Pub Date : 2025-12-01Epub Date: 2025-07-22DOI: 10.1177/2161783X251360443
Mehmet Sönmez, Şebnem Avcı, Fatma Şimşek, Fatih Baygutalp
Objective: Pain, decreased muscle strength, regression in activities of daily living (ADL), narrowing of joint range of motion (ROM), impairment of proprioceptive sense, and deterioration in static-dynamic balance are frequently observed in knee osteoarthritis (KOA). The aim of this study is to examine the effect of nonimmersive virtual reality (NIVR) application on muscle excitability and motor neuron pool activation level around the knee, balance, proprioception, physical function level, independence levels in ADL, muscle endurance, and patient satisfaction in patients with KOA. Materials and Methods: Forty patients with KOA were randomized to an experimental group (EG; n = 20) and a sham-controlled group (SG; n = 20). The EG received 45 minutes of traditional physiotherapy and 30 minutes of NIVR-based exercises for 3 weeks, 5 days a week, while the SG received traditional physiotherapy and a sham virtual reality (VR) application for 30 minutes for the same period. Primary outcomes were muscle excitability (maximal voluntary contraction [MVC]), motor neuron pool activation level, and balance. Secondary outcomes included proprioception, endurance, independence in ADL, pain level, physical functional condition (Western Ontario and McMaster Universities Arthritis Index [WOMAC]), and treatment satisfaction. Results: Findings showed a significant difference in endurance, pain level, and independence in ADL scores in favor of the EG (all values, P < 0.05). Moreover, WOMAC, static and dynamic balance (differences timed up and go [TUG]: EG: -4.75, SG: -2.10, P = 0.02, d = 0.907), MVC, and proprioception scores also showed the highest differences (most values, P < 0.001). Conclusion: Nonimmersive VR applications are a feasible approach for KOA and are effective approaches for increasing muscle excitability, static and dynamic balance, muscle endurance, proprioception, independence in ADL, treatment satisfaction, and reducing pain intensity in KOA.
目的:膝关节骨性关节炎(KOA)常出现疼痛、肌力下降、日常生活活动能力下降、关节活动范围狭窄、本体感觉障碍、动静平衡能力下降等症状。本研究旨在探讨非沉浸式虚拟现实(NIVR)应用对KOA患者膝盖周围肌肉兴奋性和运动神经元池激活水平、平衡、本体感觉、身体功能水平、ADL独立性水平、肌肉耐力和患者满意度的影响。材料与方法:40例KOA患者随机分为实验组(EG;n = 20)和假对照组(SG;N = 20)。EG组接受45分钟的传统物理治疗和30分钟的基于nivr的运动,为期3周,每周5天,而SG组接受传统物理治疗和30分钟的虚拟现实(VR)应用。主要结果是肌肉兴奋性(最大自主收缩[MVC])、运动神经元池激活水平和平衡性。次要结局包括本体感觉、耐力、ADL独立性、疼痛水平、身体功能状况(Western Ontario and McMaster Universities Arthritis Index [WOMAC])和治疗满意度。结果:实验组在耐力、疼痛程度、ADL评分独立性方面均优于EG(均P < 0.05)。此外,WOMAC、静态平衡和动态平衡(差异时间为up和go [TUG]: EG: -4.75, SG: -2.10, P = 0.02, d = 0.907)、MVC和本体感觉评分差异也最大(大多数值,P < 0.001)。结论:非沉浸式VR应用是治疗KOA的可行方法,是提高肌肉兴奋性、静态和动态平衡、肌肉耐力、本体感觉、ADL独立性、治疗满意度和减轻KOA疼痛强度的有效途径。
{"title":"Nonimmersive Virtual Reality-Based Exercises Improve Muscle Excitability and Balance in Patients with Knee Osteoarthritis: A Sham-Controlled Study.","authors":"Mehmet Sönmez, Şebnem Avcı, Fatma Şimşek, Fatih Baygutalp","doi":"10.1177/2161783X251360443","DOIUrl":"10.1177/2161783X251360443","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Pain, decreased muscle strength, regression in activities of daily living (ADL), narrowing of joint range of motion (ROM), impairment of proprioceptive sense, and deterioration in static-dynamic balance are frequently observed in knee osteoarthritis (KOA). The aim of this study is to examine the effect of nonimmersive virtual reality (NIVR) application on muscle excitability and motor neuron pool activation level around the knee, balance, proprioception, physical function level, independence levels in ADL, muscle endurance, and patient satisfaction in patients with KOA. <b><i>Materials and Methods:</i></b> Forty patients with KOA were randomized to an experimental group (EG; <i>n</i> = 20) and a sham-controlled group (SG; <i>n</i> = 20). The EG received 45 minutes of traditional physiotherapy and 30 minutes of NIVR-based exercises for 3 weeks, 5 days a week, while the SG received traditional physiotherapy and a sham virtual reality (VR) application for 30 minutes for the same period. Primary outcomes were muscle excitability (maximal voluntary contraction [MVC]), motor neuron pool activation level, and balance. Secondary outcomes included proprioception, endurance, independence in ADL, pain level, physical functional condition (Western Ontario and McMaster Universities Arthritis Index [WOMAC]), and treatment satisfaction. <b><i>Results:</i></b> Findings showed a significant difference in endurance, pain level, and independence in ADL scores in favor of the EG (all values, <i>P</i> < 0.05). Moreover, WOMAC, static and dynamic balance (differences timed up and go [TUG]: EG: -4.75, SG: -2.10, <i>P</i> = 0.02, <i>d</i> = 0.907), MVC, and proprioception scores also showed the highest differences (most values, <i>P</i> < 0.001). <b><i>Conclusion:</i></b> Nonimmersive VR applications are a feasible approach for KOA and are effective approaches for increasing muscle excitability, static and dynamic balance, muscle endurance, proprioception, independence in ADL, treatment satisfaction, and reducing pain intensity in KOA.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"493-503"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144715210","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}
Pub Date : 2025-12-01Epub Date: 2025-06-05DOI: 10.1089/g4h.2024.0179
Ayşe Büşra Erten, Devrim Tarakçı, Yasemin Koç
