Pub Date : 2025-11-18DOI: 10.1177/2161783X251397928
Seung Jin Chung, Ji-Young An, Jinkyung Paik, Sun Joung Leigh An
Cognitive decline in older adults is a significant public health concern that impacts quality of life. Digital games have emerged as accessible interventions with potential cognitive benefits for this population. This scoping review examines studies evaluating the effects of digital games on cognition in older adults. Following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses 2020 guidelines, a systematic search identified 28 studies involving 1201 participants (mean age = 71.57 years). The interventions ranged from computer-based games-systems incorporating physical activity, such as Nintendo consoles, kinetic devices, and virtual reality. Cognitive outcomes were assessed across several domains, including executive function, memory, attention, processing speed, and language. Motor skills and executive function showed the greatest improvements; however, mixed outcomes were observed for other domains. Factors such as game complexity and participant demographics influenced variability, with complex games yielding greater benefits and device type having minimal impact. These findings suggest that digital games can be used as cognitive interventions for healthy older adults, particularly for executive function. Simultaneously, variability in results highlights the need for tailored interventions and optimized game design. Future research should explore long-term efficacy, the role of game complexity, and intervention characteristics-maximize therapeutic potential.
{"title":"Digital Games for Cognitive Enhancement in Healthy Older Adults: A Scoping Review.","authors":"Seung Jin Chung, Ji-Young An, Jinkyung Paik, Sun Joung Leigh An","doi":"10.1177/2161783X251397928","DOIUrl":"https://doi.org/10.1177/2161783X251397928","url":null,"abstract":"<p><p>Cognitive decline in older adults is a significant public health concern that impacts quality of life. Digital games have emerged as accessible interventions with potential cognitive benefits for this population. This scoping review examines studies evaluating the effects of digital games on cognition in older adults. Following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses 2020 guidelines, a systematic search identified 28 studies involving 1201 participants (mean age = 71.57 years). The interventions ranged from computer-based games-systems incorporating physical activity, such as Nintendo consoles, kinetic devices, and virtual reality. Cognitive outcomes were assessed across several domains, including executive function, memory, attention, processing speed, and language. Motor skills and executive function showed the greatest improvements; however, mixed outcomes were observed for other domains. Factors such as game complexity and participant demographics influenced variability, with complex games yielding greater benefits and device type having minimal impact. These findings suggest that digital games can be used as cognitive interventions for healthy older adults, particularly for executive function. Simultaneously, variability in results highlights the need for tailored interventions and optimized game design. Future research should explore long-term efficacy, the role of game complexity, and intervention characteristics-maximize therapeutic potential.</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":"145574559","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: 10.1177/2161783X251397932
Calvin MacDonald, Elizabeth Barnum, Maanya Pradeep, Viviana Rivera, Peter Smith, Matt Dombrowski, John Sparkman, Albert Manero
Background: Amyotrophic lateral sclerosis (ALS) is characterized by a significant decrease in mobility due to its neurodegenerative etiology. Throughout the progression of ALS, patients lose independence in their motor control. An electromyography (EMG) interface that enables control of a powered wheelchair can restore autonomous movement. The use of serious game-based training that mimics EMG-temporalis wheelchair controls can be used as training prior to wheelchair usage in the real world. Purpose:Limbitless Runner, a forearm EMG training game, found improved player performance with no significant difference noted between the free and structured play training. This study aims to investigate the generalizability of this finding when applied to a temporalis EMG system. Methods: Participants were given Limbitless Runner's quantifiable, structured training mode, the "ring challenge," for a scored pretest. Participants were then assigned to one of three cohorts for training: Limbitless Journey, Limbitless Runner "free play mode," or the Limbitless Runner "ring challenge." To assess improvement in user's performance, the ring challenge was repeated and scored. Quantitative surveys, including the Game User Experience Satisfaction Scale (GUESS) and the System Usability Scale (SUS), were given to gauge users' perceptions of the games. Results: All cohorts showed a user score improvement; however, the ring challenge (Cohort 2) showed the highest improvement, from an average of 22.9 rings in the pretest to 31.1 rings posttraining. The SUS and GUESS scores were not significantly different between the two different video games, demonstrating that both versions can be satisfying or acceptable platforms for users.
