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Effectiveness of Virtual Reality-Based Interventions for Upper Limb Rehabilitation in Breast Cancer Patients: Systematic Review and Meta-Analysis. 基于虚拟现实的乳腺癌患者上肢康复干预的有效性:系统回顾与元分析》。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-06-01 Epub Date: 2024-04-02 DOI: 10.1089/g4h.2023.0040
Yulu Chen, Zijun Zhou, Nan Wu, Shiyuan Du, Ze Luan, Xin Peng

Purpose: To investigate the effectiveness of virtual reality (VR)-based interventions for functional rehabilitation of the upper limb in breast cancer patients through a systematic review and meta-analysis. Methods: The PubMed, Cochrane, Web of Science, CINAHL, Scopus, CNKI, Wanfang, and VIP databases were systematically searched for relevant literature published from the establishment of the database to June 2023. Differences in the effectiveness of VR-based interventions and other intervention therapies were compared using random effects model meta-analysis and standard deviation (SMD). Results: Seven eligible articles were identified and included in the meta-analysis. The combined analysis found that VR-based interventions had a positive impact on patients' upper limb mobility in terms of flexion (SMD = 1.33, 95% confidence interval; CI [0.48-2.19], P = 0.002), abduction (SMD = 1.22, 95% CI [0.58-1.86], P = 0.0002), and external rotation (SMD = 0.94, 95% CI [0.48-1.40], P < 0.0001). In addition, VR-based interventions could significantly improve the postoperative pain of patients with breast cancer. However, in grip strength (SMD = 0.43, 95% CI [-3.05 to 3.92], P = 0.81), shoulder muscle strength in flexion strength (SMD = 0.05, 95% CI [-2.07 to 2.18], P = 0.96), abduction strength (SMD = -0.10, 95% CI [-1.32 to 1.12], P = 0.88), external rotation strength (SMD = 0.46, 95% CI [-1.96 to 2.88], P = 0.71), and lymphedema, VR was as effective as other intervention treatments. A subgroup analysis showed that patients younger than 55 years had more benefit with VR-based rehabilitation than with other interventions and showed improvements with the intervention within 2 weeks. The intervention effect of using auxiliary equipment such as robotic arms is better than VR exercise based solely on games. Conclusion: The results of meta-analysis show that the intervention measures based on VR have positive effects on the improvement of upper limb mobility and pain relief in breast cancer patients. However, considering the low quality of evidence and small sample size, more clinical studies should be conducted to improve the credibility of the results.

目的:通过系统综述和荟萃分析,研究基于虚拟现实(VR)的干预措施对乳腺癌患者上肢功能康复的有效性。研究方法在PubMed、Cochrane、Web of Science、CINAHL、Scopus、CNKI、万方和VIP数据库中系统检索自数据库建立至2023年6月期间发表的相关文献。使用随机效应模型荟萃分析和标准偏差(SMD)比较了基于 VR 的干预与其他干预疗法的有效性差异。结果:确定了七篇符合条件的文章并将其纳入荟萃分析。综合分析发现,基于 VR 的干预对患者上肢的屈曲(SMD = 1.33,95% 置信区间;CI [0.48-2.19],P = 0.002)、外展(SMD = 1.22,95% CI [0.58-1.86],P = 0.0002)和外旋(SMD = 0.94,95% CI [0.48-1.40],P P = 0.在屈曲力量(SMD = 0.05,95% CI [-2.07 to 2.18],P = 0.96)、外展力量(SMD = -0.10,95% CI [-1.32 to 1.12],P = 0.88)、外旋力量(SMD = 0.46,95% CI [-1.96 to 2.88],P = 0.71)和淋巴水肿方面,VR 与其他干预治疗一样有效。一项亚组分析显示,55 岁以下的患者接受虚拟现实康复治疗比接受其他干预治疗更能获益,而且在 2 周内就能看到干预效果的改善。使用机械臂等辅助设备的干预效果要好于单纯基于游戏的 VR 运动。结论荟萃分析结果表明,基于 VR 的干预措施对改善乳腺癌患者上肢活动能力和缓解疼痛有积极作用。然而,考虑到证据质量不高且样本量较小,应开展更多临床研究以提高结果的可信度。
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引用次数: 0
Gamified Strength Recognition and Quiz to Enhance COVID-19 Prevention, Knowledge, Behaviors, and Family Well-Being. 通过游戏化的优势识别和测验来增强 COVID-19 预防知识和行为以及家庭福祉:基于网络的试点干预。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-06-01 Epub Date: 2024-03-20 DOI: 10.1089/g4h.2023.0190
Shirley Man-Man Sit, Agnes Yuen-Kwan Lai, Hoi-Wa Wong, Ka-Shun Hung, Man-Ping Wang, Sai-Yin Ho, Tai-Hing Lam

