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Acceptability Assessment of an Executive Function Training Game FISHERMAN for Older Adults. 老年人执行功能训练游戏FISHERMAN的可接受性评估。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-02-01 Epub Date: 2023-09-28 DOI: 10.1089/g4h.2022.0177
Ping Wang, Hui-Jie Li

Objective: In recent years, an increasing number of gamification tools have been developed for older adults; however, few studies have explored the acceptability of these tools after initial use and sustained use in older adults. In the current study, we focus on "FISHERMAN," an executive function training game containing a cognitive game and an exergame, with the aim of investigating and comparing the acceptability of both versions of "FISHERMAN" after initial use and 3 months of sustained use in older adults. Materials and Methods: Seventy-six older adults were randomly assigned to the cognitive game training group or the exergame training group. Participants completed two 1-hour sessions per week for 12 weeks. Acceptability was evaluated through a validated, 7-point, self-rating, Interactive Technology Art Installation Technology Acceptance Model Questionnaire after the first and last training sessions, with higher ratings representing higher acceptability. The questionnaire included 22 items and 9 acceptability dimensions: usage behavior, intention to use, perceived usefulness, perceived ease of use, perceived playfulness, subjective norm, image, output quality, and result demonstrability. Descriptive statistics were conducted to evaluate acceptability after initial and sustained use. Two-way (time: initial use and sustained use; group: cognitive game group and exergame group) repeated ANOVAs were conducted to investigate the differences in acceptability. Post hoc, within-group, paired-sample t test analyses were performed to evaluate changes in game acceptability for each group over time. Results: After initial use and 3 months of sustained use, the average scores for overall acceptability and individual dimensions exceeded 5.5 of 7 points in both groups. The two groups presented different changes from initial use to sustained use. The overall acceptability, usage behavior, perceived usefulness, and perceived ease of use were significantly improved after training within the cognitive game group, while perceived playfulness was significantly reduced within the exergame group. Conclusions: The current study provided preliminary evidence that older adults had high acceptability for both the cognitive game and exergame versions of "FISHERMAN." After sustained use, acceptability of the cognitive game increased and acceptability of the exergame decreased, highlighting the importance of assessing game acceptability after initial and sustained use.

目标:近年来,越来越多的游戏化工具被开发用于老年人;然而,很少有研究探讨这些工具在老年人初次使用和持续使用后的可接受性。在目前的研究中,我们专注于“FISHERMAN”,这是一种包含认知游戏和锻炼游戏的执行功能训练游戏,目的是调查和比较两种版本的“FISHERMAN”在老年人初次使用和持续使用3个月后的可接受性。材料与方法:将76名老年人随机分为认知游戏训练组和运动游戏训练组。参与者在12周内每周完成两次1小时的课程。在第一次和最后一次培训后,通过一份经过验证的7分自评互动技术艺术装置技术验收模型问卷来评估可接受性,评分越高,可接受性越高。问卷包括22个项目和9个可接受维度:使用行为、使用意图、感知有用性、感知易用性、感知游戏性、主观规范、形象、输出质量和结果可证明性。进行描述性统计以评估初次和持续使用后的可接受性。采用双向(时间:初始使用和持续使用;组:认知游戏组和运动游戏组)重复方差分析来调查可接受性的差异。进行组内事后配对样本t检验分析,以评估各组游戏可接受性随时间的变化。结果:在初次使用和持续使用3个月后,两组的总体可接受性和个体维度的平均得分均超过5.5分(满分7分)。从最初使用到持续使用,这两组呈现出不同的变化。认知游戏组训练后,整体可接受性、使用行为、感知有用性和感知易用性显著提高,而运动游戏组的感知游戏性显著降低。结论:目前的研究提供了初步证据,表明老年人对“FISHERMAN”的认知游戏和运动游戏版本都有很高的可接受性。持续使用后,认知游戏的可接受度增加,运动游戏的可接收度降低,这突出了在初次和持续使用后评估游戏可接受性的重要性。
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引用次数: 0
Experiences of Older Adults with Mild Cognitive Impairment from Cognitive Self-Training Using Touchscreen Tablets. 使用触摸屏平板电脑进行认知自我训练的轻度认知障碍老年人的经验。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-02-01 Epub Date: 2023-09-28 DOI: 10.1089/g4h.2023.0017
Dafna Shamir, Khawla Loubani, Noa Givon Schaham, Zvi Buckman, Debbie Rand

