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Therapeutic Interventions with Videogames in Treatments for Depression: A Systematic Review. 电子游戏在抑郁症治疗中的治疗干预:系统回顾。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-08-01 DOI: 10.1089/g4h.2022.0094
Rebeca Gliosci, Tiago Barros Pontes E Silva

Introduction: Particularly in the last 2 years, due to the new coronavirus pandemic, people with depression have increasingly sought human connection and relief from depressive symptoms through playing in the world of videogames, and a small yet growing portion of researchers have been investigating the therapeutic potential of that kind of interaction. Objective: The objective of this review was to provide an exploration of the current panorama of scientific research with videogames used as therapeutic intervention tools for depression. Method: A systematic review was performed for that purpose, with a semantic field of 12 keywords around the terms "depression," "mental health," and "video games" narrowed down into a concise syntax-(games OR serious games) AND (depression) AND (treatment)-applied to relevant databases for health research; followed by the execution of a search and screening protocol based on one guiding question; and analysis of results based on four elaborative questions. Results: Twenty-six studies met the inclusion criteria and provided a set of both quantitative and qualitative data about demographics, kinds of therapeutic interventions, types of videogames used in the interventions, places, and forms of interaction. Conclusion: Important gaps were found in the review, such as a lack of research aimed at the age group most affected by the disorder, who is also the largest consumer of games; and fresh opportunities to expand the understanding of the subject as well as guide developments of game-based therapeutic interventions.

引言:特别是在过去的两年里,由于新的冠状病毒大流行,抑郁症患者越来越多地通过玩电子游戏来寻求人际联系和缓解抑郁症状,一小部分但越来越多的研究人员一直在研究这种互动的治疗潜力。目的:本综述的目的是探索当前电子游戏作为抑郁症治疗干预工具的科学研究全景。方法:为此目的进行了系统回顾,将围绕“抑郁”、“心理健康”和“电子游戏”的12个关键词的语义字段缩小为简洁的语法(游戏或严肃游戏)、(抑郁)和(治疗),应用于健康研究的相关数据库;其次,执行基于一个指导问题的搜索和筛选方案;并基于四个精细化问题对结果进行分析。结果:26项研究符合纳入标准,并提供了一组关于人口统计学、治疗干预类型、干预中使用的电子游戏类型、地点和互动形式的定量和定性数据。结论:我们在审查中发现了一些重要的漏洞,例如缺乏针对受这种障碍影响最大的年龄组(同时也是最大的游戏消费者)的研究;和新的机会来扩大对这个主题的理解,以及指导基于游戏的治疗干预的发展。
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引用次数: 0
Effects of Motor-Cognitive Dual-Task Standing Balance Exergaming Training on Healthy Older Adults' Standing Balance and Walking Performance. 运动-认知双任务站立平衡运动游戏训练对健康老年人站立平衡和步行表现的影响
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-08-01 DOI: 10.1089/g4h.2022.0203
Azusa Uematsu, Kazushi Tsuchiya, Hideto Fukushima, Tibor Hortobágyi

Objective: This study examined the effects of motor-cognitive dual-task exergaming standing balance training on healthy older adults' static, dynamic, and walking balance. Methods: Twenty-four adults older than 70 years (control group: n = 9, males = 6, balance training group: n = 15, males = 8) completed the experiment. Dual-tasking standing balance training comprised the accurate control of a ping-pong ball on a tray held with both hands, while standing on one leg (analog training) and three modules of Wii Fit™ exergaming (digital training). The duration of balance training was ∼15 minutes per day, 2 days per week for 8 weeks, in total 16 sessions. We measured one-leg standing time, functional reach distance, walking balance evaluated by the distance walked on a narrow beam (4-cm long, 4-cm wide, and 2-cm high) with single and dual tasking, habitual and maximal walking speed, and muscle strength of the hip extensor, hip abductor, hip adductor, knee extensor, and plantarflexor muscle groups in the right leg at baseline and after 8 weeks. Results: Control group decreased, but balance training group increased one-leg standing time. Only the balance training group improved functional reach distance and hip and knee extensor strength. There was no change in walking speed and walking balance in either group. In the balance training group, changes in maximal speed correlated with changes in dual-tasking walking balance and changes in one-leg standing time correlated with changes in single-tasking walking balance. Conclusion: These results suggest that 16 sessions of motor-cognitive dual-task standing exergaming balance training substantially improved healthy older adults' static and dynamic balance and leg muscle strength but failed to improve walking speed and walking balance. Balance exercises specific to walking balance need to be included in balance training to improve walking balance.