Background: Promoting COVID-19 prevention is key to pandemic control and innovative interventions can help communicate reliable science to the public. Under the Hong Kong Jockey Club SMART Family-Link Project, we developed and evaluated a pilot intervention for promoting COVID-19 prevention through a web-based family game, guided by the Theory of Planned Behavior and a strength-based approach. Methods: The "SMART Epidemic prevention" pilot theme was launched to the public on September 21, 2020 for 4 weeks. The game had two parts: (i) strength recognition and (ii) quiz questions on knowledge and behaviors about COVID-19 prevention. Simple baseline, in-game, and postgame evaluation assessed players' perceived knowledge, behaviors, family well-being, game satisfaction, and perceived benefits. Results: Of 86 registered families, 55 played actively, including 212 players (51% female, 35% aged below 18) who self-identified as children (44%), parents (39%), and grandparents (11%). In weeks 1 and 4, an average of 7 and 18 game rounds were played per family, and 86.6% and 75.9% of rounds had perfect (2) behavior matches. Postgame evaluation with 51 families showed improvements in epidemic prevention knowledge and behaviors, family communication, family happiness (all P < 0.001), and family relationship (P = 0.002) with small effect sizes (0.15-0.29). Overall game satisfaction was rated 4.49 (scale of 1-5). Ninety-four percent of families shared knowledge from the game with others. Conclusions: Our pilot web-based family game first showed preliminary evidence on enhancing COVID-19 prevention knowledge and behaviors, and family well-being, with participants recognizing family strengths, reporting high satisfaction and various perceived benefits, and showing sustained gameplay. Trial Registration: The research protocol was registered at the National Institutes of Health (Identifier No. NCT04550065) on September 16, 2020.

背景:促进COVID-19的预防是控制流行病的关键,创新的干预措施有助于向公众传达可靠的科学信息。在香港赛马会SMART家庭连线计划下,我们以计划行为理论和力量为本的方法为指导,开发并评估了一项通过网络家庭游戏促进COVID-19预防的试点干预措施。方法SMART 预防流行病 "试点主题于 2020 年 9 月 21 日向公众推出,为期 4 周。游戏由两部分组成:(i) 力量识别;(ii) 有关 COVID-19 预防知识和行为的问答题。简单的基线、游戏中和游戏后评估对玩家的认知、行为、家庭幸福、游戏满意度和感知收益进行了评估。结果:在 86 个注册家庭中,55 个家庭积极参加了游戏,其中包括 212 名玩家(51% 为女性,35% 年龄在 18 岁以下),他们自我认同为儿童(44%)、父母(39%)和祖父母(11%)。在第 1 周和第 4 周,每个家庭平均进行了 7 轮和 18 轮游戏,86.6% 和 75.9% 的游戏达到了行为完全匹配(2)。对 51 个家庭进行的游戏后评估显示,防疫知识和行为、家庭沟通和家庭幸福程度都有所提高(所有 P P = 0.002),影响大小较小(0.15-0.29)。游戏的总体满意度为 4.49(1-5 分)。94%的家庭与他人分享了游戏知识。结论:我们的试验性网络家庭游戏首次显示了增强 COVID-19 预防知识和行为以及家庭福祉的初步证据,参与者认识到了家庭的力量,报告了较高的满意度和各种感知到的益处,并显示了持续的游戏性。试验注册:研究方案已于 2020 年 9 月 16 日在美国国立卫生研究院注册(标识符编号:NCT04550065)。
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引用次数: 0
Effectiveness of Wii-Fit Combined with Conventional Exercises on the Functional Mobility and Balance of Children with Cerebral Palsy and Their Typically Growing Peers. Wii-Fit 与传统运动相结合对大脑性瘫痪儿童及其发育正常的同龄人的功能活动能力和平衡能力的影响。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-06-01 Epub Date: 2024-03-25 DOI: 10.1089/g4h.2023.0113
Derya Kardes Ekici, Habibe Serap Inal

