首页 > 最新文献

Games for Health Journal最新文献

英文 中文
Effects of a BikeRacer Computer Training on Multitasking Ability and Road Security in Older Bicycle Riders. 计算机训练对老年自行车手多任务处理能力和道路安全的影响。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-12-01 Epub Date: 2025-05-13 DOI: 10.1089/g4h.2024.0019
Jürgen Pripfl, Thomas E Dorner, Christina Fastl, Christoph Gisinger

Objective: To evaluate the effects of a 4-week "BikeRacer-Multitasking" computer-based training program on various outcomes, such as multitasking ability, and performance in complex situations on a bicycle exercise course, in comparison with two active control groups. Materials and Methods: Randomized controlled study including 56 participants aged 65 years or older. The intervention group (IG) performed 4 weeks of training with the BikeRacer-Multitasking computer game, in which two tasks had to be carried out at the same time: steering a bicycle on a given path, reacting to a target stimulus as quickly as possible, and ignoring three further distractor stimuli. The first control group (CG1) trained with a version of the BikeRacer game without the multitasking component, and the second control group (CG2) played Sudoku. All three groups performed questionnaire-based psychometric performance tests and tasks on a real-life bicycle exercise course twice, before and after the intervention. Results: Processing speed improved significantly over time in all three groups. Selective attention (correct answers) significantly improved in the IG and CG1, but not in CG2 (P = 0.022 for the interaction). Multitasking ability and divided attention significantly improved in IG, decreased in CG1, and showed no change in CG2 (P = 0.005 for the interaction). All three groups showed significantly better performances in some of the multitasking components in the bicycle course after the training compared with before (no significant group interaction). Conclusion: BikeRacer-Multitasking game increased the multitasking ability of senior cyclists as well as their performance in complex situations of a bicycle exercise course.

目的:评价为期4周的“BikeRacer-Multitasking”计算机训练计划对多种结果的影响,如多任务处理能力,以及在自行车训练过程中复杂情况下的表现,并与两个积极对照组进行比较。材料与方法:随机对照研究,56例65岁及以上受试者。干预组(IG)进行了为期4周的多任务电脑游戏训练,其中两项任务必须同时进行:在给定的路径上驾驶自行车,尽可能快地对目标刺激做出反应,忽略三个进一步的干扰刺激。第一个控制组(CG1)用没有多任务处理组件的BikeRacer游戏进行训练,第二个控制组(CG2)玩数独。在干预前后,所有三组都进行了两次基于问卷的心理测量性能测试和现实生活中的自行车运动课程任务。结果:随着时间的推移,三组的处理速度均有显著提高。选择性注意(正确答案)在IG和CG1中显著改善,但在CG2中没有(P = 0.022)。IG组多任务处理能力和注意力分散显著提高,CG1组降低,CG2组无变化(P = 0.005)。与训练前相比,训练后三组在自行车课程的一些多任务组件上表现明显更好(没有显著的组间互动)。结论:BikeRacer-Multitasking游戏提高了老年自行车运动员的多任务处理能力,提高了他们在复杂情境下的自行车运动表现。
{"title":"Effects of a BikeRacer Computer Training on Multitasking Ability and Road Security in Older Bicycle Riders.","authors":"Jürgen Pripfl, Thomas E Dorner, Christina Fastl, Christoph Gisinger","doi":"10.1089/g4h.2024.0019","DOIUrl":"10.1089/g4h.2024.0019","url":null,"abstract":"<p><p><b><i>Objective:</i></b> To evaluate the effects of a 4-week \"BikeRacer-Multitasking\" computer-based training program on various outcomes, such as multitasking ability, and performance in complex situations on a bicycle exercise course, in comparison with two active control groups. <b><i>Materials and Methods:</i></b> Randomized controlled study including 56 participants aged 65 years or older. The intervention group (IG) performed 4 weeks of training with the BikeRacer-Multitasking computer game, in which two tasks had to be carried out at the same time: steering a bicycle on a given path, reacting to a target stimulus as quickly as possible, and ignoring three further distractor stimuli. The first control group (CG1) trained with a version of the BikeRacer game without the multitasking component, and the second control group (CG2) played Sudoku. All three groups performed questionnaire-based psychometric performance tests and tasks on a real-life bicycle exercise course twice, before and after the intervention. <b><i>Results:</i></b> Processing speed improved significantly over time in all three groups. Selective attention (correct answers) significantly improved in the IG and CG1, but not in CG2 (<i>P</i> = 0.022 for the interaction). Multitasking ability and divided attention significantly improved in IG, decreased in CG1, and showed no change in CG2 (<i>P</i> = 0.005 for the interaction). All three groups showed significantly better performances in some of the multitasking components in the bicycle course after the training compared with before (no significant group interaction). <b><i>Conclusion:</i></b> BikeRacer-Multitasking game increased the multitasking ability of senior cyclists as well as their performance in complex situations of a bicycle exercise course.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"439-447"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143990672","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
Efficacy of Biofeedback-Based Serious Game for Pain Alleviation in Middle-Aged and Older Patients with Ovarian Cancer: A Randomized Controlled Trial. 基于生物反馈的重度游戏对中老年卵巢癌患者疼痛缓解的疗效:一项随机对照试验。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-12-01 Epub Date: 2025-06-05 DOI: 10.1089/g4h.2024.0128
Fangyuan Chang, Shuang Yang, Yuping Zhang, Changying Tian, Hongqing Xiang

Background: Persistent pain affects many middle-aged and older patients with ovarian cancer. Serious games offer non-pharmacological relief, but their effectiveness and immersion monitoring in this population remain underexplored. Objective: To evaluate the efficacy of a biofeedback-driven serious game with dynamic difficulty in reducing pain and enhancing immersion. Methods: A two-arm, single-blinded randomized controlled trial was conducted with 52 participants randomized into an intervention group (biofeedback-driven dynamic-difficulty game) or a control group (fixed-difficulty game). Both groups engaged in a 15-minute gameplay session. The primary outcome was pain intensity, where the secondary outcomes were pain-related anxiety, immersion level, and user experience. Results: Both groups showed significant reductions in pain intensity and pain-related anxiety from baseline (p < 0.05). No significant between-group differences were observed in these outcomes. The intervention group, however, exhibited a significantly higher average immersion level compared to the control group (p < 0.01; d = 1.08; β = 0.11 [-0.38, 0.60]) . Participants in the intervention group also rated the game as more innovative, interesting, supportive, efficient, and exciting, though slightly more difficult to use. Conclusion: The biofeedback-based serious game effectively enhances immersion and may support pain and anxiety reduction in older ovarian cancer patients.

