首页 > 最新文献

Games for Health Journal最新文献

英文 中文
A Scoping Review on Mobile Health Technology for Assessment and Intervention of Upper Limb Motor Function in Children with Motor Impairments. 移动医疗技术用于评估和干预运动障碍儿童上肢运动功能的范围界定综述。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-06-01 Epub Date: 2024-03-25 DOI: 10.1089/g4h.2023.0224
Md Raihan Mia, Sheikh Iqbal Ahamed, Alissa Fial, Samuel Nemanich

Upper limb (UL) motor dysfunctions impact residual movement in hands/shoulders and limit participation in play, sports, and leisure activities. Clinical and laboratory assessments of UL movement can be time-intensive, subjective, and/or require specialized equipment and may not optimally capture a child's motor abilities. The restrictions to in-person research experienced during the COVID-19 pandemic have inspired investigators to design inclusive at-home studies with child participants and their families. Relying on the ubiquity of mobile devices, mobile health (mHealth) applications offer solutions for various clinical and research problems. This scoping review article aimed to aggregate and synthesize existing research that used health technology and mHealth approaches to evaluate and assess the hand function and UL movement in children with UL motor impairment. A scoping review based on the Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews (PRISMA-ScR) model was conducted in March 2023 yielding 25 articles (0.32% of 7891 studies). Assessment characteristics included game or task-based tests (13/25, 52%), primarily for neurological disorders (e.g., autism spectrum disorder [ASD], dystonia, dysgraphia) or children with cerebral palsy (CP). Although several mHealth studies were conducted in the clinical environment (10/25, 40%), studies conducted at home or in nonclinical settings (15/25, 60%) reported acceptable and highly satisfactory to the patients as minimizing the potential risks in participation. Moreover, the remaining barriers to clinical translation included object manipulation on a touch screen, offline data analysis, real-world usability, and age-appropriate application design for the wider population. However, the results emphasize the exploration of mHealth over traditional approaches, enabling user-centered study design, family-oriented methods, and large-scale sampling in future research.

上肢(UL)运动功能障碍会影响手部/肩部的残余运动能力,限制儿童参与游戏、运动和休闲活动。临床和实验室对 UL 运动的评估可能需要大量时间、主观和/或需要专业设备,而且可能无法最佳地捕捉儿童的运动能力。COVID-19 大流行期间对现场研究的限制激发了研究人员与儿童参与者及其家人一起设计包容性的居家研究。移动医疗(mHealth)应用依托移动设备的普及,为各种临床和研究问题提供了解决方案。这篇范围界定综述文章旨在汇总和综合现有的研究,这些研究利用健康技术和移动保健方法来评估和评价 UL 运动障碍儿童的手部功能和 UL 运动。2023 年 3 月,根据《系统综述和荟萃分析首选报告项目》(Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews,PRISMA-ScR)模型进行了范围界定综述,共收到 25 篇文章(占 7891 项研究的 0.32%)。评估特征包括基于游戏或任务的测试(13/25,52%),主要针对神经系统疾病(如自闭症谱系障碍 [ASD]、肌张力障碍、书写障碍)或脑瘫(CP)儿童。虽然有几项移动保健研究是在临床环境中进行的(10/25,40%),但在家中或非临床环境中进行的研究(15/25,60%)报告称,患者可以接受并非常满意,因为这最大限度地降低了参与的潜在风险。此外,临床转化的其余障碍包括触摸屏上的物体操作、离线数据分析、现实世界的可用性以及针对更广泛人群的适龄应用设计。不过,研究结果强调了对移动医疗而非传统方法的探索,使以用户为中心的研究设计、以家庭为导向的方法和大规模抽样成为未来研究的可能。
{"title":"A Scoping Review on Mobile Health Technology for Assessment and Intervention of Upper Limb Motor Function in Children with Motor Impairments.","authors":"Md Raihan Mia, Sheikh Iqbal Ahamed, Alissa Fial, Samuel Nemanich","doi":"10.1089/g4h.2023.0224","DOIUrl":"10.1089/g4h.2023.0224","url":null,"abstract":"<p><p>Upper limb (UL) motor dysfunctions impact residual movement in hands/shoulders and limit participation in play, sports, and leisure activities. Clinical and laboratory assessments of UL movement can be time-intensive, subjective, and/or require specialized equipment and may not optimally capture a child's motor abilities. The restrictions to in-person research experienced during the COVID-19 pandemic have inspired investigators to design inclusive at-home studies with child participants and their families. Relying on the ubiquity of mobile devices, mobile health (mHealth) applications offer solutions for various clinical and research problems. This scoping review article aimed to aggregate and synthesize existing research that used health technology and mHealth approaches to evaluate and assess the hand function and UL movement in children with UL motor impairment. A scoping review based on the Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews (PRISMA-ScR) model was conducted in March 2023 yielding 25 articles (0.32% of 7891 studies). Assessment characteristics included game or task-based tests (13/25, 52%), primarily for neurological disorders (e.g., autism spectrum disorder [ASD], dystonia, dysgraphia) or children with cerebral palsy (CP). Although several mHealth studies were conducted in the clinical environment (10/25, 40%), studies conducted at home or in nonclinical settings (15/25, 60%) reported acceptable and highly satisfactory to the patients as minimizing the potential risks in participation. Moreover, the remaining barriers to clinical translation included object manipulation on a touch screen, offline data analysis, real-world usability, and age-appropriate application design for the wider population. However, the results emphasize the exploration of mHealth over traditional approaches, enabling user-centered study design, family-oriented methods, and large-scale sampling in future research.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"135-148"},"PeriodicalIF":2.2,"publicationDate":"2024-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11318842/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140869889","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Comparison of Nonimmersive Virtual Reality and Task-Oriented Circuit Training on Gait, Balance, and Cognition Among Elderly Population: A Single-Blind Randomized Control Trial. 非沉浸式虚拟现实与以任务为导向的循环训练对老年人步态、平衡和认知能力的影响比较:单盲随机对照试验》。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-06-01 Epub Date: 2024-03-21 DOI: 10.1089/g4h.2022.0205
Misbah Ghous, Qudsia Masood, Arshad Nawaz Malik, Ayesha Afridi, Qamar Mehmood

Purpose: The purpose of this study was to determine the effects of nonimmersive virtual reality (VR) and task-oriented circuit training on gait, balance, cognitive domains, and quality of life among the elderly population. Methods: This is a single-blind randomized control trial in which 28 elderly individuals between 60 and 75 years were selected. The participants were divided into two groups, task-oriented circuit training and the other receiving nonimmersive VR treatment, with 14 participants in each group. To analyze the effects of both training on balance and gait time up and go test (TUGT), dynamic gait index (DGI), measures were used and for cognitive domains Montreal cognitive assessment (MoCA) scale was used. Short form 12 (SF-12) (along with two domains, Physical Component Summary and Mental Component Summary) was used for the measurement of quality of life. The treatment duration was 8 weeks for both groups. Both the pre-test and post-test readings were analyzed and compared. Results: The mean age of participants was 66.91 ± 3.79 years. Within-group comparison between the pre-test and post-test indicated that significant differences (P < 0.05) existed in all the outcome measures (TUGT, DGI, MoCA, and SF-12) in both groups. However, between-group comparison, significant differences were only found in TUGT and DGI in nonimmersive VR group. Conclusion: This study concluded that both interventions nonimmersive VR and task-oriented circuit training were beneficial for improving balance, gait, quality of life, and cognitive domains like memory, attention spans, executive functions, and so on in elderly population. However nonimmersive virtual reality training is a more effective, feasible, and safe alternative and can be proposed as a form of fall prevention exercise for the older adults. ClinicalTrials.gov Identifier: NCT05021432.