{"title":"Serious Game-Based Training for Improved Control of a Temporalis Electromyography Interface for Controlling Powered Wheelchairs.","authors":"Calvin MacDonald, Elizabeth Barnum, Maanya Pradeep, Viviana Rivera, Peter Smith, Matt Dombrowski, John Sparkman, Albert Manero","doi":"10.1177/2161783X251397932","DOIUrl":"https://doi.org/10.1177/2161783X251397932","url":null,"abstract":"<p><p><b><i>Background:</i></b> Amyotrophic lateral sclerosis (ALS) is characterized by a significant decrease in mobility due to its neurodegenerative etiology. Throughout the progression of ALS, patients lose independence in their motor control. An electromyography (EMG) interface that enables control of a powered wheelchair can restore autonomous movement. The use of serious game-based training that mimics EMG-temporalis wheelchair controls can be used as training prior to wheelchair usage in the real world. <b><i>Purpose:</i></b> <i>Limbitless Runner</i>, a forearm EMG training game, found improved player performance with no significant difference noted between the free and structured play training. This study aims to investigate the generalizability of this finding when applied to a temporalis EMG system. <b><i>Methods:</i></b> Participants were given <i>Limbitless Runner's</i> quantifiable, structured training mode, the \"ring challenge,\" for a scored pretest. Participants were then assigned to one of three cohorts for training: <i>Limbitless Journey, Limbitless Runner</i> \"free play mode,\" or the <i>Limbitless Runner</i> \"ring challenge.\" To assess improvement in user's performance, the ring challenge was repeated and scored. Quantitative surveys, including the Game User Experience Satisfaction Scale (GUESS) and the System Usability Scale (SUS), were given to gauge users' perceptions of the games. <b><i>Results:</i></b> All cohorts showed a user score improvement; however, the ring challenge (Cohort 2) showed the highest improvement, from an average of 22.9 rings in the pretest to 31.1 rings posttraining. The SUS and GUESS scores were not significantly different between the two different video games, demonstrating that both versions can be satisfying or acceptable platforms for users.</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":"145551480","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 : 2025-10-01Epub Date: 2025-06-05DOI: 10.1089/g4h.2025.0044
Feng Wen, Hazwani Ahmad Yusof, Nurdiana Zainol Abidin
Obesity and overweight among young adults are becoming public health concerns. Active video games (AVGs) have been demonstrated by previous studies as a healthy and enjoyable exercise, which may assist young people in weight management (WM). This review aims to critically assess the literature on the effects of AVGs on young adults in terms of energy expenditure (EE) and WM. Five international databases (PubMed, Scopus, ScienceDirect, Cochrane, and Web of Science) were searched with keywords up to 2025. A systematic review was conducted using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines, and randomized controlled trial (RCT) studies investigating the effects of AVGs on EE and WM in young adults aged 18-25 were included. Data from all studies were extracted using a preprepared structured form, and pre- and postintervention differences were compared between the AVG intervention groups and the control/comparison groups. Thousand one hundred twenty-nine articles were retrieved, of which 14 RCT studies (n = 668, 47.5% female) met the inclusion criteria. Ten studies measured EE while playing AVGs, and nine of these found that playing AVGs could achieve moderate physical activity. Four parallel-design RCTs measured body weight or body mass index (BMI), with only one of these found a significant reduction (-0.29 kg/m2, P = 0.043) in BMI in the AVG group. The differences in study design and methodological quality among the included literature make it challenging to simply summarize the results, and the findings need to be interpreted with caution. Overall, AVGs could achieve moderate physical activity and serve as an effective alternative to traditional exercise. However, the results related to WM are mixed. Future research should adhere to more rigorous methodological standards, such as larger sample sizes and stricter dietary controls, to investigate the long-term effects of AVGs on body composition.
年轻人的肥胖和超重正在成为公共卫生问题。活跃的电子游戏(avg)已经被先前的研究证明是一种健康和愉快的运动,可以帮助年轻人管理体重(WM)。本综述旨在批判性地评估AVGs对年轻人能量消耗(EE)和WM影响的文献。五个国际数据库(PubMed, Scopus, ScienceDirect, Cochrane和Web of Science)检索了截止2025年的关键词。使用系统评价和荟萃分析指南的首选报告项目进行了系统评价,并纳入了调查AVGs对18-25岁年轻人情感表达和WM影响的随机对照试验(RCT)研究。使用预先准备的结构化表格提取所有研究的数据,并比较AVG干预组与对照组/对照组之间干预前后的差异。纳入文献1129篇,其中14项RCT研究(n = 668,女性占47.5%)符合纳入标准。10项研究测量了玩avg时的情感表达,其中9项研究发现玩avg可以实现适度的身体活动。四个平行设计的随机对照试验测量了体重或身体质量指数(BMI),其中只有一个发现AVG组的BMI显著降低(-0.29 kg/m2, P = 0.043)。所纳入的文献在研究设计和方法质量上的差异使得简单地总结结果具有挑战性,并且需要谨慎解释这些发现。总的来说,avg可以实现适度的身体活动,并作为传统运动的有效替代。然而,与WM相关的结果喜忧参半。未来的研究应遵循更严格的方法标准,如更大的样本量和更严格的饮食控制,以调查AVGs对身体成分的长期影响。
{"title":"Effects of Active Video Games on Energy Expenditure and Weight Management Among Young Adults: A Systematic Review.","authors":"Feng Wen, Hazwani Ahmad Yusof, Nurdiana Zainol Abidin","doi":"10.1089/g4h.2025.0044","DOIUrl":"10.1089/g4h.2025.0044","url":null,"abstract":"<p><p>Obesity and overweight among young adults are becoming public health concerns. Active video games (AVGs) have been demonstrated by previous studies as a healthy and enjoyable exercise, which may assist young people in weight management (WM). This review aims to critically assess the literature on the effects of AVGs on young adults in terms of energy expenditure (EE) and WM. Five international databases (PubMed, Scopus, ScienceDirect, Cochrane, and Web of Science) were searched with keywords up to 2025. A systematic review was conducted using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines, and randomized controlled trial (RCT) studies investigating the effects of AVGs on EE and WM in young adults aged 18-25 were included. Data from all studies were extracted using a preprepared structured form, and pre- and postintervention differences were compared between the AVG intervention groups and the control/comparison groups. Thousand one hundred