和高度愉悦的训练体验,将其应用于实际训练是可行的。结论就具体影响而言,游戏化方式更注重学习的便捷性和对训练系统的适应性,因此能更好地提高中级阶段儿童的基本听觉言语能力。而对于高级康复阶段的儿童来说,则更需要精准的训练和专业的训练内容,不容易实现快速提高。这些发现和结论可以为游戏化方法在儿童听觉言语康复中的进一步探索和应用提供启示。本研究已获上海交通大学机构审查委员会(IRB)批准,批准号为H2022213P。
{"title":"The Impact of Gamified Auditory-Verbal Training for Hearing-Challenged Children at Intermediate and Advanced Rehabilitation Stages.","authors":"Yan Xiang, Zhen Zhang, Danni Chang, Lei Tu","doi":"10.1089/g4h.2023.0213","DOIUrl":"10.1089/g4h.2023.0213","url":null,"abstract":"<p><p><b><i>Background:</i></b> Auditory-verbal training is essential for children with hearing challenges, and the gamification approach has become a promising direction for improving the rehabilitation experience and effect. However, the specific influence of the gamified training approach on participants at different rehabilitation stages has not been empirically studied, especially in the practical training effect caused by gamified interventions and the varying influence on children with different rehabilitation status. <b><i>Objective:</i></b> This article is thus intended to investigate the following research questions: (1) do the training performances of children at advanced rehabilitation stage differ before and after using the gamified training system? (2) Do the training performances of children at intermediate rehabilitation stage differ before and after using the gamified training system? (3) Do children enjoy the gamified training approach? <b><i>Methods:</i></b> For the purpose, a digital gamified auditory-verbal training system was originally developed, and a series of user experiments were organized. The training performance of 31 hearing-challenged children was assessed, and interviews with six professional therapists were conducted.  <b><i>Results:</i></b> It can be found that generally the gamified training approach can effectively facilitate the training experience and help with the basic auditory memory and expression capabilities. Moreover, it is feasible to be applied in practical training due to the high customization of digital training contents, multimodal interactive training means, and highly enjoyable training experience. <b><i>Conclusions:</i></b> Regarding the specific influence, the gamified way can better improve the basic auditory-verbal performance of children at the intermediate stage since the focus is more on the ease of learning and adaption to the training system. While for children at the advanced rehabilitation stage, the precise training and professional training contents are more in demand, it is not easy to achieve quick improvements. These findings and conclusions can provide insights for further explorations and applications of the gamification approach in children's auditory-verbal rehabilitation. This study was approved by the Institutional Review Board (IRB) of Shanghai Jiao Tong University with the approval number H2022213P.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"365-378"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141162951","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Using a Biofeedback-Based Mindfulness Practice System to Enhance Mindfulness and Alleviate Anxiety in College Students: A Randomized Controlled Trial. 使用基于生物反馈的正念练习系统来增强正念和缓解大学生的焦虑:随机对照试验
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-10-01 Epub Date: 2024-05-29 DOI: 10.1089/g4h.2024.0041
Wang Mingxuan, Han Ting, Zhang Chenqi, Zhao Ningning, Chen Hao, Zheng Hongtao, Li Shuo, Ge Yang

Objective: College students experience intense anxiety, for which biofeedback mindfulness techniques show effectiveness in relief. However, typical biofeedback products often lead to user fatigue and boredom because of a single or fixed feedback and lack of focus on mindfulness enhancement. Materials and Methods: In this research, we developed Mindjourney, a VR-based respiratory feedback mindfulness system, designed to enhance mindfulness and alleviate anxiety through continuous/noncontinuous feedback and nonjudgmental reward/punishment for self-perception and attention management. A randomized controlled trial involved 72 college students, split equally into short-term (n = 34, age: 23.11 ± 1.729) and 4-week long-term (n = 38, age: 24.12 ± 1.408) groups, with equal randomization for intervention and control groups. Pre/postintervention tests were measured by using Trait Anxiety Inventory (TAI) and Five Facet Mindfulness Questionnaire (FFMQ) for long-term groups and Galvanic Skin Response and State Anxiety Inventory (SAI) for short-term groups. Results: Results showed that the long-term intervention group showed a significant increase in mindfulness (P = 0.001 for FFMQ total score). Furthermore, observe and act with awareness subscales showed significant increase after intervention (P = 0.034 for observe, P < 0.001 for act with awareness) compared with the control group. Both intervention groups demonstrated a significant decrease in anxiety levels compared with the control groups (P = 0.049 for SAI, P = 0.01 for TAI). Moreover, participants expressed high interest in this biofeedback mindfulness system and willingness for long-term usage. Conclusion: The proposed biofeedback mindfulness practice system could potentially facilitate mindfulness practice and serve as a convenient tool for anxiety relief in campus college students.

