首页 > 最新文献

Games for Health Journal最新文献

英文 中文
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 Q1 Medicine 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":null,"pages":null},"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
The Impact of Gamified Auditory-Verbal Training for Hearing-Challenged Children at Intermediate and Advanced Rehabilitation Stages. 游戏化听力语言训练对处于中高级康复阶段的听障儿童的影响
IF 3.5 3区 医学 Q1 Medicine Pub Date : 2024-05-29 DOI: 10.1089/g4h.2023.0213
Yan Xiang, Zhen Zhang, Danni Chang, Lei Tu

Background: Auditory-verbal training is essential for children with hearing challenges, and the gamification approach has become a promising direction for improving the rehabilitation experience and effect. However, the specific influence of the gamified training approach on participants at different rehabilitation stages has not been empirically studied, especially in the practical training effect caused by gamified interventions and the varying influence on children with different rehabilitation status. Objective: This article is thus intended to investigate the following research questions: (1) do the training performances of children at advanced rehabilitation stage differ before and after using the gamified training system? (2) Do the training performances of children at intermediate rehabilitation stage differ before and after using the gamified training system? (3) Do children enjoy the gamified training approach? Methods: For the purpose, a digital gamified auditory-verbal training system was originally developed, and a series of user experiments were organized. The training performance of 31 hearing-challenged children was assessed, and interviews with six professional therapists were conducted.  Results: It can be found that generally the gamified training approach can effectively facilitate the training experience and help with the basic auditory memory and expression capabilities. Moreover, it is feasible to be applied in practical training due to the high customization of digital training contents, multimodal interactive training means, and highly enjoyable training experience. Conclusions: Regarding the specific influence, the gamified way can better improve the basic auditory-verbal performance of children at the intermediate stage since the focus is more on the ease of learning and adaption to the training system. While for children at the advanced rehabilitation stage, the precise training and professional training contents are more in demand, it is not easy to achieve quick improvements. These findings and conclusions can provide insights for further explorations and applications of the gamification approach in children's auditory-verbal rehabilitation. This study was approved by the Institutional Review Board (IRB) of Shanghai Jiao Tong University with the approval number H2022213P.

背景:听觉言语训练对于听障儿童来说是必不可少的,而游戏化的训练方法已经成为改善康复体验和效果的一个很有前景的方向。然而,游戏化训练方法对不同康复阶段参与者的具体影响尚未得到实证研究,尤其是游戏化干预所带来的实际训练效果,以及对不同康复状况儿童的不同影响。本文的目的就在于此:因此,本文旨在探究以下研究问题:(1)处于康复晚期的儿童在使用游戏化训练系统前后的训练表现是否存在差异?(2)中级康复阶段的儿童在使用游戏化训练系统前后的训练表现是否有差异?(3) 儿童是否喜欢游戏化训练方法?研究方法:为此,最初开发了一套数字游戏化听力语言训练系统,并组织了一系列用户实验。对 31 名听障儿童的训练表现进行了评估,并对 6 名专业治疗师进行了访谈。 实验结果可以发现,一般来说,游戏化的训练方法可以有效地促进训练体验,并对基本的听觉记忆和表达能力有所帮助。此外,由于数字训练内容的高度定制化、多模态互动训练手段和高度愉悦的训练体验,将其应用于实际训练是可行的。结论就具体影响而言,游戏化方式更注重学习的便捷性和对训练系统的适应性,因此能更好地提高中级阶段儿童的基本听觉言语能力。而对于高级康复阶段的儿童来说,则更需要精准的训练和专业的训练内容,不容易实现快速提高。这些发现和结论可以为游戏化方法在儿童听觉言语康复中的进一步探索和应用提供启示。本研究已获上海交通大学机构审查委员会(IRB)批准,批准号为H2022213P。
{"title":"The Impact of Gamified Auditory-Verbal Training for Hearing-Challenged Children at Intermediate and Advanced Rehabilitation Stages.","authors":"Yan Xiang, Zhen Zhang, Danni Chang, Lei Tu","doi":"10.1089/g4h.2023.0213","DOIUrl":"https://doi.org/10.1089/g4h.2023.0213","url":null,"abstract":"<p><p><b><i>Background:</i></b> Auditory-verbal training is essential for children with hearing challenges, and the gamification approach has become a promising direction for improving the rehabilitation experience and effect. However, the specific influence of the gamified training approach on participants at different rehabilitation stages has not been empirically studied, especially in the practical training effect caused by gamified interventions and the varying influence on children with different rehabilitation status. <b><i>Objective:</i></b> This