目的:研究运动-认知双任务站立平衡训练对健康老年人静态、动态和行走平衡的影响。方法:24例70岁以上老年人(对照组9例,男性6例,平衡训练组15例,男性8例)完成实验。双任务站立平衡训练包括在单腿站立时用双手准确控制托盘上的乒乓球(模拟训练)和三个Wii Fit™运动模块(数字训练)。平衡训练的持续时间为每天~ 15分钟,每周2天,持续8周,共16次。我们测量了单腿站立时间、功能到达距离、行走平衡(通过单任务和双任务在窄梁(4厘米长、4厘米宽、2厘米高)上行走的距离来评估,习惯和最大行走速度,以及基线和8周后右腿髋伸肌、髋外展肌、髋内收肌、膝伸肌和跖屈肌群的肌肉力量。结果:对照组降低,平衡训练组单腿站立时间增加。只有平衡训练组提高了功能性伸展距离和髋膝伸肌力量。两组的行走速度和行走平衡都没有变化。在平衡训练组中,最大速度的变化与双任务行走平衡的变化相关,单腿站立时间的变化与单任务行走平衡的变化相关。结论:16次运动-认知双任务站立运动平衡训练可显著改善健康老年人的静态、动态平衡和腿部肌肉力量,但不能改善步行速度和步行平衡。需要在平衡训练中包括针对行走平衡的平衡练习,以改善行走平衡。
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引用次数: 1
The Effect of Virtual Reality on Pain Experienced by School-Age Children During Venipuncture: A Randomized Controlled Study. 虚拟现实对学龄儿童静脉穿刺疼痛的影响:一项随机对照研究。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-08-01 DOI: 10.1089/g4h.2022.0232
Eda Orhan, Duygu Gozen

Objective: The use of virtual reality (VR) as a non-pharmacologic method may enable children to tolerate invasive procedures in a hospital setting easily and feel less pain. This study aimed at determining the effect of using a VR headset during venipuncture on pain level, heart rate (HR), and oxygen saturation values in children aged 7-12 years old. Materials and Methods: This was a randomized controlled experimental study. This study included 102 children (experimental group: 52; control group: 50) who visited a pediatric outpatient clinic of a university hospital in Turkey between May 2018 and May 2019. Data were collected using the Child and Family Information Form, State Anxiety Inventory for Children, Faces Pain Scale-Revised (FPS-R). Before venipuncture, state anxiety and pain scores of the children were evaluated. The children in the experimental group wore VR headsets during venipuncture. The children in the control group underwent standard venipuncture procedure. Pain scores were evaluated again in both groups after the venipuncture. Before, during, and after the venipuncture, pulse and oxygen saturation values were measured. Results: It was determined that post-procedure pain score was 1.46 ± 1.49 in the experimental group and 4.44 ± 2.26 in the control group. Post-venipuncture pain mean scores were significantly lower in the experimental group than those of the children in the control group (Z = -6.574; P = 0.001). Secondary outcomes: The mean HR during the procedure was significantly lower in the experimental group (99.27 ± 18.34/min) than in the control group (108.20 ± 21.42/min) (P = 0.026; t = -2.265). There was no statistically significant difference between the before and after the procedure difference of oxygen saturation values (Experimental group: -0.15 ± 1.54; Control Group: 0.04 ± 0.93) between groups (Z = -0.023; P = 0.982). Conclusion: It was determined that post-venipuncture pain mean scores were significantly lower in the experimental group than in the control group. VR is effective to reduce the pain of children during venipuncture. VR headsets may be recognized as effective instruments to reduce the pain level of children in hospital settings. (Clinicaltrials.gov: NCT04950478).