Background: "Tablet Enhancement of Cognition and Health" (TECH) is a cognitive intervention that includes two components: 5 weeks of daily self-training using puzzle-game apps on a touch screen tablet and weekly group sessions. This study aimed to (i) explore experiences of older adults with mild cognitive impairment (MCI) following their participation in TECH, (ii) identify hindering and enabling factors to self-training, and (iii) describe participants' perceived and objective cognitive changes and examine factors associated with their satisfaction from TECH. Materials and Methods: We used quantitative and qualitative measures; a phenomenological qualitative design using focus groups and interviews of 14 older adults with MCI and a focus group of the TECH facilitators. Satisfaction with TECH, self-training time, and perceived and objective cognitive changes (using the Montreal Cognitive Assessment) were evaluated. Results: Qualitative data were classified into three categories: Memory problems, Hindering and enabling factors to self-training, and Meaningful group sessions. The TECH facilitators reported positive changes, less cognitive complaints, and commitment and satisfaction of the participants. Participants reported overall satisfaction from TECH and performed a median interquartile range of 22.6 (19.9-42.8) self-training hours. Higher satisfaction was correlated with a higher objective cognitive change (r = 0.95, P < 0.01) and less training time (r = -0.91, P < 0.01). Discussion and Conclusions: Participants in the current study actively engaged in daily self-training using touch screen-tablet-puzzle-game and functional apps, driven by both internal and external motivators. Despite the lack of cognitive improvement, they expressed satisfaction with their participation in TECH. Therefore, encouraging older adults to engage in meaningful cognitive stimulating activities is recommended.

背景:“平板电脑增强认知和健康”(TECH)是一种认知干预措施,包括两个部分:使用触摸屏平板电脑上的益智游戏应用程序进行为期5周的日常自我训练,以及每周的小组会议。本研究旨在(i)探索患有轻度认知障碍(MCI)的老年人在参与科技后的经历,(ii)确定自我训练的阻碍和促成因素,以及(iii)描述参与者感知和客观的认知变化,并检查与他们对科技的满意度相关的因素。材料和方法:我们采用了定量和定性的方法;现象学定性设计,使用焦点小组和对14名患有MCI的老年人的采访,以及由科技促进者组成的焦点小组。评估了对科技的满意度、自我训练时间以及感知和客观认知变化(使用蒙特利尔认知评估)。结果:定性数据分为三类:记忆问题、自我训练的阻碍因素和使能因素以及有意义的小组会议。科技辅导员报告了积极的变化,较少的认知抱怨,以及参与者的承诺和满意度。参与者报告了对科技的总体满意度,并进行了22.6(19.9-42.8)小时的自我训练。较高的满意度与较高的客观认知变化相关(r = 0.95,P r = -0.91,P 讨论和结论:当前研究的参与者在内部和外部激励因素的驱动下,积极使用触摸屏平板电脑益智游戏和功能应用程序进行日常自我训练。尽管认知能力缺乏改善,但他们对自己参与科技活动表示满意。因此,建议鼓励老年人参与有意义的认知刺激活动。
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引用次数: 0
Acceptability of Physical Therapy Combined with Nintendo Ring Fit Adventure Exergame for Geriatric Hospitalized Patients. 老年住院病人对物理治疗与任天堂 Ring Fit Adventure Exergame 结合使用的接受度。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-02-01 Epub Date: 2023-08-10 DOI: 10.1089/g4h.2023.0009
Keiichi Takei, Shinpei Morita, Yoshinobu Watanabe

