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Understanding the Relationship Between User Game Preferences and Depressive Symptoms: A Pilot Study. 了解用户游戏偏好与抑郁症状之间的关系:一项试点研究。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-01 Epub Date: 2024-07-10 DOI: 10.1089/g4h.2023.0174
Nilufar Baghaei, Sarah Abdulkhalek, Kaitlin Moat, Wenge Xu, Hai-Ning Liang

Objective: Following the initial measures taken to manage the repercussions of the COVID-19 pandemic, mental health conditions have become a critical concern. Mental health has become a foremost priority not only for health care providers but also for many other organizations, such as educational institutions, companies, and government agencies. A significant proportion of the Australian population having experienced mental disorders highlights the need for effective interventions. Those with pre-existing mental health issues experienced particularly pronounced effects. Among these challenges, advancements in technology offer new possibilities for mental health support. Videogames have shown effectiveness in mitigating symptoms of depression. Previous research has shown that game interface preferences correlate with players' emotional responses. This study aims to use MoodJumper, a game we designed, developed, and evaluated to examine the choice of game preferences in individuals with depressive symptoms. Materials and Methods: A pilot study was carried out after obtaining the Human Ethics committee's approval (n = 20). The participants were asked to fill out a Patient Health Questionnaire-9 (PHQ-9) questionnaire. They then played with the MoodJumper game for 20-30 minutes. Upon completing the game session, they were asked to fill out a questionnaire regarding their experience. Results: The results indicate a nonsignificant correlation between music preference, the direction of movement, and depressive symptoms meaning no significant relationship was found between depressive symptoms and chosen settings. However, a significant negative correlation was found between decision-making ability regarding game preferences and Patient Health Questionnaire-9 scores showing the difficulty of choosing preferred settings when having depressive symptoms. Conclusion: This contribution paves the way for designing and evaluating more impactful game experiences for individuals with mental health challenges.

目的:在采取初步措施应对 COVID-19 大流行病的影响之后,精神健康状况已成为一个重要问题。心理健康不仅是医疗保健提供者的首要任务,也是教育机构、公司和政府机构等许多其他组织的首要任务。澳大利亚有相当大比例的人口都曾有过精神障碍,这凸显了采取有效干预措施的必要性。那些原本就有心理健康问题的人受到的影响尤为明显。在这些挑战中,技术的进步为心理健康支持提供了新的可能性。视频游戏在减轻抑郁症状方面显示出了有效性。先前的研究表明,游戏界面的偏好与玩家的情绪反应相关。本研究旨在利用我们设计、开发和评估的游戏 "MoodJumper "来研究抑郁症患者对游戏的偏好选择。材料与方法在获得人类伦理委员会的批准后,我们开展了一项试点研究(n = 20)。参与者被要求填写一份患者健康问卷-9(PHQ-9)。然后,他们玩了 20-30 分钟的 MoodJumper 游戏。游戏结束后,他们被要求填写一份关于游戏体验的问卷。结果显示结果表明,音乐偏好、运动方向和抑郁症状之间存在非显著相关性,这意味着抑郁症状与所选设置之间没有显著关系。然而,有关游戏偏好的决策能力与患者健康问卷-9 评分之间存在明显的负相关,这表明在出现抑郁症状时,很难选择偏好的设置。结论这项研究为设计和评估对有心理健康问题的人更有影响力的游戏体验铺平了道路。
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引用次数: 0
C-Mill Virtual Reality/Augmented Reality Treadmill Training for Reducing Risk of Fall in the Elderly: A Randomized Controlled Trial. 降低老年人跌倒风险的 C-Mill 虚拟现实/增强现实跑步机训练: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: 2024-04-01 DOI: 10.1089/g4h.2023.0162
Ehab Mohamed Abd El-Kafy, Mohamad Salaheldien Alayat, Moayad Saleh Subahi, Mohammed Salem Badghish

