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Fostering Social Interaction Between Hearing Impaired and Hearing Children: The Validation of Design and Interaction Strategies Through a Peer Interaction Game. 促进听障儿童与健听儿童之间的社交互动:通过同伴互动游戏验证设计和互动策略。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-02-01 Epub Date: 2024-08-09 DOI: 10.1089/g4h.2023.0144
Wenan Li, Ting Liu, Weihu Zhang, Kaiwen Guo, Zhibin Zhou

Objective: Hearing impaired (HI) children face challenges in establishing and maintaining relationships with their hearing (H) peers, leading to potential damages on their psychological well-being. The objective of this study is to introduce and validate design strategies and interaction strategies aimed at promoting social interaction between HI children and their H peers. Materials and Methods: With a specific focus on addressing the unique needs of HI children, the design strategies and interaction strategies were derived from the previous studies. To assess the effectiveness, these strategies were implemented in a game specifically designed to encourage peer interaction between HI and H children. Participants, including both HI and H children, were invited to experience the game and provide feedback. Results: The results demonstrated the efficacy of these strategies in fostering the social interaction between HI and H children. Participants exhibited increased engagement and cooperation during gameplay, indicating the successful facilitation of peer interactions. Conclusions: By validating design and interaction strategies through a specially designed peer interaction game, the research demonstrates the effectiveness of these strategies. The findings underscore the significance of tailored strategies that address the unique challenges faced by HI children in establishing interactions with their H peers. These validated strategies can serve as a foundation for creating inclusive environments that support the overall well-being and social integration of HI children in mainstream settings.

目的:听障(HI)儿童在与听障(H)同伴建立和维持关系方面面临挑战,这可能会对他们的心理健康造成损害。本研究旨在介绍和验证旨在促进听障儿童与听障同伴之间社会交往的设计策略和互动策略。材料和方法:设计策略和互动策略的重点是满足听障儿童的独特需求,这些设计策略和互动策略来自于以往的研究。为了评估这些策略的有效性,我们在一个游戏中实施了这些策略,该游戏是专门为鼓励听障儿童和听障儿童之间的同伴互动而设计的。我们邀请了包括听障儿童和健听儿童在内的参与者体验游戏并提供反馈意见。结果结果表明,这些策略在促进 HI 儿童和 H 儿童之间的社交互动方面非常有效。参与者在游戏过程中表现出了更高的参与度和合作性,这表明同伴间的互动得到了成功的促进。结论研究通过专门设计的同伴互动游戏验证了设计和互动策略,证明了这些策略的有效性。研究结果强调了量身定制的策略的重要性,这些策略可以解决 HI 儿童在与他们的 H 类同伴建立互动时所面临的独特挑战。这些经过验证的策略可以作为创建包容性环境的基础,从而为主流环境中的听障儿童的整体福祉和社会融合提供支持。
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引用次数: 0
Effects of Exergaming on Physical Fitness of Youth with Overweight and Obesity: A Systematic Review with Meta-Analysis. 运动对超重和肥胖青少年体质的影响:一项meta分析的系统综述。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-01-13 DOI: 10.1089/g4h.2024.0192
Cíntia França, Sadaf Ashraf, Adilson Marques, Andreas Ihle, Helder Lopes, Pedro Campos, Élvio Rúbio Gouveia

Due to the exponential growth in technology, exergames emerged as a potential tool to foster physical activity (PA) levels. This study provides an overall view of the literature on the effects of exergaming on physical fitness components among overweight and obese children and adolescents. A systematic review and meta-analysis following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines was performed in the PubMed, Web of Science, and Scopus databases. Among the 618 articles identified at the first screening stage, 17 were retained for analysis. The results indicate positive effects of exergaming interventions in body composition outcomes, cardiorespiratory fitness, muscular strength, and skills performance. Results from the randomized studies with the control group revealed significant effects of exergames in decreasing body mass index (mean difference = 0.24; 95% confidence interval [CI]: 0.06 to 0.43, P = 0.01) and increasing cardiorespiratory fitness (Hedges's g = 0.28; 95% CI: 0.09 to 0.46, P = 0.00). Although not statistically significant, participants submitted to exergames interventions also showed decreased body weight compared to their control peers. The results emphasize the ability of exergames to enhance PA levels and physical fitness components, which might influence the health status of overweight and obese youth. However, due to the limited number of studies included in the meta-analysis (n = 4), future randomized controlled experiments are still needed to improve the understanding of the impact of exergames interventions on physical fitness.

