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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。
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引用次数: 0
Effectiveness of Serious Games in Evaluating Cognitive Status of the Elderly: A Systematic Review And Meta-Analysis. 严肃游戏在评估老年人认知状况方面的有效性:系统回顾与元分析》。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-09-13 DOI: 10.1089/g4h.2023.0106
Farveh Sabermahani,Mostafa Almasi-Dooghaee,Abbas Sheikhtaheri
Early diagnosis of mild cognitive impairment (MCI) and Alzheimer's disease (AD) is very important in better management of these diseases, and serious games play an effective role in helping to diagnose these diseases more accurately owing to their innovative features. With respect to the diversity of available games, the purpose of this study was to investigate the effectiveness of using serious games to assess the cognitive status of the elderly at risk of MCI/AD. A systematic review was conducted and the correlation of serious game results with cognitive test scores were extracted from eligible studies for meta-analysis. We analyzed the correlation between the results of serious games with the scores of mini-mental state examination (MMSE), Addenbrooke's Cognitive Examination-revised edition (ACE-R), and Montreal Cognitive Assessment (MoCA) tests to evaluate cognitive status of the elderly at risk of MCI/AD, as well as the cognitive aspects examined by these tests. The random-effects model was used to obtain the overall correlation coefficient to assess the relationship between the results of serious games and the above mentioned paper-and-pencil tests. The correlation of game results with the MMSE, ACE-R, and MoCA was 0.604, 0.682, with 0.682, respectively. The correlation between the results of the games with the score of each cognitive aspect was also calculated. Overall, there is a positive correlation between serious game scores in terms of accurate patients' reactions with the scores of MMSE, ACE-R, and MoCA tests. Among the cognitive aspects, the highest correlation was obtained for fluency (0.591). For abstraction, however, the correlation was the lowest (0.036). In all three tests, the correlation was >0.6 and in cognitive aspects was <0.6. Thus, more studies should be conducted to develop serious games that are more in line with cognitive tests.
早期诊断轻度认知障碍(MCI)和阿尔茨海默病(AD)对于更好地治疗这些疾病非常重要,而严肃游戏因其创新性特点,在帮助更准确地诊断这些疾病方面发挥着有效作用。鉴于现有游戏的多样性,本研究旨在调查使用严肃游戏评估有 MCI/AD 风险的老年人认知状况的有效性。我们进行了系统性综述,并从符合条件的研究中提取了严肃游戏结果与认知测试分数的相关性进行荟萃分析。我们分析了严肃游戏结果与迷你精神状态检查(MMSE)、Addenbrooke 认知检查修订版(ACE-R)和蒙特利尔认知评估(MoCA)测试得分之间的相关性,以评估有 MCI/AD 风险的老年人的认知状况,以及这些测试所考察的认知方面。采用随机效应模型得出总体相关系数,以评估严肃游戏结果与上述纸笔测试结果之间的关系。游戏结果与 MMSE、ACE-R 和 MoCA 的相关系数分别为 0.604、0.682 和 0.682。此外,还计算了游戏结果与各认知方面得分之间的相关性。总体而言,患者反应准确的严肃游戏得分与 MMSE、ACE-R 和 MoCA 测试得分呈正相关。在认知方面,流畅性的相关性最高(0.591)。而抽象能力的相关性最低(0.036)。所有三项测试的相关性都大于 0.6,而认知方面的相关性则小于 0.6。因此,应开展更多研究,开发更符合认知测试的严肃游戏。
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引用次数: 0
The Association of Conventional Therapy Associated with Somatosensory Interactive Game Enhances the Effects of Early Pulmonary Rehabilitation for Patients with Acute Exacerbation of Chronic Obstructive Pulmonary Disease: A Randomized Controlled Trial. 传统疗法与体感互动游戏的结合增强了慢性阻塞性肺病急性加重患者早期肺康复治疗的效果:随机对照试验》。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-29 DOI: 10.1089/g4h.2023.0095
Xiaoliang Jin, Mengni Jin, Beilei Zhang, Mei'e Niu, Yanxia Han, Jiale Qian

