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Virtual Reality Exercise with Autonomy Support Increases Positive Affect During Time Trial Exercise. 具有自主支持功能的虚拟现实练习可提高计时练习中的积极情感。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-06-01 Epub Date: 2024-11-26 DOI: 10.1089/g4h.2024.0157
Andrew Ray Moore, Brooke An Shaohua Butler

Background: Being able to choose elements of an exercise session, known as autonomy support, improves motor performance and psychological responses. Virtual reality (VR) programs provide many options for embedding autonomy support in exercise sessions. The purpose of this study was to investigate the effects of autonomy support in a VR setting on physiological and psychological responses to self-regulated rowing exercise. Methods: Using a repeated-measures crossover design, healthy untrained men and women (N = 20, age = 23.0 ± 7.4) completed exercise sessions on a rowing ergometer coupled with a head-mounted immersive VR application. In the Choice condition, participants chose the virtual environment, and in the Control condition, the environment was assigned to the participant. Participants were instructed to complete 1500 m as quickly as possible in both conditions, while ratings of perceived exertion, affective valence, and heart rate were recorded throughout the trials. Finishing time and remembered pleasure were assessed at the end of each session. Repeated-measures analyses with an alpha level of 0.05 were used for all variables as appropriate, with Bonferroni adjustments applied for any post hoc tests. Results: There was a main effect of condition on affective valence which was higher in Choice (2.07 ± 1.67) than Control (1.64 ± 2.12, P = 0.03, η2 = 0.22). No other differences were detected between conditions for finishing time or the remaining variables. Conclusion: During self-regulated exercise accompanied by an immersive VR application, being able to choose the virtual environment oneself leads to a more positive affective state without compromising exercise effort, physiological strain, or performance.

背景:能够选择锻炼课程的要素(即自主支持)可提高运动表现和心理反应。虚拟现实(VR)程序为在锻炼过程中嵌入自主支持提供了多种选择。本研究的目的是调查 VR 环境中的自主支持对自我调节划船运动的生理和心理反应的影响。研究方法采用重复测量交叉设计,让未受过训练的健康男性和女性(人数=20,年龄=23.0 ± 7.4)在赛艇测力计上配合头戴式沉浸式 VR 应用程序完成锻炼。在 "选择 "条件下,参与者选择虚拟环境,而在 "控制 "条件下,虚拟环境则分配给参与者。在这两种条件下,参与者都被要求以最快的速度完成 1500 米的赛跑,同时在整个试验过程中记录感知到的消耗、情绪和心率。每次训练结束时都会对完成时间和记忆中的愉悦感进行评估。所有变量均酌情采用α水平为 0.05 的重复测量分析,并对任何事后检验进行 Bonferroni 调整。结果选择(2.07 ± 1.67)高于对照(1.64 ± 2.12,P = 0.03,η2 = 0.22)。在完成时间或其他变量方面,未发现条件间存在其他差异。结论在身临其境的 VR 应用程序陪伴下进行自我调节运动时,能够自行选择虚拟环境会带来更积极的情绪状态,而不会影响运动强度、生理负荷或运动表现。
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引用次数: 0
Comparison of the Acute Effects of Virtual Reality Exergames and Core Stability Exercises on Cognitive Factors, Pain, and Fear Avoidance Beliefs in People with Chronic Nonspecific Low Back Pain. 比较虚拟现实 Exergames 和核心稳定练习对慢性非特异性腰痛患者的认知因素、疼痛和恐惧避免信念的急性影响。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-06-01 Epub Date: 2024-11-28 DOI: 10.1089/g4h.2024.0003
Naghme Massah, Sedighe Kahrizi, Randy Neblett

Objective: In this study, we aimed to investigate and compare the acute effects of exergames (EXG) and core stability exercises (CSEs) on cognitive factors, pain, mood, and fear-avoidance beliefs (FAB) in individuals with chronic low back pain (CLBP). Materials and Methods: In a single-blinded clinical trial, 40 participants with CLBP were randomly assigned to either the EXG group or the CSEs group. The EXG group engaged in a single session of exergames using the Xbox Kinect device, while the CSEs group completed a single session of common core stability exercises. Measurements of attention, working memory, pain intensity, mood states, and FAB were taken before and after each intervention. Results: The results showed that a single session of EXG was significantly more effective than CSEs in improving cognitive reaction time, pain intensity, FAB, and positive mood states (P ≤ 0.05). Additionally, participants reported lower perceived exertion due to exercising following EXG compared with CSEs. Conclusion: EXG may have potential therapeutic advantages over traditional exercise interventions for CLBP.