目的:大学生有强烈的焦虑感,生物反馈正念技术对缓解这种焦虑感很有效。然而,典型的生物反馈产品由于反馈单一或固定,且缺乏对正念增强的关注,往往会导致用户疲劳和厌倦。材料与方法:在这项研究中,我们开发了基于 VR 的呼吸反馈正念系统 Mindjourney,旨在通过连续/非连续反馈和非评判性奖励/惩罚来增强正念和缓解焦虑,从而实现自我感知和注意力管理。一项随机对照试验涉及 72 名大学生,平均分为短期组(n = 34,年龄:23.11 ± 1.729)和为期 4 周的长期组(n = 38,年龄:24.12 ± 1.408),干预组和对照组的随机化程度相同。长期组采用特质焦虑量表(TAI)和五面正念问卷(FFMQ)进行干预前后测试,短期组采用伽伐尼皮肤反应(Galvanic Skin Response)和状态焦虑量表(SAI)进行干预前后测试。结果显示结果显示,长期干预组的正念显著增强(FFMQ 总分的 P = 0.001)。此外,与对照组相比,观察和觉察行动分量表在干预后有显著提高(观察的 P = 0.034,觉察行动的 P < 0.001)。与对照组相比,两个干预组的焦虑水平都有明显下降(SAI 的 P = 0.049,TAI 的 P = 0.01)。此外,参与者对这一生物反馈正念系统表示出浓厚的兴趣,并愿意长期使用。结论建议的生物反馈正念练习系统有可能促进正念练习,并成为缓解校园大学生焦虑的便捷工具。
{"title":"Using a Biofeedback-Based Mindfulness Practice System to Enhance Mindfulness and Alleviate Anxiety in College Students: A Randomized Controlled Trial.","authors":"Wang Mingxuan, Han Ting, Zhang Chenqi, Zhao Ningning, Chen Hao, Zheng Hongtao, Li Shuo, Ge Yang","doi":"10.1089/g4h.2024.0041","DOIUrl":"10.1089/g4h.2024.0041","url":null,"abstract":"<p><p><b><i>Objective:</i></b> College students experience intense anxiety, for which biofeedback mindfulness techniques show effectiveness in relief. However, typical biofeedback products often lead to user fatigue and boredom because of a single or fixed feedback and lack of focus on mindfulness enhancement. <b><i>Materials and Methods:</i></b> In this research, we developed Mindjourney, a VR-based respiratory feedback mindfulness system, designed to enhance mindfulness and alleviate anxiety through continuous/noncontinuous feedback and nonjudgmental reward/punishment for self-perception and attention management. A randomized controlled trial involved 72 college students, split equally into short-term (<i>n</i> = 34, age: 23.11 ± 1.729) and 4-week long-term (<i>n</i> = 38, age: 24.12 ± 1.408) groups, with equal randomization for intervention and control groups. Pre/postintervention tests were measured by using Trait Anxiety Inventory (TAI) and Five Facet Mindfulness Questionnaire (FFMQ) for long-term groups and Galvanic Skin Response and State Anxiety Inventory (SAI) for short-term groups. <b><i>Results:</i></b> Results showed that the long-term intervention group showed a significant increase in mindfulness (<i>P</i> = 0.001 for FFMQ total score). Furthermore, <i>observe</i> and <i>act with awareness</i> subscales showed significant increase after intervention (<i>P</i> = 0.034 for <i>observe</i>, <i>P</i> < 0.001 for <i>act with awareness</i>) compared with the control group. Both intervention groups demonstrated a significant decrease in anxiety levels compared with the control groups (<i>P</i> = 0.049 for SAI, <i>P</i> = 0.01 for TAI). Moreover, participants expressed high interest in this biofeedback mindfulness system and willingness for long-term usage. <b><i>Conclusion:</i></b> The proposed biofeedback mindfulness practice system could potentially facilitate mindfulness practice and serve as a convenient tool for anxiety relief in campus college students.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"379-388"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141162952","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Participatory Development of a Virtual Reality Exercise Program for People with Chronic Pain. 参与式开发针对慢性疼痛患者的虚拟现实锻炼计划。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-10-01 Epub Date: 2024-04-01 DOI: 10.1089/g4h.2023.0229
Sella A Provan, Sigbjørn Litleskare, Ole Einar Flaten, Henning Pettersen, Linda Røset, Giovanna Calogiuri

Background: By describing how a participatory process led to changes in the design of a study of a virtual reality (VR)-guided exercise and mindfulness intervention tailored to people with chronic musculoskeletal pain, this article makes the case for including end user at an early stage when planning research within this field. Methods: A multidisciplinary panel including end-user representatives, researcher, clinicians, and VR developers participated in a 1-day workshop to design a randomized study and a VR-guided intervention. Results: Through the participatory process, changes were made to the original study design with respect to experimental design, duration, content of VR interventions and mode of delivery. Conclusion: This case exemplifies the importance of including end-user participants in the early phases of planning VR interventions for people with chronic pain.

