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Effects of Cooperative, Competitive, and Solitary Exergames on Cognition and Anxiety Levels in Children with Developmental Disabilities. 合作、竞争和单独锻炼对发育障碍儿童认知和焦虑水平的影响。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-10-01 Epub Date: 2023-06-06 DOI: 10.1089/g4h.2023.0050
Daekook M Nekar, Hye-Yun Kang, Jae-Won Lee, Sung-Yeon Oh, Jae-Ho Yu
Objective: Exergames are playing an important role in person-centered therapy, health care services, and in the rehabilitation field. This study aimed to compare the effects of cooperative, competitive, and solitary exergames on cognition and anxiety levels in children with developmental disabilities (DD). Materials and Methods: This study was a randomized controlled trial pretest-posttest including 36 children with DD who were allocated to the cooperative exergame group (CGG), competitive exergame group (CmGG), and solitary exergame group (SGG). The exergame program was performed two times a week for 8 weeks and the outcome measurements were conducted before and after the program. A paired sample t-test and one-way analysis of variance (ANOVA) were used to analyze the changes within and between the groups. Results: The result indicated a significant improvement in memory, attention, and visual perception in all groups; the CGG and CmGG showed a high increase in attention compared with the SGG. However, only the CGG presented a significant improvement in the language subscale. In terms of anxiety, only the CGG presented substantial improvements in all anxiety subscales. The CmGG showed improvement in social phobia and the SGG in physical injury fears, social phobia, and general anxiety fears. Conclusion: The findings suggest that cooperative and competitive exergames may be used to effectively improve cognitive functions; cooperative exergames can be applied as the most effective method to reduce anxiety compared with the other game types for children with DD.
目的:运动游戏在以人为中心的治疗、医疗保健服务和康复领域发挥着重要作用。本研究旨在比较合作、竞争和单独锻炼对发育障碍儿童认知和焦虑水平的影响。材料和方法:本研究是一项随机对照试验,包括36名DD儿童,他们被分为合作锻炼组(CGG)、竞争锻炼组(CmGG)和单独锻炼组(SGG)。运动游戏程序每周进行两次,持续8周,并在程序前后进行结果测量。使用配对样本t检验和单因素方差分析(ANOVA)来分析组内和组间的变化。结果:结果表明,所有组的记忆力、注意力和视觉感知都有显著改善;与SGG相比,CGG和CmGG显示出高的注意力增加。然而,只有CGG在语言分量表上有显著改善。在焦虑方面,只有CGG在所有焦虑分量表中都有显著改善。CmGG在社交恐惧症方面有所改善,SGG在身体伤害恐惧、社交恐惧和一般焦虑恐惧方面有所改善。结论:研究结果表明,合作性和竞争性运动可以有效地改善认知功能;与其他游戏类型相比,合作练习游戏可以作为减轻DD儿童焦虑的最有效方法。
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引用次数: 0
Biofeedback-Based Videogames: Fostering Emotion Regulation at a Diverse Community Summer Camp. 基于生物反馈的电子游戏:在多样化的社区夏令营中培养情绪调节。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-10-01 Epub Date: 2023-05-18 DOI: 10.1089/g4h.2023.0013
Morgan Mannweiler, Hope Schuermann, Alyssa Peechatka, Jason Kahn

Implementing nonstigmatized mental health interventions and tools within community programs serving diverse populations may reduce inequities in access to mental health care and preventative emotional learning. One potentially impactful tool is Mightier, a heart rate biofeedback-based videogame that aims to foster emotion regulation skills and practice through game play. In a randomized controlled trial, the present study evaluated the efficacy of Mightier when utilized in a community setting. Seventy-two children (ages 7-12) from a low-cost community summer camp were randomly assigned to play Mightier for 6 weeks or continue camp activities as usual. All campers participated in biweekly social and emotional learning groups. Participants exhibited significantly greater levels of adaptive emotion regulation and lower levels of emotional dysregulation, internalizing symptoms, and externalizing behaviors after the intervention. Caregivers of participants in the intervention group also reported significantly less parenting-related stress after the intervention. When incorporated into community programs, biofeedback-based videogames can foster emotional intelligence competencies in children without access to traditional mental health services.