随着科技的飞速发展,外联网游戏成为促进体育锻炼(PA)水平的潜在工具。本研究提供了有关电子游戏对超重和肥胖儿童及青少年体能成分影响的文献的整体观点。根据《系统综述和荟萃分析首选报告项目》指南,我们在 PubMed、Web of Science 和 Scopus 数据库中进行了系统综述和荟萃分析。在第一阶段筛选出的 618 篇文章中,保留了 17 篇进行分析。结果表明,外部游戏干预对身体成分结果、心肺功能、肌肉力量和技能表现有积极影响。有对照组的随机研究结果显示,外部游戏在降低体重指数方面有显著效果(平均差异 = 0.24;95% 置信区间 [CI]:0.06-0.43,0.06-0.43):0.06 至 0.43,P = 0.01)和提高心肺功能(赫德氏 g = 0.28;95% 置信区间:0.09 至 0.46,P = 0.00)方面具有显著效果。虽然没有统计学意义,但与对照组相比,接受外部游戏干预的参与者体重也有所下降。研究结果表明,外显子游戏能够提高体育锻炼水平和体能成分,这可能会影响超重和肥胖青少年的健康状况。然而,由于纳入荟萃分析的研究数量有限(n = 4),未来仍需进行随机对照实验,以进一步了解外电子游戏干预对体能的影响。
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引用次数: 0
An Original Remote Digital Serious Game for Neonatal Resuscitation Training: New Opportunities from COVID-19 Era. 用于新生儿复苏培训的原创远程数字严肃游戏:COVID-19 时代的新机遇。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-12-01 Epub Date: 2024-07-25 DOI: 10.1089/g4h.2023.0197
Serena Bardelli, Giulio Del Corso, Massimiliano Ciantelli, Marta Del Pistoia, Rosa T Scaramuzzo, Armando Cuttano

Background: The social restrictions imposed by the COVID-19 pandemic have disrupted traditional teaching methods and encouraged the development of innovative and safer approaches based on distance learning. Among these novel techniques, digital game-based learning (DGBL) is a method that facilitates learning through the efficient use of interactive software tailored to the user. Methods: In this work, we investigated the effectiveness of the DGBL methodology for remote training using a game-based digital learning software designed about remote neonatal resuscitation. The DGBL approach was validated in 52 anesthesiologist trainees and compared to a homogenous retrospective control group of pediatric trainees with the same prior knowledge, who followed an in-person training course using the digital serious game. Scores obtained during each game session are recorded and used to assess progress in knowledge of the flowchart, decision time, timing of assisted ventilation, and ability to check equipment. Results: The results confirmed the effectiveness of the remote training mode for each of the analyzed features, whereas no statistically significant advantages of using a supervised DGBL were found. Conclusion: In conclusion, the DGBL remote training approach is a valuable tool that can provide users with an interactive, effective, and enjoyable learning experience. Future developments will concern the implementation of multiplayer versions to stimulate interaction between users for the development of inter-professional and teamwork skills.

背景:COVID-19 大流行所带来的社会限制打破了传统的教学方法,并鼓励开发基于远程学习的更安全的创新方法。在这些新技术中,基于数字游戏的学习(DGBL)是一种通过有效使用为用户量身定制的互动软件来促进学习的方法。方法:在这项工作中,我们研究了 DGBL 方法在远程培训中的有效性,并使用了一款基于游戏的数字学习软件,该软件是为远程新生儿复苏而设计的。我们在 52 名麻醉科受训人员中验证了 DGBL 方法,并将其与具有相同先验知识的儿科受训人员组成的同质回顾性对照组进行了比较。每次游戏过程中获得的分数都会被记录下来,用于评估学员在流程图知识、决策时间、辅助通气时机和设备检查能力方面的进步。结果:结果证实了远程培训模式对每个分析功能的有效性,而使用有监督的 DGBL 在统计学上没有发现明显的优势。结论总之,DGBL 远程培训方法是一种有价值的工具,可以为用户提供互动、有效和愉快的学习体验。未来的发展将涉及多人版本的实施,以激发用户之间的互动,培养跨专业和团队合作技能。
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引用次数: 0
Older Adults' Perceptions of Cognitive, Physical, and Exergame Training: A Mixed Methods Investigation of a Four-Armed Randomized Controlled Pilot Trial. 老年人对认知、体能和外部游戏训练的看法:四臂随机对照试点试验的混合方法调查。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-12-01 Epub Date: 2024-07-29 DOI: 10.1089/g4h.2023.0208
Abigail T Stephan, Ava McVey, Tate Steele, Kalvry Cooper, Christine B Phillips, Lesley A Ross