Background: This study aimed to evaluate the effectiveness of serious game, exergame, and structured exercises in pes planus rehabilitation. Methods: Sixty-nine individuals with pes planus were included in this study. Individuals were randomly divided into three groups: a structured exercise group (SEG), an exergame group (EGG), and a serious game group (SGG). The average age of the participants was 21.02, and their body mass index was 21.91 kg/m2. Interventions were performed three times a week for 6 weeks. Navicular drop, plantar pressure analysis, femoral anteversion, balance, and muscle strength were evaluated pre- and post-treatment. A small effect size of 0.2 was applied for navicular drop, balance, and plantar pressure analysis, and a medium effect size of 0.5 for femoral anteversion and muscle strength analysis. Results: Navicular drop and muscle strength improved significantly in all groups (P < 0.05). The strength of the inverter, plantar flexor, and dorsiflexor muscles was found to be significantly greater in the SGG than in the other groups (P < 0.05). Balance showed significant improvement only in EGG and SGG (P < 0.05). The decrease in medial plantar pressure was found to be significant in both feet in SGG and only in the left foot in the SEG (P < 0.05). The subtalar angle improved significantly in both feet in the SGG and only in the right foot in the SEG (P < 0.05). No significant change was observed in the EGG (P > 0.05). Femoral anteversion did not change in any of the three groups (P > 0.05). Conclusion: Individuals with pes planus obtained more improvements in plantar pressure analysis, subtalar angle, and muscle strength after serious games rather than structured exercises and exergame. It was considered that serious game exercise programs would be used in pes planus.
{"title":"The Effectiveness of Video-Based Game Exercise Therapy Applications in Pes Planus Rehabilitation: A Randomized Controlled Trial.","authors":"Ayşe Büşra Erten, Devrim Tarakçı, Yasemin Koç","doi":"10.1089/g4h.2024.0179","DOIUrl":"10.1089/g4h.2024.0179","url":null,"abstract":"<p><p><b><i>Background:</i></b> This study aimed to evaluate the effectiveness of serious game, exergame, and structured exercises in pes planus rehabilitation. <b><i>Methods:</i></b> Sixty-nine individuals with pes planus were included in this study. Individuals were randomly divided into three groups: a structured exercise group (SEG), an exergame group (EGG), and a serious game group (SGG). The average age of the participants was 21.02, and their body mass index was 21.91 kg/m<sup>2</sup>. Interventions were performed three times a week for 6 weeks. Navicular drop, plantar pressure analysis, femoral anteversion, balance, and muscle strength were evaluated pre- and post-treatment. A small effect size of 0.2 was applied for navicular drop, balance, and plantar pressure analysis, and a medium effect size of 0.5 for femoral anteversion and muscle strength analysis. <b><i>Results:</i></b> Navicular drop and muscle strength improved significantly in all groups (<i>P</i> < 0.05). The strength of the inverter, plantar flexor, and dorsiflexor muscles was found to be significantly greater in the SGG than in the other groups (<i>P</i> < 0.05). Balance showed significant improvement only in EGG and SGG (<i>P</i> < 0.05). The decrease in medial plantar pressure was found to be significant in both feet in SGG and only in the left foot in the SEG (<i>P</i> < 0.05). The subtalar angle improved significantly in both feet in the SGG and only in the right foot in the SEG (<i>P</i> < 0.05). No significant change was observed in the EGG (<i>P</i> > 0.05). Femoral anteversion did not change in any of the three groups (<i>P</i> > 0.05). <b><i>Conclusion:</i></b> Individuals with pes planus obtained more improvements in plantar pressure analysis, subtalar angle, and muscle strength after serious games rather than structured exercises and exergame. It was considered that serious game exercise programs would be used in pes planus.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"473-483"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144227225","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}
Pub Date : 2025-12-01Epub Date: 2025-07-23DOI: 10.1177/2161783X251361941
Daniel Stam, Molly Watkins, Brea Galyen, Mitchell Olson, Kaitlyn Vomhof
Introduction: Virtual reality (VR) offers a multidimensional simulated reality built with digital formats and can be characterized as semi-immersive (single projection screen) or fully-immersive (head-mounted display). Although VR is an emerging intervention for the rehabilitation of individuals with neurological disorders, research on fully-immersive technologies and the patient experience is limited. Purpose: To evaluate the feasibility, acceptability, and tolerability of using off-the-shelf, fully-immersive VR with adults following neurological impairment. Methods: Mixed-methods study including 18 participants with a mean standard deviation (SD) age of 67.11 (12.12) years, asked to complete 20 minutes of dynamic rhythm-based VR activity in sitting. Outcomes included the pre- and postactivity VR Sickness Questionnaire (VRSQ), physiological data (maximum heart rate and Borg Rating of Perceived Exertion [RPE]), the User Satisfaction Evaluation Questionnaire (USEQ), and a structured interview. Quantitative analysis consisted of descriptive and inferential statistics. VRSQ scores were compared using a Wilcoxon signed-rank test. Qualitative analysis consisted of thematic analysis of interviews. Results: Median interquartile range (IQR) pre- and postactivity VRSQ scores were 7.50 (0-19.58) and 7.92 (0-19.38), respectively. Differences in scores were not statistically significant (Z = 0, P = 1.00). The median USEQ score was 27.50 (25.00-28.25). The mean percentage of maximal heart rate achieved was 63 (10) %, with a median RPE score of 10.50 (8.25-12.75). Qualitative analysis revealed themes of enjoyment and beneficial therapeutic challenges as facilitators of VR use. Conclusion: A single session of fully-immersive off-the-shelf VR yielded promising integrated findings related to the feasibility, acceptability, and tolerability of this type of intervention for a sample of individuals with a variety of neurological conditions.
