Objective: GripAble is a novel upper limb motor function assessment and exergaming device. In this study, we aimed to (1) establish its test-retest reliability and precision and (2) determine which method of reporting (i.e., based on one, two, or three trials) yields the greatest reliability and precision when testing hand grip strength (HGS) in healthy-handed adults. Materials and Methods: Purposeful sampling was used to recruit a diverse sample of adults according to sex, age, and race. Data were collected during two sessions approximately 2 weeks apart. During each session, three trials of maximal HGS were taken bilaterally. Test-retest reliability was assessed using the intraclass correlation coefficient (ICC), and precision was assessed using the standard error of measurement and the minimal detectable change (MDC). Results: Thirty-six healthy-handed adults completed the study protocol. Across all methods of reporting, ICC values were ≥0.85. The highest reliability (ICC values for dominant and nondominant hands = 0.97 and 0.94, respectively) and precision (MDC% for dominant and nondominant hands = 12.9 and 18.2, respectively) were observed when the average of three trials was calculated. Conclusions: The GripAble device has excellent reliability and acceptable precision when used to assess maximal HGS in healthy-handed adults. Recording three trials and reporting their average yields the highest test-retest reliability and precision. Relevance: We present early evidence to support the use of GripAble as an HGS assessment device. Future research should include establishing HGS reference values and testing GripAble's reliability and precision in different clinical populations. Its efficacy as an exergaming intervention also warrants exploration.
{"title":"Test-Retest Reliability and Precision of GripAble: A Multipurpose Exergaming Device.","authors":"Roman Kudin, Halil Ibrahim Ergen, Corey W McGee","doi":"10.1089/g4h.2024.0216","DOIUrl":"https://doi.org/10.1089/g4h.2024.0216","url":null,"abstract":"<p><p><b><i>Objective:</i></b> GripAble is a novel upper limb motor function assessment and exergaming device. In this study, we aimed to (1) establish its test-retest reliability and precision and (2) determine which method of reporting (i.e., based on one, two, or three trials) yields the greatest reliability and precision when testing hand grip strength (HGS) in healthy-handed adults. <b><i>Materials and Methods:</i></b> Purposeful sampling was used to recruit a diverse sample of adults according to sex, age, and race. Data were collected during two sessions approximately 2 weeks apart. During each session, three trials of maximal HGS were taken bilaterally. Test-retest reliability was assessed using the intraclass correlation coefficient (ICC), and precision was assessed using the standard error of measurement and the minimal detectable change (MDC). <b><i>Results:</i></b> Thirty-six healthy-handed adults completed the study protocol. Across all methods of reporting, ICC values were ≥0.85. The highest reliability (ICC values for dominant and nondominant hands = 0.97 and 0.94, respectively) and precision (MDC% for dominant and nondominant hands = 12.9 and 18.2, respectively) were observed when the average of three trials was calculated. <b><i>Conclusions:</i></b> The GripAble device has excellent reliability and acceptable precision when used to assess maximal HGS in healthy-handed adults. Recording three trials and reporting their average yields the highest test-retest reliability and precision. <b><i>Relevance:</i></b> We present early evidence to support the use of GripAble as an HGS assessment device. Future research should include establishing HGS reference values and testing GripAble's reliability and precision in different clinical populations. Its efficacy as an exergaming intervention also warrants exploration.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2025-02-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143400294","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}
The effectiveness of robot-assisted board games targeting older adults with mild cognitive impairment was investigated to improve their cognitive function, general self-efficacy, and life satisfaction and reduce depression. A quasiexperimental research design was adopted with 109 older adults from 8 long-term care facilities and day-care centers assigned to the experimental (n = 52) and comparison groups (n = 57). The experimental group underwent a 12-week cognitive training program. Both groups completed before-and-after and 3-month follow-up measurements for outcome variables, including cognitive function (scores of mini-mental state examination [MMSE] and Alzheimer's Disease Assessment Scale Cognitive Subscale [ADAS-Cog]), depression, general self-efficacy, and life satisfaction. The data were analyzed using the generalized estimating equation (GEE). The program's usability was assessed using the system usability scale (SUS). The GEE analyses revealed significant postintervention improvements in the experimental group's MMSE, ADAS-Cog, depression, general self-efficacy, and satisfaction with life scores. These effects persisted for the 3-month follow-up. The mean SUS score was 87.50, indicating the feasibility of robot-assisted interventions among older adults. These findings confirmed that interactive robot-assisted board games can improve cognitive function, general self-efficacy, and life satisfaction and reduce depression among older adults. The administration of long-term care facilities or day-care centers can adopt robot-assisted board games as a training tool to supplement health promotion activities to prevent cognitive deterioration and enhance mental health among older adults.