背景:持续疼痛影响许多中老年卵巢癌患者。严肃游戏提供非药物性的缓解,但它们在这一人群中的有效性和沉浸式监测仍未得到充分探索。目的:评价生物反馈驱动的动态难度严肃游戏在减轻疼痛和增强沉浸感方面的效果。方法:采用双臂、单盲随机对照试验,52名受试者随机分为干预组(生物反馈驱动的动态难度游戏)和对照组(固定难度游戏)。两组人都参与了15分钟的游戏环节。主要结局是疼痛强度,次要结局是疼痛相关焦虑、沉浸水平和用户体验。结果:两组疼痛强度和疼痛相关焦虑均较基线显著降低(p < 0.05)。这些结果在组间无显著差异。干预组学生的平均沉浸水平显著高于对照组(p < 0.01;D = 1.08;β = 0.11[-0.38, 0.60])。干预组的参与者也认为这个游戏更有创新性、更有趣、更有支持性、更有效率、更令人兴奋,尽管稍微更难使用。结论:基于生物反馈的严肃游戏有效地增强了沉浸感,可能有助于减少老年卵巢癌患者的疼痛和焦虑。
{"title":"Efficacy of Biofeedback-Based Serious Game for Pain Alleviation in Middle-Aged and Older Patients with Ovarian Cancer: A Randomized Controlled Trial.","authors":"Fangyuan Chang, Shuang Yang, Yuping Zhang, Changying Tian, Hongqing Xiang","doi":"10.1089/g4h.2024.0128","DOIUrl":"10.1089/g4h.2024.0128","url":null,"abstract":"<p><p><b><i>Background:</i></b> Persistent pain affects many middle-aged and older patients with ovarian cancer. Serious games offer non-pharmacological relief, but their effectiveness and immersion monitoring in this population remain underexplored. <b><i>Objective:</i></b> To evaluate the efficacy of a biofeedback-driven serious game with dynamic difficulty in reducing pain and enhancing immersion. <b><i>Methods:</i></b> A two-arm, single-blinded randomized controlled trial was conducted with 52 participants randomized into an intervention group (biofeedback-driven dynamic-difficulty game) or a control group (fixed-difficulty game). Both groups engaged in a 15-minute gameplay session. The primary outcome was pain intensity, where the secondary outcomes were pain-related anxiety, immersion level, and user experience. <b><i>Results:</i></b> Both groups showed significant reductions in pain intensity and pain-related anxiety from baseline (<i>p</i> < 0.05). No significant between-group differences were observed in these outcomes. The intervention group, however, exhibited a significantly higher average immersion level compared to the control group (<i>p</i> < 0.01; d = 1.08; β = 0.11 [-0.38, 0.60]) . Participants in the intervention group also rated the game as more innovative, interesting, supportive, efficient, and exciting, though slightly more difficult to use. <b><i>Conclusion:</i></b> The biofeedback-based serious game effectively enhances immersion and may support pain and anxiety reduction in older ovarian cancer patients.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"465-472"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144227215","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
Efficacy of Nintendo Switch Rehabilitation Program for Older Adults: A Quasi-Experimental Study. 任天堂开关康复计划对老年人的疗效:一项准实验研究。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-12-01 Epub Date: 2025-05-16 DOI: 10.1089/g4h.2024.0165
Andreia Maria Novo Lima, Maria Teresa Moreira, Maria Salomé Ferreira, Vítor Parola, Sandra Rodrigues, Jacinta Maria Pisco Alves Gomes, Ana Cristina Corucho Barbeitos Pinto, Maria Manuela Martins, Sara Moreira, Carla Sílvia Fernandes

Objective: To evaluate the effectiveness of Nintendo Switch videogames in promoting the rehabilitation of institutionalized older adults. Materials and Methods: This quasi-experimental study with a control group followed Strengthening the Reporting of Observational Studies in Epidemiology guidelines to ensure methodological quality. The study included 27 institutionalized older adults aged 60 or over at risk of falling, with a Performance-Oriented Mobility Assessment (POMA) score of 19-28 points. The sample was divided into two groups: an intervention group with 14 participants and a control group with 13. An 8-week rehabilitation program was implemented, consisting of two weekly 60-minute sessions using Nintendo Switch Sport games. Each session included warming up and stretching. The instruments used were the Montreal Cognitive Assessment (MoCA), POMA, Katz Index, Geriatric Depression Scale 15, and State-Trait Anxiety Inventory (STAI). Results: The sample was made up of 18.5% men and 81.5% women. Significant improvements in dynamic and static balance (POMA, P < 0.001), cognitive status (MoCA, P < 0.01), and independence (Katz, P < 0.05) were observed in the experimental group. Statistically significant differences were found between groups for MoCA (P < 0.05) and STAI (P < 0.05) at baseline and for Katz (P < 0.01) and STAI (P < 0.05) after the intervention. Conclusion: The Nintendo Switch has proven effective in rehabilitating older adults and promoting active and healthy aging. Implementing exergames can improve balance, independence, and cognitive ability in older adult residents of nursing homes. Supervision by health care professionals is crucial to ensure safety and maximize therapeutic benefits.