背景:本文通过描述参与式过程如何改变了一项针对慢性肌肉骨骼疼痛患者的虚拟现实(VR)指导运动和正念干预研究的设计,说明在规划该领域的研究时,应在早期阶段将最终用户纳入其中。研究方法包括最终用户代表、研究人员、临床医生和 VR 开发人员在内的多学科小组参加了为期一天的研讨会,以设计随机研究和 VR 指导下的干预措施。结果:通过参与过程,对最初的研究设计进行了修改,包括实验设计、持续时间、VR 干预内容和实施方式。结论:这个案例说明,在为慢性疼痛患者规划 VR 干预的早期阶段,让最终用户参与其中非常重要。
{"title":"Participatory Development of a Virtual Reality Exercise Program for People with Chronic Pain.","authors":"Sella A Provan, Sigbjørn Litleskare, Ole Einar Flaten, Henning Pettersen, Linda Røset, Giovanna Calogiuri","doi":"10.1089/g4h.2023.0229","DOIUrl":"10.1089/g4h.2023.0229","url":null,"abstract":"<p><p><b><i>Background:</i></b> By describing how a participatory process led to changes in the design of a study of a virtual reality (VR)-guided exercise and mindfulness intervention tailored to people with chronic musculoskeletal pain, this article makes the case for including end user at an early stage when planning research within this field. <b><i>Methods:</i></b> A multidisciplinary panel including end-user representatives, researcher, clinicians, and VR developers participated in a 1-day workshop to design a randomized study and a VR-guided intervention. <b><i>Results:</i></b> Through the participatory process, changes were made to the original study design with respect to experimental design, duration, content of VR interventions and mode of delivery. <b><i>Conclusion:</i></b> This case exemplifies the importance of including end-user participants in the early phases of planning VR interventions for people with chronic pain.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"332-334"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140337218","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review. 游戏化电子健康促进青少年慢性病自我管理:系统回顾
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-10-01 Epub Date: 2024-06-20 DOI: 10.1089/g4h.2023.0111
Maartje D Stutvoet, Lisa Levelt, Micah M Hrehovcsik, Job Van't Veer, Valentijn T Visch, Wichor M Bramer, Manon H J Hillegers, Remco C Veltkamp, Sanne L Nijhof, Fernando Estévez-López

This systematic review primarily aims to provide a summary of the game mechanics implemented in eHealth tools supporting young people's self-management of their chronic diseases. This review secondarily investigates the rationale for implementing game mechanics and the effects of these tools. A systematic search was conducted in Embase, Medline, PsycINFO, and Web of Science, from inception until August 30, 2022. Studies were eligible if focus was on the utilization of gamification in eHealth self-management interventions for young people (age = 10-25 years) with chronic diseases. Primary quantitative, qualitative, and mixed-method studies written in English were included. We identified 34 eHealth tools, of which 20 (59%) were gamified tools and 14 (41%) were serious games. We found that 55 unique game mechanics were implemented. The most commonly used were rewards (50%), score (44%), creative control (41%), and social interaction (32%). In comparison with gamified tools, the number and diversity of game mechanics applied were higher in serious games. For most tools (85%), a general rationale was provided for utilizing gamification, which often was to promote engaging experiences. A rationale for using specific game mechanics was less commonly provided (only for 45% of the game mechanics). The limited availability of experimental research precludes to test the effectiveness of using gamification in eHealth to support self-management in young people with chronic diseases. In this study, we highlight the importance of reporting the rationale for utilizing specific game mechanics in eHealth tools to ensure a proper alignment with evidence-based practice and the need of conducting experimental research. PROSPERO: CRD42021293037.