研究目的在这项研究中,我们旨在调查和比较外部游戏(EXG)和核心稳定练习(CSE)对慢性腰背痛(CLBP)患者的认知因素、疼痛、情绪和恐惧逃避信念(FAB)的急性影响。材料与方法:在一项单盲临床试验中,40 名慢性腰背痛患者被随机分配到 EXG 组或 CSEs 组。EXG 组使用 Xbox Kinect 设备参与单节外部游戏,而 CSEs 组则完成单节普通核心稳定性练习。在每次干预前后都对注意力、工作记忆、疼痛强度、情绪状态和 FAB 进行了测量。结果显示结果显示,在改善认知反应时间、疼痛强度、FAB 和积极情绪状态方面,单节 EXG 明显比 CSE 更有效(P ≤ 0.05)。此外,与 CSE 相比,EXG 的参与者在运动后的体力消耗感知较低。结论:与传统的运动干预相比,EXG对CLBP可能具有潜在的治疗优势。
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引用次数: 0
Gamification and Language Learning to Enhance Cognition in Older Adults: A Systematic Literature Review. 游戏化和语言学习增强老年人的认知能力:系统性文献综述
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-06-01 Epub Date: 2024-11-27 DOI: 10.1089/g4h.2024.0025
Kimberly M W Y Tan

In this systematic review, we explored the literature on both online gamification and language learning in older adults aged 50 and older. Studies describing either digital gamified cognitive training or language learning interventions and include objective outcomes relating to the cognition of the participants were highlighted as suitable to be included as part of the review. In accordance with the established studies, we analyzed the aim and outcomes of the two separate types of interventions, the study design used, the modalities utilized for the respective interventions, as well as the cognitive outcomes obtained. A focus on the Asian context is included to better understand the effects of such interventions on Asian older adults. Mixed findings have been noted in both online gamified and language learning trainings, especially for language learning. However, results lean toward improvements in the cognitive abilities of older adults following gamified interventions, especially gamified cognitive trainings.

在这篇系统性综述中,我们探讨了有关 50 岁及以上老年人在线游戏化和语言学习的文献。这些研究描述了数字游戏化认知训练或语言学习干预,并包含与参与者认知相关的客观结果。根据已确定的研究,我们分析了两种不同类型干预的目的和结果、使用的研究设计、各自干预所使用的模式以及获得的认知结果。为了更好地了解此类干预对亚洲老年人的影响,我们将重点放在了亚洲环境上。在线游戏化培训和语言学习培训,尤其是语言学习培训的研究结果不一。不过,结果倾向于老年人在接受游戏化干预,尤其是游戏化认知培训后认知能力有所提高。
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引用次数: 0
Serious Game-Based Balance Training with Augmented Kinesthetic Feedback Enhances Aspects of Postural Control in Poststroke Patients: A Randomized Clinical Trial. 基于增强运动反馈的严肃游戏平衡训练可增强中风后患者的姿势控制能力:随机临床试验
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-06-01 Epub Date: 2024-11-28 DOI: 10.1089/g4h.2023.0214
Mariana Armando Lourenço, Tatiana de Paula Oliveira, Camila Souza Miranda, Matheus Silva d'Alencar, Thalita Gabriele Silva Santos, Judith E Deutsch, Maria Elisa Pimentel Piemonte