twenty-nine articles were retrieved, of which 14 RCT studies (<i>n</i> = 668, 47.5% female) met the inclusion criteria. Ten studies measured EE while playing AVGs, and nine of these found that playing AVGs could achieve moderate physical activity. Four parallel-design RCTs measured body weight or body mass index (BMI), with only one of these found a significant reduction (-0.29 kg/m<sup>2</sup>, <i>P</i> = 0.043) in BMI in the AVG group. The differences in study design and methodological quality among the included literature make it challenging to simply summarize the results, and the findings need to be interpreted with caution. Overall, AVGs could achieve moderate physical activity and serve as an effective alternative to traditional exercise. However, the results related to WM are mixed. Future research should adhere to more rigorous methodological standards, such as larger sample sizes and stricter dietary controls, to investigate the long-term effects of AVGs on body composition.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"345-357"},"PeriodicalIF":2.8,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144227214","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 : 2025-10-01Epub Date: 2025-04-09DOI: 10.1089/g4h.2024.0093
Maria Andreassen, Núria Santaularia, Aseel Berglund, Erik Berglund, Helena Orädd, Anna Strömberg, Tiny Jaarsma, Leonie Klompstra
Background: Physical activity is beneficial and recommended to improve outcomes for patients with heart failure (HF). Exergaming combines gaming technology with physical activity. Therefore, we developed a mobile exergame in a co-design process, the exergame would engage participants in physical activity anywhere and anytime. This study aims to assess the feasibility of a newly developed mobile exergame, heart farming, for patients with HF. Methods: A total of 14 participants with HF used the exergame on their smartphones for one month (9 Swedish and 5 Spanish participants; 9 males, mean 72 years, range 61-82 years). Participants were provided an introduction to the exergame, and follow-up was carried out regularly by telephone. Participants were advised to increase the daily walking duration by 10 minutes a day, based on the number of meters walked in the 6-minute walk test (6MWT). Areas of feasibility identified were acceptability, demand, implementation, and practicality, which were examined during telephone follow-ups and interviews, and data downloaded from the exergame. Results: Participants found the farming theme appealing, and coaching encouraged them to perform the exergame on a regular basis (acceptability). Based on the 6MWT, the personal goal for daily walking was set (mean of 704 meters, range 250-900 meters). Participants reported that daily goals and tasks were manageable. The exergame was perceived as appropriate to decrease sedentary time, and participants reported improved physical health (demand). The exergame was perceived as easy to learn and use, and adjustable to individual needs (implementation). Exergaming while walking and conversing with others was described as less convenient (practicality). Conclusion: Participants with HF valued personalized support and the exergame's farming theme was appealing. The goal to increase walking by 10 minutes a day was seen as a realistic way to reduce sedentary behavior. When introducing the exergame, it is essential to emphasize the importance of proper lighting, so meters walked are accurately recorded.
{"title":"Feasibility of a Mobile Exergame for Patients with Heart Failure.","authors":"Maria Andreassen, Núria Santaularia, Aseel Berglund, Erik Berglund, Helena Orädd, Anna Strömberg, Tiny Jaarsma, Leonie Klompstra","doi":"10.1089/g4h.2024.0093","DOIUrl":"10.1089/g4h.2024.0093","url":null,"abstract":"<p><p><b><i>Background:</i></b> Physical activity is beneficial and recommended to improve outcomes for patients with heart failure (HF). Exergaming combines gaming technology with physical activity. Therefore, we developed a mobile exergame in a co-design process, the exergame would engage participants in physical activity anywhere and anytime. This study aims to assess the feasibility of a newly developed mobile exergame, heart farming, for patients with HF. <b><i>Methods:</i></b> A total of 14 participants with HF used the exergame on their smartphones for one month (9 Swedish and 5 Spanish participants; 9 males, mean 72 years, range 61-82 years). Participants were provided an introduction to the exergame, and follow-up was carried out regularly by telephone. Participants were advised to increase the daily walking duration by 10 minutes a day, based on the number of meters walked in the 6-minute walk test (6MWT). Areas of feasibility identified were acceptability, demand, implementation, and practicality, which were examined during telephone follow-ups and interviews, and data downloaded from the exergame. <b><i>Results:</i></b> Participants found the farming theme appealing, and coaching encouraged them to perform the exergame on a regular basis (acceptability). Based on the 6MWT, the personal goal for daily walking was set (mean of 704 meters, range 250-900 meters). Participants reported that daily goals and tasks were manageable. The exergame was perceived as appropriate to decrease sedentary time, and participants reported improved physical health (demand). The exergame was perceived as easy to learn and use, and adjustable to individual needs (implementation). Exergaming while walking and conversing with others was described as less convenient (practicality). <b><i>Conclusion:</i></b> Participants with HF valued personalized support and the exergame's farming theme was appealing. The goal to increase walking by 10 minutes a day was seen as a realistic way to reduce sedentary behavior. When introducing the exergame, it is essential to emphasize the importance of proper lighting, so meters walked are accurately recorded.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"380-388"},"PeriodicalIF":2.8,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143812712","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 : 2025-10-01Epub Date: 2025-06-12DOI: 10.1089/g4h.2024.0137
Shivangi Bajpai, Pegah Firouzeh, Lesley Pritchard
