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Acceptance and Usability of Different Virtual Reality-Based Technologies Supporting Physical Rehabilitation of the Upper Limb: Results of Experiments with Patients After Upper Limb Injury at Work. 不同虚拟现实技术支持上肢物理康复的接受度和可用性:上肢工作损伤患者的实验结果。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-10-01 Epub Date: 2025-04-08 DOI: 10.1089/g4h.2024.0071
Andrzej Grabowski

Objective: The human-computer interface is pivotal in advancing products like virtual reality (VR) games tailored for upper limb rehabilitation. Materials and Methods: A comparative study was conducted with 60 male participants, all young construction workers aged 20 to 30, who were selected from two rehabilitation centers, specifically targeting individuals with comparable upper limb dysfunctions resultant from occupational injuries, as assessed by qualified physiotherapists. The study evaluated various image presentation methodologies, two types of head-mounted displays (HMDs), tethered to a PC and a stand-alone, and a TV. Participants engaged in a series of five distinct rehabilitation games, executing a standardized sequence of movements over a 30-minute duration. Results: Findings revealed a significant correlation between the chosen interface and factors such as technology acceptance, usability, user experience, spatial presence, and perceived stress during the training sessions. To compare display methods Mann-Whitney U tests were performed. The HMD configurations generally outperformed the TV option. The stand-alone HMD particularly demonstrated superior outcomes in comparison to both, TV and HMD tethered to PC, with increases observed in intent to use (52% and 16%), overall performance (41% and 15%), and perceived usefulness (20% and 16%). The usability assessment conducted by physiotherapists yielded an average score of 74.5, indicating a consensus on the practicality and effectiveness of the system. Conclusion: The high usability of HMD aligns with previous studies. New findings concern an in-depth comparative analysis of interfaces across multiple dimensions. Future research should explore the evaluation of interfaces after long-term use and factors influencing therapy effectiveness and upper limb functionality.