Objective: Falling is considered one of the major problems that may affect the elderly, leading to multiple health issues. Walking adaptability to environmental demands is essential for safe walking in the elderly. The aim of this study was to evaluate the efficacy of virtual reality (VR)/augmented reality (AR) treadmill training on balance performance and the risk of falls in the elderly. Materials and Methods: Sixty Saudi elderly individuals of both genders, aged between 60 and 70 years, participated in the study. The participants were categorized into two groups: the experimental and the control groups. Both groups received 1 hour of training: 30 minutes of conventional exercises and 30 minutes of gait training on the C-Mill VR/AR treadmill. The experimental group used the C-Mill treadmill with VR and AR games therapy. The control group had gait training on the C-Mill treadmill without VR and AR. The training for both groups was conducted for 6 successive weeks/three times a week. The changes in the scores of the following variables were recorded at baseline, after 6 weeks of training, and 4 weeks after the completion of training. These variables involved the time needed for completing the Timed Up and Go (TUG) test, overall stability indices of the Fall Risk (FR) test and Limit of Stability (LOS) test evaluated using the Biodex Balance System (BBS), and the time required for completing the LOS test. Results: Both groups demonstrated significant improvement in all measured variables immediately post-training, and this improvement persisted for 4 weeks after completing the training. The experimental group exhibited greater improvement in the recorded values of all measured variables compared with the control group following the training. Conclusions: This study concluded that C-Mill VR/AR treadmill training is effective in improving balance control and reducing the fall risk in the elderly.

目的:跌倒被认为是可能影响老年人的主要问题之一,会导致多种健康问题。行走对环境需求的适应性是老年人安全行走的关键。本研究旨在评估虚拟现实(VR)/增强现实(AR)跑步机训练对老年人平衡能力和跌倒风险的影响。材料与方法:60 名年龄在 60 岁至 70 岁之间的沙特籍男女老年人参加了研究。参与者分为两组:实验组和对照组。两组均接受 1 小时的训练:30 分钟的常规练习和 30 分钟的 C-Mill VR/AR 跑步机步态训练。实验组在 C-Mill 跑步机上进行 VR 和 AR 游戏治疗。对照组则在没有 VR 和 AR 的 C-Mill 跑步机上进行步态训练。两组的训练均连续进行 6 周/每周 3 次。在基线、训练 6 周后和训练结束 4 周后,记录了以下变量的得分变化。这些变量包括完成定时起立行走(TUG)测试所需的时间、使用 Biodex 平衡系统(BBS)评估的跌倒风险(FR)测试和稳定性极限(LOS)测试的总体稳定性指数,以及完成 LOS 测试所需的时间。结果显示训练结束后,两组在所有测量变量上都有明显改善,而且这种改善在训练结束后持续了 4 周。与对照组相比,实验组在训练后所有测量变量的记录值均有较大改善。结论本研究认为,C-Mill VR/AR 跑步机训练能有效改善老年人的平衡控制能力,降低跌倒风险。
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引用次数: 0
The Technology to Enhance Patient Motivation in Virtual Reality Rehabilitation: A Review. 在虚拟现实康复中增强患者动机的技术:综述。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-01 DOI: 10.1089/g4h.2023.0069
Chengjie Zhang, Suiran Yu

