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The "Secret of Seven Stones": Short-Term Efficacy of an Online Intergenerational Sexual Health Education Game for Early Adolescents and Their Parents. “七块石头的秘密”:一个面向青少年及其父母的在线代际性健康教育游戏的短期效果。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-09-10 DOI: 10.1177/2161783X251370416
Ross Shegog, Christine Markham, Melissa Peskin, Robert C Addy, Sara Dube, Diane Santa Maria, Susan Tortolero Emery, Johnny M Wilkerson, Elizabeth Baumler, Laura Armistead, Pooja Chaudhary, Hsing-Yi Song, Angela Spencer, Jeffery McLaughlin

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

目的:代际游戏提供了影响父母与青少年性健康交流的潜在渠道。“七块石头的秘密”(SSS)是一个18级的在线冒险游戏和家长网站,旨在让父母和青少年(11-14岁)就健康的约会关系和性行为进行对话,并为青少年提供性健康技能培训。本研究的假设是,接触SSS会增加性健康的亲子沟通,增加青少年推迟初次性行为的意愿,并减少青少年接触促进性活动的情况。材料与方法:对随机分配到干预组(n = 40)和对照组(n = 45)的父母-青年二人组的家庭进行SSS评估。在线调查用于收集关于二元性健康交流的基线和三个月的随访数据,交流和青少年性行为的决定因素,以及游戏可用性评级。结果:双组由父母(n = 83,白人47%,女性93%,44.4±5.8岁)和青年(n = 83,白人42%,男性54%,12.9±1.1岁,96%性经验不足)组成。玩SSS组亲子性健康沟通频次和青少年沟通自我效能感均高于对照组(P < 0.01)。青少年认为亲子沟通更开放,在避孕套和人类免疫缺陷病毒/性传播感染知识和父母对性信仰的认知方面有显著改善(78%),但持续时间和吸引力较低。结论:本研究通过短期随访证明了家庭代际性健康教育游戏对亲子沟通的影响。对长期行为影响的进一步研究表明。
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引用次数: 0
Effects of Resistance Exercise Combined with Cognitive Intervention Therapy on Cognitive Decline: A Randomized Controlled Trial of a Cognitively Declining Elderly Population. 抗阻运动结合认知干预疗法对认知能力下降的影响:一项针对认知能力下降的老年人群的随机对照试验。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-08-01 Epub Date: 2024-11-27 DOI: 10.1089/g4h.2024.0055
Tong Wu, Ting Han, Dian Zhu

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

目的:设计一项结合阻力运动和认知干预的随机对照试验,开展硬件和软件相结合的双任务计算机辅助产品设计,探索不同强度的阻力运动对认知功能的影响:设计一项结合阻力运动和认知干预的随机对照试验,开展软硬件结合的双任务计算机辅助产品设计,探讨不同强度的阻力运动对认知功能下降的老年人的影响。材料与方法:将符合特定条件的 48 名参与者(年龄在 60 至 75 岁之间)随机分配到以下四组中的一组:对照组(12 人)、低强度组(12 人)、中等强度组(12 人)和高强度组(12 人)。对照组只进行认知训练,而实验组则在不同的阻力运动强度下进行双任务训练。主要结果是使用蒙特利尔认知评估(MoCA)对认知功能和下肢力量的短期影响、单次最大力量(1RM)数据和训练评分。次要结果是参与者主观疲劳度和产品系统可用性的影响。结果进行中等强度锻炼的实验组在 MoCA 评分方面的改善幅度最大(P = 0.017)。所有组的训练得分都大大高于初始数据(P < 0.05),中强度组和高强度组的左腿和右腿都获得了显著的 1RM 值(P < 0.05)。此外,参与者对应用体验表示积极。结论:总体而言,我们发现基于阻力运动结合认知干预的双重任务疗法所开发的产品的可行性和可接受性得到了支持,并显示了中等强度阻力运动的初步影响前景。未来应在有临床试验登记的老年人中推广应用:NCT06220565 伦理批准:H2022013I decline.
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引用次数: 0
Effectiveness of Robot-Assisted Board Games on Cognitive Function and Mental Health for Older Adults with Mild Cognitive Impairment: A Cluster Randomized Trial. 机器人辅助棋盘游戏对轻度认知障碍老年人认知功能和心理健康的影响:一项随机聚类试验
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-08-01 Epub Date: 2025-02-11 DOI: 10.1089/g4h.2024.0207
Li-Chen Lin, Jung-Yu Liao, Chiu-Mieh Huang, Fen-He Lin, Li-Ting Lu, Hsiu-Chun Chien, Jong-Long Guo