在为不同人群服务的社区项目中实施无偏见的心理健康干预措施和工具,可以减少在获得心理健康护理和预防性情绪学习方面的不平等。一个潜在的有影响力的工具是Mightier,这是一款基于心率生物反馈的视频游戏,旨在通过游戏培养情绪调节技能和练习。在一项随机对照试验中,本研究评估了Mightier在社区环境中使用的疗效。来自一个低成本社区夏令营的72名儿童(7-12岁)被随机分配玩Mightier游戏6周或像往常一样继续夏令营活动。所有露营者都参加了每两周一次的社交和情感学习小组。干预后,参与者表现出更高水平的适应性情绪调节,而情绪失调、内化症状和外化行为的水平更低。干预组参与者的护理人员也报告说,干预后与育儿相关的压力显著减少。当被纳入社区项目时,基于生物反馈的视频游戏可以培养无法获得传统心理健康服务的儿童的情商能力。
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引用次数: 0
Cognitive Behavioral Immersion for Substance Use Disorders: A Feasibility and Pilot Study of a Peer-Based Coaching Program in the Metaverse. 物质使用障碍的认知行为沉浸:元宇宙中基于同伴的辅导计划的可行性和试点研究。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-10-01 Epub Date: 2023-06-09 DOI: 10.1089/g4h.2022.0214
Noah Robinson, Anjali Mahapatra, Brianna Jean-Baptiste, Austin Mallard, Aaron Yang, Steven D Hollon, Iony D Ezawa

Introduction: Cognitive Behavioral Immersion (CBI) is a novel cognitive-behavioral skills program delivered by lay coaches in the metaverse through immersive virtual reality technology. Objectives: The objective for this study was to run a feasibility and pilot study of CBI for individuals in recovery from a substance use disorder. Methods: Data from 48 participants were used and program usage was assessed. Participants were asked to complete questionnaires assessing affect, perceived online social support, and group therapy alliance throughout their participation in the program. Structured qualitative interviews were also conducted with a subset of participants (n = 11) to understand the feasibility of the novel program. Results: Participants experienced a significant increase in their positive affect and non-significant decrease in their negative affect during their most recently attended session. Participants also experienced a nonsignificant increase in online social support across their participation in the program. Structured qualitative interviews revealed eight primary themes, including both advantages (community, psychoeducational impact, immersion, comparability with other interventions, coping in the pandemic, and anonymity) and areas of improvement (challenges and technological usability) of the program. Conclusion: This study provides preliminary support for the feasibility and potential effects of CBI and its incorporation of lay coaches to lead cognitive-behavioral skills groups in the metaverse. Future research is encouraged to examine the feasibility and efficacy of this program for a broader array of clinical presentations.

简介:认知行为沉浸(CBI)是一项新颖的认知行为技能课程,由元宇宙中的非专业教练通过沉浸式虚拟现实技术提供。目的:本研究的目的是对从物质使用障碍中恢复的个体进行CBI的可行性和试点研究。方法:使用48名参与者的数据,并对程序使用情况进行评估。参与者被要求完成问卷调查,评估他们在参与该项目期间的情感、感知的在线社会支持和团体治疗联盟。还对一部分参与者(n=11)进行了结构化的定性访谈,以了解新计划的可行性。结果:在最近参加的课程中,参与者的积极情绪显著增加,消极情绪不显著减少。参与者在参与该项目期间,在线社会支持也没有显著增加。结构化的定性访谈揭示了八个主要主题,包括该计划的优势(社区、心理教育影响、沉浸感、与其他干预措施的可比性、应对疫情和匿名性)和改进领域(挑战和技术可用性)。结论:本研究为CBI及其引入非专业教练在元宇宙中领导认知行为技能小组的可行性和潜在效果提供了初步支持。鼓励未来的研究对该计划的可行性和有效性进行更广泛的临床演示。
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引用次数: 1
Iterative Design, Feasibility, and Preliminary Efficacy Testing for the Development of a Cooperative Card Game Intervention to Reduce Loneliness and Foster Social Connection. 开发合作纸牌游戏干预以减少孤独感和培养社会联系的迭代设计、可行性和初步功效测试。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-10-01 Epub Date: 2023-06-06 DOI: 10.1089/g4h.2022.0245
Karina Van Bogart, Jillian A Johnson, Sibel Nayman, Jeremy Nobel, Joshua M Smyth

