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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。
{"title":"MazeOut Adaptive Serious Game: Evaluation of Performance and Usability for Motor Rehabilitation in Individuals with Autism Spectrum Disorder.","authors":"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","doi":"10.1177/2161783X251378518","DOIUrl":"https://doi.org/10.1177/2161783X251378518","url":null,"abstract":"<p><p><b><i>Objective:</i></b> To evaluate the effectiveness of <i>MazeOut</i>, 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. <b><i>Materials and Methods:</i></b> 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. <b><i>Results:</i></b> The TD group outperformed the ASD group across all conditions (TD median score: 27.54; ASD median score: 23.79, <i>P</i> < 0.001). Notably, participants in both groups achieved significantly better performance when AG was introduced first (ASD: 24.04 vs. 19.1, <i>P</i> < 0.001; TD: 30.2 vs. 24.31, <i>P</i> = 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). <b><i>Conclusions:</i></b> 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.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.8,"publicationDate":"2025-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145041971","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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
The "Secret of Seven Stones": Short-Term Efficacy of an Online Intergenerational Sexual Health Education Game for Early Adolescents and Their Parents. “七块石头的秘密”:一个面向青少年及其父母的在线代际性健康教育游戏的短期效果。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-09-10 DOI: 10.1177/2161783X251370416
Ross Shegog, Christine Markham, Melissa Peskin, Robert C Addy, Sara Dube, Diane Santa Maria, Susan Tortolero Emery, Johnny M Wilkerson, Elizabeth Baumler, Laura Armistead, Pooja Chaudhary, Hsing-Yi Song, Angela Spencer, Jeffery McLaughlin

Objectives: Intergenerational games offer a potential channel to impact parent-youth sexual health communication. The "Secret of Seven Stones" (SSS) is an 18-level online adventure game and parent website designed to engage parents and youth (11-14 years) in conversations about healthy dating relationships and sexual behavior and to provide sexual health skills training to youth. Study hypotheses were that SSS exposure would increase sexual health parent-child communication, increase youth intentions to delay sexual debut, and reduce youth exposure to situations that promote sexual activity. Materials and Methods: SSS was evaluated in the homes of parent-youth dyads randomly assigned to intervention (n = 40) and comparison (n = 45) conditions. Online surveys were used to collect baseline and three-month follow-up data on dyadic sexual health communication, determinants for communication and youth sexual behavior, and game usability ratings. Results: Dyads comprised parents (n = 83, 47% white, 93% female, 44.4 ± 5.8 years) and youth (n = 83, 42% white, 54% male, 12.9 ± 1.1 years, and 96% sexually inexperienced). Frequency of parent-youth sexual health communication and youth communication self-efficacy increased in those playing SSS compared with those in the comparison group (P < 0.01). Youth perceived parent-youth communication as more open and demonstrated significant improvement in condom and human immunodeficiency virus/sexually transmitted infection knowledge and perceptions of parents' beliefs about sex (<0.001). Usability ratings were higher on ease, credibility, and helpfulness (all >78%) but lower on duration and appeal (<56%). Conclusion: This study demonstrated the utility of an in-home intergenerational sexual health education game to impact parent-youth communication by short-term follow-up. Further investigation of longer-term behavioral impact is indicated.

目的:代际游戏提供了影响父母与青少年性健康交流的潜在渠道。“七块石头的秘密”(SSS)是一个18级的在线冒险游戏和家长网站,旨在让父母和青少年(11-14岁)就健康的约会关系和性行为进行对话,并为青少年提供性健康技能培训。本研究的假设是,接触SSS会增加性健康的亲子沟通,增加青少年推迟初次性行为的意愿,并减少青少年接触促进性活动的情况。材料与方法:对随机分配到干预组(n = 40)和对照组(n = 45)的父母-青年二人组的家庭进行SSS评估。在线调查用于收集关于二元性健康交流的基线和三个月的随访数据,交流和青少年性行为的决定因素,以及游戏可用性评级。结果:双组由父母(n = 83,白人47%,女性93%,44.4±5.8岁)和青年(n = 83,白人42%,男性54%,12.9±1.1岁,96%性经验不足)组成。玩SSS组亲子性健康沟通频次和青少年沟通自我效能感均高于对照组(P < 0.01)。青少年认为亲子沟通更开放,在避孕套和人类免疫缺陷病毒/性传播感染知识和父母对性信仰的认知方面有显著改善(78%),但持续时间和吸引力较低。结论:本研究通过短期随访证明了家庭代际性健康教育游戏对亲子沟通的影响。对长期行为影响的进一步研究表明。
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引用次数: 0
To Evaluate the Feasibility of Exergames for Fine Motor Skill Rehabilitation Among Acute Stroke Patients in a Tertiary Hospital: A Quasi-experimental Study. 评价三级医院急性脑卒中患者精细运动技能康复运动游戏的可行性:准实验研究。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-08-21 DOI: 10.1177/2161783X251370423
Nan Wu, Darshini Devi Rajasegeran, Fazila Aloweni, Shin Yuh Ang, Karen Heslop