article is thus intended to investigate the following research questions: (1) do the training performances of children at advanced rehabilitation stage differ before and after using the gamified training system? (2) Do the training performances of children at intermediate rehabilitation stage differ before and after using the gamified training system? (3) Do children enjoy the gamified training approach? <b><i>Methods:</i></b> For the purpose, a digital gamified auditory-verbal training system was originally developed, and a series of user experiments were organized. The training performance of 31 hearing-challenged children was assessed, and interviews with six professional therapists were conducted.  <b><i>Results:</i></b> It can be found that generally the gamified training approach can effectively facilitate the training experience and help with the basic auditory memory and expression capabilities. Moreover, it is feasible to be applied in practical training due to the high customization of digital training contents, multimodal interactive training means, and highly enjoyable training experience. <b><i>Conclusions:</i></b> Regarding the specific influence, the gamified way can better improve the basic auditory-verbal performance of children at the intermediate stage since the focus is more on the ease of learning and adaption to the training system. While for children at the advanced rehabilitation stage, the precise training and professional training contents are more in demand, it is not easy to achieve quick improvements. These findings and conclusions can provide insights for further explorations and applications of the gamification approach in children's auditory-verbal rehabilitation. This study was approved by the Institutional Review Board (IRB) of Shanghai Jiao Tong University with the approval number H2022213P.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":null,"pages":null},"PeriodicalIF":3.5,"publicationDate":"2024-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141162951","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
Using a Biofeedback-Based Mindfulness Practice System to Enhance Mindfulness and Alleviate Anxiety in College Students: A Randomized Controlled Trial. 使用基于生物反馈的正念练习系统来增强正念和缓解大学生的焦虑:随机对照试验
IF 3.5 3区 医学 Q1 Medicine Pub Date : 2024-05-29 DOI: 10.1089/g4h.2024.0041
Wang Mingxuan, Han Ting, Zhang Chenqi, Zhao Ningning, Chen Hao, Zheng Hongtao, Li Shuo, Ge Yang

Objective: College students experience intense anxiety, for which biofeedback mindfulness techniques show effectiveness in relief. However, typical biofeedback products often lead to user fatigue and boredom because of a single or fixed feedback and lack of focus on mindfulness enhancement. Materials and Methods: In this research, we developed Mindjourney, a VR-based respiratory feedback mindfulness system, designed to enhance mindfulness and alleviate anxiety through continuous/noncontinuous feedback and nonjudgmental reward/punishment for self-perception and attention management. A randomized controlled trial involved 72 college students, split equally into short-term (n = 34, age: 23.11 ± 1.729) and 4-week long-term (n = 38, age: 24.12 ± 1.408) groups, with equal randomization for intervention and control groups. Pre/postintervention tests were measured by using Trait Anxiety Inventory (TAI) and Five Facet Mindfulness Questionnaire (FFMQ) for long-term groups and Galvanic Skin Response and State Anxiety Inventory (SAI) for short-term groups. Results: Results showed that the long-term intervention group showed a significant increase in mindfulness (P = 0.001 for FFMQ total score). Furthermore, observe and act with awareness subscales showed significant increase after intervention (P = 0.034 for observe, P < 0.001 for act with awareness) compared with the control group. Both intervention groups demonstrated a significant decrease in anxiety levels compared with the control groups (P = 0.049 for SAI, P = 0.01 for TAI). Moreover, participants expressed high interest in this biofeedback mindfulness system and willingness for long-term usage. Conclusion: The proposed biofeedback mindfulness practice system could potentially facilitate mindfulness practice and serve as a convenient tool for anxiety relief in campus college students.