The effectiveness of robot-assisted board games targeting older adults with mild cognitive impairment was investigated to improve their cognitive function, general self-efficacy, and life satisfaction and reduce depression. A quasiexperimental research design was adopted with 109 older adults from 8 long-term care facilities and day-care centers assigned to the experimental (n = 52) and comparison groups (n = 57). The experimental group underwent a 12-week cognitive training program. Both groups completed before-and-after and 3-month follow-up measurements for outcome variables, including cognitive function (scores of mini-mental state examination [MMSE] and Alzheimer's Disease Assessment Scale Cognitive Subscale [ADAS-Cog]), depression, general self-efficacy, and life satisfaction. The data were analyzed using the generalized estimating equation (GEE). The program's usability was assessed using the system usability scale (SUS). The GEE analyses revealed significant postintervention improvements in the experimental group's MMSE, ADAS-Cog, depression, general self-efficacy, and satisfaction with life scores. These effects persisted for the 3-month follow-up. The mean SUS score was 87.50, indicating the feasibility of robot-assisted interventions among older adults. These findings confirmed that interactive robot-assisted board games can improve cognitive function, general self-efficacy, and life satisfaction and reduce depression among older adults. The administration of long-term care facilities or day-care centers can adopt robot-assisted board games as a training tool to supplement health promotion activities to prevent cognitive deterioration and enhance mental health among older adults.

研究了机器人辅助棋盘游戏对轻度认知障碍老年人的认知功能、总体自我效能、生活满意度和抑郁症的改善效果。采用准实验研究设计,将来自8个长期护理机构和日托中心的109名老年人分为实验组(n = 52)和对照组(n = 57)。实验组接受了为期12周的认知训练计划。两组均完成了结果变量的前后和3个月的随访测量,包括认知功能(迷你精神状态检查[MMSE]和阿尔茨海默病评估量表认知子量表[ADAS-Cog]得分)、抑郁、一般自我效能感和生活满意度。采用广义估计方程(GEE)对数据进行分析。使用系统可用性量表(SUS)评估程序的可用性。GEE分析显示实验组的MMSE、ADAS-Cog、抑郁、一般自我效能和生活满意度得分在干预后有显著改善。这些效果持续了3个月的随访。平均SUS评分为87.50,表明机器人辅助干预在老年人中是可行的。这些发现证实,互动机器人辅助棋盘游戏可以改善老年人的认知功能、总体自我效能感和生活满意度,并减少抑郁症。长期护理设施或日托中心的管理部门可以将机器人辅助的棋盘游戏作为训练工具,作为预防老年人认知能力下降和提高心理健康的健康促进活动的补充。
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引用次数: 0
Effects of Exergaming on Physical Fitness of Youth with Overweight and Obesity: A Systematic Review with Meta-Analysis. 运动对超重和肥胖青少年体质的影响:一项meta分析的系统综述。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-08-01 Epub Date: 2025-01-13 DOI: 10.1089/g4h.2024.0192
Cíntia França, Sadaf Ashraf, Adilson Marques, Andreas Ihle, Helder Lopes, Pedro Campos, Élvio Rúbio Gouveia

