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Effectiveness of Escape Room in Medical Education: A Systematic Review and Meta-Analysis. Escape Room 在医学教育中的有效性:系统回顾与元分析》。
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.2023.0070
Yuxuan He, Xiaomei Chen, Huijuan Ma, Rongrong Zhao, Houxiu Zhou, Yanni Yang

The primary goal of this meta-analysis is to explore the five factors of knowledge, teamwork, learning satisfaction, anxiety, and interprofessional ability to determine the value of escape rooms in medical education. Up to January 2023, we searched ScienceDirect, Scopus, PubMed, Embase, Web of Science, CNKI, and the Cochrane Library for pertinent works in either English or Chinese. The Risk of Bias 2 (RoB 2) tool and Newcastle-Ottawa Scale (NOS) were used to assess the quality of studies. Subgroup and sensitivity analyses were used to assess statistical heterogeneity, and I2 was used to measure it. Overall, escape rooms had a more significant positive effect than traditional learning on knowledge (standardized mean difference [SMD]: 0.84; 95% confidence interval [CI]: 0.36-1.33), teamwork (SMD: 4.91; 95% CI: 4.58-5.24), learning satisfaction (MD: 0.36; 95% CI: 0.08-0.64), and interprofessional ability (SMD: 1.04, 95% CI: 0.81-1.27). Moreover, the impact of escape rooms on anxiety also had significant effects (SMD: -8.23, 95% CI: -11.64 to -4.82). Escape rooms affect medical students' knowledge, teamwork, learning satisfaction, interprofessional ability, and anxiety. The findings of this study can be used as evidence that escape rooms is a more effective method than traditional teaching for improving active learning.

本荟萃分析的主要目的是探讨知识、团队合作、学习满意度、焦虑和跨专业能力这五个因素,以确定逃生室在医学教育中的价值。截至 2023 年 1 月,我们检索了 ScienceDirect、Scopus、PubMed、Embase、Web of Science、CNKI 和 Cochrane Library 中的英文或中文相关文献。采用偏倚风险2(RoB 2)工具和纽卡斯尔-渥太华量表(NOS)评估研究质量。亚组分析和敏感性分析用于评估统计异质性,I2 用于衡量异质性。总体而言,与传统学习相比,逃生室对知识的积极影响更为显著(标准化平均差 [SMD]:0.84;95% 置信区间 [CI]:0.36-1.33)、团队合作(SMD:4.91;95% CI:4.58-5.24)、学习满意度(MD:0.36;95% CI:0.08-0.64)和跨专业能力(SMD:1.04,95% CI:0.81-1.27)。此外,密室逃脱对焦虑的影响也有显著作用(SMD:-8.23,95% CI:-11.64 至 -4.82)。密室逃脱对医学生的知识、团队合作、学习满意度、跨专业能力和焦虑都有影响。本研究的结果可作为证据,证明逃生室是一种比传统教学更有效的提高主动学习的方法。
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引用次数: 0
Comparison of the Acute Effects of Virtual Reality Exergames and Core Stability Exercises on Cognitive Factors, Pain, and Fear Avoidance Beliefs in People with Chronic Nonspecific Low Back Pain. 比较虚拟现实 Exergames 和核心稳定练习对慢性非特异性腰痛患者的认知因素、疼痛和恐惧避免信念的急性影响。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-11-28 DOI: 10.1089/g4h.2024.0003
Naghme Massah, Sedighe Kahrizi, Randy Neblett

Objective: In this study, we aimed to investigate and compare the acute effects of exergames (EXG) and core stability exercises (CSEs) on cognitive factors, pain, mood, and fear-avoidance beliefs (FAB) in individuals with chronic low back pain (CLBP). Materials and Methods: In a single-blinded clinical trial, 40 participants with CLBP were randomly assigned to either the EXG group or the CSEs group. The EXG group engaged in a single session of exergames using the Xbox Kinect device, while the CSEs group completed a single session of common core stability exercises. Measurements of attention, working memory, pain intensity, mood states, and FAB were taken before and after each intervention. Results: The results showed that a single session of EXG was significantly more effective than CSEs in improving cognitive reaction time, pain intensity, FAB, and positive mood states (P ≤ 0.05). Additionally, participants reported lower perceived exertion due to exercising following EXG compared with CSEs. Conclusion: EXG may have potential therapeutic advantages over traditional exercise interventions for CLBP.