本系统综述的主要目的是总结支持年轻人自我管理慢性疾病的电子健康工具中采用的游戏机制。其次,本综述还调查了实施游戏机制的理由以及这些工具的效果。从开始到 2022 年 8 月 30 日,我们在 Embase、Medline、PsycINFO 和 Web of Science 中进行了系统检索。如果研究重点是针对患有慢性疾病的年轻人(年龄=10-25 岁)的电子健康自我管理干预中游戏化的应用,则符合条件。我们纳入了以英语撰写的主要定量、定性和混合方法研究。我们确定了 34 种电子健康工具,其中 20 种(59%)是游戏化工具,14 种(41%)是严肃游戏。我们发现共实施了 55 种独特的游戏机制。最常用的是奖励(50%)、得分(44%)、创意控制(41%)和社交互动(32%)。与游戏化工具相比,严肃游戏中应用的游戏机制的数量和多样性更高。对于大多数工具(85%)来说,使用游戏化的一般理由通常是为了促进引人入胜的体验。而使用特定游戏机制的理由则不太常见(仅占游戏机制的 45%)。由于实验研究有限,因此无法测试在电子健康中使用游戏化支持慢性病青少年自我管理的有效性。在这项研究中,我们强调了报告在电子健康工具中使用特定游戏机制的理由的重要性,以确保与循证实践和开展实验研究的必要性保持一致。prospero:CRD42021293037。
{"title":"Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review.","authors":"Maartje D Stutvoet, Lisa Levelt, Micah M Hrehovcsik, Job Van't Veer, Valentijn T Visch, Wichor M Bramer, Manon H J Hillegers, Remco C Veltkamp, Sanne L Nijhof, Fernando Estévez-López","doi":"10.1089/g4h.2023.0111","DOIUrl":"10.1089/g4h.2023.0111","url":null,"abstract":"<p><p>This systematic review primarily aims to provide a summary of the game mechanics implemented in eHealth tools supporting young people's self-management of their chronic diseases. This review secondarily investigates the rationale for implementing game mechanics and the effects of these tools. A systematic search was conducted in Embase, Medline, PsycINFO, and Web of Science, from inception until August 30, 2022. Studies were eligible if focus was on the utilization of gamification in eHealth self-management interventions for young people (age = 10-25 years) with chronic diseases. Primary quantitative, qualitative, and mixed-method studies written in English were included. We identified 34 eHealth tools, of which 20 (59%) were gamified tools and 14 (41%) were serious games. We found that 55 unique game mechanics were implemented. The most commonly used were <i>rewards</i> (50%), <i>score</i> (44%), <i>creative control</i> (41%), and <i>social interaction</i> (32%). In comparison with gamified tools, the number and diversity of game mechanics applied were higher in serious games. For most tools (85%), a general rationale was provided for utilizing gamification, which often was to promote engaging experiences. A rationale for using specific game mechanics was less commonly provided (only for 45% of the game mechanics). The limited availability of experimental research precludes to test the effectiveness of using gamification in eHealth to support self-management in young people with chronic diseases. In this study, we highlight the importance of reporting the rationale for utilizing specific game mechanics in eHealth tools to ensure a proper alignment with evidence-based practice and the need of conducting experimental research. PROSPERO: CRD42021293037.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"314-331"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141433100","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Synchronization of a Virtual Reality Scenario to Uterine Contractions for Labor Pain Management: Development Study and Randomized Controlled Trial. 虚拟现实场景与子宫收缩同步用于分娩镇痛:开发研究与随机对照试验。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-10-01 Epub Date: 2024-06-11 DOI: 10.1089/g4h.2023.0202
Antonio Melillo, Sarah Rachedi, Giuseppe Caggianese, Luigi Gallo, Patrizia Maiorano, Francesca Gimigliano, Fabio Lucidi, Giuseppe De Pietro, Maurizio Guida, Antonio Giordano, Andrea Chirico

Background: Labor is described as one of the most painful events women can experience through their lives, and labor pain shows unique features and rhythmic fluctuations. Purpose: The present study aims to evaluate virtual reality (VR) analgesic interventions for active labor with biofeedback-based VR technologies synchronized to uterine activity. Materials and Methods: We developed a VR system modeled on uterine contractions by connecting it to cardiotocographic equipment. We conducted a randomized controlled trial on a sample of 74 cases and 80 controls during active labor. Results: Results of the study showed a significant reduction of pain scores compared with both preintervention scores and to control group scores; a significant reduction of anxiety levels both compared with preintervention assessment and to control group and significant reduction in fear of labor experience compared with controls. Conclusion: VR may be considered as an effective nonpharmacological analgesic technique for the treatment of pain and anxiety and fear of childbirth experience during labor. The developed system could improve personalization of care, modulating the multisensory stimulation tailored to labor progression. Further studies are needed to compare the synchronized VR system to uterine activity and unsynchronized VR interventions.