目的:评价任天堂Switch电子游戏对机构老年人康复的促进作用。材料和方法:本研究采用准实验研究,对照组遵循《加强流行病学观察性研究报告指南》,以确保方法学质量。该研究包括27名有跌倒风险的60岁或以上的老年人,他们的表现导向活动能力评估(POMA)得分为19-28分。样本被分为两组:干预组有14人,对照组有13人。他们实施了一项为期8周的康复计划,包括每周两次60分钟的任天堂Switch Sport游戏。每次训练都包括热身和拉伸。使用的工具是蒙特利尔认知评估(MoCA)、POMA、Katz指数、老年抑郁量表15和状态-特质焦虑量表(STAI)。结果:样本中男性占18.5%,女性占81.5%。实验组在动、静态平衡(POMA, P < 0.001)、认知状态(MoCA, P < 0.01)和独立性(Katz, P < 0.05)方面均有显著改善。干预后MoCA (P < 0.05)、STAI (P < 0.05)、Katz (P < 0.01)、STAI (P < 0.05)组间差异均有统计学意义。结论:任天堂Switch已被证明对老年人康复和促进积极健康的老龄化有效。实施运动游戏可以提高养老院老年人的平衡、独立性和认知能力。卫生保健专业人员的监督对于确保安全和最大限度地提高治疗效果至关重要。
{"title":"Efficacy of Nintendo Switch Rehabilitation Program for Older Adults: A Quasi-Experimental Study.","authors":"Andreia Maria Novo Lima, Maria Teresa Moreira, Maria Salomé Ferreira, Vítor Parola, Sandra Rodrigues, Jacinta Maria Pisco Alves Gomes, Ana Cristina Corucho Barbeitos Pinto, Maria Manuela Martins, Sara Moreira, Carla Sílvia Fernandes","doi":"10.1089/g4h.2024.0165","DOIUrl":"10.1089/g4h.2024.0165","url":null,"abstract":"<p><p><b><i>Objective:</i></b> To evaluate the effectiveness of Nintendo Switch videogames in promoting the rehabilitation of institutionalized older adults. <b><i>Materials and Methods:</i></b> This quasi-experimental study with a control group followed Strengthening the Reporting of Observational Studies in Epidemiology guidelines to ensure methodological quality. The study included 27 institutionalized older adults aged 60 or over at risk of falling, with a Performance-Oriented Mobility Assessment (POMA) score of 19-28 points. The sample was divided into two groups: an intervention group with 14 participants and a control group with 13. An 8-week rehabilitation program was implemented, consisting of two weekly 60-minute sessions using Nintendo Switch Sport games. Each session included warming up and stretching. The instruments used were the Montreal Cognitive Assessment (MoCA), POMA, Katz Index, Geriatric Depression Scale 15, and State-Trait Anxiety Inventory (STAI). <b><i>Results:</i></b> The sample was made up of 18.5% men and 81.5% women. Significant improvements in dynamic and static balance (POMA, <i>P</i> < 0.001), cognitive status (MoCA, <i>P</i> < 0.01), and independence (Katz, <i>P</i> < 0.05) were observed in the experimental group. Statistically significant differences were found between groups for MoCA (<i>P</i> < 0.05) and STAI (<i>P</i> < 0.05) at baseline and for Katz (<i>P</i> < 0.01) and STAI (<i>P</i> < 0.05) after the intervention. <b><i>Conclusion:</i></b> The Nintendo Switch has proven effective in rehabilitating older adults and promoting active and healthy aging. Implementing exergames can improve balance, independence, and cognitive ability in older adult residents of nursing homes. Supervision by health care professionals is crucial to ensure safety and maximize therapeutic benefits.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"448-455"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144081386","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
Effects of Serious Games on Memory Improvement in Older Adults Without Obvious Cognitive Impairment: A Systematic Review and Meta-Analysis. 严肃游戏对无明显认知障碍老年人记忆改善的影响:一项系统回顾和荟萃分析。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-12-01 Epub Date: 2025-06-06 DOI: 10.1089/g4h.2025.0015
Yue Li, Shasha Li, Haibing Liu, Lijun Xu, Shufang Liao, Jianyi Bao, Yingxue Xi, Xiaofang Song

Serious games have been integrated into health care, but their effectiveness in enhancing memory among old adults is not yet unanimously determined. This study aimed to analyze the effect of serious games on memory improvement in older adults without obvious cognitive impairment. We searched six electronic databases. All eligible randomized controlled trials were assessed for risk of bias using the Cochrane Collaboration tool. The meta-analysis was conducted to calculate the effect size using the standardized mean difference (SMD) with 95% confidence interval (CI). A total of 18 studies were included in the systematic review and 16 were in the meta-analysis. Serious games had a significant effect on memory (SMD = 0.35, 95% CI: 0.22-0.47; P < 0.001). In subgroup analyses, serious games were categorized into two types: cognitive training games (SMD = 0.42, 95% CI: 0.26-0.58; P < 0.001) and exergames (SMD = 0.22, 95% CI: 0.01-0.43; P = 0.04). Memory was categorized into three types: visuospatial working memory (SMD = 0.77, 95% CI: 0.54-1.00; P < 0.001), verbal memory (SMD = 0.34, 95% CI: 0.08-0.61; P = 0.01), and working memory (SMD = 0.09, 95% CI: -0.09 to 0.27; P = 0.35). There were two types of control groups: the blank control (SMD = 0.35, 95% CI: 0.15-0.54; P < 0.001) and the active control (SMD = 0.35, 95% CI: 0.18-0.51; P < 0.001). Serious games can improve memory among older adults without obvious cognitive impairment, with varying effects on different memory types.

严肃游戏已被纳入医疗保健,但它们在提高老年人记忆力方面的有效性尚未得到一致确定。本研究旨在分析严肃游戏对无明显认知障碍的老年人记忆改善的影响。我们搜索了六个电子数据库。使用Cochrane协作工具评估所有符合条件的随机对照试验的偏倚风险。采用95%置信区间(CI)的标准化平均差(SMD)进行meta分析,计算效应大小。系统综述共纳入18项研究,荟萃分析纳入16项研究。严肃游戏对记忆有显著影响(SMD = 0.35, 95% CI: 0.22-0.47;P < 0.001)。在亚组分析中,严肃游戏分为两类:认知训练游戏(SMD = 0.42, 95% CI: 0.26-0.58;P < 0.001)和exergames (SMD = 0.22, 95% CI: 0.01-0.43;P = 0.04)。记忆分为三种类型:视觉空间工作记忆(SMD = 0.77, 95% CI: 0.54-1.00;P < 0.001),言语记忆(SMD = 0.34, 95% CI: 0.08-0.61;P = 0.01),工作记忆(SMD = 0.09, 95% CI: -0.09 ~ 0.27;P = 0.35)。对照组分为两类:空白对照组(SMD = 0.35, 95% CI: 0.15 ~ 0.54;P < 0.001)和主动对照组(SMD = 0.35, 95% CI: 0.18-0.51;P < 0.001)。严肃游戏可以改善老年人的记忆,但没有明显的认知障碍,对不同类型的记忆有不同的效果。
{"title":"Effects of Serious Games on Memory Improvement in Older Adults Without Obvious Cognitive Impairment: A Systematic Review and Meta-Analysis.","authors":"Yue Li, Shasha Li, Haibing Liu, Lijun Xu, Shufang Liao, Jianyi Bao, Yingxue Xi, Xiaofang Song","doi":"10.1089/g4h.2025.0015","DOIUrl":"10.1089/g4h.2025.0015","url":null,"abstract":"<p><p>Serious games have been integrated into health care, but their effectiveness in enhancing memory among old adults is not yet unanimously determined. This study aimed to analyze the effect of serious games on memory improvement in older adults without obvious cognitive impairment. We searched six electronic databases. All eligible randomized controlled trials were assessed for risk of bias using the Cochrane Collaboration tool. The meta-analysis was conducted to calculate the effect size using the standardized mean difference (SMD) with 95% confidence interval (CI). A total of 18 studies were included in the systematic review and 16 were in the meta-analysis. Serious games had a significant effect on memory (SMD = 0.35, 95% CI: 0.22-0.47; <i>P</i> < 0.001). In subgroup analyses, serious games were categorized into two types: cognitive training games (SMD = 0.42, 95% CI: 0.26-0.58; <i>P</i> < 0.001) and exergames (SMD = 0.22, 95% CI: 0.01-0.43; <i>P</i> = 0.04). Memory was categorized into three types: visuospatial working memory (SMD = 0.77, 95% CI: 0.54-1.00; <i>P</i> < 0.001), verbal memory (SMD = 0.34, 95% CI: 0.08-0.61; <i>P</i> = 0.01), and working memory (SMD = 0.09, 95% CI: -0.09 to 0.27; <i>P</i> = 0.35). There were two types of control groups: the blank control (SMD = 0.35, 95% CI: 0.15-0.54; <i>P</i> < 0.001) and the active control (SMD = 0.35, 95% CI: 0.18-0.51; <i>P</i> < 0.001). Serious games can improve memory among older adults without obvious cognitive impairment, with varying effects on different memory types.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"429-438"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144235549","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
Impact of Modern Board Games on Executive Functions and Quality of Life in the Elderly: A Randomized Controlled Trial. 现代棋盘游戏对老年人执行功能和生活质量的影响:一项随机对照试验。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-12-01 Epub Date: 2025-05-19 DOI: 10.1089/g4h.2024.0195
Azael J Herrero, Esther C Argente, Alfonso Lahuerta, Elvira Jensen-Casado, Miriam Herrero-Martín, José M Sacristán-Rodríguez, Elisa Bullón-Benito, Cristina Aldavero, Raquel Martínez-Sinovas