Background: Poststroke hemiparesis presents with motor asymmetry and decreased postural control leading to functional limitations. Serious games (SG) for balance rehabilitation of people with stroke may improve motor recovery, and the visual and auditory feedback provided by the SGs helps to explain the therapeutic benefits. However, the contribution of SG combined with kinesthetic and verbal cues during balance training has not been investigated. The aim of this study is to compare the effects of two feedback conditions for an SG balance intervention, with or without the addition of kinesthetic and verbal cues, on balance performance of people with stroke. Methods: Thirty people with chronic poststroke hemiparesis and balance impairment participated in this randomized controlled trial and performed 14 individual SG training sessions combined with kinesthetic and verbal cues provided by the physical therapist or with SG's feedback only. Outcomes were assessed before training (pre), 1 week after the end of training (post), and 8 weeks after the end of training, which were adopted as the follow-up period, using the Balance Evaluation Systems Test, Lower Limb Subscale of Fugl-Meyer, six-minute walk test, and Stroke-Specific Quality of Life Scale. Results: The results showed that SG combined with kinesthetic and verbal cues improved outcomes relating to lower limb function and some balance domains (biomechanical constraints and limits of stability outcomes) better than with SG's feedback only. Both groups had similar significant improvement in quality of life and long-distance walking performance. Conclusion: This study is the first to directly compare two feedback conditions for SG-based balance intervention. The addition of kinesthetic and verbal cues during the SG balance improved aspects of postural control better than without this form of feedback.

背景:中风后偏瘫表现为运动不对称和姿势控制能力下降,导致功能受限。用于脑卒中患者平衡康复的严肃游戏(SG)可改善运动恢复,SG 提供的视觉和听觉反馈有助于解释其治疗效果。然而,在平衡训练过程中,SG 与动觉和语言提示相结合所起的作用尚未得到研究。本研究的目的是比较 SG 平衡干预的两种反馈条件(添加或不添加动觉和语言提示)对中风患者平衡能力的影响。研究方法30 名中风后慢性偏瘫和平衡障碍患者参加了这项随机对照试验,并进行了 14 次单独的 SG 训练,其中包括物理治疗师提供的动觉和语言提示,或仅有 SG 的反馈。在训练前(pre)、训练结束后 1 周(post)和训练结束后 8 周(作为随访期),使用平衡评估系统测试、Fugl-Meyer 的下肢分量表、六分钟步行测试和中风特定生活质量量表对结果进行评估。结果显示结果表明,与仅使用 SG 反馈相比,结合动觉和语言提示的 SG 能更好地改善与下肢功能和某些平衡领域(生物力学限制和稳定性限制结果)相关的结果。两组在生活质量和长距离行走表现方面都有类似的明显改善。结论本研究首次直接比较了基于 SG 的平衡干预的两种反馈条件。在 SG 平衡过程中增加动觉和语言提示,对姿势控制方面的改善效果要好于没有这种形式反馈的情况。
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引用次数: 0
A Self-Administered Gamified Mobile Application for Secondary Prevention of Heart Disease in Patients Following a Cardiac Event (MyHeartMate): Process Evaluation from a Randomized Controlled Trial. 用于心脏事件后患者心脏病二级预防的自助式游戏化移动应用程序(MyHeartMate):随机对照试验的过程评估。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-06-01 Epub Date: 2024-11-25 DOI: 10.1089/g4h.2024.0174
Robyn Gallagher, Lis Neubeck, Angus Davis, Julie Redfern, Helen M Parker, Karice Hyun, Clara Chow, David S Celermajer, Thomas Buckley, Tracy Schumacher, Geoffrey Tofler, Gemma Figtree