Background: Upper limb (UL) impairments can affect fine motor control, including the ability to grasp and manipulate objects. Exergames, an innovative and technology-driven intervention, may enhance patient engagement and adherence to rehabilitation exercises. However, there is limited evidence assessing their feasibility in the acute care setting, immediate post-stroke. Aim: This study aimed to evaluate the feasibility of exergames among acute and subacute stroke survivors and to identify factors influencing their acceptability and usability. Methods: A quasi-experimental, one-group post-test design was employed, with convenience sampling to recruit acute and subacute stroke patients experiencing UL impairments. Participants engaged in two exergames, "Fishing" and "Brave Bird," at least once. These games were specifically designed to promote improved hand and finger movement. Post-intervention data were collected using the technology acceptance model (TAM) questionnaire, measuring user-friendliness, attitudes, and intentions for future use. Results: A total of 47 participants were recruited, with a mean age of 61.2 years. The overall mean TAM score was 70.72 (±12.64; range: 39-84/84), indicating high acceptance and usability of the exergames. Younger participants showed significantly higher TAM scores (76.24 ± 6.56; P = 0.026). Males had higher scores (72.67 ± 12.75) compared with females (67.95 ± 12.28). Participants with higher education had the greatest TAM scores (77.11 ± 4.44), while bedbound participants reported the lowest scores (45 ± 8.49). Conclusions: Exergames were feasible and acceptable for UL recovery in acute stroke patients. User acceptance varied by age, gender, education, and mobility, emphasizing the need for personalized approaches in designing technology-based rehabilitation interventions.