{"title":"Effectiveness of Robot-Assisted Board Games on Cognitive Function and Mental Health for Older Adults with Mild Cognitive Impairment: A Cluster Randomized Trial.","authors":"Li-Chen Lin, Jung-Yu Liao, Chiu-Mieh Huang, Fen-He Lin, Li-Ting Lu, Hsiu-Chun Chien, Jong-Long Guo","doi":"10.1089/g4h.2024.0207","DOIUrl":"https://doi.org/10.1089/g4h.2024.0207","url":null,"abstract":"<p><p>The effectiveness of robot-assisted board games targeting older adults with mild cognitive impairment was investigated to improve their cognitive function, general self-efficacy, and life satisfaction and reduce depression. A quasiexperimental research design was adopted with 109 older adults from 8 long-term care facilities and day-care centers assigned to the experimental (<i>n</i> = 52) and comparison groups (<i>n</i> = 57). The experimental group underwent a 12-week cognitive training program. Both groups completed before-and-after and 3-month follow-up measurements for outcome variables, including cognitive function (scores of mini-mental state examination [MMSE] and Alzheimer's Disease Assessment Scale Cognitive Subscale [ADAS-Cog]), depression, general self-efficacy, and life satisfaction. The data were analyzed using the generalized estimating equation (GEE). The program's usability was assessed using the system usability scale (SUS). The GEE analyses revealed significant postintervention improvements in the experimental group's MMSE, ADAS-Cog, depression, general self-efficacy, and satisfaction with life scores. These effects persisted for the 3-month follow-up. The mean SUS score was 87.50, indicating the feasibility of robot-assisted interventions among older adults. These findings confirmed that interactive robot-assisted board games can improve cognitive function, general self-efficacy, and life satisfaction and reduce depression among older adults. The administration of long-term care facilities or day-care centers can adopt robot-assisted board games as a training tool to supplement health promotion activities to prevent cognitive deterioration and enhance mental health among older adults.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2025-02-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143400293","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}
Beatriz Brea-Gómez, Laura Pérez-Gisbert, Ibán Fernández-Castro, Marie Carmen Valenza, Irene Torres-Sánchez
The aim was to analyze the effects of virtual reality-based rehabilitation (VRBR) in patients with fibromyalgia syndrome (FMS). This systematic review and meta-analysis was performed following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines. A search was conducted in CINAHL, Medline (via PubMed), Scopus, and Web of Science up to January 2023. Eligibility criteria were defined with Participants, Interventions, Comparisons, Outcomes, and Study design. To assess the methodological quality, the modified Downs and Black scale was used. The risk of bias was assessed through The Cochrane Collaboration's tool. Meta-analysis was performed using RevMan software. Seventeen studies were included in the systematic review and 11 in the meta-analysis. We obtained significant differences in favor of VRBR for FMS impact (standardized mean difference or SMD: -0.49; 95% confidence interval or CI: -0.72 to -0.26), pain intensity (SMD: -0.50; 95% CI: -0.87 to -0.12), fatigue (SMD: -0.55, 95% CI: -0.89 to -0.22), depression (SMD: -0.39; 95% CI: -0.55 to -0.23), anxiety (SMD: -0.36; 95% CI: -0.57 to -0.14), health-related quality of life (SMD: 0.56; 95% CI: 0.29 to 0.83), health perception (mean difference or MD:10.56; 95% CI: 6.23 to 14.88), functional exercise capacity (SMD: 0.60; 95% CI: 0.33 to 0.87), and physical function (MD: 10.90; 95% CI: 7.04 to 14.77). No significant differences were found for kinesiophobia. VRBR significantly improves FMS symptoms, quality of life, and physical condition. VRBR applied alone or combined with other interventions shows good results. VRBR was superior to treatment as usual. Better results were obtained when specialized VRBR was used. More research is needed to determine how to implement this treatment and to study VRBR effects on follow-up.
