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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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引用次数: 0
Social Support Derived from Virtual and Analog Table-Top Role-Playing Games: The Supportive Role of Table-Top Gaming. 来自虚拟和模拟桌面角色扮演游戏的社会支持:桌面游戏的支持作用
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-09-24 DOI: 10.1177/2161783X251378630
Maxim I Kozlov, Erin L O'Connor

Objective: Gaming has been suggested as an effective way to exchange social support, a resource critical to global mental health and post-pandemic recovery. Virtual and analog (pen-and-paper) table-top role-playing game (TTRPG) popularity grew during and following the pandemic; yet, unlike their video-game counterparts research into TTRPGs remains limited. Parallel to online video-games, TTRPGs may be similarly positioned to foster and promote social support. Informed by analogous gaming research, this study explored how players give and receive social support within face-to-face and virtual TTRPGs through a stress buffering lens. Materials and Methods: Using a cross-sectional survey methodology, based on the 2-way social support scale data from 186 participants was analyzed to determine if differences exist across social, demographic and gameplay variables. Results: Participants derived more meaningful social support through analog TTRPGs, although virtual TTRPG interfaces still afford meaningful social support, while benefiting from greater accessibility. Participants in the role of "game masters", who act as game facilitators and narrators, were shown to provide more social support than players, while greater levels of social support encouraged ongoing attendance. Additionally, players' consistent attendance and social familiarity enhanced given and received social support. Lastly, although similar social support was reported across genders, males were overrepresented in game-directing positions of power. Conclusion: This is the first known study to explore social support within TTRPGs. The findings have implications for the design of games to support communities, post-pandemic recovery, and therapeutic applications. Future research is encouraged.

目标:游戏被认为是交换社会支持的有效方式,而社会支持是对全球心理健康和大流行后恢复至关重要的资源。在疫情期间和之后,虚拟和模拟(纸笔)桌面角色扮演游戏(TTRPG)越来越受欢迎;然而,与电子游戏不同的是,对ttrpg的研究仍然有限。与在线视频游戏类似,ttrpg可能同样定位于培养和促进社会支持。根据类似的游戏研究,本研究探讨了玩家如何通过压力缓冲透镜在面对面和虚拟ttrpg中给予和接受社会支持。材料和方法:使用横断面调查方法,基于来自186名参与者的双向社会支持量表数据进行分析,以确定是否存在社会,人口统计和游戏变量之间的差异。结果:参与者通过模拟TTRPG获得更多有意义的社会支持,尽管虚拟TTRPG接口仍然提供有意义的社会支持,同时受益于更大的可访问性。扮演“游戏大师”角色(游戏邦注:即充当游戏引导者和叙述者)的参与者比玩家提供更多的社会支持,而更高水平的社会支持则鼓励玩家持续参与游戏。此外,玩家的持续出席和社交熟悉度增强了给予和获得的社会支持。最后,尽管两性都有类似的社会支持,但男性在游戏指导职位上的比例过高。结论:这是已知的第一个探索ttrpg中社会支持的研究。这些发现对支持社区、流行病后恢复和治疗应用的游戏设计具有启示意义。鼓励未来的研究。
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引用次数: 0
The Effect of Emergency Escape Room Simulation on Knowledge, Anxiety, and Satisfaction Levels of Students: A Randomized Controlled Trial. 紧急逃生室模拟对学生知识、焦虑和满意度的影响:一项随机对照试验。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-09-23 DOI: 10.1177/2161783X251378638
Hacer Ozel, Elif Gezginci Akpinar

Background: The aim of this study is to determine the effect of escape room simulation intervention on the knowledge, anxiety, and satisfaction levels of students in emergency nursing education. Methods: This randomized controlled study was conducted with 40 students studying at the nursing faculty of a university in Istanbul. The students in the intervention group (n = 20) were given an escape room simulation intervention related to emergency nursing education. The students in the control group (n = 20) were not given any intervention other than the traditional education method. Data were collected using the Knowledge Test, State Anxiety Scale, and Visual Analog Scale for satisfaction. Results: The knowledge level of the students in the intervention group measured immediately after the education (P = 0.003), 1 week after the education (P < 0.001), and 1 month after the education (P < 0.001) was found to be significantly higher than that of the control group. While no significant difference was found in anxiety levels before and after the education between the groups, a significant difference was found in anxiety levels before and after the training in the intervention group (P < 0.001). The satisfaction level measured immediately after the education was found to be significantly higher in the intervention group than in the control group (P < 0.001). Conclusion: This study show that escape room simulation increased emergency nursing knowledge and satisfaction and reduced anxiety levels of the students. It is recommended that escape room simulation intervention be used in more studies in nursing education. The study was registered on ClinicalTrials.gov.tr with the number NCT06619119.