目的:大学生有强烈的焦虑感,生物反馈正念技术对缓解这种焦虑感很有效。然而,典型的生物反馈产品由于反馈单一或固定,且缺乏对正念增强的关注,往往会导致用户疲劳和厌倦。材料与方法:在这项研究中,我们开发了基于 VR 的呼吸反馈正念系统 Mindjourney,旨在通过连续/非连续反馈和非评判性奖励/惩罚来增强正念和缓解焦虑,从而实现自我感知和注意力管理。一项随机对照试验涉及 72 名大学生,平均分为短期组(n = 34,年龄:23.11 ± 1.729)和为期 4 周的长期组(n = 38,年龄:24.12 ± 1.408),干预组和对照组的随机化程度相同。长期组采用特质焦虑量表(TAI)和五面正念问卷(FFMQ)进行干预前后测试,短期组采用伽伐尼皮肤反应(Galvanic Skin Response)和状态焦虑量表(SAI)进行干预前后测试。结果显示结果显示,长期干预组的正念显著增强(FFMQ 总分的 P = 0.001)。此外,与对照组相比,观察和觉察行动分量表在干预后有显著提高(观察的 P = 0.034,觉察行动的 P < 0.001)。与对照组相比,两个干预组的焦虑水平都有明显下降(SAI 的 P = 0.049,TAI 的 P = 0.01)。此外,参与者对这一生物反馈正念系统表示出浓厚的兴趣,并愿意长期使用。结论建议的生物反馈正念练习系统有可能促进正念练习,并成为缓解校园大学生焦虑的便捷工具。
{"title":"Using a Biofeedback-Based Mindfulness Practice System to Enhance Mindfulness and Alleviate Anxiety in College Students: A Randomized Controlled Trial.","authors":"Wang Mingxuan, Han Ting, Zhang Chenqi, Zhao Ningning, Chen Hao, Zheng Hongtao, Li Shuo, Ge Yang","doi":"10.1089/g4h.2024.0041","DOIUrl":"https://doi.org/10.1089/g4h.2024.0041","url":null,"abstract":"<p><p><b><i>Objective:</i></b> College students experience intense anxiety, for which biofeedback mindfulness techniques show effectiveness in relief. However, typical biofeedback products often lead to user fatigue and boredom because of a single or fixed feedback and lack of focus on mindfulness enhancement. <b><i>Materials and Methods:</i></b> In this research, we developed Mindjourney, a VR-based respiratory feedback mindfulness system, designed to enhance mindfulness and alleviate anxiety through continuous/noncontinuous feedback and nonjudgmental reward/punishment for self-perception and attention management. A randomized controlled trial involved 72 college students, split equally into short-term (<i>n</i> = 34, age: 23.11 ± 1.729) and 4-week long-term (<i>n</i> = 38, age: 24.12 ± 1.408) groups, with equal randomization for intervention and control groups. Pre/postintervention tests were measured by using Trait Anxiety Inventory (TAI) and Five Facet Mindfulness Questionnaire (FFMQ) for long-term groups and Galvanic Skin Response and State Anxiety Inventory (SAI) for short-term groups. <b><i>Results:</i></b> Results showed that the long-term intervention group showed a significant increase in mindfulness (<i>P</i> = 0.001 for FFMQ total score). Furthermore, <i>observe</i> and <i>act with awareness</i> subscales showed significant increase after intervention (<i>P</i> = 0.034 for <i>observe</i>, <i>P</i> < 0.001 for <i>act with awareness</i>) compared with the control group. Both intervention groups demonstrated a significant decrease in anxiety levels compared with the control groups (<i>P</i> = 0.049 for SAI, <i>P</i> = 0.01 for TAI). Moreover, participants expressed high interest in this biofeedback mindfulness system and willingness for long-term usage. <b><i>Conclusion:</i></b> The proposed biofeedback mindfulness practice system could potentially facilitate mindfulness practice and serve as a convenient tool for anxiety relief in campus college students.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":null,"pages":null},"PeriodicalIF":3.5,"publicationDate":"2024-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141162952","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 Q1 Medicine 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":null,"pages":null},"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
Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study. 古德维尔农场游戏玩家抑郁症状的时间变化:为期 6 周的观察研究
IF 3.5 3区 医学 Q1 Medicine Pub Date : 2024-05-22 DOI: 10.1089/g4h.2023.0122
Marat Assanovich, Oleg Skugarevsky, Mikhail Kaspartov, Andrew Sokol

