Pub Date : 2025-12-01Epub Date: 2025-05-13DOI: 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.
{"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}
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.
{"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}
Pub Date : 2025-12-01Epub Date: 2025-05-16DOI: 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}
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.
{"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}
Pub Date : 2025-12-01Epub Date: 2025-05-19DOI: 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.
{"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}
Pub Date : 2025-12-01Epub Date: 2025-07-22DOI: 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}
Pub Date : 2025-12-01Epub Date: 2025-06-05DOI: 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.
{"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}
Pub Date : 2025-12-01Epub Date: 2025-07-23DOI: 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}
Pub Date : 2025-11-21DOI: 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.
{"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}
Pub Date : 2025-11-18DOI: 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.
{"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}