Background: Virtual reality (VR) has been suggested as a new therapeutic approach in various sectors of rehabilitation, including the treatment of patients with knee osteoarthritis (OA), and one of its treatment goals is to improve the gait pattern and walking ability of patients. Objective: This study aimed to evaluate if VR, along with conventional physiotherapy treatment (CT), has superior effects to kinesiotherapy alone on pain, physical capacity, balance, and the parameters of anticipatory postural adjustments (APAs) in patients with knee OA. Design: This study is a single-blind randomized controlled trial. Setting: Secondary care at Hospital SARAH Network of Rehabilitation Hospitals, Brazil. Participants: Forty participants (31 women and 9 men) with knee OA in at least one knee and able to ambulate independently. Intervention: A rehabilitation program (8 consecutive weeks, 50-minute session, twice a week). Patients were randomized into the intervention groups CT or VR. Main Outcome Measures: Primary-latency of APA, amplitude of APA, and time to reach the maximum acceleration amplitude. Secondary-balance control by Mini-Balance Evaluation Systems Test, pain, and physical capacity by Western Ontario and McMaster Universities Arthritis Index. Results: The results of the study showed that conventional treatment significantly improved pain intensity, physical capacity, and balance in individuals with knee OA; however, only the group that used VR showed improvement in the APA parameters. Conclusion: This study demonstrated that VR associated with conventional treatment improved APAs in patients with knee OA.
背景:虚拟现实(VR)被认为是康复领域的一种新的治疗方法,包括膝关节骨关节炎(OA)患者的治疗,其治疗目标之一是改善患者的步态模式和行走能力。研究目的本研究旨在评估在常规物理治疗(CT)的基础上,VR 对膝关节 OA 患者的疼痛、体能、平衡以及预期姿势调整(APA)参数的影响是否优于单纯的运动疗法。研究设计本研究为单盲随机对照试验。研究地点巴西 SARAH 康复医院网络的二级医疗机构。参与者: 40 名参与者(31 名女性和 9 名男性):40名参与者(31名女性和9名男性),至少一个膝关节患有膝关节OA,能够独立行走。干预措施康复计划(连续 8 周,每次 50 分钟,每周两次)。患者被随机分为 CT 或 VR 两组。主要结果指标:主要指标-APA的延迟、APA的振幅和达到最大加速度振幅的时间。次要指标-迷你平衡评估系统测试的平衡控制、疼痛和西安大略和麦克马斯特大学关节炎指数的体能。研究结果研究结果表明,常规治疗能明显改善膝关节 OA 患者的疼痛强度、体能和平衡能力;但只有使用 VR 的组别在 APA 参数方面有所改善。结论本研究表明,VR 与常规治疗相结合可改善膝关节 OA 患者的 APA。
{"title":"Virtual Reality in Improving Anticipatory Postural Adjustments to Step Initiation in Individuals with Knee Osteoarthritis: A Randomized Controlled Trial.","authors":"Luana Karine Resende Oliveira, Amélia Pasqual Marques, Karen Flaviane Assis Andrade, Jéssica Cristina Santos de Assis, Aymee Lobato Brito, Givago Silva Souza, Bianca Callegari","doi":"10.1089/g4h.2023.0154","DOIUrl":"10.1089/g4h.2023.0154","url":null,"abstract":"<p><p><b><i>Background:</i></b> Virtual reality (VR) has been suggested as a new therapeutic approach in various sectors of rehabilitation, including the treatment of patients with knee osteoarthritis (OA), and one of its treatment goals is to improve the gait pattern and walking ability of patients. <b><i>Objective:</i></b> This study aimed to evaluate if VR, along with conventional physiotherapy treatment (CT), has superior effects to kinesiotherapy alone on pain, physical capacity, balance, and the parameters of anticipatory postural adjustments (APAs) in patients with knee OA. <b><i>Design:</i></b> This study is a single-blind randomized controlled trial. <b><i>Setting:</i></b> Secondary care at Hospital SARAH Network of Rehabilitation Hospitals, Brazil. <b><i>Participants:</i></b> Forty participants (31 women and 9 men) with knee OA in at least one knee and able to ambulate independently. <b><i>Intervention:</i></b> A rehabilitation program (8 consecutive weeks, 50-minute session, twice a week). Patients were randomized into the intervention groups CT or VR. <b><i>Main Outcome Measures:</i></b> Primary-latency of APA, amplitude of APA, and time to reach the maximum acceleration amplitude. Secondary-balance control by Mini-Balance Evaluation Systems Test, pain, and physical capacity by Western Ontario and McMaster Universities Arthritis Index. <b><i>Results:</i></b> The results of the study showed that conventional treatment significantly improved pain intensity, physical capacity, and balance in individuals with knee OA; however, only the group that used VR showed improvement in the APA parameters. <b><i>Conclusion:</i></b> This study demonstrated that VR associated with conventional treatment improved APAs in patients with knee OA.