Aim of the Study: The primary objective was to evaluate the potential impact of the Goodville farm game on depressive symptoms. Methods: The Goodville game, characterized by its unique farming features, incorporates elements of emotional well-being and various mental health assessment tools, enabling players to monitor and improve their emotional state. Using self-reported Patient Health Questionnaire-8 (PHQ-8) data from 1717 US and UK players, changes were monitored weekly over a 6-week period. The study focused on the game's ability to integrate emotional well-being elements and various mental health assessments to facilitate self-monitoring and improvement of players' emotional states. Results: There was a significant overall time effect (F = 154.498, df = 1711, P < 0.001), indicating a moderate-to-large effect size, with progressive decreases in PHQ-8 scores throughout the period. About 60% of players reported reduced depressive symptom severity, with around 35% experiencing complete symptom relief. More significant improvements were observed in players with higher initial severity. No correlations were found between symptom changes and demographic data or the number of active playing days. Conclusion: Goodville demonstrates potential as a digital mental health intervention in reducing depressive symptoms through its specific characteristics designed to improve emotional well-being. The study emphasizes the need to consider baseline severity and highlights the therapeutic promise of authentic farming game features. Despite the absence of a control group, the findings contribute meaningful insights into digital interventions for mental health care and set a direction for future studies to validate and expand upon these results.

研究目的主要目的是评估 Goodville 农场游戏对抑郁症状的潜在影响。研究方法Goodville 农场游戏以其独特的农场功能为特点,融入了情绪健康元素和各种心理健康评估工具,使玩家能够监测和改善自己的情绪状态。利用 1717 名美国和英国玩家自我报告的《患者健康问卷-8》(PHQ-8)数据,在 6 周时间内每周监测一次玩家的变化。研究的重点是游戏整合情绪健康元素和各种心理健康评估的能力,以促进自我监测和改善玩家的情绪状态。研究结果总体时间效应非常明显(F = 154.498,df = 1711,P < 0.001),显示出中等到较大的效应规模,PHQ-8 分数在整个期间逐步下降。约 60% 的球员报告抑郁症状严重程度有所减轻,约 35% 的球员症状完全缓解。初始严重程度较高的球员的症状改善更为明显。在症状变化与人口统计学数据或活跃比赛天数之间没有发现相关性。结论Goodville 作为一种数字心理健康干预措施,通过其旨在改善情绪健康的特性,在减少抑郁症状方面展现出了潜力。该研究强调了考虑基线严重程度的必要性,并突出了真实农场游戏功能的治疗前景。尽管没有对照组,但研究结果为心理健康护理的数字干预提供了有意义的见解,并为今后验证和扩展这些结果的研究指明了方向。
{"title":"Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study.","authors":"Marat Assanovich, Oleg Skugarevsky, Mikhail Kaspartov, Andrew Sokol","doi":"10.1089/g4h.2023.0122","DOIUrl":"https://doi.org/10.1089/g4h.2023.0122","url":null,"abstract":"<p><p><b><i>Aim of the Study:</i></b> The primary objective was to evaluate the potential impact of the Goodville farm game on depressive symptoms. <b><i>Methods:</i></b> The Goodville game, characterized by its unique farming features, incorporates elements of emotional well-being and various mental health assessment tools, enabling players to monitor and improve their emotional state. Using self-reported Patient Health Questionnaire-8 (PHQ-8) data from 1717 US and UK players, changes were monitored weekly over a 6-week period. The study focused on the game's ability to integrate emotional well-being elements and various mental health assessments to facilitate self-monitoring and improvement of players' emotional states. <b><i>Results:</i></b> There was a significant overall time effect (<i>F</i> = 154.498, df = 1711, <i>P</i> < 0.001), indicating a moderate-to-large effect size, with progressive decreases in PHQ-8 scores throughout the period. About 60% of players reported reduced depressive symptom severity, with around 35% experiencing complete symptom relief. More significant improvements were observed in players with higher initial severity. No correlations were found between symptom changes and demographic data or the number of active playing days. <b><i>Conclusion:</i></b> Goodville demonstrates potential as a digital mental health intervention in reducing depressive symptoms through its specific characteristics designed to improve emotional well-being. The study emphasizes the need to consider baseline severity and highlights the therapeutic promise of authentic farming game features. Despite the absence of a control group, the findings contribute meaningful insights into digital interventions for mental health care and set a direction for future studies to validate and expand upon these results.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":null,"pages":null},"PeriodicalIF":3.5,"publicationDate":"2024-05-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141077060","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 Q1 Medicine 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":null,"pages":null},"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