{"title":"Effects of Virtual Reality-Based Rehabilitation in the Treatment of Patients with Fibromyalgia Syndrome: A Systematic Review and Meta-Analysis of Randomized Clinical Trials.","authors":"Beatriz Brea-Gómez, Laura Pérez-Gisbert, Ibán Fernández-Castro, Marie Carmen Valenza, Irene Torres-Sánchez","doi":"10.1089/g4h.2023.0193","DOIUrl":"https://doi.org/10.1089/g4h.2023.0193","url":null,"abstract":"<p><p>The aim was to analyze the effects of virtual reality-based rehabilitation (VRBR) in patients with fibromyalgia syndrome (FMS). This systematic review and meta-analysis was performed following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines. A search was conducted in CINAHL, Medline (via PubMed), Scopus, and Web of Science up to January 2023. Eligibility criteria were defined with Participants, Interventions, Comparisons, Outcomes, and Study design. To assess the methodological quality, the modified Downs and Black scale was used. The risk of bias was assessed through The Cochrane Collaboration's tool. Meta-analysis was performed using RevMan software. Seventeen studies were included in the systematic review and 11 in the meta-analysis. We obtained significant differences in favor of VRBR for FMS impact (standardized mean difference or SMD: -0.49; 95% confidence interval or CI: -0.72 to -0.26), pain intensity (SMD: -0.50; 95% CI: -0.87 to -0.12), fatigue (SMD: -0.55, 95% CI: -0.89 to -0.22), depression (SMD: -0.39; 95% CI: -0.55 to -0.23), anxiety (SMD: -0.36; 95% CI: -0.57 to -0.14), health-related quality of life (SMD: 0.56; 95% CI: 0.29 to 0.83), health perception (mean difference or MD:10.56; 95% CI: 6.23 to 14.88), functional exercise capacity (SMD: 0.60; 95% CI: 0.33 to 0.87), and physical function (MD: 10.90; 95% CI: 7.04 to 14.77). No significant differences were found for kinesiophobia. VRBR significantly improves FMS symptoms, quality of life, and physical condition. VRBR applied alone or combined with other interventions shows good results. VRBR was superior to treatment as usual. Better results were obtained when specialized VRBR was used. More research is needed to determine how to implement this treatment and to study VRBR effects on follow-up.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2025-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143190899","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}
Background: Preclinical studies suggested the exposure to environmental enrichment (EE) as an intervention able to prevent or reduce nicotine-taking and nicotine-seeking behaviors. Virtual reality (VR) may help to test the effects of EE in smokers in a reproducible and feasible manner. Materials and Methods: In the present study, 31 smokers (14 women) were divided into two groups: (1) exposure to a virtual EE (VR-EE) and (2) exposure to a virtual neutral environment (VR-NoEE). Cigarette craving was assessed as basal and evoked, at different timepoints during the session. Behavior activity during VR exposure, mood, and subjective measures were also collected. Results: EE exposure in VR significantly reduced craving scores from basal timepoint. This was not observed in the VR-NoEE group, which significantly increased craving compared with values at neutral scenario. When both groups were exposed to smoking-related VR scenario, the VR-EE group showed an increased craving compared with previous timepoint up to score values not different from those in the VR-NoEE group. A significant positive correlation between basal craving scores and interactive behavior with virtual smoking cues was observed in the VR-NoEE but not in the VR-EE group. Conclusion: These findings suggest that virtual EE might have an inhibitory effect in smokers on basal, but not on evoked cigarette craving. Noteworthily, the interactive activity correlation to craving scores in the VR-NoEE participants was not observed in the VR-EE group, adding further evidence that the enrichment simulation was nonetheless able to modify behavior in the smoking-related scenario.