目的:使用虚拟现实(VR)作为一种非药物方法可以使儿童在医院环境中更容易地忍受侵入性手术,并减少疼痛。本研究旨在确定7-12岁儿童在静脉穿刺时使用VR耳机对疼痛水平、心率(HR)和氧饱和度值的影响。材料与方法:本研究为随机对照实验研究。本研究纳入102例儿童(实验组52例;对照组:50人,于2018年5月至2019年5月期间在土耳其一所大学医院的儿科门诊就诊。数据采用儿童和家庭信息表、儿童状态焦虑量表、面部疼痛量表-修订版(FPS-R)收集。静脉穿刺前对患儿进行状态焦虑和疼痛评分。实验组儿童在静脉穿刺时佩戴VR头显。对照组患儿采用标准静脉穿刺治疗。静脉穿刺后再次对两组患者进行疼痛评分。静脉穿刺前、中、后分别测量脉搏和血氧饱和度。结果:实验组术后疼痛评分为1.46±1.49,对照组术后疼痛评分为4.44±2.26。实验组患儿静脉穿刺后疼痛平均评分显著低于对照组(Z = -6.574;p = 0.001)。次要结局:实验组手术过程中平均心率(99.27±18.34/min)显著低于对照组(108.20±21.42/min) (P = 0.026;t = -2.265)。手术前后血氧饱和度值差异无统计学意义(实验组:-0.15±1.54;对照组组间:0.04±0.93)(Z = -0.023;p = 0.982)。结论:实验组静脉穿刺后疼痛平均评分明显低于对照组。VR可有效减轻儿童静脉穿刺时的疼痛。虚拟现实头戴式设备可能被认为是降低医院儿童疼痛程度的有效工具。(Clinicaltrials.gov: NCT04950478)。
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引用次数: 0
Comparison of the Effects of an Exergame-Based Program with Conventional Physiotherapy Protocol Based on Core Areas of the European Guideline on Postural Control, Functional Mobility, and Quality of Life in Patients with Parkinson's Disease: Randomized Clinical Trial. 基于帕金森病患者体位控制、功能活动和生活质量欧洲指南核心区域的基于exergames的方案与传统物理治疗方案的效果比较:随机临床试验
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-06-01 DOI: 10.1089/g4h.2022.0039
Keyte Guedes Da Silva, Rosemeyre Alcarde Nuvolini, Jéssica Maria Ribeiro Bacha, Tatiana Beline De Freitas, Flávia Doná, Camila Torriani-Pasin, José Eduardo Pompeu

Introduction: Impairment of postural control and functional mobility are debilitating symptoms of Parkinson's disease (PD). In addition to limiting performance in activities of daily living, it is associated with a higher prevalence of falls in this population. Particularly, dysfunction in postural control does not respond to dopaminergic replacement therapy, but physiotherapy can improve this outcome in patients with PD. Objective: The aim of this study was to analyze the effects of training based on Kinect Adventures games compared with a conventional physiotherapy protocol based on the core areas of the European physiotherapy guideline in patients with PD on postural control, functional mobility, self-perception of confidence in the balance, quality of life (QoL), lower limb muscle strength, transfer skill and motor function, as well as to observe adherence and safety interventions. Methods: Thirty-eight patients diagnosed with idiopathic PD were randomized into two groups, and performed 14 training sessions, twice a week for 60 minutes. The primary outcome assessed postural control using the Mini-Balance Evaluation Systems Test (Mini-BESTest). The following were evaluated as secondary outcomes: limit of stability; balance functional reserve and center of pressure area by computerized posturography; functional mobility by the Timed Up and Go test; self-confidence in balance through the Activities-specific Balance Confidence scale; QoL through the Parkinson's Disease Questionnaire; lower limb muscle strength by the Five Times Sit-To-Stand test; and motor function by the Unified Parkinson's Disease Rating Scale. Results: Patients completed training sessions with high rates of safety and adherence. After training, there was a significant improvement in postural control, motor function, and QoL. Conclusion: Both interventions proved to be safe, applicable, and effective to improve postural control, QoL, and motor function in patients with PD. However, there was no difference between the effects of Kinect Adventures games and conventional physiotherapeutic protocol in patients with PD. Brazilian Registry of Clinical Trials (RBR-27kqv5).

