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The Impact of Virtual Reality Intervention on Emotion Regulation and Executive Functions in Autistic Children. 虚拟现实干预对自闭症儿童情绪调节和执行功能的影响。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-04-01 Epub Date: 2024-08-07 DOI: 10.1089/g4h.2023.0240
Hasan Sepehri Bonab, Soghra Ebrahimi Sani, Behzad Behzadnia

Introduction: Autistic children may encounter difficulties in managing emotions and executive functions (EFs), which can contribute to mental and health challenges. Recognizing physical activities as a potential strategy for enhancing emotion regulation (ER), this study aims to investigate the efficacy of a virtual reality (VR)-based physical exercise program in improving ER and EFs among children with autism spectrum disorder (ASD). Materials and Methods: Forty boys diagnosed with ASD, aged 7 to 10 years, were randomly assigned to two groups: a VR intervention group (n = 20) and a control group (n = 20). The intervention group participated in a VR program, while the control group solely concentrated on engaging in sedentary and inactive video gaming. EFs were evaluated through the utilization of both the flanker task and the Wisconsin card sorting task, both administered initially at baseline and subsequently after an 8-week interval. In addition, the parents of the children completed the Emotion Regulation Checklist to evaluate their ER skills. Results: According to the results, a significant difference was observed between the two groups in terms of EFs and the ability to regulate emotion (P < 0.05). The intervention group demonstrated a notable improvement in ER skills and exhibited superior executive functioning abilities compared with the control group. Conclusion: It appears that VR exercises can serve as a preliminary trial to enhance EFs and ER in children with autism. In addition, they may prove effective as complementary interventions to traditional educational strategies in preventing future challenges associated with ASD.

简介自闭症儿童在情绪管理和执行功能(EFs)方面可能会遇到困难,这可能会导致心理和健康方面的挑战。认识到体育活动是增强情绪调节(ER)的潜在策略,本研究旨在调查基于虚拟现实(VR)的体育锻炼项目在改善自闭症谱系障碍(ASD)儿童的情绪调节和执行功能方面的效果。材料与方法:40名被诊断患有自闭症谱系障碍的7至10岁男孩被随机分配到两组:虚拟现实干预组(n = 20)和对照组(n = 20)。干预组参与虚拟现实项目,而对照组则只专注于久坐不动和不活跃的视频游戏。干预组通过侧手任务和威斯康星卡片分类任务来评估幼儿的情绪控制能力,这两项任务都是在基线期和间隔 8 周后进行的。此外,孩子的父母也填写了情绪调节核对表,以评估他们的情绪调节能力。结果显示结果显示,两组儿童在情商和情绪调节能力方面存在显著差异(P < 0.05)。与对照组相比,干预组在情绪调节能力方面有明显改善,并表现出更高的执行功能能力。结论VR练习似乎可以作为提高自闭症儿童EF和ER的初步试验。此外,它们可能被证明是传统教育策略的有效补充干预措施,可预防自闭症儿童未来面临的挑战。
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引用次数: 0
Awe Inducing Elements in Virtual Reality Applications: A Prospective Study of Hospitalized Children and Caregivers. 虚拟现实应用中的敬畏元素:一项针对住院儿童和护理人员的前瞻性研究。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-04-01 Epub Date: 2024-08-07 DOI: 10.1089/g4h.2024.0050
Emily M He, Faaizah Arshad, Brian S-K Li, Ryan Brinda, Avani Ganesan, Lijin Zhang, Sammy Fehr, Meghana Renavikar, Samuel T Rodriguez, Ellen Wang, Oswaldo Rosales, Thomas J Caruso

Background: Hospitalized pediatric patients and their caregivers often experience anxiety and fear, resulting in withdrawal and aggression. Despite virtual reality (VR) being a safe and effective anxiolytic, it is unknown what software design aspects contribute to its effectiveness. This prospective observational study evaluated which VR application elements increased awe, which is correlated with improved behavior and satisfaction. Methods: Patients aged 6 to 25 years and their caregivers at an academic pediatric hospital interacted with a custom VR application that compared design aspects, including environment, graphics fidelity, and presence of a motivational character. Outcomes investigated self-reported awe, vastness, accommodation, and engagement. Data were analyzed using repeated measure ANOVA tests and correlation analyses. Results: A total of 202 participants were enrolled, and 179 (88 pediatric patients, 91 adult caregivers) were included in the final analysis. A fictional environment was more effective at increasing awe in pediatric patients (P = 0.030) compared with a realistic environment. However, increased graphics fidelity was more effective at increasing awe in caregiver adults (P = 0.023) compared with low resolution graphics. Presence of a motivational character did not influence awe in either patients or caregivers (P = 0.432, P = 0.904, respectively). All measures of awe were positively correlated with application engagement (P < 0.005). Conclusion: In conclusion, when software developers design VR software for pediatric patients and their caregivers, fictional settings and increased graphic fidelity should be considered for pediatric patients and adults, respectively. Future studies will explore other VR elements in gameplay settings.