目的:人机界面是推进面向上肢康复的虚拟现实(VR)游戏等产品的关键。材料和方法:对60名男性参与者进行了一项比较研究,他们都是年龄在20至30岁之间的年轻建筑工人,他们是从两个康复中心挑选出来的,专门针对由职业伤害引起的上肢功能障碍的个体,由合格的物理治疗师评估。该研究评估了不同的图像呈现方法,两种类型的头戴式显示器(hmd),捆绑在PC和独立设备上,以及电视上。参与者参与了一系列五种不同的康复游戏,在30分钟的时间内执行标准化的动作序列。结果:研究结果显示,所选择的界面与技术接受度、可用性、用户体验、空间存在和感知压力等因素之间存在显著的相关性。为了比较显示方法,进行了Mann-Whitney U检验。HMD配置通常优于TV选项。与电视和PC捆绑的HMD相比,独立的HMD表现出了更好的结果,使用意图(52%和16%)、整体性能(41%和15%)和感知有用性(20%和16%)都有所增加。物理治疗师进行的可用性评估的平均得分为74.5分,表明对该系统的实用性和有效性达成了共识。结论:HMD的高可用性与以往的研究结果一致。新的发现涉及跨多个维度的界面的深入比较分析。今后的研究应进一步探讨界面长期使用后的评价及影响治疗效果和上肢功能的因素。
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引用次数: 0
Enhancing Cognition, Self-Efficacy, and Postural Control Skills of Persons with Schizophrenia Spectrum Disorders Using Immersive Puzzle Video Games. 利用沉浸式解谜游戏提高精神分裂症谱系障碍患者的认知、自我效能和姿势控制技能。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-10-01 Epub Date: 2025-04-10 DOI: 10.1089/g4h.2024.0173
Jen-Suh Chern, Yu Yang, Chien-Chun Chu
<p><p><b><i>Introduction:</i></b> Players' engagement in video games is dependent on their level of immersion in the virtual gaming environment. Tabletop (TT) puzzle video games (PVGs), which are usually played in a sedentary posture and require upper limb motor skill, improve players' cognition and upper limb motor performance. Immersive PVGs, such as Angry Birds, have been created recently. These games are played in a standing mode and require the players to shift their center of gravity (COG) to achieve the gaming goals. Their task-oriented nature makes it possible for these video games to improve players' self-efficacy. However, there is a lack of research into the cognitive, upper and lower limb motor performance, capacity to shift the COG, that is, stability limit, and self-efficacy benefits of immersive PVGs played in standing mode. <b><i>Objectives:</i></b> This study examined the effects of an immersive physics-based PVG (PBPVG), the Angry Birds, on cognition, motor outcomes, and self-efficacy. Immersive video games were developed in order to enable a high level of immersion and engagement. We hypothesized that following three sessions per week for 12 weeks of training, players would demonstrate improvements in cognition, upper and lower limb motor performance, stability limit, and self-efficacy. <b><i>Methods:</i></b> A sample of 82 adults with schizophrenia spectrum disorders recruited from two psychiatric rehabilitation units were assigned by lottery randomization to an experimental group or a control group (<i>n</i> = 41 respectively). Participants in the experimental group played Angry Birds in standing mode for three 50-minute sessions per week for 12 weeks. Processing speed and cognitive flexibility (two critical components of integrated cognition), upper and lower limb motor performance, stability limit, and self-efficacy were evaluated at baseline and at 12 weeks. <b><i>Results:</i></b> A repeated measures two-way analysis of variance revealed significant interaction effects (<i>P</i> = 0.021-<i>P</i> < 0.001) with medium to large effect sizes (<i>η<sub>p</sub><sup>2</sup></i> = 0.064-0.241) for stability limit and self-efficacy. Significant main effects <i>(P</i> < 0.001) with medium to large effect sizes (<i>η<sub>p</sub><sup>2</sup></i> = 0.095-0.277) for processing speed and upper and lower limb motor performance were found. The following simple main effects examined with one-way analysis of covariance showed significant improvement (<i>P</i> < 0.001) with medium to large effect sizes (<i>η<sub>p</sub><sup>2</sup></i> = 0.151-0.249) for stability limit and self-efficacy. A near significant difference (<i>P</i> = 0.063) with a near medium effect size (<i>η<sub>p</sub><sup>2</sup></i> = 0.040) showed improvement in cognitive flexibility, but nonsignificant improvement (<i>P</i> > 0.05) with a trivial effect size (<i>η<sub>p</sub><sup>2</sup></i> = 0.001) for processing speed and a small effect size (<i>η<sub>p</sub><sup>2</sup
简介:玩家在电子游戏中的参与度取决于他们在虚拟游戏环境中的沉浸程度。桌面解谜类电子游戏(PVGs)通常以久坐不动的姿势进行,需要上肢运动技能,可以提高玩家的认知能力和上肢运动能力。最近出现了《愤怒的小鸟》等沉浸式pvp游戏。这些游戏以站立模式进行,要求玩家转移重心(COG)来实现游戏目标。它们以任务为导向的特性使得这些电子游戏能够提高玩家的自我效能感。然而,对于站立模式下沉浸式PVGs的认知、上肢和下肢运动表现、COG移动能力(即稳定性极限)和自我效能效益的研究较少。目的:本研究考察了沉浸式物理游戏《愤怒的小鸟》(Angry Birds)对认知、运动结果和自我效能的影响。沉浸式电子游戏的开发是为了实现高水平的沉浸感和参与度。我们假设,在每周三次为期12周的训练后,球员将在认知、上肢和下肢运动表现、稳定性极限和自我效能方面表现出改善。方法:从两家精神康复单位招募成人精神分裂症谱系障碍患者82例,采用摇号随机法分为实验组和对照组(n = 41)。实验组的参与者在12周的时间里,每周以站立模式玩3次50分钟的《愤怒的小鸟》。在基线和12周时评估处理速度和认知灵活性(综合认知的两个关键组成部分)、上肢和下肢运动表现、稳定性极限和自我效能。结果:重复测量双向方差分析显示,稳定性极限和自我效能的交互效应显著(P = 0.021-P < 0.001),且效应大小为中~大(ηp2 = 0.064-0.241)。在处理速度和上肢和下肢运动表现方面存在显著的主效应(P < 0.001),且效应大小为中~大(ηp2 = 0.095 ~ 0.277)。单因素协方差分析显示,稳定性极限和自我效能有显著改善(P < 0.001),且效应大小中等(ηp2 = 0.151-0.249)。在认知灵活性方面有接近显著性差异(P = 0.063),效应大小接近中等(ηp2 = 0.040),但在处理速度方面无显著性差异(P > 0.05),在上肢和下肢运动能力方面有较小的效应大小(ηp2 = 0.001),效应大小较小(ηp2 = 0.021-0.027)。结论:PBPVGs可提高认知灵活性、稳定性极限和自我效能感。这些影响可能取决于沉浸程度、运动技能类型和身体部位参与程度,以及玩游戏时对认知成分的需求,这可能源于所选游戏和游戏机制的任务导向性质。
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引用次数: 0
Development and Usability Testing of a 3D Virtual Simulation Game in Teaching Intravenous Fluid Therapy in Nursing Education. 护理教学中静脉输液教学三维虚拟模拟游戏的开发与可用性测试
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-10-01 Epub Date: 2025-05-12 DOI: 10.1089/g4h.2024.0172
Emine Kuruca Ozdemir, Leyla Dinc, Hasmet Gurcay

