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Digital Games for Cognitive Enhancement in Healthy Older Adults: A Scoping Review. 数字游戏对健康老年人认知增强的作用:范围审查。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-11-18 DOI: 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.

老年人认知能力下降是影响生活质量的重大公共卫生问题。数字游戏已成为这一群体具有潜在认知益处的可访问干预手段。这篇综述考察了评估数字游戏对老年人认知影响的研究。根据系统评价和荟萃分析2020指南的首选报告项目,系统检索确定了28项研究,涉及1201名参与者(平均年龄= 71.57岁)。干预措施包括基于电脑的游戏系统,包括身体活动,如任天堂游戏机、动力装置和虚拟现实。认知结果在多个领域进行评估,包括执行功能、记忆、注意力、处理速度和语言。运动技能和执行功能的改善最大;然而,在其他领域观察到不同的结果。游戏复杂性和参与者人口统计数据等因素会影响可变性,复杂的游戏产生更大的收益,而设备类型的影响最小。这些发现表明,数字游戏可以作为健康老年人的认知干预手段,尤其是对执行功能的干预。与此同时,结果的可变性也凸显了定制干预措施和优化游戏设计的必要性。未来的研究应探索长期疗效、游戏复杂性的作用和干预特征,以最大限度地发挥治疗潜力。
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引用次数: 0
Serious Game-Based Training for Improved Control of a Temporalis Electromyography Interface for Controlling Powered Wheelchairs. 基于游戏的颞肌电图界面控制改进训练。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-11-18 DOI: 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.

背景:肌萎缩性侧索硬化症(ALS)的特点是由于其神经退行性病因导致活动能力显著下降。在ALS的发展过程中,患者失去了运动控制的独立性。肌电图(EMG)接口,使控制电动轮椅可以恢复自主运动。模拟轮椅颞肌肌电控制的游戏训练可以作为现实世界中轮椅使用前的训练。目的:Limbitless Runner,一个前臂肌电信号训练游戏,发现自由和结构化游戏训练之间没有显著差异,可以提高玩家的表现。本研究旨在研究这一发现在应用于颞肌肌电图系统时的普遍性。方法:参与者接受了Limbitless Runner的可量化、结构化的训练模式,即“环挑战”,并进行了得分前测。然后,参与者被分配到三个队列中的一个进行训练:Limbitless Journey, Limbitless Runner“自由游戏模式”,或Limbitless Runner“环挑战”。为了评估用户表现的改善,环形挑战被重复并打分。定量调查,包括游戏用户体验满意度量表(GUESS)和系统可用性量表(SUS),用来衡量用户对游戏的看法。结果:所有队列均显示用户评分提高;然而,环挑战(队列2)表现出最高的改善,从测试前的平均22.9环到训练后的平均31.1环。SUS和GUESS得分在两款不同的电子游戏之间没有显著差异,这表明这两个版本都可以成为用户满意或接受的平台。
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引用次数: 0
Effects of Active Video Games on Energy Expenditure and Weight Management Among Young Adults: A Systematic Review. 积极电子游戏对年轻人能量消耗和体重管理的影响:一项系统综述。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-10-01 Epub Date: 2025-06-05 DOI: 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。
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引用次数: 0
Feasibility of a Mobile Exergame for Patients with Heart Failure. 心力衰竭患者移动运动游戏的可行性。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-10-01 Epub Date: 2025-04-09 DOI: 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.

背景:体力活动是有益的,建议改善心力衰竭(HF)患者的预后。Exergaming将游戏技术与体育活动相结合。因此,我们在协同设计过程中开发了一款手机运动游戏,这款运动游戏可以让参与者随时随地进行体育活动。本研究旨在评估一种新开发的移动运动的可行性,心脏耕作,为心衰患者。方法:共有14名HF患者在智能手机上使用exergame一个月(9名瑞典人,5名西班牙人;男性9例,平均72岁,年龄范围61 ~ 82岁)。研究人员向参与者介绍了该游戏,并定期通过电话进行随访。研究人员建议参与者根据6分钟步行测试(6MWT)中步行的米数,每天增加10分钟的步行时间。确定的可行性领域包括可接受性、需求、实施和实用性,这些都是通过电话随访和访谈以及从游戏中下载的数据进行检查的。结果:参与者发现农场主题很吸引人,教练鼓励他们定期执行游戏(可接受性)。基于6MWT设定个人每日步行目标(平均704米,范围250-900米)。参与者报告说,每天的目标和任务都是可控的。该游戏被认为适合减少久坐时间,参与者报告身体健康状况(需求)得到改善。游戏被认为易于学习和使用,并可根据个人需求进行调整(执行)。在走路和与他人交谈时玩游戏被认为不太方便(实用性)。结论:HF参与者重视个性化支持,游戏的农场主题具有吸引力。每天增加10分钟步行的目标被视为减少久坐行为的现实方法。在介绍游戏时,必须强调适当照明的重要性,以便准确记录行走的米数。
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引用次数: 0
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. 主动视频游戏用于增强物理治疗以改善脑瘫儿童大肌肉运动结果的有效性:系统回顾和荟萃分析。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-10-01 Epub Date: 2025-06-12 DOI: 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.