研究目的在这项研究中,我们旨在调查和比较外部游戏(EXG)和核心稳定练习(CSE)对慢性腰背痛(CLBP)患者的认知因素、疼痛、情绪和恐惧逃避信念(FAB)的急性影响。材料与方法:在一项单盲临床试验中,40 名慢性腰背痛患者被随机分配到 EXG 组或 CSEs 组。EXG 组使用 Xbox Kinect 设备参与单节外部游戏,而 CSEs 组则完成单节普通核心稳定性练习。在每次干预前后都对注意力、工作记忆、疼痛强度、情绪状态和 FAB 进行了测量。结果显示结果显示,在改善认知反应时间、疼痛强度、FAB 和积极情绪状态方面,单节 EXG 明显比 CSE 更有效(P ≤ 0.05)。此外,与 CSE 相比,EXG 的参与者在运动后的体力消耗感知较低。结论:与传统的运动干预相比,EXG对CLBP可能具有潜在的治疗优势。
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引用次数: 0
Serious Game-Based Balance Training with Augmented Kinesthetic Feedback Enhances Aspects of Postural Control in Poststroke Patients: A Randomized Clinical Trial. 基于增强运动反馈的严肃游戏平衡训练可增强中风后患者的姿势控制能力:随机临床试验
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-11-28 DOI: 10.1089/g4h.2023.0214
Mariana Armando Lourenço, Tatiana de Paula Oliveira, Camila Souza Miranda, Matheus Silva d'Alencar, Thalita Gabriele Silva Santos, Judith E Deutsch, Maria Elisa Pimentel Piemonte

Background: Poststroke hemiparesis presents with motor asymmetry and decreased postural control leading to functional limitations. Serious games (SG) for balance rehabilitation of people with stroke may improve motor recovery, and the visual and auditory feedback provided by the SGs helps to explain the therapeutic benefits. However, the contribution of SG combined with kinesthetic and verbal cues during balance training has not been investigated. The aim of this study is to compare the effects of two feedback conditions for an SG balance intervention, with or without the addition of kinesthetic and verbal cues, on balance performance of people with stroke. Methods: Thirty people with chronic poststroke hemiparesis and balance impairment participated in this randomized controlled trial and performed 14 individual SG training sessions combined with kinesthetic and verbal cues provided by the physical therapist or with SG's feedback only. Outcomes were assessed before training (pre), 1 week after the end of training (post), and 8 weeks after the end of training, which were adopted as the follow-up period, using the Balance Evaluation Systems Test, Lower Limb Subscale of Fugl-Meyer, six-minute walk test, and Stroke-Specific Quality of Life Scale. Results: The results showed that SG combined with kinesthetic and verbal cues improved outcomes relating to lower limb function and some balance domains (biomechanical constraints and limits of stability outcomes) better than with SG's feedback only. Both groups had similar significant improvement in quality of life and long-distance walking performance. Conclusion: This study is the first to directly compare two feedback conditions for SG-based balance intervention. The addition of kinesthetic and verbal cues during the SG balance improved aspects of postural control better than without this form of feedback.

背景:中风后偏瘫表现为运动不对称和姿势控制能力下降,导致功能受限。用于脑卒中患者平衡康复的严肃游戏(SG)可改善运动恢复,SG 提供的视觉和听觉反馈有助于解释其治疗效果。然而,在平衡训练过程中,SG 与动觉和语言提示相结合所起的作用尚未得到研究。本研究的目的是比较 SG 平衡干预的两种反馈条件(添加或不添加动觉和语言提示)对中风患者平衡能力的影响。研究方法30 名中风后慢性偏瘫和平衡障碍患者参加了这项随机对照试验,并进行了 14 次单独的 SG 训练,其中包括物理治疗师提供的动觉和语言提示,或仅有 SG 的反馈。在训练前(pre)、训练结束后 1 周(post)和训练结束后 8 周(作为随访期),使用平衡评估系统测试、Fugl-Meyer 的下肢分量表、六分钟步行测试和中风特定生活质量量表对结果进行评估。结果显示结果表明,与仅使用 SG 反馈相比,结合动觉和语言提示的 SG 能更好地改善与下肢功能和某些平衡领域(生物力学限制和稳定性限制结果)相关的结果。两组在生活质量和长距离行走表现方面都有类似的明显改善。结论本研究首次直接比较了基于 SG 的平衡干预的两种反馈条件。在 SG 平衡过程中增加动觉和语言提示,对姿势控制方面的改善效果要好于没有这种形式反馈的情况。
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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 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub 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
Enhancing English Proficiency in Korean Schoolchildren with Problematic Behaviors: Efficacy of Digital Game-Based Learning. 提高有问题行为的韩国学童的英语水平:基于数字游戏的学习效果。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-11-27 DOI: 10.1089/g4h.2024.0151
Jeong Soo Kim, Soo Young Kim, Sungah Chung, Sun Mi Kim, Doug Hyun Han