Background: Active video games may be beneficial for improving gross motor outcomes when used to augment traditional physical therapy for children and youth with cerebral palsy (CP). However, their effectiveness for improving gross motor outcomes is unclear. The purpose of this systematic review and meta-analysis was to determine the effectiveness of active video game interventions combined with physical therapy compared to physical therapy alone for improving gross motor outcomes for children with CP. Materials and Methods: MEDLINE, CINAHL, Scopus, EMBASE (Ovid), PsycINFO, and SPORTDiscus databases were searched for relevant literature published prior to January 27, 2023. Eligible studies (a) were published in English, (b) used a randomized study design comparing active video games plus physical therapy to physical therapy alone, (c) included children and/or adolescents with CP (aged 5-18 years), and (d) measured gross motor outcomes. Included articles were assessed for bias (Cochrane risk-of-bias tool-version 2) (RoB-2), outcomes across studies were evaluated for evidence certainty using Grading of Recommendations Assessment, Development, and Evaluation (GRADE), and meta-analyses were conducted on outcomes when at least two studies used the same outcome measure. Results: Twelve articles met the inclusion criteria. Very low certainty evidence supported the use of active video games as an augmentative intervention for improving gross motor function (Z = 3.33; P < 0.001). Meta-analyses focused on other gross motor outcomes (i.e., balance and walking speed/distance) were not statistically significant. Conclusion: Active video games may be beneficial in combination with regular physical therapy for improving gross motor function. However, current evidence is weak, and high-quality research is required.
{"title":"Effectiveness of Active Video Games Used to Augment Physical Therapy for Improving Gross Motor Outcomes of Children with Cerebral Palsy: A Systematic Review and Meta-Analysis.","authors":"Shivangi Bajpai, Pegah Firouzeh, Lesley Pritchard","doi":"10.1089/g4h.2024.0137","DOIUrl":"10.1089/g4h.2024.0137","url":null,"abstract":"<p><p><b><i>Background:</i></b> Active video games may be beneficial for improving gross motor outcomes when used to augment traditional physical therapy for children and youth with cerebral palsy (CP). However, their effectiveness for improving gross motor outcomes is unclear. The purpose of this systematic review and meta-analysis was to determine the effectiveness of active video game interventions combined with physical therapy compared to physical therapy alone for improving gross motor outcomes for children with CP. <b><i>Materials and Methods:</i></b> MEDLINE, CINAHL, Scopus, EMBASE (Ovid), PsycINFO, and SPORTDiscus databases were searched for relevant literature published prior to January 27, 2023. Eligible studies (a) were published in English, (b) used a randomized study design comparing active video games plus physical therapy to physical therapy alone, (c) included children and/or adolescents with CP (aged 5-18 years), and (d) measured gross motor outcomes. Included articles were assessed for bias (Cochrane risk-of-bias tool-version 2) (RoB-2), outcomes across studies were evaluated for evidence certainty using Grading of Recommendations Assessment, Development, and Evaluation (GRADE), and meta-analyses were conducted on outcomes when at least two studies used the same outcome measure. <b><i>Results:</i></b> Twelve articles met the inclusion criteria. Very low certainty evidence supported the use of active video games as an augmentative intervention for improving gross motor function (<i>Z</i> = 3.33; <i>P</i> < 0.001). Meta-analyses focused on other gross motor outcomes (i.e., balance and walking speed/distance) were not statistically significant. <b><i>Conclusion:</i></b> Active video games may be beneficial in combination with regular physical therapy for improving gross motor function. However, current evidence is weak, and high-quality research is required.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"415-428"},"PeriodicalIF":2.8,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144286819","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 : 2025-10-01Epub Date: 2025-03-31DOI: 10.1089/g4h.2024.0116
Rosemeyre Alcarde Nuvolini, Keyte Guedes Da Silva, Tatiana Beline De Freitas, Flávia Doná, Camila Torriani-Pasin, José Eduardo Pompeu
Background: Gait impairments are among the most common and disabling symptoms of Parkinson's disease and are especially aggravated in dual-task conditions. Interventions with conventional physical therapy improve gait cadence and speed, cognition, fear of falling, and freezing of gait. However, exergames have attracted interest in the treatment of people with Parkinson's disease due to the characteristics of the training that benefit neuroplasticity and motor learning. Objective: The aim of this study was to analyze the effects of training based on Kinect exergames compared to conventional physiotherapeutic training based on core areas of the European physiotherapy guideline on functional mobility, gait, and cognitive functions. Materials and Methods: Thirty-eight people with idiopathic Parkinson's disease were randomized into two groups and underwent 14 intervention sessions, twice a week, for 60 minutes each. The primary outcome was postural stability in gait, which was evaluated using the Functional Gait Assessment. Secondary outcomes were functional mobility and impact of the dual task assessed using the Timed & Up and Go Test; gait speed by the 10-meter Walk Test in single and dual task; and cognitive functions assessed through the Montreal Cognitive Assessment. Results: After training, there was an improvement in the Functional Gait Assessment and Timed & Up and Go Test. Conclusion: Interventions based on Kinect AdventuresTM games and conventional physiotherapy based on the central areas of the European guideline promoted similar improvements in gait stability and functional mobility of people with Parkinson's disease, without differences between them. However, the benefits did not extend to cognitive function and other gait parameters.