Objective: To present the design, development, and pilot testing of Connections, an empirically derived cooperative card game intervention to reduce loneliness and enhance connection. Materials and Methods: Theory and empirical evidence from domains such as self-disclosure, interpersonal closeness, and serious games informed the design of this game. Iterative design was used to develop the intervention, followed by feasibility and preliminary efficacy pilot testing. Results: Pilot testing showed that participants felt confident playing the game and found Connections to be enjoyable, interesting, and helpful in building connections with others, and would recommend the game to others. Preliminary evaluation found statistically significant benefits across multiple domains after playing the game. Participants reported decreases in loneliness, depressed mood, and anxiousness (ps < 0.02). Additionally, participants reported increases in looking forward to forming new connections with others in the future, the degree to which they felt like opening up and talking to others, and the amount they felt like they had in common with others (ps < 0.05). Conclusion: Pilot testing of Connections demonstrated feasibility and preliminary impact among a community sample. Future development plans include minor revisions to the game instructions followed by more rigorous testing of the feasibility, usability, and efficacy of Connections among various settings and populations, with large samples and controlled trials.

目的:介绍Connections的设计、开发和试点测试,这是一种基于经验的合作纸牌游戏干预措施,旨在减少孤独感,增强联系。材料和方法:来自自我揭露、人际亲密度和严肃游戏等领域的理论和经验证据为本游戏的设计提供了依据。迭代设计用于制定干预措施,随后进行可行性和初步疗效中试测试。结果:初步测试表明,参与者对玩游戏充满信心,并发现“连接”是令人愉快、有趣的,有助于与他人建立联系,并会向他人推荐游戏。初步评估发现,在玩游戏后,多个领域的收益具有统计学意义。参与者报告孤独感、抑郁情绪和焦虑感下降(ps ps 结论:Connections的试点测试在社区样本中证明了可行性和初步影响。未来的开发计划包括对游戏说明进行小的修改,然后在各种环境和人群中对连接的可行性、可用性和有效性进行更严格的测试,并进行大样本和对照试验。
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引用次数: 0
Effects of Exergames and Conventional Physical Therapy on Functional Physical Performance in Older Adults: A Randomized Controlled Trial. 锻炼和常规物理治疗对老年人功能性身体表现的影响:一项随机对照试验。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-10-01 Epub Date: 2023-08-16 DOI: 10.1089/g4h.2022.0194
Francisco Guede-Rojas, María José Medel-Gutiérrez, Macarena Cárcamo-Vargas, Adolfo Soto-Martínez, Luis Javier Chirosa Ríos, Rodrigo Ramirez-Campillo, Cristian Álvarez, Daniel Jerez-Mayorga

Objective: To evaluate the effects of exergames added to a conventional physical therapy (CPT) program on functional fitness and dynamometric muscle performance for the sit-to-stand (STS) maneuver in older adults and to compare their results concerning a CPT-only intervention. Materials and Methods: Fifty independent older adults were randomly assigned to CPT and exergames (CPT+ExG group; n = 25; age = 71.8 ± 6.8 years) or CPT alone (CPT group; n = 25; age = 71.3 ± 7.4 years). CPT was performed twice a week (60 min/session) for 8 weeks. The CPT+ExG group added exergames for 30 minutes in each session. The Senior Fitness Test was applied, considering the 30-second chair stand test as the primary outcome. Additionally, dynamometric muscle performance during the STS maneuver was assessed. Results: The CPT+ExG group improved the 30-second chair stand (lower body strength), back scratch (upper body flexibility), and 8-foot up-and-go (agility/dynamic balance) tests (all P < 0.05). Both groups improved the kinetic dynamometric variables peak force, peak power, and total work (all P < 0.05). Also, both groups improved the 30-second arm curl test (upper body strength) (P < 0.05), although the increase was higher in the CPT+ExG group compared with the CPT group (time × group; P < 0.05). Conclusion: Adding exergames to a CPT program only significantly increases upper limb strength compared with CPT alone. The findings of this study have implications for the design of future exergame interventions focused on improving STS maneuver performance in older adults.