Geriatric hospitalized patients often experience complications associated with frailty and impaired functioning in activities of daily living. To enhance their functional independence, repetitive and continuous high-frequency exercises are necessary. However, conventional physical therapy (PT) can be monotonous and lead to reduced adherence. The introduction of Nintendo Ring Fit Adventure exergame (EG) as a complement to PT for geriatric inpatients has the potential to improve exercise enjoyment and acceptability. This study aimed to evaluate the acceptability of combining EG with PT for geriatric inpatients. A total of 30 geriatric inpatients were included in the study, receiving EG+PT on day 1 and PT only on day 2. The rate of perceived exertion (RPE) was assessed using the Borg scale, whereas enjoyment, motivation to continue, and perceived effectiveness were evaluated through a questionnaire after each exercise session and subsequently compared. The RPE for the lower extremities and the sense of enjoyment (P = 0.06) were found to be higher after the EG+PT session. The results suggest that combining PT with EG can enhance the enjoyment of exercise sessions and facilitate an increase in the intensity and frequency of exercise therapy. Incorporating EGs into geriatric PT holds promise as an effective strategy to improve patient engagement and adherence to exercise regimens. Further research is warranted to explore the long-term benefits and potential applications of EGs in geriatric rehabilitation settings.

老年住院病人经常会出现与虚弱和日常生活功能受损有关的并发症。为了提高他们的功能独立性,有必要进行重复和持续的高频率锻炼。然而,传统的物理疗法(PT)可能比较单调,导致患者的坚持性降低。引入任天堂 Ring Fit Adventure 外设游戏(EG)作为老年住院患者物理治疗的补充,有望提高运动的乐趣和可接受性。本研究旨在评估老年住院患者对将 EG 与 PT 结合使用的接受度。研究共纳入了 30 名老年住院患者,他们分别在第 1 天和第 2 天接受 EG+PT 和 PT 治疗。研究人员使用博格量表对患者的体力消耗感知率(RPE)进行评估,并在每次运动后通过问卷调查对患者的运动乐趣、继续运动的动力和效果感知进行评估和比较。结果发现,在 EG+PT 训练后,下肢的 RPE 和愉悦感(P = 0.06)都更高。研究结果表明,将运动疗法与电子镇痛结合起来可以提高运动疗程的乐趣,并有助于增加运动疗法的强度和频率。在老年运动疗法中加入运动指导,有望成为提高患者参与度和坚持运动疗法的有效策略。我们有必要开展进一步研究,探索电子导引器在老年康复环境中的长期益处和潜在应用。
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引用次数: 0
Investigation on the Effectiveness of Augmented Reality Memory Training Game for Chinese Older Adults: A Randomized Controlled Trial. 增强现实记忆训练游戏对中国老年人的有效性调查:随机对照试验
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-02-01 Epub Date: 2024-01-09 DOI: 10.1089/g4h.2022.0183
Dian Zhu, Beiyao Zhu, Jianan Zhao, Chenqi Zhang, Jingran He, Dongjin Song, Ting Han

Objective: To evaluate the effectiveness of augmented reality (AR) game based on n-back training paradigm as a training tool for working memory (WM) of Chinese healthy older adults. Materials and Methods: One hundred eighteen older adults self-assessed as healthy were included in this study. Individuals were randomly divided into an intervention group (n = 57) and a control group (n = 61). Interventions, consisting of a 30-minute AR game-based training and a 30-minute health science program, were administered three times per week for 4 weeks, whereas the control group was required to view a 60-minute health science program three times per week for 4 weeks. Tests, Digit Span, Corsi Block-Tapping Task (CBT), and Stroop Color and Word Test (SCWT), were conducted for all participants before and after the experiment, and the game accuracy rate of the intervention group before and after intervention was recorded. Results: There was a statistically significant difference in terms of both CBT indicators, CBT forward span (z = -2.835, P = 0.005) and CBT backward span (z = 3.285, P = 0.001), and the SCWT indicator of Stroop Words Test (SW) (z = -1.894, P = 0.048) in the two groups. The intervention group showed significant improvements in the game accuracy of both medium level (z = -3.535, P < 0.05) and of high level (z = -3.953, P < 0.05). In addition, differences were observed in subgroup analysis in the accuracy of medium level (H = 6.218, P < 0.05) and high level (H = 8.002, P < 0.05) among older people with different levels of education. Conclusion: AR game based on n-back training paradigm could improve WM of Chinese older adults, showing potential for wider promotion and adoption.