简介:虚拟现实(VR)提供了一种基于数字格式构建的多维模拟现实,可以分为半沉浸式(单投影屏幕)或完全沉浸式(头戴式显示器)。尽管VR是一种新兴的神经系统疾病患者康复干预手段,但对完全沉浸式技术和患者体验的研究仍然有限。目的:评估成人神经损伤后使用现成的全沉浸式VR的可行性、可接受性和耐受性。方法:混合方法研究包括18名平均标准偏差(SD)年龄67.11(12.12)岁的参与者,要求他们在坐着的情况下完成20分钟基于动态节奏的VR活动。结果包括活动前和活动后虚拟现实疾病问卷(VRSQ)、生理数据(最大心率和感知运动博格评分[RPE])、用户满意度评估问卷(USEQ)和结构化访谈。定量分析包括描述性统计和推断性统计。VRSQ得分采用Wilcoxon符号秩检验进行比较。定性分析包括访谈的专题分析。结果:活动前后VRSQ评分中位数四分位数范围(IQR)分别为7.50(0-19.58)和7.92(0-19.38)。两组评分差异无统计学意义(Z = 0, P = 1.00)。USEQ得分中位数为27.50(25.00-28.25)。最大心率达到的平均百分比为63(10)%,中位RPE评分为10.50(8.25-12.75)。定性分析揭示了作为虚拟现实使用促进者的享受主题和有益的治疗挑战。结论:单次完全沉浸式的现成VR产生了与这种类型的干预的可行性、可接受性和耐受性相关的有希望的综合发现,适用于具有各种神经系统疾病的个体样本。
{"title":"Feasibility, Acceptability, and Tolerability of Fully-Immersive Virtual Reality Use Among Individuals with Neurological Conditions: A Mixed Methods Study.","authors":"Daniel Stam, Molly Watkins, Brea Galyen, Mitchell Olson, Kaitlyn Vomhof","doi":"10.1177/2161783X251361941","DOIUrl":"10.1177/2161783X251361941","url":null,"abstract":"<p><p><b><i>Introduction:</i></b> Virtual reality (VR) offers a multidimensional simulated reality built with digital formats and can be characterized as semi-immersive (single projection screen) or fully-immersive (head-mounted display). Although VR is an emerging intervention for the rehabilitation of individuals with neurological disorders, research on fully-immersive technologies and the patient experience is limited. <b><i>Purpose:</i></b> To evaluate the feasibility, acceptability, and tolerability of using off-the-shelf, fully-immersive VR with adults following neurological impairment. <b><i>Methods:</i></b> Mixed-methods study including 18 participants with a mean standard deviation (SD) age of 67.11 (12.12) years, asked to complete 20 minutes of dynamic rhythm-based VR activity in sitting. Outcomes included the pre- and postactivity VR Sickness Questionnaire (VRSQ), physiological data (maximum heart rate and Borg Rating of Perceived Exertion [RPE]), the User Satisfaction Evaluation Questionnaire (USEQ), and a structured interview. Quantitative analysis consisted of descriptive and inferential statistics. VRSQ scores were compared using a Wilcoxon signed-rank test. Qualitative analysis consisted of thematic analysis of interviews. <b><i>Results:</i></b> Median interquartile range (IQR) pre- and postactivity VRSQ scores were 7.50 (0-19.58) and 7.92 (0-19.38), respectively. Differences in scores were not statistically significant (Z = 0, <i>P</i> = 1.00). The median USEQ score was 27.50 (25.00-28.25). The mean percentage of maximal heart rate achieved was 63 (10) %, with a median RPE score of 10.50 (8.25-12.75). Qualitative analysis revealed themes of enjoyment and beneficial therapeutic challenges as facilitators of VR use. <b><i>Conclusion:</i></b> A single session of fully-immersive off-the-shelf VR yielded promising integrated findings related to the feasibility, acceptability, and tolerability of this type of intervention for a sample of individuals with a variety of neurological conditions.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"484-492"},"PeriodicalIF":2.8,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144715209","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}
Pub Date : 2025-11-21DOI: 10.1177/2161783X251393532
Yongjie Yue, Qiaolei Jiang, Dong Liu, Peixuan Cui, Junming Yi
Purpose: Despite increasing research on blind and visually impaired (BVI) gamers, little is known about their motivations, gaming time, and the social benefits of online games. This study investigated gaming motivation and gaming time of BVI players, as well as their associations with well-being, using a popular massively multiplayer online role-playing game (MMORPG) as an example. It also examined the relationships between different types of visual impairments, gaming motivation, time, and well-being. Methods: Based on a review of existing literature on the potential effects of online games on people with BVI, this study used a mixed-methods approach. Semi-structured interviews with 21 participants were conducted to gather in-depth qualitative insights. Questionnaires were administered to a total sample of 209 participants, both online and offline, to collect quantitative data. Results: A motivation scale specific to BVI gamers in MMORPG was developed and validated. Six motivations were identified and verified: fun, relationship initiation, relationship maintenance, venting emotions, killing time, and achievement. Fun and killing time positively predicted well-being, whereas venting emotions and relationship maintenance negatively predicted well-being. Total gaming time was positively associated with self-esteem. Totally blind and those with acquired impairments tend to spend more time on gaming, highlighting interesting nuances in gaming behaviors within the BVI community. Conclusions: This study provides insight into the relationship between online gaming and well-being of BVI individuals. These findings underscore the importance of further research and the development of inclusive gaming environments that enhance the well-being of BVI players.