背景:本研究旨在探讨逃生室模拟干预对急诊护理教育中学生知识、焦虑和满意度的影响。方法:对伊斯坦布尔某大学护理系40名学生进行随机对照研究。干预组(n = 20)进行与急救护理教育相关的密室逃生模拟干预。对照组(n = 20)除传统教育方法外不进行任何干预。使用知识测试、状态焦虑量表和视觉模拟满意度量表收集数据。结果:干预组学生在教育后即刻(P = 0.003)、教育后1周(P < 0.001)、教育后1个月(P < 0.001)的知识水平均显著高于对照组。两组在培训前后的焦虑水平差异无统计学意义,但干预组在培训前后的焦虑水平差异有统计学意义(P < 0.001)。干预组在教育结束后立即测量的满意度显著高于对照组(P < 0.001)。结论:模拟密室逃生提高了学生的急救护理知识和满意度,降低了学生的焦虑水平。建议在护理教育的研究中更多地采用逃生室模拟干预。该研究已在ClinicalTrials.gov.tr上注册,编号为NCT06619119。
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引用次数: 0
Investigation of the Effect of Second-Generation Virtual Reality Interventions on Hot and Cold Executive Functions in Children with Attention-Deficit/Hyperactivity Disorder: Single-Blind Randomized Controlled Study. 第二代虚拟现实干预对注意缺陷/多动障碍儿童冷热执行功能影响的单盲随机对照研究
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-09-22 DOI: 10.1177/2161783X251378645
Emine Cansu Güler, Barkın Köse, Rahime Duygu Temeltürk, Kübra Dilara Aynigül, Serkan Pekçetin, Didem Behice Öztop

Objective: The aim of this study was to examine the effects of the second-generation virtual reality intervention (SG-VRI) on the hot and cold executive functions (EFs) of children with attention-deficit/hyperactivity disorder (ADHD). Methods: Seventy children were included in the study and randomly divided into control (n = 35) and intervention (n = 35) groups. Stroop TBAG Form, Trail Making Test, and Childhood Executive Functioning Inventory were administered to the participants before SG-VRI. SG-VRI was applied to the intervention group as two sessions per week for 8 weeks. During this period, the control group did not receive any intervention. Results: At the end of these 8 weeks, assessment tests were administered to both groups again. The final results showed that the SG-VRI was effective in improving hot and cold EF skills of children with ADHD (P < 0.05). Conclusion: We believe that the use of virtual reality interventions may be effective in the cognitive rehabilitation processes of children with ADHD.

目的:探讨第二代虚拟现实干预(SG-VRI)对注意缺陷/多动障碍(ADHD)儿童冷热执行功能(EFs)的影响。方法:将70例患儿随机分为对照组(n = 35)和干预组(n = 35)。在SG-VRI前对被试进行Stroop TBAG表、Trail Making Test和Childhood Executive Functioning Inventory。SG-VRI应用于干预组,每周两次,持续8周。在此期间,对照组没有接受任何干预。结果:8周结束时,两组再次进行评估测试。最终结果显示,SG-VRI对ADHD儿童冷热EF技能的改善效果显著(P < 0.05)。结论:我们认为使用虚拟现实干预可能在ADHD儿童的认知康复过程中有效。
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引用次数: 0
NutriMine: Evaluation of a Serious Game Modification for Minecraft Aimed at Educating and Promoting a Healthy Diet. NutriMine:对《我的世界》游戏修改的评估,旨在教育和促进健康饮食。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-09-16 DOI: 10.1177/2161783X251378527
Christoph Aigner, Kilian Köck, René Baranyi, Sylvia Winkler, Katharina Weindl, Carina Arnberger, Thomas Grechenig