Nintendo Wii Fit is an accessible, affordable, and productive inclusion into rehabilitation programs for children with cerebral palsy (CP) as a physical activity intervention; however, to our knowledge, there are no comparative studies 8 investigating the effects on the functional mobility and balance of children with CP compared to typically growing (TG) children. We evaluated the effects of Nintendo Wii Fit video exercises on static and dynamic balance, functional capacity, and walking endurance in children with CP compared to their TG peers. Children with CP and their TG peers were trained with Nintendo Wii Fit Balance Board games and conventional exercises (40 minutes each) for 16 weeks, twice a week. Their static and dynamic balance, functional capacity, and walking endurance were evaluated at the beginning and end of the study. The improvement achieved within the groups in all parameters, as well as between the groups, was significant, except for the dynamic balance and walking endurance. Standing Nintendo Wii Fit exercises combined with conventional exercises can be included as axial exercises in the physiotherapy program for children with CP as an enjoyable physical activity. TG children may also benefit, increasing their functional mobility and walking endurance in a fun way.

任天堂 Wii Fit 作为一种体育锻炼干预措施,可被纳入脑瘫(CP)儿童的康复计划中,而且易于获得、经济实惠、富有成效;然而,据我们所知,目前还没有比较性研究调查 CP 儿童与发育正常(TG)儿童相比,在功能移动性和平衡方面的效果。我们评估了任天堂 Wii Fit 视频练习对 CP 儿童与 TG 儿童的静态和动态平衡、功能能力和行走耐力的影响。我们使用任天堂 Wii Fit 平衡板游戏和传统练习(各 40 分钟)对患有先天性心脏病的儿童及其同龄人进行了为期 16 周、每周两次的训练。在研究开始和结束时对他们的静态和动态平衡、功能能力和行走耐力进行评估。除动态平衡和步行耐力外,各组内部以及组间的所有参数均有显著改善。站立式任天堂 Wii Fit 运动与常规运动相结合,可作为轴向运动纳入 CP 儿童的物理治疗计划中,成为一项令人愉悦的体育活动。TG儿童也可能从中受益,以一种有趣的方式提高他们的功能活动能力和行走耐力。
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引用次数: 0
Gamified Interventions for Promoting the Psychosocial Well-Being of School-Aged Children: A Scoping Review. 促进学龄儿童社会心理健康的游戏化干预措施:范围综述》。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-05-17 DOI: 10.1089/g4h.2023.0115
Kaile Kubota, Jennifer Auxier, Funda Aslan, Katja Joronen, Anni Pakarinen

Gamified health interventions can offer child-centered and tailored health-promoting strategies. Evidence suggests that its various mechanics foster engagement that can be utilized to promote health and well-being and influence health behavior. At present, psychosocial challenges among school-aged children are becoming a global predicament. We conducted a scoping review to explore the range and nature of evidence on gamified interventions for promoting the psychosocial well-being of school-aged children from the general population. We followed the Arksey and O'Malley framework and extracted sources of evidence from five databases. Our review findings were summarized with basic numerical analysis and provided with narrative accounts based on a gamification taxonomy and the Template for Intervention Description and Replication (TIDieR). We identified 12 gamified interventions and included 23 records that reported their development and evaluation. Theories on emotions, behaviors, social skills, and mental health were commonly applied frameworks. Narrative was found as the most commonly used gamification mechanic (11/12, 91.7%), followed by avatar and tasks (10/12, 83.3%), feedback system and level progression (9/12, 75%), points (7/12, 58.3%), badges (5/12, 41.7%), progress bar (4/12, 33.3%), and virtual goods, reminders, and time pressure (2/12, 16.7%). The included sources of evidence reported significant improvements in some of the measured psychosocial outcomes; however, studies on this domain for this particular target group are still considerably limited. Further research is needed to determine how the applied theories and gamification mechanics brought about the change in psychosocial outcomes, bridging the gap in current evidence.