Objective: This study aimed to evaluate the effect of somatosensory interactive games in combination with pulmonary rehabilitation programs (PRPs) on exercise tolerance, balance function, pulmonary function, inflammatory markers, and healthcare utilization in individuals with acute exacerbation of chronic obstructive pulmonary disease over 12 months. Design: In a randomized controlled trial, 80 patients were divided into two groups. The control group participated in a lasted 30 minutes daily program composed of postural training for 10 minutes, limb movement for 10 minutes, and breathing exercises for 10 minutes based on regular oxygen therapy and medication. The experimental group received a once-daily, 20-minute somatosensory interactive game session based on the control group. Patients began treatment within 48 hours after admission and lasted for 6 weeks. Results: The time × group interactions on 6-minute walk distance (6MWD) and Brief Balance Evaluation Systems Test (Brief-BESTest) between the two groups were significant (P < 0.001). At the postintervention and each time point of follow-up, the 6-minute walk distance (6MWD) and Brief-BESTest of the intervention group were significantly higher than those of the control group (P < 0.05). The effects of time factor on forced expiratory volume in one second and forced vital capacity were statistically significant (P < 0.05). The 6MWD and Brief-BESTest of the intervention group peaked 3 months after the intervention and were higher than the control group within 12 months. C-reactive protein and procalcitonin were similar between the groups before and after intervention (P > 0.05). The readmission rates and mean length of time spent in the hospital were comparable between the groups at 12 months (P > 0.05). Conclusions: The addition of somatosensory interactive games based on a PRP was safe and feasible, and this benefit persisted for 12 months, peaked at 3 months after the intervention, and then gradually decreased.

研究目的本研究旨在评估体感互动游戏与肺康复计划(PRPs)相结合对慢性阻塞性肺病急性加重患者的运动耐受性、平衡功能、肺功能、炎症指标和医疗利用率的影响,为期 12 个月。设计在随机对照试验中,80 名患者被分为两组。对照组每天参加持续 30 分钟的训练,包括姿势训练 10 分钟、肢体运动 10 分钟,以及在常规氧疗和药物治疗基础上进行的呼吸练习 10 分钟。实验组在对照组的基础上,接受每天一次、每次 20 分钟的体感互动游戏训练。患者在入院后 48 小时内开始治疗,持续 6 周。治疗结果两组患者在 6 分钟步行距离(6MWD)和简易平衡评估系统测试(BESTest)上的时间 × 组间交互作用显著(P < 0.001)。在干预后和每个随访时间点,干预组的 6 分钟步行距离(6MWD)和简明平衡评估系统测试(BESTest)均显著高于对照组(P < 0.05)。时间因素对一秒用力呼气量和用力生命容量的影响具有统计学意义(P < 0.05)。干预组的 6MWD 和 Brief-BESTest 在干预 3 个月后达到峰值,并在 12 个月内高于对照组。干预前后两组的 C 反应蛋白和降钙素原相似(P > 0.05)。12 个月后,两组的再入院率和平均住院时间相当(P > 0.05)。结论在PRP的基础上增加体感互动游戏是安全可行的,这种益处持续了12个月,在干预后3个月达到高峰,然后逐渐下降。
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引用次数: 0
Single or Multiplayer Mode? Examining the Effects of Exergames in Improving Physical Health and Well-Being Among Older Adults. 单人模式还是多人模式?研究体外游戏对改善老年人身体健康和幸福感的影响
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-22 DOI: 10.1089/g4h.2023.0241
Huanyu Bao, Sai G S Pai, Navrag B Singh, Ben Tan Phat Pham, Sowmiya Meena Siva Subramaniam, Yin-Leng Theng, Edmund W J Lee

Objective: This study assesses the impact of single-player and multiplayer exergaming modes on improving exercise intentions, reduction of fear of falling, and emotional well-being among older adults, primarily from low socioeconomic status (SES) backgrounds-a group often underrepresented in exergame research. Method: We engaged 48 participants, primarily from low-SES communities in Singapore for a 4-week community-based exergaming intervention. Participants were divided into four groups as follows: (1) conventional exercise alone, (2) exergames alone, (3) exergames with a health coach, and (4) exergames with a peer. Using two-way repeated-measures ANOVA, we analyzed the effects of these interventions. Results: The findings revealed that all exergaming modes positively influenced exercise intentions, fear of falling, and emotional well-being to varying extents. Notably, exergaming with a health coach significantly improved participants' exercise intentions and emotional well-being, underscoring the value of expert guidance in motivating and supporting older adults in adopting healthier lifestyles. Exergaming with a peer was most effective in reducing fear of falling, highlighting the importance of social support and peer interaction in addressing physical health concerns among this population. Conclusion: This study emphasizes the potential of tailored exergame interventions incorporating various social interactions to improve health outcomes for older adults, contributing to more inclusive health promotion strategies.