{"title":"Playing to Connect: Development of a Gaming Motivation Scale and Exploration of Social Benefits Among the Blind and Visually Impaired.","authors":"Yongjie Yue, Qiaolei Jiang, Dong Liu, Peixuan Cui, Junming Yi","doi":"10.1177/2161783X251393532","DOIUrl":"https://doi.org/10.1177/2161783X251393532","url":null,"abstract":"<p><p><b><i>Purpose:</i></b> Despite increasing research on blind and visually impaired (BVI) gamers, little is known about their motivations, gaming time, and the social benefits of online games. This study investigated gaming motivation and gaming time of BVI players, as well as their associations with well-being, using a popular massively multiplayer online role-playing game (MMORPG) as an example. It also examined the relationships between different types of visual impairments, gaming motivation, time, and well-being. <b><i>Methods:</i></b> Based on a review of existing literature on the potential effects of online games on people with BVI, this study used a mixed-methods approach. Semi-structured interviews with 21 participants were conducted to gather in-depth qualitative insights. Questionnaires were administered to a total sample of 209 participants, both online and offline, to collect quantitative data. <b><i>Results:</i></b> A motivation scale specific to BVI gamers in MMORPG was developed and validated. Six motivations were identified and verified: fun, relationship initiation, relationship maintenance, venting emotions, killing time, and achievement. Fun and killing time positively predicted well-being, whereas venting emotions and relationship maintenance negatively predicted well-being. Total gaming time was positively associated with self-esteem. Totally blind and those with acquired impairments tend to spend more time on gaming, highlighting interesting nuances in gaming behaviors within the BVI community. <b><i>Conclusions:</i></b> This study provides insight into the relationship between online gaming and well-being of BVI individuals. These findings underscore the importance of further research and the development of inclusive gaming environments that enhance the well-being of BVI players.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.8,"publicationDate":"2025-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145641128","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}
Pub Date : 2025-11-18DOI: 10.1177/2161783X251397932
Calvin MacDonald, Elizabeth Barnum, Maanya Pradeep, Viviana Rivera, Peter Smith, Matt Dombrowski, John Sparkman, Albert Manero
Background: Amyotrophic lateral sclerosis (ALS) is characterized by a significant decrease in mobility due to its neurodegenerative etiology. Throughout the progression of ALS, patients lose independence in their motor control. An electromyography (EMG) interface that enables control of a powered wheelchair can restore autonomous movement. The use of serious game-based training that mimics EMG-temporalis wheelchair controls can be used as training prior to wheelchair usage in the real world. Purpose:Limbitless Runner, a forearm EMG training game, found improved player performance with no significant difference noted between the free and structured play training. This study aims to investigate the generalizability of this finding when applied to a temporalis EMG system. Methods: Participants were given Limbitless Runner's quantifiable, structured training mode, the "ring challenge," for a scored pretest. Participants were then assigned to one of three cohorts for training: Limbitless Journey, Limbitless Runner "free play mode," or the Limbitless Runner "ring challenge." To assess improvement in user's performance, the ring challenge was repeated and scored. Quantitative surveys, including the Game User Experience Satisfaction Scale (GUESS) and the System Usability Scale (SUS), were given to gauge users' perceptions of the games. Results: All cohorts showed a user score improvement; however, the ring challenge (Cohort 2) showed the highest improvement, from an average of 22.9 rings in the pretest to 31.1 rings posttraining. The SUS and GUESS scores were not significantly different between the two different video games, demonstrating that both versions can be satisfying or acceptable platforms for users.