游戏化健康干预可以提供以儿童为中心、量身定制的健康促进策略。有证据表明,游戏的各种机制可以促进参与,从而促进健康和幸福,影响健康行为。目前,学龄儿童面临的社会心理挑战正成为全球性的困境。我们进行了一次范围界定综述,以探索游戏化干预措施在促进普通学龄儿童社会心理健康方面的证据范围和性质。我们遵循 Arksey 和 O'Malley 框架,从五个数据库中提取了证据来源。我们根据游戏化分类法和干预措施描述与复制模板(TIDieR),对综述结果进行了基本的数字分析总结,并提供了叙述性说明。我们确定了 12 项游戏化干预措施,并收录了 23 项报告其发展和评估情况的记录。情绪、行为、社交技能和心理健康理论是常用的框架。叙事是最常用的游戏化机制(11/12,91.7%),其次是头像和任务(10/12,83.3%)、反馈系统和等级进展(9/12,75%)、积分(7/12,58.3%)、徽章(5/12,41.7%)、进度条(4/12,33.3%)以及虚拟物品、提醒和时间压力(2/12,16.7%)。所包含的证据来源报告称,在一些测量的社会心理成果方面取得了显著改善;然而,针对这一特定目标群体在这一领域的研究仍然相当有限。还需要进一步研究,以确定应用理论和游戏化机制如何带来社会心理结果的改变,从而弥补现有证据的不足。
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引用次数: 0
Evaluating the Usability and Safety of Virtual Reality Application Combined with the SWalker for Functional Gait Rehabilitation. 评估结合 SWalker 的虚拟现实应用在功能性步态康复中的可用性和安全性。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-05-17 DOI: 10.1089/g4h.2023.0172
Vanina Costa, Ana Rojo, Sergio López-López, Helios Pareja-Galeano, Alexánder Velásquez, Luis Perea, Rafael Raya

Objective: This research evaluates from a usability point of view the combination of a developed fully immersive virtual reality (VR) solution with the SWalker robotic device. It aims to contribute to research in the exploration of immersive experiences overground with a functional gait recovery device. Materials and Methods: We evaluated the system in a pilot study with 20 healthy participants aged 85.1 (SD: 6.29). Participants used the SWalker-VR platform while testing one VR application focused on walking and the other on balance practice. Afterward, the participants answered three usability questionnaires. Results: The platform was validated in terms of safety using the Simulator Sickness Questionnaire, obtaining less than 20 points for all subscales: nausea (4.29 ± 14.47), oculomotor (0.38 ± 14.18), and disorientation (1.39 ± 14.52). For usability evaluation, the System Usability Scale provided an overall score of 70.63 ± 11.64, and the Post-Study System Usability Questionnaire (PSSUQ) rated 1.61 ± 0.54. The usability scores reported by both questionnaires were moderate and good, respectively. These results were similar in overall scores for both groups: participants with low cognitive level and participants with high cognitive level. Finally, the possible causes for the "no answered" responses on the PSSUQ were discussed. Conclusion: It is concluded that the SWalker-VR platform is reported to have adequate usability and high security by older adults. The potential interest of studying the effects of the long-term use of this platform by older adults with gait impairment is expressed. Clinical Trials reference: NCT06025981.

研究目的这项研究从可用性的角度评估了开发的完全沉浸式虚拟现实(VR)解决方案与 SWalker 机器人设备的结合。其目的是为探索地面功能步态恢复装置的沉浸式体验研究做出贡献。材料与方法:我们在一项试点研究中对该系统进行了评估,20 名健康参与者的年龄为 85.1 岁(标准差:6.29)。参与者在使用 SWalker-VR 平台的同时,测试了一个以步行为主的 VR 应用程序和另一个以平衡练习为主的 VR 应用程序。之后,参与者回答了三份可用性问卷。结果:该平台在安全性方面通过了模拟器晕眩问卷的验证,所有分量表的得分均低于 20 分:恶心(4.29 ± 14.47)、眼球运动(0.38 ± 14.18)和迷失方向(1.39 ± 14.52)。在可用性评估方面,系统可用性量表(System Usability Scale)的总分为 70.63 ± 11.64,研究后系统可用性问卷(PSSUQ)的评分为 1.61 ± 0.54。两份问卷的可用性评分分别为中等和良好。在认知水平较低和认知水平较高的两组参与者中,总体评分结果相似。最后,讨论了 PSSUQ 中 "未回答 "的可能原因。结论据报告,SWalker-VR 平台对老年人来说具有足够的可用性和较高的安全性。有步态障碍的老年人对长期使用该平台的效果进行研究的潜在兴趣由此可见一斑。临床试验参考文献:NCT06025981。
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引用次数: 0
Personalized Medical Terminology Learning Game: Guess the Term. 个性化医学术语学习游戏:猜术语。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-04-01 Epub Date: 2023-09-12 DOI: 10.1089/g4h.2023.0054
Mei-Hua Hsu, Yen-Hsiu Chen