Objective: To describe the gamification process of peripheral intravenous catheterization (PIVC) and intravenous fluid therapy (IFT) in nursing education and conduct usability testing of the 3D virtual simulation game. Materials and Methods: A 3D virtual simulation game was developed to teach PIVC and IFT based on the current literature, Kolb's Experiential Learning Theory, and Schell's Elemental Tetrad. The game, IntraveNurseGame, had 11 stages, and it rewarded the players with score-based titles based on Benner's clinical competence stages. Usability testing was conducted with 17 participants, including 5 nursing experts and 12 senior nursing students. Heuristic evaluation with experts, think-aloud method, and user tests were performed using the Game Evaluation Questionnaire and GUESS-20-TR-Scale. Qualitative and quantitative data analysis were used. Results: Experts were satisfied with the game experience and had fun. The game met their expectations and could help the nursing students learn the subject. Experts provided suggestions, including visual similarity of some animations, instructions regarding how to use the mouse cursor, and encouragement for students to remember the steps of the actual procedure by removing the instructions from some stages. Users scored the GUESS-20-TR mean score above the moderate level (5.71 ± 0.90), showing they were satisfied with the gaming experience. Conclusion: The 3D virtual simulation game had good usability features with some areas of improvement. The theories and elements used in this study can help nurse educators and researchers develop effective games and engaging game-rewarding systems. The usability testing provided valuable information for the games to be developed in the future.

目的:描述外周静脉置管(PIVC)和静脉输液(IFT)在护理教育中的游戏化过程,并对3D虚拟模拟游戏进行可用性测试。材料与方法:基于现有文献、Kolb的体验式学习理论和Schell的元素四分体,开发了一个3D虚拟模拟游戏来教授PIVC和IFT。这款名为《intraenursegame》的游戏共有11个阶段,它会根据Benner的临床能力阶段奖励玩家基于分数的头衔。可用性测试共17人,其中护理专家5人,护生12人。专家启发式评价、有声思考法和用户测试采用游戏评价问卷和GUESS-20-TR-Scale。采用定性和定量资料分析。结果:专家对游戏体验满意,玩得很开心。这个游戏符合他们的期望,可以帮助护理专业的学生学习这门学科。专家们提出了一些建议,包括一些动画的视觉相似性,如何使用鼠标光标的说明,以及通过删除某些阶段的说明来鼓励学生记住实际过程的步骤。玩家的GUESS-20-TR平均得分高于中等水平(5.71±0.90),表明他们对游戏体验感到满意。结论:该3D虚拟仿真游戏具有良好的可用性,但仍有一些有待改进的地方。本研究中使用的理论和元素可以帮助护理教育者和研究人员开发有效的游戏和引人入胜的游戏奖励系统。可用性测试为未来的游戏开发提供了有价值的信息。
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引用次数: 0
Social Support Derived from Virtual and Analog Table-Top Role-Playing Games: The Supportive Role of Table-Top Gaming. 来自虚拟和模拟桌面角色扮演游戏的社会支持:桌面游戏的支持作用
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-09-24 DOI: 10.1177/2161783X251378630
Maxim I Kozlov, Erin L O'Connor

