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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。
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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。
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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。
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引用次数: 0
Acknowledgment of Reviewers: 2024. 审稿人致谢:2024。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-02-01 DOI: 10.1089/g4h.2024.36985.revack
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引用次数: 0
Computer-Based Gamified Tools for Facial Rehabilitation: A Scoping Review. 基于计算机的面部康复游戏化工具:范围审查。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-02-01 Epub Date: 2024-11-26 DOI: 10.1089/g4h.2023.0220
Daniel Lima Sousa, Silmar Teixeira, Adonias Caetano de Oliveira, Lucas Daniel Batista Lima, Rayele Moreira, Francisco Silva, Ariel Soares Teles

Motor rehabilitation in patients with facial disorders, such as facial paralysis (FP), has faced challenges in maintaining the patients' engagement and motivation in the intensive and repetitive execution of the exercises. To assist in the facial rehabilitation process, gamified tools (GTs) have been proposed to promote stimulation and engagement in affected patients. This study provides a comprehensive review on the use of GTs to aid facial rehabilitation, with the aim of investigating the potential of such computer-based tools to motivate facial mime exercises. A systematic search conducted on May 22, 2024, across five databases (Scopus, Web of Science, IEEE Xplore, ACM Digital Library, and MEDLINE/PubMed) returned 1043 articles. The selection of studies resulted in 15 articles included for analysis, most of which were intended for patients recovering from FP. Bell's palsy, paralysis resulting from stroke, orofacial apraxia, and cerebral palsy were the patient disorders addressed in the articles. Facial mimic movements used for rehabilitation varied, the main actions considered in the studies were opening and closing the eyes, smiling, and raising the eyebrows. Studies focused on developing tools and conducting experiments with participants. Despite advances made by the selected studies, proposed computer-based tools for facial rehabilitation have not yet reached the necessary maturity for their use in clinical settings. Consequently, additional efforts are needed to perform new studies to mitigate the challenges presented in this research area. Therefore, this is a constantly evolving area of research and offers a huge window of opportunity for further research.

面瘫(FP)等面部疾病患者的运动康复面临的挑战是如何在密集和重复的练习中保持患者的参与度和积极性。为了协助面部康复过程,有人提出了游戏化工具(GT)来促进对受影响患者的刺激和参与。本研究对使用游戏化工具帮助面部康复进行了全面综述,旨在研究此类基于计算机的工具在激励面部哑剧练习方面的潜力。2024 年 5 月 22 日,在五个数据库(Scopus、Web of Science、IEEE Xplore、ACM Digital Library 和 MEDLINE/PubMed)中进行了系统检索,共检索到 1043 篇文章。经过筛选,有 15 篇研究文章被纳入分析范围,其中大部分文章的研究对象是 FP 的康复患者。贝尔氏瘫痪、中风导致的瘫痪、口面肌无力和大脑性瘫痪是文章中涉及的患者疾病。用于康复的面部模仿动作各不相同,研究中考虑的主要动作是睁眼、闭眼、微笑和扬眉。研究的重点是开发工具和对参与者进行实验。尽管所选研究取得了进展,但建议用于面部康复的计算机工具尚未达到在临床环境中使用所需的成熟度。因此,还需要做出更多努力,开展新的研究,以减轻这一研究领域所面临的挑战。因此,这是一个不断发展的研究领域,为进一步的研究提供了巨大的机会之窗。
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引用次数: 0
The Effects of Playing Versus Watching an Interactive Video Game Featuring an Older Adult Protagonist on State Empathy and Ageism Reduction. 玩与看以老年人为主角的互动视频游戏对国家同情心和减少年龄歧视的影响。
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.2024.0090
Jeffrey Tsifan Tseng, Jorge Peña

This study tested how increased modality interactivity (e.g., playing vs. watching a game) can augment empathy and reduce ageism toward older adults among college-aged students. An experiment (n = 201) examined the effects of playing a video game that featured an older adult protagonist. Relative to those who spectated the game, participants who played the game had increased state empathy on subfactors, including shared affect, empathic motivation, and helping motivation. Moreover, shared affect mediated the link between playing a game featuring an older adult protagonist and ageism. Participants with higher trait empathy showed lower state empathy after playing, whereas participants with lower trait empathy displayed increased post-game state empathy. Overall, the results supported the modality interactivity model suggesting fruitful avenues for future research.

本研究测试了增加模式互动性(如玩游戏与看游戏)如何增强大学生对老年人的同理心并减少他们的年龄歧视。实验(n = 201)考察了玩一款以老年人为主角的视频游戏的效果。与观看游戏的人相比,玩游戏的参与者在共同情感、移情动机和帮助动机等子因素上的状态移情有所增加。此外,共同情感在玩以老年人为主角的游戏与年龄歧视之间起到了中介作用。特质移情较高的参与者在游戏后表现出较低的状态移情,而特质移情较低的参与者在游戏后表现出较高的状态移情。总之,研究结果支持模式互动模型,为今后的研究提供了富有成效的途径。
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引用次数: 0
Fostering Social Interaction Between Hearing Impaired and Hearing Children: The Validation of Design and Interaction Strategies Through a Peer Interaction Game. 促进听障儿童与健听儿童之间的社交互动:通过同伴互动游戏验证设计和互动策略。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2025-02-01 Epub Date: 2024-08-09 DOI: 10.1089/g4h.2023.0144
Wenan Li, Ting Liu, Weihu Zhang, Kaiwen Guo, Zhibin Zhou