研究目的本研究评估了单人和多人外部游戏模式对改善老年人(主要是社会经济地位(SES)较低的老年人)的运动意愿、减少跌倒恐惧和情绪健康的影响,而这一群体在外部游戏研究中往往代表性不足。研究方法:我们邀请了 48 名主要来自新加坡低社会经济地位社区的参与者参加为期 4 周的社区外联网游戏干预活动。参与者被分为以下四组:(1)单独进行传统锻炼;(2)单独进行外显子游戏;(3)与健康指导员一起进行外显子游戏;(4)与同伴一起进行外显子游戏。我们使用双向重复测量方差分析法分析了这些干预措施的效果。结果显示研究结果表明,所有外部游戏模式都在不同程度上对运动意愿、跌倒恐惧和情绪健康产生了积极影响。值得注意的是,与健康指导员一起进行外部游戏能明显改善参与者的运动意愿和情绪健康,这突出了专家指导在激励和支持老年人采用更健康的生活方式方面的价值。与同龄人一起玩电子游戏对减少跌倒恐惧最有效,这突出了社会支持和同龄人互动在解决老年人身体健康问题方面的重要性。结论这项研究强调了量身定制的外显子游戏干预措施的潜力,其中包含了各种社会互动,可改善老年人的健康状况,有助于制定更具包容性的健康促进战略。
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引用次数: 0
The Effectiveness of Immersive Virtual Reality Simulation as an Innovative Learning Strategy for Acquisition of Clinical Skills in Nursing Education: Experimental Design. 沉浸式虚拟现实模拟作为护理教育中获取临床技能的创新学习策略的有效性:实验设计。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-19 DOI: 10.1089/g4h.2023.0139
Samar Thabet Jallad, Burçin Işık

Background: A transformation of learning in nursing is necessary to prepare students for developing complex clinical environments. The essential aim of clinical nursing learning is to enhance the integration of theoretical knowledge in the clinical environment by using various innovative strategies, such as immersive virtual reality (VR) simulation to develop a learning process that allows students to gain knowledge and perform skills in a visually attractive way, which enhances the quality and safety of clinical learning through repeated exposure to educational content that supports students' cognitive and psychomotor skills. Objective: This study was aimed at determining the effectiveness of immersive VR simulation as a learning strategy on the acquisition of intramuscular injection skills in nursing education and the performance level of nursing students compared with a physical learning environment (low-fidelity simulation). Materials and Metods: The experimental design (pre-post-test) was used among first-year nursing students (N = 66) (control group = 33, hip model and experimental group = 33, VR simulation) of the summer semester of 2019-2020 in the Faculty of Nursing at Near East University in Cyprus. Results: There is a significant difference between both groups in performance psychomotor skills scores, and the mean was higher in the experimental group (P = 0.002) and a significantly longer period of time than in the control group (P < 0.05). Conclusion: Immersive VR simulation is a supplementary tool and useful teaching-learning strategy for training in nursing education alongside physical laboratory (hip-model and mannequin) and psychomotor skills requiring the ordering of skill steps in teaching, and it provides realistic experiences in a safe environment instead of the unavailability of actual customers in clinical settings.