Virtual reality (VR) technology has experienced a steady rise and has been widely applied in the field of rehabilitation. The integration of VR technology in rehabilitation has shown promising results in enhancing their motivation for treatment, thereby enabling patients to actively engage in rehab training. Despite the advancement, there is a dearth of comprehensive summary and analysis on the use of VR technology to enhance patient motivation in rehabilitation. Thus, this narrative review aims to evaluate the potential of VR technology in enhancing patient motivation during motor rehabilitation training. This review commences with an explanation of how enhancing motivation through the VR rehabilitation system could improve the efficiency and effectiveness of rehabilitation training. Then, the technology was analyzed to improve patient motivation in the present VR rehabilitation system in detail. Furthermore, these technologies are classified and summarized to provide a comprehensive overview of the state-of-the-art approaches for enhancing patient motivation in VR rehabilitation. Findings showed VR rehabilitation training utilizes game-like exercises to enhance the engagement and enjoyment of rehabilitation training. By immersing patients in a simulated environment with multisensory feedback, VR systems offer a unique approach to rehabilitation that can lead to improved patient motivation. Both ultimately lead to improved patient outcomes, which is not typically achievable with traditional rehabilitation methods. The review concludes that VR rehabilitation presents an opportunity to improve patient motivation and adherence to long-term rehabilitation training. However, to further enhance patient self-efficacy, VR rehabilitation should integrate psychology and incorporate methods. Moreover, it is necessary to build a game design theory for rehabilitation games, and the latest VR feedback technology should also be introduced.

虚拟现实(VR)技术稳步发展,并已广泛应用于康复领域。将 VR 技术融入康复治疗,在提高患者治疗积极性方面取得了可喜的成果,从而使患者能够积极参与康复训练。尽管VR技术在康复领域取得了长足的进步,但目前还缺乏对VR技术在康复治疗中提高患者积极性的全面总结和分析。因此,本综述旨在评估 VR 技术在增强患者运动康复训练动机方面的潜力。这篇综述首先解释了如何通过 VR 康复系统增强动机来提高康复训练的效率和效果。然后,详细分析了目前 VR 康复系统中提高患者积极性的技术。此外,还对这些技术进行了分类和总结,以全面概述在 VR 康复中提高患者积极性的最先进方法。研究结果表明,VR 康复训练利用游戏式练习来提高康复训练的参与度和乐趣。通过让患者沉浸在具有多感官反馈的模拟环境中,VR 系统提供了一种独特的康复方法,可以提高患者的积极性。两者最终都能改善患者的治疗效果,而传统康复方法通常无法实现这一点。综述得出结论,VR 康复为提高患者的积极性和坚持长期康复训练提供了机会。然而,为了进一步提高患者的自我效能感,VR 康复应结合心理学和综合方法。此外,有必要建立康复游戏的游戏设计理论,并引入最新的 VR 反馈技术。
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引用次数: 0
Effects of Video-Based Exercises and Conventional Physiotherapy on Upper Extremity Functionality, Selective Motor Control, and Proprioception in Unilateral Cerebral Palsy: A Randomized Controlled Trial. 视频练习和传统物理治疗对单侧脑瘫患者上肢功能、选择性运动控制和运动感觉的影响: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: 2024-07-29 DOI: 10.1089/g4h.2024.0044
Demet Gözaçan Karabulut, Çağtay Maden, Yalçın Karabulut, Mehmet Aslan

Objective: The present study was conducted to evaluate the effects of video-based exercises added to conventional physiotherapy (CPT) on upper extremity functionality, selective motor control, and proprioception in individuals with unilateral cerebral palsy (UCP). Materials and Methods: Thirty patients with UCP were randomized into two groups: the intervention group (15 individuals with a mean age of 9.2 ± 3.8 years) and the control group (15 individuals with a mean age of 8.3 ± 4.1 years). The intervention group received 8 weeks of video-based exercises, and the control group received 8 weeks of conventional physiotherapy. Upper extremity functional abilities, upper extremity selective motor control, proprioception, and entertainment levels were evaluated before and after the intervention for all groups. Results: While a significant change was observed in the mean scores of the ABILHAND-Kids, Selective Control of the Upper Extremity Scale right-left scores, shoulder flexion, shoulder abduction, and elbow flexion proprioception angles after the video-based exercises in the intervention group (P < 0.05), a significant change was observed only in the 60-degree flexion angle in the control group (P = 0.001). In the comparison between the groups, there were significant differences in post-intervention value only in shoulder flexion and abduction angles, whereas there was no difference between the groups in elbow flexion angles (P > 0.05). Conclusion: Incorporating video-based exercises into the upper extremity rehabilitation processes of individuals with UCP is beneficial in terms of upper extremity functionality, selective motor control, and proprioception.