Purpose: Although the health benefits of behavioral interventions for older adults are well studied, research focused on intervention acceptability in older adult populations is less established and is needed. This mixed methods study investigated older adults' perceptions of training interventions. Methods: Community-dwelling older adults (N = 41) were randomized into three groups (cognitive, physical, and exergame) and completed 20 in-lab training sessions over 10 weeks. At every fifth session, participants provided feedback on their perceived gains across functional domains, enjoyment of and motivation to complete training, and aspects they most and least enjoyed regarding study participation. Results: Based on the multivariate analysis of variance, perceived cognitive and everyday function gains did not vary by training group. However, physical and exergame groups perceived greater improvement in physical function than the cognitive training group (P < 0.001). Enjoyment of and motivation to complete training did not vary by training group. Exploratory qualitative coding results suggest that participants across groups most enjoyed social interaction and feelings of improvement. Participants least enjoyed traveling to the study site and engaging in aspects of training (e.g., specific games, structure or duration of training). Conclusion: These findings highlight the importance of incorporating meaningful social engagement and balancing the challenge of training components with goal attainment when working with older adults, regardless of the intervention type. Future research and practice should consider salient aspects of the participant experience (e.g., social connection, accessible locations or remote options) when designing interventions for older adults.

目的:尽管针对老年人的行为干预对健康的益处已经有了充分的研究,但针对老年人群的干预可接受性的研究还不太成熟,亟待开展。这项混合方法研究调查了老年人对培训干预措施的看法。研究方法将居住在社区的老年人(41 人)随机分为三组(认知组、体能组和外部游戏组),并在 10 周内完成 20 次实验室内训练。在每第五次训练中,参与者就他们在各功能领域的感知收益、完成训练的乐趣和动力以及他们最喜欢和最不喜欢的研究参与方面提供反馈。研究结果根据多变量方差分析,不同训练组的认知和日常功能感知收益没有差异。然而,体能训练组和外部游戏组比认知训练组在身体功能方面的改善更大(P < 0.001)。各训练组对完成训练的乐趣和动机没有差异。探索性定性编码结果表明,各组参与者最喜欢社交互动和进步感。参与者最不喜欢前往研究地点和参与培训的各个方面(如特定游戏、培训的结构或持续时间)。结论这些研究结果强调了在对老年人进行干预时,无论采取哪种干预方式,都必须融入有意义的社交活动,并在训练内容的挑战性与目标实现之间取得平衡。在为老年人设计干预措施时,未来的研究和实践应考虑参与者体验的突出方面(如社会联系、无障碍地点或远程选择)。
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引用次数: 0
Playing Kioku Reduces Loneliness in Older Adults: A Pilot Study. 玩 Kioku 可减轻老年人的孤独感:一项试点研究
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-12-01 Epub Date: 2024-05-29 DOI: 10.1089/g4h.2023.0130
Ehud Bodner, Adi Segev, Roberto Chernitsky, Yoram Barak