背景:上肢(UL)损伤会影响精细运动控制,包括抓取和操作物体的能力。Exergames是一种创新和技术驱动的干预措施,可以提高患者对康复锻炼的参与度和依从性。然而,有有限的证据评估其可行性在急性护理设置,立即中风后。目的:本研究旨在评估急性和亚急性脑卒中幸存者使用exergames的可行性,并确定影响其可接受性和可用性的因素。方法:采用准实验、单组后测设计,方便抽样,招募急性和亚急性脑卒中患者。参与者至少进行一次“钓鱼”和“勇敢的鸟”这两个游戏。这些游戏是专门为促进手部和手指运动而设计的。使用技术接受模型(TAM)问卷收集干预后的数据,测量用户友好度、态度和未来使用的意图。结果:共招募了47名参与者,平均年龄为61.2岁。总体平均TAM得分为70.72(±12.64;范围:39-84/84),表明游戏具有较高的可接受性和可用性。年龄越小,TAM得分越高(76.24±6.56;P = 0.026)。男性得分(72.67±12.75)高于女性得分(67.95±12.28)。高学历者TAM得分最高(77.11±4.44),卧床者最低(45±8.49)。结论:Exergames对于急性脑卒中患者UL的恢复是可行且可接受的。用户接受程度因年龄、性别、教育程度和流动性而异,强调在设计基于技术的康复干预措施时需要个性化的方法。
{"title":"To Evaluate the Feasibility of Exergames for Fine Motor Skill Rehabilitation Among Acute Stroke Patients in a Tertiary Hospital: A Quasi-experimental Study.","authors":"Nan Wu, Darshini Devi Rajasegeran, Fazila Aloweni, Shin Yuh Ang, Karen Heslop","doi":"10.1177/2161783X251370423","DOIUrl":"https://doi.org/10.1177/2161783X251370423","url":null,"abstract":"<p><p><b><i>Background:</i></b> Upper limb (UL) impairments can affect fine motor control, including the ability to grasp and manipulate objects. Exergames, an innovative and technology-driven intervention, may enhance patient engagement and adherence to rehabilitation exercises. However, there is limited evidence assessing their feasibility in the acute care setting, immediate post-stroke. <b><i>Aim:</i></b> This study aimed to evaluate the feasibility of exergames among acute and subacute stroke survivors and to identify factors influencing their acceptability and usability. <b><i>Methods:</i></b> A quasi-experimental, one-group post-test design was employed, with convenience sampling to recruit acute and subacute stroke patients experiencing UL impairments. Participants engaged in two exergames, \"Fishing\" and \"Brave Bird,\" at least once. These games were specifically designed to promote improved hand and finger movement. Post-intervention data were collected using the technology acceptance model (TAM) questionnaire, measuring user-friendliness, attitudes, and intentions for future use. <b><i>Results:</i></b> A total of 47 participants were recruited, with a mean age of 61.2 years. The overall mean TAM score was 70.72 (±12.64; range: 39-84/84), indicating high acceptance and usability of the exergames. Younger participants showed significantly higher TAM scores (76.24 ± 6.56; <i>P</i> = 0.026). Males had higher scores (72.67 ± 12.75) compared with females (67.95 ± 12.28). Participants with higher education had the greatest TAM scores (77.11 ± 4.44), while bedbound participants reported the lowest scores (45 ± 8.49). <b><i>Conclusions:</i></b> Exergames were feasible and acceptable for UL recovery in acute stroke patients. User acceptance varied by age, gender, education, and mobility, emphasizing the need for personalized approaches in designing technology-based rehabilitation interventions.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.8,"publicationDate":"2025-08-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144974139","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Influence of Demographic and Clinical Factors on Perceived Usability, Presence, Flow, Competence, Pleasant and Unpleasant Sensations, and Utility During Interaction with Virtual Reality Games for Motor and Cognitive Rehabilitation: An Observational Study in Patients with Stroke and Traumatic Brain Injury. 人口统计学和临床因素对虚拟现实游戏在运动和认知康复中的感知可用性、存在感、心流、能力、愉悦感和不愉悦感以及效用的影响:一项对中风和创伤性脑损伤患者的观察研究
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-08-19 DOI: 10.1177/2161783X251370421
Ángela Méndez, María Dolores Navarro, Joan Ferri, Enrique Noé, Roberto Llorens

Objective: User experience plays a crucial role in the interaction with virtual reality systems, especially in rehabilitation games for patients with brain injuries, who often face cognitive and motor challenges. User experience influences factors such as acceptance, engagement, and, importantly, the effectiveness of the intervention, all of which are key to achieving optimal recovery outcomes. While previous studies have examined the experiences of neurological populations, they have often focused on a single construct and used instruments that include irrelevant or confounding items. The objective of this study was to assess the perceived usability, presence, flow, competence, pleasant and unpleasant sensations, and utility of non-immersive virtual reality-based rehabilitation games targeting motor and cognitive functions in patients with stroke and traumatic brain injury. Materials and Methods: Thirty adults with stroke or traumatic brain injury interacted with three non-immersive virtual reality games targeting motor and cognitive skills, and then completed standardized instruments assessing the above constructs. Results: The results revealed high usability, strong presence, and a positive flow experience. Participants also reported high levels of competence and pleasant sensations, with low levels of unpleasant sensations, indicating a generally favorable user experience. Utility was positively perceived. Analysis of demographic and clinical factors showed no significant impact of sex on most constructs, although women reported higher flow and enjoyment. Etiology, however, had a significant effect, with patients with traumatic brain injury reporting more positive experiences across all constructs compared to patients with stroke. Neither age nor time since injury significantly influenced the results. These findings highlight the importance of understanding specific user experience constructs and the influence of demographic and clinical factors in designing effective and engaging virtual reality rehabilitation games.