目的评估基于n-back训练范式的增强现实(AR)游戏作为中国健康老年人工作记忆(WM)训练工具的有效性。材料与方法:本研究纳入了 18 名自我评估为健康的老年人。研究人员被随机分为干预组(57 人)和对照组(61 人)。干预组由 30 分钟的 AR 游戏训练和 30 分钟的健康科学课程组成,每周进行三次,为期 4 周;对照组每周观看三次 60 分钟的健康科学课程,为期 4 周。在实验前后,对所有参与者进行了数字跨度、Corsi 方块敲击任务(CBT)和 Stroop 颜色和单词测试(SCWT),并记录了干预组在干预前后的游戏正确率。结果显示两组的 CBT 指标 CBT 前向跨度(z = -2.835,P = 0.005)和 CBT 后向跨度(z = 3.285,P = 0.001)以及 SCWT 指标 Stroop 词语测试(SW)(z = -1.894,P = 0.048)差异均有统计学意义。干预组在两个中等水平的游戏准确性方面均有明显改善(z = -3.535,P z = -3.953,P H = 6.218,P H = 8.002,P 结论:干预组在游戏准确性方面均有明显改善:基于 "n-back "训练范式的AR游戏可以改善中国老年人的记忆力,具有广泛推广和应用的潜力。
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引用次数: 0
Beyond Intrinsic Motivation: Why Researchers Should Consider the Full Motivation Continuum in Games for Health Research. 超越内在动机:为什么研究人员应该考虑健康研究游戏中的完全动机连续体。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-02-01 Epub Date: 2023-10-03 DOI: 10.1089/g4h.2023.0100
Emil Rosenlund Høeg, Jolene Van der Kaap-Deeder

Research within the domain of games for health has predominantly focused on individuals' intrinsic motivation characterized by an inherent enjoyment of the activity. Despite the apparent benefits of intrinsic motivation, we argue that it is imperative to adopt a more nuanced and refined perspective on motivation. Relying on the motivation continuum as outlined within Self-Determination Theory, research within this domain needs to distinguish between both intrinsic and extrinsic (i.e., external, introjected, identified, and integrated regulation) types of motivation. Researchers should, therefore, embrace instruments that assess a broader continuum of motivation rather than just intrinsic motivation alone. By doing so, future research can yield more insight into what fosters autonomous forms of motivation in the field of health-related games, including intrinsic and identified and integrated regulation.

健康游戏领域的研究主要集中在个人的内在动机上,其特征是对活动的内在享受。尽管内在动机有明显的好处,但我们认为,对动机采取更细致、更精细的观点是至关重要的。根据自决理论中概述的动机连续体,该领域的研究需要区分内在动机和外在动机(即外部、内向、识别和综合调节)类型。因此,研究人员应该采用评估更广泛动机连续体的工具,而不仅仅是内在动机。通过这样做,未来的研究可以更深入地了解是什么在健康相关游戏领域培养了自主形式的动机,包括内在的、确定的和综合的调节。
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引用次数: 0
Effects of Virtual Reality Training Using Xbox Kinect on Balance, Postural Control, and Functional Independence in Subjects with Stroke. 使用Xbox Kinect的虚拟现实训练对中风患者平衡、姿势控制和功能独立性的影响。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-12-01 Epub Date: 2023-06-16 DOI: 10.1089/g4h.2022.0193
Nasir Sultan, Kiran Khushnood, Sidra Qureshi, Shafaq Altaf, Muhammad Kashif Khan, Arshad Nawaz Malik, Riafat Mehmood, Malik Muhammad Ali Awan