Background: Overweight and obesity are growing concerns and significant risk factors for noncommunicable diseases, especially in industrialized nations, necessitating innovative intervention strategies. Serious games designed to provide education and effectively promote behavior change have emerged as a potential solution. Methods: This research assesses a serious game developed as a modification of the popular video game "Minecraft" called "NutriMine." This modification was created based on identified requirements from a nutrition expert through a qualitative interview and a preliminary evaluation conducted in a pilot study with 11 users. Additionally, a playtest and evaluation with 20 participants from the target group, incorporating the user engagement scale (UES), system usability scale (SUS), and game experience questionnaire (GEQ), was conducted. Results: The results indicated a satisfactory level of engagement. Overall, findings also revealed positive feedback concerning the SUS (75% of participants scored above 70) and UES (75% of participants scored above 3), with most results positioned in the upper half for both scales. The evaluation using the GEQ yielded generally positive outcomes, with minor concerns related to "competence," "flow," and "immersion" due to the varying levels of Minecraft experience among participants. The combined results of the evaluation led to the formulation of requirements for a serious game modification in the area of nutrition. Conclusion: The results highlight the modification's potential for larger-scale use as an effective behavior change tool for individuals seeking to maintain a healthy diet.

背景:超重和肥胖是日益受到关注的问题,也是非传染性疾病的重要危险因素,特别是在工业化国家,因此需要创新的干预策略。旨在提供教育和有效促进行为改变的严肃游戏已经成为一种潜在的解决方案。方法:这项研究评估了一个严肃的游戏,作为流行的电子游戏“我的世界”的修改,被称为“营养”。这一修改是根据一名营养专家通过对11名用户进行定性访谈和初步评估的初步研究确定的要求做出的。此外,我们还对目标群体中的20名参与者进行了游戏测试和评估,包括用户粘性量表(UES)、系统可用性量表(SUS)和游戏体验问卷(GEQ)。结果:结果表明了一个令人满意的参与水平。总体而言,调查结果还显示了关于SUS(75%的参与者得分在70分以上)和UES(75%的参与者得分在3分以上)的积极反馈,大多数结果都位于两个量表的上半部分。使用GEQ进行的评估总体上产生了积极的结果,由于参与者对《我的世界》的体验水平不同,因此对“能力”、“流”和“沉浸感”的关注较少。综合评价的结果导致在营养领域制定了对游戏进行重大修改的要求。结论:研究结果强调了该修饰作为一种有效的行为改变工具的潜力,可用于寻求保持健康饮食的个人。
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引用次数: 0
MazeOut Adaptive Serious Game: Evaluation of Performance and Usability for Motor Rehabilitation in Individuals with Autism Spectrum Disorder. 迷宫自适应严肃游戏:评估自闭症谱系障碍患者运动康复的表现和可用性。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-09-12 DOI: 10.1177/2161783X251378518
Alexandre Kira, Rodrigo G Pontes, Augusto K Pedroso de Lima, Luciano V Araújo, Carlos B M Monteiro, Elisa de Jesus Valenzuela, Victoria Yanara Hernandes da Silva, Juliana Perez Weingartner, Íbis Ariana Peña de Moraes, Alvaro Uribe-Quevedo, Fátima L S Nunes

Objective: To evaluate the effectiveness of MazeOut, an adaptive serious game for motor rehabilitation, in individuals with autism spectrum disorder (ASD), by comparing their performance and usability with that of individuals with typical development (TD) and assessing the impact of adaptive (AG) versus nonadaptive gameplay on task performance. Materials and Methods: A mixed-design study with 30 participants (15 ASD, 15 TD), aged 8 to 40 years, had each participant experience both adaptive and nonadaptive interventions in randomized order, allowing within- and between-subject comparisons. Performance was measured using overall scores (based on maze navigation speed and coin collection), and usability was assessed with the System Usability Scale (SUS). Data analysis was conducted using R software, with performance trends evaluated through segmented regression and the Kruskal-Wallis test. Results: The TD group outperformed the ASD group across all conditions (TD median score: 27.54; ASD median score: 23.79, P < 0.001). Notably, participants in both groups achieved significantly better performance when AG was introduced first (ASD: 24.04 vs. 19.1, P < 0.001; TD: 30.2 vs. 24.31, P = 0.005), suggesting that the adaptation facilitates initial task learning. ASD participants reported slightly higher usability (mean SUS = 77.2) than TD participants (74.6), with the highest scores among younger users (81.9). Conclusions: Adaptive serious games can enhance motor performance, particularly for individuals with ASD. The findings suggest that early exposure to AG may improve task performance. Future studies with larger samples and longer interventions are needed to assess long-term benefits.