Purpose: This study aimed to assess the effects of modern board games (MBG) on executive functions, quality of life, and volitional behaviors in elderly individuals residing in nursing homes. Methods: A 12-week randomized controlled trial was conducted in a nursing home with 30 participants (age = 83.2 years). Participants were randomly assigned to either the experimental group (EG; n = 16) or the control group (CG; n = 14). The EG engaged in twice-weekly MBG sessions facilitated by trained professionals, while the CG continued with their usual activities without additional interventions. Cognitive performance was assessed using the Cambridge Cognitive Examination (CAMCOG-R) and the Test of the Paths (TESEN). Quality of life was evaluated using the FUMAT scale, and volitional behaviors were measured using the Volitional Questionnaire. Results: The EG demonstrated significant improvements in executive functions, including comprehension (9.9%, P < 0.05), remote memory (22.6%, P < 0.05), and attention and calculation (83.3%, P < 0.05), as measured by the CAMCOG-R. No significant changes were observed in the TESEN test. The EG also showed significant gains in quality of life, with improvements in emotional well-being (5.0%, P < 0.01), interpersonal relationships (15.4%, P < 0.05), personal development (7.5%, P < 0.001), and social inclusion (6.3%, P < 0.001) on the FUMAT scale. Volitional behaviors, particularly competence (7.1%, P < 0.05), also improved significantly in the EG. Conclusion: MBG offer a promising nonpharmacological intervention to enhance executive functions, quality of life, and volitional behaviors in elderly individuals in nursing homes. The structured facilitation of these games, tailored to participants' cognitive levels, may support cognitive stimulation and foster social engagement in this population.

目的:本研究旨在评估现代棋盘游戏(MBG)对养老院老年人执行功能、生活质量和意志行为的影响。方法:在某养老院进行为期12周的随机对照试验,参与者30人,年龄83.2岁。参与者被随机分配到实验组(EG;n = 16)或对照组(CG;N = 14)。专家组每周参加两次由训练有素的专业人员协助的MBG会议,而总督组则在没有额外干预的情况下继续其常规活动。认知表现采用剑桥认知测验(CAMCOG-R)和路径测试(TESEN)进行评估。使用FUMAT量表评估生活质量,使用意志问卷测量意志行为。结果:经CAMCOG-R测试,EG组执行功能有显著改善,包括理解能力(9.9%,P < 0.05)、远程记忆能力(22.6%,P < 0.05)、注意和计算能力(83.3%,P < 0.05)。在TESEN测试中未观察到明显的变化。EG在生活质量方面也有显著的改善,在FUMAT量表上,情绪幸福感(5.0%,P < 0.01)、人际关系(15.4%,P < 0.05)、个人发展(7.5%,P < 0.001)和社会包容(6.3%,P < 0.001)均有改善。意志行为,特别是能力(7.1%,P < 0.05)在EG中也有显著改善。结论:MBG提供了一种很有希望的非药物干预,可以提高养老院老年人的执行功能、生活质量和意志行为。根据参与者的认知水平量身定制的这些游戏的结构化简化,可能支持认知刺激并促进这一人群的社会参与。
{"title":"Impact of Modern Board Games on Executive Functions and Quality of Life in the Elderly: A Randomized Controlled Trial.","authors":"Azael J Herrero, Esther C Argente, Alfonso Lahuerta, Elvira Jensen-Casado, Miriam Herrero-Martín, José M Sacristán-Rodríguez, Elisa Bullón-Benito, Cristina Aldavero, Raquel Martínez-Sinovas","doi":"10.1089/g4h.2024.0195","DOIUrl":"10.1089/g4h.2024.0195","url":null,"abstract":"<p><p><b><i>Purpose:</i></b> This study aimed to assess the effects of modern board games (MBG) on executive functions, quality of life, and volitional behaviors in elderly individuals residing in nursing homes. <b><i>Methods:</i></b> A 12-week randomized controlled trial was conducted in a nursing home with 30 participants (age = 83.2 years). Participants were randomly assigned to either the experimental group (EG; <i>n</i> = 16) or the control group (CG; <i>n</i> = 14). The EG engaged in twice-weekly MBG sessions facilitated by trained professionals, while the CG continued with their usual activities without additional interventions. Cognitive performance was assessed using the Cambridge Cognitive Examination (CAMCOG-R) and the Test of the Paths (TESEN). Quality of life was evaluated using the FUMAT scale, and volitional behaviors were measured using the Volitional Questionnaire. <b><i>Results:</i></b> The EG demonstrated significant improvements in executive functions, including comprehension (9.9%, <i>P</i> < 0.05), remote memory (22.6%, <i>P</i> < 0.05), and attention and calculation (83.3%, <i>P</i> < 0.05), as measured by the CAMCOG-R. No significant changes were observed in the TESEN test. The EG also showed significant gains in quality of life, with improvements in emotional well-being (5.0%, <i>P</i> < 0.01), interpersonal relationships (15.4%, <i>P</i> < 0.05), personal development (7.5%, <i>P</i> < 0.001), and social inclusion (6.3%, <i>P</i> < 0.001) on the FUMAT scale. Volitional behaviors, particularly competence (7.1%, <i>P</i> < 0.05), also improved significantly in the EG. <b><i>Conclusion:</i></b> MBG offer a promising nonpharmacological intervention to enhance executive functions, quality of life, and volitional behaviors in elderly individuals in nursing homes. The structured facilitation of these games, tailored to participants' cognitive levels, may support cognitive stimulation and foster social engagement in this population.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"456-464"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144086873","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
Nonimmersive Virtual Reality-Based Exercises Improve Muscle Excitability and Balance in Patients with Knee Osteoarthritis: A Sham-Controlled Study. 基于非沉浸式虚拟现实的运动改善膝关节骨关节炎患者的肌肉兴奋性和平衡:一项假对照研究。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-12-01 Epub Date: 2025-07-22 DOI: 10.1177/2161783X251360443
Mehmet Sönmez, Şebnem Avcı, Fatma Şimşek, Fatih Baygutalp