Objective: This study reports the process evaluation of a randomized controlled trial of the MyHeartMate app for patients with coronary heart disease (CHD). Materials and Methods: Data were collected on engagement in the intervention group from the app platform logs and self-reported usage and via interviews for perspectives of usefulness and acceptability. Participants' (n = 194) data logs showed 80.4% entered baseline data. Tracking (≥30 days) occurred for body mass index (23.2%), blood pressure (BP) (21.1%), and exercise (23.7%). Missions completed on ≥4 days were 47.5% for healthy eating and 30.9% for exercise; 50.5% used the word game. One quarter (26.8%) was classified as "engaged" (tracked exercise and/or BP ≥5 times and completed ≥18 missions in the first 30 days). There were no differences between participants who were "engaged" or not in baseline characteristics or 6-month outcomes, although engaged users were more likely to meet 4/5 recommended risk factor guideline levels (30.8% vs. 17.6%, P = 0.03). Results: Participants perceived tracking, prompts, and rewards as useful for recovery and risk factor-related lifestyle change, and games were enjoyed. Engagement decreased with time. Acceptability was limited when app processes were difficult to understand, not personalized enough and/or the overall game concept was disliked. Conclusions: Insight into user's perceptions and use of gamified app components is essential to address barriers to uptake and optimize potential health benefits. The target audience for a serious game app for CHD remains uncertain.

研究目的本研究报告了针对冠心病(CHD)患者的 MyHeartMate 应用程序随机对照试验的过程评估。材料与方法:从应用程序平台日志和自我报告的使用情况中收集干预组的参与数据,并通过访谈了解有用性和可接受性。参与者(n = 194)的数据日志显示,80.4%的人输入了基线数据。对体重指数(23.2%)、血压(21.1%)和运动量(23.7%)进行了跟踪(≥30 天)。≥4天完成的任务中,47.5%为健康饮食,30.9%为运动;50.5%使用了文字游戏。四分之一的参与者(26.8%)被归类为 "参与"(在前 30 天内跟踪运动和/或血压≥5 次,完成任务≥18 次)。参与 "或未参与的参与者在基线特征或 6 个月结果方面没有差异,但参与的用户更有可能达到 4/5 个推荐风险因素的指导水平(30.8% 对 17.6%,P = 0.03)。结果:参与者认为跟踪、提示和奖励对康复和与风险因素相关的生活方式改变很有用,而且他们喜欢游戏。随着时间的推移,参与度有所下降。如果应用程序过程难以理解、不够个性化和/或整体游戏概念不受欢迎,则可接受性就会受到限制。结论深入了解用户对游戏化应用组件的看法和使用情况,对于消除用户使用障碍和优化潜在健康益处至关重要。针对慢性阻塞性肺病的严肃游戏应用程序的目标受众仍不确定。
{"title":"A Self-Administered Gamified Mobile Application for Secondary Prevention of Heart Disease in Patients Following a Cardiac Event (MyHeartMate): Process Evaluation from a Randomized Controlled Trial.","authors":"Robyn Gallagher, Lis Neubeck, Angus Davis, Julie Redfern, Helen M Parker, Karice Hyun, Clara Chow, David S Celermajer, Thomas Buckley, Tracy Schumacher, Geoffrey Tofler, Gemma Figtree","doi":"10.1089/g4h.2024.0174","DOIUrl":"10.1089/g4h.2024.0174","url":null,"abstract":"<p><p><i><b>Objective:</b></i> This study reports the process evaluation of a randomized controlled trial of the MyHeartMate app for patients with coronary heart disease (CHD). <i><b>Materials and Methods:</b></i> Data were collected on engagement in the intervention group from the app platform logs and self-reported usage and via interviews for perspectives of usefulness and acceptability. Participants' (<i>n</i> = 194) data logs showed 80.4% entered baseline data. Tracking (≥30 days) occurred for body mass index (23.2%), blood pressure (BP) (21.1%), and exercise (23.7%). Missions completed on ≥4 days were 47.5% for healthy eating and 30.9% for exercise; 50.5% used the word game. One quarter (26.8%) was classified as \"engaged\" (tracked exercise and/or BP ≥5 times and completed ≥18 missions in the first 30 days). There were no differences between participants who were \"engaged\" or not in baseline characteristics or 6-month outcomes, although engaged users were more likely to meet 4/5 recommended risk factor guideline levels (30.8% vs. 17.6%, <i>P</i> = 0.03). <i><b>Results:</b></i> Participants perceived tracking, prompts, and rewards as useful for recovery and risk factor-related lifestyle change, and games were enjoyed. Engagement decreased with time. Acceptability was limited when app processes were difficult to understand, not personalized enough and/or the overall game concept was disliked. <i><b>Conclusions:</b></i> Insight into user's perceptions and use of gamified app components is essential to address barriers to uptake and optimize potential health benefits. The target audience for a serious game app for CHD remains uncertain.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"204-211"},"PeriodicalIF":2.2,"publicationDate":"2025-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142717465","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
A Pilot Randomized Controlled Trial of a Multicomponent Smoking Cessation Intervention for Adults with Serious Mental Illness. 针对严重精神疾病成人的多成分戒烟干预试点随机对照试验。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-06-01 Epub Date: 2024-11-26 DOI: 10.1089/g4h.2023.0160
Heather Leutwyler, Erin Hubbard, Theo Bussell, Dennys Balestra, Bruce Cooper, Richard B Souza, Gary Humfleet