背景:临床前研究表明,接触丰富环境(EE)是一种能够预防或减少尼古丁吸食和尼古丁寻求行为的干预措施。虚拟现实(VR)有助于以可重复和可行的方式测试 EE 对吸烟者的影响。材料与方法:在本研究中,31 名吸烟者(14 名女性)被分为两组:(1) 接触虚拟 EE(VR-EE);(2) 接触虚拟中性环境(VR-NoEE)。在测试过程中的不同时间点,对吸烟者的烟瘾进行基础和诱发评估。此外,还收集了暴露于虚拟环境期间的行为活动、情绪和主观测量结果。研究结果在 VR 中暴露于 EE 会明显降低渴求程度在基础时间点上的得分。而在 VR-NoEE 组则没有观察到这种情况,与中性情景下的数值相比,该组的渴望程度明显增加。当两组人都暴露在与吸烟相关的 VR 情景中时,VR-EE 组的渴求度与之前的时间点相比都有所提高,最高得分与 VR-NoEE 组的得分相差不大。在 VR-NoEE 组和 VR-EE 组,基础渴求得分和与虚拟吸烟线索的互动行为之间存在明显的正相关。结论:这些研究结果表明,虚拟 EE 可能对吸烟者的基础吸烟渴求有抑制作用,但对诱发的吸烟渴求没有抑制作用。值得注意的是,VR-NoEE 参与者的互动活动与渴求得分之间的相关性在 VR-EE 组中没有观察到,这进一步证明了增强模拟能够改变吸烟相关情景中的行为。
{"title":"Virtual Reality Environmental Enrichment Effects on Craving for Cigarettes in Smokers.","authors":"Giulia Benvegnù, Samuele Perotti, Alessia Vegher, Cristiano Chiamulera","doi":"10.1089/g4h.2023.0188","DOIUrl":"10.1089/g4h.2023.0188","url":null,"abstract":"<p><p><b><i>Background:</i></b> Preclinical studies suggested the exposure to environmental enrichment (EE) as an intervention able to prevent or reduce nicotine-taking and nicotine-seeking behaviors. Virtual reality (VR) may help to test the effects of EE in smokers in a reproducible and feasible manner. <b><i>Materials and Methods:</i></b> In the present study, 31 smokers (14 women) were divided into two groups: (1) exposure to a virtual EE (VR-EE) and (2) exposure to a virtual neutral environment (VR-NoEE). Cigarette craving was assessed as basal and evoked, at different timepoints during the session. Behavior activity during VR exposure, mood, and subjective measures were also collected. <b><i>Results:</i></b> EE exposure in VR significantly reduced craving scores from basal timepoint. This was not observed in the VR-NoEE group, which significantly increased craving compared with values at neutral scenario. When both groups were exposed to smoking-related VR scenario, the VR-EE group showed an increased craving compared with previous timepoint up to score values not different from those in the VR-NoEE group. A significant positive correlation between basal craving scores and interactive behavior with virtual smoking cues was observed in the VR-NoEE but not in the VR-EE group. <b><i>Conclusion:</i></b> These findings suggest that virtual EE might have an inhibitory effect in smokers on basal, but not on evoked cigarette craving. Noteworthily, the interactive activity correlation to craving scores in the VR-NoEE participants was not observed in the VR-EE group, adding further evidence that the enrichment simulation was nonetheless able to modify behavior in the smoking-related scenario.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"21-28"},"PeriodicalIF":2.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141581229","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}
Pub Date : 2025-02-01Epub Date: 2024-08-02DOI: 10.1089/g4h.2023.0210
Francisco José Lobato-Camacho, Juan Pedro Vargas, Juan Carlos López
Introduction: The cognitive effects of video games have garnered increasing attention due to their potential applications in cognitive rehabilitation and evaluation. However, the underlying mechanisms driving these cognitive modifications remain poorly understood. Objectives: This study investigates the fundamental mnemonic processes of spatial navigation, pattern separation, and recognition memory, closely associated with the hippocampus. Our objective is to elucidate the interaction of these cognitive processes and shed light on rehabilitation mechanisms that could inform the design of video games aimed at stimulating the hippocampus. Method: In this study, we assessed 48 young adults, including both video game players and non-players. We utilized virtual reality and cognitive tasks such as the Lobato Virtual Water Maze and the Mnemonic Similarity Task to evaluate their cognitive abilities. Results: Our key findings highlight that gamers exhibit heightened pattern separation abilities and demonstrate quicker and more accurate spatial learning, attributed to the cognitive stimulation induced by video games. Additionally, we uncovered a significant relationship between spatial memory, guided by environmental cues, and pattern separation, which serves as the foundation for more efficient spatial navigation. Conclusions: These results provide valuable insights into the cognitive impact of video games and offer potential for monitoring changes in rehabilitation processes and early signs of cognitive decline through virtual reality-based assessments. Ultimately, we propose that examining the relationships between cognitive processes represents an effective method for evaluating neurodegenerative conditions, offering new possibilities for early diagnosis and intervention.