Objective: Pain, decreased muscle strength, regression in activities of daily living (ADL), narrowing of joint range of motion (ROM), impairment of proprioceptive sense, and deterioration in static-dynamic balance are frequently observed in knee osteoarthritis (KOA). The aim of this study is to examine the effect of nonimmersive virtual reality (NIVR) application on muscle excitability and motor neuron pool activation level around the knee, balance, proprioception, physical function level, independence levels in ADL, muscle endurance, and patient satisfaction in patients with KOA. Materials and Methods: Forty patients with KOA were randomized to an experimental group (EG; n = 20) and a sham-controlled group (SG; n = 20). The EG received 45 minutes of traditional physiotherapy and 30 minutes of NIVR-based exercises for 3 weeks, 5 days a week, while the SG received traditional physiotherapy and a sham virtual reality (VR) application for 30 minutes for the same period. Primary outcomes were muscle excitability (maximal voluntary contraction [MVC]), motor neuron pool activation level, and balance. Secondary outcomes included proprioception, endurance, independence in ADL, pain level, physical functional condition (Western Ontario and McMaster Universities Arthritis Index [WOMAC]), and treatment satisfaction. Results: Findings showed a significant difference in endurance, pain level, and independence in ADL scores in favor of the EG (all values, P < 0.05). Moreover, WOMAC, static and dynamic balance (differences timed up and go [TUG]: EG: -4.75, SG: -2.10, P = 0.02, d = 0.907), MVC, and proprioception scores also showed the highest differences (most values, P < 0.001). Conclusion: Nonimmersive VR applications are a feasible approach for KOA and are effective approaches for increasing muscle excitability, static and dynamic balance, muscle endurance, proprioception, independence in ADL, treatment satisfaction, and reducing pain intensity in KOA.

目的:膝关节骨性关节炎(KOA)常出现疼痛、肌力下降、日常生活活动能力下降、关节活动范围狭窄、本体感觉障碍、动静平衡能力下降等症状。本研究旨在探讨非沉浸式虚拟现实(NIVR)应用对KOA患者膝盖周围肌肉兴奋性和运动神经元池激活水平、平衡、本体感觉、身体功能水平、ADL独立性水平、肌肉耐力和患者满意度的影响。材料与方法:40例KOA患者随机分为实验组(EG;n = 20)和假对照组(SG;N = 20)。EG组接受45分钟的传统物理治疗和30分钟的基于nivr的运动,为期3周,每周5天,而SG组接受传统物理治疗和30分钟的虚拟现实(VR)应用。主要结果是肌肉兴奋性(最大自主收缩[MVC])、运动神经元池激活水平和平衡性。次要结局包括本体感觉、耐力、ADL独立性、疼痛水平、身体功能状况(Western Ontario and McMaster Universities Arthritis Index [WOMAC])和治疗满意度。结果:实验组在耐力、疼痛程度、ADL评分独立性方面均优于EG(均P < 0.05)。此外,WOMAC、静态平衡和动态平衡(差异时间为up和go [TUG]: EG: -4.75, SG: -2.10, P = 0.02, d = 0.907)、MVC和本体感觉评分差异也最大(大多数值,P < 0.001)。结论:非沉浸式VR应用是治疗KOA的可行方法,是提高肌肉兴奋性、静态和动态平衡、肌肉耐力、本体感觉、ADL独立性、治疗满意度和减轻KOA疼痛强度的有效途径。
{"title":"Nonimmersive Virtual Reality-Based Exercises Improve Muscle Excitability and Balance in Patients with Knee Osteoarthritis: A Sham-Controlled Study.","authors":"Mehmet Sönmez, Şebnem Avcı, Fatma Şimşek, Fatih Baygutalp","doi":"10.1177/2161783X251360443","DOIUrl":"10.1177/2161783X251360443","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Pain, decreased muscle strength, regression in activities of daily living (ADL), narrowing of joint range of motion (ROM), impairment of proprioceptive sense, and deterioration in static-dynamic balance are frequently observed in knee osteoarthritis (KOA). The aim of this study is to examine the effect of nonimmersive virtual reality (NIVR) application on muscle excitability and motor neuron pool activation level around the knee, balance, proprioception, physical function level, independence levels in ADL, muscle endurance, and patient satisfaction in patients with KOA. <b><i>Materials and Methods:</i></b> Forty patients with KOA were randomized to an experimental group (EG; <i>n</i> = 20) and a sham-controlled group (SG; <i>n</i> = 20). The EG received 45 minutes of traditional physiotherapy and 30 minutes of NIVR-based exercises for 3 weeks, 5 days a week, while the SG received traditional physiotherapy and a sham virtual reality (VR) application for 30 minutes for the same period. Primary outcomes were muscle excitability (maximal voluntary contraction [MVC]), motor neuron pool activation level, and balance. Secondary outcomes included proprioception, endurance, independence in ADL, pain level, physical functional condition (Western Ontario and McMaster Universities Arthritis Index [WOMAC]), and treatment satisfaction. <b><i>Results:</i></b> Findings showed a significant difference in endurance, pain level, and independence in ADL scores in favor of the EG (all values, <i>P</i> < 0.05). Moreover, WOMAC, static and dynamic balance (differences timed up and go [TUG]: EG: -4.75, SG: -2.10, <i>P</i> = 0.02, <i>d</i> = 0.907), MVC, and proprioception scores also showed the highest differences (most values, <i>P</i> < 0.001). <b><i>Conclusion:</i></b> Nonimmersive VR applications are a feasible approach for KOA and are effective approaches for increasing muscle excitability, static and dynamic balance, muscle endurance, proprioception, independence in ADL, treatment satisfaction, and reducing pain intensity in KOA.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"493-503"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144715210","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 Effectiveness of Video-Based Game Exercise Therapy Applications in Pes Planus Rehabilitation: A Randomized Controlled Trial. 基于视频的游戏运动疗法在平面肌康复中的应用效果:一项随机对照试验。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-12-01 Epub Date: 2025-06-05 DOI: 10.1089/g4h.2024.0179
Ayşe Büşra Erten, Devrim Tarakçı, Yasemin Koç