Objective: Gaming has been suggested as an effective way to exchange social support, a resource critical to global mental health and post-pandemic recovery. Virtual and analog (pen-and-paper) table-top role-playing game (TTRPG) popularity grew during and following the pandemic; yet, unlike their video-game counterparts research into TTRPGs remains limited. Parallel to online video-games, TTRPGs may be similarly positioned to foster and promote social support. Informed by analogous gaming research, this study explored how players give and receive social support within face-to-face and virtual TTRPGs through a stress buffering lens. Materials and Methods: Using a cross-sectional survey methodology, based on the 2-way social support scale data from 186 participants was analyzed to determine if differences exist across social, demographic and gameplay variables. Results: Participants derived more meaningful social support through analog TTRPGs, although virtual TTRPG interfaces still afford meaningful social support, while benefiting from greater accessibility. Participants in the role of "game masters", who act as game facilitators and narrators, were shown to provide more social support than players, while greater levels of social support encouraged ongoing attendance. Additionally, players' consistent attendance and social familiarity enhanced given and received social support. Lastly, although similar social support was reported across genders, males were overrepresented in game-directing positions of power. Conclusion: This is the first known study to explore social support within TTRPGs. The findings have implications for the design of games to support communities, post-pandemic recovery, and therapeutic applications. Future research is encouraged.

目标:游戏被认为是交换社会支持的有效方式,而社会支持是对全球心理健康和大流行后恢复至关重要的资源。在疫情期间和之后,虚拟和模拟(纸笔)桌面角色扮演游戏(TTRPG)越来越受欢迎;然而,与电子游戏不同的是,对ttrpg的研究仍然有限。与在线视频游戏类似,ttrpg可能同样定位于培养和促进社会支持。根据类似的游戏研究,本研究探讨了玩家如何通过压力缓冲透镜在面对面和虚拟ttrpg中给予和接受社会支持。材料和方法:使用横断面调查方法,基于来自186名参与者的双向社会支持量表数据进行分析,以确定是否存在社会,人口统计和游戏变量之间的差异。结果:参与者通过模拟TTRPG获得更多有意义的社会支持,尽管虚拟TTRPG接口仍然提供有意义的社会支持,同时受益于更大的可访问性。扮演“游戏大师”角色(游戏邦注:即充当游戏引导者和叙述者)的参与者比玩家提供更多的社会支持,而更高水平的社会支持则鼓励玩家持续参与游戏。此外,玩家的持续出席和社交熟悉度增强了给予和获得的社会支持。最后,尽管两性都有类似的社会支持,但男性在游戏指导职位上的比例过高。结论:这是已知的第一个探索ttrpg中社会支持的研究。这些发现对支持社区、流行病后恢复和治疗应用的游戏设计具有启示意义。鼓励未来的研究。
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引用次数: 0
The Effect of Emergency Escape Room Simulation on Knowledge, Anxiety, and Satisfaction Levels of Students: A Randomized Controlled Trial. 紧急逃生室模拟对学生知识、焦虑和满意度的影响:一项随机对照试验。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-09-23 DOI: 10.1177/2161783X251378638
Hacer Ozel, Elif Gezginci Akpinar