Objective: Wordbot, a chatbot designed for gamified education, transforms the process of memorizing complex medical terminology into an engaging and enjoyable activity for medical students. Taking inspiration from the "guessing words" game, Wordbot aims to improve medical students' learning outcomes by making the vocabulary memorization process more memorable. Materials and Methods: Wordbot, which can be implemented on the LINE platform, was created for this research, specifically to improve medical terminology learning. Wordbot incorporated mobile devices and personal computer-compatible flashcard games with features such as user ranking and personalization to enhance motivation and optimize learning outcomes. In the experimental research setting, half of a total of 48 nursing students were randomly assigned to use Wordbot for 4 months, and the other half were assigned to a control group relying on self-study without the help of Wordbot. Both groups received pretest and post-test to assess their respective learning of medical terminology. In this study, a statistical t-test was used to analyze the results between the two groups. In addition, user usability testing was conducted to evaluate the usability of Wordbot and gather feedback on user experience. Results: The results of this study have demonstrated that Wordbot is effective in facilitating students learning of medical terminology. Students experienced a significant improvement in their knowledge of medical terminology. An average user usability test score of 83.25 indicated that users' satisfaction with Wordbot is high. Conclusion: Incorporating gamification and personalization elements in Wordbot can significantly improve the overall enjoyment of the learning process. By participating in diverse interactive activities, users can effectively enhance their proficiency in spelling, recognition, and speaking. Wordbot utilizes sophisticated algorithms to generate customized questions based on identified mistakes, which facilitate error identification and correction. The robust findings of this study overwhelmingly support Wordbot's role as a convenient and easily accessible tool for learning medical terminology. The study was conducted according to the guidelines of the Declaration of Helsinki and approved by the Institutional Review Board of Chang Gung Medical Foundation (Protocol code: 202201586B0, date of approval: 8 November 2022). We obtained informed consent from all of our study participants regarding their willingness to participate in this study.

目的Wordbot是一款为游戏化教育而设计的聊天机器人,它将记忆复杂医学术语的过程转变为一项让医学生参与其中并乐在其中的活动。Wordbot 从 "猜词 "游戏中汲取灵感,旨在通过让记忆词汇的过程更令人难忘来提高医学生的学习效果。材料与方法:Wordbot可在LINE平台上实现,专为本研究而设计,旨在提高医学术语的学习效果。Wordbot结合了移动设备和个人电脑兼容的闪卡游戏,具有用户排名和个性化等功能,以提高学习动力和优化学习效果。在实验研究环境中,48 名护理专业学生中的一半被随机分配到使用 Wordbot 的小组,为期 4 个月;另一半被分配到对照组,在没有 Wordbot 帮助的情况下依靠自学。两组学生都接受了前测和后测,以评估各自对医学术语的学习情况。本研究采用 t 检验来分析两组之间的结果。此外,还进行了用户可用性测试,以评估 Wordbot 的可用性并收集用户体验反馈。结果研究结果表明,Wordbot 能有效促进学生学习医学术语。学生们的医学术语知识有了明显的提高。用户可用性测试平均得分为 83.25 分,表明用户对 Wordbot 的满意度很高。结论在 Wordbot 中融入游戏化和个性化元素可以显著提高学习过程的整体乐趣。通过参与多样化的互动活动,用户可以有效提高拼写、识别和口语水平。Wordbot 利用先进的算法,根据识别出的错误生成定制问题,从而促进错误识别和纠正。本研究的可靠结果有力地支持了 Wordbot 作为便捷的医学术语学习工具的作用。本研究根据《赫尔辛基宣言》的指导方针进行,并获得了长庚医学基金会机构审查委员会的批准(协议代码:202201586B0,批准日期:2022 年 11 月 8 日)。我们获得了所有研究参与者的知情同意书,表明他们愿意参与本研究。
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引用次数: 0
Effectiveness of Serious Games in Improving Genetic Literacy and Genetic Risk Awareness in the General Public: A Pilot Study. 严肃游戏在提高公众遗传素养和遗传风险意识方面的有效性:一项试点研究。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-04-01 Epub Date: 2023-10-25 DOI: 10.1089/g4h.2022.0041
Ilaria Cutica, Clizia Cincidda, Serena Oliveri, Renato Mainetti, N Alberto Borghese, Gabriella Pravettoni