{"title":"Effects of the Regular Use of Virtual Environments on Spatial Navigation and Memory.","authors":"Francisco José Lobato-Camacho, Juan Pedro Vargas, Juan Carlos López","doi":"10.1089/g4h.2023.0210","DOIUrl":"10.1089/g4h.2023.0210","url":null,"abstract":"<p><p><b><i>Introduction:</i></b> The cognitive effects of video games have garnered increasing attention due to their potential applications in cognitive rehabilitation and evaluation. However, the underlying mechanisms driving these cognitive modifications remain poorly understood. <b><i>Objectives:</i></b> This study investigates the fundamental mnemonic processes of spatial navigation, pattern separation, and recognition memory, closely associated with the hippocampus. Our objective is to elucidate the interaction of these cognitive processes and shed light on rehabilitation mechanisms that could inform the design of video games aimed at stimulating the hippocampus. <b><i>Method:</i></b> In this study, we assessed 48 young adults, including both video game players and non-players. We utilized virtual reality and cognitive tasks such as the Lobato Virtual Water Maze and the Mnemonic Similarity Task to evaluate their cognitive abilities. <b><i>Results:</i></b> Our key findings highlight that gamers exhibit heightened pattern separation abilities and demonstrate quicker and more accurate spatial learning, attributed to the cognitive stimulation induced by video games. Additionally, we uncovered a significant relationship between spatial memory, guided by environmental cues, and pattern separation, which serves as the foundation for more efficient spatial navigation. <b><i>Conclusions:</i></b> These results provide valuable insights into the cognitive impact of video games and offer potential for monitoring changes in rehabilitation processes and early signs of cognitive decline through virtual reality-based assessments. Ultimately, we propose that examining the relationships between cognitive processes represents an effective method for evaluating neurodegenerative conditions, offering new possibilities for early diagnosis and intervention.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"49-56"},"PeriodicalIF":2.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141879584","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}
Objective: Several health games have been developed for pediatric patients in recent years but few for children with atopic dermatitis (AD). As this chronic disease requires changes in daily habits, this study aimed to develop and validate the content of a board health game for children with AD. Material and Methods: This is a content development and validation study of DermatrilhaTM, a board health game about AD. The instrument aims to promote interactions between children with AD and health care providers and offers the exchange of experiences, feelings, and knowledge about the disease in a playful way. The five stages of development of the board game were (a) planning, (b) development, (c) preparation of content validation questionnaires, (d) evaluation by a committee of experts, and (e) pretest with the target audience. Results: The expert committee group consisted of 20 professionals: 5 physicians specialized in pediatric dermatology, 5 psychologists specialized in health psychology, 5 designers with experience in illustration, and 5 early childhood educators. The target audience consisted of 25 children aged 7-12 years with AD. The evaluation of the expert committee found 0.95 in the general content validity index and 0.92 in the target audience, thus exceeding 0.80 in all items. Conclusion: The board health game Dermatrilha has proven to be a psychoeducational tool for the therapeutic education of children with AD, enabling the exchange of experiences, feelings, and knowledge about the disease among peers and health care providers.