背景:要让学生为发展复杂的临床环境做好准备,就必须转变护理学习方式。临床护理学习的根本目的是通过使用各种创新策略,如身临其境的虚拟现实(VR)模拟,加强理论知识在临床环境中的整合,从而开发出一种学习过程,让学生以一种具有视觉吸引力的方式获取知识和执行技能,通过反复接触支持学生认知和心理运动技能的教育内容,提高临床学习的质量和安全性。研究目的本研究旨在确定沉浸式 VR 模拟作为一种学习策略,与物理学习环境(低保真模拟)相比,对护理教育中肌肉注射技能掌握的有效性以及护理专业学生的表现水平。材料和方法:在塞浦路斯近东大学护理学院2019-2020年夏季学期一年级护理学生(N = 66)中采用实验设计(前-后-测试)(对照组=33,臀部模型,实验组=33,VR模拟)。结果:两组在表现心理运动技能得分上存在明显差异,实验组的平均值更高(P = 0.002),且实验时间明显长于对照组(P < 0.05)。结论沉浸式 VR 模拟是一种辅助工具和有用的教学策略,在护理教学中与物理实验(髋关节模型和人体模型)和需要在教学中按技能步骤排序的心理运动技能一起进行培训,它提供了在安全环境中的真实体验,而不是在临床环境中无法获得实际客户。
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引用次数: 0
Acute Affective Responses to Virtual Reality Exercise: A Crossover Randomized Clinical Trial. 虚拟现实运动的急性情绪反应:交叉随机临床试验。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-12 DOI: 10.1089/g4h.2024.0026
Julia Amaral Teixeira, Eduarda Bitencourt, Viviane Derhon, Brendon Stubbs, Felipe Barreto Schuch

Virtual reality (VR) exercise aims to offer positive affective and sensory experiences through an immersive experience rich in audiovisual stimuli. Notwithstanding, there is a paucity of large sample size studies comparing the acute effects of VR exercise compared with a matched exercise performed in a non-VR environment. The study compared the acute effects of a VR exercise session versus a matched non-VR exercise session in effect, pleasure, enjoyment, perceived exertion, and heart rate. This is a crossover randomized clinical trial. The time, difficulty, and exercise type of the non-VR exercise were matched to VR exercise. Before and immediately after each session, participants responded to the Borg's Perceived Exertion Scale, the Feeling Scale and the Felt Arousal Scale, and the Physical Activity Enjoyment Scale. The analyses were conducted with Generalized Linear Models, Wilcoxon's, and T-test for paired samples. A total of 83 adults (40 females) aged 35.46 years were included in the study. Participants in the VR condition had a greater increase in affect (mean change difference = 0.95, 95% confidence interval [CI] = 0.83-1.06, P < 0.001), arousal (mean change difference = 0.37, 95% CI = 0.23-9.50, P < 0.001). The pleasure and enjoyment median after the VR session were higher. In conclusion, the immersive VR exercise was more strenuous, but resulted in a better affective response, greater pleasure, and enjoyment.

虚拟现实(VR)运动旨在通过丰富的视听刺激提供身临其境的体验,从而带来积极的情感和感官体验。尽管如此,将 VR 运动与在非 VR 环境中进行的匹配运动的急性效应进行比较的大样本量研究仍然很少。本研究比较了 VR 运动与匹配的非 VR 运动在效果、愉悦感、享受感、体力消耗和心率方面的急性效应。这是一项交叉随机临床试验。非 VR 运动的时间、难度和运动类型与 VR 运动相匹配。每次训练前后,参与者都要对博格知觉消耗量表、感觉量表和感觉唤醒量表以及体育锻炼乐趣量表做出反应。分析方法包括广义线性模型、Wilcoxon's 和配对样本 T 检验。共有 83 名成人(40 名女性)参加了研究,年龄为 35.46 岁。VR 条件下的参与者在情感(平均变化差异 = 0.95,95% 置信区间 [CI] = 0.83-1.06,P < 0.001)和唤醒(平均变化差异 = 0.37,95% 置信区间 = 0.23-9.50,P < 0.001)方面有更大的提高。VR 体验后的愉悦感和享受感中位数更高。总之,身临其境的 VR 运动更加剧烈,但却能带来更好的情感反应、更大的愉悦感和享受感。
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引用次数: 0
Fostering Social Interaction Between Hearing Impaired and Hearing Children: The Validation of Design and Interaction Strategies Through a Peer Interaction Game. 促进听障儿童与健听儿童之间的社交互动:通过同伴互动游戏验证设计和互动策略。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-09 DOI: 10.1089/g4h.2023.0144
Wenan Li, Ting Liu, Weihu Zhang, Kaiwen Guo, Zhibin Zhou