Background: Genomics is an integral part of medical science; however, European citizens' literacy on basic genetic concepts is still poor. The aim of this study was to evaluate the effectiveness of Serious Games (SGs) in increasing genetic literacy in laypeople and to assess the impact of SGs on participants' perceived self-efficacy (SE) in managing genetic risk implications. Materials and Methods: Two minigames and an adventure game were created, together with leaflets reporting the same information as the SGs. Sixty participants enrolled at baseline and completed a brief sociodemographic questionnaire and an ad hoc questionnaire assessing their genetic knowledge. They were assigned to the SGs group (30 subjects) or to the Leaflets group (30 subjects) by matching age and sex. Both groups had about 40 minutes to play the SGs or to read the leaflets. In the postlearning session, participants completed the same genetic knowledge questionnaires administered at baseline and five items from the Self-Efficacy Scale, whereas the SGs group also filled in the In-Game Experience Questionnaire. Results and Conclusion: Results showed that learning genetic concepts through SGs was comparable to learning through leaflets. Playing SGs was also associated with poor feelings of frustration or annoyance, good engagement in the game challenges and contents, and positive feelings, particularly in subjects under 30 years. Participants perceiving SE increased significantly in both Leaflets and SGs groups, but the effect was higher for SGs players. SGs have the potential to increase genetic literacy in the public by making the learning process more engaging, pleasant and by enhancing SE.

背景:基因组学是医学不可分割的一部分;然而,欧洲公民对基本基因概念的识字率仍然很低。本研究的目的是评估严肃游戏(SG)在提高普通人的遗传素养方面的有效性,并评估严肃游戏对参与者在管理遗传风险影响方面的感知自我效能(SE)的影响。材料和方法:制作了两个迷你游戏和一个冒险游戏,以及报告与SG相同信息的传单。60名参与者在基线时登记,并完成了一份简短的社会人口学问卷和一份评估其遗传知识的临时问卷。根据年龄和性别,他们被分配到SGs组(30名受试者)或传单组(30人)。两组都有大约40分钟的时间播放SG或阅读传单。在学习后的课程中,参与者完成了在基线时进行的相同遗传知识问卷和自我效能感量表中的五个项目,而SG组也填写了游戏中体验问卷。结果和结论:结果表明,通过SGs学习遗传概念与通过传单学习遗传概念具有可比性。玩SGs也与挫折感或烦恼感差、对游戏挑战和内容的良好参与以及积极情绪有关,尤其是在30岁以下的受试者中。传单组和SGs组的参与者对SE的感知都显著增加,但SGs玩家的感知效果更高。SG有潜力通过使学习过程更加引人入胜、愉快和提高SE来提高公众的遗传素养。
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引用次数: 0
Exergaming Improves Cardiac Risk Factors in Prostate Cancer Patients: A Single-Blinded Randomized Controlled Trial. 运动游戏改善前列腺癌症患者的心脏危险因素:一项单盲随机对照试验。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-04-01 Epub Date: 2023-11-02 DOI: 10.1089/g4h.2023.0096
Brigitta R Villumsen, Jan Frystyk, Martin Grønbech Jørgensen, Britta Hørdam, Michael Borre