目的:评估在传统物理治疗(CPT)计划中增加运动游戏对老年人坐-站(STS)动作的功能适应性和肌肉力量测量性能的影响,并比较仅使用CPT干预的结果。材料和方法:50名独立的老年人被随机分配到CPT和运动会(CPT+ExG组 = 25;年龄 = 71.8 ± 6.8年)或单独使用CPT(CPT组;n = 25;年龄 = 71.3 ± 7.4年)。CPT每周进行两次(60 分钟/次),持续8周。CPT+ExG组在每次训练中增加了30分钟的练习赛。采用了老年人体质测试,将30秒的椅子站立测试视为主要结果。此外,还评估了STS操作过程中的测力肌肉表现。结果:CPT+ExG组改善了30秒椅子站立(下半身力量)、背部抓挠(上半身灵活性)和8英尺上下(灵活性/动态平衡)测试(均P P P P 结论:与单独使用CPT相比,在CPT项目中增加运动会只会显著增加上肢力量。这项研究的结果对未来旨在改善老年人STS动作表现的运动干预措施的设计具有启示意义。
{"title":"Effects of Exergames and Conventional Physical Therapy on Functional Physical Performance in Older Adults: A Randomized Controlled Trial.","authors":"Francisco Guede-Rojas,&nbsp;María José Medel-Gutiérrez,&nbsp;Macarena Cárcamo-Vargas,&nbsp;Adolfo Soto-Martínez,&nbsp;Luis Javier Chirosa Ríos,&nbsp;Rodrigo Ramirez-Campillo,&nbsp;Cristian Álvarez,&nbsp;Daniel Jerez-Mayorga","doi":"10.1089/g4h.2022.0194","DOIUrl":"10.1089/g4h.2022.0194","url":null,"abstract":"<p><p><b><i>Objective:</i></b> To evaluate the effects of exergames added to a conventional physical therapy (CPT) program on functional fitness and dynamometric muscle performance for the sit-to-stand (STS) maneuver in older adults and to compare their results concerning a CPT-only intervention. <b><i>Materials and Methods:</i></b> Fifty independent older adults were randomly assigned to CPT and exergames (CPT+ExG group; <i>n</i> = 25; age = 71.8 ± 6.8 years) or CPT alone (CPT group; <i>n</i> = 25; age = 71.3 ± 7.4 years). CPT was performed twice a week (60 min/session) for 8 weeks. The CPT+ExG group added exergames for 30 minutes in each session. The Senior Fitness Test was applied, considering the 30-second chair stand test as the primary outcome. Additionally, dynamometric muscle performance during the STS maneuver was assessed. <b><i>Results:</i></b> The CPT+ExG group improved the 30-second chair stand (lower body strength), back scratch (upper body flexibility), and 8-foot up-and-go (agility/dynamic balance) tests (all <i>P</i> < 0.05). Both groups improved the kinetic dynamometric variables peak force, peak power, and total work (all <i>P</i> < 0.05). Also, both groups improved the 30-second arm curl test (upper body strength) (<i>P</i> < 0.05), although the increase was higher in the CPT+ExG group compared with the CPT group (time × group; <i>P</i> < 0.05). <b><i>Conclusion:</i></b> Adding exergames to a CPT program only significantly increases upper limb strength compared with CPT alone. The findings of this study have implications for the design of future exergame interventions focused on improving STS maneuver performance in older adults.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"341-349"},"PeriodicalIF":3.5,"publicationDate":"2023-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"10016145","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
A Pre-Post, Mixed-Methods Study to Pilot Test a Gamified Heart Failure Self-Care Education Intervention. 一项试验性游戏化心力衰竭自我护理教育干预的前后混合方法研究。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-10-01 Epub Date: 2023-08-14 DOI: 10.1089/g4h.2022.0132
Alexandra Lukey, Martha Mackay, Khalad Hasan, Kathy L Rush

Objective: Self-care is essential to improving heart failure patient outcomes. However, the knowledge and behaviours necessary for self-care decision making, such as symptom perception and management, are complex and require patient education. The objective of this study was to test the feasibility, acceptability, and potential effectiveness of a web-based, gamified heart failure patient education solution, Heart Self-Care Patient Education (HeartSCaPE), that used narrative and virtual reward gamification techniques. Materials and Methods: This mixed-methods study used a pre-post-test design with an embedded explanatory qualitative phase. Patients completed the Self-Care of Heart Failure Index, that measured self-care behaviour change and the Dutch Heart Failure Knowledge Scale, used to measure heart failure knowledge. Usability measures of HeartSCaPE were tracked using Google Analytics and the System Usability Scale. Results: Nineteen patients completed the study, with a subset of six participating in semi-structured interviews. We found increases in HF knowledge despite high baseline knowledge scores. Post-intervention self-reported HF self-care behaviours (maintenance, management and confidence), as measured by the Self-Care of Heart Failure Index, were also improved. Knowledge and self-care scores were not correlated. Participants also scored HeartSCaPE as highly usable. In interviews, participants described valuing the opportunity to practice self-care decision-making. There were mixed opinions regarding the use of virtual rewards. Conclusion: We found that a gamified web-based solution that uses narrative and reward-based gamification techniques has the potential to improve HF patient knowledge and self-care. Further research is needed to confirm the study's clinical benefits and address technology literacy inequities.