{"title":"Serious Game-Based Training for Improved Control of a Temporalis Electromyography Interface for Controlling Powered Wheelchairs.","authors":"Calvin MacDonald, Elizabeth Barnum, Maanya Pradeep, Viviana Rivera, Peter Smith, Matt Dombrowski, John Sparkman, Albert Manero","doi":"10.1177/2161783X251397932","DOIUrl":"https://doi.org/10.1177/2161783X251397932","url":null,"abstract":"<p><p><b><i>Background:</i></b> Amyotrophic lateral sclerosis (ALS) is characterized by a significant decrease in mobility due to its neurodegenerative etiology. Throughout the progression of ALS, patients lose independence in their motor control. An electromyography (EMG) interface that enables control of a powered wheelchair can restore autonomous movement. The use of serious game-based training that mimics EMG-temporalis wheelchair controls can be used as training prior to wheelchair usage in the real world. <b><i>Purpose:</i></b> <i>Limbitless Runner</i>, a forearm EMG training game, found improved player performance with no significant difference noted between the free and structured play training. This study aims to investigate the generalizability of this finding when applied to a temporalis EMG system. <b><i>Methods:</i></b> Participants were given <i>Limbitless Runner's</i> quantifiable, structured training mode, the \"ring challenge,\" for a scored pretest. Participants were then assigned to one of three cohorts for training: <i>Limbitless Journey, Limbitless Runner</i> \"free play mode,\" or the <i>Limbitless Runner</i> \"ring challenge.\" To assess improvement in user's performance, the ring challenge was repeated and scored. Quantitative surveys, including the Game User Experience Satisfaction Scale (GUESS) and the System Usability Scale (SUS), were given to gauge users' perceptions of the games. <b><i>Results:</i></b> All cohorts showed a user score improvement; however, the ring challenge (Cohort 2) showed the highest improvement, from an average of 22.9 rings in the pretest to 31.1 rings posttraining. The SUS and GUESS scores were not significantly different between the two different video games, demonstrating that both versions can be satisfying or acceptable platforms for users.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.8,"publicationDate":"2025-11-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145551480","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}
Pub Date : 2025-10-01Epub Date: 2025-06-05DOI: 10.1089/g4h.2025.0044
Feng Wen, Hazwani Ahmad Yusof, Nurdiana Zainol Abidin
Obesity and overweight among young adults are becoming public health concerns. Active video games (AVGs) have been demonstrated by previous studies as a healthy and enjoyable exercise, which may assist young people in weight management (WM). This review aims to critically assess the literature on the effects of AVGs on young adults in terms of energy expenditure (EE) and WM. Five international databases (PubMed, Scopus, ScienceDirect, Cochrane, and Web of Science) were searched with keywords up to 2025. A systematic review was conducted using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines, and randomized controlled trial (RCT) studies investigating the effects of AVGs on EE and WM in young adults aged 18-25 were included. Data from all studies were extracted using a preprepared structured form, and pre- and postintervention differences were compared between the AVG intervention groups and the control/comparison groups. Thousand one hundred twenty-nine articles were retrieved, of which 14 RCT studies (n = 668, 47.5% female) met the inclusion criteria. Ten studies measured EE while playing AVGs, and nine of these found that playing AVGs could achieve moderate physical activity. Four parallel-design RCTs measured body weight or body mass index (BMI), with only one of these found a significant reduction (-0.29 kg/m2, P = 0.043) in BMI in the AVG group. The differences in study design and methodological quality among the included literature make it challenging to simply summarize the results, and the findings need to be interpreted with caution. Overall, AVGs could achieve moderate physical activity and serve as an effective alternative to traditional exercise. However, the results related to WM are mixed. Future research should adhere to more rigorous methodological standards, such as larger sample sizes and stricter dietary controls, to investigate the long-term effects of AVGs on body composition.
年轻人的肥胖和超重正在成为公共卫生问题。活跃的电子游戏(avg)已经被先前的研究证明是一种健康和愉快的运动,可以帮助年轻人管理体重(WM)。本综述旨在批判性地评估AVGs对年轻人能量消耗(EE)和WM影响的文献。五个国际数据库(PubMed, Scopus, ScienceDirect, Cochrane和Web of Science)检索了截止2025年的关键词。使用系统评价和荟萃分析指南的首选报告项目进行了系统评价,并纳入了调查AVGs对18-25岁年轻人情感表达和WM影响的随机对照试验(RCT)研究。使用预先准备的结构化表格提取所有研究的数据,并比较AVG干预组与对照组/对照组之间干预前后的差异。纳入文献1129篇,其中14项RCT研究(n = 668,女性占47.5%)符合纳入标准。10项研究测量了玩avg时的情感表达,其中9项研究发现玩avg可以实现适度的身体活动。四个平行设计的随机对照试验测量了体重或身体质量指数(BMI),其中只有一个发现AVG组的BMI显著降低(-0.29 kg/m2, P = 0.043)。所纳入的文献在研究设计和方法质量上的差异使得简单地总结结果具有挑战性,并且需要谨慎解释这些发现。总的来说,avg可以实现适度的身体活动,并作为传统运动的有效替代。然而,与WM相关的结果喜忧参半。未来的研究应遵循更严格的方法标准,如更大的样本量和更严格的饮食控制,以调查AVGs对身体成分的长期影响。