研究目的本研究旨在评估在常规物理治疗(CPT)的基础上添加视频练习对单侧脑瘫(UCP)患者上肢功能、选择性运动控制和本体感觉的影响。材料与方法:30 名 UCP 患者被随机分为两组:干预组(15 人,平均年龄为 9.2 ± 3.8 岁)和对照组(15 人,平均年龄为 8.3 ± 4.1 岁)。干预组接受为期 8 周的视频练习,对照组接受为期 8 周的常规物理治疗。在干预前后,对各组的上肢功能能力、上肢选择性运动控制能力、本体感觉和娱乐水平进行了评估。结果显示干预组在进行视频练习后,ABILHAND-Kids、上肢选择性控制量表左右评分、肩关节屈曲、肩关节外展和肘关节屈曲本体感觉角度的平均得分均有明显变化(P < 0.05),而对照组仅在 60 度屈曲角度方面有明显变化(P = 0.001)。在组间比较中,只有肩关节屈伸角度和外展角度的干预后数值存在显著差异,而肘关节屈伸角度组间无差异(P > 0.05)。结论在 UCP 患者的上肢康复过程中加入视频练习对上肢功能、选择性运动控制和本体感觉都有益处。
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引用次数: 0
Let's Play? A Board Health Game Development and Validation for Children with Atopic Dermatitis. 玩吧?针对特应性皮炎儿童的棋盘健康游戏开发与验证。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-07-29 DOI: 10.1089/g4h.2023.0218
Mariana Muzzolon, Mariana Morgan, Izabella Reis, Renata Imoto, Vânia Oliveira de Carvalho

Objective: Several health games have been developed for pediatric patients in recent years but few for children with atopic dermatitis (AD). As this chronic disease requires changes in daily habits, this study aimed to develop and validate the content of a board health game for children with AD. Material and Methods: This is a content development and validation study of DermatrilhaTM, a board health game about AD. The instrument aims to promote interactions between children with AD and health care providers and offers the exchange of experiences, feelings, and knowledge about the disease in a playful way. The five stages of development of the board game were (a) planning, (b) development, (c) preparation of content validation questionnaires, (d) evaluation by a committee of experts, and (e) pretest with the target audience. Results: The expert committee group consisted of 20 professionals: 5 physicians specialized in pediatric dermatology, 5 psychologists specialized in health psychology, 5 designers with experience in illustration, and 5 early childhood educators. The target audience consisted of 25 children aged 7-12 years with AD. The evaluation of the expert committee found 0.95 in the general content validity index and 0.92 in the target audience, thus exceeding 0.80 in all items. Conclusion: The board health game Dermatrilha has proven to be a psychoeducational tool for the therapeutic education of children with AD, enabling the exchange of experiences, feelings, and knowledge about the disease among peers and health care providers.

目的:近年来,针对儿科患者开发了几款健康游戏,但针对特应性皮炎(AD)儿童的游戏却寥寥无几。由于这种慢性疾病需要改变日常生活习惯,本研究旨在开发和验证特应性皮炎儿童棋盘健康游戏的内容。材料与方法:这是一项有关 AD 的棋盘健康游戏 DermatrilhaTM 的内容开发和验证研究。该工具旨在促进注意力缺失症儿童与医疗服务提供者之间的互动,并以游戏的方式交流有关该疾病的经验、感受和知识。该棋盘游戏的开发分为五个阶段:(a)规划;(b)开发;(c)准备内容验证问卷;(d)专家委员会评估;(e)目标受众预试。结果:专家委员会小组由 20 名专业人员组成:5 名儿科皮肤病专科医生、5 名健康心理学专科医生、5 名具有插图设计经验的设计师和 5 名幼儿教育工作者。目标受众包括 25 名 7-12 岁患有注意力缺失症的儿童。专家委员会的评估结果显示,一般内容效度指数为 0.95,目标受众的内容效度指数为 0.92,因此所有项目的内容效度指数都超过了 0.80。结论事实证明,棋盘健康游戏 "Dermatrilha "是对患有注意力缺失症的儿童进行治疗教育的一种心理教育工具,能让同伴和医护人员之间交流经验、感受和对疾病的认识。
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引用次数: 0
Older Adults' Perceptions of Cognitive, Physical, and Exergame Training: A Mixed Methods Investigation of a Four-Armed Randomized Controlled Pilot Trial. 老年人对认知、体能和外部游戏训练的看法:四臂随机对照试点试验的混合方法调查。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-07-29 DOI: 10.1089/g4h.2023.0208
Abigail T Stephan, Ava McVey, Tate Steele, Kalvry Cooper, Christine B Phillips, Lesley A Ross