{"title":"Let's Play! A Board Health Game Development and Validation for Children with Atopic Dermatitis.","authors":"Mariana Muzzolon, Mariana Morgan, Izabella Reis, Renata Imoto, Vânia Oliveira de Carvalho","doi":"10.1089/g4h.2023.0218","DOIUrl":"10.1089/g4h.2023.0218","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Several health games have been developed for pediatric patients in recent years but few for children with atopic dermatitis (AD). As this chronic disease requires changes in daily habits, this study aimed to develop and validate the content of a board health game for children with AD. <b><i>Material and Methods:</i></b> This is a content development and validation study of Dermatrilha<sup>TM</sup>, a board health game about AD. The instrument aims to promote interactions between children with AD and health care providers and offers the exchange of experiences, feelings, and knowledge about the disease in a playful way. The five stages of development of the board game were (a) planning, (b) development, (c) preparation of content validation questionnaires, (d) evaluation by a committee of experts, and (e) pretest with the target audience. <b><i>Results:</i></b> The expert committee group consisted of 20 professionals: 5 physicians specialized in pediatric dermatology, 5 psychologists specialized in health psychology, 5 designers with experience in illustration, and 5 early childhood educators. The target audience consisted of 25 children aged 7-12 years with AD. The evaluation of the expert committee found 0.95 in the general content validity index and 0.92 in the target audience, thus exceeding 0.80 in all items. <b><i>Conclusion:</i></b> The board health game Dermatrilha has proven to be a psychoeducational tool for the therapeutic education of children with AD, enabling the exchange of experiences, feelings, and knowledge about the disease among peers and health care providers.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"29-34"},"PeriodicalIF":2.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141789397","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}
Pub Date : 2025-02-01Epub Date: 2024-08-02DOI: 10.1089/g4h.2024.0034
Chandler A Godfrey, Jennifer Flynn Oody, Scott A Conger, Jeremy A Steeves
Objective: The purpose of this study was to (1) quantify the oxygen consumption (VO2) and heart rate (HR) of virtual reality (VR) exergaming in youth, (2) compare the physical activity intensity of VR gaming to moderate-intensity thresholds, and (3) quantify the game experience and cybersickness of VR gaming, compared with traditional gaming. Material and Methods: Youth (N = 28; age, 9.4 ± 1.2 years) completed 10-minute conditions: seated rest, seated videogame Katamari Forever (SVG-KF), treadmill walking (TW) (5.6 km/h, 0% grade), and VR exergames Beat Saber (BS) and Thrill of the Fight (TOF) while VO2 and HR were collected. Game experience and Child Simulator Sickness Questionnaires were collected after gameplay. Results: VO2 and HR for BS (9.1 ± 3.0 mL/kg/min and 119 ± 15 bpm), TW (17.1 ± 2.4 mL/kg/min and 135 ± 15 bpm), and TOF (16.9 ± 5.4 mL/kg/min and 145 ± 19 bpm) were significantly higher than that at rest (4.2 ± 1.5 mL/kg/min and 94 ± 12 bpm) and for SVG-KF (4.3 ± 1.3 mL/kg/min and 94 ± 12 bpm). BS was light-to-moderate, whereas TW and TOF were of moderate intensity based on HR and metabolic equivalents (METs). For game experience, SVG-KF (1.6 ± 1.6) was less challenging than BS (3.3 ± 1.0) and TOF (3.1 ± 1.1). BS was more visually satisfying (3.5 ± 0.7 vs 2.7 ± 0.9) and required more concentration than SVG-KF (3.6 ± 0.7 vs 3.1 ± 1.1). TOF (3.4 ± 0.8) was more fun than SVG-KF (2.8 ± 0.7). Two youths (7%) experienced cybersickness symptoms, but neither requested to stop play. Oculomotor symptoms (0.6 ± 0.9), although minimal, were significantly greater than nausea (0.2 ± 0.5) and disorientation (0.3 ± 0.6) in both games. Conclusions: VR exergames provided light- to moderate-intensity exercise, challenge, visual stimulation, attention, and fun with minimal cybersickness symptoms, compared with conventional gameplay in youth.