{"title":"Effects of Active Video Games on Energy Expenditure and Weight Management Among Young Adults: A Systematic Review.","authors":"Feng Wen, Hazwani Ahmad Yusof, Nurdiana Zainol Abidin","doi":"10.1089/g4h.2025.0044","DOIUrl":"10.1089/g4h.2025.0044","url":null,"abstract":"<p><p>Obesity and overweight among young adults are becoming public health concerns. Active video games (AVGs) have been demonstrated by previous studies as a healthy and enjoyable exercise, which may assist young people in weight management (WM). This review aims to critically assess the literature on the effects of AVGs on young adults in terms of energy expenditure (EE) and WM. Five international databases (PubMed, Scopus, ScienceDirect, Cochrane, and Web of Science) were searched with keywords up to 2025. A systematic review was conducted using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines, and randomized controlled trial (RCT) studies investigating the effects of AVGs on EE and WM in young adults aged 18-25 were included. Data from all studies were extracted using a preprepared structured form, and pre- and postintervention differences were compared between the AVG intervention groups and the control/comparison groups. Thousand one hundred twenty-nine articles were retrieved, of which 14 RCT studies (<i>n</i> = 668, 47.5% female) met the inclusion criteria. Ten studies measured EE while playing AVGs, and nine of these found that playing AVGs could achieve moderate physical activity. Four parallel-design RCTs measured body weight or body mass index (BMI), with only one of these found a significant reduction (-0.29 kg/m<sup>2</sup>, <i>P</i> = 0.043) in BMI in the AVG group. The differences in study design and methodological quality among the included literature make it challenging to simply summarize the results, and the findings need to be interpreted with caution. Overall, AVGs could achieve moderate physical activity and serve as an effective alternative to traditional exercise. However, the results related to WM are mixed. Future research should adhere to more rigorous methodological standards, such as larger sample sizes and stricter dietary controls, to investigate the long-term effects of AVGs on body composition.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"345-357"},"PeriodicalIF":2.8,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144227214","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}
Pub Date : 2025-10-01Epub Date: 2025-04-09DOI: 10.1089/g4h.2024.0093
Maria Andreassen, Núria Santaularia, Aseel Berglund, Erik Berglund, Helena Orädd, Anna Strömberg, Tiny Jaarsma, Leonie Klompstra
Background: Physical activity is beneficial and recommended to improve outcomes for patients with heart failure (HF). Exergaming combines gaming technology with physical activity. Therefore, we developed a mobile exergame in a co-design process, the exergame would engage participants in physical activity anywhere and anytime. This study aims to assess the feasibility of a newly developed mobile exergame, heart farming, for patients with HF. Methods: A total of 14 participants with HF used the exergame on their smartphones for one month (9 Swedish and 5 Spanish participants; 9 males, mean 72 years, range 61-82 years). Participants were provided an introduction to the exergame, and follow-up was carried out regularly by telephone. Participants were advised to increase the daily walking duration by 10 minutes a day, based on the number of meters walked in the 6-minute walk test (6MWT). Areas of feasibility identified were acceptability, demand, implementation, and practicality, which were examined during telephone follow-ups and interviews, and data downloaded from the exergame. Results: Participants found the farming theme appealing, and coaching encouraged them to perform the exergame on a regular basis (acceptability). Based on the 6MWT, the personal goal for daily walking was set (mean of 704 meters, range 250-900 meters). Participants reported that daily goals and tasks were manageable. The exergame was perceived as appropriate to decrease sedentary time, and participants reported improved physical health (demand). The exergame was perceived as easy to learn and use, and adjustable to individual needs (implementation). Exergaming while walking and conversing with others was described as less convenient (practicality). Conclusion: Participants with HF valued personalized support and the exergame's farming theme was appealing. The goal to increase walking by 10 minutes a day was seen as a realistic way to reduce sedentary behavior. When introducing the exergame, it is essential to emphasize the importance of proper lighting, so meters walked are accurately recorded.