目的:自我护理对改善心力衰竭患者的预后至关重要。然而,自我护理决策所需的知识和行为,如症状感知和管理,是复杂的,需要患者教育。本研究的目的是测试基于网络的游戏化心力衰竭患者教育解决方案——心脏自我护理患者教育(HeartSCaPE)的可行性、可接受性和潜在有效性,该解决方案使用叙事和虚拟奖励游戏化技术。材料和方法:这项混合方法研究采用了测试前-测试后设计,并嵌入了解释性定性阶段。患者完成了测量自我护理行为变化的心力衰竭自我护理指数和用于测量心力衰竭知识的荷兰心力衰竭知识量表。使用Google Analytics和系统可用性量表跟踪HeartSCaPE的可用性测量。结果:19名患者完成了这项研究,其中6名患者参加了半结构化访谈。我们发现,尽管基线知识得分很高,HF知识却有所增加。通过心力衰竭自我护理指数衡量,干预后自我报告的HF自我护理行为(维持、管理和信心)也得到了改善。知识和自理能力得分没有相关性。参与者还将HeartSCaPE评分为高度可用。在访谈中,参与者描述了对实践自我护理决策的机会的重视。关于虚拟奖励的使用,各方意见不一。结论:我们发现,使用叙事和基于奖励的游戏化技术的基于网络的游戏化解决方案有可能提高HF患者的知识和自我护理。需要进一步的研究来确认这项研究的临床益处,并解决技术素养不平等的问题。
{"title":"A Pre-Post, Mixed-Methods Study to Pilot Test a Gamified Heart Failure Self-Care Education Intervention.","authors":"Alexandra Lukey,&nbsp;Martha Mackay,&nbsp;Khalad Hasan,&nbsp;Kathy L Rush","doi":"10.1089/g4h.2022.0132","DOIUrl":"10.1089/g4h.2022.0132","url":null,"abstract":"<p><p><b><i>Objective</i>:</b> Self-care is essential to improving heart failure patient outcomes. However, the knowledge and behaviours necessary for self-care decision making, such as symptom perception and management, are complex and require patient education. The objective of this study was to test the feasibility, acceptability, and potential effectiveness of a web-based, gamified heart failure patient education solution, Heart Self-Care Patient Education (HeartSCaPE), that used narrative and virtual reward gamification techniques. <b><i>Materials and Methods:</i></b> This mixed-methods study used a pre-post-test design with an embedded explanatory qualitative phase. Patients completed the Self-Care of Heart Failure Index, that measured self-care behaviour change and the Dutch Heart Failure Knowledge Scale, used to measure heart failure knowledge. Usability measures of HeartSCaPE were tracked using Google Analytics and the System Usability Scale. <b><i>Results:</i></b> Nineteen patients completed the study, with a subset of six participating in semi-structured interviews. We found increases in HF knowledge despite high baseline knowledge scores. Post-intervention self-reported HF self-care behaviours (<i>maintenance, management and confidence</i>), as measured by the Self-Care of Heart Failure Index, were also improved. Knowledge and self-care scores were not correlated. Participants also scored HeartSCaPE as highly usable. In interviews, participants described valuing the opportunity to practice self-care decision-making. There were mixed opinions regarding the use of virtual rewards. <b><i>Conclusion:</i></b> We found that a gamified web-based solution that uses narrative and reward-based gamification techniques has the potential to improve HF patient knowledge and self-care. Further research is needed to confirm the study's clinical benefits and address technology literacy inequities.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"385-396"},"PeriodicalIF":3.5,"publicationDate":"2023-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"10359382","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
Physical and Affective Physical Literacy Domains Improved After a Six-Week Exergame Exercise Program in Older Adults: A Randomized Controlled Clinical Trial. 老年人六周运动锻炼后身体和情感物理素养领域的改善:一项随机对照临床试验。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-10-01 Epub Date: 2023-06-13 DOI: 10.1089/g4h.2022.0212
Alexandre Monte Campelo, Alanna Weisberg, Dwayne P Sheehan, Kathryn Schneider, Victor R A Cossich, Larry Katz