背景:步态障碍是帕金森病最常见和致残的症状之一,在双任务条件下尤其加重。采用常规物理疗法干预可改善步态节奏和速度、认知、对跌倒的恐惧和步态冻结。然而,运动游戏已经引起了人们对帕金森病治疗的兴趣,因为训练的特点有利于神经可塑性和运动学习。目的:本研究的目的是分析基于Kinect运动游戏的训练与基于欧洲物理治疗指南核心领域的传统物理治疗训练在功能活动、步态和认知功能方面的效果。材料与方法:38例特发性帕金森病患者随机分为两组,接受14次干预,每周两次,每次60分钟。主要结果是步态的姿势稳定性,使用功能步态评估进行评估。次要结果是使用Timed & Up and Go测试评估的功能活动性和双重任务的影响;单任务和双任务下10米步行测试的步态速度;以及通过蒙特利尔认知评估评估的认知功能。结果:训练后,功能性步态评估和计时& Up and Go测试均有改善。结论:基于Kinect AdventuresTM游戏的干预措施和基于欧洲指南中心区域的常规物理治疗在帕金森病患者的步态稳定性和功能活动能力方面促进了相似的改善,两者之间没有差异。然而,这种益处并没有扩展到认知功能和其他步态参数。
{"title":"Exergame-Based Program and Conventional Physiotherapy Based on Core Areas of the European Guideline Similarly Improve Gait and Cognition in People with Parkinson's Disease: Randomized Clinical Trial.","authors":"Rosemeyre Alcarde Nuvolini, Keyte Guedes Da Silva, Tatiana Beline De Freitas, Flávia Doná, Camila Torriani-Pasin, José Eduardo Pompeu","doi":"10.1089/g4h.2024.0116","DOIUrl":"10.1089/g4h.2024.0116","url":null,"abstract":"<p><p><b><i>Background:</i></b> Gait impairments are among the most common and disabling symptoms of Parkinson's disease and are especially aggravated in dual-task conditions. Interventions with conventional physical therapy improve gait cadence and speed, cognition, fear of falling, and freezing of gait. However, exergames have attracted interest in the treatment of people with Parkinson's disease due to the characteristics of the training that benefit neuroplasticity and motor learning. <b><i>Objective:</i></b> The aim of this study was to analyze the effects of training based on Kinect exergames compared to conventional physiotherapeutic training based on core areas of the European physiotherapy guideline on functional mobility, gait, and cognitive functions. <b><i>Materials and Methods:</i></b> Thirty-eight people with idiopathic Parkinson's disease were randomized into two groups and underwent 14 intervention sessions, twice a week, for 60 minutes each. The primary outcome was postural stability in gait, which was evaluated using the Functional Gait Assessment. Secondary outcomes were functional mobility and impact of the dual task assessed using the Timed & Up and Go Test; gait speed by the 10-meter Walk Test in single and dual task; and cognitive functions assessed through the Montreal Cognitive Assessment. <b><i>Results:</i></b> After training, there was an improvement in the Functional Gait Assessment and Timed & Up and Go Test. <b><i>Conclusion:</i></b> Interventions based on Kinect AdventuresTM games and conventional physiotherapy based on the central areas of the European guideline promoted similar improvements in gait stability and functional mobility of people with Parkinson's disease, without differences between them. However, the benefits did not extend to cognitive function and other gait parameters.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"358-368"},"PeriodicalIF":2.8,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143755199","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 : 2025-10-01Epub Date: 2025-04-04DOI: 10.1089/g4h.2024.0170
Håvard Vibeto, Markus Sebastian Bakken Storeide
Objective: This pilot study explores the potential of the serious game Kamferhjemmet in training health care professionals in Norway on the use of the Malnutrition Universal Screening Tool (MUST). Materials and Methods: Using a multimethods approach, the research involved pre- and postgame surveys, interviews, and observations with 29 participants from two health care institutions. Results: The findings revealed that while participants generally exhibited high digital literacy and had a positive attitude toward game-based learning, there were notable challenges, including game repetitiveness, interface issues, and the difficulty of integrating the game into busy work schedules. Despite these challenges, the majority of participants believed the game enhanced their proficiency with MUST. Conclusion: The study concludes that while Kamferhjemmet shows promise as an educational tool, further refinements to the game design and structured implementation within health care training programs are needed. Future research should explore a comparison with traditional training methods to fully assess the effectiveness of serious games in health care education.