姿势控制和功能活动障碍是帕金森病(PD)的衰弱症状。除了限制日常生活活动的表现外,它还与这一人群中较高的跌倒发生率有关。特别是,姿势控制功能障碍对多巴胺能替代疗法没有反应,但物理疗法可以改善PD患者的这一结果。目的:本研究旨在分析基于Kinect Adventures游戏的训练与基于欧洲物理治疗指南核心领域的常规物理治疗方案在PD患者姿势控制、功能活动、平衡自信自我感知、生活质量(QoL)、下肢肌肉力量、转移技能和运动功能方面的效果,并观察依从性和安全性干预措施。方法:38例诊断为特发性PD的患者随机分为两组,进行14次训练,每周2次,每次60分钟。主要结果通过Mini-Balance评估系统测试(mini - best)来评估姿势控制。评估以下作为次要结局:稳定性极限;计算机体位法平衡功能储备和压力中心;计时起走测试的功能移动性;通过特定活动平衡信心量表对平衡的自信;帕金森病问卷调查的生活质量;下肢肌肉力量通过五次坐立测试;和运动功能通过统一帕金森病评定量表。结果:患者以较高的安全性和依从性完成了培训课程。训练后,姿势控制、运动功能和生活质量均有显著改善。结论:两种干预措施对改善PD患者的姿势控制、生活质量和运动功能是安全、适用和有效的。然而,在PD患者中,Kinect冒险游戏和传统物理治疗方案的效果没有区别。巴西临床试验登记处(RBR-27kqv5)。
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引用次数: 4
Effectiveness of Active Exergames for Improving Cognitive Function in Patients with Neurological Disabilities: A Systematic Review and Meta-Analysis. 积极运动对改善神经功能障碍患者认知功能的有效性:系统回顾和荟萃分析。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-06-01 DOI: 10.1089/g4h.2022.0134
Kunbin Li, Yan Wang, Zhiyuan Wu, Xianli Yao, Yindi Fan

Active exergaming for improving cognitive function is a relatively novel concept as it has certain unique features that could prove advantageous in improving patient outcomes, particularly in patients with neurological disabilities. Hence, we have conducted this review to obtain a comprehensive estimate of effectiveness of active exergames for improving cognitive functioning in patients with neurological disabilities. Literature search was done in PubMed Central, SCOPUS, MEDLINE, and Cochrane Library, ScienceDirect, and Google Scholar until February 2022. We carried out a meta-analysis with a random-effects model and reported pooled standardized mean differences (SMDs) with 95% confidence intervals (CIs). In total, we analyzed 21 studies and half of them had a high risk of bias and were conducted in Korea and the United States. The pooled SMD for global cognition was 0.46 (95% CI: -0.01 to 0.94; I2 = 81.2%), pooled SMD for attention function was 0.49 (95% CI: -0.12 to 0.10; I2 = 81%), pooled SMD for perception function was 0.31 (95% CI: -0.02 to 0.65; I2 = 0%), and pooled SMD for executive function was -0.26 (95% CI: -0.86 to 0.33; I2 = 86.7%). Active exergames can have a beneficial effect on most cognitive outcomes, although not statistically significant for managing patients with neurological disabilities.

