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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 : 2024-08-07 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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引用次数: 0
Effects of the Regular Use of Virtual Environments on Spatial Navigation and Memory. 经常使用虚拟环境对空间导航和记忆的影响
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-02 DOI: 10.1089/g4h.2023.0210
Francisco José Lobato-Camacho, Juan Pedro Vargas, Juan Carlos López

Introduction: The cognitive effects of video games have garnered increasing attention due to their potential applications in cognitive rehabilitation and evaluation. However, the underlying mechanisms driving these cognitive modifications remain poorly understood. Objectives: This study investigates the fundamental mnemonic processes of spatial navigation, pattern separation, and recognition memory, closely associated with the hippocampus. Our objective is to elucidate the interaction of these cognitive processes and shed light on rehabilitation mechanisms that could inform the design of video games aimed at stimulating the hippocampus. Method: In this study, we assessed 48 young adults, including both video game players and non-players. We utilized virtual reality and cognitive tasks such as the Lobato Virtual Water Maze and the Mnemonic Similarity Task to evaluate their cognitive abilities. Results: Our key findings highlight that gamers exhibit heightened pattern separation abilities and demonstrate quicker and more accurate spatial learning, attributed to the cognitive stimulation induced by video games. Additionally, we uncovered a significant relationship between spatial memory, guided by environmental cues, and pattern separation, which serves as the foundation for more efficient spatial navigation. Conclusions: These results provide valuable insights into the cognitive impact of video games and offer potential for monitoring changes in rehabilitation processes and early signs of cognitive decline through virtual reality-based assessments. Ultimately, we propose that examining the relationships between cognitive processes represents an effective method for evaluating neurodegenerative conditions, offering new possibilities for early diagnosis and intervention.

引言由于电子游戏在认知康复和评估方面的潜在应用,其对认知的影响日益受到关注。然而,人们对驱动这些认知改变的潜在机制仍然知之甚少。研究目的本研究调查了与海马体密切相关的空间导航、模式分离和识别记忆等基本记忆过程。我们的目的是阐明这些认知过程之间的相互作用,并揭示康复机制,为设计旨在刺激海马体的视频游戏提供参考。研究方法在这项研究中,我们对 48 名年轻成年人进行了评估,其中包括电子游戏玩家和非玩家。我们利用虚拟现实和认知任务(如洛巴托虚拟水迷宫和记忆相似性任务)来评估他们的认知能力。结果我们的主要研究结果表明,由于电子游戏对认知的刺激,游戏玩家表现出更强的模式分离能力,并能更快更准确地进行空间学习。此外,我们还发现,在环境线索的引导下,空间记忆与模式分离之间存在重要关系,而模式分离是更有效空间导航的基础。结论这些结果为了解视频游戏对认知的影响提供了宝贵的见解,并为通过基于虚拟现实的评估监测康复过程的变化和认知衰退的早期迹象提供了可能性。最终,我们认为研究认知过程之间的关系是评估神经退行性疾病的有效方法,为早期诊断和干预提供了新的可能性。
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引用次数: 0
Active Virtual Reality Games: Comparing Energy Expenditure, Game Experience, and Cybersickness to Traditional Gaming and Exercise in Youth Aged 8-12. 积极的虚拟现实游戏:将 8-12 岁青少年的能量消耗、游戏体验和晕机现象与传统游戏和运动进行比较。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-02 DOI: 10.1089/g4h.2024.0034
Chandler A Godfrey, Jennifer Flynn Oody, Scott A Conger, Jeremy A Steeves