Objective: Hearing impaired (HI) children face challenges in establishing and maintaining relationships with their hearing (H) peers, leading to potential damages on their psychological well-being. The objective of this study is to introduce and validate design strategies and interaction strategies aimed at promoting social interaction between HI children and their H peers. Materials and Methods: With a specific focus on addressing the unique needs of HI children, the design strategies and interaction strategies were derived from the previous studies. To assess the effectiveness, these strategies were implemented in a game specifically designed to encourage peer interaction between HI and H children. Participants, including both HI and H children, were invited to experience the game and provide feedback. Results: The results demonstrated the efficacy of these strategies in fostering the social interaction between HI and H children. Participants exhibited increased engagement and cooperation during gameplay, indicating the successful facilitation of peer interactions. Conclusions: By validating design and interaction strategies through a specially designed peer interaction game, the research demonstrates the effectiveness of these strategies. The findings underscore the significance of tailored strategies that address the unique challenges faced by HI children in establishing interactions with their H peers. These validated strategies can serve as a foundation for creating inclusive environments that support the overall well-being and social integration of HI children in mainstream settings.

目的:听障(HI)儿童在与听障(H)同伴建立和维持关系方面面临挑战,这可能会对他们的心理健康造成损害。本研究旨在介绍和验证旨在促进听障儿童与听障同伴之间社会交往的设计策略和互动策略。材料和方法:设计策略和互动策略的重点是满足听障儿童的独特需求,这些设计策略和互动策略来自于以往的研究。为了评估这些策略的有效性,我们在一个游戏中实施了这些策略,该游戏是专门为鼓励听障儿童和听障儿童之间的同伴互动而设计的。我们邀请了包括听障儿童和健听儿童在内的参与者体验游戏并提供反馈意见。结果结果表明,这些策略在促进 HI 儿童和 H 儿童之间的社交互动方面非常有效。参与者在游戏过程中表现出了更高的参与度和合作性,这表明同伴间的互动得到了成功的促进。结论研究通过专门设计的同伴互动游戏验证了设计和互动策略,证明了这些策略的有效性。研究结果强调了量身定制的策略的重要性,这些策略可以解决 HI 儿童在与他们的 H 类同伴建立互动时所面临的独特挑战。这些经过验证的策略可以作为创建包容性环境的基础,从而为主流环境中的听障儿童的整体福祉和社会融合提供支持。
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引用次数: 0
The Impact of Virtual Reality Intervention on Emotion Regulation and Executive Functions in Autistic Children. 虚拟现实干预对自闭症儿童情绪调节和执行功能的影响。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-07 DOI: 10.1089/g4h.2023.0240
Hasan Sepehri Bonab, Soghra Ebrahimi Sani, Behzad Behzadnia

Introduction: Autistic children may encounter difficulties in managing emotions and executive functions (EFs), which can contribute to mental and health challenges. Recognizing physical activities as a potential strategy for enhancing emotion regulation (ER), this study aims to investigate the efficacy of a virtual reality (VR)-based physical exercise program in improving ER and EFs among children with autism spectrum disorder (ASD). Materials and Methods: Forty boys diagnosed with ASD, aged 7 to 10 years, were randomly assigned to two groups: a VR intervention group (n = 20) and a control group (n = 20). The intervention group participated in a VR program, while the control group solely concentrated on engaging in sedentary and inactive video gaming. EFs were evaluated through the utilization of both the flanker task and the Wisconsin card sorting task, both administered initially at baseline and subsequently after an 8-week interval. In addition, the parents of the children completed the Emotion Regulation Checklist to evaluate their ER skills. Results: According to the results, a significant difference was observed between the two groups in terms of EFs and the ability to regulate emotion (P < 0.05). The intervention group demonstrated a notable improvement in ER skills and exhibited superior executive functioning abilities compared with the control group. Conclusion: It appears that VR exercises can serve as a preliminary trial to enhance EFs and ER in children with autism. In addition, they may prove effective as complementary interventions to traditional educational strategies in preventing future challenges associated with ASD.