Evaluating the Usability and Safety of Virtual Reality Application Combined with the SWalker for Functional Gait Rehabilitation. 评估结合 SWalker 的虚拟现实应用在功能性步态康复中的可用性和安全性。
IF 3.5 3区 医学 Q1 Medicine Pub Date : 2024-05-17 DOI: 10.1089/g4h.2023.0172
Vanina Costa, Ana Rojo, Sergio López-López, Helios Pareja-Galeano, Alexánder Velásquez, Luis Perea, Rafael Raya

Objective: This research evaluates from a usability point of view the combination of a developed fully immersive virtual reality (VR) solution with the SWalker robotic device. It aims to contribute to research in the exploration of immersive experiences overground with a functional gait recovery device. Materials and Methods: We evaluated the system in a pilot study with 20 healthy participants aged 85.1 (SD: 6.29). Participants used the SWalker-VR platform while testing one VR application focused on walking and the other on balance practice. Afterward, the participants answered three usability questionnaires. Results: The platform was validated in terms of safety using the Simulator Sickness Questionnaire, obtaining less than 20 points for all subscales: nausea (4.29 ± 14.47), oculomotor (0.38 ± 14.18), and disorientation (1.39 ± 14.52). For usability evaluation, the System Usability Scale provided an overall score of 70.63 ± 11.64, and the Post-Study System Usability Questionnaire (PSSUQ) rated 1.61 ± 0.54. The usability scores reported by both questionnaires were moderate and good, respectively. These results were similar in overall scores for both groups: participants with low cognitive level and participants with high cognitive level. Finally, the possible causes for the "no answered" responses on the PSSUQ were discussed. Conclusion: It is concluded that the SWalker-VR platform is reported to have adequate usability and high security by older adults. The potential interest of studying the effects of the long-term use of this platform by older adults with gait impairment is expressed. Clinical Trials reference: NCT06025981.

研究目的这项研究从可用性的角度评估了开发的完全沉浸式虚拟现实(VR)解决方案与 SWalker 机器人设备的结合。其目的是为探索地面功能步态恢复装置的沉浸式体验研究做出贡献。材料与方法:我们在一项试点研究中对该系统进行了评估,20 名健康参与者的年龄为 85.1 岁(标准差:6.29)。参与者在使用 SWalker-VR 平台的同时,测试了一个以步行为主的 VR 应用程序和另一个以平衡练习为主的 VR 应用程序。之后,参与者回答了三份可用性问卷。结果:该平台在安全性方面通过了模拟器晕眩问卷的验证,所有分量表的得分均低于 20 分:恶心(4.29 ± 14.47)、眼球运动(0.38 ± 14.18)和迷失方向(1.39 ± 14.52)。在可用性评估方面,系统可用性量表(System Usability Scale)的总分为 70.63 ± 11.64,研究后系统可用性问卷(PSSUQ)的评分为 1.61 ± 0.54。两份问卷的可用性评分分别为中等和良好。在认知水平较低和认知水平较高的两组参与者中,总体评分结果相似。最后,讨论了 PSSUQ 中 "未回答 "的可能原因。结论据报告,SWalker-VR 平台对老年人来说具有足够的可用性和较高的安全性。有步态障碍的老年人对长期使用该平台的效果进行研究的潜在兴趣由此可见一斑。临床试验参考文献:NCT06025981。
{"title":"Evaluating the Usability and Safety of Virtual Reality Application Combined with the SWalker for Functional Gait Rehabilitation.","authors":"Vanina Costa, Ana Rojo, Sergio López-López, Helios Pareja-Galeano, Alexánder Velásquez, Luis Perea, Rafael Raya","doi":"10.1089/g4h.2023.0172","DOIUrl":"https://doi.org/10.1089/g4h.2023.0172","url":null,"abstract":"<p><p><b><i>Objective:</i></b> This research evaluates from a usability point of view the combination of a developed fully immersive virtual reality (VR) solution with the SWalker robotic device. It aims to contribute to research in the exploration of immersive experiences overground with a functional gait recovery device. <b><i>Materials and Methods:</i></b> We evaluated the system in a pilot study with 20 healthy participants aged 85.1 (SD: 6.29). Participants used the SWalker-VR platform while testing one VR application focused on walking and the other on balance practice. Afterward, the participants answered three