目的:本研究旨在确定非沉浸式虚拟现实(VR)和任务导向电路训练对老年人步态、平衡、认知领域和生活质量的影响。研究方法这是一项单盲随机对照试验,选取了 28 名 60 至 75 岁的老年人。参与者被分为两组,一组接受以任务为导向的循环训练,另一组接受非沉浸式 VR 治疗,每组 14 人。为了分析两种训练对平衡和步态的影响,采用了步行时间测试(TUGT)、动态步态指数(DGI)等指标,认知领域则采用了蒙特利尔认知评估(MoCA)量表。在测量生活质量时,使用了简表 12(SF-12)(以及两个领域,即身体成分摘要和精神成分摘要)。两组患者的治疗时间均为 8 周。对测试前和测试后的读数进行了分析和比较。结果参与者的平均年龄为 66.91 ± 3.79 岁。测试前和测试后的组内比较结果表明,两组之间存在显著差异(P<0.05):本研究得出结论,非沉浸式虚拟现实和任务导向型循环训练这两种干预方法都有利于改善老年人群的平衡、步态、生活质量以及记忆、注意力、执行功能等认知领域。然而,非沉浸式虚拟现实训练是一种更有效、更可行、更安全的替代方法,可作为老年人预防跌倒的一种锻炼方式。ClinicalTrials.gov Identifier:NCT05021432。
{"title":"Comparison of Nonimmersive Virtual Reality and Task-Oriented Circuit Training on Gait, Balance, and Cognition Among Elderly Population: A Single-Blind Randomized Control Trial.","authors":"Misbah Ghous, Qudsia Masood, Arshad Nawaz Malik, Ayesha Afridi, Qamar Mehmood","doi":"10.1089/g4h.2022.0205","DOIUrl":"10.1089/g4h.2022.0205","url":null,"abstract":"<p><p><b><i>Purpose:</i></b> The purpose of this study was to determine the effects of nonimmersive virtual reality (VR) and task-oriented circuit training on gait, balance, cognitive domains, and quality of life among the elderly population. <b><i>Methods:</i></b> This is a single-blind randomized control trial in which 28 elderly individuals between 60 and 75 years were selected. The participants were divided into two groups, task-oriented circuit training and the other receiving nonimmersive VR treatment, with 14 participants in each group. To analyze the effects of both training on balance and gait time up and go test (TUGT), dynamic gait index (DGI), measures were used and for cognitive domains Montreal cognitive assessment (MoCA) scale was used. Short form 12 (SF-12) (along with two domains, Physical Component Summary and Mental Component Summary) was used for the measurement of quality of life. The treatment duration was 8 weeks for both groups. Both the pre-test and post-test readings were analyzed and compared. <b><i>Results:</i></b> The mean age of participants was 66.91 ± 3.79 years. Within-group comparison between the pre-test and post-test indicated that significant differences (<i>P</i> < 0.05) existed in all the outcome measures (TUGT, DGI, MoCA, and SF-12) in both groups. However, between-group comparison, significant differences were only found in TUGT and DGI in nonimmersive VR group. <b><i>Conclusion:</i></b> This study concluded that both interventions nonimmersive VR and task-oriented circuit training were beneficial for improving balance, gait, quality of life, and cognitive domains like memory, attention spans, executive functions, and so on in elderly population. However nonimmersive virtual reality training is a more effective, feasible, and safe alternative and can be proposed as a form of fall prevention exercise for the older adults. <b><i>ClinicalTrials.gov Identifier:</i></b> NCT05021432.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"164-171"},"PeriodicalIF":2.2,"publicationDate":"2024-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140185999","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
Exercise Responses During Outdoor Versus Virtual Reality Indoor Arm+FES-Leg Cycling in Individuals with Spinal Cord Injury. 脊髓损伤患者在室外与虚拟现实室内手臂+FES-腿部自行车运动中的运动反应。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-06-01 Epub Date: 2024-05-06 DOI: 10.1089/g4h.2023.0047
Nazirah Hasnan, Nur Azah Hamzaid, Vhinoth Magenthran, Glen M Davis

Background: Virtual reality (VR)-enhanced indoor hybrid cycling in people with spinal cord injury (SCI) can be comparable to outdoor hybrid cycling. Method: Eight individuals with chronic thoracic-lesion SCI performed voluntary arm and electrically assisted leg cycling on a hybrid recumbent tricycle. Exercises were conducted outdoors and indoors incorporating VR technology in which the outdoor environment was simulated on a large flat screen monitor. Electrical stimulation was applied bilaterally to the leg muscle groups. Oxygen uptake (VO2), heart rate, energy expenditures, and Ratings of Perceived Exertion were measured over a 30-minute outdoor test course that was also VR-simulated indoors. Immediately after each exercise, participants completed questionnaires to document their perceptual-psychological responses. Results: Mean 30-minute VO2 was higher for indoor VR exercise (average VO2-indoor VR-exercise: 1316 ± mL/min vs. outdoor cycling: 1255 ± 53 mL/min; highest VO2-indoor VR-exercise: 1615 ± 67 mL/min vs. outdoor cycling: 1725 ± 67 mL/min). Arm and leg activity counts were significantly higher during indoor VR-assisted hybrid functional electrical stimulation (FES) cycling than outdoors; 42% greater for the arms and 23% higher for the legs (P < 0.05). Similar responses were reported for exercise effort and perceptual-psychological outcomes during both modes. Conclusion: This study proposes that combining FES and VR technology provides new opportunities for physical activity promotion or exercise rehabilitation in the SCI population, since these modes have similar "dose-potency" and self-perceived effort. Human Research Ethics Committee of the University of Sydney Ref. No. 01-2010/12385.