背景:积极的电子游戏可能有利于改善大肌肉运动的结果,当用于儿童和青少年脑瘫(CP)的传统物理治疗时。然而,它们对改善大肌肉运动结果的有效性尚不清楚。本系统综述和荟萃分析的目的是确定主动视频游戏干预联合物理治疗与单独物理治疗相比对改善CP儿童大肌肉运动结果的有效性。材料和方法:检索MEDLINE, CINAHL, Scopus, EMBASE (Ovid), PsycINFO和SPORTDiscus数据库,检索2023年1月27日之前发表的相关文献。符合条件的研究(a)以英语发表,(b)采用随机研究设计,比较积极的电子游戏加物理治疗与单独的物理治疗,(c)包括患有CP的儿童和/或青少年(5-18岁),(d)测量大肌肉运动结果。纳入的文章进行偏倚评估(Cochrane风险-偏倚工具版本2)(rob2),使用分级推荐评估、发展和评价(GRADE)对研究结果进行证据确定性评估,当至少两项研究使用相同的结果测量方法时,对结果进行荟萃分析。结果:12篇文章符合纳入标准。非常低确定性的证据支持使用主动视频游戏作为改善大肌肉运动功能的辅助干预(Z = 3.33;P < 0.001)。其他大肌肉运动结果(即平衡和步行速度/距离)的荟萃分析没有统计学意义。结论:积极的电子游戏可能有利于与常规物理治疗相结合,以改善大运动功能。然而,目前的证据不足,需要进行高质量的研究。
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引用次数: 0
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. 基于exergames的方案和基于欧洲指南核心区域的常规物理治疗类似地改善帕金森病患者的步态和认知:随机临床试验
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-10-01 Epub Date: 2025-03-31 DOI: 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。
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引用次数: 0
Improving Health Care Training: A Serious Game Approach to Malnutrition Screening. 改善卫生保健培训:营养不良筛查的严肃游戏方法。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-10-01 Epub Date: 2025-04-04 DOI: 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。
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引用次数: 0
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. 不同虚拟现实技术支持上肢物理康复的接受度和可用性:上肢工作损伤患者的实验结果。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-10-01 Epub Date: 2025-04-08 DOI: 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.

