首页 > 最新文献

Games for Health Journal最新文献

英文 中文
Proposal of a Serious Game for Dynamic Balance Training Using a Force Platform: A Pilot Study. 运用力平台进行动平衡训练的严肃游戏方案:初步研究。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-08-01 Epub Date: 2025-03-24 DOI: 10.1089/g4h.2023.0194
Mariana da Palma Valério, Silvia Regina Matos da Silva Boschi, Danilo Luque Ribeiro, André Roberto Fernandes da Silva, Luan de Almeida Moura, Gabrielli Delbone Alexandre, Thamires da Silva Copeski, Giovanna Cordeiro Longuinho, Silvia Cristina Martini, Terigi Augusto Scardovelli, Alessandro Pereira da Silva

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

背景:通过体育锻炼来提高老年人的平衡能力已经取得了很好的效果,但是保持对这些项目的持续参与是具有挑战性的。为了解决这个问题,我们开发了一个由双轴力平台控制的外侧平衡模拟游戏,以支持平衡康复并鼓励定期训练。方法:游戏使用Unity引擎创建,使用Blender设计3D模型,包括角色的“relax Man Character”资产。玩家的目标是在一个由圆柱体支撑的虚拟板上保持平衡,通过双轴力平台控制。验证包括结构测试、可用性测试(系统可用性量表)和10名健康青年志愿者的先导测试。采用Jamovi软件的Shapiro-Wilk检验和t-Student检验进行统计学分析(P < 0.05)。结果:结果表明,游戏的表现符合预期,可用性测试获得了专家的优秀分数(81.5分)。试点测试显示,个性化校准允许个性化训练,志愿者的分数在第1天的第2次提高了17.6%,在第2天的第1次提高了26%,在第2天的第2次提高了8.5%。结论:平衡模拟有效地复制了控制虚拟板上角色所需的足压力运动。这种个性化的方法使游戏易于玩家使用。未来的工作将包括在目标老年人群中测试游戏,增加会话次数,并分析肌肉激活,以充分确定游戏的影响。
{"title":"Proposal of a Serious Game for Dynamic Balance Training Using a Force Platform: A Pilot Study.","authors":"Mariana da Palma Valério, Silvia Regina Matos da Silva Boschi, Danilo Luque Ribeiro, André Roberto Fernandes da Silva, Luan de Almeida Moura, Gabrielli Delbone Alexandre, Thamires da Silva Copeski, Giovanna Cordeiro Longuinho, Silvia Cristina Martini, Terigi Augusto Scardovelli, Alessandro Pereira da Silva","doi":"10.1089/g4h.2023.0194","DOIUrl":"10.1089/g4h.2023.0194","url":null,"abstract":"<p><p><b><i>Background:</i></b> Physical training to improve balance in the elderly has shown excellent results, but maintaining consistent participation in such programs is challenging. <b><i>Objective:</i></b> To address this, a laterolateral balance simulation game controlled by a biaxial force platform was developed to support balance rehabilitation and encourage regular training. <b><i>Method:</i></b> The game was created using the Unity engine, with 3D models designed in Blender, including the \"Relaxed Man Character\" asset for the avatar. The player's objective is to maintain balance on a virtual board supported by a cylinder, controlled via the biaxial force platform. Validation involved structural tests, usability testing (System Usability Scale), and a pilot test with 10 healthy young volunteers. Statistical analysis was conducted using the Shapiro-Wilk and <i>t</i>-Student tests (<i>P</i> < 0.05) in Jamovi software. <b><i>Results:</i></b> Results indicated that the game performed as expected, and the usability test yielded an excellent score (81.5 points) from experts. The pilot test revealed that individualized calibration allowed for personalized training, with volunteers' scores improving by 17.6% in the second session of day 1, 26% in the first session of day 2, and 8.5% in the second session of day 2. <b><i>Conclusion:</i></b> The balance simulation effectively replicated the foot pressure movements needed to control an avatar on a virtual board. This personalized approach made the game accessible and easy to use for players. Future work will involve testing the game with the target elderly population, increasing the number of sessions, and analyzing muscle activation to fully determine the game's impact.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"312-320"},"PeriodicalIF":2.8,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143694057","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 Effects of Technology-Based Rehabilitation in Rheumatic Diseases with Hand Involvement: A Single Blind Randomized Controlled Trial. 技术康复对手受累风湿病的影响:一项单盲随机对照试验。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-08-01 Epub Date: 2025-04-02 DOI: 10.1089/g4h.2024.0164
Sebahat Yaprak Cetin, Saniye Yardim, Mert Dogan, Gulsah Sütçü Uçmak, Ozgun Kaya Kara, Ayse Ayan