Due to the exponential growth in technology, exergames emerged as a potential tool to foster physical activity (PA) levels. This study provides an overall view of the literature on the effects of exergaming on physical fitness components among overweight and obese children and adolescents. A systematic review and meta-analysis following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines was performed in the PubMed, Web of Science, and Scopus databases. Among the 618 articles identified at the first screening stage, 17 were retained for analysis. The results indicate positive effects of exergaming interventions in body composition outcomes, cardiorespiratory fitness, muscular strength, and skills performance. Results from the randomized studies with the control group revealed significant effects of exergames in decreasing body mass index (mean difference = 0.24; 95% confidence interval [CI]: 0.06 to 0.43, P = 0.01) and increasing cardiorespiratory fitness (Hedges's g = 0.28; 95% CI: 0.09 to 0.46, P = 0.00). Although not statistically significant, participants submitted to exergames interventions also showed decreased body weight compared to their control peers. The results emphasize the ability of exergames to enhance PA levels and physical fitness components, which might influence the health status of overweight and obese youth. However, due to the limited number of studies included in the meta-analysis (n = 4), future randomized controlled experiments are still needed to improve the understanding of the impact of exergames interventions on physical fitness.

随着科技的飞速发展,外联网游戏成为促进体育锻炼(PA)水平的潜在工具。本研究提供了有关电子游戏对超重和肥胖儿童及青少年体能成分影响的文献的整体观点。根据《系统综述和荟萃分析首选报告项目》指南,我们在 PubMed、Web of Science 和 Scopus 数据库中进行了系统综述和荟萃分析。在第一阶段筛选出的 618 篇文章中,保留了 17 篇进行分析。结果表明,外部游戏干预对身体成分结果、心肺功能、肌肉力量和技能表现有积极影响。有对照组的随机研究结果显示,外部游戏在降低体重指数方面有显著效果(平均差异 = 0.24;95% 置信区间 [CI]:0.06-0.43,0.06-0.43):0.06 至 0.43,P = 0.01)和提高心肺功能(赫德氏 g = 0.28;95% 置信区间:0.09 至 0.46,P = 0.00)方面具有显著效果。虽然没有统计学意义,但与对照组相比,接受外部游戏干预的参与者体重也有所下降。研究结果表明,外显子游戏能够提高体育锻炼水平和体能成分,这可能会影响超重和肥胖青少年的健康状况。然而,由于纳入荟萃分析的研究数量有限(n = 4),未来仍需进行随机对照实验,以进一步了解外电子游戏干预对体能的影响。
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引用次数: 0
Proposal of a Serious Game for Dynamic Balance Training Using a Force Platform: A Pilot Study. 运用力平台进行动平衡训练的严肃游戏方案:初步研究。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-08-01 Epub Date: 2025-03-24 DOI: 10.1089/g4h.2023.0194
Mariana da Palma Valério, Silvia Regina Matos da Silva Boschi, Danilo Luque Ribeiro, André Roberto Fernandes da Silva, Luan de Almeida Moura, Gabrielli Delbone Alexandre, Thamires da Silva Copeski, Giovanna Cordeiro Longuinho, Silvia Cristina Martini, Terigi Augusto Scardovelli, Alessandro Pereira da Silva

Background: Physical training to improve balance in the elderly has shown excellent results, but maintaining consistent participation in such programs is challenging. Objective: To address this, a laterolateral balance simulation game controlled by a biaxial force platform was developed to support balance rehabilitation and encourage regular training. Method: The game was created using the Unity engine, with 3D models designed in Blender, including the "Relaxed Man Character" asset for the avatar. The player's objective is to maintain balance on a virtual board supported by a cylinder, controlled via the biaxial force platform. Validation involved structural tests, usability testing (System Usability Scale), and a pilot test with 10 healthy young volunteers. Statistical analysis was conducted using the Shapiro-Wilk and t-Student tests (P < 0.05) in Jamovi software. Results: Results indicated that the game performed as expected, and the usability test yielded an excellent score (81.5 points) from experts. The pilot test revealed that individualized calibration allowed for personalized training, with volunteers' scores improving by 17.6% in the second session of day 1, 26% in the first session of day 2, and 8.5% in the second session of day 2. Conclusion: The balance simulation effectively replicated the foot pressure movements needed to control an avatar on a virtual board. This personalized approach made the game accessible and easy to use for players. Future work will involve testing the game with the target elderly population, increasing the number of sessions, and analyzing muscle activation to fully determine the game's impact.