Objective: The purpose of this study was to (1) quantify the oxygen consumption (VO2) and heart rate (HR) of virtual reality (VR) exergaming in youth, (2) compare the physical activity intensity of VR gaming to moderate-intensity thresholds, and (3) quantify the game experience and cybersickness of VR gaming, compared with traditional gaming. Material and Methods: Youth (N = 28; age, 9.4 ± 1.2 years) completed 10-minute conditions: seated rest, seated videogame Katamari Forever (SVG-KF), treadmill walking (TW) (5.6 km/h, 0% grade), and VR exergames Beat Saber (BS) and Thrill of the Fight (TOF) while VO2 and HR were collected. Game experience and Child Simulator Sickness Questionnaires were collected after gameplay. Results: VO2 and HR for BS (9.1 ± 3.0 mL/kg/min and 119 ± 15 bpm), TW (17.1 ± 2.4 mL/kg/min and 135 ± 15 bpm), and TOF (16.9 ± 5.4 mL/kg/min and 145 ± 19 bpm) were significantly higher than that at rest (4.2 ± 1.5 mL/kg/min and 94 ± 12 bpm) and for SVG-KF (4.3 ± 1.3 mL/kg/min and 94 ± 12 bpm). BS was light-to-moderate, whereas TW and TOF were of moderate intensity based on HR and metabolic equivalents (METs). For game experience, SVG-KF (1.6 ± 1.6) was less challenging than BS (3.3 ± 1.0) and TOF (3.1 ± 1.1). BS was more visually satisfying (3.5 ± 0.7 vs 2.7 ± 0.9) and required more concentration than SVG-KF (3.6 ± 0.7 vs 3.1 ± 1.1). TOF (3.4 ± 0.8) was more fun than SVG-KF (2.8 ± 0.7). Two youths (7%) experienced cybersickness symptoms, but neither requested to stop play. Oculomotor symptoms (0.6 ± 0.9), although minimal, were significantly greater than nausea (0.2 ± 0.5) and disorientation (0.3 ± 0.6) in both games. Conclusions: VR exergames provided light- to moderate-intensity exercise, challenge, visual stimulation, attention, and fun with minimal cybersickness symptoms, compared with conventional gameplay in youth.

研究目的本研究的目的是:(1) 量化青少年在虚拟现实(VR)游戏中的耗氧量(VO2)和心率(HR);(2) 比较 VR 游戏与中等强度阈值的体力活动强度;(3) 量化 VR 游戏与传统游戏相比的游戏体验和晕机感。材料和方法:青少年(N = 28;年龄为 9.4 ± 1.2 岁)完成 10 分钟的游戏条件:坐姿休息、坐姿电子游戏《永远的卡塔马利》(SVG-KF)、跑步机步行(TW)(5.6 km/h,0% 坡度)以及 VR 外部游戏《Beat Saber》(BS)和《Thrill of the Fight》(TOF),同时收集 VO2 和 HR。游戏结束后收集游戏体验和儿童模拟器晕机问卷。结果BS(9.1 ± 3.0 mL/kg/min,119 ± 15 bpm)、TW(17.1 ± 2.4 mL/kg/min,135 ± 15 bpm)和 TOF(16.9 ± 5.4 mL/kg/min,145 ± 19 bpm)的 VO2 和 HR 显著高于休息时(4.2 ± 1.5 mL/kg/min,94 ± 12 bpm)和 SVG-KF(4.3 ± 1.3 mL/kg/min,94 ± 12 bpm)。根据心率和代谢当量(METs),BS 为轻度至中度强度,而 TW 和 TOF 为中度强度。就游戏体验而言,SVG-KF(1.6 ± 1.6)的挑战性低于 BS(3.3 ± 1.0)和 TOF(3.1 ± 1.1)。与 SVG-KF (3.6 ± 0.7 vs 3.1 ± 1.1)相比,BS 的视觉效果更令人满意(3.5 ± 0.7 vs 2.7 ± 0.9),但需要更集中的注意力。TOF(3.4 ± 0.8)比 SVG-KF(2.8 ± 0.7)更有趣。两名青少年(7%)出现了晕机症状,但都没有要求停止游戏。眼球运动症状(0.6 ± 0.9)虽然微乎其微,但在两种游戏中都明显高于恶心(0.2 ± 0.5)和迷失方向(0.3 ± 0.6)。结论与传统游戏相比,VR 电子游戏为青少年提供了轻度至中度强度的锻炼、挑战、视觉刺激、注意力和乐趣,但晕机症状极少。
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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 : 2024-08-02 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
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 : 2024-08-02 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 Effects of Playing Versus Watching an Interactive Video Game Featuring an Older Adult Protagonist on State Empathy and Ageism Reduction. 玩与看以老年人为主角的互动视频游戏对国家同情心和减少年龄歧视的影响。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-02 DOI: 10.1089/g4h.2024.0090
Jeffrey Tsifan Tseng, Jorge Peña

This study tested how increased modality interactivity (e.g., playing vs. watching a game) can augment empathy and reduce ageism toward older adults among college-aged students. An experiment (n = 201) examined the effects of playing a video game that featured an older adult protagonist. Relative to those who spectated the game, participants who played the game had increased state empathy on subfactors, including shared affect, empathic motivation, and helping motivation. Moreover, shared affect mediated the link between playing a game featuring an older adult protagonist and ageism. Participants with higher trait empathy showed lower state empathy after playing, whereas participants with lower trait empathy displayed increased post-game state empathy. Overall, the results supported the modality interactivity model suggesting fruitful avenues for future research.