背景:通过虚拟现实(VR)增强脊髓损伤(SCI)患者的室内混合自行车运动可与室外混合自行车运动相媲美。方法:八名患有慢性胸椎缺损性脊髓损伤的患者在混合动力卧式三轮车上进行自主手臂和电动辅助腿部骑车运动。练习在室外和室内进行,采用 VR 技术在大型平板显示器上模拟室外环境。双侧腿部肌肉群受到电刺激。在 30 分钟的室外测试过程中,测量了摄氧量(VO2)、心率、能量消耗和感知消耗量。每次运动后,参与者立即填写调查问卷,记录他们的感知心理反应。测试结果室内 VR 运动的 30 分钟平均 VO2 值更高(室内 VR 运动的平均 VO2 值:1316 ± mL/min 与室外自行车运动的平均 VO2 值:1255 ± 53 mL/min 对比;室外自行车运动的平均 VO2 值:1255 ± 53 mL/min 与室外自行车运动的平均 VO2 值对比):1255 ± 53 mL/min;室内 VR 运动的最高 VO2:1615 ± 67 mL/min vs. 室外自行车运动:1725 ± 67 mL/min):1725 ± 67 毫升/分钟)。在室内 VR 辅助混合功能性电刺激(FES)自行车运动中,手臂和腿部的活动量明显高于室外;手臂高出 42%,腿部高出 23%(P 结论:这项研究提出了将 FES 和室内 VR 运动结合起来的方法:本研究认为,将 FES 和 VR 技术相结合,可为促进 SCI 患者的体育活动或运动康复提供新的机会,因为这两种模式具有相似的 "剂量效力 "和自我感觉努力程度。悉尼大学人类研究伦理委员会编号:01-2010/12385。编号:01-2010/12385。
{"title":"Exercise Responses During Outdoor Versus Virtual Reality Indoor Arm+FES-Leg Cycling in Individuals with Spinal Cord Injury.","authors":"Nazirah Hasnan, Nur Azah Hamzaid, Vhinoth Magenthran, Glen M Davis","doi":"10.1089/g4h.2023.0047","DOIUrl":"10.1089/g4h.2023.0047","url":null,"abstract":"<p><p><b><i>Background:</i></b> Virtual reality (VR)-enhanced indoor hybrid cycling in people with spinal cord injury (SCI) can be comparable to outdoor hybrid cycling. <b><i>Method:</i></b> Eight individuals with chronic thoracic-lesion SCI performed voluntary arm and electrically assisted leg cycling on a hybrid recumbent tricycle. Exercises were conducted outdoors and indoors incorporating VR technology in which the outdoor environment was simulated on a large flat screen monitor. Electrical stimulation was applied bilaterally to the leg muscle groups. Oxygen uptake (VO<sub>2</sub>), heart rate, energy expenditures, and Ratings of Perceived Exertion were measured over a 30-minute outdoor test course that was also VR-simulated indoors. Immediately after each exercise, participants completed questionnaires to document their perceptual-psychological responses. <b><i>Results:</i></b> Mean 30-minute VO<sub>2</sub> was higher for indoor VR exercise (average VO<sub>2</sub>-indoor VR-exercise: 1316 ± mL/min vs. outdoor cycling: 1255 ± 53 mL/min; highest VO<sub>2</sub>-indoor VR-exercise: 1615 ± 67 mL/min vs. outdoor cycling: 1725 ± 67 mL/min). Arm and leg activity counts were significantly higher during indoor VR-assisted hybrid functional electrical stimulation (FES) cycling than outdoors; 42% greater for the arms and 23% higher for the legs (<i>P</i> < 0.05). Similar responses were reported for exercise effort and perceptual-psychological outcomes during both modes. <b><i>Conclusion:</i></b> This study proposes that combining FES and VR technology provides new opportunities for physical activity promotion or exercise rehabilitation in the SCI population, since these modes have similar \"dose-potency\" and self-perceived effort. Human Research Ethics Committee of the University of Sydney Ref. No. 01-2010/12385.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"207-214"},"PeriodicalIF":3.5,"publicationDate":"2024-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140868564","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
Evaluation of the Usability of a Serious Game in Virtual Reality with a Focus on the Perception and Experience of Health Professionals for Motor Rehabilitation in Children with Cerebral Palsy. 评估虚拟现实严肃游戏的可用性,重点关注医疗专业人员对脑瘫儿童运动康复的感知和体验。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-06-01 Epub Date: 2024-03-28 DOI: 10.1089/g4h.2023.0030
Fabiana Rita Camara Machado, Guilherme Dos Santos Novak, Sérgio Kakuta Kato, Alcyr Alves de Oliveira

Introduction: Cerebral palsy (CP) is a nonprogressive neuropathological condition that requires lifelong neurocognitive-motor rehabilitation. Evidences indicate that the use of new technologies to assist in rehabilitation processes, such as serious games in virtual reality (VR), have served as adjuncts to therapy and capable of promoting engagement, motivation, and motor activation for these patients. Objective: To investigate the usability of a serious game in VR to help with the stability and balance of the head and trunk of children with CP, focusing on the perception and experience of health professionals. Methods: The collection was carried out with health professionals, and the results were comprehensively evaluated through viability by means of the total score, number of correct answers, number of errors, and level of difficulty during the execution of the game, which were collected from the performance report generated by the application. System satisfaction was also verified by the System Usability Scale (SUS). Results: The mean obtained from the total score of the SUS was 82.10 ± 12.66 points, being considered of high usability for the suggested purpose. The professionals' opinion about the usability of the system did not change due to the performance during the game. Conclusion: The study demonstrated that the developed rehabilitation program has successfully delivered the experience to exercise the head control and trunk balance of subjects with CP.

导言:脑性瘫痪(CP)是一种非进行性神经病理学疾病,需要终生进行神经认知运动康复治疗。有证据表明,使用新技术(如虚拟现实(VR)中的严肃游戏)协助康复过程,可作为治疗的辅助手段,并能促进这些患者的参与、动力和运动激活。目的调查虚拟现实严肃游戏的可用性,以帮助 CP 儿童的头部和躯干保持稳定和平衡,重点关注医疗专业人员的感知和体验。方法:收集医疗专业人员的意见:从应用程序生成的性能报告中收集游戏执行过程中的总分、正确答案数、错误数和难度水平,通过可行性对结果进行综合评估。此外,还通过系统可用性量表(SUS)验证了系统的满意度。结果系统可用性量表总分的平均值为 82.10 ± 12.66 分,就所建议的目的而言,可用性较高。专业人员对系统可用性的看法并未因游戏过程中的表现而改变。结论研究结果表明,所开发的康复项目成功地锻炼了CP受试者的头部控制能力和躯干平衡能力。
{"title":"Evaluation of the Usability of a Serious Game in Virtual Reality with a Focus on the Perception and Experience of Health Professionals for Motor Rehabilitation in Children with Cerebral Palsy.","authors":"Fabiana Rita Camara Machado, Guilherme Dos Santos Novak, Sérgio Kakuta Kato, Alcyr Alves de Oliveira","doi":"10.1089/g4h.2023.0030","DOIUrl":"10.1089/g4h.2023.0030","url":null,"abstract":"<p><p><b><i>Introduction:</i></b> Cerebral palsy (CP) is a nonprogressive neuropathological condition that requires lifelong neurocognitive-motor rehabilitation. Evidences indicate that the use of new technologies to assist in rehabilitation processes, such as serious games in virtual reality (VR), have served as adjuncts to therapy and capable of promoting engagement, motivation, and motor activation for these patients. <b><i>Objective:</i></b> To investigate the usability of a serious game in VR to help with the stability and balance of the head and trunk of children with CP, focusing on the perception and experience of health professionals. <b><i>Methods:</i></b> The collection was carried out with health professionals, and the results were comprehensively evaluated through viability by means of the total score, number of correct answers, number of errors, and level of difficulty during the execution of the game, which were collected from the performance report generated by the application. System satisfaction was also verified by the System Usability Scale (SUS). <b><i>Results:</i></b> The mean obtained from the total score of the SUS was 82.10 ± 12.66 points, being considered of high usability for the suggested purpose. The professionals' opinion about the usability of the system did not change due to the performance during the game. <b><i>Conclusion:</i></b> The study demonstrated that the developed rehabilitation program has successfully delivered the experience to exercise the head control and trunk balance of subjects with CP.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"201-206"},"PeriodicalIF":3.5,"publicationDate":"2024-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140307393","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
Gamified Assessment of the Emotion Regulation Abilities in Youth: Validation of the REThink Online System. 青少年情绪调节能力的游戏化评估:REThink 在线游戏式评估系统的验证。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-06-01 Epub Date: 2024-01-24 DOI: 10.1089/g4h.2023.0011
Oana A David, Cristina Tomoiagă, Liviu A Fodor