Objective: Language learning through computer games has been suggested to enhance language abilities compared with traditional learning methods. Training in language skills may also improve self-control and reduce problematic behaviors in children and adolescents. We hypothesized that computer game-based language training could be more effective than classical language instruction. Furthermore, we propose that the enhanced language skills obtained through computer game language training could correspond with improvements in problematic behaviors within this group. Materials and Methods: This was an 8-week crossover trial consisting of 4 weeks of gaming rounds and 4 weeks of control rounds for two groups. Wise-Ax English is a casual digital game developed for English vocabulary education targeting Korean children. The game incorporates 500 English words selected from a pool designated by the Korean Ministry of Education. The study included 38 Korean students. At the 4-week and 8-week marks, all students were assessed with English competency tests. Results: Over 80% of the participants expressed satisfaction with the digital game-based English education, noting significant improvements in their English abilities compared with those achieved using traditional English classes. During the gaming rounds, children with problematic behaviors demonstrated improvement in test scores relative to their peers without such behaviors. Conclusion: The educational game Wise-Ax English can effectively enhance English language skills among Korean elementary school students. Notably, the effectiveness of Wise-Ax English was more pronounced in students exhibiting higher levels of problematic behavior and anxiety.

目的:有研究表明,与传统的学习方法相比,通过电脑游戏学习语言可以提高语言能力。语言技能培训还能提高儿童和青少年的自我控制能力,减少问题行为。我们假设,基于电脑游戏的语言培训可能比传统的语言教学更有效。此外,我们还提出,通过电脑游戏语言培训提高的语言技能可以改善该群体的问题行为。材料与方法:这是一项为期 8 周的交叉试验,包括两组各 4 周的游戏轮次和 4 周的对照轮次。Wise-Ax English 是一款针对韩国儿童开发的英语词汇教育休闲数码游戏。游戏中包含从韩国教育部指定的词库中选出的 500 个英语单词。这项研究包括 38 名韩国学生。在游戏进行 4 周和 8 周时,所有学生都接受了英语能力测试。结果显示超过 80% 的参与者对基于数字游戏的英语教育表示满意,并指出与传统英语课程相比,他们的英语能力有了显著提高。在一轮游戏过程中,有问题行为的儿童与没有问题行为的同龄人相比,考试成绩有所提高。结论教育游戏 Wise-Ax English 能有效提高韩国小学生的英语语言技能。值得注意的是,Wise-Ax 英语对问题行为和焦虑程度较高的学生的效果更为明显。
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引用次数: 0
Gamification and Language Learning to Enhance Cognition in Older Adults: A Systematic Literature Review. 游戏化和语言学习增强老年人的认知能力:系统性文献综述
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-11-27 DOI: 10.1089/g4h.2024.0025
Kimberly M W Y Tan

In this systematic review, we explored the literature on both online gamification and language learning in older adults aged 50 and older. Studies describing either digital gamified cognitive training or language learning interventions and include objective outcomes relating to the cognition of the participants were highlighted as suitable to be included as part of the review. In accordance with the established studies, we analyzed the aim and outcomes of the two separate types of interventions, the study design used, the modalities utilized for the respective interventions, as well as the cognitive outcomes obtained. A focus on the Asian context is included to better understand the effects of such interventions on Asian older adults. Mixed findings have been noted in both online gamified and language learning trainings, especially for language learning. However, results lean toward improvements in the cognitive abilities of older adults following gamified interventions, especially gamified cognitive trainings.