Purpose: Although the health benefits of behavioral interventions for older adults are well studied, research focused on intervention acceptability in older adult populations is less established and is needed. This mixed methods study investigated older adults' perceptions of training interventions. Methods: Community-dwelling older adults (N = 41) were randomized into three groups (cognitive, physical, and exergame) and completed 20 in-lab training sessions over 10 weeks. At every fifth session, participants provided feedback on their perceived gains across functional domains, enjoyment of and motivation to complete training, and aspects they most and least enjoyed regarding study participation. Results: Based on the multivariate analysis of variance, perceived cognitive and everyday function gains did not vary by training group. However, physical and exergame groups perceived greater improvement in physical function than the cognitive training group (P < 0.001). Enjoyment of and motivation to complete training did not vary by training group. Exploratory qualitative coding results suggest that participants across groups most enjoyed social interaction and feelings of improvement. Participants least enjoyed traveling to the study site and engaging in aspects of training (e.g., specific games, structure or duration of training). Conclusion: These findings highlight the importance of incorporating meaningful social engagement and balancing the challenge of training components with goal attainment when working with older adults, regardless of the intervention type. Future research and practice should consider salient aspects of the participant experience (e.g., social connection, accessible locations or remote options) when designing interventions for older adults.

目的:尽管针对老年人的行为干预对健康的益处已经有了充分的研究,但针对老年人群的干预可接受性的研究还不太成熟,亟待开展。这项混合方法研究调查了老年人对培训干预措施的看法。研究方法将居住在社区的老年人(41 人)随机分为三组(认知组、体能组和外部游戏组),并在 10 周内完成 20 次实验室内训练。在每第五次训练中,参与者就他们在各功能领域的感知收益、完成训练的乐趣和动力以及他们最喜欢和最不喜欢的研究参与方面提供反馈。研究结果根据多变量方差分析,不同训练组的认知和日常功能感知收益没有差异。然而,体能训练组和外部游戏组比认知训练组在身体功能方面的改善更大(P < 0.001)。各训练组对完成训练的乐趣和动机没有差异。探索性定性编码结果表明,各组参与者最喜欢社交互动和进步感。参与者最不喜欢前往研究地点和参与培训的各个方面(如特定游戏、培训的结构或持续时间)。结论这些研究结果强调了在对老年人进行干预时,无论采取哪种干预方式,都必须融入有意义的社交活动,并在训练内容的挑战性与目标实现之间取得平衡。在为老年人设计干预措施时,未来的研究和实践应考虑参与者体验的突出方面(如社会联系、无障碍地点或远程选择)。
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引用次数: 0
An Original Remote Digital Serious Game for Neonatal Resuscitation Training: New Opportunities from COVID-19 Era. 用于新生儿复苏培训的原创远程数字严肃游戏:COVID-19 时代的新机遇。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-07-25 DOI: 10.1089/g4h.2023.0197
Serena Bardelli, Giulio Del Corso, Massimiliano Ciantelli, Marta Del Pistoia, Rosa T Scaramuzzo, Armando Cuttano