Introduction: We investigated the effects of an exergames-based exercise program for older adults, and its benefits on their physical literacy (PL) domains, such as physical (mobility skills), affective (motivation and confidence), cognitive (knowledge about physical activity [PA]), and behavioral (daily exertion) when compared with a conventional exercise program and no training (NT) (control). Material and Methods: Forty older adults (mean age 72 years) volunteered and were randomized within three groups-exergame training (ET; n = 15), conventional training (CT; n = 14), and NT (n = 11). ET group performed training sessions based on a commercially available exergame console, while the CT group enrolled in a convention exercise program (aerobic, strength, balance, and flexibility exercises). The training program was conducted three times a week for 6 weeks. The Timed Up and Go Test (TUG), Exercise Confidence Survey (ECS), Motives for Physical Activity Measure-Revised (MPAM-R), Knowledge and Understanding Questionnaire (K&UQ), and total PA tracking (using wearable technology) were used as the study's outcomes. Outcome variables were measured at preintervention (week 0), postintervention (week 6), and at the time of final follow-up (week 9). Results: We observed a reduction in the ET TUG time at postintervention and follow-up. Also, a significant main effect for group and moment of measurement was observed for the Fitness-Health subscore, derived from MPAM-R. The values demonstrated by ET and CT were statistically different (P = 0.01) and a within-group comparison revealed significant differences in the ET from preintervention to both postintervention and follow-up (both, P = 0.01). We did not observe any other significant difference. Conclusion: Our results suggest that a 6-week exergame-based training program may have the potential in improving the physical and affective domains of PL in community-dwelling older adults. The topics related to fitness and health seem to be of interest in this population and programs can make use of them to improve the PL domains.

引言:与传统的锻炼计划和不训练(NT)(对照)相比,我们研究了基于运动游戏的锻炼计划对老年人的影响,以及它对他们的身体识字(PL)领域的益处,如身体(行动技能)、情感(动机和信心)、认知(体育活动知识[PA])和行为(日常锻炼)。材料和方法:40名老年人(平均年龄72岁)自愿参加并随机分为三组:运动训练(ET;n = 15) ,常规训练(CT;n = 14) ,和NT(n = 11) 。ET组在商用运动游戏机的基础上进行训练,而CT组则参加了常规锻炼项目(有氧、力量、平衡和柔韧性锻炼)。培训计划每周进行三次,为期6周。研究结果使用了定时起床测试(TUG)、运动信心调查(ECS)、修订的体育活动动机测量(MPAM-R)、知识与理解问卷(K&UQ)和总PA跟踪(使用可穿戴技术)。在干预前(第0周)、干预后(第6周)和最后随访时(第9周)测量结果变量。结果:我们观察到干预后和随访时ET TUG时间减少。此外,从MPAM-R得出的健身健康分量表对群体和测量时刻也有显著的主要影响。ET和CT显示的数值有统计学差异(P = 0.01),组内比较显示,干预前、干预后和随访的ET均存在显著差异(P = 0.01)。我们没有观察到任何其他显著差异。结论:我们的研究结果表明,为期6周的基于锻炼的训练计划可能有可能改善居住在社区的老年人PL的身体和情感领域。与健身和健康相关的主题似乎对这一人群感兴趣,项目可以利用它们来改善PL领域。
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引用次数: 0
Effect of Exergaming on Quality of Life, Fatigue, and Strength and Endurance Muscle in Cancer Patients: A Randomized Crossover Trial. 运动对癌症患者生活质量、疲劳、力量和耐力肌肉的影响:一项随机交叉试验。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-10-01 Epub Date: 2023-05-08 DOI: 10.1089/g4h.2022.0161
Ricardo da Silva Alves, Jovana Maria de Carvalho, Juliana Bassalobre Carvalho Borges, Denismar Alves Nogueira, Denise Hollanda Iunes, Leonardo Cesar Carvalho