背景:住院的儿科病人及其护理人员经常会感到焦虑和恐惧,从而导致退缩和攻击行为。尽管虚拟现实(VR)是一种安全有效的抗焦虑剂,但目前还不清楚哪些软件设计方面有助于提高其有效性。这项前瞻性观察研究评估了哪些 VR 应用元素会增加敬畏感,而敬畏感又与行为改善和满意度相关。研究方法一家学术儿科医院的 6 至 25 岁患者及其护理人员与一款定制的 VR 应用程序进行了互动,该应用程序在设计方面进行了比较,包括环境、图形保真度和激励角色的存在。结果调查了自我报告的敬畏感、广度、适应性和参与度。数据采用重复测量方差分析测试和相关分析进行分析。结果共有 202 人参加了研究,其中 179 人(88 名儿科患者,91 名成年护理人员)被纳入最终分析。与逼真的环境相比,虚构的环境更能提高儿科患者的敬畏感(P = 0.030)。然而,与低分辨率图形相比,提高图形保真度更能增强成人护理人员的敬畏感(P = 0.023)。激励角色的存在对患者和护理人员的敬畏感都没有影响(P = 0.432,P = 0.904)。所有敬畏感的测量值都与应用的参与度呈正相关(P < 0.005)。结论总之,当软件开发人员为儿科患者及其护理人员设计 VR 软件时,应考虑分别为儿科患者和成人提供虚构的设置和更高的图形逼真度。未来的研究将探索游戏设置中的其他 VR 元素。
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引用次数: 0
The Association of Conventional Therapy Associated with Somatosensory Interactive Game Enhances the Effects of Early Pulmonary Rehabilitation for Patients with Acute Exacerbation of Chronic Obstructive Pulmonary Disease: A Randomized Controlled Trial. 传统疗法与体感互动游戏的结合增强了慢性阻塞性肺病急性加重患者早期肺康复治疗的效果:随机对照试验》。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-04-01 Epub Date: 2024-08-29 DOI: 10.1089/g4h.2023.0095
Xiaoliang Jin, Mengni Jin, Beilei Zhang, Mei'e Niu, Yanxia Han, Jiale Qian

Objective: This study aimed to evaluate the effect of somatosensory interactive games in combination with pulmonary rehabilitation programs (PRPs) on exercise tolerance, balance function, pulmonary function, inflammatory markers, and healthcare utilization in individuals with acute exacerbation of chronic obstructive pulmonary disease over 12 months. Design: In a randomized controlled trial, 80 patients were divided into two groups. The control group participated in a lasted 30 minutes daily program composed of postural training for 10 minutes, limb movement for 10 minutes, and breathing exercises for 10 minutes based on regular oxygen therapy and medication. The experimental group received a once-daily, 20-minute somatosensory interactive game session based on the control group. Patients began treatment within 48 hours after admission and lasted for 6 weeks. Results: The time × group interactions on 6-minute walk distance (6MWD) and Brief Balance Evaluation Systems Test (Brief-BESTest) between the two groups were significant (P < 0.001). At the postintervention and each time point of follow-up, the 6-minute walk distance (6MWD) and Brief-BESTest of the intervention group were significantly higher than those of the control group (P < 0.05). The effects of time factor on forced expiratory volume in one second and forced vital capacity were statistically significant (P < 0.05). The 6MWD and Brief-BESTest of the intervention group peaked 3 months after the intervention and were higher than the control group within 12 months. C-reactive protein and procalcitonin were similar between the groups before and after intervention (P > 0.05). The readmission rates and mean length of time spent in the hospital were comparable between the groups at 12 months (P > 0.05). Conclusions: The addition of somatosensory interactive games based on a PRP was safe and feasible, and this benefit persisted for 12 months, peaked at 3 months after the intervention, and then gradually decreased.

研究目的本研究旨在评估体感互动游戏与肺康复计划(PRPs)相结合对慢性阻塞性肺病急性加重患者的运动耐受性、平衡功能、肺功能、炎症指标和医疗利用率的影响,为期 12 个月。设计在随机对照试验中,80 名患者被分为两组。对照组每天参加持续 30 分钟的训练,包括姿势训练 10 分钟、肢体运动 10 分钟,以及在常规氧疗和药物治疗基础上进行的呼吸练习 10 分钟。实验组在对照组的基础上,接受每天一次、每次 20 分钟的体感互动游戏训练。患者在入院后 48 小时内开始治疗,持续 6 周。治疗结果两组患者在 6 分钟步行距离(6MWD)和简易平衡评估系统测试(BESTest)上的时间 × 组间交互作用显著(P < 0.001)。在干预后和每个随访时间点,干预组的 6 分钟步行距离(6MWD)和简明平衡评估系统测试(BESTest)均显著高于对照组(P < 0.05)。时间因素对一秒用力呼气量和用力生命容量的影响具有统计学意义(P < 0.05)。干预组的 6MWD 和 Brief-BESTest 在干预 3 个月后达到峰值,并在 12 个月内高于对照组。干预前后两组的 C 反应蛋白和降钙素原相似(P > 0.05)。12 个月后,两组的再入院率和平均住院时间相当(P > 0.05)。结论在PRP的基础上增加体感互动游戏是安全可行的,这种益处持续了12个月,在干预后3个月达到高峰,然后逐渐下降。
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引用次数: 0
Usability and Tolerability of Virtual Reality-Based Cognitive Stimulation in Healthy Elderly Volunteers-A Feasibility Clinical Trial. 基于虚拟现实的认知刺激在健康老年志愿者中的可用性和耐受性--一项可行性临床试验。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-04-01 Epub Date: 2024-08-07 DOI: 10.1089/g4h.2024.0039
Hina Faisal, Wesley Lim, Antara Dattagupta, Peter Lin, Rohan Gupta, Eugene C Lai, Jiaqiong Xu, Stephen T Wong, Faisal N Masud

