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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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引用次数: 0
Older Adults' Perceptions of Cognitive, Physical, and Exergame Training: A Mixed Methods Investigation of a Four-Armed Randomized Controlled Pilot Trial. 老年人对认知、体能和外部游戏训练的看法:四臂随机对照试点试验的混合方法调查。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-12-01 Epub Date: 2024-07-29 DOI: 10.1089/g4h.2023.0208
Abigail T Stephan, Ava McVey, Tate Steele, Kalvry Cooper, Christine B Phillips, Lesley A Ross

Purpose: Although the health benefits of behavioral interventions for older adults are well studied, research focused on intervention acceptability in older adult populations is less established and is needed. This mixed methods study investigated older adults' perceptions of training interventions. Methods: Community-dwelling older adults (N = 41) were randomized into three groups (cognitive, physical, and exergame) and completed 20 in-lab training sessions over 10 weeks. At every fifth session, participants provided feedback on their perceived gains across functional domains, enjoyment of and motivation to complete training, and aspects they most and least enjoyed regarding study participation. Results: Based on the multivariate analysis of variance, perceived cognitive and everyday function gains did not vary by training group. However, physical and exergame groups perceived greater improvement in physical function than the cognitive training group (P < 0.001). Enjoyment of and motivation to complete training did not vary by training group. Exploratory qualitative coding results suggest that participants across groups most enjoyed social interaction and feelings of improvement. Participants least enjoyed traveling to the study site and engaging in aspects of training (e.g., specific games, structure or duration of training). Conclusion: These findings highlight the importance of incorporating meaningful social engagement and balancing the challenge of training components with goal attainment when working with older adults, regardless of the intervention type. Future research and practice should consider salient aspects of the participant experience (e.g., social connection, accessible locations or remote options) when designing interventions for older adults.

目的:尽管针对老年人的行为干预对健康的益处已经有了充分的研究,但针对老年人群的干预可接受性的研究还不太成熟,亟待开展。这项混合方法研究调查了老年人对培训干预措施的看法。研究方法将居住在社区的老年人(41 人)随机分为三组(认知组、体能组和外部游戏组),并在 10 周内完成 20 次实验室内训练。在每第五次训练中,参与者就他们在各功能领域的感知收益、完成训练的乐趣和动力以及他们最喜欢和最不喜欢的研究参与方面提供反馈。研究结果根据多变量方差分析,不同训练组的认知和日常功能感知收益没有差异。然而,体能训练组和外部游戏组比认知训练组在身体功能方面的改善更大(P < 0.001)。各训练组对完成训练的乐趣和动机没有差异。探索性定性编码结果表明,各组参与者最喜欢社交互动和进步感。参与者最不喜欢前往研究地点和参与培训的各个方面(如特定游戏、培训的结构或持续时间)。结论这些研究结果强调了在对老年人进行干预时,无论采取哪种干预方式,都必须融入有意义的社交活动,并在训练内容的挑战性与目标实现之间取得平衡。在为老年人设计干预措施时,未来的研究和实践应考虑参与者体验的突出方面(如社会联系、无障碍地点或远程选择)。
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引用次数: 0
Playing Kioku Reduces Loneliness in Older Adults: A Pilot Study. 玩 Kioku 可减轻老年人的孤独感:一项试点研究
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-12-01 Epub Date: 2024-05-29 DOI: 10.1089/g4h.2023.0130
Ehud Bodner, Adi Segev, Roberto Chernitsky, Yoram Barak

Introduction: Playing together increases social connectedness, and it may be a tool to reduce loneliness. Research into the mental health benefits of board games is underdeveloped. Objectives: The study aims to examine the effects of the Kioku board game on well-being outcomes. The Kioku board game was developed in order to enable small group interactions with a focus on encouraging participants to create stories through mutual attention and interaction. We hypothesized that following a weekly intervention for 12 weeks, players would report a decrease in loneliness and an increase in well-being, compared with nonplayers. Methods: During the summer of 2022, participants in groups of 4-5 players, chose a cube word and narrated a story. A sample of 151 older adults (Mean age = 75.05 ± 6.46 years) recruited from seven community activity centers in Israel was assigned by block randomization to an intervention (n = 72) or a control group (n = 79), awaiting 4-6 weeks for future participation. Loneliness (UCLA loneliness scale) and well-being (World Health Organization 5-item scale) were evaluated at baseline and at 12 weeks. Results: A two-way repeated measures analysis of covariance (ANCOVA) (Group × Time) controlling for age, country of origin, and marital status revealed significant interaction effects for loneliness [F(1, 146) = 178.04, n2 = 0.549, P < 0.001] and well-being [F(1, 146) = 69.14, n2 = 0.321, P < 0.001]. Loneliness decreased in the intervention group (mean difference: 0.62 points, P < 0.001), and increased in the control group (mean difference: 0.18 points, P = 0.001). Well-being increased in the intervention group (mean difference: 0.79 points, P < 0.001) and decreased in the control group (mean difference: 0.20 points, P < 0.001). Conclusions: Our findings support the effectiveness of the Kioku board game intervention for decreasing loneliness and promoting well-being in older adults, who might still be coping with the effects of the COVID-19 pandemic.