Background: The social restrictions imposed by the COVID-19 pandemic have disrupted traditional teaching methods and encouraged the development of innovative and safer approaches based on distance learning. Among these novel techniques, digital game-based learning (DGBL) is a method that facilitates learning through the efficient use of interactive software tailored to the user. Methods: In this work, we investigated the effectiveness of the DGBL methodology for remote training using a game-based digital learning software designed about remote neonatal resuscitation. The DGBL approach was validated in 52 anesthesiologist trainees and compared to a homogenous retrospective control group of pediatric trainees with the same prior knowledge, who followed an in-person training course using the digital serious game. Scores obtained during each game session are recorded and used to assess progress in knowledge of the flowchart, decision time, timing of assisted ventilation, and ability to check equipment. Results: The results confirmed the effectiveness of the remote training mode for each of the analyzed features, whereas no statistically significant advantages of using a supervised DGBL were found. Conclusion: In conclusion, the DGBL remote training approach is a valuable tool that can provide users with an interactive, effective, and enjoyable learning experience. Future developments will concern the implementation of multiplayer versions to stimulate interaction between users for the development of inter-professional and teamwork skills.

背景:COVID-19 大流行所带来的社会限制打破了传统的教学方法,并鼓励开发基于远程学习的更安全的创新方法。在这些新技术中,基于数字游戏的学习(DGBL)是一种通过有效使用为用户量身定制的互动软件来促进学习的方法。方法:在这项工作中,我们研究了 DGBL 方法在远程培训中的有效性,并使用了一款基于游戏的数字学习软件,该软件是为远程新生儿复苏而设计的。我们在 52 名麻醉科受训人员中验证了 DGBL 方法,并将其与具有相同先验知识的儿科受训人员组成的同质回顾性对照组进行了比较。每次游戏过程中获得的分数都会被记录下来,用于评估学员在流程图知识、决策时间、辅助通气时机和设备检查能力方面的进步。结果:结果证实了远程培训模式对每个分析功能的有效性,而使用有监督的 DGBL 在统计学上没有发现明显的优势。结论总之,DGBL 远程培训方法是一种有价值的工具,可以为用户提供互动、有效和愉快的学习体验。未来的发展将涉及多人版本的实施,以激发用户之间的互动,培养跨专业和团队合作技能。
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引用次数: 0
Virtual Reality Environmental Enrichment Effects on Craving for Cigarette in Smokers. 虚拟现实环境对吸烟者烟瘾的影响
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-07-10 DOI: 10.1089/g4h.2023.0188
Giulia Benvegnù, Samuele Perotti, Alessia Vegher, Cristiano Chiamulera

Background: Preclinical studies suggested the exposure to environmental enrichment (EE) as an intervention able to prevent or reduce nicotine-taking and nicotine-seeking behaviors. Virtual reality (VR) may help to test the effects of EE in smokers in a reproducible and feasible manner. Materials and Methods: In the present study, 31 smokers (14 women) were divided into two groups: (1) exposure to a virtual EE (VR-EE) and (2) exposure to a virtual neutral environment (VR-NoEE). Cigarette craving was assessed as basal and evoked, at different timepoints during the session. Behavior activity during VR exposure, mood, and subjective measures were also collected. Results: EE exposure in VR significantly reduced craving scores from basal timepoint. This was not observed in the VR-NoEE group, which significantly increased craving compared with values at neutral scenario. When both groups were exposed to smoking-related VR scenario, the VR-EE group showed an increased craving compared with previous timepoint up to score values not different from those in the VR-NoEE group. A significant positive correlation between basal craving scores and interactive behavior with virtual smoking cues was observed in the VR-NoEE but not in the VR-EE group. Conclusion: These findings suggest that virtual EE might have an inhibitory effect in smokers on basal, but not on evoked cigarette craving. Noteworthily, the interactive activity correlation to craving scores in the VR-NoEE participants was not observed in the VR-EE group, adding further evidence that the enrichment simulation was nonetheless able to modify behavior in the smoking-related scenario.