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

目的:本研究的目的是研究基于技术的康复对手部受损伤的风湿性疾病患者的握力、功能和疾病活动性的影响,并将这些影响与传统手部康复的效果和继续常规生活的对照组进行比较。材料与方法:本研究纳入45例确诊为累及手部的风湿性疾病患者,平均年龄52.24±10.03岁。将患者随机分为干预组(n = 15)、常规组(n = 15)和对照组(n = 15)。干预组采用虚拟现实(VR)应用和跳跃运动控制器(LMC)装置,常规运动组每周进行2次拉伸和强化运动,持续8周。采用疾病活动度评分-28、测功仪、捏计、密歇根手结局测试、Duruöz手指数、捷成手功能测试和9孔钉测试进行评估。结果:干预后,LMC组在捷成手功能测试、9孔钉测试和握力方面均有显著差异(P < 0.05)。结论:对于有手受累的风湿性疾病患者,在物理治疗师的指导下,通过LMC进行VR康复对患者的握力和手功能有积极的影响。开发在治疗过程中保持患者运动动机的方法可能有助于增加和维持这些效果。
{"title":"The Effects of Technology-Based Rehabilitation in Rheumatic Diseases with Hand Involvement: A Single Blind Randomized Controlled Trial.","authors":"Sebahat Yaprak Cetin, Saniye Yardim, Mert Dogan, Gulsah Sütçü Uçmak, Ozgun Kaya Kara, Ayse Ayan","doi":"10.1089/g4h.2024.0164","DOIUrl":"10.1089/g4h.2024.0164","url":null,"abstract":"<p><p><b><i>Objective:</i></b> The aim of this study was to examine the effect of technology-based rehabilitation on grip strength, functionality, and disease activity in rheumatic diseases with hand involvement, and to compare these effects with the effects of conventional hand rehabilitation and with a control group that continued routine life. <b><i>Materials and Methods:</i></b> The study included 45 patients, with a mean age of 52.24 ± 10.03 years, who were diagnosed with rheumatic disease involving the hand. The patients were randomized to an intervention group (<i>n</i> = 15), conventional group (<i>n</i> = 15), and control group (<i>n</i> = 15). A virtual reality (VR) application with a leap motion controller (LMC) device was applied to the intervention group and stretching and strengthening exercises were applied to the conventional exercise group twice a week for 8 weeks. Evaluations were made using the Disease Activity Score-28, dynamometer, pinch meter, Michigan hand outcome test, Duruöz Hand Index, Jebsen hand function test, and 9-hole peg test. <b><i>Results:</i></b> A significant difference was determined in favor of the LMC group in terms of the Jebsen Hand Function test, 9-hole peg test and grip strength after the intervention (<i>P</i> < 0.05). <b><i>Conclusion:</i></b> For patients with rheumatic diseases with hand involvement, VR rehabilitation via LMC under the guidance of a physiotherapist has positive effects on the patients' grip strength and hand functions. Developing approaches that will maintain patients' motivation for exercise during the treatment process may help increase and maintain these effects.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"332-343"},"PeriodicalIF":2.8,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143773671","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
Enhancing English Proficiency in Korean Schoolchildren with Problematic Behaviors: Efficacy of Digital Game-Based Learning. 提高有问题行为的韩国学童的英语水平:基于数字游戏的学习效果。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-08-01 Epub Date: 2024-11-27 DOI: 10.1089/g4h.2024.0151
Jeong Soo Kim, Soo Young Kim, Sungah Chung, Sun Mi Kim, Doug Hyun Han