在这篇系统性综述中,我们探讨了有关 50 岁及以上老年人在线游戏化和语言学习的文献。这些研究描述了数字游戏化认知训练或语言学习干预,并包含与参与者认知相关的客观结果。根据已确定的研究,我们分析了两种不同类型干预的目的和结果、使用的研究设计、各自干预所使用的模式以及获得的认知结果。为了更好地了解此类干预对亚洲老年人的影响,我们将重点放在了亚洲环境上。在线游戏化培训和语言学习培训,尤其是语言学习培训的研究结果不一。不过,结果倾向于老年人在接受游戏化干预,尤其是游戏化认知培训后认知能力有所提高。
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引用次数: 0
Virtual Reality Exercise with Autonomy Support Increases Positive Affect During Time Trial Exercise. 具有自主支持功能的虚拟现实练习可提高计时练习中的积极情感。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-11-26 DOI: 10.1089/g4h.2024.0157
Andrew Ray Moore, Brooke An Shaohua Butler

Background: Being able to choose elements of an exercise session, known as autonomy support, improves motor performance and psychological responses. Virtual reality (VR) programs provide many options for embedding autonomy support in exercise sessions. The purpose of this study was to investigate the effects of autonomy support in a VR setting on physiological and psychological responses to self-regulated rowing exercise. Methods: Using a repeated-measures crossover design, healthy untrained men and women (N = 20, age = 23.0 ± 7.4) completed exercise sessions on a rowing ergometer coupled with a head-mounted immersive VR application. In the Choice condition, participants chose the virtual environment, and in the Control condition, the environment was assigned to the participant. Participants were instructed to complete 1500 m as quickly as possible in both conditions, while ratings of perceived exertion, affective valence, and heart rate were recorded throughout the trials. Finishing time and remembered pleasure were assessed at the end of each session. Repeated-measures analyses with an alpha level of 0.05 were used for all variables as appropriate, with Bonferroni adjustments applied for any post hoc tests. Results: There was a main effect of condition on affective valence which was higher in Choice (2.07 ± 1.67) than Control (1.64 ± 2.12, P = 0.03, η2 = 0.22). No other differences were detected between conditions for finishing time or the remaining variables. Conclusion: During self-regulated exercise accompanied by an immersive VR application, being able to choose the virtual environment oneself leads to a more positive affective state without compromising exercise effort, physiological strain, or performance.

背景:能够选择锻炼课程的要素(即自主支持)可提高运动表现和心理反应。虚拟现实(VR)程序为在锻炼过程中嵌入自主支持提供了多种选择。本研究的目的是调查 VR 环境中的自主支持对自我调节划船运动的生理和心理反应的影响。研究方法采用重复测量交叉设计,让未受过训练的健康男性和女性(人数=20,年龄=23.0 ± 7.4)在赛艇测力计上配合头戴式沉浸式 VR 应用程序完成锻炼。在 "选择 "条件下,参与者选择虚拟环境,而在 "控制 "条件下,虚拟环境则分配给参与者。在这两种条件下,参与者都被要求以最快的速度完成 1500 米的赛跑,同时在整个试验过程中记录感知到的消耗、情绪和心率。每次训练结束时都会对完成时间和记忆中的愉悦感进行评估。所有变量均酌情采用α水平为 0.05 的重复测量分析,并对任何事后检验进行 Bonferroni 调整。结果选择(2.07 ± 1.67)高于对照(1.64 ± 2.12,P = 0.03,η2 = 0.22)。在完成时间或其他变量方面,未发现条件间存在其他差异。结论在身临其境的 VR 应用程序陪伴下进行自我调节运动时,能够自行选择虚拟环境会带来更积极的情绪状态,而不会影响运动强度、生理负荷或运动表现。
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引用次数: 0
A Pilot Randomized Controlled Trial of a Multicomponent Smoking Cessation Intervention for Adults with Serious Mental Illness. 针对严重精神疾病成人的多成分戒烟干预试点随机对照试验。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-11-26 DOI: 10.1089/g4h.2023.0160
Heather Leutwyler, Erin Hubbard, Theo Bussell, Dennys Balestra, Bruce Cooper, Richard B Souza, Gary Humfleet