目的:用户体验在与虚拟现实系统的交互中起着至关重要的作用,特别是在脑损伤患者的康复游戏中,他们经常面临认知和运动挑战。用户体验会影响诸如接受度、参与度以及干预的有效性等因素,所有这些都是实现最佳恢复结果的关键。虽然以前的研究已经检查了神经学人群的经验,但他们往往集中在一个单一的结构上,使用的工具包括不相关或混淆的项目。本研究的目的是评估非沉浸式虚拟现实康复游戏对中风和创伤性脑损伤患者运动和认知功能的感知可用性、存在感、流、能力、愉快和不愉快的感觉以及效用。材料与方法:30名中风或创伤性脑损伤的成年人参与了三个针对运动和认知技能的非沉浸式虚拟现实游戏,然后完成了评估上述结构的标准化工具。结果:结果显示了高可用性、强存在感和积极的心流体验。参与者还报告了高水平的能力和愉快的感觉,低水平的不愉快的感觉,表明总体上良好的用户体验。效用被积极地感知。人口统计学和临床因素分析显示,性别对大多数构造没有显著影响,尽管女性报告的流动和享受程度更高。然而,病因学有显著的影响,与中风患者相比,创伤性脑损伤患者在所有结构中报告了更多的积极体验。年龄和受伤后的时间对结果都没有显著影响。这些发现强调了理解特定用户体验结构以及人口统计学和临床因素对设计有效和引人入胜的虚拟现实康复游戏的影响的重要性。
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引用次数: 0
Effects of Resistance Exercise Combined with Cognitive Intervention Therapy on Cognitive Decline: A Randomized Controlled Trial of a Cognitively Declining Elderly Population. 抗阻运动结合认知干预疗法对认知能力下降的影响:一项针对认知能力下降的老年人群的随机对照试验。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-08-01 Epub Date: 2024-11-27 DOI: 10.1089/g4h.2024.0055
Tong Wu, Ting Han, Dian Zhu

Objective: To design a randomized controlled trial combining resistance exercise and cognitive intervention to carry out a dual-task computer-aided product design that combines hardware and software to explore the effects of different intensities of resistance exercise on cognitive function in elderly individuals with cognitive decline. Materials and Methods: Forty-eight participants (aged between 60 and 75 years) who satisfied the specified criteria were randomly assigned to one of four groups as follows: control (n = 12), low intensity (n = 12), medium intensity (n = 12), and high intensity (n = 12). The control group exclusively underwent cognitive training, whereas the experimental group underwent dual-task training at varying resistance exercise intensities. The main outcomes were short-term effects on cognitive function and lower limb strength using the Montreal Cognitive Assessment (MoCA), One-Rep Max (1RM) data, and training scores. The secondary outcomes were the effects of the participants' subjective fatigue and the system availability of the product. Results: The experimental group subjected to medium-intensity exercise exhibited the most substantial improvement in MoCA score (P = 0.017). All the groups achieved training scores that were substantially higher than the initial data (P < 0.05), and significant 1RM values were obtained for the left and right legs in the middle- and high-strength groups (P < 0.05). In addition, the participants indicated a positive experience with the application. Conclusions: Overall, we found support for the feasibility and acceptability of the product developed by dual-task therapy based on resistance exercise combined with cognitive intervention and showed the initial impact prospect of moderate-intensity resistance exercise. Future applications should be replicated in older individuals with Clinical trial registration: NCT06220565 Ethical approval: H2022013I decline.

目的:设计一项结合阻力运动和认知干预的随机对照试验,开展硬件和软件相结合的双任务计算机辅助产品设计,探索不同强度的阻力运动对认知功能的影响:设计一项结合阻力运动和认知干预的随机对照试验,开展软硬件结合的双任务计算机辅助产品设计,探讨不同强度的阻力运动对认知功能下降的老年人的影响。材料与方法:将符合特定条件的 48 名参与者(年龄在 60 至 75 岁之间)随机分配到以下四组中的一组:对照组(12 人)、低强度组(12 人)、中等强度组(12 人)和高强度组(12 人)。对照组只进行认知训练,而实验组则在不同的阻力运动强度下进行双任务训练。主要结果是使用蒙特利尔认知评估(MoCA)对认知功能和下肢力量的短期影响、单次最大力量(1RM)数据和训练评分。次要结果是参与者主观疲劳度和产品系统可用性的影响。结果进行中等强度锻炼的实验组在 MoCA 评分方面的改善幅度最大(P = 0.017)。所有组的训练得分都大大高于初始数据(P < 0.05),中强度组和高强度组的左腿和右腿都获得了显著的 1RM 值(P < 0.05)。此外,参与者对应用体验表示积极。结论:总体而言,我们发现基于阻力运动结合认知干预的双重任务疗法所开发的产品的可行性和可接受性得到了支持,并显示了中等强度阻力运动的初步影响前景。未来应在有临床试验登记的老年人中推广应用:NCT06220565 伦理批准:H2022013I decline.
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引用次数: 0
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Games for Health Journal
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