Objective: Emotional problems in the youth population are a major issue that can have a significant negative impact for their future development as adults. Their emotion regulation (ER) abilities represent a preventive measure for those emotional problems. REThink is an online therapeutic game that was proved to be effective in rigorous studies, and is based on the rational emotive behavioral therapy, with seven levels built to train various emotional regulation skills. Each level has a section that can be used for the assessment of the targeted skills within the level. The present study aimed at investigating the reliability and validity of the evaluation modules from the REThink game regarding the assessment of ER abilities in children/adolescents. Methods: In accordance with established guidelines, 110 children and adolescents aged 8-14 years old were recruited. Following parental informed consent, the participants filled out the standard questionnaires and, subsequently, they played the evaluation module of the REThink game. The reliability aspect was investigated by evaluating internal consistency, while validity was evaluated by using concurrent and predictive validity analyses. Results: The results revealed statistically significant positive associations between the game scores obtained by the participants and the emotion regulation scale. In terms of predictive validity, there were significant negative associations between game scores and the presence of emotional and behavioral problems. Moreover, in terms of the reliability of the REThink game, an acceptable value for the internal consistency was observed. Conclusion: In conclusion, the REThink therapeutic game was proved to be a valid measure for assessing emotion regulation abilities in children and adolescents. Clinical Trial Registration No. NCT04788901.

目的:青少年的情绪问题是一个重大问题,可能会对他们未来的成人发展产生严重的负面影响。他们的情绪调节(ER)能力是这些情绪问题的预防措施。REThink 是一款经严格研究证明有效的在线治疗游戏,它以理性情绪行为疗法为基础,共有七个关卡,用于训练各种情绪调节技能。每个关卡都有一个部分,可用于评估关卡内的目标技能。本研究旨在调查 REThink 游戏中的评估模块在评估儿童/青少年情绪调节能力方面的可靠性和有效性。研究方法:根据既定指南,招募了 110 名 8-14 岁的儿童和青少年。在获得家长知情同意后,受试者填写了标准问卷,随后玩了 REThink 游戏的评估模块。信度方面通过评估内部一致性进行调查,效度方面通过并发效度和预测效度分析进行评估。结果显示结果显示,参与者的游戏得分与情绪调节量表之间存在统计学意义上的显著正相关。在预测效度方面,游戏得分与是否存在情绪和行为问题之间存在明显的负相关。此外,就 REThink 游戏的可靠性而言,其内部一致性达到了可接受的值。结论总之,"REThink "治疗游戏被证明是评估儿童和青少年情绪调节能力的有效方法。临床试验注册号:NCT04788901。
{"title":"Gamified Assessment of the Emotion Regulation Abilities in Youth: Validation of the REThink Online System.","authors":"Oana A David, Cristina Tomoiagă, Liviu A Fodor","doi":"10.1089/g4h.2023.0011","DOIUrl":"10.1089/g4h.2023.0011","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Emotional problems in the youth population are a major issue that can have a significant negative impact for their future development as adults. Their emotion regulation (ER) abilities represent a preventive measure for those emotional problems. REThink is an online therapeutic game that was proved to be effective in rigorous studies, and is based on the rational emotive behavioral therapy, with seven levels built to train various emotional regulation skills. Each level has a section that can be used for the assessment of the targeted skills within the level. The present study aimed at investigating the reliability and validity of the evaluation modules from the REThink game regarding the assessment of ER abilities in children/adolescents. <b><i>Methods:</i></b> In accordance with established guidelines, 110 children and adolescents aged 8-14 years old were recruited. Following parental informed consent, the participants filled out the standard questionnaires and, subsequently, they played the evaluation module of the REThink game. The reliability aspect was investigated by evaluating internal consistency, while validity was evaluated by using concurrent and predictive validity analyses. <b><i>Results:</i></b> The results revealed statistically significant positive associations between the game scores obtained by the participants and the emotion regulation scale. In terms of predictive validity, there were significant negative associations between game scores and the presence of emotional and behavioral problems. Moreover, in terms of the reliability of the REThink game, an acceptable value for the internal consistency was observed. <b><i>Conclusion:</i></b> In conclusion, the REThink therapeutic game was proved to be a valid measure for assessing emotion regulation abilities in children and adolescents. Clinical Trial Registration No. NCT04788901.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"184-191"},"PeriodicalIF":3.5,"publicationDate":"2024-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139543095","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
Effectiveness of Virtual Reality-Based Interventions for Upper Limb Rehabilitation in Breast Cancer Patients: Systematic Review and Meta-Analysis. 基于虚拟现实的乳腺癌患者上肢康复干预的有效性:系统回顾与元分析》。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-06-01 Epub Date: 2024-04-02 DOI: 10.1089/g4h.2023.0040
Yulu Chen, Zijun Zhou, Nan Wu, Shiyuan Du, Ze Luan, Xin Peng