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

目的:有研究表明,与传统的学习方法相比,通过电脑游戏学习语言可以提高语言能力。语言技能培训还能提高儿童和青少年的自我控制能力,减少问题行为。我们假设,基于电脑游戏的语言培训可能比传统的语言教学更有效。此外,我们还提出,通过电脑游戏语言培训提高的语言技能可以改善该群体的问题行为。材料与方法:这是一项为期 8 周的交叉试验,包括两组各 4 周的游戏轮次和 4 周的对照轮次。Wise-Ax English 是一款针对韩国儿童开发的英语词汇教育休闲数码游戏。游戏中包含从韩国教育部指定的词库中选出的 500 个英语单词。这项研究包括 38 名韩国学生。在游戏进行 4 周和 8 周时,所有学生都接受了英语能力测试。结果显示超过 80% 的参与者对基于数字游戏的英语教育表示满意,并指出与传统英语课程相比,他们的英语能力有了显著提高。在一轮游戏过程中,有问题行为的儿童与没有问题行为的同龄人相比,考试成绩有所提高。结论教育游戏 Wise-Ax English 能有效提高韩国小学生的英语语言技能。值得注意的是,Wise-Ax 英语对问题行为和焦虑程度较高的学生的效果更为明显。
{"title":"Enhancing English Proficiency in Korean Schoolchildren with Problematic Behaviors: Efficacy of Digital Game-Based Learning.","authors":"Jeong Soo Kim, Soo Young Kim, Sungah Chung, Sun Mi Kim, Doug Hyun Han","doi":"10.1089/g4h.2024.0151","DOIUrl":"10.1089/g4h.2024.0151","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Language learning through computer games has been suggested to enhance language abilities compared with traditional learning methods. Training in language skills may also improve self-control and reduce problematic behaviors in children and adolescents. We hypothesized that computer game-based language training could be more effective than classical language instruction. Furthermore, we propose that the enhanced language skills obtained through computer game language training could correspond with improvements in problematic behaviors within this group. <b><i>Materials and Methods:</i></b> This was an 8-week crossover trial consisting of 4 weeks of gaming rounds and 4 weeks of control rounds for two groups. Wise-Ax English is a casual digital game developed for English vocabulary education targeting Korean children. The game incorporates 500 English words selected from a pool designated by the Korean Ministry of Education. The study included 38 Korean students. At the 4-week and 8-week marks, all students were assessed with English competency tests. <b><i>Results:</i></b> Over 80% of the participants expressed satisfaction with the digital game-based English education, noting significant improvements in their English abilities compared with those achieved using traditional English classes. During the gaming rounds, children with problematic behaviors demonstrated improvement in test scores relative to their peers without such behaviors. <b><i>Conclusion:</i></b> The educational game Wise-Ax English can effectively enhance English language skills among Korean elementary school students. Notably, the effectiveness of Wise-Ax English was more pronounced in students exhibiting higher levels of problematic behavior and anxiety.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"295-304"},"PeriodicalIF":2.8,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142741048","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
Test-Retest Reliability and Precision of GripAble: A Multipurpose Exergaming Device. 一种多用途运动装置——可抓性的重测可靠性和精度。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-08-01 Epub Date: 2025-02-12 DOI: 10.1089/g4h.2024.0216
Roman Kudin, Halil Ibrahim Ergen, Corey W McGee