背景:临床前研究表明,接触丰富环境(EE)是一种能够预防或减少尼古丁吸食和尼古丁寻求行为的干预措施。虚拟现实(VR)有助于以可重复和可行的方式测试 EE 对吸烟者的影响。材料与方法:在本研究中,31 名吸烟者(14 名女性)被分为两组:(1) 接触虚拟 EE(VR-EE);(2) 接触虚拟中性环境(VR-NoEE)。在测试过程中的不同时间点,对吸烟者的烟瘾进行基础和诱发评估。此外,还收集了暴露于虚拟环境期间的行为活动、情绪和主观测量结果。研究结果在 VR 中暴露于 EE 会明显降低渴求程度在基础时间点上的得分。而在 VR-NoEE 组则没有观察到这种情况,与中性情景下的数值相比,该组的渴望程度明显增加。当两组人都暴露在与吸烟相关的 VR 情景中时,VR-EE 组的渴求度与之前的时间点相比都有所提高,最高得分与 VR-NoEE 组的得分相差不大。在 VR-NoEE 组和 VR-EE 组,基础渴求得分和与虚拟吸烟线索的互动行为之间存在明显的正相关。结论:这些研究结果表明,虚拟 EE 可能对吸烟者的基础吸烟渴求有抑制作用,但对诱发的吸烟渴求没有抑制作用。值得注意的是,VR-NoEE 参与者的互动活动与渴求得分之间的相关性在 VR-EE 组中没有观察到,这进一步证明了增强模拟能够改变吸烟相关情景中的行为。
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引用次数: 0
Heal Me!-Investigating the "Red Potion" Concept and Its Influence on Gamers' Cardiovascular Endurance. 治愈我!--研究 "红药水 "概念及其对游戏玩家心血管耐力的影响。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-06-21 DOI: 10.1089/g4h.2024.0092
Andreas Kurniawan, Yasraf Amir Piliang, Agung Eko Budiwaspada, Armein Z R Langi

The "red potion," inspired by video games, emulates the health point replenishment mechanism for injured game characters. Conversely, red ginger, known for its potential tonic properties in enhancing cardiovascular endurance, poses challenges in acquisition within specific regions. Several previous studies have highlighted the existence of an inseparable link when gamers are engaged in real-world activities, even without actively playing the game in the virtual world. This suggests the potential for the "red potion" concept to enhance the well-being of gamers in reality. A statistical ANOVA experiment involved 90 participants, all avid gamers, categorized into three groups: basic, placebo, and experimental. The basic group (BG) received a red-colored beverage without red ginger infusion or the 'red potion' concept. In contrast, the placebo group (PG) received a similar beverage described as a "red potion" but without red ginger. Lastly, the experimental group (EG) received a red ginger-infused beverage without the "red potion" concept. Despite receiving different treatments, all beverages were presented in the same red color. Participants underwent the "beep test" to assess their baseline stamina. The results revealed that both PG and EG exhibited comparable cardiovascular endurance, affirming the potential of the "red potion" concept to positively influence gamers.

红药水 "的灵感来自电子游戏,它模仿了受伤游戏角色的健康点补充机制。相反,红姜因其潜在的增强心血管耐力的滋补特性而闻名,但它在特定区域内的获取却带来了挑战。之前的一些研究强调,当游戏玩家参与现实世界的活动时,即使没有在虚拟世界中积极玩游戏,也存在着不可分割的联系。这表明 "红药水 "概念有可能提高游戏玩家在现实中的幸福感。统计方差分析实验涉及 90 名参与者,他们都是狂热的游戏玩家,分为三组:基础组、安慰剂组和实验组。基本组(BG)喝的是红色饮料,没有加入红姜或 "红药水 "概念。相比之下,安慰剂组(PG)接受的是被描述为 "红药水 "的类似饮料,但不含红色生姜。最后,实验组(EG)接受的是不含 "红药水 "概念的红姜浸泡饮料。尽管处理方法不同,但所有饮料的颜色都是一样的红色。参与者接受了 "哔哔声测试",以评估他们的基础耐力。结果显示,PG 和 EG 的心血管耐力相当,这肯定了 "红药水 "概念对游戏玩家产生积极影响的潜力。
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引用次数: 0
Gameful Experience Scale: Reliability and Validity in Nursing Students. 游戏体验量表:护理专业学生游戏体验量表的可靠性和有效性
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-06-03 DOI: 10.1089/g4h.2023.0231
Tuba Çömez Ikican, Gizem Şahin Bayindir, Olga Incesu, Emre Mor