Introduction: Playing together increases social connectedness, and it may be a tool to reduce loneliness. Research into the mental health benefits of board games is underdeveloped. Objectives: The study aims to examine the effects of the Kioku board game on well-being outcomes. The Kioku board game was developed in order to enable small group interactions with a focus on encouraging participants to create stories through mutual attention and interaction. We hypothesized that following a weekly intervention for 12 weeks, players would report a decrease in loneliness and an increase in well-being, compared with nonplayers. Methods: During the summer of 2022, participants in groups of 4-5 players, chose a cube word and narrated a story. A sample of 151 older adults (Mean age = 75.05 ± 6.46 years) recruited from seven community activity centers in Israel was assigned by block randomization to an intervention (n = 72) or a control group (n = 79), awaiting 4-6 weeks for future participation. Loneliness (UCLA loneliness scale) and well-being (World Health Organization 5-item scale) were evaluated at baseline and at 12 weeks. Results: A two-way repeated measures analysis of covariance (ANCOVA) (Group × Time) controlling for age, country of origin, and marital status revealed significant interaction effects for loneliness [F(1, 146) = 178.04, n2 = 0.549, P < 0.001] and well-being [F(1, 146) = 69.14, n2 = 0.321, P < 0.001]. Loneliness decreased in the intervention group (mean difference: 0.62 points, P < 0.001), and increased in the control group (mean difference: 0.18 points, P = 0.001). Well-being increased in the intervention group (mean difference: 0.79 points, P < 0.001) and decreased in the control group (mean difference: 0.20 points, P < 0.001). Conclusions: Our findings support the effectiveness of the Kioku board game intervention for decreasing loneliness and promoting well-being in older adults, who might still be coping with the effects of the COVID-19 pandemic.

导言一起玩游戏可以增加社会联系,也可以减少孤独感。有关棋类游戏对心理健康益处的研究还不够深入。研究目的本研究旨在探讨 Kioku 桌游对心理健康的影响。开发 Kioku 棋盘游戏是为了实现小组互动,重点是鼓励参与者通过相互关注和互动来创造故事。我们假设,在每周进行为期 12 周的干预后,与不参与游戏的人相比,参与游戏的人会报告孤独感减少,幸福感增加。干预方法2022 年夏天,参与者以 4-5 人为一组,选择一个魔方单词并讲述一个故事。从以色列 7 个社区活动中心招募的 151 名老年人(平均年龄为 75.05 ± 6.46 岁)被随机分配到干预组(72 人)或对照组(79 人),等待 4-6 周后再参加活动。在基线和 12 周时对孤独感(加州大学洛杉矶分校孤独感量表)和幸福感(世界卫生组织 5 项量表)进行评估。结果控制年龄、原籍国和婚姻状况的双向重复测量协方差分析(ANCOVA)(组×时间)显示,孤独感[F(1, 146) = 178.04, n2 = 0.549, P < 0.001]和幸福感[F(1, 146) = 69.14, n2 = 0.321, P < 0.001]具有显著的交互效应。干预组的孤独感减少(平均差异:0.62 分,P < 0.001),对照组的孤独感增加(平均差异:0.18 分,P = 0.001)。干预组的幸福感增加(平均差异:0.79 分,P < 0.001),对照组的幸福感减少(平均差异:0.20 分,P < 0.001)。结论我们的研究结果支持 Kioku 棋盘游戏干预在减少老年人孤独感和促进其幸福感方面的有效性,因为老年人可能仍在应对 COVID-19 大流行的影响。
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引用次数: 0
Gameful Experience Scale: Reliability and Validity in Nursing Students. 游戏体验量表:护理专业学生游戏体验量表的可靠性和有效性
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-12-01 Epub Date: 2024-06-03 DOI: 10.1089/g4h.2023.0231
Tuba Çömez Ikican, Gizem Şahin Bayindir, Olga Incesu, Emre Mor

Objective: Nursing students are among the groups where gamification applications are used effectively and frequently in educational technologies. This study aimed to adapt the Gameful Experience Scale (GAMEX) to the Turkish language and test its validity and reliability. Materials and Methods: The study was conducted with 620 nursing students studying an undergraduate nursing program between March and May, 2023. Data were collected using a personal information form and GAMEX-Turkish Form. Results: The validity and reliability of the five-factor structure scale with 27 items were confirmed. In confirmatory factor analysis, all factor loads were found to be >0.56. The fit indexes of the scale were χ2/df = 2.8, goodnessof-fit index = 0.90, comparative fit index = 0.94, and root mean square error of approximation = 0.55. Cronbach's alpha coefficient of the overall scale was 0.89. Conclusion: As a result of this study, the Turkish version of GAMEX was found to be a valid and reliable tool that can be used to evaluate the game experience in nursing students' training.