Purpose: To investigate the effectiveness of virtual reality (VR)-based interventions for functional rehabilitation of the upper limb in breast cancer patients through a systematic review and meta-analysis. Methods: The PubMed, Cochrane, Web of Science, CINAHL, Scopus, CNKI, Wanfang, and VIP databases were systematically searched for relevant literature published from the establishment of the database to June 2023. Differences in the effectiveness of VR-based interventions and other intervention therapies were compared using random effects model meta-analysis and standard deviation (SMD). Results: Seven eligible articles were identified and included in the meta-analysis. The combined analysis found that VR-based interventions had a positive impact on patients' upper limb mobility in terms of flexion (SMD = 1.33, 95% confidence interval; CI [0.48-2.19], P = 0.002), abduction (SMD = 1.22, 95% CI [0.58-1.86], P = 0.0002), and external rotation (SMD = 0.94, 95% CI [0.48-1.40], P < 0.0001). In addition, VR-based interventions could significantly improve the postoperative pain of patients with breast cancer. However, in grip strength (SMD = 0.43, 95% CI [-3.05 to 3.92], P = 0.81), shoulder muscle strength in flexion strength (SMD = 0.05, 95% CI [-2.07 to 2.18], P = 0.96), abduction strength (SMD = -0.10, 95% CI [-1.32 to 1.12], P = 0.88), external rotation strength (SMD = 0.46, 95% CI [-1.96 to 2.88], P = 0.71), and lymphedema, VR was as effective as other intervention treatments. A subgroup analysis showed that patients younger than 55 years had more benefit with VR-based rehabilitation than with other interventions and showed improvements with the intervention within 2 weeks. The intervention effect of using auxiliary equipment such as robotic arms is better than VR exercise based solely on games. Conclusion: The results of meta-analysis show that the intervention measures based on VR have positive effects on the improvement of upper limb mobility and pain relief in breast cancer patients. However, considering the low quality of evidence and small sample size, more clinical studies should be conducted to improve the credibility of the results.

目的:通过系统综述和荟萃分析,研究基于虚拟现实(VR)的干预措施对乳腺癌患者上肢功能康复的有效性。研究方法在PubMed、Cochrane、Web of Science、CINAHL、Scopus、CNKI、万方和VIP数据库中系统检索自数据库建立至2023年6月期间发表的相关文献。使用随机效应模型荟萃分析和标准偏差(SMD)比较了基于 VR 的干预与其他干预疗法的有效性差异。结果:确定了七篇符合条件的文章并将其纳入荟萃分析。综合分析发现,基于 VR 的干预对患者上肢的屈曲(SMD = 1.33,95% 置信区间;CI [0.48-2.19],P = 0.002)、外展(SMD = 1.22,95% CI [0.58-1.86],P = 0.0002)和外旋(SMD = 0.94,95% CI [0.48-1.40],P P = 0.在屈曲力量(SMD = 0.05,95% CI [-2.07 to 2.18],P = 0.96)、外展力量(SMD = -0.10,95% CI [-1.32 to 1.12],P = 0.88)、外旋力量(SMD = 0.46,95% CI [-1.96 to 2.88],P = 0.71)和淋巴水肿方面,VR 与其他干预治疗一样有效。一项亚组分析显示,55 岁以下的患者接受虚拟现实康复治疗比接受其他干预治疗更能获益,而且在 2 周内就能看到干预效果的改善。使用机械臂等辅助设备的干预效果要好于单纯基于游戏的 VR 运动。结论荟萃分析结果表明,基于 VR 的干预措施对改善乳腺癌患者上肢活动能力和缓解疼痛有积极作用。然而,考虑到证据质量不高且样本量较小,应开展更多临床研究以提高结果的可信度。
{"title":"Effectiveness of Virtual Reality-Based Interventions for Upper Limb Rehabilitation in Breast Cancer Patients: Systematic Review and Meta-Analysis.","authors":"Yulu Chen, Zijun Zhou, Nan Wu, Shiyuan Du, Ze Luan, Xin Peng","doi":"10.1089/g4h.2023.0040","DOIUrl":"10.1089/g4h.2023.0040","url":null,"abstract":"<p><p><b><i>Purpose:</i></b> To investigate the effectiveness of virtual reality (VR)-based interventions for functional rehabilitation of the upper limb in breast cancer patients through a systematic review and meta-analysis. <b><i>Methods:</i></b> The PubMed, Cochrane, Web of Science, CINAHL, Scopus, CNKI, Wanfang, and VIP databases were systematically searched for relevant literature published from the establishment of the database to June 2023. Differences in the effectiveness of VR-based interventions and other intervention therapies were compared using random effects model meta-analysis and standard deviation (SMD). <b><i>Results:</i></b> Seven eligible articles were identified and included in the meta-analysis. The combined analysis found that VR-based interventions had a positive impact on patients' upper limb mobility in terms of flexion (SMD = 1.33, 95% confidence interval; CI [0.48-2.19], <i>P</i> = 0.002), abduction (SMD = 1.22, 95% CI [0.58-1.86], <i>P</i> = 0.0002), and external rotation (SMD = 0.94, 95% CI [0.48-1.40], <i>P</i> < 0.0001). In addition, VR-based interventions could significantly improve the postoperative pain of patients with breast cancer. However, in grip strength (SMD = 0.43, 95% CI [-3.05 to 3.92], <i>P</i> = 0.81), shoulder muscle strength in flexion strength (SMD = 0.05, 95% CI [-2.07 to 2.18], <i>P</i> = 0.96), abduction strength (SMD = -0.10, 95% CI [-1.32 to 1.12], <i>P</i> = 0.88), external rotation strength (SMD = 0.46, 95% CI [-1.96 to 2.88], <i>P</i> = 0.71), and lymphedema, VR was as effective as other intervention treatments. A subgroup analysis showed that patients younger than 55 years had more benefit with VR-based rehabilitation than with other interventions and showed improvements with the intervention within 2 weeks. The intervention effect of using auxiliary equipment such as robotic arms is better than VR exercise based solely on games. <b><i>Conclusion:</i></b> The results of meta-analysis show that the intervention measures based on VR have positive effects on the improvement of upper limb mobility and pain relief in breast cancer patients. However, considering the low quality of evidence and small sample size, more clinical studies should be conducted to improve the credibility of the results.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"149-163"},"PeriodicalIF":3.5,"publicationDate":"2024-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140337216","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
Gamified Strength Recognition and Quiz to Enhance COVID-19 Prevention, Knowledge, Behaviors, and Family Well-Being. 通过游戏化的优势识别和测验来增强 COVID-19 预防知识和行为以及家庭福祉:基于网络的试点干预。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-06-01 Epub Date: 2024-03-20 DOI: 10.1089/g4h.2023.0190
Shirley Man-Man Sit, Agnes Yuen-Kwan Lai, Hoi-Wa Wong, Ka-Shun Hung, Man-Ping Wang, Sai-Yin Ho, Tai-Hing Lam