Objective: To analyze the influence of exergaming (EXE) quality of life, cancer-related fatigue (CRF), electromyography, and strength and endurance muscle in a randomized crossover trial. Methods: We conducted a single-blinded, randomized, and crossover trial, which included 38 cancer volunteers undergoing chemotherapy (Age = 60.07 ± 12.10 years; body mass index = 26.79 ± 5.33 kg/m2). All volunteers were randomized into two intervention moments: EXE and without intervention (WI) and after 1-month washout period of crossing of the evaluated moments. The intervention was performed on an EXE protocol using Xbox 360 Kinect®, with the game "Your Shape Fitness Evolved 2012" two to three times per week for 20 sessions. All volunteers were assessed the CRF and quality-of-life levels through the Functional Assessment of Chronic Illness Therapy-Fatigue (FACIT-F) questionnaire, the median frequency (MDF) by surface electromyography, maximal voluntary isometric contraction (MVIC), and the muscle endurance time at 80% MVIC of the dorsiflexors and plantar flexors using dynamometer. Results: In the comparison between EXE and WI moments, were observed increase in the scores for quality of life (P < 0.001), subscale fatigue (P < 0.001), in the MDF values of right lateral gastrocnemius muscles: P = 0.017, muscle endurance time (left dorsiflexion [LDF]: P < 0.001; right dorsiflexion [RDF]: P < 0.001; left plantar flexion [LPF]: P < 0.001; RPF: P = 0.039), and muscle strength (LDF: P < 0.001; RDF: P < 0.001; LPF: P = 0.002). Conclusion: The crossover study, the EXE protocol promoted improvement in cancer-related fatigue (CRF) and quality of life, increased MVIC, endurance time, and MDF values of the dorsiflexor and plantar flexor muscles of cancer volunteers undergoing chemotherapy.

目的:在一项随机交叉试验中分析运动游戏(EXE)生活质量、癌症相关疲劳(CRF)、肌电图以及力量和耐力肌肉的影响。方法:我们进行了一项单盲、随机和交叉试验,包括38名接受化疗的癌症志愿者(年龄 = 60.07 ± 12.10年;体重指数 = 26.79 ± 5.33 kg/m2)。所有志愿者被随机分为两个干预时刻:EXE和无干预(WI)以及评估时刻交叉的1个月冲洗期后。干预是使用Xbox 360 Kinect®在EXE协议上进行的,游戏“Your Shape Fitness Evolved 2012”每周两到三次,共20次。通过慢性疾病治疗疲劳功能评估(FACIT-F)问卷、表面肌电图的中位频率(MDF)、最大自主等长收缩(MVIC)以及使用测功机的背屈和跖屈肌在80%MVIC下的肌肉耐力时间来评估所有志愿者的CRF和生活质量水平。结果:EXE矩与WI矩比较,生活质量评分均有所提高(P P P = 0.017,肌肉耐力时间(左背屈[LDF]:P P P P = 0.039)和肌肉力量(LDF:P P P = 0.002)。结论:交叉研究,EXE方案促进了接受化疗的癌症志愿者的癌症相关疲劳(CRF)和生活质量的改善,增加了其背屈和跖屈肌的MVIC、耐力时间和MDF值。
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引用次数: 0
Digital Game-Based Korean Language Learning for Russian Immigrant Children. 基于数字游戏的俄罗斯移民儿童韩语学习。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-08-01 DOI: 10.1089/g4h.2022.0031
Jeong Soo Kim, Soo Young Kim, Sun Mi Kim, Hee Jin Kim, Doug Hyun Han

Objective: With the elements of competition and reward, digital game-based learning is reportedly more effective than traditional instruction methods. Moreover, children with attention problems are reportedly often interested in internet games. We hypothesized that digital game-based learning can improve the effectiveness of educational opportunities in Russian immigrant children and could be more effective in children with attention-deficit/hyperactivity disorders (ADHD) compared with other children. Materials and Methods: This study was designed as an 8-week crossover study that comprised 4 weeks of game rounds and 4 weeks of control rounds for two groups. Wise-Ax™ is a casual digital game for vocabulary education among Russian immigrant children. To develop the game, 1200 Korean words were selected from the word pool suggested by the Korean Government's Department of Education. A total of 26 students participated in the study. At 4 and 8 weeks, all students took the Korean language ability tests. Results: The study found that more than 80% of the children were satisfied with their digital game-based Korean education, which greatly improved their Korean language ability compared with the traditional teaching methods. Children with ADHD showed a greater increase in the Korean ability test compared with children without ADHD in the game round. Conclusion: Wise-Ax could be an effective tool to help improve the Korean language ability of Russian immigrant children, especially those with ADHD.