{"title":"Active Virtual Reality Games: Comparing Energy Expenditure, Game Experience, and Cybersickness to Traditional Gaming and Exercise in Youth Aged 8-12.","authors":"Chandler A Godfrey, Jennifer Flynn Oody, Scott A Conger, Jeremy A Steeves","doi":"10.1089/g4h.2024.0034","DOIUrl":"10.1089/g4h.2024.0034","url":null,"abstract":"<p><p><b><i>Objective:</i></b> The purpose of this study was to (1) quantify the oxygen consumption (VO<sub>2</sub>) and heart rate (HR) of virtual reality (VR) exergaming in youth, (2) compare the physical activity intensity of VR gaming to moderate-intensity thresholds, and (3) quantify the game experience and cybersickness of VR gaming, compared with traditional gaming. <b><i>Material and Methods:</i></b> Youth (<i>N</i> = 28; age, 9.4 ± 1.2 years) completed 10-minute conditions: seated rest, seated videogame Katamari Forever (SVG-KF), treadmill walking (TW) (5.6 km/h, 0% grade), and VR exergames Beat Saber (BS) and Thrill of the Fight (TOF) while VO<sub>2</sub> and HR were collected. Game experience and Child Simulator Sickness Questionnaires were collected after gameplay. <b><i>Results:</i></b> VO<sub>2</sub> and HR for BS (9.1 ± 3.0 mL/kg/min and 119 ± 15 bpm), TW (17.1 ± 2.4 mL/kg/min and 135 ± 15 bpm), and TOF (16.9 ± 5.4 mL/kg/min and 145 ± 19 bpm) were significantly higher than that at rest (4.2 ± 1.5 mL/kg/min and 94 ± 12 bpm) and for SVG-KF (4.3 ± 1.3 mL/kg/min and 94 ± 12 bpm). BS was light-to-moderate, whereas TW and TOF were of moderate intensity based on HR and metabolic equivalents (METs). For game experience, SVG-KF (1.6 ± 1.6) was less challenging than BS (3.3 ± 1.0) and TOF (3.1 ± 1.1). BS was more visually satisfying (3.5 ± 0.7 vs 2.7 ± 0.9) and required more concentration than SVG-KF (3.6 ± 0.7 vs 3.1 ± 1.1). TOF (3.4 ± 0.8) was more fun than SVG-KF (2.8 ± 0.7). Two youths (7%) experienced cybersickness symptoms, but neither requested to stop play. Oculomotor symptoms (0.6 ± 0.9), although minimal, were significantly greater than nausea (0.2 ± 0.5) and disorientation (0.3 ± 0.6) in both games. <b><i>Conclusions:</i></b> VR exergames provided light- to moderate-intensity exercise, challenge, visual stimulation, attention, and fun with minimal cybersickness symptoms, compared with conventional gameplay in youth.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"42-48"},"PeriodicalIF":2.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141879580","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}
Pub Date : 2025-02-01DOI: 10.1089/g4h.2024.36985.revack
{"title":"Acknowledgment of Reviewers: 2024.","authors":"","doi":"10.1089/g4h.2024.36985.revack","DOIUrl":"https://doi.org/10.1089/g4h.2024.36985.revack","url":null,"abstract":"","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":"14 1","pages":"77-78"},"PeriodicalIF":2.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143460084","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}
Pub Date : 2025-02-01Epub Date: 2024-11-26DOI: 10.1089/g4h.2023.0220
Daniel Lima Sousa, Silmar Teixeira, Adonias Caetano de Oliveira, Lucas Daniel Batista Lima, Rayele Moreira, Francisco Silva, Ariel Soares Teles
Motor rehabilitation in patients with facial disorders, such as facial paralysis (FP), has faced challenges in maintaining the patients' engagement and motivation in the intensive and repetitive execution of the exercises. To assist in the facial rehabilitation process, gamified tools (GTs) have been proposed to promote stimulation and engagement in affected patients. This study provides a comprehensive review on the use of GTs to aid facial rehabilitation, with the aim of investigating the potential of such computer-based tools to motivate facial mime exercises. A systematic search conducted on May 22, 2024, across five databases (Scopus, Web of Science, IEEE Xplore, ACM Digital Library, and MEDLINE/PubMed) returned 1043 articles. The selection of studies resulted in 15 articles included for analysis, most of which were intended for patients recovering from FP. Bell's palsy, paralysis resulting from stroke, orofacial apraxia, and cerebral palsy were the patient disorders addressed in the articles. Facial mimic movements used for rehabilitation varied, the main actions considered in the studies were opening and closing the eyes, smiling, and raising the eyebrows. Studies focused on developing tools and conducting experiments with participants. Despite advances made by the selected studies, proposed computer-based tools for facial rehabilitation have not yet reached the necessary maturity for their use in clinical settings. Consequently, additional efforts are needed to perform new studies to mitigate the challenges presented in this research area. Therefore, this is a constantly evolving area of research and offers a huge window of opportunity for further research.