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

目的:GripAble是一种新型的上肢运动功能评估和锻炼装置。在本研究中,我们的目的是(1)建立其测试-重测的信度和精度,(2)确定哪种报告方法(即基于一次、两次或三次试验)在测试健康手的成年人的握力(HGS)时产生最大的信度和精度。材料和方法:有目的的抽样是根据性别、年龄和种族招募不同的成年人样本。数据在两次会议中收集,间隔约2周。在每个疗程中,双侧进行三次最大HGS试验。使用类内相关系数(ICC)评估重测信度,使用测量标准误差和最小可检测变化(MDC)评估精密度。结果:36名手部健康的成年人完成了研究方案。在所有报告方法中,ICC值均≥0.85。当计算三个试验的平均值时,观察到最高的信度(优势手和非优势手的ICC值分别= 0.97和0.94)和精度(优势手和非优势手的MDC%分别= 12.9和18.2)。结论:可抓装置在评估健康手成人最大HGS时具有良好的可靠性和可接受的精度。记录三次试验并报告其平均值可获得最高的重测可靠性和精度。相关性:我们提出早期证据支持使用GripAble作为HGS评估设备。未来的研究应包括建立HGS的参考值,并在不同的临床人群中检验GripAble的可靠性和精确性。它作为一种游戏干预手段的有效性也值得探索。
{"title":"Test-Retest Reliability and Precision of GripAble: A Multipurpose Exergaming Device.","authors":"Roman Kudin, Halil Ibrahim Ergen, Corey W McGee","doi":"10.1089/g4h.2024.0216","DOIUrl":"10.1089/g4h.2024.0216","url":null,"abstract":"<p><p><b><i>Objective:</i></b> GripAble is a novel upper limb motor function assessment and exergaming device. In this study, we aimed to (1) establish its test-retest reliability and precision and (2) determine which method of reporting (i.e., based on one, two, or three trials) yields the greatest reliability and precision when testing hand grip strength (HGS) in healthy-handed adults. <b><i>Materials and Methods:</i></b> Purposeful sampling was used to recruit a diverse sample of adults according to sex, age, and race. Data were collected during two sessions approximately 2 weeks apart. During each session, three trials of maximal HGS were taken bilaterally. Test-retest reliability was assessed using the intraclass correlation coefficient (ICC), and precision was assessed using the standard error of measurement and the minimal detectable change (MDC). <b><i>Results:</i></b> Thirty-six healthy-handed adults completed the study protocol. Across all methods of reporting, ICC values were ≥0.85. The highest reliability (ICC values for dominant and nondominant hands = 0.97 and 0.94, respectively) and precision (MDC% for dominant and nondominant hands = 12.9 and 18.2, respectively) were observed when the average of three trials was calculated. <b><i>Conclusions:</i></b> The GripAble device has excellent reliability and acceptable precision when used to assess maximal HGS in healthy-handed adults. Recording three trials and reporting their average yields the highest test-retest reliability and precision. <b><i>Relevance:</i></b> We present early evidence to support the use of GripAble as an HGS assessment device. Future research should include establishing HGS reference values and testing GripAble's reliability and precision in different clinical populations. Its efficacy as an exergaming intervention also warrants exploration.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"305-311"},"PeriodicalIF":2.8,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12419390/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143400294","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
Serious Gaming for Upper Limbs Rehabilitation-Game Controllers Features: A Scoping Review. 上肢康复的严肃游戏-游戏控制器的特点:范围审查。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-08-01 Epub Date: 2025-05-21 DOI: 10.1089/g4h.2024.0122
Andrés Cela, Edwin Oña, Alberto Jardón