Background: Promoting COVID-19 prevention is key to pandemic control and innovative interventions can help communicate reliable science to the public. Under the Hong Kong Jockey Club SMART Family-Link Project, we developed and evaluated a pilot intervention for promoting COVID-19 prevention through a web-based family game, guided by the Theory of Planned Behavior and a strength-based approach. Methods: The "SMART Epidemic prevention" pilot theme was launched to the public on September 21, 2020 for 4 weeks. The game had two parts: (i) strength recognition and (ii) quiz questions on knowledge and behaviors about COVID-19 prevention. Simple baseline, in-game, and postgame evaluation assessed players' perceived knowledge, behaviors, family well-being, game satisfaction, and perceived benefits. Results: Of 86 registered families, 55 played actively, including 212 players (51% female, 35% aged below 18) who self-identified as children (44%), parents (39%), and grandparents (11%). In weeks 1 and 4, an average of 7 and 18 game rounds were played per family, and 86.6% and 75.9% of rounds had perfect (2) behavior matches. Postgame evaluation with 51 families showed improvements in epidemic prevention knowledge and behaviors, family communication, family happiness (all P < 0.001), and family relationship (P = 0.002) with small effect sizes (0.15-0.29). Overall game satisfaction was rated 4.49 (scale of 1-5). Ninety-four percent of families shared knowledge from the game with others. Conclusions: Our pilot web-based family game first showed preliminary evidence on enhancing COVID-19 prevention knowledge and behaviors, and family well-being, with participants recognizing family strengths, reporting high satisfaction and various perceived benefits, and showing sustained gameplay. Trial Registration: The research protocol was registered at the National Institutes of Health (Identifier No. NCT04550065) on September 16, 2020.

背景:促进COVID-19的预防是控制流行病的关键,创新的干预措施有助于向公众传达可靠的科学信息。在香港赛马会SMART家庭连线计划下,我们以计划行为理论和力量为本的方法为指导,开发并评估了一项通过网络家庭游戏促进COVID-19预防的试点干预措施。方法SMART 预防流行病 "试点主题于 2020 年 9 月 21 日向公众推出,为期 4 周。游戏由两部分组成:(i) 力量识别;(ii) 有关 COVID-19 预防知识和行为的问答题。简单的基线、游戏中和游戏后评估对玩家的认知、行为、家庭幸福、游戏满意度和感知收益进行了评估。结果:在 86 个注册家庭中,55 个家庭积极参加了游戏,其中包括 212 名玩家(51% 为女性,35% 年龄在 18 岁以下),他们自我认同为儿童(44%)、父母(39%)和祖父母(11%)。在第 1 周和第 4 周,每个家庭平均进行了 7 轮和 18 轮游戏,86.6% 和 75.9% 的游戏达到了行为完全匹配(2)。对 51 个家庭进行的游戏后评估显示,防疫知识和行为、家庭沟通和家庭幸福程度都有所提高(所有 P P = 0.002),影响大小较小(0.15-0.29)。游戏的总体满意度为 4.49(1-5 分)。94%的家庭与他人分享了游戏知识。结论:我们的试验性网络家庭游戏首次显示了增强 COVID-19 预防知识和行为以及家庭福祉的初步证据,参与者认识到了家庭的力量,报告了较高的满意度和各种感知到的益处,并显示了持续的游戏性。试验注册:研究方案已于 2020 年 9 月 16 日在美国国立卫生研究院注册(标识符编号:NCT04550065)。
{"title":"Gamified Strength Recognition and Quiz to Enhance COVID-19 Prevention, Knowledge, Behaviors, and Family Well-Being.","authors":"Shirley Man-Man Sit, Agnes Yuen-Kwan Lai, Hoi-Wa Wong, Ka-Shun Hung, Man-Ping Wang, Sai-Yin Ho, Tai-Hing Lam","doi":"10.1089/g4h.2023.0190","DOIUrl":"10.1089/g4h.2023.0190","url":null,"abstract":"<p><p><b><i>Background:</i></b> Promoting COVID-19 prevention is key to pandemic control and innovative interventions can help communicate reliable science to the public. Under the Hong Kong Jockey Club SMART Family-Link Project, we developed and evaluated a pilot intervention for promoting COVID-19 prevention through a web-based family game, guided by the Theory of Planned Behavior and a strength-based approach. <b><i>Methods:</i></b> The \"SMART Epidemic prevention\" pilot theme was launched to the public on September 21, 2020 for 4 weeks. The game had two parts: (i) strength recognition and (ii) quiz questions on knowledge and behaviors about COVID-19 prevention. Simple baseline, in-game, and postgame evaluation assessed players' perceived knowledge, behaviors, family well-being, game satisfaction, and perceived benefits. <b><i>Results:</i></b> Of 86 registered families, 55 played actively, including 212 players (51% female, 35% aged below 18) who self-identified as children (44%), parents (39%), and grandparents (11%). In weeks 1 and 4, an average of 7 and 18 game rounds were played per family, and 86.6% and 75.9% of rounds had perfect (2) behavior matches. Postgame evaluation with 51 families showed improvements in epidemic prevention knowledge and behaviors, family communication, family happiness (all <i>P</i> < 0.001), and family relationship (<i>P</i> = 0.002) with small effect sizes (0.15-0.29). Overall game satisfaction was rated 4.49 (scale of 1-5). Ninety-four percent of families shared knowledge from the game with others. <b><i>Conclusions:</i></b> Our pilot web-based family game first showed preliminary evidence on enhancing COVID-19 prevention knowledge and behaviors, and family well-being, with participants recognizing family strengths, reporting high satisfaction and various perceived benefits, and showing sustained gameplay. <b><i>Trial Registration:</i></b> The research protocol was registered at the National Institutes of Health (Identifier No. NCT04550065) on September 16, 2020.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"172-183"},"PeriodicalIF":3.5,"publicationDate":"2024-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140177083","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
Effectiveness of Wii-Fit Combined with Conventional Exercises on the Functional Mobility and Balance of Children with Cerebral Palsy and Their Typically Growing Peers. Wii-Fit 与传统运动相结合对大脑性瘫痪儿童及其发育正常的同龄人的功能活动能力和平衡能力的影响。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-06-01 Epub Date: 2024-03-25 DOI: 10.1089/g4h.2023.0113
Derya Kardes Ekici, Habibe Serap Inal

Nintendo Wii Fit is an accessible, affordable, and productive inclusion into rehabilitation programs for children with cerebral palsy (CP) as a physical activity intervention; however, to our knowledge, there are no comparative studies 8 investigating the effects on the functional mobility and balance of children with CP compared to typically growing (TG) children. We evaluated the effects of Nintendo Wii Fit video exercises on static and dynamic balance, functional capacity, and walking endurance in children with CP compared to their TG peers. Children with CP and their TG peers were trained with Nintendo Wii Fit Balance Board games and conventional exercises (40 minutes each) for 16 weeks, twice a week. Their static and dynamic balance, functional capacity, and walking endurance were evaluated at the beginning and end of the study. The improvement achieved within the groups in all parameters, as well as between the groups, was significant, except for the dynamic balance and walking endurance. Standing Nintendo Wii Fit exercises combined with conventional exercises can be included as axial exercises in the physiotherapy program for children with CP as an enjoyable physical activity. TG children may also benefit, increasing their functional mobility and walking endurance in a fun way.