积极练习改善认知功能是一个相对较新的概念,因为它具有某些独特的特征,可以证明有利于改善患者的预后,特别是对神经系统残疾的患者。因此,我们进行了这项综述,以全面评估积极运动对改善神经功能障碍患者认知功能的有效性。文献检索在PubMed Central、SCOPUS、MEDLINE、Cochrane Library、ScienceDirect和Google Scholar中完成,直到2022年2月。我们使用随机效应模型进行了荟萃分析,并报告了95%置信区间(ci)的合并标准化平均差异(SMDs)。我们总共分析了21项研究,其中一半具有高偏倚风险,并且在韩国和美国进行。总体认知的综合SMD为0.46 (95% CI: -0.01 ~ 0.94;I2 = 81.2%),注意功能的综合SMD为0.49 (95% CI: -0.12至0.10;I2 = 81%),感知功能的综合SMD为0.31 (95% CI: -0.02 ~ 0.65;I2 = 0%),执行功能的综合SMD为-0.26 (95% CI: -0.86至0.33;i2 = 86.7%)。积极运动可以对大多数认知结果产生有益的影响,尽管在管理神经障碍患者方面没有统计学意义。
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引用次数: 1
BOXVR Versus Guided YouTube Boxing for Stress, Anxiety, and Cognitive Performance in Adolescents: A Pilot Randomized Controlled Trial. BOXVR与引导式YouTube拳击对青少年压力、焦虑和认知能力的影响:随机对照试验》。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-06-01 Epub Date: 2023-02-06 DOI: 10.1089/g4h.2022.0202
Rose Cioffi, Anat V Lubetzky

Background: Adolescents frequently experience high levels of anxiety and stress, which can impede quality of life and academic performance. Boxing as a form of exercise has been shown to have mental health benefits in adults. Methods: This study investigated the impact of boxing exercise with a virtual reality (VR) game vs. with a guided video on anxiety, stress, and executive function in adolescents. Participants were randomly assigned to 1 of 3 cohorts: Oculus Rift BOXVR game (n = 14), boxing with a guided workout video (n = 14), or a non-intervention control (n = 14). The BOXVR and guided video groups participated in 10-minute exercise sessions, 5 times a week for 3 weeks. Results: The groups were comparable at baseline on all outcomes. Only BOXVR participants exhibited a significant (p < 0.001) reduction in stress and significant improvements on the Trail Making Test (TMT) B at weekly checkpoints and follow up. All cohorts showed improvements in executive function on the TMT A. At the end of the study, the BOXVR group reported significantly lower stress levels than the guided video group, and significantly better TMT A & B scores than the control group. Only the control group showed a significant reduction in anxiety but the groups were not significantly different in anxiety at the end of the study. The BOXVR group reported significantly greater enjoyment after each exercise session than the guided video group. Conclusion: BOXVR was shown to be effective in reducing adolescent stress and improving executive function over a three-week period. While larger studies with real-life functional outcomes are necessary, boxing with an immersive VR game represents a potential non-pharmaceutical mode to reduce stress in adolescents that is easy to implement in school settings.

背景:青少年经常会感到高度焦虑和压力,这会影响他们的生活质量和学习成绩。拳击作为一种运动形式,已被证明对成年人的心理健康有益。研究方法本研究调查了使用虚拟现实(VR)游戏与使用指导视频进行拳击运动对青少年焦虑、压力和执行功能的影响。参与者被随机分配到 3 组中的 1 组:Oculus Rift BOXVR 游戏(14 人)、有指导的拳击锻炼视频(14 人)或非干预对照组(14 人)。BOXVR 组和有指导的视频组参加 10 分钟的锻炼课程,每周 5 次,持续 3 周。结果两组在所有结果的基线上都具有可比性。只有 BOXVR 参与者的压力水平明显低于视频指导组,TMT A 和 B 评分也明显优于对照组。只有对照组的焦虑程度明显降低,但在研究结束时,两组的焦虑程度并无明显差异。与视频指导组相比,BOXVR 组在每次锻炼后都会有明显的愉悦感。结论在为期三周的研究中,BOXVR 被证明能有效减轻青少年的压力并改善其执行功能。虽然有必要对现实生活中的功能结果进行更大规模的研究,但使用沉浸式 VR 游戏进行拳击运动是一种潜在的非药物减轻青少年压力的模式,而且易于在学校环境中实施。
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引用次数: 0
The User Experience of an Immersive and Interactive Wall Exergame in Older Adults. 老年人沉浸式互动式墙体游戏的用户体验
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-06-01 DOI: 10.1089/g4h.2022.0075
Néva Béraud-Peigné, Pauline Maillot, Alexandra Perrot