Background: This study aimed to evaluate the effectiveness of serious game, exergame, and structured exercises in pes planus rehabilitation. Methods: Sixty-nine individuals with pes planus were included in this study. Individuals were randomly divided into three groups: a structured exercise group (SEG), an exergame group (EGG), and a serious game group (SGG). The average age of the participants was 21.02, and their body mass index was 21.91 kg/m2. Interventions were performed three times a week for 6 weeks. Navicular drop, plantar pressure analysis, femoral anteversion, balance, and muscle strength were evaluated pre- and post-treatment. A small effect size of 0.2 was applied for navicular drop, balance, and plantar pressure analysis, and a medium effect size of 0.5 for femoral anteversion and muscle strength analysis. Results: Navicular drop and muscle strength improved significantly in all groups (P < 0.05). The strength of the inverter, plantar flexor, and dorsiflexor muscles was found to be significantly greater in the SGG than in the other groups (P < 0.05). Balance showed significant improvement only in EGG and SGG (P < 0.05). The decrease in medial plantar pressure was found to be significant in both feet in SGG and only in the left foot in the SEG (P < 0.05). The subtalar angle improved significantly in both feet in the SGG and only in the right foot in the SEG (P < 0.05). No significant change was observed in the EGG (P > 0.05). Femoral anteversion did not change in any of the three groups (P > 0.05). Conclusion: Individuals with pes planus obtained more improvements in plantar pressure analysis, subtalar angle, and muscle strength after serious games rather than structured exercises and exergame. It was considered that serious game exercise programs would be used in pes planus.

背景:本研究旨在评估严肃游戏、运动游戏和结构运动在平足康复中的效果。方法:69例扁平足患者纳入本研究。参与者被随机分为三组:结构化锻炼组(SEG)、游戏组(EGG)和严肃游戏组(SGG)。参与者的平均年龄为21.02岁,身体质量指数为21.91 kg/m2。干预每周进行3次,持续6周。治疗前后分别评估舟骨下降、足底压力分析、股前倾、平衡和肌力。舟骨下降、平衡和足底压力分析的效应量较小,为0.2;股骨前倾和肌力分析的效应量中等,为0.5。结果:各组患者舟形落差和肌力均有明显改善(P < 0.05)。与其他组相比,SGG组的反肌、足底屈肌和背屈肌的强度显著增加(P < 0.05)。平衡性只有EGG和SGG有显著改善(P < 0.05)。足底内侧压力降低在双足组显著,而在左足组显著(P < 0.05)。双足距下角明显改善(P < 0.05),右足距下角明显改善(P < 0.05)。蛋清无明显变化(P < 0.05)。三组患者股骨前倾角均无明显变化(P < 0.05)。结论:平足患者的足底压力分析、距下角和肌肉力量在认真的游戏后比有组织的锻炼和运动后有更大的改善。人们认为,严肃的游戏运动项目将用于平板电脑。
{"title":"The Effectiveness of Video-Based Game Exercise Therapy Applications in Pes Planus Rehabilitation: A Randomized Controlled Trial.","authors":"Ayşe Büşra Erten, Devrim Tarakçı, Yasemin Koç","doi":"10.1089/g4h.2024.0179","DOIUrl":"10.1089/g4h.2024.0179","url":null,"abstract":"<p><p><b><i>Background:</i></b> This study aimed to evaluate the effectiveness of serious game, exergame, and structured exercises in pes planus rehabilitation. <b><i>Methods:</i></b> Sixty-nine individuals with pes planus were included in this study. Individuals were randomly divided into three groups: a structured exercise group (SEG), an exergame group (EGG), and a serious game group (SGG). The average age of the participants was 21.02, and their body mass index was 21.91 kg/m<sup>2</sup>. Interventions were performed three times a week for 6 weeks. Navicular drop, plantar pressure analysis, femoral anteversion, balance, and muscle strength were evaluated pre- and post-treatment. A small effect size of 0.2 was applied for navicular drop, balance, and plantar pressure analysis, and a medium effect size of 0.5 for femoral anteversion and muscle strength analysis. <b><i>Results:</i></b> Navicular drop and muscle strength improved significantly in all groups (<i>P</i> < 0.05). The strength of the inverter, plantar flexor, and dorsiflexor muscles was found to be significantly greater in the SGG than in the other groups (<i>P</i> < 0.05). Balance showed significant improvement only in EGG and SGG (<i>P</i> < 0.05). The decrease in medial plantar pressure was found to be significant in both feet in SGG and only in the left foot in the SEG (<i>P</i> < 0.05). The subtalar angle improved significantly in both feet in the SGG and only in the right foot in the SEG (<i>P</i> < 0.05). No significant change was observed in the EGG (<i>P</i> > 0.05). Femoral anteversion did not change in any of the three groups (<i>P</i> > 0.05). <b><i>Conclusion:</i></b> Individuals with pes planus obtained more improvements in plantar pressure analysis, subtalar angle, and muscle strength after serious games rather than structured exercises and exergame. It was considered that serious game exercise programs would be used in pes planus.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"473-483"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144227225","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
Feasibility, Acceptability, and Tolerability of Fully-Immersive Virtual Reality Use Among Individuals with Neurological Conditions: A Mixed Methods Study. 可行性,可接受性,以及在神经系统疾病患者中使用完全沉浸式虚拟现实的耐受性:一项混合方法研究。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-12-01 Epub Date: 2025-07-23 DOI: 10.1177/2161783X251361941
Daniel Stam, Molly Watkins, Brea Galyen, Mitchell Olson, Kaitlyn Vomhof