Objective: Hearing impaired (HI) children face challenges in establishing and maintaining relationships with their hearing (H) peers, leading to potential damages on their psychological well-being. The objective of this study is to introduce and validate design strategies and interaction strategies aimed at promoting social interaction between HI children and their H peers. Materials and Methods: With a specific focus on addressing the unique needs of HI children, the design strategies and interaction strategies were derived from the previous studies. To assess the effectiveness, these strategies were implemented in a game specifically designed to encourage peer interaction between HI and H children. Participants, including both HI and H children, were invited to experience the game and provide feedback. Results: The results demonstrated the efficacy of these strategies in fostering the social interaction between HI and H children. Participants exhibited increased engagement and cooperation during gameplay, indicating the successful facilitation of peer interactions. Conclusions: By validating design and interaction strategies through a specially designed peer interaction game, the research demonstrates the effectiveness of these strategies. The findings underscore the significance of tailored strategies that address the unique challenges faced by HI children in establishing interactions with their H peers. These validated strategies can serve as a foundation for creating inclusive environments that support the overall well-being and social integration of HI children in mainstream settings.

目的:听障(HI)儿童在与听障(H)同伴建立和维持关系方面面临挑战,这可能会对他们的心理健康造成损害。本研究旨在介绍和验证旨在促进听障儿童与听障同伴之间社会交往的设计策略和互动策略。材料和方法:设计策略和互动策略的重点是满足听障儿童的独特需求,这些设计策略和互动策略来自于以往的研究。为了评估这些策略的有效性,我们在一个游戏中实施了这些策略,该游戏是专门为鼓励听障儿童和听障儿童之间的同伴互动而设计的。我们邀请了包括听障儿童和健听儿童在内的参与者体验游戏并提供反馈意见。结果结果表明,这些策略在促进 HI 儿童和 H 儿童之间的社交互动方面非常有效。参与者在游戏过程中表现出了更高的参与度和合作性,这表明同伴间的互动得到了成功的促进。结论研究通过专门设计的同伴互动游戏验证了设计和互动策略,证明了这些策略的有效性。研究结果强调了量身定制的策略的重要性,这些策略可以解决 HI 儿童在与他们的 H 类同伴建立互动时所面临的独特挑战。这些经过验证的策略可以作为创建包容性环境的基础,从而为主流环境中的听障儿童的整体福祉和社会融合提供支持。
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引用次数: 0
An Original Remote Digital Serious Game for Neonatal Resuscitation Training: New Opportunities from COVID-19 Era. 用于新生儿复苏培训的原创远程数字严肃游戏:COVID-19 时代的新机遇。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-12-01 Epub Date: 2024-07-25 DOI: 10.1089/g4h.2023.0197
Serena Bardelli, Giulio Del Corso, Massimiliano Ciantelli, Marta Del Pistoia, Rosa T Scaramuzzo, Armando Cuttano

Background: The social restrictions imposed by the COVID-19 pandemic have disrupted traditional teaching methods and encouraged the development of innovative and safer approaches based on distance learning. Among these novel techniques, digital game-based learning (DGBL) is a method that facilitates learning through the efficient use of interactive software tailored to the user. Methods: In this work, we investigated the effectiveness of the DGBL methodology for remote training using a game-based digital learning software designed about remote neonatal resuscitation. The DGBL approach was validated in 52 anesthesiologist trainees and compared to a homogenous retrospective control group of pediatric trainees with the same prior knowledge, who followed an in-person training course using the digital serious game. Scores obtained during each game session are recorded and used to assess progress in knowledge of the flowchart, decision time, timing of assisted ventilation, and ability to check equipment. Results: The results confirmed the effectiveness of the remote training mode for each of the analyzed features, whereas no statistically significant advantages of using a supervised DGBL were found. Conclusion: In conclusion, the DGBL remote training approach is a valuable tool that can provide users with an interactive, effective, and enjoyable learning experience. Future developments will concern the implementation of multiplayer versions to stimulate interaction between users for the development of inter-professional and teamwork skills.

背景:COVID-19 大流行所带来的社会限制打破了传统的教学方法,并鼓励开发基于远程学习的更安全的创新方法。在这些新技术中,基于数字游戏的学习(DGBL)是一种通过有效使用为用户量身定制的互动软件来促进学习的方法。方法:在这项工作中,我们研究了 DGBL 方法在远程培训中的有效性,并使用了一款基于游戏的数字学习软件,该软件是为远程新生儿复苏而设计的。我们在 52 名麻醉科受训人员中验证了 DGBL 方法,并将其与具有相同先验知识的儿科受训人员组成的同质回顾性对照组进行了比较。每次游戏过程中获得的分数都会被记录下来,用于评估学员在流程图知识、决策时间、辅助通气时机和设备检查能力方面的进步。结果:结果证实了远程培训模式对每个分析功能的有效性,而使用有监督的 DGBL 在统计学上没有发现明显的优势。结论总之,DGBL 远程培训方法是一种有价值的工具,可以为用户提供互动、有效和愉快的学习体验。未来的发展将涉及多人版本的实施,以激发用户之间的互动,培养跨专业和团队合作技能。
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Games for Health Journal
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