Background: Combined behavioral- and pharmacological-based tobacco cessation interventions are effective for adults with serious mental illness; yet, they continue to smoke at alarming rates. Materials and Methods: A pilot two-arm randomized controlled trial of the program consisted of 50 minutes of game-based groups 3×/week, for 12 weeks alongside counseling and pharmacotherapy. The intervention group engaged in game-based group physical activity (PA), while the control group engaged in sedentary games. Results: Multilevel regression analyses were used to examine the primary aims. Mean number of cigarettes smoked per week (cig/wk) for the sample (n = 48) at enrollment was 56.3 cigarettes. The linear change was significant at 2.9 fewer cig/wk. The average psychiatric symptom score at enrollment for the PA group was 41.5 points with a significant predicted linear decrease in scores. Conclusion: Both study groups showed a significant reduction in cig/wk. The combination of counseling and pharmacotherapy offered in groups may have aided with cessation and cigarette reduction while also providing a benefit to mental health.

背景:以行为和药物为基础的联合戒烟干预对患有严重精神疾病的成人有效,但他们的吸烟率仍然惊人。材料与方法一项双臂随机对照试验项目包括每周 3 次、每次 50 分钟的游戏小组活动,为期 12 周,同时进行心理咨询和药物治疗。干预组参与以游戏为基础的集体体育活动(PA),而对照组则参与久坐不动的游戏。研究结果多层次回归分析用于研究主要目标。入组样本(n = 48)每周吸烟的平均数量(支/周)为 56.3 支。每周少吸 2.9 支,线性变化明显。PA 组入选时的平均精神症状评分为 41.5 分,预测评分的线性下降幅度很大。结论两个研究组的吸烟量都有明显下降。以小组形式提供的咨询和药物治疗相结合的方法可能有助于戒烟和减少吸烟量,同时也有益于心理健康。
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引用次数: 0
Empowering Unvaccinated Youth: Feasibility, Acceptability, and Efficacy of a COVID-19 Serious Game-Based Intervention. 增强未接种疫苗青少年的能力:基于 COVID-19 严重游戏的干预措施的可行性、可接受性和有效性。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-06-01 Epub Date: 2024-10-02 DOI: 10.1089/g4h.2024.0011
Lihong Ou, Angela Chia-Chen Chen, Elizabeth Reifsnider, Michael Todd, Ashish Amresh, Chung Jung Mun