导言一起玩游戏可以增加社会联系,也可以减少孤独感。有关棋类游戏对心理健康益处的研究还不够深入。研究目的本研究旨在探讨 Kioku 桌游对心理健康的影响。开发 Kioku 棋盘游戏是为了实现小组互动,重点是鼓励参与者通过相互关注和互动来创造故事。我们假设,在每周进行为期 12 周的干预后,与不参与游戏的人相比,参与游戏的人会报告孤独感减少,幸福感增加。干预方法2022 年夏天,参与者以 4-5 人为一组,选择一个魔方单词并讲述一个故事。从以色列 7 个社区活动中心招募的 151 名老年人(平均年龄为 75.05 ± 6.46 岁)被随机分配到干预组(72 人)或对照组(79 人),等待 4-6 周后再参加活动。在基线和 12 周时对孤独感(加州大学洛杉矶分校孤独感量表)和幸福感(世界卫生组织 5 项量表)进行评估。结果控制年龄、原籍国和婚姻状况的双向重复测量协方差分析(ANCOVA)(组×时间)显示,孤独感[F(1, 146) = 178.04, n2 = 0.549, P < 0.001]和幸福感[F(1, 146) = 69.14, n2 = 0.321, P < 0.001]具有显著的交互效应。干预组的孤独感减少(平均差异:0.62 分,P < 0.001),对照组的孤独感增加(平均差异:0.18 分,P = 0.001)。干预组的幸福感增加(平均差异:0.79 分,P < 0.001),对照组的幸福感减少(平均差异:0.20 分,P < 0.001)。结论我们的研究结果支持 Kioku 棋盘游戏干预在减少老年人孤独感和促进其幸福感方面的有效性,因为老年人可能仍在应对 COVID-19 大流行的影响。
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引用次数: 0
Gameful Experience Scale: Reliability and Validity in Nursing Students. 游戏体验量表:护理专业学生游戏体验量表的可靠性和有效性
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-12-01 Epub Date: 2024-06-03 DOI: 10.1089/g4h.2023.0231
Tuba Çömez Ikican, Gizem Şahin Bayindir, Olga Incesu, Emre Mor

Objective: Nursing students are among the groups where gamification applications are used effectively and frequently in educational technologies. This study aimed to adapt the Gameful Experience Scale (GAMEX) to the Turkish language and test its validity and reliability. Materials and Methods: The study was conducted with 620 nursing students studying an undergraduate nursing program between March and May, 2023. Data were collected using a personal information form and GAMEX-Turkish Form. Results: The validity and reliability of the five-factor structure scale with 27 items were confirmed. In confirmatory factor analysis, all factor loads were found to be >0.56. The fit indexes of the scale were χ2/df = 2.8, goodnessof-fit index = 0.90, comparative fit index = 0.94, and root mean square error of approximation = 0.55. Cronbach's alpha coefficient of the overall scale was 0.89. Conclusion: As a result of this study, the Turkish version of GAMEX was found to be a valid and reliable tool that can be used to evaluate the game experience in nursing students' training.

目的护理专业学生是游戏化应用在教育技术中有效且频繁使用的群体之一。本研究旨在将游戏化体验量表(GAMEX)改编为土耳其语,并测试其有效性和可靠性。材料与方法:研究对象为 2023 年 3 月至 5 月间就读护理本科课程的 620 名护理专业学生。使用个人信息表和 GAMEX-Turkish 表收集数据。研究结果包含 27 个项目的五因素结构量表的有效性和可靠性得到了证实。在确认性因子分析中,所有因子载荷均大于 0.56。量表的拟合指数为χ2/df = 2.8,拟合优度指数 = 0.90,比较拟合指数 = 0.94,均方根近似误差 = 0.55。总体量表的 Cronbach's alpha 系数为 0.89。结论本研究发现,土耳其版 GAMEX 是一种有效、可靠的工具,可用于评估护生培训中的游戏体验。
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引用次数: 0
Comparative Effectiveness of Developed Serious Game Versus Standardized Patients' Simulation in Nursing Education. 开发的严肃游戏与标准化病人模拟在护理教育中的效果比较。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-12-01 Epub Date: 2024-08-02 DOI: 10.1089/g4h.2024.0037
Afra Calik, Sevgisun Kapucu