Background: The aim of this study is to determine the effect of escape room simulation intervention on the knowledge, anxiety, and satisfaction levels of students in emergency nursing education. Methods: This randomized controlled study was conducted with 40 students studying at the nursing faculty of a university in Istanbul. The students in the intervention group (n = 20) were given an escape room simulation intervention related to emergency nursing education. The students in the control group (n = 20) were not given any intervention other than the traditional education method. Data were collected using the Knowledge Test, State Anxiety Scale, and Visual Analog Scale for satisfaction. Results: The knowledge level of the students in the intervention group measured immediately after the education (P = 0.003), 1 week after the education (P < 0.001), and 1 month after the education (P < 0.001) was found to be significantly higher than that of the control group. While no significant difference was found in anxiety levels before and after the education between the groups, a significant difference was found in anxiety levels before and after the training in the intervention group (P < 0.001). The satisfaction level measured immediately after the education was found to be significantly higher in the intervention group than in the control group (P < 0.001). Conclusion: This study show that escape room simulation increased emergency nursing knowledge and satisfaction and reduced anxiety levels of the students. It is recommended that escape room simulation intervention be used in more studies in nursing education. The study was registered on ClinicalTrials.gov.tr with the number NCT06619119.

背景:本研究旨在探讨逃生室模拟干预对急诊护理教育中学生知识、焦虑和满意度的影响。方法:对伊斯坦布尔某大学护理系40名学生进行随机对照研究。干预组(n = 20)进行与急救护理教育相关的密室逃生模拟干预。对照组(n = 20)除传统教育方法外不进行任何干预。使用知识测试、状态焦虑量表和视觉模拟满意度量表收集数据。结果:干预组学生在教育后即刻(P = 0.003)、教育后1周(P < 0.001)、教育后1个月(P < 0.001)的知识水平均显著高于对照组。两组在培训前后的焦虑水平差异无统计学意义,但干预组在培训前后的焦虑水平差异有统计学意义(P < 0.001)。干预组在教育结束后立即测量的满意度显著高于对照组(P < 0.001)。结论:模拟密室逃生提高了学生的急救护理知识和满意度,降低了学生的焦虑水平。建议在护理教育的研究中更多地采用逃生室模拟干预。该研究已在ClinicalTrials.gov.tr上注册,编号为NCT06619119。
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引用次数: 0
NutriMine: Evaluation of a Serious Game Modification for Minecraft Aimed at Educating and Promoting a Healthy Diet. NutriMine:对《我的世界》游戏修改的评估,旨在教育和促进健康饮食。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-09-16 DOI: 10.1177/2161783X251378527
Christoph Aigner, Kilian Köck, René Baranyi, Sylvia Winkler, Katharina Weindl, Carina Arnberger, Thomas Grechenig

Background: Overweight and obesity are growing concerns and significant risk factors for noncommunicable diseases, especially in industrialized nations, necessitating innovative intervention strategies. Serious games designed to provide education and effectively promote behavior change have emerged as a potential solution. Methods: This research assesses a serious game developed as a modification of the popular video game "Minecraft" called "NutriMine." This modification was created based on identified requirements from a nutrition expert through a qualitative interview and a preliminary evaluation conducted in a pilot study with 11 users. Additionally, a playtest and evaluation with 20 participants from the target group, incorporating the user engagement scale (UES), system usability scale (SUS), and game experience questionnaire (GEQ), was conducted. Results: The results indicated a satisfactory level of engagement. Overall, findings also revealed positive feedback concerning the SUS (75% of participants scored above 70) and UES (75% of participants scored above 3), with most results positioned in the upper half for both scales. The evaluation using the GEQ yielded generally positive outcomes, with minor concerns related to "competence," "flow," and "immersion" due to the varying levels of Minecraft experience among participants. The combined results of the evaluation led to the formulation of requirements for a serious game modification in the area of nutrition. Conclusion: The results highlight the modification's potential for larger-scale use as an effective behavior change tool for individuals seeking to maintain a healthy diet.