Purpose: To determine the effects of virtual reality training using Xbox Kinect on balance, postural control, and functional independence in subjects with stroke. Methods: The parallel double-blind randomized control trial was conducted on 41 individuals based on selection criteria. Participants were divided into two groups by concealed envelope method. Intervention group received exergaming by Xbox Kinect, and control group was given exercises comprising balance training, upper limb strengthening, and core strengthening. Berg balance scale (BBS), functional independence measure (FIM), trunk impairment scale (TIS), and timed up and go (TUG) were the outcome measures. Data were analyzed using SPSS v21. Results: Mean age of the participants of Xbox and exercise group were 58.6 ± 3.3 and 58.1 ± 4.3 years, respectively. Within group improvement was observed in both groups from baseline to 8 weeks postintervention; BBS: 34 ± 4.7 to 40.9 ± 4.9 in intervention group and 34.1 ± 4.4 to 38.1 ± 7.6 in control group, TUG: 25.6 ± 3.9 to 21.4 ± 3.8 and 28.6 ± 5.0 to 25.9 ± 4.7, TIS: 15.2 ± 1.8 to 19.2 ± 1.3 and 13.2 ± 1.7 to 15.3 ± 1.6 and FIM: 58.7 ± 7.7 to 52.5 ± 7.8 and 66.2 ± 7.6 to 62.6 ± 7.2 in intervention and control group, respectively. Between group improvement was observed in TUG, TIS, and FIM in experimental group with P-values 0.003, <0.001, and <0.001, respectively. Conclusions: Wii Fit improved functional mobility, independence, and trunk coordination extension in the stroke patients, whereas balance could be equally improved from Wii Fit and exercises. Trial Registration Number: ACTRN12619001688178.

目的:确定使用Xbox Kinect的虚拟现实训练对中风患者的平衡、姿势控制和功能独立性的影响。方法:按入选标准对41例患者进行平行双盲随机对照试验。采用隐信封法将参与者分为两组。干预组使用Xbox Kinect进行运动游戏,对照组进行平衡训练、上肢强化、核心强化。Berg平衡量表(BBS)、功能独立性量表(FIM)、躯干损伤量表(TIS)和定时行走量表(TUG)为观察指标。数据采用SPSS v21进行分析。结果:Xbox组和运动组的平均年龄分别为58.6±3.3岁和58.1±4.3岁。从基线到干预后8周,两组在组内均观察到改善;干预组BBS为34±4.7 ~ 40.9±4.9,对照组为34.1±4.4 ~ 38.1±7.6,TUG为25.6±3.9 ~ 21.4±3.8 ~ 28.6±5.0 ~ 25.9±4.7,TIS为15.2±1.8 ~ 19.2±1.3 ~ 13.2±1.7 ~ 15.3±1.6,FIM为58.7±7.7 ~ 52.5±7.8 ~ 66.2±7.6 ~ 62.6±7.2。实验组的TUG、TIS和FIM在两组间均有改善,p值为0.003。结论:Wii Fit改善了脑卒中患者的功能活动能力、独立性和躯干协调伸展,而Wii Fit和运动同样可以改善平衡。试验注册号:ACTRN12619001688178。
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引用次数: 1
Effects of Virtual Reality on Transtibial Amputation Rehabilitation Outcomes: A Randomized Study. 虚拟现实对经胫骨截肢康复效果的影响:一项随机研究。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-12-01 Epub Date: 2023-11-07 DOI: 10.1089/g4h.2023.0052
Tezel Yildirim Şahan, Fatih Erbahçeci

Purpose: Virtual reality is widely used in patients with chronic musculoskeletal problems. However, the short-term effects on individuals with transtibial (TT) amputation during this process remain unclear. This study aimed at investigating the effects of virtual reality on rehabilitation outcomes in TT amputees. Methods: The study included 20 TT amputees who were using TT prostheses. The participants were divided into two groups randomly as follows: physiotherapy (PT) and virtual reality (VR). Participants were treated 3 days a week, for 4 weeks, and evaluations were made before and after treatment; a 6-minute walk test was used for performance, a single-leg balance test for balance, Trinity Amputation Prosthesis Experience Scale for prosthesis satisfaction, a 10-meter walking test for gait speed, and a wearable smart t-shirt to determine cadence. Results: It was found that there was a statistically significant difference in performance, balance, prosthesis satisfaction, cadence, and gait speed before and after PT (P < 0.05). There were differences in terms of performance, prosthesis satisfaction, balance, cadence, and gait speed before and after VR (P < 0.05). There was no statistically significant difference between PT and VR (P > 0.05). Conclusion: The 4 weeks of VR training improved performance, prosthesis satisfaction, balance, cadence, and gait speed in TT amputation rehabilitation similar to physiotherapy methods. The addition of VR training to amputation rehabilitation will bring improvements since it is a fun and safe intervention. Clinical Trial Registration: The trial is registered at Clinical Trials.gov, Trial No: NCT03872193.