Background: The aim of the current pilot study was to evaluate the usability, acceptability, and tolerability of virtual reality (VR)-based cognitive stimulation exercises (CSEs) in healthy young versus old populations before health care integration. A secondary aim was to assess the accuracy of VR games as a proxy for cognitive stimulation, specifically for attention. VR-based CSEs promise to improve attention and brain function through varied learning systems. Methods: This is a Phase 1 feasibility clinical trial at a single center. It involves 30 healthy volunteers randomly selected using the American Society of Anesthesiologists (ASA) physical status classification system. Participants fall into ASA 1 (age >18-35 years, n = 15) or ASA 2 (age >60 years, n = 15) categories. All participants tested the ReCognitionVR-based CSEs. Feasibility criterion: Participants in each group were monitored for completion of 20 minutes of VR-based CSEs. Acceptability criterion: Proportion of participants with system usability scale (SUS) >35 or SUS score of 87.5. Safety (tolerability) monitoring: Sessions were monitored for neurological, cardiovascular, or pulmonary adverse events (AEs). Safety criterion: No more than 10% of sessions stopped due to neurological, cardiovascular, or pulmonary AEs. Results: The primary outcome (feasibility) of ReCognitionVR-based CSEs was 100%. For the secondary outcome (acceptability), there was no group difference in SUS scores (ASA 1 = 88.17 ± 12.83 vs. ASA 2 = 88.39 ± 10.22, P = 0.81). For the tertiary outcome (safety), mild transient uneasiness was reported by two (13.4%) ASA 1 participants (resolved in 2 minutes), and one (6.67%) ASA 1 participant experienced a temporary >20% increase in blood pressure from baseline. No ASA 2 participants had AEs. Conclusion: The feasibility, acceptability, and safety of ReCognitionVR-based CSEs in healthy elderly volunteers are acceptable, indicating that the evaluation of the ReCognitionVR-based CSEs in hospitalized patients is reasonable.

研究背景本试验性研究旨在评估基于虚拟现实(VR)的认知刺激练习(CSE)在健康的年轻人和老年人群中的可用性、可接受性和耐受性。另一个目的是评估虚拟现实游戏作为认知刺激(尤其是注意力刺激)替代品的准确性。基于 VR 的 CSE 有望通过不同的学习系统提高注意力和大脑功能。研究方法这是在一个中心进行的第一阶段可行性临床试验。试验采用美国麻醉医师协会(ASA)身体状况分类系统,随机抽取 30 名健康志愿者。参与者属于 ASA 1(年龄大于 18-35 岁,n = 15)或 ASA 2(年龄大于 60 岁,n = 15)类别。所有参与者都测试了基于 ReCognitionVR 的 CSE。可行性标准:对每组参与者完成 20 分钟基于 VR 的 CSE 的情况进行监测。可接受性标准:系统可用性量表(SUS)大于 35 或 SUS 得分为 87.5 的参与者比例。安全性(耐受性)监测:对各疗程的神经、心血管或肺部不良事件(AEs)进行监测。安全性标准:因神经、心血管或肺部不良事件而停止的疗程不超过 10%。结果基于 ReCognitionVR 的 CSE 的主要结果(可行性)为 100%。在次要结果(可接受性)方面,SUS 评分没有组间差异(ASA 1 = 88.17 ± 12.83 vs. ASA 2 = 88.39 ± 10.22,P = 0.81)。在三级结果(安全性)方面,两名 ASA 1 参与者(13.4%)报告了轻微的短暂不适(2 分钟内缓解),一名 ASA 1 参与者(6.67%)报告血压暂时比基线升高 20%。没有 ASA 2 参与者出现 AE。结论基于 ReCognitionVR 的 CSE 在健康老年志愿者中的可行性、可接受性和安全性均可接受,这表明在住院患者中评估基于 ReCognitionVR 的 CSE 是合理的。
{"title":"Usability and Tolerability of Virtual Reality-Based Cognitive Stimulation in Healthy Elderly Volunteers-A Feasibility Clinical Trial.","authors":"Hina Faisal, Wesley Lim, Antara Dattagupta, Peter Lin, Rohan Gupta, Eugene C Lai, Jiaqiong Xu, Stephen T Wong, Faisal N Masud","doi":"10.1089/g4h.2024.0039","DOIUrl":"10.1089/g4h.2024.0039","url":null,"abstract":"<p><p><b><i>Background:</i></b> The aim of the current pilot study was to evaluate the usability, acceptability, and tolerability of virtual reality (VR)-based cognitive stimulation exercises (CSEs) in healthy young versus old populations before health care integration. A secondary aim was to assess the accuracy of VR games as a proxy for cognitive stimulation, specifically for attention. VR-based CSEs promise to improve attention and brain function through varied learning systems. <b><i>Methods:</i></b> This is a Phase 1 feasibility clinical trial at a single center. It involves 30 healthy volunteers randomly selected using the American Society of Anesthesiologists (ASA) physical status classification system. Participants fall into ASA 1 (age >18-35 years, <i>n</i> = 15) or ASA 2 (age >60 years, <i>n</i> = 15) categories. All participants tested the ReCognitionVR-based CSEs. Feasibility criterion: Participants in each group were monitored for completion of 20 minutes of VR-based CSEs. Acceptability criterion: Proportion of participants with system usability scale (SUS) >35 or SUS score of 87.5. Safety (tolerability) monitoring: Sessions were monitored for neurological, cardiovascular, or pulmonary adverse events (AEs). Safety criterion: No more than 10% of sessions stopped due to neurological, cardiovascular, or pulmonary AEs. <b><i>Results:</i></b> The primary outcome (feasibility) of ReCognitionVR-based CSEs was 100%. For the secondary outcome (acceptability), there was no group difference in SUS scores (ASA 1 = 88.17 ± 12.83 vs. ASA 2 = 88.39 ± 10.22, <i>P</i> = 0.81). For the tertiary outcome (safety), mild transient uneasiness was reported by two (13.4%) ASA 1 participants (resolved in 2 minutes), and one (6.67%) ASA 1 participant experienced a temporary >20% increase in blood pressure from baseline. No ASA 2 participants had AEs. <b><i>Conclusion:</i></b> The feasibility, acceptability, and safety of ReCognitionVR-based CSEs in healthy elderly volunteers are acceptable, indicating that the evaluation of the ReCognitionVR-based CSEs in hospitalized patients is reasonable.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"136-145"},"PeriodicalIF":2.2,"publicationDate":"2025-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141898642","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
Acute Affective Responses to Virtual Reality Exercise: A Crossover Randomized Clinical Trial. 虚拟现实运动的急性情绪反应:交叉随机临床试验。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-04-01 Epub Date: 2024-08-12 DOI: 10.1089/g4h.2024.0026
Julia Amaral Teixeira, Eduarda Bitencourt, Viviane Derhon, Brendon Stubbs, Felipe Barreto Schuch