{"title":"Feasibility of a Mobile Exergame for Patients with Heart Failure.","authors":"Maria Andreassen, Núria Santaularia, Aseel Berglund, Erik Berglund, Helena Orädd, Anna Strömberg, Tiny Jaarsma, Leonie Klompstra","doi":"10.1089/g4h.2024.0093","DOIUrl":"10.1089/g4h.2024.0093","url":null,"abstract":"<p><p><b><i>Background:</i></b> Physical activity is beneficial and recommended to improve outcomes for patients with heart failure (HF). Exergaming combines gaming technology with physical activity. Therefore, we developed a mobile exergame in a co-design process, the exergame would engage participants in physical activity anywhere and anytime. This study aims to assess the feasibility of a newly developed mobile exergame, heart farming, for patients with HF. <b><i>Methods:</i></b> A total of 14 participants with HF used the exergame on their smartphones for one month (9 Swedish and 5 Spanish participants; 9 males, mean 72 years, range 61-82 years). Participants were provided an introduction to the exergame, and follow-up was carried out regularly by telephone. Participants were advised to increase the daily walking duration by 10 minutes a day, based on the number of meters walked in the 6-minute walk test (6MWT). Areas of feasibility identified were acceptability, demand, implementation, and practicality, which were examined during telephone follow-ups and interviews, and data downloaded from the exergame. <b><i>Results:</i></b> Participants found the farming theme appealing, and coaching encouraged them to perform the exergame on a regular basis (acceptability). Based on the 6MWT, the personal goal for daily walking was set (mean of 704 meters, range 250-900 meters). Participants reported that daily goals and tasks were manageable. The exergame was perceived as appropriate to decrease sedentary time, and participants reported improved physical health (demand). The exergame was perceived as easy to learn and use, and adjustable to individual needs (implementation). Exergaming while walking and conversing with others was described as less convenient (practicality). <b><i>Conclusion:</i></b> Participants with HF valued personalized support and the exergame's farming theme was appealing. The goal to increase walking by 10 minutes a day was seen as a realistic way to reduce sedentary behavior. When introducing the exergame, it is essential to emphasize the importance of proper lighting, so meters walked are accurately recorded.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"380-388"},"PeriodicalIF":2.8,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143812712","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}
Pub Date : 2025-10-01Epub Date: 2025-06-12DOI: 10.1089/g4h.2024.0137
Shivangi Bajpai, Pegah Firouzeh, Lesley Pritchard
Background: Active video games may be beneficial for improving gross motor outcomes when used to augment traditional physical therapy for children and youth with cerebral palsy (CP). However, their effectiveness for improving gross motor outcomes is unclear. The purpose of this systematic review and meta-analysis was to determine the effectiveness of active video game interventions combined with physical therapy compared to physical therapy alone for improving gross motor outcomes for children with CP. Materials and Methods: MEDLINE, CINAHL, Scopus, EMBASE (Ovid), PsycINFO, and SPORTDiscus databases were searched for relevant literature published prior to January 27, 2023. Eligible studies (a) were published in English, (b) used a randomized study design comparing active video games plus physical therapy to physical therapy alone, (c) included children and/or adolescents with CP (aged 5-18 years), and (d) measured gross motor outcomes. Included articles were assessed for bias (Cochrane risk-of-bias tool-version 2) (RoB-2), outcomes across studies were evaluated for evidence certainty using Grading of Recommendations Assessment, Development, and Evaluation (GRADE), and meta-analyses were conducted on outcomes when at least two studies used the same outcome measure. Results: Twelve articles met the inclusion criteria. Very low certainty evidence supported the use of active video games as an augmentative intervention for improving gross motor function (Z = 3.33; P < 0.001). Meta-analyses focused on other gross motor outcomes (i.e., balance and walking speed/distance) were not statistically significant. Conclusion: Active video games may be beneficial in combination with regular physical therapy for improving gross motor function. However, current evidence is weak, and high-quality research is required.
{"title":"Effectiveness of Active Video Games Used to Augment Physical Therapy for Improving Gross Motor Outcomes of Children with Cerebral Palsy: A Systematic Review and Meta-Analysis.","authors":"Shivangi Bajpai, Pegah Firouzeh, Lesley Pritchard","doi":"10.1089/g4h.2024.0137","DOIUrl":"10.1089/g4h.2024.0137","url":null,"abstract":"<p><p><b><i>Background:</i></b> Active video games may be beneficial for improving gross motor outcomes when used to augment traditional physical therapy for children and youth with cerebral palsy (CP). However, their effectiveness for improving gross motor outcomes is unclear. The purpose of this systematic review and meta-analysis was to determine the effectiveness of active video game interventions combined with physical therapy compared to physical therapy alone for improving gross motor outcomes for children with CP. <b><i>Materials and Methods:</i></b> MEDLINE, CINAHL, Scopus, EMBASE (Ovid), PsycINFO, and SPORTDiscus databases were searched for relevant literature published prior to January 27, 2023. Eligible studies (a) were published in English, (b) used a randomized study design comparing active video games plus physical therapy to physical therapy alone, (c) included children and/or adolescents with CP (aged 5-18 years), and (d) measured gross motor outcomes. Included articles were assessed for bias (Cochrane risk-of-bias tool-version 2) (RoB-2), outcomes across studies were evaluated for evidence certainty using Grading of Recommendations Assessment, Development, and Evaluation (GRADE), and meta-analyses were conducted on outcomes when at least two studies used the same outcome measure. <b><i>Results:</i></b> Twelve articles met the inclusion criteria. Very low certainty evidence supported the use of active video games as an augmentative intervention for improving gross motor function (<i>Z</i> = 3.33; <i>P</i> < 0.001). Meta-analyses focused on other gross motor outcomes (i.e., balance and walking speed/distance) were not statistically significant. <b><i>Conclusion:</i></b> Active video games may be beneficial in combination with regular physical therapy for improving gross motor function. However, current evidence is weak, and high-quality research is required.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"415-428"},"PeriodicalIF":2.8,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144286819","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}
Pub Date : 2025-10-01Epub Date: 2025-03-31DOI: 10.1089/g4h.2024.0116
Rosemeyre Alcarde Nuvolini, Keyte Guedes Da Silva, Tatiana Beline De Freitas, Flávia Doná, Camila Torriani-Pasin, José Eduardo Pompeu
Background: Gait impairments are among the most common and disabling symptoms of Parkinson's disease and are especially aggravated in dual-task conditions. Interventions with conventional physical therapy improve gait cadence and speed, cognition, fear of falling, and freezing of gait. However, exergames have attracted interest in the treatment of people with Parkinson's disease due to the characteristics of the training that benefit neuroplasticity and motor learning. Objective: The aim of this study was to analyze the effects of training based on Kinect exergames compared to conventional physiotherapeutic training based on core areas of the European physiotherapy guideline on functional mobility, gait, and cognitive functions. Materials and Methods: Thirty-eight people with idiopathic Parkinson's disease were randomized into two groups and underwent 14 intervention sessions, twice a week, for 60 minutes each. The primary outcome was postural stability in gait, which was evaluated using the Functional Gait Assessment. Secondary outcomes were functional mobility and impact of the dual task assessed using the Timed & Up and Go Test; gait speed by the 10-meter Walk Test in single and dual task; and cognitive functions assessed through the Montreal Cognitive Assessment. Results: After training, there was an improvement in the Functional Gait Assessment and Timed & Up and Go Test. Conclusion: Interventions based on Kinect AdventuresTM games and conventional physiotherapy based on the central areas of the European guideline promoted similar improvements in gait stability and functional mobility of people with Parkinson's disease, without differences between them. However, the benefits did not extend to cognitive function and other gait parameters.