目的护理专业学生是游戏化应用在教育技术中有效且频繁使用的群体之一。本研究旨在将游戏化体验量表(GAMEX)改编为土耳其语,并测试其有效性和可靠性。材料与方法:研究对象为 2023 年 3 月至 5 月间就读护理本科课程的 620 名护理专业学生。使用个人信息表和 GAMEX-Turkish 表收集数据。研究结果包含 27 个项目的五因素结构量表的有效性和可靠性得到了证实。在确认性因子分析中,所有因子载荷均大于 0.56。量表的拟合指数为χ2/df = 2.8,拟合优度指数 = 0.90,比较拟合指数 = 0.94,均方根近似误差 = 0.55。总体量表的 Cronbach's alpha 系数为 0.89。结论本研究发现,土耳其版 GAMEX 是一种有效、可靠的工具,可用于评估护生培训中的游戏体验。
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引用次数: 0
Comparative Effectiveness of Developed Serious Game Versus Standardized Patients' Simulation in Nursing Education. 开发的严肃游戏与标准化病人模拟在护理教育中的效果比较。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-12-01 Epub Date: 2024-08-02 DOI: 10.1089/g4h.2024.0037
Afra Calik, Sevgisun Kapucu

Background: Serious games provide a realistic environment in nursing education, a stimulating and experiential learning environment for developing skills necessary for learning, recognizing, analyzing, selecting, and applying information. Methods: This study aims to determine the impact of serious games and standard patient practices developed for nursing education on students' knowledge levels, satisfaction, self-confidence, critical thinking, and problem-solving skills. A serious game was designed using the educational principles of the diabetes course and developed using the 3D interactive content creation platform UNITY. One group played the game online, whereas another had a face-to-face experience. Both groups completed forms before, after, and 4 weeks later via Google Forms. Results: Quantitative analysis showed significant improvements in knowledge and increases in student satisfaction and confidence in learning in both the serious game and standardized patient groups. The groups had no significant differences in problem-solving and critical-thinking abilities (P > 0.005). Conclusion: Developing advanced clinical proficiencies in nursing students requires an engaging and reliable educational environment. Using serious games and standardized patient simulations in nursing instruction highlights the need for diverse digital teaching tools. Therefore, it is essential to support the professional development of nursing educators in these innovative modalities.

背景:严肃游戏为护理教育提供了一个逼真的环境,一个激励性和体验性的学习环境,以培养学习、识别、分析、选择和应用信息的必要技能。研究方法本研究旨在确定为护理教育开发的严肃游戏和标准患者实践对学生知识水平、满意度、自信心、批判性思维和解决问题能力的影响。根据糖尿病课程的教育原则设计了一款严肃游戏,并使用三维互动内容创建平台 UNITY 进行了开发。一组人在线玩游戏,另一组人进行面对面体验。两个小组分别在游戏前、游戏后和 4 周后通过谷歌表格填写表格。结果显示定量分析显示,严肃游戏组和标准化病人组的学生在知识方面都有明显提高,学习满意度和自信心也有所增强。两组在解决问题和批判性思维能力方面没有明显差异(P > 0.005)。结论培养护理专业学生的高级临床能力需要一个吸引人的、可靠的教育环境。在护理教学中使用严肃游戏和标准化病人模拟突出了对多样化数字教学工具的需求。因此,支持护理教育者在这些创新模式方面的专业发展至关重要。
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引用次数: 0
Heal Me!-Investigating the "Red Potion" Concept and Its Influence on Gamers' Cardiovascular Endurance. 治愈我!--研究 "红药水 "概念及其对游戏玩家心血管耐力的影响。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-12-01 Epub Date: 2024-06-21 DOI: 10.1089/g4h.2024.0092
Andreas Kurniawan, Yasraf Amir Piliang, Agung Eko Budiwaspada, Armein Z R Langi

The "red potion," inspired by video games, emulates the health point replenishment mechanism for injured game characters. Conversely, red ginger, known for its potential tonic properties in enhancing cardiovascular endurance, poses challenges in acquisition within specific regions. Several previous studies have highlighted the existence of an inseparable link when gamers are engaged in real-world activities, even without actively playing the game in the virtual world. This suggests the potential for the "red potion" concept to enhance the well-being of gamers in reality. A statistical ANOVA experiment involved 90 participants, all avid gamers, categorized into three groups: basic, placebo, and experimental. The basic group (BG) received a red-colored beverage without red ginger infusion or the 'red potion' concept. In contrast, the placebo group (PG) received a similar beverage described as a "red potion" but without red ginger. Lastly, the experimental group (EG) received a red ginger-infused beverage without the "red potion" concept. Despite receiving different treatments, all beverages were presented in the same red color. Participants underwent the "beep test" to assess their baseline stamina. The results revealed that both PG and EG exhibited comparable cardiovascular endurance, affirming the potential of the "red potion" concept to positively influence gamers.