Exergames are promising options for modulating the effects of aging on physical and cognitive functions. A new-generation immersive and interactive wall exergame (I2WE) has emerged in recent years, offering users freedom of movement as well as greater and varied interactions with other players, the environment, and the system than traditional games (e.g., Wii™, Kinect). These features could improve the user experience (UX) and thus the engagement and benefits of the intervention for older people. The purpose of this study was to determine whether this kind of exergame could be an effective tool for multidomain training for the elderly. An exploratory study was conducted with 38 healthy older adults who tested a single exergame session to evaluate the UX and the perceived enjoyment, as well as the session's workload and intensity. The results show that I2WE generates moderate-to-high physical intensity, following recommendations for older people, while the perceived exertion is lower. Moreover, it creates a positive UX that correlates with high perceived enjoyment while producing a suitable session's workload. I2WE appears to be an effective tool to promote physical activity while concurrently stimulating cognition in older adults. The intrinsic characteristics (i.e., immersion, combined physical and cognitive activity, interactions, complex motor skills, playfulness, and variety of collective games) give this new type of exergame a promising future. Future studies should be conducted to investigate the effects of an I2WE program on the physical and cognitive functions of older adults.

运动游戏是调节衰老对身体和认知功能影响的有希望的选择。近年来出现了一种新一代沉浸式和互动式墙壁游戏(I2WE),与传统游戏(如Wii™、Kinect)相比,它为用户提供了行动自由,以及与其他玩家、环境和系统进行更大、更多样化的互动。这些功能可以改善用户体验(UX),从而提高老年人的参与度和干预的好处。本研究的目的是为了确定这种练习游戏是否可以作为一种有效的工具用于老年人的多领域训练。一项探索性研究对38名健康的老年人进行了测试,他们测试了一个单一的游戏会话,以评估用户体验和感知乐趣,以及会话的工作量和强度。结果显示,I2WE产生了中等到高强度的身体强度,符合老年人的建议,但感觉上的劳累程度较低。此外,它创造了一种积极的用户体验,与高感知乐趣相关,同时产生适当的会话工作量。I2WE似乎是促进老年人身体活动同时刺激认知的有效工具。其内在特征(即沉浸感,结合身体和认知活动,互动性,复杂的运动技能,可玩性和各种集体游戏)赋予了这种新型游戏一个充满希望的未来。未来的研究应该进行调查I2WE计划对老年人身体和认知功能的影响。
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引用次数: 1
Effect of Exergame Intervention on Balance Ability of Adolescents: A Randomized Controlled Trial. 游戏干预对青少年平衡能力的影响:一项随机对照试验。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-06-01 DOI: 10.1089/g4h.2022.0182
Chenqi Zhang, Ting Han, Xinyang Tan, Cong Yu, Shuo Li, Hongtao Zheng, Dian Zhu, Yahui Zhang, Tianjia Shen