Virtual reality (VR) exercise aims to offer positive affective and sensory experiences through an immersive experience rich in audiovisual stimuli. Notwithstanding, there is a paucity of large sample size studies comparing the acute effects of VR exercise compared with a matched exercise performed in a non-VR environment. The study compared the acute effects of a VR exercise session versus a matched non-VR exercise session in effect, pleasure, enjoyment, perceived exertion, and heart rate. This is a crossover randomized clinical trial. The time, difficulty, and exercise type of the non-VR exercise were matched to VR exercise. Before and immediately after each session, participants responded to the Borg's Perceived Exertion Scale, the Feeling Scale and the Felt Arousal Scale, and the Physical Activity Enjoyment Scale. The analyses were conducted with Generalized Linear Models, Wilcoxon's, and T-test for paired samples. A total of 83 adults (40 females) aged 35.46 years were included in the study. Participants in the VR condition had a greater increase in affect (mean change difference = 0.95, 95% confidence interval [CI] = 0.83-1.06, P < 0.001), arousal (mean change difference = 0.37, 95% CI = 0.23-9.50, P < 0.001). The pleasure and enjoyment median after the VR session were higher. In conclusion, the immersive VR exercise was more strenuous, but resulted in a better affective response, greater pleasure, and enjoyment.

虚拟现实(VR)运动旨在通过丰富的视听刺激提供身临其境的体验,从而带来积极的情感和感官体验。尽管如此,将 VR 运动与在非 VR 环境中进行的匹配运动的急性效应进行比较的大样本量研究仍然很少。本研究比较了 VR 运动与匹配的非 VR 运动在效果、愉悦感、享受感、体力消耗和心率方面的急性效应。这是一项交叉随机临床试验。非 VR 运动的时间、难度和运动类型与 VR 运动相匹配。每次训练前后,参与者都要对博格知觉消耗量表、感觉量表和感觉唤醒量表以及体育锻炼乐趣量表做出反应。分析方法包括广义线性模型、Wilcoxon's 和配对样本 T 检验。共有 83 名成人(40 名女性)参加了研究,年龄为 35.46 岁。VR 条件下的参与者在情感(平均变化差异 = 0.95,95% 置信区间 [CI] = 0.83-1.06,P < 0.001)和唤醒(平均变化差异 = 0.37,95% 置信区间 = 0.23-9.50,P < 0.001)方面有更大的提高。VR 体验后的愉悦感和享受感中位数更高。总之,身临其境的 VR 运动更加剧烈,但却能带来更好的情感反应、更大的愉悦感和享受感。
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引用次数: 0
Effects of Virtual Reality-Based Rehabilitation in the Treatment of Patients with Fibromyalgia Syndrome: A Systematic Review and Meta-Analysis of Randomized Clinical Trials. 基于虚拟现实的康复治疗对纤维肌痛综合征患者的影响:随机临床试验的系统回顾与元分析》。
IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-04-01 Epub Date: 2025-02-05 DOI: 10.1089/g4h.2023.0193
Beatriz Brea-Gómez, Laura Pérez-Gisbert, Ibán Fernández-Castro, Marie Carmen Valenza, Irene Torres-Sánchez

The aim was to analyze the effects of virtual reality-based rehabilitation (VRBR) in patients with fibromyalgia syndrome (FMS). This systematic review and meta-analysis was performed following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines. A search was conducted in CINAHL, Medline (via PubMed), Scopus, and Web of Science up to January 2023. Eligibility criteria were defined with Participants, Interventions, Comparisons, Outcomes, and Study design. To assess the methodological quality, the modified Downs and Black scale was used. The risk of bias was assessed through The Cochrane Collaboration's tool. Meta-analysis was performed using RevMan software. Seventeen studies were included in the systematic review and 11 in the meta-analysis. We obtained significant differences in favor of VRBR for FMS impact (standardized mean difference or SMD: -0.49; 95% confidence interval or CI: -0.72 to -0.26), pain intensity (SMD: -0.50; 95% CI: -0.87 to -0.12), fatigue (SMD: -0.55, 95% CI: -0.89 to -0.22), depression (SMD: -0.39; 95% CI: -0.55 to -0.23), anxiety (SMD: -0.36; 95% CI: -0.57 to -0.14), health-related quality of life (SMD: 0.56; 95% CI: 0.29 to 0.83), health perception (mean difference or MD:10.56; 95% CI: 6.23 to 14.88), functional exercise capacity (SMD: 0.60; 95% CI: 0.33 to 0.87), and physical function (MD: 10.90; 95% CI: 7.04 to 14.77). No significant differences were found for kinesiophobia. VRBR significantly improves FMS symptoms, quality of life, and physical condition. VRBR applied alone or combined with other interventions shows good results. VRBR was superior to treatment as usual. Better results were obtained when specialized VRBR was used. More research is needed to determine how to implement this treatment and to study VRBR effects on follow-up.