任天堂 Wii Fit 作为一种体育锻炼干预措施,可被纳入脑瘫(CP)儿童的康复计划中,而且易于获得、经济实惠、富有成效;然而,据我们所知,目前还没有比较性研究调查 CP 儿童与发育正常(TG)儿童相比,在功能移动性和平衡方面的效果。我们评估了任天堂 Wii Fit 视频练习对 CP 儿童与 TG 儿童的静态和动态平衡、功能能力和行走耐力的影响。我们使用任天堂 Wii Fit 平衡板游戏和传统练习(各 40 分钟)对患有先天性心脏病的儿童及其同龄人进行了为期 16 周、每周两次的训练。在研究开始和结束时对他们的静态和动态平衡、功能能力和行走耐力进行评估。除动态平衡和步行耐力外,各组内部以及组间的所有参数均有显著改善。站立式任天堂 Wii Fit 运动与常规运动相结合,可作为轴向运动纳入 CP 儿童的物理治疗计划中,成为一项令人愉悦的体育活动。TG儿童也可能从中受益,以一种有趣的方式提高他们的功能活动能力和行走耐力。
{"title":"Effectiveness of Wii-Fit Combined with Conventional Exercises on the Functional Mobility and Balance of Children with Cerebral Palsy and Their Typically Growing Peers.","authors":"Derya Kardes Ekici, Habibe Serap Inal","doi":"10.1089/g4h.2023.0113","DOIUrl":"10.1089/g4h.2023.0113","url":null,"abstract":"<p><p>Nintendo Wii Fit is an accessible, affordable, and productive inclusion into rehabilitation programs for children with cerebral palsy (CP) as a physical activity intervention; however, to our knowledge, there are no comparative studies 8 investigating the effects on the functional mobility and balance of children with CP compared to typically growing (TG) children. We evaluated the effects of Nintendo Wii Fit video exercises on static and dynamic balance, functional capacity, and walking endurance in children with CP compared to their TG peers. Children with CP and their TG peers were trained with Nintendo Wii Fit Balance Board games and conventional exercises (40 minutes each) for 16 weeks, twice a week. Their static and dynamic balance, functional capacity, and walking endurance were evaluated at the beginning and end of the study. The improvement achieved within the groups in all parameters, as well as between the groups, was significant, except for the dynamic balance and walking endurance. Standing Nintendo Wii Fit exercises combined with conventional exercises can be included as axial exercises in the physiotherapy program for children with CP as an enjoyable physical activity. TG children may also benefit, increasing their functional mobility and walking endurance in a fun way.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"192-200"},"PeriodicalIF":3.5,"publicationDate":"2024-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140289269","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
Playing Kioku Reduces Loneliness in Older Adults: A Pilot Study. 玩 Kioku 可减轻老年人的孤独感:一项试点研究
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-05-29 DOI: 10.1089/g4h.2023.0130
Ehud Bodner, Adi Segev, Roberto Chernitsky, Yoram Barak

Introduction: Playing together increases social connectedness, and it may be a tool to reduce loneliness. Research into the mental health benefits of board games is underdeveloped. Objectives: The study aims to examine the effects of the Kioku board game on well-being outcomes. The Kioku board game was developed in order to enable small group interactions with a focus on encouraging participants to create stories through mutual attention and interaction. We hypothesized that following a weekly intervention for 12 weeks, players would report a decrease in loneliness and an increase in well-being, compared with nonplayers. Methods: During the summer of 2022, participants in groups of 4-5 players, chose a cube word and narrated a story. A sample of 151 older adults (Mean age = 75.05 ± 6.46 years) recruited from seven community activity centers in Israel was assigned by block randomization to an intervention (n = 72) or a control group (n = 79), awaiting 4-6 weeks for future participation. Loneliness (UCLA loneliness scale) and well-being (World Health Organization 5-item scale) were evaluated at baseline and at 12 weeks. Results: A two-way repeated measures analysis of covariance (ANCOVA) (Group × Time) controlling for age, country of origin, and marital status revealed significant interaction effects for loneliness [F(1, 146) = 178.04, n2 = 0.549, P < 0.001] and well-being [F(1, 146) = 69.14, n2 = 0.321, P < 0.001]. Loneliness decreased in the intervention group (mean difference: 0.62 points, P < 0.001), and increased in the control group (mean difference: 0.18 points, P = 0.001). Well-being increased in the intervention group (mean difference: 0.79 points, P < 0.001) and decreased in the control group (mean difference: 0.20 points, P < 0.001). Conclusions: Our findings support the effectiveness of the Kioku board game intervention for decreasing loneliness and promoting well-being in older adults, who might still be coping with the effects of the COVID-19 pandemic.