简介自闭症儿童在情绪管理和执行功能(EFs)方面可能会遇到困难,这可能会导致心理和健康方面的挑战。认识到体育活动是增强情绪调节(ER)的潜在策略,本研究旨在调查基于虚拟现实(VR)的体育锻炼项目在改善自闭症谱系障碍(ASD)儿童的情绪调节和执行功能方面的效果。材料与方法:40名被诊断患有自闭症谱系障碍的7至10岁男孩被随机分配到两组:虚拟现实干预组(n = 20)和对照组(n = 20)。干预组参与虚拟现实项目,而对照组则只专注于久坐不动和不活跃的视频游戏。干预组通过侧手任务和威斯康星卡片分类任务来评估幼儿的情绪控制能力,这两项任务都是在基线期和间隔 8 周后进行的。此外,孩子的父母也填写了情绪调节核对表,以评估他们的情绪调节能力。结果显示结果显示,两组儿童在情商和情绪调节能力方面存在显著差异(P < 0.05)。与对照组相比,干预组在情绪调节能力方面有明显改善,并表现出更高的执行功能能力。结论VR练习似乎可以作为提高自闭症儿童EF和ER的初步试验。此外,它们可能被证明是传统教育策略的有效补充干预措施,可预防自闭症儿童未来面临的挑战。
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引用次数: 0
Awe Inducing Elements in Virtual Reality Applications: A Prospective Study of Hospitalized Children and Caregivers. 虚拟现实应用中的敬畏元素:一项针对住院儿童和护理人员的前瞻性研究。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-07 DOI: 10.1089/g4h.2024.0050
Emily M He, Faaizah Arshad, Brian S-K Li, Ryan Brinda, Avani Ganesan, Lijin Zhang, Sammy Fehr, Meghana Renavikar, Samuel T Rodriguez, Ellen Wang, Oswaldo Rosales, Thomas J Caruso

Background: Hospitalized pediatric patients and their caregivers often experience anxiety and fear, resulting in withdrawal and aggression. Despite virtual reality (VR) being a safe and effective anxiolytic, it is unknown what software design aspects contribute to its effectiveness. This prospective observational study evaluated which VR application elements increased awe, which is correlated with improved behavior and satisfaction. Methods: Patients aged 6 to 25 years and their caregivers at an academic pediatric hospital interacted with a custom VR application that compared design aspects, including environment, graphics fidelity, and presence of a motivational character. Outcomes investigated self-reported awe, vastness, accommodation, and engagement. Data were analyzed using repeated measure ANOVA tests and correlation analyses. Results: A total of 202 participants were enrolled, and 179 (88 pediatric patients, 91 adult caregivers) were included in the final analysis. A fictional environment was more effective at increasing awe in pediatric patients (P = 0.030) compared with a realistic environment. However, increased graphics fidelity was more effective at increasing awe in caregiver adults (P = 0.023) compared with low resolution graphics. Presence of a motivational character did not influence awe in either patients or caregivers (P = 0.432, P = 0.904, respectively). All measures of awe were positively correlated with application engagement (P < 0.005). Conclusion: In conclusion, when software developers design VR software for pediatric patients and their caregivers, fictional settings and increased graphic fidelity should be considered for pediatric patients and adults, respectively. Future studies will explore other VR elements in gameplay settings.

背景:住院的儿科病人及其护理人员经常会感到焦虑和恐惧,从而导致退缩和攻击行为。尽管虚拟现实(VR)是一种安全有效的抗焦虑剂,但目前还不清楚哪些软件设计方面有助于提高其有效性。这项前瞻性观察研究评估了哪些 VR 应用元素会增加敬畏感,而敬畏感又与行为改善和满意度相关。研究方法一家学术儿科医院的 6 至 25 岁患者及其护理人员与一款定制的 VR 应用程序进行了互动,该应用程序在设计方面进行了比较,包括环境、图形保真度和激励角色的存在。结果调查了自我报告的敬畏感、广度、适应性和参与度。数据采用重复测量方差分析测试和相关分析进行分析。结果共有 202 人参加了研究,其中 179 人(88 名儿科患者,91 名成年护理人员)被纳入最终分析。与逼真的环境相比,虚构的环境更能提高儿科患者的敬畏感(P = 0.030)。然而,与低分辨率图形相比,提高图形保真度更能增强成人护理人员的敬畏感(P = 0.023)。激励角色的存在对患者和护理人员的敬畏感都没有影响(P = 0.432,P = 0.904)。所有敬畏感的测量值都与应用的参与度呈正相关(P < 0.005)。结论总之,当软件开发人员为儿科患者及其护理人员设计 VR 软件时,应考虑分别为儿科患者和成人提供虚构的设置和更高的图形逼真度。未来的研究将探索游戏设置中的其他 VR 元素。
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引用次数: 0
Usability and Tolerability of Virtual Reality-Based Cognitive Stimulation in Healthy Elderly Volunteers-A Feasibility Clinical Trial. 基于虚拟现实的认知刺激在健康老年志愿者中的可用性和耐受性--一项可行性临床试验。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-07 DOI: 10.1089/g4h.2024.0039
Hina Faisal, Wesley Lim, Antara Dattagupta, Peter Lin, Rohan Gupta, Eugene C Lai, Jiaqiong Xu, Stephen T Wong, Faisal N Masud