目的:通过比较自闭症谱系障碍(ASD)个体与典型发展(TD)个体在运动康复方面的表现和可用性,以及评估自适应(AG)与非自适应(AG)游戏对任务表现的影响,评价自适应严肃游戏MazeOut在自闭症谱系障碍(ASD)个体中的效果。材料和方法:一项有30名参与者(15名ASD, 15名TD)的混合设计研究,年龄在8至40岁之间,每个参与者按随机顺序经历适应性和非适应性干预,允许受试者内部和受试者之间的比较。游戏表现采用总分(基于迷宫导航速度和硬币收集)来衡量,可用性采用系统可用性量表(SUS)来评估。使用R软件进行数据分析,通过分段回归和Kruskal-Wallis检验评估性能趋势。结果:TD组在所有情况下均优于ASD组(TD中位评分:27.54;ASD中位评分:23.79,P < 0.001)。值得注意的是,首先引入AG时,两组参与者的表现都明显更好(ASD: 24.04 vs. 19.1, P < 0.001; TD: 30.2 vs. 24.31, P = 0.005),这表明适应促进了初始任务学习。ASD参与者报告的可用性(平均SUS = 77.2)略高于TD参与者(74.6),其中年轻用户得分最高(81.9)。结论:适应性严肃游戏可以提高运动表现,特别是对于ASD患者。研究结果表明,早期接触AG可能会提高任务表现。未来的研究需要更大的样本和更长时间的干预来评估长期效益。
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引用次数: 0
Does Healthy Cooking Lead to Healthy Choices? Exploring the Impact of a Virtual Reality Cooking Game on Healthy Eating Decisions. 健康的烹饪会带来健康的选择吗?探索虚拟现实烹饪游戏对健康饮食决策的影响。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-09-10 DOI: 10.1177/2161783X251378648
Yilin Yang, Mengying Liu, Minqi Lyu, Jianping Huang

Objective: Cooking plays a crucial role in healthy eating, and food exposure during cooking significantly influences people's health and well-being. Given the challenges faced by novice cooks and the general lack of interest in cooking, this research proposes utilizing a highly engaging cooking game as an alternative to real-life cooking, allowing individuals to achieve the same health-boosting benefits as traditional cooking while enjoying the game. Additionally, this study will examine the moderating role of food type and cooking manner in this process. Methods: Two preregistered behavioral experiments (Nstudy1 = 60, Nstudy2 = 54) were conducted to examine how using different types of food (healthy vs. unhealthy) in a cooking game affects subsequent food choices, and how the cooking manner (neat vs. messy) moderates this effect. Results: Study 1 found that cooking healthy food led to healthier food choices after gaming. Study 2 revealed a significant moderating effect of cooking manner: When cooking healthy food, a neat cooking manner led individuals to subsequently choose fewer healthy foods, while a messy cooking manner led to an increase; conversely, when cooking unhealthy food, participants who cooked neatly chose more healthy food, while those who cooked messily chose less healthy food. Conclusions: These findings suggest that an engaging cooking game could replace real-life cooking as a direct and effective strategy to promote healthy eating. The results also highlight the importance of context-specific strategies in designing and implementing health interventions to prevent unintended consequences arising from excessive cues.

目的:烹饪在健康饮食中起着至关重要的作用,烹饪过程中的食物暴露会显著影响人们的健康和福祉。鉴于新手厨师面临的挑战和普遍缺乏对烹饪的兴趣,这项研究建议利用一个高度吸引人的烹饪游戏来替代现实生活中的烹饪,让个人在享受游戏的同时获得与传统烹饪相同的健康益处。此外,本研究将探讨食物种类和烹饪方式在此过程中的调节作用。方法:进行了两个预注册的行为实验(Nstudy1 = 60, Nstudy2 = 54),以检验在烹饪游戏中使用不同类型的食物(健康与不健康)如何影响随后的食物选择,以及烹饪方式(整洁与凌乱)如何调节这种影响。结果:研究1发现,烹饪健康食物会导致玩家在玩游戏后选择更健康的食物。研究2揭示了烹饪方式的显著调节作用:当烹饪健康食品时,整洁的烹饪方式导致个体随后选择更少的健康食品,而凌乱的烹饪方式导致个体随后选择更多的健康食品;相反,当烹饪不健康的食物时,烹饪整齐的参与者选择了更健康的食物,而那些烹饪凌乱的参与者选择了不健康的食物。结论:这些发现表明,引人入胜的烹饪游戏可以取代现实生活中的烹饪,成为促进健康饮食的直接有效策略。研究结果还强调了在设计和实施卫生干预措施以防止过量提示引起的意外后果方面根据具体情况制定战略的重要性。
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引用次数: 0
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