Introduction: Virtual reality (VR) offers a multidimensional simulated reality built with digital formats and can be characterized as semi-immersive (single projection screen) or fully-immersive (head-mounted display). Although VR is an emerging intervention for the rehabilitation of individuals with neurological disorders, research on fully-immersive technologies and the patient experience is limited. Purpose: To evaluate the feasibility, acceptability, and tolerability of using off-the-shelf, fully-immersive VR with adults following neurological impairment. Methods: Mixed-methods study including 18 participants with a mean standard deviation (SD) age of 67.11 (12.12) years, asked to complete 20 minutes of dynamic rhythm-based VR activity in sitting. Outcomes included the pre- and postactivity VR Sickness Questionnaire (VRSQ), physiological data (maximum heart rate and Borg Rating of Perceived Exertion [RPE]), the User Satisfaction Evaluation Questionnaire (USEQ), and a structured interview. Quantitative analysis consisted of descriptive and inferential statistics. VRSQ scores were compared using a Wilcoxon signed-rank test. Qualitative analysis consisted of thematic analysis of interviews. Results: Median interquartile range (IQR) pre- and postactivity VRSQ scores were 7.50 (0-19.58) and 7.92 (0-19.38), respectively. Differences in scores were not statistically significant (Z = 0, P = 1.00). The median USEQ score was 27.50 (25.00-28.25). The mean percentage of maximal heart rate achieved was 63 (10) %, with a median RPE score of 10.50 (8.25-12.75). Qualitative analysis revealed themes of enjoyment and beneficial therapeutic challenges as facilitators of VR use. Conclusion: A single session of fully-immersive off-the-shelf VR yielded promising integrated findings related to the feasibility, acceptability, and tolerability of this type of intervention for a sample of individuals with a variety of neurological conditions.

简介:虚拟现实(VR)提供了一种基于数字格式构建的多维模拟现实,可以分为半沉浸式(单投影屏幕)或完全沉浸式(头戴式显示器)。尽管VR是一种新兴的神经系统疾病患者康复干预手段,但对完全沉浸式技术和患者体验的研究仍然有限。目的:评估成人神经损伤后使用现成的全沉浸式VR的可行性、可接受性和耐受性。方法:混合方法研究包括18名平均标准偏差(SD)年龄67.11(12.12)岁的参与者,要求他们在坐着的情况下完成20分钟基于动态节奏的VR活动。结果包括活动前和活动后虚拟现实疾病问卷(VRSQ)、生理数据(最大心率和感知运动博格评分[RPE])、用户满意度评估问卷(USEQ)和结构化访谈。定量分析包括描述性统计和推断性统计。VRSQ得分采用Wilcoxon符号秩检验进行比较。定性分析包括访谈的专题分析。结果:活动前后VRSQ评分中位数四分位数范围(IQR)分别为7.50(0-19.58)和7.92(0-19.38)。两组评分差异无统计学意义(Z = 0, P = 1.00)。USEQ得分中位数为27.50(25.00-28.25)。最大心率达到的平均百分比为63(10)%,中位RPE评分为10.50(8.25-12.75)。定性分析揭示了作为虚拟现实使用促进者的享受主题和有益的治疗挑战。结论:单次完全沉浸式的现成VR产生了与这种类型的干预的可行性、可接受性和耐受性相关的有希望的综合发现,适用于具有各种神经系统疾病的个体样本。
{"title":"Feasibility, Acceptability, and Tolerability of Fully-Immersive Virtual Reality Use Among Individuals with Neurological Conditions: A Mixed Methods Study.","authors":"Daniel Stam, Molly Watkins, Brea Galyen, Mitchell Olson, Kaitlyn Vomhof","doi":"10.1177/2161783X251361941","DOIUrl":"10.1177/2161783X251361941","url":null,"abstract":"<p><p><b><i>Introduction:</i></b> Virtual reality (VR) offers a multidimensional simulated reality built with digital formats and can be characterized as semi-immersive (single projection screen) or fully-immersive (head-mounted display). Although VR is an emerging intervention for the rehabilitation of individuals with neurological disorders, research on fully-immersive technologies and the patient experience is limited. <b><i>Purpose:</i></b> To evaluate the feasibility, acceptability, and tolerability of using off-the-shelf, fully-immersive VR with adults following neurological impairment. <b><i>Methods:</i></b> Mixed-methods study including 18 participants with a mean standard deviation (SD) age of 67.11 (12.12) years, asked to complete 20 minutes of dynamic rhythm-based VR activity in sitting. Outcomes included the pre- and postactivity VR Sickness Questionnaire (VRSQ), physiological data (maximum heart rate and Borg Rating of Perceived Exertion [RPE]), the User Satisfaction Evaluation Questionnaire (USEQ), and a structured interview. Quantitative analysis consisted of descriptive and inferential statistics. VRSQ scores were compared using a Wilcoxon signed-rank test. Qualitative analysis consisted of thematic analysis of interviews. <b><i>Results:</i></b> Median interquartile range (IQR) pre- and postactivity VRSQ scores were 7.50 (0-19.58) and 7.92 (0-19.38), respectively. Differences in scores were not statistically significant (Z = 0, <i>P</i> = 1.00). The median USEQ score was 27.50 (25.00-28.25). The mean percentage of maximal heart rate achieved was 63 (10) %, with a median RPE score of 10.50 (8.25-12.75). Qualitative analysis revealed themes of enjoyment and beneficial therapeutic challenges as facilitators of VR use. <b><i>Conclusion:</i></b> A single session of fully-immersive off-the-shelf VR yielded promising integrated findings related to the feasibility, acceptability, and tolerability of this type of intervention for a sample of individuals with a variety of neurological conditions.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"484-492"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144715209","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
Playing to Connect: Development of a Gaming Motivation Scale and Exploration of Social Benefits Among the Blind and Visually Impaired. 游戏连接:盲人和视障人士游戏动机量表的开发和社会效益的探索
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-11-21 DOI: 10.1177/2161783X251393532
Yongjie Yue, Qiaolei Jiang, Dong Liu, Peixuan Cui, Junming Yi

Purpose: Despite increasing research on blind and visually impaired (BVI) gamers, little is known about their motivations, gaming time, and the social benefits of online games. This study investigated gaming motivation and gaming time of BVI players, as well as their associations with well-being, using a popular massively multiplayer online role-playing game (MMORPG) as an example. It also examined the relationships between different types of visual impairments, gaming motivation, time, and well-being. Methods: Based on a review of existing literature on the potential effects of online games on people with BVI, this study used a mixed-methods approach. Semi-structured interviews with 21 participants were conducted to gather in-depth qualitative insights. Questionnaires were administered to a total sample of 209 participants, both online and offline, to collect quantitative data. Results: A motivation scale specific to BVI gamers in MMORPG was developed and validated. Six motivations were identified and verified: fun, relationship initiation, relationship maintenance, venting emotions, killing time, and achievement. Fun and killing time positively predicted well-being, whereas venting emotions and relationship maintenance negatively predicted well-being. Total gaming time was positively associated with self-esteem. Totally blind and those with acquired impairments tend to spend more time on gaming, highlighting interesting nuances in gaming behaviors within the BVI community. Conclusions: This study provides insight into the relationship between online gaming and well-being of BVI individuals. These findings underscore the importance of further research and the development of inclusive gaming environments that enhance the well-being of BVI players.