红药水 "的灵感来自电子游戏,它模仿了受伤游戏角色的健康点补充机制。相反,红姜因其潜在的增强心血管耐力的滋补特性而闻名,但它在特定区域内的获取却带来了挑战。之前的一些研究强调,当游戏玩家参与现实世界的活动时,即使没有在虚拟世界中积极玩游戏,也存在着不可分割的联系。这表明 "红药水 "概念有可能提高游戏玩家在现实中的幸福感。统计方差分析实验涉及 90 名参与者,他们都是狂热的游戏玩家,分为三组:基础组、安慰剂组和实验组。基本组(BG)喝的是红色饮料,没有加入红姜或 "红药水 "概念。相比之下,安慰剂组(PG)接受的是被描述为 "红药水 "的类似饮料,但不含红色生姜。最后,实验组(EG)接受的是不含 "红药水 "概念的红姜浸泡饮料。尽管处理方法不同,但所有饮料的颜色都是一样的红色。参与者接受了 "哔哔声测试",以评估他们的基础耐力。结果显示,PG 和 EG 的心血管耐力相当,这肯定了 "红药水 "概念对游戏玩家产生积极影响的潜力。
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引用次数: 0
Balance Board or Motion Capture? A Meta-Analysis Exploring the Effectiveness of Commercially Available Virtual Reality Exergaming in Enhancing Balance and Functional Mobility Among the Elderly. 平衡板还是运动捕捉?探索市售虚拟现实 Exergaming 在增强老年人平衡能力和功能性活动能力方面的有效性的元分析》(Meta-Analysis Exploring the Effectiveness of Commercially Available Virtual Reality Exergaming in Enhanced Balance and Functional Mobility Among the Elderly)。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-12-01 Epub Date: 2024-08-02 DOI: 10.1089/g4h.2023.0109
Błażej Cieślik, Adam Wrzeciono, Justyna Mazurek, Sara Federico, Joanna Szczepańska-Gieracha, Pawel Kiper

Force platforms and motion capture are commonly used as feedback mechanisms in exergaming; nevertheless, their therapeutic effectiveness may vary. Therefore, the primary objective of this study was to evaluate the effectiveness of commercially available virtual reality (VR) exergaming systems on balance and functional mobility, with a supplementary analysis considering the administered dose of exergaming. The search was conducted in five databases. Commercially available exergaming platforms were classified into two categories: VR exergaming with a balance board (including Wii Balance Board) and motion capture (including Xbox Kinect). Two categories of control interventions (treatment as usual [TAU] and no treatment [NT]) were extracted. The meta-analysis was performed separately for static, dynamic, and proactive balance outcomes and for the aggregated results of all included outcomes with subgroup analysis of lower, moderate, and higher doses. In total, 28 studies with 1457 participants were included. Both exergaming systems were particularly effective in improving the single leg stance outcome. VR exergaming with motion capture was found to be more effective than TAU with a standardized mean difference (SMD) of 0.48 (P = 0.006) and NT (SMD = 0.86; P = 0.02). In conclusion, commercially available VR exergaming with a motion capture feedback mechanism has demonstrated effectiveness as an intervention for balance training when compared with NT. Specifically, high doses (above 134 minutes per week) appear to be more beneficial for healthy older adults. Moreover, the findings provide some weak evidence supporting the effectiveness of VR exergaming with a balance board for improving functional mobility, particularly when compared with NT.