Background: Combined behavioral- and pharmacological-based tobacco cessation interventions are effective for adults with serious mental illness; yet, they continue to smoke at alarming rates. Materials and Methods: A pilot two-arm randomized controlled trial of the program consisted of 50 minutes of game-based groups 3×/week, for 12 weeks alongside counseling and pharmacotherapy. The intervention group engaged in game-based group physical activity (PA), while the control group engaged in sedentary games. Results: Multilevel regression analyses were used to examine the primary aims. Mean number of cigarettes smoked per week (cig/wk) for the sample (n = 48) at enrollment was 56.3 cigarettes. The linear change was significant at 2.9 fewer cig/wk. The average psychiatric symptom score at enrollment for the PA group was 41.5 points with a significant predicted linear decrease in scores. Conclusion: Both study groups showed a significant reduction in cig/wk. The combination of counseling and pharmacotherapy offered in groups may have aided with cessation and cigarette reduction while also providing a benefit to mental health.

背景:以行为和药物为基础的联合戒烟干预对患有严重精神疾病的成人有效,但他们的吸烟率仍然惊人。材料与方法一项双臂随机对照试验项目包括每周 3 次、每次 50 分钟的游戏小组活动,为期 12 周,同时进行心理咨询和药物治疗。干预组参与以游戏为基础的集体体育活动(PA),而对照组则参与久坐不动的游戏。研究结果多层次回归分析用于研究主要目标。入组样本(n = 48)每周吸烟的平均数量(支/周)为 56.3 支。每周少吸 2.9 支,线性变化明显。PA 组入选时的平均精神症状评分为 41.5 分,预测评分的线性下降幅度很大。结论两个研究组的吸烟量都有明显下降。以小组形式提供的咨询和药物治疗相结合的方法可能有助于戒烟和减少吸烟量,同时也有益于心理健康。
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引用次数: 0
A Self-Administered Gamified Mobile Application for Secondary Prevention of Heart Disease in Patients Following a Cardiac Event (MyHeartMate): Process Evaluation from a Randomized Controlled Trial. 用于心脏事件后患者心脏病二级预防的自助式游戏化移动应用程序(MyHeartMate):随机对照试验的过程评估。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-11-25 DOI: 10.1089/g4h.2024.0174
Robyn Gallagher, Lis Neubeck, Angus Davis, Julie Redfern, Helen M Parker, Karice Hyun, Clara Chow, David S Celermajer, Thomas Buckley, Tracy Schumacher, Geoffrey Tofler, Gemma Figtree

Objective: This study reports the process evaluation of a randomized controlled trial of the MyHeartMate app for patients with coronary heart disease (CHD). Materials and Methods: Data were collected on engagement in the intervention group from the app platform logs and self-reported usage and via interviews for perspectives of usefulness and acceptability. Participants' (n = 194) data logs showed 80.4% entered baseline data. Tracking (≥30 days) occurred for body mass index (23.2%), blood pressure (BP) (21.1%), and exercise (23.7%). Missions completed on ≥4 days were 47.5% for healthy eating and 30.9% for exercise; 50.5% used the word game. One quarter (26.8%) was classified as "engaged" (tracked exercise and/or BP ≥5 times and completed ≥18 missions in the first 30 days). There were no differences between participants who were "engaged" or not in baseline characteristics or 6-month outcomes, although engaged users were more likely to meet 4/5 recommended risk factor guideline levels (30.8% vs. 17.6%, P = 0.03). Results: Participants perceived tracking, prompts, and rewards as useful for recovery and risk factor-related lifestyle change, and games were enjoyed. Engagement decreased with time. Acceptability was limited when app processes were difficult to understand, not personalized enough and/or the overall game concept was disliked. Conclusions: Insight into user's perceptions and use of gamified app components is essential to address barriers to uptake and optimize potential health benefits. The target audience for a serious game app for CHD remains uncertain.