背景:超重和肥胖是日益受到关注的问题,也是非传染性疾病的重要危险因素,特别是在工业化国家,因此需要创新的干预策略。旨在提供教育和有效促进行为改变的严肃游戏已经成为一种潜在的解决方案。方法:这项研究评估了一个严肃的游戏,作为流行的电子游戏“我的世界”的修改,被称为“营养”。这一修改是根据一名营养专家通过对11名用户进行定性访谈和初步评估的初步研究确定的要求做出的。此外,我们还对目标群体中的20名参与者进行了游戏测试和评估,包括用户粘性量表(UES)、系统可用性量表(SUS)和游戏体验问卷(GEQ)。结果:结果表明了一个令人满意的参与水平。总体而言,调查结果还显示了关于SUS(75%的参与者得分在70分以上)和UES(75%的参与者得分在3分以上)的积极反馈,大多数结果都位于两个量表的上半部分。使用GEQ进行的评估总体上产生了积极的结果,由于参与者对《我的世界》的体验水平不同,因此对“能力”、“流”和“沉浸感”的关注较少。综合评价的结果导致在营养领域制定了对游戏进行重大修改的要求。结论:研究结果强调了该修饰作为一种有效的行为改变工具的潜力,可用于寻求保持健康饮食的个人。
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引用次数: 0
Does Healthy Cooking Lead to Healthy Choices? Exploring the Impact of a Virtual Reality Cooking Game on Healthy Eating Decisions. 健康的烹饪会带来健康的选择吗?探索虚拟现实烹饪游戏对健康饮食决策的影响。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-09-10 DOI: 10.1177/2161783X251378648
Yilin Yang, Mengying Liu, Minqi Lyu, Jianping Huang

Objective: Cooking plays a crucial role in healthy eating, and food exposure during cooking significantly influences people's health and well-being. Given the challenges faced by novice cooks and the general lack of interest in cooking, this research proposes utilizing a highly engaging cooking game as an alternative to real-life cooking, allowing individuals to achieve the same health-boosting benefits as traditional cooking while enjoying the game. Additionally, this study will examine the moderating role of food type and cooking manner in this process. Methods: Two preregistered behavioral experiments (Nstudy1 = 60, Nstudy2 = 54) were conducted to examine how using different types of food (healthy vs. unhealthy) in a cooking game affects subsequent food choices, and how the cooking manner (neat vs. messy) moderates this effect. Results: Study 1 found that cooking healthy food led to healthier food choices after gaming. Study 2 revealed a significant moderating effect of cooking manner: When cooking healthy food, a neat cooking manner led individuals to subsequently choose fewer healthy foods, while a messy cooking manner led to an increase; conversely, when cooking unhealthy food, participants who cooked neatly chose more healthy food, while those who cooked messily chose less healthy food. Conclusions: These findings suggest that an engaging cooking game could replace real-life cooking as a direct and effective strategy to promote healthy eating. The results also highlight the importance of context-specific strategies in designing and implementing health interventions to prevent unintended consequences arising from excessive cues.

目的:烹饪在健康饮食中起着至关重要的作用,烹饪过程中的食物暴露会显著影响人们的健康和福祉。鉴于新手厨师面临的挑战和普遍缺乏对烹饪的兴趣,这项研究建议利用一个高度吸引人的烹饪游戏来替代现实生活中的烹饪,让个人在享受游戏的同时获得与传统烹饪相同的健康益处。此外,本研究将探讨食物种类和烹饪方式在此过程中的调节作用。方法:进行了两个预注册的行为实验(Nstudy1 = 60, Nstudy2 = 54),以检验在烹饪游戏中使用不同类型的食物(健康与不健康)如何影响随后的食物选择,以及烹饪方式(整洁与凌乱)如何调节这种影响。结果:研究1发现,烹饪健康食物会导致玩家在玩游戏后选择更健康的食物。研究2揭示了烹饪方式的显著调节作用:当烹饪健康食品时,整洁的烹饪方式导致个体随后选择更少的健康食品,而凌乱的烹饪方式导致个体随后选择更多的健康食品;相反,当烹饪不健康的食物时,烹饪整齐的参与者选择了更健康的食物,而那些烹饪凌乱的参与者选择了不健康的食物。结论:这些发现表明,引人入胜的烹饪游戏可以取代现实生活中的烹饪,成为促进健康饮食的直接有效策略。研究结果还强调了在设计和实施卫生干预措施以防止过量提示引起的意外后果方面根据具体情况制定战略的重要性。
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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
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Games for Health Journal
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