目的:虚拟现实广泛应用于慢性肌肉骨骼问题患者。然而,在此过程中对经胫骨(TT)截肢患者的短期影响尚不清楚。本研究旨在调查虚拟现实对TT截肢者康复结果的影响。方法:本研究包括20名使用TT假肢的TT截肢者。参与者被随机分为两组:物理疗法(PT)和虚拟现实(VR)。参与者每周接受3天、4周的治疗,并在治疗前后进行评估;6分钟步行测试用于表现,单腿平衡测试用于平衡,Trinity截肢假肢体验量表用于假肢满意度,10米步行测试用于步态速度,以及可穿戴智能t恤用于确定节奏。结果:PT前后患者的运动能力、平衡力、假体满意度、步频、步态速度差异有统计学意义(P P P > 结论:与物理治疗方法类似,4周的VR训练改善了TT截肢康复的表现、假肢满意度、平衡、节奏和步态速度。将VR训练加入截肢康复将带来改善,因为这是一种有趣且安全的干预措施。临床试验注册:该试验在Clinical Trials.gov上注册,试验编号:NCT03872193。
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引用次数: 0
Virtual Reality Game Selection for Traumatic Brain Injury Rehabilitation: A Therapist's Wish List for Game Developers. 创伤性脑损伤康复的虚拟现实游戏选择:治疗师对游戏开发者的愿望清单。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-12-01 Epub Date: 2023-07-25 DOI: 10.1089/g4h.2022.0174
Tonya L Rich, Timothy Truty, Katherine Muschler, Amy Gravely, Lindsay A Marth, Benjamin Barrett, Diane Mortimer, Andrew H Hansen

This project explored the selection process of commercially available virtual reality (VR) games for traumatic brain injury rehabilitation. Occupational therapy practitioners (OTPs) developed a classification framework that they used to evaluate VR games. The classification framework focused on movements required to effectively play the game, cognitive demand, position for game play, ease in menu navigation, and perceived therapeutic applications. OTPs used the ratings to aid in game selection and identified relevant game examples that allowed customizable settings and basic navigation with a game focus on functional activities. The OTPs and the research team identified the need for further work on accessibility and adaptability of game features (e.g., difficulty and limb usage) allowing for more individualization to optimize outcomes of VR-enhanced rehabilitation. The classification framework was useful in evaluating the potential therapeutic benefit of commercially available VR games. However, trial of the game by clinicians prior to use was still warranted.

本项目探讨了商用虚拟现实(VR)游戏在创伤性脑损伤康复中的选择过程。职业治疗从业者(otp)开发了一个分类框架,用于评估VR游戏。分类框架侧重于有效玩游戏所需的动作、认知需求、游戏位置、菜单导航的便利性以及感知到的治疗应用。otp使用评级来帮助游戏选择,并确定相关的游戏示例,这些示例允许自定义设置和基本导航,并将游戏重点放在功能活动上。OTPs和研究团队确定需要进一步研究游戏功能的可访问性和适应性(例如,难度和肢体使用),允许更多个性化以优化vr增强康复的结果。该分类框架有助于评估商用VR游戏的潜在治疗效益。然而,临床医生在使用前对游戏进行试验仍然是有保证的。
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引用次数: 0
Adaptation and Validation of a Serious Game for Motor Learning Training in Children with Cerebral Palsy. 脑性麻痹儿童运动学习训练中严肃游戏的适应与验证。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-12-01 Epub Date: 2023-07-14 DOI: 10.1089/g4h.2023.0082
Juan D Bautista, Francisco J Perales, Silvia Ramis, Pedro Montoya, Inmaculada Riquelme