研究目的本研究报告了针对冠心病(CHD)患者的 MyHeartMate 应用程序随机对照试验的过程评估。材料与方法:从应用程序平台日志和自我报告的使用情况中收集干预组的参与数据,并通过访谈了解有用性和可接受性。参与者(n = 194)的数据日志显示,80.4%的人输入了基线数据。对体重指数(23.2%)、血压(21.1%)和运动量(23.7%)进行了跟踪(≥30 天)。≥4天完成的任务中,47.5%为健康饮食,30.9%为运动;50.5%使用了文字游戏。四分之一的参与者(26.8%)被归类为 "参与"(在前 30 天内跟踪运动和/或血压≥5 次,完成任务≥18 次)。参与 "或未参与的参与者在基线特征或 6 个月结果方面没有差异,但参与的用户更有可能达到 4/5 个推荐风险因素的指导水平(30.8% 对 17.6%,P = 0.03)。结果:参与者认为跟踪、提示和奖励对康复和与风险因素相关的生活方式改变很有用,而且他们喜欢游戏。随着时间的推移,参与度有所下降。如果应用程序过程难以理解、不够个性化和/或整体游戏概念不受欢迎,则可接受性就会受到限制。结论深入了解用户对游戏化应用组件的看法和使用情况,对于消除用户使用障碍和优化潜在健康益处至关重要。针对慢性阻塞性肺病的严肃游戏应用程序的目标受众仍不确定。
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引用次数: 0
Natural Course and Predictors of Sustained Exergaming in Young Adults. 青少年持续玩游戏的自然过程和预测因素
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-10-18 DOI: 10.1089/g4h.2024.0021
Erin K O'Loughlin, Catherine M Sabiston, Teodora Riglea, Mounia Naja, Mathieu Bélanger, Robert J Wellman, Marie-Pierre Sylvestre, Jennifer L O'Loughlin

Objective: To describe the natural course of exergaming among young adults and identify predictors of sustained exergaming. Methods: To describe the natural course, we retained 592 participants from an ongoing longitudinal study with complete data on exergaming at four time points over 12-13 years between 2010-12 and 2023 (i.e., T1-T4 at mean ages 24.0, 30.6, 33.6, and 35.2, respectively). To identify predictors of sustained exergaming, we retained 228 participants with data on 27 potential predictors at T2 and data on exergaming at T2 and T3. The association between each potential predictor and sustained exergaming was examined as an independent study using multivariable logistic regression controlling for age, sex, and educational attainment. Results: Of 592 participants, 41.3%, 34.1%, and 38.5% sustained exergaming from T1 to T2, from T2 to T3, and from T3 to T4, respectively. Only 3% of participants sustained exergaming from T1 to T4. Most participants reported light- or moderate-intensity exergaming at all time points. Higher levels of external pressure to engage in physical activity, encouragement from close friends to exercise, and taking breaks from sitting during a typical workday were each associated with lower odds of sustained exergaming. Conclusion: Although exergaming is a popular activity among young adults, long-term sustained exergaming was rare. This may link to time constraints related to life transitions, evolving interests, changes in social circles, and shifting fitness goals among young adults. Research is needed to inform strategies that promote sustained exergaming and maximize its potential for positive impact among young adults.

目的描述青少年外游戏的自然过程,并确定持续外游戏的预测因素。研究方法为了描述自然过程,我们从一项正在进行的纵向研究中保留了 592 名参与者,这些参与者在 2010-12 年至 2023 年的 12-13 年间的四个时间点(即 T1-T4,平均年龄分别为 24.0 岁、30.6 岁、33.6 岁和 35.2 岁)拥有关于外游戏的完整数据。为了确定持续外游戏的预测因素,我们保留了 228 名参与者,这些参与者在 T2 阶段有 27 个潜在预测因素的数据,在 T2 和 T3 阶段有外游戏的数据。作为一项独立研究,我们使用多变量逻辑回归法检验了每个潜在预测因素与持续外游戏之间的关系,并对年龄、性别和受教育程度进行了控制。研究结果在592名参与者中,从T1到T2、从T2到T3、从T3到T4,分别有41.3%、34.1%和38.5%的人持续进行游戏外活动。只有 3% 的参与者在 T1 至 T4 期间持续进行游戏外运动。大多数参与者表示在所有时间点都进行了轻度或中度的游戏。参与体育锻炼的外部压力越大、亲密朋友鼓励锻炼以及在典型工作日坐着休息都与较低的持续外游戏几率有关。结论虽然外联网游戏在年轻人中很流行,但长期持续的外联网游戏却很少见。这可能与青壮年的生活转变、兴趣发展、社交圈变化以及健身目标转变等相关的时间限制有关。我们需要开展研究,为促进青少年持续参与电子游戏并最大限度地发挥其积极影响的策略提供信息。
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Games for Health Journal
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