面瘫(FP)等面部疾病患者的运动康复面临的挑战是如何在密集和重复的练习中保持患者的参与度和积极性。为了协助面部康复过程,有人提出了游戏化工具(GT)来促进对受影响患者的刺激和参与。本研究对使用游戏化工具帮助面部康复进行了全面综述,旨在研究此类基于计算机的工具在激励面部哑剧练习方面的潜力。2024 年 5 月 22 日,在五个数据库(Scopus、Web of Science、IEEE Xplore、ACM Digital Library 和 MEDLINE/PubMed)中进行了系统检索,共检索到 1043 篇文章。经过筛选,有 15 篇研究文章被纳入分析范围,其中大部分文章的研究对象是 FP 的康复患者。贝尔氏瘫痪、中风导致的瘫痪、口面肌无力和大脑性瘫痪是文章中涉及的患者疾病。用于康复的面部模仿动作各不相同,研究中考虑的主要动作是睁眼、闭眼、微笑和扬眉。研究的重点是开发工具和对参与者进行实验。尽管所选研究取得了进展,但建议用于面部康复的计算机工具尚未达到在临床环境中使用所需的成熟度。因此,还需要做出更多努力,开展新的研究,以减轻这一研究领域所面临的挑战。因此,这是一个不断发展的研究领域,为进一步的研究提供了巨大的机会之窗。
{"title":"Computer-Based Gamified Tools for Facial Rehabilitation: A Scoping Review.","authors":"Daniel Lima Sousa, Silmar Teixeira, Adonias Caetano de Oliveira, Lucas Daniel Batista Lima, Rayele Moreira, Francisco Silva, Ariel Soares Teles","doi":"10.1089/g4h.2023.0220","DOIUrl":"10.1089/g4h.2023.0220","url":null,"abstract":"<p><p>Motor rehabilitation in patients with facial disorders, such as facial paralysis (FP), has faced challenges in maintaining the patients' engagement and motivation in the intensive and repetitive execution of the exercises. To assist in the facial rehabilitation process, gamified tools (GTs) have been proposed to promote stimulation and engagement in affected patients. This study provides a comprehensive review on the use of GTs to aid facial rehabilitation, with the aim of investigating the potential of such computer-based tools to motivate facial mime exercises. A systematic search conducted on May 22, 2024, across five databases (Scopus, Web of Science, IEEE Xplore, ACM Digital Library, and MEDLINE/PubMed) returned 1043 articles. The selection of studies resulted in 15 articles included for analysis, most of which were intended for patients recovering from FP. Bell's palsy, paralysis resulting from stroke, orofacial apraxia, and cerebral palsy were the patient disorders addressed in the articles. Facial mimic movements used for rehabilitation varied, the main actions considered in the studies were opening and closing the eyes, smiling, and raising the eyebrows. Studies focused on developing tools and conducting experiments with participants. Despite advances made by the selected studies, proposed computer-based tools for facial rehabilitation have not yet reached the necessary maturity for their use in clinical settings. Consequently, additional efforts are needed to perform new studies to mitigate the challenges presented in this research area. Therefore, this is a constantly evolving area of research and offers a huge window of opportunity for further research.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"11-20"},"PeriodicalIF":2.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142717467","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}
Pub Date : 2025-02-01Epub Date: 2024-08-02DOI: 10.1089/g4h.2024.0090
Jeffrey Tsifan Tseng, Jorge Peña
This study tested how increased modality interactivity (e.g., playing vs. watching a game) can augment empathy and reduce ageism toward older adults among college-aged students. An experiment (n = 201) examined the effects of playing a video game that featured an older adult protagonist. Relative to those who spectated the game, participants who played the game had increased state empathy on subfactors, including shared affect, empathic motivation, and helping motivation. Moreover, shared affect mediated the link between playing a game featuring an older adult protagonist and ageism. Participants with higher trait empathy showed lower state empathy after playing, whereas participants with lower trait empathy displayed increased post-game state empathy. Overall, the results supported the modality interactivity model suggesting fruitful avenues for future research.
{"title":"The Effects of Playing Versus Watching an Interactive Video Game Featuring an Older Adult Protagonist on State Empathy and Ageism Reduction.","authors":"Jeffrey Tsifan Tseng, Jorge Peña","doi":"10.1089/g4h.2024.0090","DOIUrl":"10.1089/g4h.2024.0090","url":null,"abstract":"<p><p>This study tested how increased modality interactivity (e.g., playing vs. watching a game) can augment empathy and reduce ageism toward older adults among college-aged students. An experiment (<i>n</i> = 201) examined the effects of playing a video game that featured an older adult protagonist. Relative to those who spectated the game, participants who played the game had increased state empathy on subfactors, including shared affect, empathic motivation, and helping motivation. Moreover, shared affect mediated the link between playing a game featuring an older adult protagonist and ageism. Participants with higher trait empathy showed lower state empathy after playing, whereas participants with lower trait empathy displayed increased post-game state empathy. Overall, the results supported the modality interactivity model suggesting fruitful avenues for future research.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"35-41"},"PeriodicalIF":2.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141879585","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}