力平台和动作捕捉通常被用作外部游戏的反馈机制;然而,它们的治疗效果可能各不相同。因此,本研究的主要目的是评估市售虚拟现实(VR)外博弈系统对平衡和功能移动性的效果,并考虑外博弈的给药剂量进行补充分析。该研究在五个数据库中进行了搜索。市面上的外联网游戏平台分为两类:带平衡板的 VR 外部游戏(包括 Wii 平衡板)和动作捕捉(包括 Xbox Kinect)。同时还提取了两类对照干预(常规治疗 [TAU] 和无治疗 [NT])。荟萃分析分别针对静态、动态和主动平衡结果以及所有纳入结果的综合结果进行,并对低剂量、中等剂量和高剂量进行了分组分析。共有 28 项研究、1457 名参与者参与了分析。两种外部游戏系统在改善单腿站立结果方面都特别有效。研究发现,带有动作捕捉功能的虚拟现实外部游戏比TAU更有效,其标准化平均差(SMD)为0.48(P = 0.006),而NT(SMD = 0.86; P = 0.02)则更有效。总之,与NT相比,带有动作捕捉反馈机制的商业化VR游戏已经证明了其作为平衡训练干预的有效性。具体来说,高剂量(每周 134 分钟以上)似乎对健康的老年人更有益。此外,研究结果还提供了一些微弱的证据,支持带有平衡板的 VR 电子游戏在改善功能性活动能力方面的有效性,尤其是与 NT 相比。
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引用次数: 0
The Impact of Computer Games on the Social Skills of Elementary School Students: A Comprehensive Analysis. 电脑游戏对小学生社交能力的影响:综合分析
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-12-01 Epub Date: 2024-08-07 DOI: 10.1089/g4h.2024.0048
Mahboubeh Alborzi, Mahsa Torabi

Objective: The present study aimed to explore the influence of digital games on the social skills of male students in elementary schools, focusing on the impact of different games on various social behaviors. Methods: The study employed a causal-comparative design, utilising cluster random sampling to select participants. The sample consisted of 192 male students in the fourth through sixth grades, divided into players and nonplayers. Data were collected using the Social Support Scale Matson (1983) and a researcher-made questionnaire for computer games. The validity and reliability of the instruments were established through Cronbach's alpha coefficient, item correlation with dimensions, and correlation of dimensions with the total score and content validity. Results: The results indicated significant differences between player and nonplayer students in nonsocial behaviors, seeking superiority, and relationships with peers. Aggression and seeking superiority were higher in fifth-grade students than fourth- and sixth-grade students. Fifth- and sixth-grade students scored higher than fourth graders in these areas. The study found that Clash of Clans promoted appropriate social behaviors and peer relationships, while Fortnite had a significant positive effect on peer relationships. Mortal Kombat had a negative and significant effect on aggression and nonsocial behaviors compared to other games. Regression analysis revealed that playing time and type of play were significant predictors of social skills, with playing time being a more effective predictor than the type of play. Conclusion: The study concluded that digital games can significantly influence the social skills of male students in elementary schools. Specifically, Clash of Clans and Fortnite were found to have positive effects on social behaviors and peer relationships, while Mortal Kombat had negative effects. The findings suggest that the time spent playing games is a more critical factor in predicting social skills than the type of game played.

研究目的本研究旨在探讨数字游戏对小学男生社交能力的影响,重点关注不同游戏对各种社交行为的影响。研究方法本研究采用了因果比较设计,利用整群随机抽样的方法选取参与者。样本包括 192 名四年级至六年级的男生,分为游戏玩家和非游戏玩家。数据收集使用了社会支持量表 Matson(1983 年)和研究人员自制的电脑游戏问卷。通过克朗巴赫α系数、项目与维度的相关性、维度与总分的相关性以及内容效度,确定了工具的有效性和可靠性。结果显示结果表明,玩游戏和不玩游戏的学生在非社会行为、寻求优越感和与同伴的关系方面存在明显差异。五年级学生的攻击性和寻求优越感高于四年级和六年级学生。五年级和六年级学生在这些方面的得分高于四年级学生。研究发现,《部落冲突》促进了适当的社交行为和同伴关系,而《堡垒之夜》对同伴关系有显著的积极影响。与其他游戏相比,《真人快打》对攻击行为和非社会行为有显著的负面影响。回归分析表明,游戏时间和游戏类型对社交技能有显著的预测作用,其中游戏时间比游戏类型更有效。结论研究得出结论,数字游戏会对小学男生的社交能力产生重大影响。具体而言,研究发现《部落冲突》和《堡垒之夜》对社交行为和同伴关系有积极影响,而《真人快打》则有消极影响。研究结果表明,与游戏类型相比,玩游戏的时间是预测社交技能的更关键因素。
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