Objective: Nursing students are among the groups where gamification applications are used effectively and frequently in educational technologies. This study aimed to adapt the Gameful Experience Scale (GAMEX) to the Turkish language and test its validity and reliability. Materials and Methods: The study was conducted with 620 nursing students studying an undergraduate nursing program between March and May, 2023. Data were collected using a personal information form and GAMEX-Turkish Form. Results: The validity and reliability of the five-factor structure scale with 27 items were confirmed. In confirmatory factor analysis, all factor loads were found to be >0.56. The fit indexes of the scale were χ2/df = 2.8, goodnessof-fit index = 0.90, comparative fit index = 0.94, and root mean square error of approximation = 0.55. Cronbach's alpha coefficient of the overall scale was 0.89. Conclusion: As a result of this study, the Turkish version of GAMEX was found to be a valid and reliable tool that can be used to evaluate the game experience in nursing students' training.

目的护理专业学生是游戏化应用在教育技术中有效且频繁使用的群体之一。本研究旨在将游戏化体验量表(GAMEX)改编为土耳其语,并测试其有效性和可靠性。材料与方法:研究对象为 2023 年 3 月至 5 月间就读护理本科课程的 620 名护理专业学生。使用个人信息表和 GAMEX-Turkish 表收集数据。研究结果包含 27 个项目的五因素结构量表的有效性和可靠性得到了证实。在确认性因子分析中,所有因子载荷均大于 0.56。量表的拟合指数为χ2/df = 2.8,拟合优度指数 = 0.90,比较拟合指数 = 0.94,均方根近似误差 = 0.55。总体量表的 Cronbach's alpha 系数为 0.89。结论本研究发现,土耳其版 GAMEX 是一种有效、可靠的工具,可用于评估护生培训中的游戏体验。
{"title":"Gameful Experience Scale: Reliability and Validity in Nursing Students.","authors":"Tuba Çömez Ikican, Gizem Şahin Bayindir, Olga Incesu, Emre Mor","doi":"10.1089/g4h.2023.0231","DOIUrl":"https://doi.org/10.1089/g4h.2023.0231","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Nursing students are among the groups where gamification applications are used effectively and frequently in educational technologies. This study aimed to adapt the Gameful Experience Scale (GAMEX) to the Turkish language and test its validity and reliability. <b><i>Materials and Methods:</i></b> The study was conducted with 620 nursing students studying an undergraduate nursing program between March and May, 2023. Data were collected using a personal information form and GAMEX-Turkish Form. <b><i>Results:</i></b> The validity and reliability of the five-factor structure scale with 27 items were confirmed. In confirmatory factor analysis, all factor loads were found to be >0.56. The fit indexes of the scale were χ<sup>2</sup>/df = 2.8, goodnessof-fit index = 0.90, comparative fit index = 0.94, and root mean square error of approximation = 0.55. Cronbach's alpha coefficient of the overall scale was 0.89. <b><i>Conclusion:</i></b> As a result of this study, the Turkish version of GAMEX was found to be a valid and reliable tool that can be used to evaluate the game experience in nursing students' training.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":3.5,"publicationDate":"2024-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141201092","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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Games for Health Journal
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