目的:据报道,由于竞争和奖励的因素,基于数字游戏的学习比传统的教学方法更有效。此外,据报道,有注意力问题的儿童经常对网络游戏感兴趣。我们假设,基于数字游戏的学习可以提高俄罗斯移民儿童教育机会的有效性,并且与其他儿童相比,对患有注意力缺陷/多动障碍(ADHD)的儿童可能更有效。材料与方法:本研究设计为8周的交叉研究,包括两组4周的游戏回合和4周的对照回合。Wise-Ax™是一款面向俄罗斯移民儿童的词汇教育休闲电子游戏。为了开发这款游戏,从韩国政府教育厅推荐的字库中选出了1200个韩语单词。共有26名学生参与了这项研究。在第4周和第8周,所有学生都参加了韩国语能力测试。结果:研究发现,80%以上的儿童对基于数字游戏的韩语教育感到满意,与传统的教学方法相比,这大大提高了他们的韩语能力。在游戏回合中,患有多动症的儿童在韩语能力测试中比没有多动症的儿童表现出更大的增长。结论:Wise-Ax是提高俄罗斯移民儿童韩语能力的有效工具,尤其是ADHD儿童。
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引用次数: 0
Virtual Reality Exergaming Capability to Change Muscle Strategy During the Limits of Stability Test and Reduce Fear of Falling in Primary Osteoporotic Women. 虚拟现实锻炼能力改变原发性骨质疏松女性稳定性测试极限时的肌肉策略,减少对跌倒的恐惧。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-08-01 DOI: 10.1089/g4h.2022.0172
Mohammad Gilani, Giti Torkaman, Fariba Bahrami, Noushin Bayat

Objective: Muscle strength and balance impairment change the control strategy and increase the probability of falling. This study aimed to investigate the effect of 6-week strength-balance training through virtual reality exergaming (VRE) on muscle strategy during the limits of stability (LOS) test, fear of falling, and quality of life (QOL) in osteoporotic women. Materials and Methods: Twenty volunteer postmenopausal women with osteoporosis were randomly allocated to the VRE (n = 10) and traditional training (TRT as control, n = 10) groups. The VRE and TRT strength-balance training was performed for 6 weeks and three sessions per week. Before and after exercise, the muscle activity (onset time, peak root means square [PRMS]) and hip/ankle activity ratio were assessed by the wireless electromyography system. The muscle activities of the dominant leg were recorded during LOS functional test. The fall efficacy scale and QOL were assessed. Paired t-test was used to compare results within groups, and an independent t-test was used to compare the percentage changes in parameters between the two groups. Results: The VRE improved the onset time and PRMS. The VRE significantly reduced the hip/ankle activity ratio in the LOS test's forward, backward, and right directions (P < 0.05). No significant change was seen in all directions of the LOS functional test in the TRT group (P > 0.05). VRE reduced the fall efficacy scale (P = 0.042). Both VRT and TRT improved the total QOL score (P = 0.010). Conclusion: VRE was more effective in decreasing the onset time and hip/ankle ratio of muscle activation. The VRE is recommended to induce a better ability to reduce the fear of falling and control balance during functional activity in osteoporotic women. Clinical Trial Registration number: IRCT20101017004952N9.

目的:肌力和平衡障碍改变控制策略,增加跌倒概率。本研究旨在探讨通过虚拟现实锻炼(VRE)进行为期6周的力量平衡训练对骨质疏松症女性在稳定性极限(LOS)测试期间肌肉策略、摔倒恐惧和生活质量(QOL)的影响。材料与方法:将20名绝经后骨质疏松女性志愿者随机分为VRE组(n = 10)和传统训练组(TRT为对照组,n = 10)。VRE和TRT力量平衡训练进行了6周,每周三次。运动前后,采用无线肌电系统评估肌肉活动(起效时间、峰值均方根[PRMS])和髋关节/踝关节活动比。在LOS功能测试中记录主肢的肌肉活动。评估跌倒效能量表和生活质量。组内比较采用配对t检验,两组间参数变化百分率比较采用独立t检验。结果:VRE改善了起效时间和PRMS。VRE显著降低了LOS试验前、后、右三个方向的髋关节/踝关节活动比(P P > 0.05)。VRE降低了跌倒疗效量表(P = 0.042)。VRT和TRT均能提高总生活质量评分(P = 0.010)。结论:VRE能有效缩短发病时间,降低髋关节/踝关节肌肉激活比。VRE被推荐用于诱导骨质疏松症女性更好地减少对跌倒的恐惧和控制功能活动期间的平衡。临床试验注册号:IRCT20101017004952N9。
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引用次数: 2
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Games for Health Journal
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