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"100-108"},"PeriodicalIF":3.5,"publicationDate":"2024-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140022973","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rejane Bermudes Costa Beber, Nicholas Doviggi Meyer, Gabriel Rodrigues Felipetto, Marianne Machado, Margarida Reis Santos, Camila Lehnhart Vargas, Franceliane Jobim Benedetti
Objective: To create and evaluate a digital educational game (DEG) for preschool children for the prevention of iron deficiency and iron deficiency anemia. Methodology: The DEG software was developed by a multidisciplinary team, according to Chandler's methodology, in Engine Unity. The game is a 2D platformer, for Android, with three different phases. A quiz was developed for parents/caregivers about iron absorption and anemia. The quiz content was evaluated by experts. The evaluation of the game was carried out through a questionnaire applied in the school for children from 4 to 6 years of age. Results: For the construction of the game, programming, team planning, art, and soundtrack were necessary. The game was registered at the National Institute of Industrial Property. The quiz was evaluated by 14 experts and all questions had more than 80% agreement. The questionnaire was answered by 32 children with a mean age of 5.0 ± 0.7 years, and ∼70% evaluated the game positively. Thus, the acceptability of the software was favored by most players. Conclusion: The "O Jardim do Ferro" software, from its conception to evaluation, proved to be a promising tool to contribute to food and nutrition education actions, providing opportunities for the construction of knowledge about iron-rich foods for the prevention of iron deficiency and iron deficiency anemia in childhood.
{"title":"Digital Educational Game \"O Jardim do Ferro\": A Tool for the Prevention of Iron Deficiency Anemia in Childhood.","authors":"Rejane Bermudes Costa Beber, Nicholas Doviggi Meyer, Gabriel Rodrigues Felipetto, Marianne Machado, Margarida Reis Santos, Camila Lehnhart Vargas, Franceliane Jobim Benedetti","doi":"10.1089/g4h.2023.0006","DOIUrl":"10.1089/g4h.2023.0006","url":null,"abstract":"<p><p><b><i>Objective:</i></b> To create and evaluate a digital educational game (DEG) for preschool children for the prevention of iron deficiency and iron deficiency anemia. <b><i>Methodology:</i></b> The DEG software was developed by a multidisciplinary team, according to Chandler's methodology, in Engine Unity. The game is a 2D platformer, for Android, with three different phases. A quiz was developed for parents/caregivers about iron absorption and anemia. The quiz content was evaluated by experts. The evaluation of the game was carried out through a questionnaire applied in the school for children from 4 to 6 years of age. <b><i>Results:</i></b> For the construction of the game, programming, team planning, art, and soundtrack were necessary. The game was registered at the National Institute of Industrial Property. The quiz was evaluated by 14 experts and all questions had more than 80% agreement. The questionnaire was answered by 32 children with a mean age of 5.0 ± 0.7 years, and ∼70% evaluated the game positively. Thus, the acceptability of the software was favored by most players. <b><i>Conclusion:</i></b> The \"O Jardim do Ferro\" software, from its conception to evaluation, proved to be a promising tool to contribute to food and nutrition education actions, providing opportunities for the construction of knowledge about iron-rich foods for the prevention of iron deficiency and iron deficiency anemia in childhood.