背景:通过体育锻炼来提高老年人的平衡能力已经取得了很好的效果,但是保持对这些项目的持续参与是具有挑战性的。为了解决这个问题,我们开发了一个由双轴力平台控制的外侧平衡模拟游戏,以支持平衡康复并鼓励定期训练。方法:游戏使用Unity引擎创建,使用Blender设计3D模型,包括角色的“relax Man Character”资产。玩家的目标是在一个由圆柱体支撑的虚拟板上保持平衡,通过双轴力平台控制。验证包括结构测试、可用性测试(系统可用性量表)和10名健康青年志愿者的先导测试。采用Jamovi软件的Shapiro-Wilk检验和t-Student检验进行统计学分析(P < 0.05)。结果:结果表明,游戏的表现符合预期,可用性测试获得了专家的优秀分数(81.5分)。试点测试显示,个性化校准允许个性化训练,志愿者的分数在第1天的第2次提高了17.6%,在第2天的第1次提高了26%,在第2天的第2次提高了8.5%。结论:平衡模拟有效地复制了控制虚拟板上角色所需的足压力运动。这种个性化的方法使游戏易于玩家使用。未来的工作将包括在目标老年人群中测试游戏,增加会话次数,并分析肌肉激活,以充分确定游戏的影响。
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引用次数: 0
The Effects of Technology-Based Rehabilitation in Rheumatic Diseases with Hand Involvement: A Single Blind Randomized Controlled Trial. 技术康复对手受累风湿病的影响:一项单盲随机对照试验。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-08-01 Epub Date: 2025-04-02 DOI: 10.1089/g4h.2024.0164
Sebahat Yaprak Cetin, Saniye Yardim, Mert Dogan, Gulsah Sütçü Uçmak, Ozgun Kaya Kara, Ayse Ayan

Objective: The aim of this study was to examine the effect of technology-based rehabilitation on grip strength, functionality, and disease activity in rheumatic diseases with hand involvement, and to compare these effects with the effects of conventional hand rehabilitation and with a control group that continued routine life. Materials and Methods: The study included 45 patients, with a mean age of 52.24 ± 10.03 years, who were diagnosed with rheumatic disease involving the hand. The patients were randomized to an intervention group (n = 15), conventional group (n = 15), and control group (n = 15). A virtual reality (VR) application with a leap motion controller (LMC) device was applied to the intervention group and stretching and strengthening exercises were applied to the conventional exercise group twice a week for 8 weeks. Evaluations were made using the Disease Activity Score-28, dynamometer, pinch meter, Michigan hand outcome test, Duruöz Hand Index, Jebsen hand function test, and 9-hole peg test. Results: A significant difference was determined in favor of the LMC group in terms of the Jebsen Hand Function test, 9-hole peg test and grip strength after the intervention (P < 0.05). Conclusion: For patients with rheumatic diseases with hand involvement, VR rehabilitation via LMC under the guidance of a physiotherapist has positive effects on the patients' grip strength and hand functions. Developing approaches that will maintain patients' motivation for exercise during the treatment process may help increase and maintain these effects.