研究目的本试点研究探讨了严肃游戏《Kamferhjemmet》在培训挪威医护人员使用营养不良通用筛查工具(MUST)方面的潜力。材料与方法:研究采用多种方法,对来自两家医疗机构的 29 名参与者进行了游戏前后的调查、访谈和观察。结果研究结果表明,虽然参与者普遍具有较高的数字素养,并对基于游戏的学习持积极态度,但也存在明显的挑战,包括游戏的重复性、界面问题以及将游戏融入繁忙的工作时间表的难度。尽管存在这些挑战,但大多数参与者认为游戏提高了他们对 MUST 的熟练程度。结论本研究得出结论,虽然《Kamferhjemmet》作为一种教育工具显示出了良好的前景,但还需要进一步完善游戏设计,并在医疗培训项目中有序实施。未来的研究应探索与传统培训方法的比较,以全面评估严肃游戏在医疗保健教育中的有效性。
{"title":"Improving Health Care Training: A Serious Game Approach to Malnutrition Screening.","authors":"Håvard Vibeto, Markus Sebastian Bakken Storeide","doi":"10.1089/g4h.2024.0170","DOIUrl":"10.1089/g4h.2024.0170","url":null,"abstract":"<p><p><b><i>Objective:</i></b> This pilot study explores the potential of the serious game Kamferhjemmet in training health care professionals in Norway on the use of the Malnutrition Universal Screening Tool (MUST). <b><i>Materials and Methods:</i></b> Using a multimethods approach, the research involved pre- and postgame surveys, interviews, and observations with 29 participants from two health care institutions. <b><i>Results:</i></b> The findings revealed that while participants generally exhibited high digital literacy and had a positive attitude toward game-based learning, there were notable challenges, including game repetitiveness, interface issues, and the difficulty of integrating the game into busy work schedules. Despite these challenges, the majority of participants believed the game enhanced their proficiency with MUST. <b><i>Conclusion:</i></b> The study concludes that while Kamferhjemmet shows promise as an educational tool, further refinements to the game design and structured implementation within health care training programs are needed. Future research should explore a comparison with traditional training methods to fully assess the effectiveness of serious games in health care education.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"369-379"},"PeriodicalIF":2.8,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143781500","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 : 2025-10-01Epub Date: 2025-04-08DOI: 10.1089/g4h.2024.0071
Andrzej Grabowski
Objective: The human-computer interface is pivotal in advancing products like virtual reality (VR) games tailored for upper limb rehabilitation. Materials and Methods: A comparative study was conducted with 60 male participants, all young construction workers aged 20 to 30, who were selected from two rehabilitation centers, specifically targeting individuals with comparable upper limb dysfunctions resultant from occupational injuries, as assessed by qualified physiotherapists. The study evaluated various image presentation methodologies, two types of head-mounted displays (HMDs), tethered to a PC and a stand-alone, and a TV. Participants engaged in a series of five distinct rehabilitation games, executing a standardized sequence of movements over a 30-minute duration. Results: Findings revealed a significant correlation between the chosen interface and factors such as technology acceptance, usability, user experience, spatial presence, and perceived stress during the training sessions. To compare display methods Mann-Whitney U tests were performed. The HMD configurations generally outperformed the TV option. The stand-alone HMD particularly demonstrated superior outcomes in comparison to both, TV and HMD tethered to PC, with increases observed in intent to use (52% and 16%), overall performance (41% and 15%), and perceived usefulness (20% and 16%). The usability assessment conducted by physiotherapists yielded an average score of 74.5, indicating a consensus on the practicality and effectiveness of the system. Conclusion: The high usability of HMD aligns with previous studies. New findings concern an in-depth comparative analysis of interfaces across multiple dimensions. Future research should explore the evaluation of interfaces after long-term use and factors influencing therapy effectiveness and upper limb functionality.