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":"13 1","pages":"50-56"},"PeriodicalIF":3.5,"publicationDate":"2024-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139736413","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-01Epub Date: 2023-10-19DOI: 10.1089/g4h.2023.0002
Vahid Nejati, Zahra Derakhshan
Background: Children with attention-deficit hyperactivity disorder (ADHD) struggle with impaired attention, leading to impaired executive function and behavioral symptoms. In this study, we aimed to evaluate the effect of attention training on executive functions and behavioral symptoms in children with ADHD, in a tele-cognitive-rehabilitation setting. Methods: Thirty children (mean age: 9.93 ± 1.68 years, 21 boys) with ADHD were randomly assigned to 2 equal groups of attention training and active control group. Attentive Rehabilitation and Improvement of Attention (ARIA) and a class of storytelling were used for intervention in two groups, in an online platform. Continuous performance test, one-back test, Wisconsin card sorting test (WCST), Conner's parent rating scale, and behavioral rating inventory of executive function (BRIEF) were used for assessment in three-baseline, postintervention, and follow-up sessions. Repeated measures analysis of variances were used for analysis. Results: ARIA leads to significant improvement in omission error (P < 0.001), commission error (P = 0.006), and response time (P = 0.005) of continuous performance test, cluster (P = 0.001), but not preservation error (P = 0.110) of WCST, accuracy of NBT (P = 0.004) and the score of Conner's parent rating scale (P < 0.001) and BRIEF (P < 0.001). These results indicate improved attention and executive functions, amelioration of ADHD symptoms, and improved behavioral performance. Conclusion: This study suggests that attention can be trained through tele-cognitive rehabilitation using a remediation program in children with ADHD. The effectiveness of this training can be confirmed by examining the transfer of training effects to other untrained cognitive domains, executive functions, symptoms of ADHD, and behavioral performance.
背景:注意力缺陷多动障碍(ADHD)儿童因注意力受损而挣扎,导致执行功能和行为症状受损。本研究旨在评估在远程认知康复环境中,注意力训练对多动症儿童执行功能和行为症状的影响。研究方法将 30 名多动症儿童(平均年龄:9.93 ± 1.68 岁,21 名男孩)随机分配到注意力训练组和积极对照组。两组分别采用注意力康复与改善(ARIA)和一堂故事课,通过在线平台进行干预。连续表现测试、单背测试、威斯康星卡片分类测试(WCST)、康纳尔家长评分量表和执行功能行为评分量表(BRIEF)分别用于基线、干预后和随访三个阶段的评估。分析采用重复测量方差分析。结果显示ARIA显著改善了连续表现测试中的遗漏错误(P P = 0.006)和反应时间(P = 0.005)、WCST中的群集错误(P = 0.001),但没有改善保存错误(P = 0.110)、NBT的准确性(P = 0.004)和Conner家长评分量表的得分(P P 结论:ARIA可以改善儿童的注意力:本研究表明,通过远程认知康复训练,可以对多动症儿童进行注意力训练。这种训练的有效性可以通过研究训练效果向其他未训练的认知领域、执行功能、多动症症状和行为表现的转移来证实。
{"title":"Attention Training Improves Executive Functions and Ameliorates Behavioral Symptoms in Children with Attention-Deficit Hyperactivity Disorder: Implication of Tele-Cognitive-Rehabilitation in the Era of Coronavirus Disease.","authors":"Vahid Nejati, Zahra Derakhshan","doi":"10.1089/g4h.2023.0002","DOIUrl":"10.1089/g4h.2023.0002","url":null,"abstract":"<p><p><b><i>Background:</i></b> Children with attention-deficit hyperactivity disorder (ADHD) struggle with impaired attention, leading to impaired executive function and behavioral symptoms. In this study, we aimed to evaluate the effect of attention training on executive functions and behavioral symptoms in children with ADHD, in a tele-cognitive-rehabilitation setting. <b><i>Methods:</i></b> Thirty