Purpose: Androgen deprivation therapy (ADT) may induce unfavorable changes in metabolic outcomes, insulin sensitivity, insulin-like growth factors (IGFs), and in serum levels of adipocyte-derived hormones. In this preplanned randomized ancillary study, we aimed to investigate the ability of exercise to counteract alterations in triglyceride, cholesterol, waist circumference, and insulin caused by ADT in men with locally advanced and metastatic prostate cancer (PCa). Materials and Methods: Forty-six PCa patients undergoing treatment were randomized to 12 weeks of 180 minutes of weekly unsupervised home-based exergaming or usual care. Blood glucose, lipids, cholesterol, adiponectin, leptin, insulin sensitivity, and the insulin growth factor axis were measured at baseline, and after 12 and 24 weeks. Biomarkers were analyzed using a linear mixed-effect model of the difference between the groups from baseline to week 24. In addition, blood pressure, body mass index, body weight, and waist circumference were measured at baseline and after 12 weeks/end of intervention and analyzed using adjusted linear regression analysis. Results: After 24 weeks, a significant difference was seen between the intervention and usual care groups in plasma triglyceride (diff: 0.5 mmol/L, P = 0.02) and high-density lipoprotein (HDL; diff: 0.2 mmol/L, P = 0.01) favoring the intervention group, whereas IGF-binding protein-3 (diff: 148 μg/L, P = 0.01) favored the usual care group. The remaining outcomes were unaffected. Conclusion: Improvement in HDL cholesterol could be used as a primary biomarker in future randomized controlled trials investigating the cardiovascular protecting properties of exergaming.

目的:雄激素剥夺治疗(ADT)可能会导致代谢结果、胰岛素敏感性、胰岛素样生长因子(IGFs)和血清脂肪细胞衍生激素水平的不利变化。在这项预先计划的随机辅助研究中,我们旨在研究运动对抗局部晚期和转移性癌症(PCa)男性ADT引起的甘油三酯、胆固醇、腰围和胰岛素变化的能力。材料和方法:46名接受治疗的前列腺癌患者被随机分配到12周,每周180分钟的无监督家庭锻炼或常规护理中。在基线、12周和24周后测量血糖、脂质、胆固醇、脂联素、瘦素、胰岛素敏感性和胰岛素生长因子轴。使用基线至第24周各组差异的线性混合效应模型分析生物标志物。此外,在基线和干预12周/结束后测量血压、体重指数、体重和腰围,并使用调整后的线性回归分析进行分析。结果:24周后,干预组和常规护理组的血浆甘油三酯存在显著差异(差异:0.5 mmol/L,P = 0.02)和高密度脂蛋白(HDL;差异:0.2 mmol/L,P = 0.01),而IGF结合蛋白-3(差异:148 μg/L,P = 0.01)有利于常规护理组。其余结果未受影响。结论:高密度脂蛋白胆固醇的改善可作为未来研究运动游戏心血管保护特性的随机对照试验的主要生物标志物。
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引用次数: 0
Effect of Exergame on Pain, Function, and Quality of Life in Shoulder Impingement Syndrome: A Prospective Randomized Controlled Study. Exergame 对肩关节撞击综合征患者疼痛、功能和生活质量的影响:前瞻性随机对照研究》。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-04-01 Epub Date: 2024-02-23 DOI: 10.1089/g4h.2023.0108
Aysun Özlü, Sema Üstündağ, Dilan Bulut Özkaya, Ahmet Kıvanç Menekşeoğlu

Objective: This study aimed to investigate the effect of a virtual reality (VR)-mediated gamified rehabilitation program added to a home exercise program on pain, functionality, and quality of life in shoulder impingement syndrome. Methods: Forty-eight participants with shoulder impingement syndrome were included in this prospective, randomized, single-blind study between January and July 2022. The participants were randomized into two groups: the VR group (n = 24) and the control group (n = 24). All participants were given a home exercise program for 3 weeks, with five sessions per week. The participants in the VR group received 15 sessions (45 minutes each session) of a gamified shoulder exercise program with an immersive VR headset, while those in the control group received 15 sessions (45 minutes each session) of supervised therapeutic exercises. The participants were evaluated and compared before and after treatment using the 36-item Short Form Survey (SF-36), range-of-motion (ROM) measurements, the Visual Analog Scale (VAS), and the Shoulder Pain and Disability Scale (SPADI). Results: At the baseline assessment, the two groups were homogenous regarding demographic and clinical parameters. The post-treatment shoulder extension and adduction ROM was significantly greater in the VR group and the post-treatment pain subscales for SPADI and SF-36 were significantly lower in the VR group. Conclusion: In individuals with shoulder impingement syndrome, a VR-mediated gamified exercise program added to a home exercise program increased shoulder ROM and reduced pain scores. Further clinical studies are needed to prove the long-term efficacy of the addition of VR-mediated gamified exercises to the treatment of this condition in clinical settings.