目的是分析基于虚拟现实的康复(VRBR)对纤维肌痛综合征(FMS)患者的影响。本系统评价和荟萃分析遵循系统评价和荟萃分析指南的首选报告项目进行。检索截止到2023年1月在CINAHL、Medline(通过PubMed)、Scopus和Web of Science进行。入选标准包括参与者、干预措施、比较、结果和研究设计。为了评估方法学的质量,采用了改良的Downs和Black量表。偏倚风险通过Cochrane Collaboration的工具进行评估。采用RevMan软件进行meta分析。17项研究被纳入系统评价,11项研究被纳入荟萃分析。我们获得了VRBR对FMS影响的显著差异(标准化平均差异或SMD: -0.49;95%置信区间或CI: -0.72至-0.26),疼痛强度(SMD: -0.50;95% CI: -0.87至-0.12),疲劳(SMD: -0.55, 95% CI: -0.89至-0.22),抑郁(SMD: -0.39;95% CI: -0.55至-0.23),焦虑(SMD: -0.36;95% CI: -0.57至-0.14),健康相关生活质量(SMD: 0.56;95% CI: 0.29 ~ 0.83)、健康感知(MD平均差值:10.56;95% CI: 6.23 ~ 14.88),功能性运动能力(SMD: 0.60;95% CI: 0.33 ~ 0.87)和身体功能(MD: 10.90;95% CI: 7.04 ~ 14.77)。在运动恐惧症方面没有发现显著差异。VRBR可显著改善FMS症状、生活质量和身体状况。VRBR单独应用或与其他干预措施联合应用效果良好。VRBR优于常规治疗。采用专用VRBR,效果较好。需要更多的研究来确定如何实施这种治疗,并研究VRBR对随访的影响。
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引用次数: 0
Virtual Reality Environmental Enrichment Effects on Craving for Cigarettes in Smokers. 虚拟现实环境对吸烟者烟瘾的影响
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-02-01 Epub Date: 2024-07-10 DOI: 10.1089/g4h.2023.0188
Giulia Benvegnù, Samuele Perotti, Alessia Vegher, Cristiano Chiamulera

Background: Preclinical studies suggested the exposure to environmental enrichment (EE) as an intervention able to prevent or reduce nicotine-taking and nicotine-seeking behaviors. Virtual reality (VR) may help to test the effects of EE in smokers in a reproducible and feasible manner. Materials and Methods: In the present study, 31 smokers (14 women) were divided into two groups: (1) exposure to a virtual EE (VR-EE) and (2) exposure to a virtual neutral environment (VR-NoEE). Cigarette craving was assessed as basal and evoked, at different timepoints during the session. Behavior activity during VR exposure, mood, and subjective measures were also collected. Results: EE exposure in VR significantly reduced craving scores from basal timepoint. This was not observed in the VR-NoEE group, which significantly increased craving compared with values at neutral scenario. When both groups were exposed to smoking-related VR scenario, the VR-EE group showed an increased craving compared with previous timepoint up to score values not different from those in the VR-NoEE group. A significant positive correlation between basal craving scores and interactive behavior with virtual smoking cues was observed in the VR-NoEE but not in the VR-EE group. Conclusion: These findings suggest that virtual EE might have an inhibitory effect in smokers on basal, but not on evoked cigarette craving. Noteworthily, the interactive activity correlation to craving scores in the VR-NoEE participants was not observed in the VR-EE group, adding further evidence that the enrichment simulation was nonetheless able to modify behavior in the smoking-related scenario.

背景:临床前研究表明,接触丰富环境(EE)是一种能够预防或减少尼古丁吸食和尼古丁寻求行为的干预措施。虚拟现实(VR)有助于以可重复和可行的方式测试 EE 对吸烟者的影响。材料与方法:在本研究中,31 名吸烟者(14 名女性)被分为两组:(1) 接触虚拟 EE(VR-EE);(2) 接触虚拟中性环境(VR-NoEE)。在测试过程中的不同时间点,对吸烟者的烟瘾进行基础和诱发评估。此外,还收集了暴露于虚拟环境期间的行为活动、情绪和主观测量结果。研究结果在 VR 中暴露于 EE 会明显降低渴求程度在基础时间点上的得分。而在 VR-NoEE 组则没有观察到这种情况,与中性情景下的数值相比,该组的渴望程度明显增加。当两组人都暴露在与吸烟相关的 VR 情景中时,VR-EE 组的渴求度与之前的时间点相比都有所提高,最高得分与 VR-NoEE 组的得分相差不大。在 VR-NoEE 组和 VR-EE 组,基础渴求得分和与虚拟吸烟线索的互动行为之间存在明显的正相关。结论:这些研究结果表明,虚拟 EE 可能对吸烟者的基础吸烟渴求有抑制作用,但对诱发的吸烟渴求没有抑制作用。值得注意的是,VR-NoEE 参与者的互动活动与渴求得分之间的相关性在 VR-EE 组中没有观察到,这进一步证明了增强模拟能够改变吸烟相关情景中的行为。
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引用次数: 0
Effects of the Regular Use of Virtual Environments on Spatial Navigation and Memory. 经常使用虚拟环境对空间导航和记忆的影响
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-02-01 Epub Date: 2024-08-02 DOI: 10.1089/g4h.2023.0210
Francisco José Lobato-Camacho, Juan Pedro Vargas, Juan Carlos López