导言一起玩游戏可以增加社会联系,也可以减少孤独感。有关棋类游戏对心理健康益处的研究还不够深入。研究目的本研究旨在探讨 Kioku 桌游对心理健康的影响。开发 Kioku 棋盘游戏是为了实现小组互动,重点是鼓励参与者通过相互关注和互动来创造故事。我们假设,在每周进行为期 12 周的干预后,与不参与游戏的人相比,参与游戏的人会报告孤独感减少,幸福感增加。干预方法2022 年夏天,参与者以 4-5 人为一组,选择一个魔方单词并讲述一个故事。从以色列 7 个社区活动中心招募的 151 名老年人(平均年龄为 75.05 ± 6.46 岁)被随机分配到干预组(72 人)或对照组(79 人),等待 4-6 周后再参加活动。在基线和 12 周时对孤独感(加州大学洛杉矶分校孤独感量表)和幸福感(世界卫生组织 5 项量表)进行评估。结果控制年龄、原籍国和婚姻状况的双向重复测量协方差分析(ANCOVA)(组×时间)显示,孤独感[F(1, 146) = 178.04, n2 = 0.549, P < 0.001]和幸福感[F(1, 146) = 69.14, n2 = 0.321, P < 0.001]具有显著的交互效应。干预组的孤独感减少(平均差异:0.62 分,P < 0.001),对照组的孤独感增加(平均差异:0.18 分,P = 0.001)。干预组的幸福感增加(平均差异:0.79 分,P < 0.001),对照组的幸福感减少(平均差异:0.20 分,P < 0.001)。结论我们的研究结果支持 Kioku 棋盘游戏干预在减少老年人孤独感和促进其幸福感方面的有效性,因为老年人可能仍在应对 COVID-19 大流行的影响。
{"title":"Playing Kioku Reduces Loneliness in Older Adults: A Pilot Study.","authors":"Ehud Bodner, Adi Segev, Roberto Chernitsky, Yoram Barak","doi":"10.1089/g4h.2023.0130","DOIUrl":"https://doi.org/10.1089/g4h.2023.0130","url":null,"abstract":"<p><p><b><i>Introduction:</i></b> Playing together increases social connectedness, and it may be a tool to reduce loneliness. Research into the mental health benefits of board games is underdeveloped. <b><i>Objectives:</i></b> The study aims to examine the effects of the Kioku board game on well-being outcomes. The Kioku board game was developed in order to enable small group interactions with a focus on encouraging participants to create stories through mutual attention and interaction. We hypothesized that following a weekly intervention for 12 weeks, players would report a decrease in loneliness and an increase in well-being, compared with nonplayers. <b><i>Methods:</i></b> During the summer of 2022, participants in groups of 4-5 players, chose a cube word and narrated a story. A sample of 151 older adults (Mean age <i>=</i> 75.05 ± 6.46 years) recruited from seven community activity centers in Israel was assigned by block randomization to an intervention (<i>n</i> = 72) or a control group (<i>n</i> = 79), awaiting 4-6 weeks for future participation. Loneliness (UCLA loneliness scale) and well-being (World Health Organization 5-item scale) were evaluated at baseline and at 12 weeks. <b><i>Results:</i></b> A two-way repeated measures analysis of covariance (ANCOVA) (Group × Time) controlling for age, country of origin, and marital status revealed significant interaction effects for loneliness [<i>F</i>(1, 146) = 178.04, <i>n</i><sup>2</sup> = 0.549, <i>P < 0.001</i>] and well-being [<i>F</i>(1, 146) = 69.14, <i>n</i><sup>2</sup> = 0.321, <i>P < 0.001</i>]. Loneliness decreased in the intervention group (mean difference: 0.62 points, <i>P < 0.001</i>), and increased in the control group (mean difference: 0.18 points, <i>P</i> = 0.001). Well-being increased in the intervention group (mean difference: 0.79 points, <i>P < 0.001</i>) and decreased in the control group (mean difference: 0.20 points, <i>P < 0.001</i>). <b><i>Conclusions:</i></b> Our findings support the effectiveness of the Kioku board game intervention for decreasing loneliness and promoting well-being in older adults, who might still be coping with the effects of the COVID-19 pandemic.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":3.5,"publicationDate":"2024-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141162950","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
Gamified Interventions for Promoting the Psychosocial Well-Being of School-Aged Children: A Scoping Review. 促进学龄儿童社会心理健康的游戏化干预措施:范围综述》。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-05-17 DOI: 10.1089/g4h.2023.0115
Kaile Kubota, Jennifer Auxier, Funda Aslan, Katja Joronen, Anni Pakarinen

Gamified health interventions can offer child-centered and tailored health-promoting strategies. Evidence suggests that its various mechanics foster engagement that can be utilized to promote health and well-being and influence health behavior. At present, psychosocial challenges among school-aged children are becoming a global predicament. We conducted a scoping review to explore the range and nature of evidence on gamified interventions for promoting the psychosocial well-being of school-aged children from the general population. We followed the Arksey and O'Malley framework and extracted sources of evidence from five databases. Our review findings were summarized with basic numerical analysis and provided with narrative accounts based on a gamification taxonomy and the Template for Intervention Description and Replication (TIDieR). We identified 12 gamified interventions and included 23 records that reported their development and evaluation. Theories on emotions, behaviors, social skills, and mental health were commonly applied frameworks. Narrative was found as the most commonly used gamification mechanic (11/12, 91.7%), followed by avatar and tasks (10/12, 83.3%), feedback system and level progression (9/12, 75%), points (7/12, 58.3%), badges (5/12, 41.7%), progress bar (4/12, 33.3%), and virtual goods, reminders, and time pressure (2/12, 16.7%). The included sources of evidence reported significant improvements in some of the measured psychosocial outcomes; however, studies on this domain for this particular target group are still considerably limited. Further research is needed to determine how the applied theories and gamification mechanics brought about the change in psychosocial outcomes, bridging the gap in current evidence.

游戏化健康干预可以提供以儿童为中心、量身定制的健康促进策略。有证据表明,游戏的各种机制可以促进参与,从而促进健康和幸福,影响健康行为。目前,学龄儿童面临的社会心理挑战正成为全球性的困境。我们进行了一次范围界定综述,以探索游戏化干预措施在促进普通学龄儿童社会心理健康方面的证据范围和性质。我们遵循 Arksey 和 O'Malley 框架,从五个数据库中提取了证据来源。我们根据游戏化分类法和干预措施描述与复制模板(TIDieR),对综述结果进行了基本的数字分析总结,并提供了叙述性说明。我们确定了 12 项游戏化干预措施,并收录了 23 项报告其发展和评估情况的记录。情绪、行为、社交技能和心理健康理论是常用的框架。叙事是最常用的游戏化机制(11/12,91.7%),其次是头像和任务(10/12,83.3%)、反馈系统和等级进展(9/12,75%)、积分(7/12,58.3%)、徽章(5/12,41.7%)、进度条(4/12,33.3%)以及虚拟物品、提醒和时间压力(2/12,16.7%)。所包含的证据来源报告称,在一些测量的社会心理成果方面取得了显著改善;然而,针对这一特定目标群体在这一领域的研究仍然相当有限。还需要进一步研究,以确定应用理论和游戏化机制如何带来社会心理结果的改变,从而弥补现有证据的不足。
{"title":"Gamified Interventions for Promoting the Psychosocial Well-Being of School-Aged Children: A Scoping Review.","authors":"Kaile Kubota, Jennifer Auxier, Funda Aslan, Katja Joronen, Anni Pakarinen","doi":"10.1089/g4h.2023.0115","DOIUrl":"https://doi.org/10.1089/g4h.2023.0115","url":null,"abstract":"<p><p>Gamified health interventions can offer child-centered and tailored health-promoting strategies. Evidence suggests that its various mechanics foster engagement that can be utilized to promote health and well-being and influence health behavior. At present, psychosocial challenges among school-aged children are becoming a global predicament. We conducted a scoping review to explore the range and nature of evidence on gamified interventions for promoting the psychosocial well-being of school-aged children from the general population. We followed the Arksey and O'Malley framework and extracted sources of evidence from five databases. Our review findings were summarized with basic numerical analysis and provided with narrative accounts based on a gamification taxonomy and the Template for Intervention Description and Replication (TIDieR). We identified 12 gamified interventions and included 23 records that reported their development and evaluation. Theories on emotions, behaviors, social skills, and mental health were commonly applied frameworks. Narrative was found as the most commonly used gamification mechanic (11/12, 91.7%), followed by avatar and tasks (10/12, 83.3%), feedback system and level progression (9/12, 75%), points (7/12, 58.3%), badges (5/12, 41.7%), progress bar (4/12, 33.3%), and virtual goods, reminders, and time pressure (2/12, 16.7%). The included sources of evidence reported significant improvements in some of the measured psychosocial outcomes; however, studies on this domain for this particular target group are still considerably limited. Further research is needed to determine how the applied theories and gamification mechanics brought about the change in psychosocial outcomes, bridging the gap in current evidence.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":3.5,"publicationDate":"2024-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140960214","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
期刊
Games for Health Journal
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1