Objective: To evaluate a serious game-based intervention's feasibility, acceptability, and efficacy in encouraging coronavirus disease (COVID-19) vaccination among 11-14-year-olds in the United States and assess participant experiences. Materials and Methods: The study, grounded in social cognitive theory and health belief model, recruited and engaged 32 English-speaking parent-child dyads with unvaccinated youths via snowball sampling and social media outreach. These dyads were randomly assigned to either the COVID-19 serious game-based intervention group (n = 16) or a usual care group (n = 16). The study measured beliefs, self-efficacy, and intentions regarding vaccination using surveys before and after the intervention, with follow-up at 2 months to evaluate vaccine uptake. Semistructured interviews provided insights into the gaming experience and study process. Results: All 32 eligible parent-youth dyads (16 in each group) completed the study with full participation. Most participants were Black or African American fathers, making up 75% and 81.3% of the intervention and control groups, respectively. The intervention impacted vaccine uptake, with 75% of the intervention group vaccinating their children compared with 37.5% of the control group [χ2(1, n = 32) = 4.57, P = 0.033]. Key factors for vaccine uptake included parents' motivation and youths' perceived susceptibility, with correlations of r(30) = 0.66, P = 0.006, and r(30) = 0.55, P = 0.029, respectively. The intervention reshaped youth perceptions about self and community protection. Participants expressed overall satisfaction with both the intervention and the study process. Conclusions: The intervention was found to be feasible and acceptable, with potential for integration into youth vaccination strategies to support COVID-19 vaccine decision-making.

目的评估基于严肃游戏的干预措施在鼓励美国 11-14 岁青少年接种冠状病毒病 (COVID-19) 疫苗方面的可行性、可接受性和有效性,并评估参与者的体验。材料与方法:该研究以社会认知理论和健康信念模型为基础,通过滚雪球式抽样和社交媒体宣传,招募并参与了 32 个讲英语的亲子二人组和未接种疫苗的青少年。这些组合被随机分配到 COVID-19 严肃游戏干预组(16 人)或常规护理组(16 人)。该研究通过在干预前后进行问卷调查的方式测量了有关疫苗接种的信念、自我效能和意向,并在 2 个月后进行了跟踪调查,以评估疫苗接种情况。通过半结构式访谈了解了游戏体验和研究过程。结果:所有 32 个符合条件的家长-青少年二人组(每组 16 人)都完成了研究,并全员参与。大多数参与者的父亲是黑人或非裔美国人,分别占干预组和对照组的 75% 和 81.3%。干预措施影响了疫苗接种率,干预组中有 75% 的人给孩子接种了疫苗,而对照组中只有 37.5% 的人[χ2(1, n = 32) = 4.57, P = 0.033]。接种疫苗的关键因素包括家长的积极性和青少年的易感性,相关系数分别为 r(30) = 0.66,P = 0.006 和 r(30) = 0.55,P = 0.029。干预重塑了青少年对自我和社区保护的认识。参与者对干预措施和研究过程总体表示满意。结论:该干预措施是可行的、可接受的,有可能被纳入青少年疫苗接种策略,以支持 COVID-19 疫苗决策。
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引用次数: 0
Natural Course and Predictors of Sustained Exergaming in Young Adults. 青少年持续玩游戏的自然过程和预测因素
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-06-01 Epub Date: 2024-10-18 DOI: 10.1089/g4h.2024.0021
Erin K O'Loughlin, Catherine M Sabiston, Teodora Riglea, Mounia Naja, Mathieu Bélanger, Robert J Wellman, Marie-Pierre Sylvestre, Jennifer L O'Loughlin

Objective: To describe the natural course of exergaming among young adults and identify predictors of sustained exergaming. Methods: To describe the natural course, we retained 592 participants from an ongoing longitudinal study with complete data on exergaming at four time points over 12-13 years between 2010-12 and 2023 (i.e., T1-T4 at mean ages 24.0, 30.6, 33.6, and 35.2, respectively). To identify predictors of sustained exergaming, we retained 228 participants with data on 27 potential predictors at T2 and data on exergaming at T2 and T3. The association between each potential predictor and sustained exergaming was examined as an independent study using multivariable logistic regression controlling for age, sex, and educational attainment. Results: Of 592 participants, 41.3%, 34.1%, and 38.5% sustained exergaming from T1 to T2, from T2 to T3, and from T3 to T4, respectively. Only 3% of participants sustained exergaming from T1 to T4. Most participants reported light- or moderate-intensity exergaming at all time points. Higher levels of external pressure to engage in physical activity, encouragement from close friends to exercise, and taking breaks from sitting during a typical workday were each associated with lower odds of sustained exergaming. Conclusion: Although exergaming is a popular activity among young adults, long-term sustained exergaming was rare. This may link to time constraints related to life transitions, evolving interests, changes in social circles, and shifting fitness goals among young adults. Research is needed to inform strategies that promote sustained exergaming and maximize its potential for positive impact among young adults.