Background: Serious games provide a realistic environment in nursing education, a stimulating and experiential learning environment for developing skills necessary for learning, recognizing, analyzing, selecting, and applying information. Methods: This study aims to determine the impact of serious games and standard patient practices developed for nursing education on students' knowledge levels, satisfaction, self-confidence, critical thinking, and problem-solving skills. A serious game was designed using the educational principles of the diabetes course and developed using the 3D interactive content creation platform UNITY. One group played the game online, whereas another had a face-to-face experience. Both groups completed forms before, after, and 4 weeks later via Google Forms. Results: Quantitative analysis showed significant improvements in knowledge and increases in student satisfaction and confidence in learning in both the serious game and standardized patient groups. The groups had no significant differences in problem-solving and critical-thinking abilities (P > 0.005). Conclusion: Developing advanced clinical proficiencies in nursing students requires an engaging and reliable educational environment. Using serious games and standardized patient simulations in nursing instruction highlights the need for diverse digital teaching tools. Therefore, it is essential to support the professional development of nursing educators in these innovative modalities.

背景:严肃游戏为护理教育提供了一个逼真的环境,一个激励性和体验性的学习环境,以培养学习、识别、分析、选择和应用信息的必要技能。研究方法本研究旨在确定为护理教育开发的严肃游戏和标准患者实践对学生知识水平、满意度、自信心、批判性思维和解决问题能力的影响。根据糖尿病课程的教育原则设计了一款严肃游戏,并使用三维互动内容创建平台 UNITY 进行了开发。一组人在线玩游戏,另一组人进行面对面体验。两个小组分别在游戏前、游戏后和 4 周后通过谷歌表格填写表格。结果显示定量分析显示,严肃游戏组和标准化病人组的学生在知识方面都有明显提高,学习满意度和自信心也有所增强。两组在解决问题和批判性思维能力方面没有明显差异(P > 0.005)。结论培养护理专业学生的高级临床能力需要一个吸引人的、可靠的教育环境。在护理教学中使用严肃游戏和标准化病人模拟突出了对多样化数字教学工具的需求。因此,支持护理教育者在这些创新模式方面的专业发展至关重要。
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引用次数: 0
Heal Me!-Investigating the "Red Potion" Concept and Its Influence on Gamers' Cardiovascular Endurance. 治愈我!--研究 "红药水 "概念及其对游戏玩家心血管耐力的影响。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-12-01 Epub Date: 2024-06-21 DOI: 10.1089/g4h.2024.0092
Andreas Kurniawan, Yasraf Amir Piliang, Agung Eko Budiwaspada, Armein Z R Langi

The "red potion," inspired by video games, emulates the health point replenishment mechanism for injured game characters. Conversely, red ginger, known for its potential tonic properties in enhancing cardiovascular endurance, poses challenges in acquisition within specific regions. Several previous studies have highlighted the existence of an inseparable link when gamers are engaged in real-world activities, even without actively playing the game in the virtual world. This suggests the potential for the "red potion" concept to enhance the well-being of gamers in reality. A statistical ANOVA experiment involved 90 participants, all avid gamers, categorized into three groups: basic, placebo, and experimental. The basic group (BG) received a red-colored beverage without red ginger infusion or the 'red potion' concept. In contrast, the placebo group (PG) received a similar beverage described as a "red potion" but without red ginger. Lastly, the experimental group (EG) received a red ginger-infused beverage without the "red potion" concept. Despite receiving different treatments, all beverages were presented in the same red color. Participants underwent the "beep test" to assess their baseline stamina. The results revealed that both PG and EG exhibited comparable cardiovascular endurance, affirming the potential of the "red potion" concept to positively influence gamers.

红药水 "的灵感来自电子游戏,它模仿了受伤游戏角色的健康点补充机制。相反,红姜因其潜在的增强心血管耐力的滋补特性而闻名,但它在特定区域内的获取却带来了挑战。之前的一些研究强调,当游戏玩家参与现实世界的活动时,即使没有在虚拟世界中积极玩游戏,也存在着不可分割的联系。这表明 "红药水 "概念有可能提高游戏玩家在现实中的幸福感。统计方差分析实验涉及 90 名参与者,他们都是狂热的游戏玩家,分为三组:基础组、安慰剂组和实验组。基本组(BG)喝的是红色饮料,没有加入红姜或 "红药水 "概念。相比之下,安慰剂组(PG)接受的是被描述为 "红药水 "的类似饮料,但不含红色生姜。最后,实验组(EG)接受的是不含 "红药水 "概念的红姜浸泡饮料。尽管处理方法不同,但所有饮料的颜色都是一样的红色。参与者接受了 "哔哔声测试",以评估他们的基础耐力。结果显示,PG 和 EG 的心血管耐力相当,这肯定了 "红药水 "概念对游戏玩家产生积极影响的潜力。
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