Background: The aim of the current pilot study was to evaluate the usability, acceptability, and tolerability of virtual reality (VR)-based cognitive stimulation exercises (CSEs) in healthy young versus old populations before health care integration. A secondary aim was to assess the accuracy of VR games as a proxy for cognitive stimulation, specifically for attention. VR-based CSEs promise to improve attention and brain function through varied learning systems. Methods: This is a Phase 1 feasibility clinical trial at a single center. It involves 30 healthy volunteers randomly selected using the American Society of Anesthesiologists (ASA) physical status classification system. Participants fall into ASA 1 (age >18-35 years, n = 15) or ASA 2 (age >60 years, n = 15) categories. All participants tested the ReCognitionVR-based CSEs. Feasibility criterion: Participants in each group were monitored for completion of 20 minutes of VR-based CSEs. Acceptability criterion: Proportion of participants with system usability scale (SUS) >35 or SUS score of 87.5. Safety (tolerability) monitoring: Sessions were monitored for neurological, cardiovascular, or pulmonary adverse events (AEs). Safety criterion: No more than 10% of sessions stopped due to neurological, cardiovascular, or pulmonary AEs. Results: The primary outcome (feasibility) of ReCognitionVR-based CSEs was 100%. For the secondary outcome (acceptability), there was no group difference in SUS scores (ASA 1 = 88.17 ± 12.83 vs. ASA 2 = 88.39 ± 10.22, P = 0.81). For the tertiary outcome (safety), mild transient uneasiness was reported by two (13.4%) ASA 1 participants (resolved in 2 minutes), and one (6.67%) ASA 1 participant experienced a temporary >20% increase in blood pressure from baseline. No ASA 2 participants had AEs. Conclusion: The feasibility, acceptability, and safety of ReCognitionVR-based CSEs in healthy elderly volunteers are acceptable, indicating that the evaluation of the ReCognitionVR-based CSEs in hospitalized patients is reasonable.

研究背景本试验性研究旨在评估基于虚拟现实(VR)的认知刺激练习(CSE)在健康的年轻人和老年人群中的可用性、可接受性和耐受性。另一个目的是评估虚拟现实游戏作为认知刺激(尤其是注意力刺激)替代品的准确性。基于 VR 的 CSE 有望通过不同的学习系统提高注意力和大脑功能。研究方法这是在一个中心进行的第一阶段可行性临床试验。试验采用美国麻醉医师协会(ASA)身体状况分类系统,随机抽取 30 名健康志愿者。参与者属于 ASA 1(年龄大于 18-35 岁,n = 15)或 ASA 2(年龄大于 60 岁,n = 15)类别。所有参与者都测试了基于 ReCognitionVR 的 CSE。可行性标准:对每组参与者完成 20 分钟基于 VR 的 CSE 的情况进行监测。可接受性标准:系统可用性量表(SUS)大于 35 或 SUS 得分为 87.5 的参与者比例。安全性(耐受性)监测:对各疗程的神经、心血管或肺部不良事件(AEs)进行监测。安全性标准:因神经、心血管或肺部不良事件而停止的疗程不超过 10%。结果基于 ReCognitionVR 的 CSE 的主要结果(可行性)为 100%。在次要结果(可接受性)方面,SUS 评分没有组间差异(ASA 1 = 88.17 ± 12.83 vs. ASA 2 = 88.39 ± 10.22,P = 0.81)。在三级结果(安全性)方面,两名 ASA 1 参与者(13.4%)报告了轻微的短暂不适(2 分钟内缓解),一名 ASA 1 参与者(6.67%)报告血压暂时比基线升高 20%。没有 ASA 2 参与者出现 AE。结论基于 ReCognitionVR 的 CSE 在健康老年志愿者中的可行性、可接受性和安全性均可接受,这表明在住院患者中评估基于 ReCognitionVR 的 CSE 是合理的。
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