Introduction: The cognitive effects of video games have garnered increasing attention due to their potential applications in cognitive rehabilitation and evaluation. However, the underlying mechanisms driving these cognitive modifications remain poorly understood. Objectives: This study investigates the fundamental mnemonic processes of spatial navigation, pattern separation, and recognition memory, closely associated with the hippocampus. Our objective is to elucidate the interaction of these cognitive processes and shed light on rehabilitation mechanisms that could inform the design of video games aimed at stimulating the hippocampus. Method: In this study, we assessed 48 young adults, including both video game players and non-players. We utilized virtual reality and cognitive tasks such as the Lobato Virtual Water Maze and the Mnemonic Similarity Task to evaluate their cognitive abilities. Results: Our key findings highlight that gamers exhibit heightened pattern separation abilities and demonstrate quicker and more accurate spatial learning, attributed to the cognitive stimulation induced by video games. Additionally, we uncovered a significant relationship between spatial memory, guided by environmental cues, and pattern separation, which serves as the foundation for more efficient spatial navigation. Conclusions: These results provide valuable insights into the cognitive impact of video games and offer potential for monitoring changes in rehabilitation processes and early signs of cognitive decline through virtual reality-based assessments. Ultimately, we propose that examining the relationships between cognitive processes represents an effective method for evaluating neurodegenerative conditions, offering new possibilities for early diagnosis and intervention.

引言由于电子游戏在认知康复和评估方面的潜在应用,其对认知的影响日益受到关注。然而,人们对驱动这些认知改变的潜在机制仍然知之甚少。研究目的本研究调查了与海马体密切相关的空间导航、模式分离和识别记忆等基本记忆过程。我们的目的是阐明这些认知过程之间的相互作用,并揭示康复机制,为设计旨在刺激海马体的视频游戏提供参考。研究方法在这项研究中,我们对 48 名年轻成年人进行了评估,其中包括电子游戏玩家和非玩家。我们利用虚拟现实和认知任务(如洛巴托虚拟水迷宫和记忆相似性任务)来评估他们的认知能力。结果我们的主要研究结果表明,由于电子游戏对认知的刺激,游戏玩家表现出更强的模式分离能力,并能更快更准确地进行空间学习。此外,我们还发现,在环境线索的引导下,空间记忆与模式分离之间存在重要关系,而模式分离是更有效空间导航的基础。结论这些结果为了解视频游戏对认知的影响提供了宝贵的见解,并为通过基于虚拟现实的评估监测康复过程的变化和认知衰退的早期迹象提供了可能性。最终,我们认为研究认知过程之间的关系是评估神经退行性疾病的有效方法,为早期诊断和干预提供了新的可能性。
{"title":"Effects of the Regular Use of Virtual Environments on Spatial Navigation and Memory.","authors":"Francisco José Lobato-Camacho, Juan Pedro Vargas, Juan Carlos López","doi":"10.1089/g4h.2023.0210","DOIUrl":"10.1089/g4h.2023.0210","url":null,"abstract":"<p><p><b><i>Introduction:</i></b> The cognitive effects of video games have garnered increasing attention due to their potential applications in cognitive rehabilitation and evaluation. However, the underlying mechanisms driving these cognitive modifications remain poorly understood. <b><i>Objectives:</i></b> This study investigates the fundamental mnemonic processes of spatial navigation, pattern separation, and recognition memory, closely associated with the hippocampus. Our objective is to elucidate the interaction of these cognitive processes and shed light on rehabilitation mechanisms that could inform the design of video games aimed at stimulating the hippocampus. <b><i>Method:</i></b> In this study, we assessed 48 young adults, including both video game players and non-players. We utilized virtual reality and cognitive tasks such as the Lobato Virtual Water Maze and the Mnemonic Similarity Task to evaluate their cognitive abilities. <b><i>Results:</i></b> Our key findings highlight that gamers exhibit heightened pattern separation abilities and demonstrate quicker and more accurate spatial learning, attributed to the cognitive stimulation induced by video games. Additionally, we uncovered a significant relationship between spatial memory, guided by environmental cues, and pattern separation, which serves as the foundation for more efficient spatial navigation. <b><i>Conclusions:</i></b> These results provide valuable insights into the cognitive impact of video games and offer potential for monitoring changes in rehabilitation processes and early signs of cognitive decline through virtual reality-based assessments. Ultimately, we propose that examining the relationships between cognitive processes represents an effective method for evaluating neurodegenerative conditions, offering new possibilities for early diagnosis and intervention.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"49-56"},"PeriodicalIF":2.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141879584","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
Let's Play! A Board Health Game Development and Validation for Children with Atopic Dermatitis. 玩吧?针对特应性皮炎儿童的棋盘健康游戏开发与验证。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-02-01 Epub Date: 2024-07-29 DOI: 10.1089/g4h.2023.0218
Mariana Muzzolon, Mariana Morgan, Izabella Reis, Renata Imoto, Vânia Oliveira de Carvalho

Objective: Several health games have been developed for pediatric patients in recent years but few for children with atopic dermatitis (AD). As this chronic disease requires changes in daily habits, this study aimed to develop and validate the content of a board health game for children with AD. Material and Methods: This is a content development and validation study of DermatrilhaTM, a board health game about AD. The instrument aims to promote interactions between children with AD and health care providers and offers the exchange of experiences, feelings, and knowledge about the disease in a playful way. The five stages of development of the board game were (a) planning, (b) development, (c) preparation of content validation questionnaires, (d) evaluation by a committee of experts, and (e) pretest with the target audience. Results: The expert committee group consisted of 20 professionals: 5 physicians specialized in pediatric dermatology, 5 psychologists specialized in health psychology, 5 designers with experience in illustration, and 5 early childhood educators. The target audience consisted of 25 children aged 7-12 years with AD. The evaluation of the expert committee found 0.95 in the general content validity index and 0.92 in the target audience, thus exceeding 0.80 in all items. Conclusion: The board health game Dermatrilha has proven to be a psychoeducational tool for the therapeutic education of children with AD, enabling the exchange of experiences, feelings, and knowledge about the disease among peers and health care providers.