{"title":"Acceptance and Usability of Different Virtual Reality-Based Technologies Supporting Physical Rehabilitation of the Upper Limb: Results of Experiments with Patients After Upper Limb Injury at Work.","authors":"Andrzej Grabowski","doi":"10.1089/g4h.2024.0071","DOIUrl":"10.1089/g4h.2024.0071","url":null,"abstract":"<p><p><b><i>Objective:</i></b> The human-computer interface is pivotal in advancing products like virtual reality (VR) games tailored for upper limb rehabilitation. <b><i>Materials and Methods:</i></b> A comparative study was conducted with 60 male participants, all young construction workers aged 20 to 30, who were selected from two rehabilitation centers, specifically targeting individuals with comparable upper limb dysfunctions resultant from occupational injuries, as assessed by qualified physiotherapists. The study evaluated various image presentation methodologies, two types of head-mounted displays (HMDs), tethered to a PC and a stand-alone, and a TV. Participants engaged in a series of five distinct rehabilitation games, executing a standardized sequence of movements over a 30-minute duration. <b><i>Results:</i></b> Findings revealed a significant correlation between the chosen interface and factors such as technology acceptance, usability, user experience, spatial presence, and perceived stress during the training sessions. To compare display methods Mann-Whitney <i>U</i> tests were performed. The HMD configurations generally outperformed the TV option. The stand-alone HMD particularly demonstrated superior outcomes in comparison to both, TV and HMD tethered to PC, with increases observed in intent to use (52% and 16%), overall performance (41% and 15%), and perceived usefulness (20% and 16%). The usability assessment conducted by physiotherapists yielded an average score of 74.5, indicating a consensus on the practicality and effectiveness of the system. <b><i>Conclusion:</i></b> The high usability of HMD aligns with previous studies. New findings concern an in-depth comparative analysis of interfaces across multiple dimensions. Future research should explore the evaluation of interfaces after long-term use and factors influencing therapy effectiveness and upper limb functionality.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"389-397"},"PeriodicalIF":2.8,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143804472","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 : 2025-10-01Epub Date: 2025-04-10DOI: 10.1089/g4h.2024.0173
Jen-Suh Chern, Yu Yang, Chien-Chun Chu
<p><p><b><i>Introduction:</i></b> Players' engagement in video games is dependent on their level of immersion in the virtual gaming environment. Tabletop (TT) puzzle video games (PVGs), which are usually played in a sedentary posture and require upper limb motor skill, improve players' cognition and upper limb motor performance. Immersive PVGs, such as Angry Birds, have been created recently. These games are played in a standing mode and require the players to shift their center of gravity (COG) to achieve the gaming goals. Their task-oriented nature makes it possible for these video games to improve players' self-efficacy. However, there is a lack of research into the cognitive, upper and lower limb motor performance, capacity to shift the COG, that is, stability limit, and self-efficacy benefits of immersive PVGs played in standing mode. <b><i>Objectives:</i></b> This study examined the effects of an immersive physics-based PVG (PBPVG), the Angry Birds, on cognition, motor outcomes, and self-efficacy. Immersive video games were developed in order to enable a high level of immersion and engagement. We hypothesized that following three sessions per week for 12 weeks of training, players would demonstrate improvements in cognition, upper and lower limb motor performance, stability limit, and self-efficacy. <b><i>Methods:</i></b> A sample of 82 adults with schizophrenia spectrum disorders recruited from two psychiatric rehabilitation units were assigned by lottery randomization to an experimental group or a control group (<i>n</i> = 41 respectively). Participants in the experimental group played Angry Birds in standing mode for three 50-minute sessions per week for 12 weeks. Processing speed and cognitive flexibility (two critical components of integrated cognition), upper and lower limb motor performance, stability limit, and self-efficacy were evaluated at baseline and at 12 weeks. <b><i>Results:</i></b> A repeated measures two-way analysis of variance revealed significant interaction effects (<i>P</i> = 0.021-<i>P</i> < 0.001) with medium to large effect sizes (<i>η<sub>p</sub><sup>2</sup></i> = 0.064-0.241) for stability limit and self-efficacy. Significant main effects <i>(P</i> < 0.001) with medium to large effect sizes (<i>η<sub>p</sub><sup>2</sup></i> = 0.095-0.277) for processing speed and upper and lower limb motor performance were found. The following simple main effects examined with one-way analysis of covariance showed significant improvement (<i>P</i> < 0.001) with medium to large effect sizes (<i>η<sub>p</sub><sup>2</sup></i> = 0.151-0.249) for stability limit and self-efficacy. A near significant difference (<i>P</i> = 0.063) with a near medium effect size (<i>η<sub>p</sub><sup>2</sup></i> = 0.040) showed improvement in cognitive flexibility, but nonsignificant improvement (<i>P</i> > 0.05) with a trivial effect size (<i>η<sub>p</sub><sup>2</sup></i> = 0.001) for processing speed and a small effect size (<i>η<sub>p</sub><sup>2</sup
{"title":"Enhancing Cognition, Self-Efficacy, and Postural Control Skills of Persons with Schizophrenia Spectrum Disorders Using Immersive Puzzle Video Games.","authors":"Jen-Suh Chern, Yu Yang, Chien-Chun Chu","doi":"10.1089/g4h.2024.0173","DOIUrl":"10.1089/g4h.2024.0173","url":null,"abstract":"<p><p><b><i>Introduction:</i></b> Players' engagement in video games is dependent on their level of immersion in the virtual gaming environment. Tabletop (TT) puzzle video games (PVGs), which are usually played in a sedentary posture and require upper limb motor skill, improve players' cognition and upper limb motor performance. Immersive PVGs, such as Angry Birds, have been created recently. These games are played in a standing mode and require the players to shift their center of gravity (COG) to achieve the gaming goals. Their task-oriented nature makes it possible for these video games to improve players' self-efficacy. However, there is a lack of research into the cognitive, upper and lower limb motor performance, capacity to shift the COG, that