children (mean age: 9.93 ± 1.68 years, 21 boys) with ADHD were randomly assigned to 2 equal groups of attention training and active control group. Attentive Rehabilitation and Improvement of Attention (ARIA) and a class of storytelling were used for intervention in two groups, in an online platform. Continuous performance test, one-back test, Wisconsin card sorting test (WCST), Conner's parent rating scale, and behavioral rating inventory of executive function (BRIEF) were used for assessment in three-baseline, postintervention, and follow-up sessions. Repeated measures analysis of variances were used for analysis. <b><i>Results:</i></b> ARIA leads to significant improvement in omission error (<i>P</i> < 0.001), commission error (<i>P</i> = 0.006), and response time (<i>P</i> = 0.005) of continuous performance test, cluster (<i>P</i> = 0.001), but not preservation error (<i>P</i> = 0.110) of WCST, accuracy of NBT (<i>P</i> = 0.004) and the score of Conner's parent rating scale (<i>P</i> < 0.001) and BRIEF (<i>P</i> < 0.001). These results indicate improved attention and executive functions, amelioration of ADHD symptoms, and improved behavioral performance. <b><i>Conclusion:</i></b> This study suggests that attention can be trained through tele-cognitive rehabilitation using a remediation program in children with ADHD. The effectiveness of this training can be confirmed by examining the transfer of training effects to other untrained cognitive domains, executive functions, symptoms of ADHD, and behavioral performance.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"40-49"},"PeriodicalIF":3.5,"publicationDate":"2024-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139651887","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-01Epub Date: 2023-09-11DOI: 10.1089/g4h.2023.0118
Matías E Rodríguez-Rivas, Adolfo J Cangas, Andrés Martin, Javiera Romo, J Carola Pérez, Sara Valdebenito, Laura Cariola, Josefina Onetto, Bárbara Hernández, Francisco Ceric, Pablo Cea, Patrick Corrigan
Background: Stigma toward people with serious mental illnesses (SMI), like schizophrenia, is a serious global public health challenge that limits the quality of life of those affected and poses a major barrier that keeps people from seeking professional help. There is an urgent need for novel, effective, and scalable interventions to decrease stigmatized perceptions of chronic psychotic disorders and to reduce the health burden imposed by them. Method: We conducted a randomized controlled trial to assess the impact of a new immersive virtual reality game (Inclúyete-VR) on the level of stigma toward people with SMI, measured by the Attribution questionnaire (AQ-27). Participants in the experimental group were exposed in an immersive way to hallucinations common in schizophrenia, then shown different psychosocial resources available for their recovery and social inclusion; those in the control group used VR software unrelated to mental health. VR sessions were delivered through Oculus headgear and lasted 25 minutes. Results: We randomly assigned 124 university students (55% female) to experimental or control conditions (n = 62 each). We used mixed ANOVA to compare outcomes before and after the intervention between the two groups. We found a significant intervention-by-time interaction (P < 0.001), with a reduction in the experimental group of overall stigma levels on the AQ-27 scale and its three subscales: dangerousness-fear, avoidance, and lack of solidarity (P < 0.001 for all). Conclusions: The Inclúyete-VR software proved effective in the short term in reducing stigma toward people with severe mental illness. The program's longer-term efficacy, scalability, and dissemination remain to be studied. ClinicalTrials.gov Identifier: NCT05393596.