目的描述青少年外游戏的自然过程,并确定持续外游戏的预测因素。研究方法为了描述自然过程,我们从一项正在进行的纵向研究中保留了 592 名参与者,这些参与者在 2010-12 年至 2023 年的 12-13 年间的四个时间点(即 T1-T4,平均年龄分别为 24.0 岁、30.6 岁、33.6 岁和 35.2 岁)拥有关于外游戏的完整数据。为了确定持续外游戏的预测因素,我们保留了 228 名参与者,这些参与者在 T2 阶段有 27 个潜在预测因素的数据,在 T2 和 T3 阶段有外游戏的数据。作为一项独立研究,我们使用多变量逻辑回归法检验了每个潜在预测因素与持续外游戏之间的关系,并对年龄、性别和受教育程度进行了控制。研究结果在592名参与者中,从T1到T2、从T2到T3、从T3到T4,分别有41.3%、34.1%和38.5%的人持续进行游戏外活动。只有 3% 的参与者在 T1 至 T4 期间持续进行游戏外运动。大多数参与者表示在所有时间点都进行了轻度或中度的游戏。参与体育锻炼的外部压力越大、亲密朋友鼓励锻炼以及在典型工作日坐着休息都与较低的持续外游戏几率有关。结论虽然外联网游戏在年轻人中很流行,但长期持续的外联网游戏却很少见。这可能与青壮年的生活转变、兴趣发展、社交圈变化以及健身目标转变等相关的时间限制有关。我们需要开展研究,为促进青少年持续参与电子游戏并最大限度地发挥其积极影响的策略提供信息。
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引用次数: 0
Single or Multiplayer Mode? Examining the Effects of Exergames in Improving Physical Health and Well-Being Among Older Adults. 单人模式还是多人模式?研究体外游戏对改善老年人身体健康和幸福感的影响
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-04-01 Epub Date: 2024-08-22 DOI: 10.1089/g4h.2023.0241
Huanyu Bao, Sai G S Pai, Navrag B Singh, Ben Tan Phat Pham, Sowmiya Meena Siva Subramaniam, Yin-Leng Theng, Edmund W J Lee

Objective: This study assesses the impact of single-player and multiplayer exergaming modes on improving exercise intentions, reduction of fear of falling, and emotional well-being among older adults, primarily from low socioeconomic status (SES) backgrounds-a group often underrepresented in exergame research. Method: We engaged 48 participants, primarily from low-SES communities in Singapore for a 4-week community-based exergaming intervention. Participants were divided into four groups as follows: (1) conventional exercise alone, (2) exergames alone, (3) exergames with a health coach, and (4) exergames with a peer. Using two-way repeated-measures ANOVA, we analyzed the effects of these interventions. Results: The findings revealed that all exergaming modes positively influenced exercise intentions, fear of falling, and emotional well-being to varying extents. Notably, exergaming with a health coach significantly improved participants' exercise intentions and emotional well-being, underscoring the value of expert guidance in motivating and supporting older adults in adopting healthier lifestyles. Exergaming with a peer was most effective in reducing fear of falling, highlighting the importance of social support and peer interaction in addressing physical health concerns among this population. Conclusion: This study emphasizes the potential of tailored exergame interventions incorporating various social interactions to improve health outcomes for older adults, contributing to more inclusive health promotion strategies.