Objective: Balance is a strong indicator of physical development of adolescents, and there is a trend of employing exergame for balance training. However, the effectiveness of exergame specifically designed for balance training on adolescents' balance abilities in various postures remains unclear. Materials and Methods: In this study, an exergame for balance training was developed with Kinect and a randomized controlled trial was conducted to assess its effect on balance ability development. Thirty-two healthy adolescents (age: 11.44 ± 0.51) were recruited to participate in an 8-week trial and randomly allocated to an exergame group (N = 16) or control group (N = 16). Results: The static balance test in the eagle stance posture and the dynamic balance test using the Y-Balance Test were both conducted before and after the intervention. From the results of Mann-Whitney U test, the intervention group presented greater improvement during the eagle stance test with eyes closed than the control group with P = 0.009 and P = 0.03 in left and right leg, respectively. The intervention group also showed a more significant improvement in dynamic balance (P = 0.002), which was reflected by the higher increase of composite scores. Furthermore, the balance ability when standing with nondominant leg or eyes closed, both presented higher improvements than standing with dominant leg or eyes opened, respectively. Moreover, 75% participants reported high interest and 87.5% participants expressed high engagement with exergame (score ≥4) using 5-score scale questionnaire. Conclusion: The proposed exergame for balance training could potentially promote balance training and serve as an educational tool for healthy adolescents to enhance their balance abilities.

目的:平衡能力是青少年身体发育的重要指标,运用运动游戏进行平衡训练有一定的发展趋势。然而,专门为平衡训练设计的运动游戏对青少年各种姿势平衡能力的影响尚不清楚。材料与方法:本研究利用Kinect开发了一款平衡训练游戏,并进行了随机对照试验,以评估其对平衡能力发展的影响。招募32名健康青少年(年龄:11.44±0.51)参加为期8周的试验,随机分为游戏组(N = 16)和对照组(N = 16)。结果:干预前后分别进行鹰姿静平衡测试和Y-Balance试验动平衡测试。从Mann-Whitney U检验结果来看,干预组在闭眼鹰姿测试中比对照组有更大的改善,左腿P = 0.009,右腿P = 0.03。干预组在动态平衡方面也有更显著的改善(P = 0.002),表现为综合评分的提高更高。此外,非优势腿站立和闭上眼睛站立时的平衡能力都比优势腿站立和睁开眼睛站立时的平衡能力有更高的提高。此外,采用5分制问卷,75%的参与者对游戏表现出较高的兴趣,87.5%的参与者对游戏表现出较高的参与度(得分≥4分)。结论:所设计的平衡训练游戏可以促进平衡训练,并可作为健康青少年提高平衡能力的教育工具。
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引用次数: 1
The Use of Serious Gaming to Improve Sensorimotor Function and Motivation in People with Cerebral Palsy: A Systematic Review. 使用严肃游戏改善脑瘫患者的感官运动功能和动机:系统回顾
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-06-01 Epub Date: 2022-09-26 DOI: 10.1089/g4h.2022.0112
Kayley Crebbin, Tiffany Grisbrook, Catherine Elliott, Ashleigh Thornton

The aim of this systematic review was to review the evidence for serious gaming interventions in improving sensorimotor function in children and adults with cerebral palsy (CP). Seven databases were searched with terms related to serious gaming and CP. Articles were evaluated according to the Downs and Black rating scale and important principles of serious gaming defined by Whyte et al. Extracted data included the population, intervention, serious gaming elements, outcomes, and authors' conclusions. Fifty-seven articles were identified for inclusion. Participants' ages ranged from 3 to 57 years. Interventions tested included commercial videogames as well as specially designed games. Most interventions had themed content, short-term goals, rewards, feedback, and multiple games. Outcome measures and study designs were inconsistent between studies. Sensorimotor function results of noncomparative studies were positive or neutral overall, but results of comparative studies were more mixed. We concluded that serious gaming interventions may be a useful adjunct to treatment as they are noninvasive, were not associated with deterioration in most cases, and may improve compliance. More comparative studies need to be completed to assess compliance and treatment outcomes. Future games should also aim to adhere more closely to the principles of serious gaming.