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

exergames在上肢功能障碍患者康复中的应用已显著增加。本综述旨在调查用于康复的游戏系统中使用的游戏控制器(GCs),为其开发、实施和使用中使用的平台、传感器和技术提供见解。我们对Scopus和PubMed数据库进行了全面的检索,包括2013年2月至2023年2月之间发表的文章。入选标准包括在英语期刊上发表的使用exergames的上肢(UL)康复研究,结果确定了175篇相关文章。确定了七个关键类别:病理,参与者状况,疗程剂量,GCs,传感器,UL修复的特定部分和人体工程学。中风(55.4%)和脑瘫(6.3%)是基于练习的康复中最常解决的医疗状况。参与评审文章的人数从1人到数百人不等。参与者有三种类型:病人、专家和志愿者。随机对照试验(RCT)研究始终以控制次数的会话(从6到40)为特征,平均持续20分钟,而非RCT研究显示出更多的可变性。商业平台受到青睐,占GCs的74.3%,物理控制器(57.1%)超过虚拟控制器。相机是主要的传感器(50.3%),尽管包括imu、按钮和力传感器在内的各种传感器类型也被使用。康复治疗68%集中在一般的UL, 20.6%集中在手部,4%集中在肘部,3.4%集中在手臂和肩膀。值得注意的是,只有26.3%的研究考虑了康复系统的人体工程学。尽管exergame系统正在推动康复治疗,但仍需要在各个方面进行进一步的开发和研究,例如人体工程学,控制器设计和传感器集成,以提高其对患者使用的适用性。
{"title":"Serious Gaming for Upper Limbs Rehabilitation-Game Controllers Features: A Scoping Review.","authors":"Andrés Cela, Edwin Oña, Alberto Jardón","doi":"10.1089/g4h.2024.0122","DOIUrl":"10.1089/g4h.2024.0122","url":null,"abstract":"<p><p>The use of exergames in the rehabilitation of patients with upper limb dysfunctions has increased significantly. This scoping review aimed to investigate the game controllers (GCs) employed in exergame systems used for rehabilitation, offering insights into the platforms, sensors, and techniques used in their development, implementation, and utilization. We conducted a comprehensive search of Scopus and PubMed databases, encompassing articles published between February 2013 and February 2023. The eligibility criteria included studies on upper limbs (UL) rehabilitation using exergames published in English-language journals, resulting in the identification of 175 pertinent articles. Seven key categories were identified: pathology, participants' conditions, dosage of sessions, GCs, sensors, specific part of the UL rehabilitated, and ergonomics. Stroke (55.4%) and cerebral palsy (6.3%) were the most frequently addressed medical conditions in the exergame-based rehabilitation. The number of participants in the reviewed articles was from one to several hundred. Three types of participants were identified: patients, specialists, and volunteers. Randomized controlled trial (RCT) studies consistently featured a controlled number of sessions (ranging from 6 to 40) lasting an average of 20 minutes, while non-RCT studies displayed more variability. Commercial platforms were favored, accounting for 74.3% of GCs, with physical controllers (57.1%) surpassing virtual ones. Cameras were the predominant sensors (50.3%), although a wide array of sensor types including IMUs, push buttons, and force sensors were also used. Rehabilitation focuses 68% on general UL, 20.6% on hands, 4% on elbows, and 3.4% on arms and shoulders. Notably, only 26.3% of the studies considered ergonomics in the rehabilitation system. Although exergame systems are advancing rehabilitation treatments, there remains a need for further development and research on various aspects, such as ergonomics, controller design, and sensor integration, to enhance their suitability for patient use.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"265-280"},"PeriodicalIF":2.8,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144120321","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
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。
{"title":"Virtual Reality Exercise with Autonomy Support Increases Positive Affect During Time Trial Exercise.","authors":"Andrew Ray Moore, Brooke An Shaohua Butler","doi":"10.1089/g4h.2024.0157","DOIUrl":"10.1089/g4h.2024.0157","url":null,"abstract":"<p><p><i><b>Background:</b></i> 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. <i><b>Methods:</b></i> Using a repeated-measures crossover design, healthy untrained men and women (<i>N</i> = 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. <i><b>Results:</b></i> 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, <i>P</i> = 0.03, <i>η</i><sup>2</sup> = 0.22). No other differences were detected between conditions for finishing time or the remaining variables. <i><b>Conclusion:</b></i> 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.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"212-220"},"PeriodicalIF":2.2,"publicationDate":"2025-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12172639/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142717469","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 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。
{"title":"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.","authors":"Naghme Massah, Sedighe Kahrizi, Randy Neblett","doi":"10.1089/g4h.2024.0003","DOIUrl":"10.1089/g4h.2024.0003","url":null,"abstract":"<p><p><b><i>Objective:</i></b> 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). <b><i>Materials and Methods:</i></b> 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. <b><i>Results:</i></b> 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 (<i>P</i> ≤ 0.05). Additionally, participants reported lower perceived exertion due to exercising following EXG compared with CSEs. <b><i>Conclusion:</i></b> EXG may have potential therapeutic advantages over traditional exercise interventions for CLBP.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"233-241"},"PeriodicalIF":2.2,"publicationDate":"2025-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142741044","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
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。
{"title":"Gamification and Language Learning to Enhance Cognition in Older Adults: A Systematic Literature Review.","authors":"Kimberly M W Y Tan","doi":"10.1089/g4h.2024.0025","DOIUrl":"10.1089/g4h.2024.0025","url":null,"abstract":"<p><p>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.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"167-181"},"PeriodicalIF":2.2,"publicationDate":"2025-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142741051","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
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。
{"title":"Serious Game-Based Balance Training with Augmented Kinesthetic Feedback Enhances Aspects of Postural Control in Poststroke Patients: A Randomized Clinical Trial.","authors":"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","doi":"10.1089/g4h.2023.0214","DOIUrl":"10.1089/g4h.2023.0214","url":null,"abstract":"<p><p><b><i>Background:</i></b> 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. <b><i>Methods:</i></b> 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. <b><i>Results:</i></b> 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. <b><i>Conclusion:</i></b> 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.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"221-232"},"PeriodicalIF":2.2,"publicationDate":"2025-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142741053","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 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
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:604180095
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