本研究测试了增加模式互动性(如玩游戏与看游戏)如何增强大学生对老年人的同理心并减少他们的年龄歧视。实验(n = 201)考察了玩一款以老年人为主角的视频游戏的效果。与观看游戏的人相比,玩游戏的参与者在共同情感、移情动机和帮助动机等子因素上的状态移情有所增加。此外,共同情感在玩以老年人为主角的游戏与年龄歧视之间起到了中介作用。特质移情较高的参与者在游戏后表现出较低的状态移情,而特质移情较低的参与者在游戏后表现出较高的状态移情。总之,研究结果支持模式互动模型,为今后的研究提供了富有成效的途径。
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引用次数: 0
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 : 2024-08-02 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
A Convergent Mixed Methods Design to Assess the Use of the Home Virtual Rehabilitation System By Persons with Chronic Stroke. 评估慢性中风患者使用家庭虚拟康复系统情况的聚合混合方法设计。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-01 Epub Date: 2024-04-01 DOI: 10.1089/g4h.2024.0006
Gerard G Fluet, Holly Gorin, Pamela Rothpletz Puglia, Qinyin Qiu, Jigna Patel, Alma S Merians, Amanda L Cronce, Sergei V Adamovich

Purpose: Patients poststroke utilized the Home Virtual Rehabilitation System (HoVRS) to perform home-based, gamified upper extremity rehabilitation over 12 weeks. Outcomes related to adherence and clinical improvement were collected, and semistructured interviews were conducted to assess intrinsic and extrinsic motivators that impacted engagement with the system. Methods: Subjects performed between 299 and 2020 minutes of self-scheduled, sparsely supervised hand rehabilitation activities in their homes. Results: As a group, the subjects demonstrated statistically significant improvements at the structure/function, activity, and activities of daily living levels of function. Qualitative analysis generated seven themes that both positively and negatively influenced each subject's experience with HoVRS, including challenge as a primary intrinsic motivator and pursuing additional therapy and/or a return to higher functional status as a key extrinsic motivator. Subjects' ratings of the system using the Intrinsic Motivation Inventory before and after treatment were uniformly positive, but interview-based feedback was more balanced between positive and negative.

目的:中风后患者利用家庭虚拟康复系统(HoVRS)进行为期 12 周的家庭游戏化上肢康复训练。我们收集了与坚持治疗和临床改善相关的结果,并进行了半结构化访谈,以评估影响患者参与该系统的内在和外在动机。研究方法受试者在家中进行了 299 到 2020 分钟的自我安排的、缺乏监督的手部康复活动。结果作为一个群体,受试者在功能的结构/功能、活动和日常生活活动水平上都有统计学意义上的显著改善。定性分析得出了七个对每个受试者的 HoVRS 体验产生积极和消极影响的主题,其中挑战是主要的内在动力,追求额外的治疗和/或恢复更高的功能状态是主要的外在动力。受试者在治疗前后使用 "内在动机量表"(Intrinsic Motivation Inventory)对该系统的评价都是积极的,但基于访谈的反馈在积极和消极之间更为平衡。
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引用次数: 0
Oral Health Education for Children: Development of a Serious Game with a User-Centered Design Approach. 儿童口腔健康教育:以用户为中心的设计方法开发严肃游戏。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-01 Epub Date: 2024-04-01 DOI: 10.1089/g4h.2023.0055
Thaís Silva Mendonça, Sérgio Teixeira de Carvalho, Ahmad Aljafari, Marie Therese Hosey, Luciane Rezende Costa

Background: Children can learn efficiently with well-designed serious games. The use of applications to promote health has proliferated, but there is a lack of scientific studies on educational games in oral health. Materials and Methods: We developed the Brazilian version of a British and Jordanian oral health education game for children from the perspectives of Brazilian specialists and users. This descriptive study, with a qualitative and quantitative approach, comprised three phases: I-Experts' discussion of the appropriateness of the previous version of the game to Brazil; II-Development of the first Brazilian version of the game; and III-Evaluation of the first version with 15 children from 4 to 8 years of age. Results: In Phase I, the specialists agreed with the development of the Brazilian version of the game, with minor adjustments on: advice on eating; advice on oral hygiene habits, users' age group, game characters, and game purpose. Phase II: a version with a few changes in images and recommendations, written and spoken in Brazilian Portuguese. Phase III: The global average of correct answers in the game's tasks was 75.3%, ranging from 50.0% to 100%. Children reported having fun with the game, and most understood the content and its interface; their parents found the information relevant and enjoyed the gameplay with their children. Conclusions: The Oral Health Education Game offered basic information for preventing dental caries to Brazilian children aged 4-8 years old in an interactive and fun way; it could support professionals in improving oral health education.