usability questionnaires. <b><i>Results:</i></b> The platform was validated in terms of safety using the Simulator Sickness Questionnaire, obtaining less than 20 points for all subscales: nausea (4.29 ± 14.47), oculomotor (0.38 ± 14.18), and disorientation (1.39 ± 14.52). For usability evaluation, the System Usability Scale provided an overall score of 70.63 ± 11.64, and the Post-Study System Usability Questionnaire (PSSUQ) rated 1.61 ± 0.54. The usability scores reported by both questionnaires were moderate and good, respectively. These results were similar in overall scores for both groups: participants with low cognitive level and participants with high cognitive level. Finally, the possible causes for the \"no answered\" responses on the PSSUQ were discussed. <b><i>Conclusion:</i></b> It is concluded that the SWalker-VR platform is reported to have adequate usability and high security by older adults. The potential interest of studying the effects of the long-term use of this platform by older adults with gait impairment is expressed. <b><i>Clinical Trials reference:</i></b> NCT06025981.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":null,"pages":null},"PeriodicalIF":3.5,"publicationDate":"2024-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140960210","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 Q1 Medicine Pub Date : 2024-05-17 DOI: 10.1089/g4h.2023.0115
Kaile Kubota, Jennifer Auxier, Funda Aslan, Katja Joronen, A. 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 条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, A. Pakarinen","doi":"10.1089/g4h.2023.0115","DOIUrl":"https://doi.org/10.1089/g4h.2023.0115","url":null,"abstract":"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.","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":null,"pages":null},"PeriodicalIF":3.5,"publicationDate":"2024-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140965380","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
Evaluating the Usability and Safety of Virtual Reality Application Combined with the SWalker for Functional Gait Rehabilitation. 评估结合 SWalker 的虚拟现实应用在功能性步态康复中的可用性和安全性。
IF 3.5 3区 医学 Q1 Medicine Pub Date : 2024-05-17 DOI: 10.1089/g4h.2023.0172
Vanina Costa, Ana Rojo, S. López-López, Helios Pareja-Galeano, Alexánder Velásquez, Luis Perea, Rafael Raya
Objective: This research evaluates from a usability point of view the combination of a developed fully immersive virtual reality (VR) solution with the SWalker robotic device. It aims to contribute to research in the exploration of immersive experiences overground with a functional gait recovery device. Materials and Methods: We evaluated the system in a pilot study with 20 healthy participants aged 85.1 (SD: 6.29). Participants used the SWalker-VR platform while testing one VR application focused on walking and the other on balance practice. Afterward, the participants answered three usability questionnaires. Results: The platform was validated in terms of safety using the Simulator Sickness Questionnaire, obtaining less than 20 points for all subscales: nausea (4.29 ± 14.47), oculomotor (0.38 ± 14.18), and disorientation (1.39 ± 14.52). For usability evaluation, the System Usability Scale provided an overall score of 70.63 ± 11.64, and the Post-Study System Usability Questionnaire (PSSUQ) rated 1.61 ± 0.54. The usability scores reported by both questionnaires were moderate and good, respectively. These results were similar in overall scores for both groups: participants with low cognitive level and participants with high cognitive level. Finally, the possible causes for the "no answered" responses on the PSSUQ were discussed. Conclusion: It is concluded that the SWalker-VR platform is reported to have adequate usability and high security by older adults. The potential interest of studying the effects of the long-term use of this platform by older adults with gait impairment is expressed. Clinical Trials reference: NCT06025981.