目的:本研究的目的是研究基于技术的康复对手部受损伤的风湿性疾病患者的握力、功能和疾病活动性的影响,并将这些影响与传统手部康复的效果和继续常规生活的对照组进行比较。材料与方法:本研究纳入45例确诊为累及手部的风湿性疾病患者,平均年龄52.24±10.03岁。将患者随机分为干预组(n = 15)、常规组(n = 15)和对照组(n = 15)。干预组采用虚拟现实(VR)应用和跳跃运动控制器(LMC)装置,常规运动组每周进行2次拉伸和强化运动,持续8周。采用疾病活动度评分-28、测功仪、捏计、密歇根手结局测试、Duruöz手指数、捷成手功能测试和9孔钉测试进行评估。结果:干预后,LMC组在捷成手功能测试、9孔钉测试和握力方面均有显著差异(P < 0.05)。结论:对于有手受累的风湿性疾病患者,在物理治疗师的指导下,通过LMC进行VR康复对患者的握力和手功能有积极的影响。开发在治疗过程中保持患者运动动机的方法可能有助于增加和维持这些效果。
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引用次数: 0
Enhancing English Proficiency in Korean Schoolchildren with Problematic Behaviors: Efficacy of Digital Game-Based Learning. 提高有问题行为的韩国学童的英语水平:基于数字游戏的学习效果。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-08-01 Epub Date: 2024-11-27 DOI: 10.1089/g4h.2024.0151
Jeong Soo Kim, Soo Young Kim, Sungah Chung, Sun Mi Kim, Doug Hyun Han

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

目的:有研究表明,与传统的学习方法相比,通过电脑游戏学习语言可以提高语言能力。语言技能培训还能提高儿童和青少年的自我控制能力,减少问题行为。我们假设,基于电脑游戏的语言培训可能比传统的语言教学更有效。此外,我们还提出,通过电脑游戏语言培训提高的语言技能可以改善该群体的问题行为。材料与方法:这是一项为期 8 周的交叉试验,包括两组各 4 周的游戏轮次和 4 周的对照轮次。Wise-Ax English 是一款针对韩国儿童开发的英语词汇教育休闲数码游戏。游戏中包含从韩国教育部指定的词库中选出的 500 个英语单词。这项研究包括 38 名韩国学生。在游戏进行 4 周和 8 周时,所有学生都接受了英语能力测试。结果显示超过 80% 的参与者对基于数字游戏的英语教育表示满意,并指出与传统英语课程相比,他们的英语能力有了显著提高。在一轮游戏过程中,有问题行为的儿童与没有问题行为的同龄人相比,考试成绩有所提高。结论教育游戏 Wise-Ax English 能有效提高韩国小学生的英语语言技能。值得注意的是,Wise-Ax 英语对问题行为和焦虑程度较高的学生的效果更为明显。
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引用次数: 0
Test-Retest Reliability and Precision of GripAble: A Multipurpose Exergaming Device. 一种多用途运动装置——可抓性的重测可靠性和精度。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-08-01 Epub Date: 2025-02-12 DOI: 10.1089/g4h.2024.0216
Roman Kudin, Halil Ibrahim Ergen, Corey W McGee

Objective: GripAble is a novel upper limb motor function assessment and exergaming device. In this study, we aimed to (1) establish its test-retest reliability and precision and (2) determine which method of reporting (i.e., based on one, two, or three trials) yields the greatest reliability and precision when testing hand grip strength (HGS) in healthy-handed adults. Materials and Methods: Purposeful sampling was used to recruit a diverse sample of adults according to sex, age, and race. Data were collected during two sessions approximately 2 weeks apart. During each session, three trials of maximal HGS were taken bilaterally. Test-retest reliability was assessed using the intraclass correlation coefficient (ICC), and precision was assessed using the standard error of measurement and the minimal detectable change (MDC). Results: Thirty-six healthy-handed adults completed the study protocol. Across all methods of reporting, ICC values were ≥0.85. The highest reliability (ICC values for dominant and nondominant hands = 0.97 and 0.94, respectively) and precision (MDC% for dominant and nondominant hands = 12.9 and 18.2, respectively) were observed when the average of three trials was calculated. Conclusions: The GripAble device has excellent reliability and acceptable precision when used to assess maximal HGS in healthy-handed adults. Recording three trials and reporting their average yields the highest test-retest reliability and precision. Relevance: We present early evidence to support the use of GripAble as an HGS assessment device. Future research should include establishing HGS reference values and testing GripAble's reliability and precision in different clinical populations. Its efficacy as an exergaming intervention also warrants exploration.