研究目的本研究评估了单人和多人外部游戏模式对改善老年人(主要是社会经济地位(SES)较低的老年人)的运动意愿、减少跌倒恐惧和情绪健康的影响,而这一群体在外部游戏研究中往往代表性不足。研究方法:我们邀请了 48 名主要来自新加坡低社会经济地位社区的参与者参加为期 4 周的社区外联网游戏干预活动。参与者被分为以下四组:(1)单独进行传统锻炼;(2)单独进行外显子游戏;(3)与健康指导员一起进行外显子游戏;(4)与同伴一起进行外显子游戏。我们使用双向重复测量方差分析法分析了这些干预措施的效果。结果显示研究结果表明,所有外部游戏模式都在不同程度上对运动意愿、跌倒恐惧和情绪健康产生了积极影响。值得注意的是,与健康指导员一起进行外部游戏能明显改善参与者的运动意愿和情绪健康,这突出了专家指导在激励和支持老年人采用更健康的生活方式方面的价值。与同龄人一起玩电子游戏对减少跌倒恐惧最有效,这突出了社会支持和同龄人互动在解决老年人身体健康问题方面的重要性。结论这项研究强调了量身定制的外显子游戏干预措施的潜力,其中包含了各种社会互动,可改善老年人的健康状况,有助于制定更具包容性的健康促进战略。
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引用次数: 0
The Effectiveness of Immersive Virtual Reality Simulation as an Innovative Learning Strategy for Acquisition of Clinical Skills in Nursing Education: Experimental Design. 沉浸式虚拟现实模拟作为护理教育中获取临床技能的创新学习策略的有效性:实验设计。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-04-01 Epub Date: 2024-08-19 DOI: 10.1089/g4h.2023.0139
Samar Thabet Jallad, Burçin Işık

Background: A transformation of learning in nursing is necessary to prepare students for developing complex clinical environments. The essential aim of clinical nursing learning is to enhance the integration of theoretical knowledge in the clinical environment by using various innovative strategies, such as immersive virtual reality (VR) simulation to develop a learning process that allows students to gain knowledge and perform skills in a visually attractive way, which enhances the quality and safety of clinical learning through repeated exposure to educational content that supports students' cognitive and psychomotor skills. Objective: This study was aimed at determining the effectiveness of immersive VR simulation as a learning strategy on the acquisition of intramuscular injection skills in nursing education and the performance level of nursing students compared with a physical learning environment (low-fidelity simulation). Materials and Metods: The experimental design (pre-post-test) was used among first-year nursing students (N = 66) (control group = 33, hip model and experimental group = 33, VR simulation) of the summer semester of 2019-2020 in the Faculty of Nursing at Near East University in Cyprus. Results: There is a significant difference between both groups in performance psychomotor skills scores, and the mean was higher in the experimental group (P = 0.002) and a significantly longer period of time than in the control group (P < 0.05). Conclusion: Immersive VR simulation is a supplementary tool and useful teaching-learning strategy for training in nursing education alongside physical laboratory (hip-model and mannequin) and psychomotor skills requiring the ordering of skill steps in teaching, and it provides realistic experiences in a safe environment instead of the unavailability of actual customers in clinical settings.

背景:要让学生为发展复杂的临床环境做好准备,就必须转变护理学习方式。临床护理学习的根本目的是通过使用各种创新策略,如身临其境的虚拟现实(VR)模拟,加强理论知识在临床环境中的整合,从而开发出一种学习过程,让学生以一种具有视觉吸引力的方式获取知识和执行技能,通过反复接触支持学生认知和心理运动技能的教育内容,提高临床学习的质量和安全性。研究目的本研究旨在确定沉浸式 VR 模拟作为一种学习策略,与物理学习环境(低保真模拟)相比,对护理教育中肌肉注射技能掌握的有效性以及护理专业学生的表现水平。材料和方法:在塞浦路斯近东大学护理学院2019-2020年夏季学期一年级护理学生(N = 66)中采用实验设计(前-后-测试)(对照组=33,臀部模型,实验组=33,VR模拟)。结果:两组在表现心理运动技能得分上存在明显差异,实验组的平均值更高(P = 0.002),且实验时间明显长于对照组(P < 0.05)。结论沉浸式 VR 模拟是一种辅助工具和有用的教学策略,在护理教学中与物理实验(髋关节模型和人体模型)和需要在教学中按技能步骤排序的心理运动技能一起进行培训,它提供了在安全环境中的真实体验,而不是在临床环境中无法获得实际客户。
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Games for Health Journal
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