研究目的本研究从可用性角度评估了将已开发的完全沉浸式虚拟现实(VR)解决方案与 SWalker 机器人设备相结合的情况。其目的是为探索地面功能步态恢复装置的沉浸式体验研究做出贡献。材料与方法:我们在一项试点研究中对该系统进行了评估,20 名健康参与者的年龄为 85.1 岁(标准差:6.29)。参与者在使用 SWalker-VR 平台的同时,测试了一个以步行为主的 VR 应用程序和另一个以平衡练习为主的 VR 应用程序。之后,参与者回答了三份可用性问卷。结果:该平台在安全性方面通过了模拟器晕眩问卷的验证,所有分量表的得分均低于 20 分:恶心(4.29 ± 14.47)、眼球运动(0.38 ± 14.18)和迷失方向(1.39 ± 14.52)。在可用性评估方面,系统可用性量表(System Usability Scale)的总分为 70.63 ± 11.64,研究后系统可用性问卷(PSSUQ)的评分为 1.61 ± 0.54。两份问卷的可用性评分分别为中等和良好。在认知水平较低和认知水平较高的两组参与者中,总体评分结果相似。最后,讨论了 PSSUQ 中 "未回答 "的可能原因。结论据报告,SWalker-VR 平台对老年人来说具有足够的可用性和较高的安全性。有步态障碍的老年人对长期使用该平台的效果进行研究的潜在兴趣由此可见一斑。临床试验参考文献:NCT06025981。
{"title":"Evaluating the Usability and Safety of Virtual Reality Application Combined with the SWalker for Functional Gait Rehabilitation.","authors":"Vanina Costa, Ana Rojo, S. López-López, Helios Pareja-Galeano, Alexánder Velásquez, Luis Perea, Rafael Raya","doi":"10.1089/g4h.2023.0172","DOIUrl":"https://doi.org/10.1089/g4h.2023.0172","url":null,"abstract":"Objective: This research evaluates from a usability point of view the combination of a developed fully immersive virtual reality (VR) solution with the SWalker robotic device. It aims to contribute to research in the exploration of immersive experiences overground with a functional gait recovery device. Materials and Methods: We evaluated the system in a pilot study with 20 healthy participants aged 85.1 (SD: 6.29). Participants used the SWalker-VR platform while testing one VR application focused on walking and the other on balance practice. Afterward, the participants answered three usability questionnaires. Results: The platform was validated in terms of safety using the Simulator Sickness Questionnaire, obtaining less than 20 points for all subscales: nausea (4.29 ± 14.47), oculomotor (0.38 ± 14.18), and disorientation (1.39 ± 14.52). For usability evaluation, the System Usability Scale provided an overall score of 70.63 ± 11.64, and the Post-Study System Usability Questionnaire (PSSUQ) rated 1.61 ± 0.54. The usability scores reported by both questionnaires were moderate and good, respectively. These results were similar in overall scores for both groups: participants with low cognitive level and participants with high cognitive level. Finally, the possible causes for the \"no answered\" responses on the PSSUQ were discussed. Conclusion: It is concluded that the SWalker-VR platform is reported to have adequate usability and high security by older adults. The potential interest of studying the effects of the long-term use of this platform by older adults with gait impairment is expressed. Clinical Trials reference: NCT06025981.","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":null,"pages":null},"PeriodicalIF":3.5,"publicationDate":"2024-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140964371","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
Executive Functions Rehabilitation in Premature Children Using an Adaptive Motion-Interaction Videogame Platform: A Randomized Controlled Trial. 使用自适应运动交互视频游戏平台对早产儿进行执行功能康复训练:随机对照试验
IF 3.5 3区 医学 Q1 Medicine Pub Date : 2024-05-03 DOI: 10.1089/g4h.2023.0078
Gianni Cutillo, Valeria Brazzoduro, Giorgio Bedogni, Caterina Colombo, Stefania Zambrano, Samantha Rossi, Gian Vincenzo Zuccotti, Irene Daniele, Gianluca Lista, Barbara Scelsa

Background: Premature children are at increased risk of executive functions (EF) deficits and these difficulties persist into adolescence and adulthood, potentially undermining their development and academic achievements. The aim of the present randomized controlled trial (RCT) is to evaluate the efficacy of the Intendu trainer, an adaptive virtual reality platform, at ameliorating EF in preterm children. Methods: A single-center, RCT was conducted. The intervention group was exposed to game session with the Intendu software in addition to the standard of care in use in our center. The main outcome was the proportion of children with a 10-point increase in the processing speed quotient as measured by WPPSI-III after 4 weeks from the baseline assessment. Results: Forty-seven children born before 36 + 5 weeks were randomized to the experimental (n = 24) or control arm (n = 23). Five children were lost to follow-up. Thirteen of 23 children (56%) reached the main outcome in the experimental group and 5 of 19 (26%) in the control group (P = 0.049, per-protocol analysis) with an absolute benefit increase (ABI) of 30% reconfirmed by the intention-to-treat analysis (P = 0.022, ABI of 32%). Conclusion: Intendu brain-trainer showed promising short-term results on EF in pre-term children, however, larger studies with longer periods of follow-up are warranted to better investigate the role of this or similar technology in promoting better EF in preterm children.