目的:GripAble是一种新型的上肢运动功能评估和锻炼装置。在本研究中,我们的目的是(1)建立其测试-重测的信度和精度,(2)确定哪种报告方法(即基于一次、两次或三次试验)在测试健康手的成年人的握力(HGS)时产生最大的信度和精度。材料和方法:有目的的抽样是根据性别、年龄和种族招募不同的成年人样本。数据在两次会议中收集,间隔约2周。在每个疗程中,双侧进行三次最大HGS试验。使用类内相关系数(ICC)评估重测信度,使用测量标准误差和最小可检测变化(MDC)评估精密度。结果:36名手部健康的成年人完成了研究方案。在所有报告方法中,ICC值均≥0.85。当计算三个试验的平均值时,观察到最高的信度(优势手和非优势手的ICC值分别= 0.97和0.94)和精度(优势手和非优势手的MDC%分别= 12.9和18.2)。结论:可抓装置在评估健康手成人最大HGS时具有良好的可靠性和可接受的精度。记录三次试验并报告其平均值可获得最高的重测可靠性和精度。相关性:我们提出早期证据支持使用GripAble作为HGS评估设备。未来的研究应包括建立HGS的参考值,并在不同的临床人群中检验GripAble的可靠性和精确性。它作为一种游戏干预手段的有效性也值得探索。
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引用次数: 0
Serious Gaming for Upper Limbs Rehabilitation-Game Controllers Features: A Scoping Review. 上肢康复的严肃游戏-游戏控制器的特点:范围审查。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-08-01 Epub Date: 2025-05-21 DOI: 10.1089/g4h.2024.0122
Andrés Cela, Edwin Oña, Alberto Jardón

The use of exergames in the rehabilitation of patients with upper limb dysfunctions has increased significantly. This scoping review aimed to investigate the game controllers (GCs) employed in exergame systems used for rehabilitation, offering insights into the platforms, sensors, and techniques used in their development, implementation, and utilization. We conducted a comprehensive search of Scopus and PubMed databases, encompassing articles published between February 2013 and February 2023. The eligibility criteria included studies on upper limbs (UL) rehabilitation using exergames published in English-language journals, resulting in the identification of 175 pertinent articles. Seven key categories were identified: pathology, participants' conditions, dosage of sessions, GCs, sensors, specific part of the UL rehabilitated, and ergonomics. Stroke (55.4%) and cerebral palsy (6.3%) were the most frequently addressed medical conditions in the exergame-based rehabilitation. The number of participants in the reviewed articles was from one to several hundred. Three types of participants were identified: patients, specialists, and volunteers. Randomized controlled trial (RCT) studies consistently featured a controlled number of sessions (ranging from 6 to 40) lasting an average of 20 minutes, while non-RCT studies displayed more variability. Commercial platforms were favored, accounting for 74.3% of GCs, with physical controllers (57.1%) surpassing virtual ones. Cameras were the predominant sensors (50.3%), although a wide array of sensor types including IMUs, push buttons, and force sensors were also used. Rehabilitation focuses 68% on general UL, 20.6% on hands, 4% on elbows, and 3.4% on arms and shoulders. Notably, only 26.3% of the studies considered ergonomics in the rehabilitation system. Although exergame systems are advancing rehabilitation treatments, there remains a need for further development and research on various aspects, such as ergonomics, controller design, and sensor integration, to enhance their suitability for patient use.