目的:近年来,针对儿科患者开发了几款健康游戏,但针对特应性皮炎(AD)儿童的游戏却寥寥无几。由于这种慢性疾病需要改变日常生活习惯,本研究旨在开发和验证特应性皮炎儿童棋盘健康游戏的内容。材料与方法:这是一项有关 AD 的棋盘健康游戏 DermatrilhaTM 的内容开发和验证研究。该工具旨在促进注意力缺失症儿童与医疗服务提供者之间的互动,并以游戏的方式交流有关该疾病的经验、感受和知识。该棋盘游戏的开发分为五个阶段:(a)规划;(b)开发;(c)准备内容验证问卷;(d)专家委员会评估;(e)目标受众预试。结果:专家委员会小组由 20 名专业人员组成:5 名儿科皮肤病专科医生、5 名健康心理学专科医生、5 名具有插图设计经验的设计师和 5 名幼儿教育工作者。目标受众包括 25 名 7-12 岁患有注意力缺失症的儿童。专家委员会的评估结果显示,一般内容效度指数为 0.95,目标受众的内容效度指数为 0.92,因此所有项目的内容效度指数都超过了 0.80。结论事实证明,棋盘健康游戏 "Dermatrilha "是对患有注意力缺失症的儿童进行治疗教育的一种心理教育工具,能让同伴和医护人员之间交流经验、感受和对疾病的认识。
{"title":"Let's Play! A Board Health Game Development and Validation for Children with Atopic Dermatitis.","authors":"Mariana Muzzolon, Mariana Morgan, Izabella Reis, Renata Imoto, Vânia Oliveira de Carvalho","doi":"10.1089/g4h.2023.0218","DOIUrl":"10.1089/g4h.2023.0218","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Several health games have been developed for pediatric patients in recent years but few for children with atopic dermatitis (AD). As this chronic disease requires changes in daily habits, this study aimed to develop and validate the content of a board health game for children with AD. <b><i>Material and Methods:</i></b> This is a content development and validation study of Dermatrilha<sup>TM</sup>, a board health game about AD. The instrument aims to promote interactions between children with AD and health care providers and offers the exchange of experiences, feelings, and knowledge about the disease in a playful way. The five stages of development of the board game were (a) planning, (b) development, (c) preparation of content validation questionnaires, (d) evaluation by a committee of experts, and (e) pretest with the target audience. <b><i>Results:</i></b> The expert committee group consisted of 20 professionals: 5 physicians specialized in pediatric dermatology, 5 psychologists specialized in health psychology, 5 designers with experience in illustration, and 5 early childhood educators. The target audience consisted of 25 children aged 7-12 years with AD. The evaluation of the expert committee found 0.95 in the general content validity index and 0.92 in the target audience, thus exceeding 0.80 in all items. <b><i>Conclusion:</i></b> The board health game Dermatrilha has proven to be a psychoeducational tool for the therapeutic education of children with AD, enabling the exchange of experiences, feelings, and knowledge about the disease among peers and health care providers.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"29-34"},"PeriodicalIF":2.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141789397","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
Active Virtual Reality Games: Comparing Energy Expenditure, Game Experience, and Cybersickness to Traditional Gaming and Exercise in Youth Aged 8-12. 积极的虚拟现实游戏:将 8-12 岁青少年的能量消耗、游戏体验和晕机现象与传统游戏和运动进行比较。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-02-01 Epub Date: 2024-08-02 DOI: 10.1089/g4h.2024.0034
Chandler A Godfrey, Jennifer Flynn Oody, Scott A Conger, Jeremy A Steeves

Objective: The purpose of this study was to (1) quantify the oxygen consumption (VO2) and heart rate (HR) of virtual reality (VR) exergaming in youth, (2) compare the physical activity intensity of VR gaming to moderate-intensity thresholds, and (3) quantify the game experience and cybersickness of VR gaming, compared with traditional gaming. Material and Methods: Youth (N = 28; age, 9.4 ± 1.2 years) completed 10-minute conditions: seated rest, seated videogame Katamari Forever (SVG-KF), treadmill walking (TW) (5.6 km/h, 0% grade), and VR exergames Beat Saber (BS) and Thrill of the Fight (TOF) while VO2 and HR were collected. Game experience and Child Simulator Sickness Questionnaires were collected after gameplay. Results: VO2 and HR for BS (9.1 ± 3.0 mL/kg/min and 119 ± 15 bpm), TW (17.1 ± 2.4 mL/kg/min and 135 ± 15 bpm), and TOF (16.9 ± 5.4 mL/kg/min and 145 ± 19 bpm) were significantly higher than that at rest (4.2 ± 1.5 mL/kg/min and 94 ± 12 bpm) and for SVG-KF (4.3 ± 1.3 mL/kg/min and 94 ± 12 bpm). BS was light-to-moderate, whereas TW and TOF were of moderate intensity based on HR and metabolic equivalents (METs). For game experience, SVG-KF (1.6 ± 1.6) was less challenging than BS (3.3 ± 1.0) and TOF (3.1 ± 1.1). BS was more visually satisfying (3.5 ± 0.7 vs 2.7 ± 0.9) and required more concentration than SVG-KF (3.6 ± 0.7 vs 3.1 ± 1.1). TOF (3.4 ± 0.8) was more fun than SVG-KF (2.8 ± 0.7). Two youths (7%) experienced cybersickness symptoms, but neither requested to stop play. Oculomotor symptoms (0.6 ± 0.9), although minimal, were significantly greater than nausea (0.2 ± 0.5) and disorientation (0.3 ± 0.6) in both games. Conclusions: VR exergames provided light- to moderate-intensity exercise, challenge, visual stimulation, attention, and fun with minimal cybersickness symptoms, compared with conventional gameplay in youth.