目的:人机界面是推进面向上肢康复的虚拟现实(VR)游戏等产品的关键。材料和方法:对60名男性参与者进行了一项比较研究,他们都是年龄在20至30岁之间的年轻建筑工人,他们是从两个康复中心挑选出来的,专门针对由职业伤害引起的上肢功能障碍的个体,由合格的物理治疗师评估。该研究评估了不同的图像呈现方法,两种类型的头戴式显示器(hmd),捆绑在PC和独立设备上,以及电视上。参与者参与了一系列五种不同的康复游戏,在30分钟的时间内执行标准化的动作序列。结果:研究结果显示,所选择的界面与技术接受度、可用性、用户体验、空间存在和感知压力等因素之间存在显著的相关性。为了比较显示方法,进行了Mann-Whitney U检验。HMD配置通常优于TV选项。与电视和PC捆绑的HMD相比,独立的HMD表现出了更好的结果,使用意图(52%和16%)、整体性能(41%和15%)和感知有用性(20%和16%)都有所增加。物理治疗师进行的可用性评估的平均得分为74.5分,表明对该系统的实用性和有效性达成了共识。结论:HMD的高可用性与以往的研究结果一致。新的发现涉及跨多个维度的界面的深入比较分析。今后的研究应进一步探讨界面长期使用后的评价及影响治疗效果和上肢功能的因素。
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引用次数: 0
Enhancing Cognition, Self-Efficacy, and Postural Control Skills of Persons with Schizophrenia Spectrum Disorders Using Immersive Puzzle Video Games. 利用沉浸式解谜游戏提高精神分裂症谱系障碍患者的认知、自我效能和姿势控制技能。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-10-01 Epub Date: 2025-04-10 DOI: 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
简介:玩家在电子游戏中的参与度取决于他们在虚拟游戏环境中的沉浸程度。桌面解谜类电子游戏(PVGs)通常以久坐不动的姿势进行,需要上肢运动技能,可以提高玩家的认知能力和上肢运动能力。最近出现了《愤怒的小鸟》等沉浸式pvp游戏。这些游戏以站立模式进行,要求玩家转移重心(COG)来实现游戏目标。它们以任务为导向的特性使得这些电子游戏能够提高玩家的自我效能感。然而,对于站立模式下沉浸式PVGs的认知、上肢和下肢运动表现、COG移动能力(即稳定性极限)和自我效能效益的研究较少。目的:本研究考察了沉浸式物理游戏《愤怒的小鸟》(Angry Birds)对认知、运动结果和自我效能的影响。沉浸式电子游戏的开发是为了实现高水平的沉浸感和参与度。我们假设,在每周三次为期12周的训练后,球员将在认知、上肢和下肢运动表现、稳定性极限和自我效能方面表现出改善。方法:从两家精神康复单位招募成人精神分裂症谱系障碍患者82例,采用摇号随机法分为实验组和对照组(n = 41)。实验组的参与者在12周的时间里,每周以站立模式玩3次50分钟的《愤怒的小鸟》。在基线和12周时评估处理速度和认知灵活性(综合认知的两个关键组成部分)、上肢和下肢运动表现、稳定性极限和自我效能。结果:重复测量双向方差分析显示,稳定性极限和自我效能的交互效应显著(P = 0.021-P < 0.001),且效应大小为中~大(ηp2 = 0.064-0.241)。在处理速度和上肢和下肢运动表现方面存在显著的主效应(P < 0.001),且效应大小为中~大(ηp2 = 0.095 ~ 0.277)。单因素协方差分析显示,稳定性极限和自我效能有显著改善(P < 0.001),且效应大小中等(ηp2 = 0.151-0.249)。在认知灵活性方面有接近显著性差异(P = 0.063),效应大小接近中等(ηp2 = 0.040),但在处理速度方面无显著性差异(P > 0.05),在上肢和下肢运动能力方面有较小的效应大小(ηp2 = 0.001),效应大小较小(ηp2 = 0.021-0.027)。结论:PBPVGs可提高认知灵活性、稳定性极限和自我效能感。这些影响可能取决于沉浸程度、运动技能类型和身体部位参与程度,以及玩游戏时对认知成分的需求,这可能源于所选游戏和游戏机制的任务导向性质。
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引用次数: 0
Development and Usability Testing of a 3D Virtual Simulation Game in Teaching Intravenous Fluid Therapy in Nursing Education. 护理教学中静脉输液教学三维虚拟模拟游戏的开发与可用性测试
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-10-01 Epub Date: 2025-05-12 DOI: 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.

目的:描述外周静脉置管(PIVC)和静脉输液(IFT)在护理教育中的游戏化过程,并对3D虚拟模拟游戏进行可用性测试。材料与方法:基于现有文献、Kolb的体验式学习理论和Schell的元素四分体,开发了一个3D虚拟模拟游戏来教授PIVC和IFT。这款名为《intraenursegame》的游戏共有11个阶段,它会根据Benner的临床能力阶段奖励玩家基于分数的头衔。可用性测试共17人,其中护理专家5人,护生12人。专家启发式评价、有声思考法和用户测试采用游戏评价问卷和GUESS-20-TR-Scale。采用定性和定量资料分析。结果:专家对游戏体验满意,玩得很开心。这个游戏符合他们的期望,可以帮助护理专业的学生学习这门学科。专家们提出了一些建议,包括一些动画的视觉相似性,如何使用鼠标光标的说明,以及通过删除某些阶段的说明来鼓励学生记住实际过程的步骤。玩家的GUESS-20-TR平均得分高于中等水平(5.71±0.90),表明他们对游戏体验感到满意。结论:该3D虚拟仿真游戏具有良好的可用性,但仍有一些有待改进的地方。本研究中使用的理论和元素可以帮助护理教育者和研究人员开发有效的游戏和引人入胜的游戏奖励系统。可用性测试为未来的游戏开发提供了有价值的信息。
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