目的:尽管对盲人和视障玩家(BVI)的研究越来越多,但人们对他们的动机、游戏时间和网络游戏的社会效益知之甚少。本研究以一款流行的大型多人在线角色扮演游戏(MMORPG)为例,调查了英属维尔京群岛玩家的游戏动机和游戏时间,以及它们与幸福感的关系。它还研究了不同类型的视觉障碍、游戏动机、时间和幸福感之间的关系。方法:基于对现有的关于网络游戏对BVI患者潜在影响的文献的回顾,本研究采用了混合方法。对21名参与者进行了半结构化访谈,以收集深入的定性见解。共对209名参与者进行了问卷调查,包括线上和线下,以收集定量数据。结果:开发并验证了MMORPG中BVI玩家的动机量表。研究人员确定并验证了六种动机:娱乐、建立关系、维持关系、发泄情绪、消磨时间和取得成就。娱乐和消磨时间对幸福感有积极的预测,而发泄情绪和维持关系对幸福感有消极的预测。总游戏时间与自尊呈正相关。完全失明和后天障碍的人倾向于花更多时间在游戏上,这突出了BVI社区中游戏行为的有趣细微差别。结论:本研究深入探讨了在线游戏与英属维尔京群岛个人幸福感之间的关系。这些发现强调了进一步研究和开发包容性游戏环境以提高英属维尔京群岛玩家福祉的重要性。
{"title":"Playing to Connect: Development of a Gaming Motivation Scale and Exploration of Social Benefits Among the Blind and Visually Impaired.","authors":"Yongjie Yue, Qiaolei Jiang, Dong Liu, Peixuan Cui, Junming Yi","doi":"10.1177/2161783X251393532","DOIUrl":"https://doi.org/10.1177/2161783X251393532","url":null,"abstract":"<p><p><b><i>Purpose:</i></b> Despite increasing research on blind and visually impaired (BVI) gamers, little is known about their motivations, gaming time, and the social benefits of online games. This study investigated gaming motivation and gaming time of BVI players, as well as their associations with well-being, using a popular massively multiplayer online role-playing game (MMORPG) as an example. It also examined the relationships between different types of visual impairments, gaming motivation, time, and well-being. <b><i>Methods:</i></b> Based on a review of existing literature on the potential effects of online games on people with BVI, this study used a mixed-methods approach. Semi-structured interviews with 21 participants were conducted to gather in-depth qualitative insights. Questionnaires were administered to a total sample of 209 participants, both online and offline, to collect quantitative data. <b><i>Results:</i></b> A motivation scale specific to BVI gamers in MMORPG was developed and validated. Six motivations were identified and verified: fun, relationship initiation, relationship maintenance, venting emotions, killing time, and achievement. Fun and killing time positively predicted well-being, whereas venting emotions and relationship maintenance negatively predicted well-being. Total gaming time was positively associated with self-esteem. Totally blind and those with acquired impairments tend to spend more time on gaming, highlighting interesting nuances in gaming behaviors within the BVI community. <b><i>Conclusions:</i></b> This study provides insight into the relationship between online gaming and well-being of BVI individuals. These findings underscore the importance of further research and the development of inclusive gaming environments that enhance the well-being of BVI players.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.8,"publicationDate":"2025-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145641128","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 Wii-Volution in Rehabilitation, A Legacy Interrupted. 康复中的二次革命,被打断的遗产。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-11-18 DOI: 10.1177/2161783X251397929
Bruno Bonnechère, Judith Deutsch

This perspective explores the transformative impact of the Nintendo Wii on rehabilitation practices and the challenges arising from its discontinuation. The Wii's motion-sensing technology revolutionized rehabilitation by providing an engaging, low-cost and accessible platform for various patient populations. Its success catalysed the development of serious games and exergames specifically designed and adapted for therapeutic purposes. Research has demonstrated the Wii's efficacy in improving balance, motor function, and patient engagement across multiple conditions, including stroke, Parkinson's disease, and cerebral palsy. However, the Wii's discontinuation has created a significant void in the rehabilitation landscape, raising concerns about the sustainability of technology-driven therapies. This non-empirical paper examines the Wii's novelty, its influence on rehabilitation techniques, and the critical need for innovative solutions to address the gap left by its absence. We emphasize the importance of continued collaboration between the gaming and healthcare industries to develop accessible, affordable, and effective rehabilitation technologies that build upon the Wii's legacy.

这一观点探讨了任天堂Wii对康复实践的变革性影响以及其停产所带来的挑战。Wii的动作感应技术通过为不同的患者群体提供一个引人入胜、低成本和可访问的平台,彻底改变了康复。它的成功促进了专门为治疗目的设计和改编的严肃游戏和运动游戏的发展。研究已经证明Wii在改善平衡、运动功能和患者参与多种疾病方面的功效,包括中风、帕金森病和脑瘫。然而,Wii的停产在康复领域造成了巨大的空白,引发了人们对技术驱动疗法可持续性的担忧。这篇非实证的论文考察了Wii的新颖性,它对康复技术的影响,以及对创新解决方案的迫切需要,以解决它的缺失所留下的差距。我们强调游戏和医疗保健行业之间继续合作的重要性,以Wii的遗产为基础,开发易于获取、负担得起和有效的康复技术。
{"title":"The Wii-Volution in Rehabilitation, A Legacy Interrupted.","authors":"Bruno Bonnechère, Judith Deutsch","doi":"10.1177/2161783X251397929","DOIUrl":"https://doi.org/10.1177/2161783X251397929","url":null,"abstract":"<p><p>This perspective explores the transformative impact of the Nintendo Wii on rehabilitation practices and the challenges arising from its discontinuation. The Wii's motion-sensing technology revolutionized rehabilitation by providing an engaging, low-cost and accessible platform for various patient populations. Its success catalysed the development of serious games and exergames specifically designed and adapted for therapeutic purposes. Research has demonstrated the Wii's efficacy in improving balance, motor function, and patient engagement across multiple conditions, including stroke, Parkinson's disease, and cerebral palsy. However, the Wii's discontinuation has created a significant void in the rehabilitation landscape, raising concerns about the sustainability of technology-driven therapies. This non-empirical paper examines the Wii's novelty, its influence on rehabilitation techniques, and the critical need for innovative solutions to address the gap left by its absence. We emphasize the importance of continued collaboration between the gaming and healthcare industries to develop accessible, affordable, and effective rehabilitation technologies that build upon the Wii's legacy.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.8,"publicationDate":"2025-11-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145551450","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:604180095
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