背景:早产儿出现执行功能(EF)缺陷的风险增加,这些困难会持续到青春期和成年期,可能会影响他们的发展和学业成绩。本随机对照试验(RCT)旨在评估自适应虚拟现实平台 Intendu 训练器在改善早产儿执行功能方面的效果。研究方法进行单中心 RCT 研究。干预组除接受本中心采用的标准护理外,还接受了 Intendu 软件的游戏训练。主要结果是在基线评估的基础上,经过 4 周的 WPPSI-III 测定,处理速度商数提高 10 分的儿童比例。结果:47 名在 36+5 周前出生的儿童被随机分配到实验组(24 人)或对照组(23 人)。有 5 名儿童失去了随访机会。实验组 23 名患儿中有 13 名(56%)达到了主要结果,对照组 19 名患儿中有 5 名(26%)达到了主要结果(P = 0.049,按协议分析),经意向治疗分析(P = 0.022,ABI 为 32%)再次证实,绝对收益增加了 30%。结论Intendu大脑训练器对早产儿EF的短期效果很好,但是,为了更好地研究该技术或类似技术在改善早产儿EF方面的作用,还需要进行更大规模、更长时间的随访研究。
{"title":"Executive Functions Rehabilitation in Premature Children Using an Adaptive Motion-Interaction Videogame Platform: A Randomized Controlled Trial.","authors":"Gianni Cutillo, Valeria Brazzoduro, Giorgio Bedogni, Caterina Colombo, Stefania Zambrano, Samantha Rossi, Gian Vincenzo Zuccotti, Irene Daniele, Gianluca Lista, Barbara Scelsa","doi":"10.1089/g4h.2023.0078","DOIUrl":"https://doi.org/10.1089/g4h.2023.0078","url":null,"abstract":"<p><p><b><i>Background:</i></b> Premature children are at increased risk of executive functions (EF) deficits and these difficulties persist into adolescence and adulthood, potentially undermining their development and academic achievements. The aim of the present randomized controlled trial (RCT) is to evaluate the efficacy of the Intendu trainer, an adaptive virtual reality platform, at ameliorating EF in preterm children. <b><i>Methods:</i></b> A single-center, RCT was conducted. The intervention group was exposed to game session with the Intendu software in addition to the standard of care in use in our center. The main outcome was the proportion of children with a 10-point increase in the processing speed quotient as measured by WPPSI-III after 4 weeks from the baseline assessment. <b><i>Results:</i></b> Forty-seven children born before 36 + 5 weeks were randomized to the experimental (<i>n</i> = 24) or control arm (<i>n</i> = 23). Five children were lost to follow-up. Thirteen of 23 children (56%) reached the main outcome in the experimental group and 5 of 19 (26%) in the control group (<i>P</i> = 0.049, per-protocol analysis) with an absolute benefit increase (ABI) of 30% reconfirmed by the intention-to-treat analysis (<i>P</i> = 0.022, ABI of 32%). <b><i>Conclusion:</i></b> Intendu brain-trainer showed promising short-term results on EF in pre-term children, however, larger studies with longer periods of follow-up are warranted to better investigate the role of this or similar technology in promoting better EF in preterm children.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":null,"pages":null},"PeriodicalIF":3.5,"publicationDate":"2024-05-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140872923","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