研究目的本研究的目的是:(1) 量化青少年在虚拟现实(VR)游戏中的耗氧量(VO2)和心率(HR);(2) 比较 VR 游戏与中等强度阈值的体力活动强度;(3) 量化 VR 游戏与传统游戏相比的游戏体验和晕机感。材料和方法:青少年(N = 28;年龄为 9.4 ± 1.2 岁)完成 10 分钟的游戏条件:坐姿休息、坐姿电子游戏《永远的卡塔马利》(SVG-KF)、跑步机步行(TW)(5.6 km/h,0% 坡度)以及 VR 外部游戏《Beat Saber》(BS)和《Thrill of the Fight》(TOF),同时收集 VO2 和 HR。游戏结束后收集游戏体验和儿童模拟器晕机问卷。结果BS(9.1 ± 3.0 mL/kg/min,119 ± 15 bpm)、TW(17.1 ± 2.4 mL/kg/min,135 ± 15 bpm)和 TOF(16.9 ± 5.4 mL/kg/min,145 ± 19 bpm)的 VO2 和 HR 显著高于休息时(4.2 ± 1.5 mL/kg/min,94 ± 12 bpm)和 SVG-KF(4.3 ± 1.3 mL/kg/min,94 ± 12 bpm)。根据心率和代谢当量(METs),BS 为轻度至中度强度,而 TW 和 TOF 为中度强度。就游戏体验而言,SVG-KF(1.6 ± 1.6)的挑战性低于 BS(3.3 ± 1.0)和 TOF(3.1 ± 1.1)。与 SVG-KF (3.6 ± 0.7 vs 3.1 ± 1.1)相比,BS 的视觉效果更令人满意(3.5 ± 0.7 vs 2.7 ± 0.9),但需要更集中的注意力。TOF(3.4 ± 0.8)比 SVG-KF(2.8 ± 0.7)更有趣。两名青少年(7%)出现了晕机症状,但都没有要求停止游戏。眼球运动症状(0.6 ± 0.9)虽然微乎其微,但在两种游戏中都明显高于恶心(0.2 ± 0.5)和迷失方向(0.3 ± 0.6)。结论与传统游戏相比,VR 电子游戏为青少年提供了轻度至中度强度的锻炼、挑战、视觉刺激、注意力和乐趣,但晕机症状极少。
{"title":"Active Virtual Reality Games: Comparing Energy Expenditure, Game Experience, and Cybersickness to Traditional Gaming and Exercise in Youth Aged 8-12.","authors":"Chandler A Godfrey, Jennifer Flynn Oody, Scott A Conger, Jeremy A Steeves","doi":"10.1089/g4h.2024.0034","DOIUrl":"10.1089/g4h.2024.0034","url":null,"abstract":"<p><p><b><i>Objective:</i></b> The purpose of this study was to (1) quantify the oxygen consumption (VO<sub>2</sub>) and heart rate (HR) of virtual reality (VR) exergaming in youth, (2) compare the physical activity intensity of VR gaming to moderate-intensity thresholds, and (3) quantify the game experience and cybersickness of VR gaming, compared with traditional gaming. <b><i>Material and Methods:</i></b> Youth (<i>N</i> = 28; age, 9.4 ± 1.2 years) completed 10-minute conditions: seated rest, seated videogame Katamari Forever (SVG-KF), treadmill walking (TW) (5.6 km/h, 0% grade), and VR exergames Beat Saber (BS) and Thrill of the Fight (TOF) while VO<sub>2</sub> and HR were collected. Game experience and Child Simulator Sickness Questionnaires were collected after gameplay. <b><i>Results:</i></b> VO<sub>2</sub> and HR for BS (9.1 ± 3.0 mL/kg/min and 119 ± 15 bpm), TW (17.1 ± 2.4 mL/kg/min and 135 ± 15 bpm), and TOF (16.9 ± 5.4 mL/kg/min and 145 ± 19 bpm) were significantly higher than that at rest (4.2 ± 1.5 mL/kg/min and 94 ± 12 bpm) and for SVG-KF (4.3 ± 1.3 mL/kg/min and 94 ± 12 bpm). BS was light-to-moderate, whereas TW and TOF were of moderate intensity based on HR and metabolic equivalents (METs). For game experience, SVG-KF (1.6 ± 1.6) was less challenging than BS (3.3 ± 1.0) and TOF (3.1 ± 1.1). BS was more visually satisfying (3.5 ± 0.7 vs 2.7 ± 0.9) and required more concentration than SVG-KF (3.6 ± 0.7 vs 3.1 ± 1.1). TOF (3.4 ± 0.8) was more fun than SVG-KF (2.8 ± 0.7). Two youths (7%) experienced cybersickness symptoms, but neither requested to stop play. Oculomotor symptoms (0.6 ± 0.9), although minimal, were significantly greater than nausea (0.2 ± 0.5) and disorientation (0.3 ± 0.6) in both games. <b><i>Conclusions:</i></b> VR exergames provided light- to moderate-intensity exercise, challenge, visual stimulation, attention, and fun with minimal cybersickness symptoms, compared with conventional gameplay in youth.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"42-48"},"PeriodicalIF":2.2,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141879580","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
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Games for Health Journal
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