本系统性综述旨在对严肃游戏干预改善脑瘫(CP)儿童和成人感知运动功能的证据进行综述。我们在七个数据库中搜索了与严肃游戏和脑瘫相关的术语。根据Downs和Black的评分标准以及Whyte等人定义的严肃游戏的重要原则对文章进行了评估,提取的数据包括人群、干预措施、严肃游戏要素、结果以及作者的结论。共有 57 篇文章被纳入研究范围。参与者的年龄从 3 岁到 57 岁不等。测试的干预措施包括商业电子游戏和专门设计的游戏。大多数干预措施都有主题内容、短期目标、奖励、反馈和多个游戏。不同研究的结果测量和研究设计并不一致。非比较性研究的感官运动功能结果总体上是积极或中性的,但比较性研究的结果则喜忧参半。我们得出的结论是,严肃游戏干预可能是一种有用的辅助治疗方法,因为它们是非侵入性的,在大多数情况下与病情恶化无关,并且可以提高依从性。需要完成更多的比较研究,以评估依从性和治疗效果。未来的游戏还应该更加遵循严肃游戏的原则。
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引用次数: 0
Costs of an Off-the-Shelf Exergame Intervention in Patients with Heart Failure. 一种现成的Exergame干预心力衰竭患者的成本。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-06-01 DOI: 10.1089/g4h.2022.0013
Leonie Klompstra, Ghassan Mourad, Tiny Jaarsma, Anna Strömberg, Jenny Alwin

Objectives: Exergaming is promising for patients with heart failure who are less inclined to start or maintain exercise programs involving traditional modes of physical activity. Although no effect on exercise capacity was found for an off-the-shelf exergame, it is important to gain insights into aspects related to costs to develop such interventions further. Materials and Methods: In a randomized controlled trial, the Heart Failure Wii study (HF-Wii study), the intervention group (exergame group) received an introduction to the exergame, the exergame was installed at home and help was offered when needed for 3 months. Patients received telephone follow-ups at 2, 4, 8, and 12 weeks after the installation. The control group (motivational support group) received activity advice and telephone follow-ups at 2, 4, 8, and 12 weeks. We collected data on hospital use and costs, costs of the exergame intervention, patient time-related costs, and willingness to pay. Results: No significant differences were found between the exergame group (n = 300) versus the motivational support group (n = 305) in hospital use or costs (1-year number of hospitalizations: P = 0.60, costs: P = 0.73). The cost of the intervention was 190 Euros, and the patient time-related costs were 98 Euros. Of the total estimated costs for the intervention, 287 Euros, patients were willing to pay, on average, 58%. Conclusion: This study shows that the costs of an intervention using an off-the-shelve exergame are relatively low and that the patients were willing to pay for more than half of the intervention costs. The trial is registered in ClinicalTrials.gov (NCT01785121).

目的:Exergaming对于那些不太倾向于开始或维持包括传统体育活动模式的锻炼计划的心力衰竭患者是有希望的。虽然没有发现现成的运动游戏对运动能力的影响,但重要的是要深入了解与进一步开发此类干预措施相关的成本方面。材料与方法:在一项随机对照试验中,心力衰竭Wii研究(HF-Wii研究),干预组(exergame组)接受exergame的介绍,在家中安装exergame,并在需要时提供帮助,为期3个月。患者在安装后2周、4周、8周和12周接受电话随访。对照组(激励支持组)在第2周、第4周、第8周和第12周接受活动建议和电话随访。我们收集了有关医院使用和费用、额外干预费用、患者时间相关费用和支付意愿的数据。结果:游戏组(n = 300)与动机支持组(n = 305)在住院次数或费用(1年住院次数:P = 0.60,费用:P = 0.73)方面无显著差异。干预费用为190欧元,患者时间相关费用为98欧元。在干预的总估计费用(287欧元)中,患者愿意支付的平均比例为58%。结论:本研究表明,使用现成的exergame进行干预的成本相对较低,患者愿意支付一半以上的干预费用。该试验已在ClinicalTrials.gov注册(NCT01785121)。
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引用次数: 2
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