Objective: Children with cerebral palsy (CP) present motor learning disorders and somatosensory dysfunction. Although many protocols use videogames in children with CP, few apply or examine motor learning principles. This study aims at (1) implementing therapist-user-designer collaboration in adapting a videogame to the principles of motor learning and the characteristics of users with CP, and (2) piloting the effectiveness of these adaptations by analyzing the achievement of motor learning parameters (learning rate acquisition, retention, and transfer to motor and somatosensory function). Materials and Methods: Periodical interprofessional meetings conducted to the adaptation of a videogame, requiring the control of a joystick for traveling through a maze, to motor learning principles. In a pilot validation, effects in unilateral upper limb function, gross manual dexterity, and somatosensory thresholds were assessed before and after 10-week training in 13 children with CP. Results: After 10-week training with the adapted serious game, children showed learning rates above 90% and improvement in motor learning parameters along the sessions. Manual dexterity and pronation-supination of the dominant hand improved after training. No significant effects were found on somatosensory thresholds. Conclusion: Serious games are useful as motor learning tools for improving motor function in children with PC. Cooperative work among professionals and users is advisable for designing efficient videogames according to rehabilitation best practices.

目的:探讨脑瘫患儿的运动学习障碍和躯体感觉功能障碍。尽管许多协议使用视频游戏治疗CP儿童,但很少应用或检查运动学习原理。本研究旨在(1)实现治疗师-用户-设计师的合作,使电子游戏适应运动学习的原则和CP用户的特征,以及(2)通过分析运动学习参数的实现(学习率获得、保留和向运动和体感功能的转移)来试验这些适应的有效性。材料和方法:定期召开专业间会议,讨论视频游戏的改编,需要控制通过迷宫的操纵杆,运动学习原理。在试点验证中,对13名CP儿童进行了为期10周的训练前后对单侧上肢功能、总手灵活性和体感阈值的影响进行了评估。结果:经过10周的适应性严肃游戏训练后,儿童的学习率超过90%,运动学习参数也有所改善。训练后,手的灵巧性和优势手的旋前、旋后均有提高。在体感觉阈值上没有发现明显的影响。结论:严肃游戏是改善PC患儿运动功能的有效运动学习工具。专业人员和用户之间的合作对于根据康复最佳实践设计高效的电子游戏是可取的。
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引用次数: 0
Virtual Reality Intervention and Its Impact on Upper Extremity Function in the Stroke Population: A Scoping Review. 虚拟现实干预及其对脑卒中人群上肢功能的影响:范围界定综述。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-12-01 Epub Date: 2023-11-10 DOI: 10.1089/g4h.2022.0239
Kylee Bedar, Cara Bubanovich, Jordan Rosemore, Kayley Radford, Kelly L Taylor

The aim of this scoping review was to examine virtual reality (VR) interventions used within rehabilitation and their effect on the functional outcomes of individuals with stroke. Specifically, this study sought to determine the impact of VR on the upper extremity (UE) use of participants as it relates to body function, occupational participation, and overall UE function (UEfxn). Twenty-six articles were selected for inclusion and results were extracted to determine common themes of outcomes among the effects of VR intervention (VRI). Thematic analysis included details about the VRIs used, as well as the change in UE outcomes post-VRI. Overall, positive change in UEfxn was found across many of the studies, indicating that VR technologies may be an effective intervention technique for individuals, poststroke. Findings of this review encourage clinicians to conduct further research regarding VR technology for UE rehabilitation poststroke.

这项范围界定综述的目的是研究康复中使用的虚拟现实(VR)干预措施及其对中风患者功能结果的影响。具体而言,本研究试图确定VR对参与者上肢(UE)使用的影响,因为它与身体功能、职业参与和整体UE功能(UEfxn)有关。选择26篇文章进行纳入,并提取结果,以确定VR干预(VRI)效果中的共同结果主题。专题分析包括所使用的VRI的详细信息,以及VRI后UE结果的变化。总体而言,在许多研究中都发现UEfxn发生了积极变化,这表明VR技术可能是中风后个体的有效干预技术。这篇综述的发现鼓励临床医生对脑卒中后UE康复的VR技术进行进一步研究。
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Games for Health Journal
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