研究目的本研究旨在调查在家庭锻炼计划中加入以虚拟现实(VR)为媒介的游戏化康复计划对肩撞击综合征患者疼痛、功能和生活质量的影响。研究方法在 2022 年 1 月至 7 月期间,48 名肩关节撞击综合征患者参加了这项前瞻性、随机、单盲研究。参与者被随机分为两组:VR 组(24 人)和对照组(24 人)。所有参与者都接受了为期 3 周的家庭锻炼计划,每周 5 次。VR 组的参与者接受了 15 节(每节 45 分钟)游戏化的肩部锻炼计划,并佩戴了沉浸式 VR 头显,而对照组的参与者则接受了 15 节(每节 45 分钟)有指导的治疗性锻炼。采用 36 项简表调查(SF-36)、运动范围(ROM)测量、视觉模拟量表(VAS)和肩痛与残疾量表(SPADI)对参与者进行评估,并对治疗前后的情况进行比较。结果在基线评估中,两组的人口统计学和临床参数相同。治疗后,VR 组的肩关节伸展和内收 ROM 明显增大,治疗后 SPADI 和 SF-36 的疼痛分量表明显降低。结论对于肩关节撞击综合征患者,在家庭锻炼计划中加入以VR为媒介的游戏化锻炼计划,可增加肩关节的活动度,降低疼痛评分。还需要进一步的临床研究来证明,在临床环境中添加以 VR 为媒介的游戏化练习来治疗这种疾病的长期疗效。
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引用次数: 0
The "STAR WARS: The First Jedi" Program-Effects of Gamification on Psychological Well-Being of College Students. “星球大战:第一个绝地武士”计划。游戏化对大学生心理健康的影响。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-04-01 Epub Date: 2023-10-19 DOI: 10.1089/g4h.2023.0059
Carmen Navarro-Mateos, Jose Mora-Gonzalez, Isaac J Pérez-López

Background: College students are particularly susceptible to developing mental health problems. Gamification can be a powerful teaching strategy to favor motivation and behavioral changes for the improvement of psychological well-being. Purpose: To analyze the effect of a 14-week gamification-based physical education teaching program on psychological well-being of college students. Materials and Methods: A total of 112 college students (21.22 ± 2.55 years) were recruited and assigned to a gamification-based group or a control group. The intervention group participated in a gamification-based program under the framework of "STAR WARS" science fiction sage. Participants from this group used a mobile app with a countdown timer and the way for them to gain lifetime was by doing physical activity (PA) and formative challenges. The control group did not experience the gamification approach itself as their classes were based on traditional methodology. They were asked to maintain their usual lifestyle and were not required to do PA. Emotional intelligence, personal initiative, entrepreneurial attitude, resilience, and self-efficacy were self-reported. Results: The gamification-based group showed a significantly higher improvement of emotional intelligence (P ≤ 0.006), personal initiative (P ≤ 0.033), entrepreneurial attitude (P < 0.001), resilience (P = 0.002), and self-efficacy (P < 0.001), compared with the control group. Overall effect sizes were of medium magnitude for emotional intelligence and personal initiative, large magnitude for entrepreneurial attitude, and small magnitude for resilience and self-efficacy. Conclusion: Gamification and the use of mobile apps may become powerful teaching strategies to motivate college students toward healthier lifestyle behaviors that have psychological well-being benefits.

背景:大学生特别容易出现心理健康问题。游戏化可以成为一种强大的教学策略,有利于动机和行为的改变,以改善心理健康。目的:分析为期14周的游戏化体育教学对大学生心理健康的影响。材料和方法:共有112名大学生(21.22 ± 2.55岁)被招募并分配到基于游戏化的组或对照组。干预小组在“星球大战”科幻圣人的框架下参与了一个基于游戏化的项目。该小组的参与者使用了一个带有倒计时计时器的移动应用程序,他们获得生命的方式是进行体育活动(PA)和形成性挑战。对照组没有体验到游戏化方法本身,因为他们的课程是基于传统方法论的。他们被要求保持正常的生活方式,不需要做PA。情商、个人主动性、创业态度、韧性和自我效能都是自我报告的。结果:游戏化组的情绪智力有显著提高(P ≤ 0.006),个人主动性(P ≤ 0.033),创业态度(P P = 0.002)和自我效能感(P 结论:游戏化和使用手机应用程序可能成为激励大学生采取更健康的生活方式的有力教学策略,这些行为对心理健康有益。
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引用次数: 0
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Games for Health Journal
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