{"title":"Reducing Stigma Toward People with Serious Mental Illness Through a Virtual Reality Intervention: A Randomized Controlled Trial.","authors":"Matías E Rodríguez-Rivas, Adolfo J Cangas, Andrés Martin, Javiera Romo, J Carola Pérez, Sara Valdebenito, Laura Cariola, Josefina Onetto, Bárbara Hernández, Francisco Ceric, Pablo Cea, Patrick Corrigan","doi":"10.1089/g4h.2023.0118","DOIUrl":"10.1089/g4h.2023.0118","url":null,"abstract":"<p><p><b><i>Background:</i></b> Stigma toward people with serious mental illnesses (SMI), like schizophrenia, is a serious global public health challenge that limits the quality of life of those affected and poses a major barrier that keeps people from seeking professional help. There is an urgent need for novel, effective, and scalable interventions to decrease stigmatized perceptions of chronic psychotic disorders and to reduce the health burden imposed by them. <b><i>Method:</i></b> We conducted a randomized controlled trial to assess the impact of a new immersive virtual reality game (<i>Inclúyete-VR</i>) on the level of stigma toward people with SMI, measured by the Attribution questionnaire (AQ-27). Participants in the experimental group were exposed in an immersive way to hallucinations common in schizophrenia, then shown different psychosocial resources available for their recovery and social inclusion; those in the control group used VR software unrelated to mental health. VR sessions were delivered through Oculus headgear and lasted 25 minutes. <b><i>Results:</i></b> We randomly assigned 124 university students (55% female) to experimental or control conditions (<i>n</i> = 62 each). We used mixed ANOVA to compare outcomes before and after the intervention between the two groups. We found a significant intervention-by-time interaction (<i>P</i> < 0.001), with a reduction in the experimental group of overall stigma levels on the AQ-27 scale and its three subscales: dangerousness-fear, avoidance, and lack of solidarity (<i>P</i> < 0.001 for all). <b><i>Conclusions:</i></b> The <i>Inclúyete-VR</i> software proved effective in the short term in reducing stigma toward people with severe mental illness. The program's longer-term efficacy, scalability, and dissemination remain to be studied. <b><i>ClinicalTrials.gov Identifier:</i></b> NCT05393596.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"57-64"},"PeriodicalIF":2.2,"publicationDate":"2024-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11693960/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"10212859","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-01Epub Date: 2023-09-28DOI: 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.
{"title":"Acceptability Assessment of an Executive Function Training Game FISHERMAN for Older Adults.","authors":"Ping Wang, Hui-Jie Li","doi":"10.1089/g4h.2022.0177","DOIUrl":"10.1089/g4h.2022.0177","url":null,"abstract":"<p><p><b><i>Objective:</i></b> 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. <b><i>Materials and Methods:</i></b> 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 <i>t</i> test analyses were performed to evaluate changes in game acceptability for each group over time. <b><i>Results:</i></b> 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. <b><i>Conclusions:</i></b> 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.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"25-32"},"PeriodicalIF":3.5,"publicationDate":"2024-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41134657","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Experiences of Older Adults with Mild Cognitive Impairment from Cognitive Self-Training Using Touchscreen Tablets.","authors":"Dafna Shamir, Khawla Loubani, Noa Givon Schaham, Zvi Buckman, Debbie Rand","doi":"10.1089/g4h.2023.0017","DOIUrl":"10.1089/g4h.2023.0017","url":null,"abstract":"<p><p><b><i>Background:</i></b> \"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. <b><i>Materials and Methods:</i></b> 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. <b><i>Results:</i></b> Qualitative data were classified into three categories: <i>Memory problems</i>, <i>Hindering and enabling factors to self-training</i>, and <i>Meaningful group sessions</i>. 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 (<i>r</i> = 0.95, <i>P</i> < 0.01) and less training time (<i>r</i> = -0.91, <i>P</i> < 0.01). <b><i>Discussion and Conclusions:</i></b> 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.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"13-24"},"PeriodicalIF":3.5,"publicationDate":"2024-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41178786","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-01Epub Date: 2023-08-10DOI: 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.