背景:步态障碍是帕金森病最常见和致残的症状之一,在双任务条件下尤其加重。采用常规物理疗法干预可改善步态节奏和速度、认知、对跌倒的恐惧和步态冻结。然而,运动游戏已经引起了人们对帕金森病治疗的兴趣,因为训练的特点有利于神经可塑性和运动学习。目的:本研究的目的是分析基于Kinect运动游戏的训练与基于欧洲物理治疗指南核心领域的传统物理治疗训练在功能活动、步态和认知功能方面的效果。材料与方法:38例特发性帕金森病患者随机分为两组,接受14次干预,每周两次,每次60分钟。主要结果是步态的姿势稳定性,使用功能步态评估进行评估。次要结果是使用Timed & Up and Go测试评估的功能活动性和双重任务的影响;单任务和双任务下10米步行测试的步态速度;以及通过蒙特利尔认知评估评估的认知功能。结果:训练后,功能性步态评估和计时& Up and Go测试均有改善。结论:基于Kinect AdventuresTM游戏的干预措施和基于欧洲指南中心区域的常规物理治疗在帕金森病患者的步态稳定性和功能活动能力方面促进了相似的改善,两者之间没有差异。然而,这种益处并没有扩展到认知功能和其他步态参数。
{"title":"Exergame-Based Program and Conventional Physiotherapy Based on Core Areas of the European Guideline Similarly Improve Gait and Cognition in People with Parkinson's Disease: Randomized Clinical Trial.","authors":"Rosemeyre Alcarde Nuvolini, Keyte Guedes Da Silva, Tatiana Beline De Freitas, Flávia Doná, Camila Torriani-Pasin, José Eduardo Pompeu","doi":"10.1089/g4h.2024.0116","DOIUrl":"10.1089/g4h.2024.0116","url":null,"abstract":"<p><p><b><i>Background:</i></b> Gait impairments are among the most common and disabling symptoms of Parkinson's disease and are especially aggravated in dual-task conditions. Interventions with conventional physical therapy improve gait cadence and speed, cognition, fear of falling, and freezing of gait. However, exergames have attracted interest in the treatment of people with Parkinson's disease due to the characteristics of the training that benefit neuroplasticity and motor learning. <b><i>Objective:</i></b> The aim of this study was to analyze the effects of training based on Kinect exergames compared to conventional physiotherapeutic training based on core areas of the European physiotherapy guideline on functional mobility, gait, and cognitive functions. <b><i>Materials and Methods:</i></b> Thirty-eight people with idiopathic Parkinson's disease were randomized into two groups and underwent 14 intervention sessions, twice a week, for 60 minutes each. The primary outcome was postural stability in gait, which was evaluated using the Functional Gait Assessment. Secondary outcomes were functional mobility and impact of the dual task assessed using the Timed & Up and Go Test; gait speed by the 10-meter Walk Test in single and dual task; and cognitive functions assessed through the Montreal Cognitive Assessment. <b><i>Results:</i></b> After training, there was an improvement in the Functional Gait Assessment and Timed & Up and Go Test. <b><i>Conclusion:</i></b> Interventions based on Kinect AdventuresTM games and conventional physiotherapy based on the central areas of the European guideline promoted similar improvements in gait stability and functional mobility of people with Parkinson's disease, without differences between them. However, the benefits did not extend to cognitive function and other gait parameters.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"358-368"},"PeriodicalIF":2.8,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143755199","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}
Pub Date : 2025-10-01Epub Date: 2025-04-04DOI: 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。
{"title":"Improving Health Care Training: A Serious Game Approach to Malnutrition Screening.","authors":"Håvard Vibeto, Markus Sebastian Bakken Storeide","doi":"10.1089/g4h.2024.0170","DOIUrl":"10.1089/g4h.2024.0170","url":null,"abstract":"<p><p><b><i>Objective:</i></b> 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). <b><i>Materials and Methods:</i></b> Using a multimethods approach, the research involved pre- and postgame surveys, interviews, and observations with 29 participants from two health care institutions. <b><i>Results:</i></b> 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. <b><i>Conclusion:</i></b> 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.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"369-379"},"PeriodicalIF":2.8,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143781500","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}