is, stability limit, and self-efficacy benefits of immersive PVGs played in standing mode. <b><i>Objectives:</i></b> This study examined the effects of an immersive physics-based PVG (PBPVG), the Angry Birds, on cognition, motor outcomes, and self-efficacy. Immersive video games were developed in order to enable a high level of immersion and engagement. We hypothesized that following three sessions per week for 12 weeks of training, players would demonstrate improvements in cognition, upper and lower limb motor performance, stability limit, and self-efficacy. <b><i>Methods:</i></b> A sample of 82 adults with schizophrenia spectrum disorders recruited from two psychiatric rehabilitation units were assigned by lottery randomization to an experimental group or a control group (<i>n</i> = 41 respectively). Participants in the experimental group played Angry Birds in standing mode for three 50-minute sessions per week for 12 weeks. Processing speed and cognitive flexibility (two critical components of integrated cognition), upper and lower limb motor performance, stability limit, and self-efficacy were evaluated at baseline and at 12 weeks. <b><i>Results:</i></b> A repeated measures two-way analysis of variance revealed significant interaction effects (<i>P</i> = 0.021-<i>P</i> < 0.001) with medium to large effect sizes (<i>η<sub>p</sub><sup>2</sup></i> = 0.064-0.241) for stability limit and self-efficacy. Significant main effects <i>(P</i> < 0.001) with medium to large effect sizes (<i>η<sub>p</sub><sup>2</sup></i> = 0.095-0.277) for processing speed and upper and lower limb motor performance were found. The following simple main effects examined with one-way analysis of covariance showed significant improvement (<i>P</i> < 0.001) with medium to large effect sizes (<i>η<sub>p</sub><sup>2</sup></i> = 0.151-0.249) for stability limit and self-efficacy. A near significant difference (<i>P</i> = 0.063) with a near medium effect size (<i>η<sub>p</sub><sup>2</sup></i> = 0.040) showed improvement in cognitive flexibility, but nonsignificant improvement (<i>P</i> > 0.05) with a trivial effect size (<i>η<sub>p</sub><sup>2</sup></i> = 0.001) for processing speed and a small effect size (<i>η<sub>p</sub><sup>2</sup","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"398-407"},"PeriodicalIF":2.8,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144021769","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 : 2025-10-01Epub Date: 2025-05-12DOI: 10.1089/g4h.2024.0172
Emine Kuruca Ozdemir, Leyla Dinc, Hasmet Gurcay
Objective: To describe the gamification process of peripheral intravenous catheterization (PIVC) and intravenous fluid therapy (IFT) in nursing education and conduct usability testing of the 3D virtual simulation game. Materials and Methods: A 3D virtual simulation game was developed to teach PIVC and IFT based on the current literature, Kolb's Experiential Learning Theory, and Schell's Elemental Tetrad. The game, IntraveNurseGame, had 11 stages, and it rewarded the players with score-based titles based on Benner's clinical competence stages. Usability testing was conducted with 17 participants, including 5 nursing experts and 12 senior nursing students. Heuristic evaluation with experts, think-aloud method, and user tests were performed using the Game Evaluation Questionnaire and GUESS-20-TR-Scale. Qualitative and quantitative data analysis were used. Results: Experts were satisfied with the game experience and had fun. The game met their expectations and could help the nursing students learn the subject. Experts provided suggestions, including visual similarity of some animations, instructions regarding how to use the mouse cursor, and encouragement for students to remember the steps of the actual procedure by removing the instructions from some stages. Users scored the GUESS-20-TR mean score above the moderate level (5.71 ± 0.90), showing they were satisfied with the gaming experience. Conclusion: The 3D virtual simulation game had good usability features with some areas of improvement. The theories and elements used in this study can help nurse educators and researchers develop effective games and engaging game-rewarding systems. The usability testing provided valuable information for the games to be developed in the future.
{"title":"Development and Usability Testing of a 3D Virtual Simulation Game in Teaching Intravenous Fluid Therapy in Nursing Education.","authors":"Emine Kuruca Ozdemir, Leyla Dinc, Hasmet Gurcay","doi":"10.1089/g4h.2024.0172","DOIUrl":"10.1089/g4h.2024.0172","url":null,"abstract":"<p><p><b><i>Objective:</i></b> To describe the gamification process of peripheral intravenous catheterization (PIVC) and intravenous fluid therapy (IFT) in nursing education and conduct usability testing of the 3D virtual simulation game. <b><i>Materials and Methods:</i></b> A 3D virtual simulation game was developed to teach PIVC and IFT based on the current literature, Kolb's Experiential Learning Theory, and Schell's Elemental Tetrad. The game, IntraveNurseGame, had 11 stages, and it rewarded the players with score-based titles based on Benner's clinical competence stages. Usability testing was conducted with 17 participants, including 5 nursing experts and 12 senior nursing students. Heuristic evaluation with experts, think-aloud method, and user tests were performed using the Game Evaluation Questionnaire and GUESS-20-TR-Scale. Qualitative and quantitative data analysis were used. <b><i>Results:</i></b> Experts were satisfied with the game experience and had fun. The game met their expectations and could help the nursing students learn the subject. Experts provided suggestions, including visual similarity of some animations, instructions regarding how to use the mouse cursor, and encouragement for students to remember the steps of the actual procedure by removing the instructions from some stages. Users scored the GUESS-20-TR mean score above the moderate level (5.71 ± 0.90), showing they were satisfied with the gaming experience. <b><i>Conclusion:</i></b> The 3D virtual simulation game had good usability features with some areas of improvement. The theories and elements used in this study can help nurse educators and researchers develop effective games and engaging game-rewarding systems. The usability testing provided valuable information for the games to be developed in the future.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"408-414"},"PeriodicalIF":2.8,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144041122","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}