背景介绍分娩被描述为妇女一生中可能经历的最痛苦的事件之一,而分娩疼痛显示出独特的特征和节律性波动。目的:本研究旨在通过与子宫活动同步的基于生物反馈的虚拟现实(VR)技术,评估对活跃分娩的虚拟现实(VR)镇痛干预。材料与方法:我们开发了一套以子宫收缩为模型的 VR 系统,并将其与心动图设备相连。我们对活跃产程中的 74 例病例和 80 例对照进行了随机对照试验。结果显示研究结果表明,与干预前评分和对照组评分相比,疼痛评分显著降低;与干预前评估和对照组相比,焦虑水平显著降低;与对照组相比,对分娩体验的恐惧显著降低。结论:VR 可被视为一种有效的非药物镇痛技术,用于治疗分娩时的疼痛、焦虑和分娩恐惧。所开发的系统可提高护理的个性化程度,根据分娩进程调节多感官刺激。还需要进一步研究,将同步 VR 系统与子宫活动和非同步 VR 干预进行比较。
{"title":"Synchronization of a Virtual Reality Scenario to Uterine Contractions for Labor Pain Management: Development Study and Randomized Controlled Trial.","authors":"Antonio Melillo, Sarah Rachedi, Giuseppe Caggianese, Luigi Gallo, Patrizia Maiorano, Francesca Gimigliano, Fabio Lucidi, Giuseppe De Pietro, Maurizio Guida, Antonio Giordano, Andrea Chirico","doi":"10.1089/g4h.2023.0202","DOIUrl":"10.1089/g4h.2023.0202","url":null,"abstract":"<p><p><b><i>Background:</i></b> Labor is described as one of the most painful events women can experience through their lives, and labor pain shows unique features and rhythmic fluctuations. <b><i>Purpose:</i></b> The present study aims to evaluate virtual reality (VR) analgesic interventions for active labor with biofeedback-based VR technologies synchronized to uterine activity. <b><i>Materials and Methods:</i></b> We developed a VR system modeled on uterine contractions by connecting it to cardiotocographic equipment. We conducted a randomized controlled trial on a sample of 74 cases and 80 controls during active labor. <b><i>Results:</i></b> Results of the study showed a significant reduction of pain scores compared with both preintervention scores and to control group scores; a significant reduction of anxiety levels both compared with preintervention assessment and to control group and significant reduction in fear of labor experience compared with controls. <b><i>Conclusion:</i></b> VR may be considered as an effective nonpharmacological analgesic technique for the treatment of pain and anxiety and fear of childbirth experience during labor. The developed system could improve personalization of care, modulating the multisensory stimulation tailored to labor progression. Further studies are needed to compare the synchronized VR system to uterine activity and unsynchronized VR interventions.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"389-396"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141301863","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Rosalind Franklin Society Proudly Announces the 2023 Award Recipient for Games for Health Journal. 罗莎琳德-富兰克林学会自豪地宣布《健康游戏》杂志 2023 年度获奖者。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-10-01 DOI: 10.1089/g4h.2024.15435.rfs2023
Rebeca Gliosci
{"title":"Rosalind Franklin Society Proudly Announces the 2023 Award Recipient for <i>Games for Health Journal</i>.","authors":"Rebeca Gliosci","doi":"10.1089/g4h.2024.15435.rfs2023","DOIUrl":"https://doi.org/10.1089/g4h.2024.15435.rfs2023","url":null,"abstract":"","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":"13 5","pages":"313"},"PeriodicalIF":2.2,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142477595","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
Games for Health Journal
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1