{"title":"Acceptability of Physical Therapy Combined with Nintendo Ring Fit Adventure Exergame for Geriatric Hospitalized Patients.","authors":"Keiichi Takei, Shinpei Morita, Yoshinobu Watanabe","doi":"10.1089/g4h.2023.0009","DOIUrl":"10.1089/g4h.2023.0009","url":null,"abstract":"<p><p>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 (<i>P</i> = 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.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"33-39"},"PeriodicalIF":3.5,"publicationDate":"2024-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9970227","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Investigation on the Effectiveness of Augmented Reality Memory Training Game for Chinese Older Adults: A Randomized Controlled Trial.","authors":"Dian Zhu, Beiyao Zhu, Jianan Zhao, Chenqi Zhang, Jingran He, Dongjin Song, Ting Han","doi":"10.1089/g4h.2022.0183","DOIUrl":"10.1089/g4h.2022.0183","url":null,"abstract":"<p><p><b><i>Objective:</i></b> To evaluate the effectiveness of augmented reality (AR) game based on <i>n</i>-back training paradigm as a training tool for working memory (WM) of Chinese healthy older adults. <b><i>Materials and Methods:</i></b> One hundred eighteen older adults self-assessed as healthy were included in this study. Individuals were randomly divided into an intervention group (<i>n</i> = 57) and a control group (<i>n</i> = 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. <b><i>Results:</i></b> There was a statistically significant difference in terms of both CBT indicators, CBT forward span (<i>z</i> = -2.835, <i>P</i> = 0.005) and CBT backward span (<i>z</i> = 3.285, <i>P</i> = 0.001), and the SCWT indicator of Stroop Words Test (SW) (<i>z</i> = -1.894, <i>P</i> = 0.048) in the two groups. The intervention group showed significant improvements in the game accuracy of both medium level (<i>z</i> = -3.535, <i>P</i> < 0.05) and of high level (<i>z</i> = -3.953, <i>P</i> < 0.05). In addition, differences were observed in subgroup analysis in the accuracy of medium level (<i>H</i> = 6.218, <i>P</i> < 0.05) and high level (<i>H</i> = 8.002, <i>P</i> < 0.05) among older people with different levels of education. <b><i>Conclusion:</i></b> AR game based on <i>n</i>-back training paradigm could improve WM of Chinese older adults, showing potential for wider promotion and adoption.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"5-12"},"PeriodicalIF":3.5,"publicationDate":"2024-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139404802","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-01Epub Date: 2023-10-03DOI: 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.
{"title":"Beyond Intrinsic Motivation: Why Researchers Should Consider the Full Motivation Continuum in Games for Health Research.","authors":"Emil Rosenlund Høeg, Jolene Van der Kaap-Deeder","doi":"10.1089/g4h.2023.0100","DOIUrl":"10.1089/g4h.2023.0100","url":null,"abstract":"<p><p>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.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"1-4"},"PeriodicalIF":3.5,"publicationDate":"2024-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41152269","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-12-01Epub Date: 2023-06-16DOI: 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.
{"title":"Effects of Virtual Reality Training Using Xbox Kinect on Balance, Postural Control, and Functional Independence in Subjects with Stroke.","authors":"Nasir Sultan, Kiran Khushnood, Sidra Qureshi, Shafaq Altaf, Muhammad Kashif Khan, Arshad Nawaz Malik, Riafat Mehmood, Malik Muhammad Ali Awan","doi":"10.1089/g4h.2022.0193","DOIUrl":"10.1089/g4h.2022.0193","url":null,"abstract":"<p><p><b><i>Purpose:</i></b> To determine the effects of virtual reality training using Xbox Kinect on balance, postural control, and functional independence in subjects with stroke. <b><i>Methods:</i></b> 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. <b><i>Results:</i></b> 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 <i>P</i>-values 0.003, <0.001, and <0.001, respectively. <b><i>Conclusions:</i></b> 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. <b><i>Trial Registration Number:</i></b> ACTRN12619001688178.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"440-444"},"PeriodicalIF":3.5,"publicationDate":"2023-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9634988","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}