背景:儿童可以通过精心设计的严肃游戏高效地学习。使用应用程序来促进健康的做法越来越多,但缺乏有关口腔健康教育游戏的科学研究。材料与方法:我们从巴西专家和用户的角度出发,开发了英国和约旦儿童口腔健康教育游戏的巴西版本。这项描述性研究采用定性和定量方法,包括三个阶段:I-专家讨论之前版本的游戏是否适合巴西;II-开发第一个巴西版本的游戏;III-与 15 名 4 至 8 岁的儿童一起评估第一个版本的游戏。结果:在第一阶段,专家们同意开发巴西版游戏,但在以下方面略作调整:饮食建议、口腔卫生习惯建议、用户年龄组、游戏角色和游戏目的。第二阶段:对图片和建议稍作改动的版本,用巴西葡萄牙语编写和口述。第三阶段:游戏任务的总平均正确率为 75.3%,从 50.0%到 100%不等。孩子们表示游戏很有趣,大多数人都能理解游戏内容和界面;他们的父母认为游戏信息很有意义,并喜欢和孩子一起玩游戏。结论口腔健康教育游戏以互动和有趣的方式为巴西 4-8 岁儿童提供了预防龋齿的基本信息;它可以为专业人员改进口腔健康教育提供支持。
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引用次数: 0
Effect of Adding Virtual Reality Training to Traditional Exercise Program on Pain, Mental Status and Psychological Status in Unilateral Traumatic Lower Limb Amputees: A Randomized Controlled Trial. 在传统锻炼计划中加入虚拟现实训练对单侧创伤性下肢截肢者的疼痛、精神状态和心理状态的影响:随机对照试验
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-01 Epub Date: 2024-02-06 DOI: 10.1089/g4h.2023.0164
Rami L Abbas, Didier Cooreman, Hala Al Sultan, Mayssah El Nayal, Ibtissam M Saab, Ayman El Khatib, Aseel El Kawam, Ahmed M El Melhat

Background: Lower limb amputation is an emotionally devastating condition that causes a complete change in the quality of life, may lead to phantom limb pain in most of the cases, and puts the individual in a high risk of developing psychological disorders. The objective of this study is to evaluate the consequence of adding virtual reality (VR) to a traditional exercise program on pain, mental status, and psychological status in traumatic unilateral lower limb amputees (LLAs). Methods: Thirty-two traumatic LLAs were randomly assigned into two equal groups in this randomized control trial. Participants did accomplish a postfitting exercise program at least 6 months before enrolment; the control group (CG) underwent a traditional rehabilitation program, and experimental group (EG) had the same program, in addition to VR training. Data were collected before and after 6 weeks of intervention using visual analog scale (VAS) for pain, Beck's depression inventory (BDI) for depression, and 12-item short form survey for mental health summary (MHS) and physical health summary (PHS). Results: Thirty-two amputees (29 males and 3 females) were included with mean age in CGs and EG (27.6 ± 4) and (27.6 ± 7.6) years, respectively. Postintervention, the VAS score was significantly reduced only in EG (P = 0.003). Both groups showed significant improvement in BDI, MHS, and PHS (P < 0.05). However, the EG showed a superior significance in BDI and MHS scores (P < 0.05). There was no significance between groups in PHS score. Conclusion: Adding VR to conventional training is beneficial in decreasing pain and in improving depression and MHS of traumatic unilateral LLAs.

背景:下肢截肢是一种情绪上的破坏性疾病,会导致生活质量彻底改变,在大多数情况下可能会导致幻肢痛,并使患者极有可能患上心理疾病。本研究旨在评估在传统锻炼计划中加入虚拟现实(VR)对创伤性单侧下肢截肢者(LLAs)的疼痛、精神状态和心理状态的影响。研究方法在这项随机对照试验中,32 名外伤性下肢截肢者被随机分配到两个相同的小组。对照组(CG)接受传统的康复训练,实验组(EG)除了接受VR训练外,还接受同样的康复训练。干预前后 6 周的数据收集采用了疼痛视觉模拟量表(VAS)、贝克抑郁量表(BDI)、12 项心理健康摘要(MHS)和身体健康摘要(PHS)简表调查。结果:32名截肢者(29名男性和3名女性)接受了干预,CG和EG的平均年龄分别为(27.6 ± 4)岁和(27.6 ± 7.6)岁。干预后,只有 EG 的 VAS 评分明显降低(P = 0.003)。两组患者的 BDI、MHS 和 PHS 均有明显改善(P P 结论:在传统训练的基础上增加 VR,有利于减轻外伤性单侧 LLA 的疼痛,改善抑郁和 MHS。
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Games for Health Journal
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