exergames在上肢功能障碍患者康复中的应用已显著增加。本综述旨在调查用于康复的游戏系统中使用的游戏控制器(GCs),为其开发、实施和使用中使用的平台、传感器和技术提供见解。我们对Scopus和PubMed数据库进行了全面的检索,包括2013年2月至2023年2月之间发表的文章。入选标准包括在英语期刊上发表的使用exergames的上肢(UL)康复研究,结果确定了175篇相关文章。确定了七个关键类别:病理,参与者状况,疗程剂量,GCs,传感器,UL修复的特定部分和人体工程学。中风(55.4%)和脑瘫(6.3%)是基于练习的康复中最常解决的医疗状况。参与评审文章的人数从1人到数百人不等。参与者有三种类型:病人、专家和志愿者。随机对照试验(RCT)研究始终以控制次数的会话(从6到40)为特征,平均持续20分钟,而非RCT研究显示出更多的可变性。商业平台受到青睐,占GCs的74.3%,物理控制器(57.1%)超过虚拟控制器。相机是主要的传感器(50.3%),尽管包括imu、按钮和力传感器在内的各种传感器类型也被使用。康复治疗68%集中在一般的UL, 20.6%集中在手部,4%集中在肘部,3.4%集中在手臂和肩膀。值得注意的是,只有26.3%的研究考虑了康复系统的人体工程学。尽管exergame系统正在推动康复治疗,但仍需要在各个方面进行进一步的开发和研究,例如人体工程学,控制器设计和传感器集成,以提高其对患者使用的适用性。
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引用次数: 0
Be Ahead of the Game! A Systematic Review on Serious Games Aiming to Enhance Hospital Management Knowledge and Health Care Administrative Skills Acquisition. 走在游戏的前面!旨在提高医院管理知识和卫生保健管理技能习得的严肃游戏的系统回顾。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-07-28 DOI: 10.1177/2161783X251361157
Vasiliki Eirini Chatzea, Costas Panagiotakis, Nikolas Vidakis, John Fanourgiakis

Serious games are pedagogic tools aiming to serve educational or informative purposes by incorporating fun aspects of games with serious elements of learning. Serious games are an emerging trend in medical and nursing education since they provide the ideal opportunity to increase knowledge and enhance decision-making and problem-solving skills by actively involving learners. However, serious game initiatives on hospital management education have been given less attention. This is the first contemporary systematic review addressing the significant research gap by synthesizing existing evidence on serious games in the hospital management field, to highlight their potential in enhancing managerial and administrative skills. Robust search algorithms were implemented in Scopus and PubMed yielding 892 results. Overall, 36 serious games emerged with half of them being digital. Regarding game design, most were multiplayer games, while several required team collaboration. Serious games' main learning target was categorized according to Katz's three-skill approach for effective administration, including technical, interpersonal, and conceptual skills acquisition. Serious game learning activity type, teaching subject, and geographical distribution were also explored. The findings stimulate interest and increase awareness of using serious games to enhance hospital personnel's knowledge and skills in managerial roles and administrative processes. Furthermore, the review intended to inspire academics and health care policymakers to convey administrative skills and basic management concepts to various hospital employees and health care/management students through game-based learning.

严肃游戏是一种教学工具,旨在通过将游戏的有趣元素与严肃的学习元素结合起来,达到教育或信息目的。严肃游戏是医学和护理教育的一种新兴趋势,因为它们提供了理想的机会,通过积极参与学习者来增加知识,提高决策和解决问题的能力。然而,在医院管理教育中,严肃的游戏倡议却很少受到重视。这是当代第一个通过综合医院管理领域严肃游戏的现有证据来解决重大研究差距的系统综述,以突出其在提高管理和行政技能方面的潜力。在Scopus和PubMed中实现了鲁棒搜索算法,产生了892个结果。总共出现了36款严肃游戏,其中一半是数字游戏。在游戏设计方面,大多数是多人游戏,有些需要团队合作。严肃游戏的主要学习目标是根据Katz关于有效管理的三技能方法进行分类的,包括技术、人际关系和概念技能获取。探讨了严肃游戏学习的活动类型、教学主题和地域分布。研究结果激发了人们的兴趣,并提高了人们使用严肃游戏来提高医院人员在管理角色和行政流程方面的知识和技能的意识。此外,本研究旨在启发学术界和卫生保健政策制定者通过游戏学习向医院员工和卫生保健/管理专业学生传达行政技能和基本管理概念。
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Games for Health Journal
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